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Oddworld: Stranger's Wrath - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Oddworld: Stranger's Wrath - Strategy Guide (Page 01).

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   -                                                                       -
   =      Oddworld: Stranger's Wrath  --  a complete FAQ/Walkthrough       =
   -                           by :: Syonyx ::                             -
   =                                                                       =
   ~-+-=-~-+-=-~-+-=-~-+-=-~-+-=-~-+-=-~-+-=-~-+-=-~-+-=-~-+-=-~-+-=-~-+-=-~

Version 1.60 - last updated May 2, 2005.

_____________________                                             _____________
  TABLE OF CONTENTS                                                 GAME INFO

1. Introduction                               Title: Oddworld: Stranger's Wrath
     -Version History                                  Platform: Microsoft Xbox
     -On Oddworld                                         ESRB Rating: T (Teen)
2. Controls                                     Developer: Oddworld Inhabitants
3. Playing the Game                                  Publisher: Electronic Arts
4. Species & Characters                           Release Dates: 26-Jan-05 (NA)
5. Live Ammo                                                     04-Mar-05 (EU)
     5.1 Ammo Statistics
6. WALKTHROUGH
7. Walkthrough In-Depth Contents
8. Enemy Info
9. Equipment & Shops
     9.1 Shops List
10. Frequently Asked Questions               ** To jump to any section, press
11. Closing Bits                               ctrl-F and enter the section
      -Legal Info                              number **
      -Thank You's
      -Contact Info

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                             ~~~~~~~~~~~~~~~~~~~
                               1. INTRODUCTION
                             ~~~~~~~~~~~~~~~~~~~
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Greeting and salutations.  I am Syonyx, and welcome to my guide to Oddworld:
Stranger's Wrath.  This is a unique game and an unexpected turn for Oddworld,
but a thoroughly enjoyable one.  I have strived to provide an extensive manual
to getting through the game effectively.  But if you are approaching this guide
without having completed the game at least once on your own, what the heck are
you waiting for?  Just give it a shot, you don't have to be perfect your first
time through.

With that said, the observant reader may notice that the table of contents
above indicates that there is a further level of contents listed after the
walkthrough.  What the?!?  Well, this is my attempt to keep you from
accidentally uncovering any game spoilers before you're ready.  And yes, there
could potentially be spoilers even in a walkthrough table of contents.  If you
are coming here because you're well and truly stuck on your first play-through,
then I suggest you carefully scroll through the walkthrough to find the part
you're stuck at, and avoid possibly learning anything you shouldn't know except
through the journey of discovery provided by the game itself.  I'll do my part
too and leave any potential spoilers out of the guide wherever possible.
Sounds fair, right?  For those more experienced players, please feel free to
skip down to find the in-depth walkthrough contents, complete with search codes
for your rapid locating needs.

  ~~ VERSION HISTORY ~~

1.0: Completed 04-Mar-05. Complete walkthrough and gameplay information.
1.5: Completed 11-Apr-05.  Added ascii art header, paragraph on Gamespeak, ammo
     statistics chart, in-depth enemy info, FAQ section, and otherwise reviewed
     the walkthrough.  Also added "Did you try..." sections with fun extra
     stuff to do.
1.51: 12-Apr-05.  Added missing values to ammo statistics chart, added some
      Wolvarks to the enemy descriptions, and continued reviewing the
      walkthrough.
1.55: 13-Apr-05.  Finished reviewing the walkthough, hopefully there are no
      more typos or confusions.  All major work done, if this guide is updated
      again it will be only minor additions.
1.60: 02-May-05.  Moved walkthrough further up ahead of some encyclopedic
      material, and updated info on status of Oddworld Inhabitants.

                               ~~~~~~~~~~~~~~~
                               ~ On Oddworld ~
                               ~~~~~~~~~~~~~~~

Oddworld is a place like no other, populated by many species at different
levels in the food chain, all of whom play a role in the ever-evolving ecology
and economy of the planet.  Oddworld is also a series of games created by
Oddworld Inhabitants under the creative leadership of Lorne Lanning.  The
central focus of their opus is the Oddworld Quintology, meaning a series of 5
games.  The first of these was Abe's Oddysee, in which a chump turned champ
when he freed his brethren from the bonds of industrial slavery.  The second
was Munch's Oddysee, where Abe helped Munch, the last Gabbit, recover the means
to bring his species back from the edge of extinction.  There was also Abe's
Exoddus, which was not a core game of the quintology, but rather a bonus game
to the first installment.

And so now we come to Stranger's Wrath, which is NOT part of the Quintology,
but rather is an adjunct to that series, highlighting another set of peoples
and their experiences in a distant corner of the Oddworld.  Oddworld
Inhabitants was contractually committed to releasing at least 2 more games for
Xbox, either the current platform or the next generation.  There was an
announcement that the next game would star a character named Fangus, and would
again feature 1st-to-3rd person gameplay in addition to sheep herding.  Since
the release of Stranger's Wrath, however, OI has undergone a major change.
They have announced that, as a company, they will no longer be developing games
themselves, and instead will only create characters and stories for games and
movies.  This move has been seen by many as the death of Oddworld.  While it
sure doesn't bode extremely well right now for loyal fans, I don't believe that
all hope is lost.  Only time will reveal what the future holds for Oddworld.

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                                ~~~~~~~~~~~~~
                                 2. CONTROLS
                                ~~~~~~~~~~~~~
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What's the matter, you don't have the manual?  Sheesh.  Fine, here you go:

  GENERAL ACTIONS:                         ,---> 3RD PERSON MODE:
 ==================                        |    ==================
Move around: L stick                       |   Talk: X
Look around (camera): R stick              |   Use/activate: X
*** Switch between 3rd                     |   Capture bounty: X (hold)
*** and 1st person mode: Click R stick >--[    Head butt: R trigger
Jump: A                                    |   Spin attack: L trigger
Double-jump: A, A                          |   Center camera: Black
Shake off damage: Y (hold)                 |
Open ammo menu: D-pad (any) >--.           |
Open inventory: Back           |           '---> 1ST PERSON MODE:
Pause game: Start              |                ==================
                               |               Fire left barrel: L trigger
   AMMO MENU:     <------------'               Fire right barrel: R trigger
  ============                                 Punch: Click L stick
Scroll through ammo: D-pad up/down             Zoom: Black (need binoculars)
Assign ammo to left barrel: D-pad left         Quick reload: B
Assign ammo to right barrel: D-pad right
Exit ammo menu: B, Y, or L or R trigger

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                           ~~~~~~~~~~~~~~~~~~~~~~~
                             3. PLAYING THE GAME
                           ~~~~~~~~~~~~~~~~~~~~~~~
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     ~~~~~~~~~~~~~~~~~~~~
     ~ General Overview ~
     ~~~~~~~~~~~~~~~~~~~~

As a bounty hunter, the Stranger will experience the general flow of events as
follows:
            Pick up bounty assignment in Bounty Store --> Go out into wild -->
            --> Fight Outlaw minions --> Fight Outlaw boss --> Capture boss
            dead or alive --> Return to town and claim reward --> Pick up new
            bounty assignment.

In between missions, he can also visit the General Store to buy some supplies
and talk to the townsfolk to possibly get some tips (but more likely just some
abuse).  Once you exhaust the bounties available at one town, it's time to move
on to the next one.  Throughout this process, the Stranger will acquire Moolah,
the currency of this part of Oddworld.  You can use this to buy extra ammo and
new equipment, as well as save up for the future.

     ~~~~~~~~~~~~~
     ~ Gamespeak ~
     ~~~~~~~~~~~~~

Oddworld Inhabitants has created an innovative way of interacting with other
characters: talking to them!  You really ought to try it in your own life
sometime.  Though not as intricate a game mechanism as in the Abe and Munch
games, Gamespeak helps keep the Stranger on the right course.  Press X at just
about any time and the Stranger will start flapping his lips.  If he's alone,
he'll say something about his current main objective, reminding you, the
player, of where you need to go next.  If near another friendly character,
he'll talk to them instead, asking something about his current objective and
receiving something that somewhat resembles a response.  Just remember that
just because someone isn't trying to kill you, that doesn't necessarily mean
that they'll be all that helpful.  In a nutshell, Gamespeak is the game's one-
button context-dependent conversation system.

     ~~~~~~~~~~~~~~~~~~~~
     ~ Health & Stamina ~
     ~~~~~~~~~~~~~~~~~~~~

The bars at the top right of the game screen show you the Stranger's status (it
only appears when he's damaged or in a combat situation).  The larger upper bar
represents his health, while the lower blue bar represents his stamina.  If the
Stranger's health ever reaches zero, it's game over.  Fortunately, he can
restore his health at any time by shaking off damage by pressing Y.  This will
send any blades, bullets, or whatever stuck in his hide flying back out.
Restoring health in this way consumes stamina, so you can only heal as long as
you have stamina left.  Stamina will regenerate itself over time provided that
you are not running at full speed, and you can also gain a small stamina boost
by bountying an enemy.  A full stamina bar will not quite restore a full health
bar.  So basically, whenever you take damage, find a safe spot where you're not
in the line of fire of any enemies and shake it off.  Likewise, if your stamina
is low, stay in a safe area if you can while it regenerates.

You can also lose stamina by falling long distances.  As long as you can see
the ground below, stamina is all you'll lose.  Landing in water is fine, as the
Stranger can swim.  If there is no bottom in sight, the Stranger will die.
Finally, melee attacks consume a little bit of stamina, and if your stamina is
at zero, you will not be able to use these attacks until it recovers.

     ~~~~~~~~~~
     ~ Combat ~
     ~~~~~~~~~~

Herein lies the core of the game.  You will have many options for approaching
any combat situation, from the stealthy approach to running in both barrels a-
blazin', using all of the tools at your disposal.  The first tool to master is
maximizing the use of the 2 perspectives.  Remember that you can switch between
them at any time by clicking in the right stick.

  ~~~ 3RD PERSON ~~~
This is the dominant non-combat view.  Though you cannot use your crossbow in
this mode, you get wider view of your surroundings, and have the ability to
look around objects by moving the camera.  You must be in 3rd person to be able
to run or jump long distances.  It is the best mode for running for cover when
things are getting hairy.  As for offense, you can use only melee attacks in
this mode: the spin attack, which can hit multiple nearby targets and knock
them away, and the headbutt, which delivers a more powerful strike on a single
target.

  ~~~ 1ST PERSON ~~~
In this view, you see through Stranger's eyes, which are looking down the
barrel his crossbow.  In this mode, you will use your various ammo (see below)
to creatively dispatch your enemies.  You can load different ammo onto your
weapon at any time, and use both barrels in combination to produce powerful
combination attacks.  While in 1st person, your speed of movement is limited to
a fast walk.  You can still jump and double-jump, but it won't take you very
far.  You can also still do a melee attack by clicking in the left stick, for
those times when an enemy just gets too close.

  ~~~ THE CROSSBOW ~~~
The Stranger's weapon is a specially designed double-barrel wrist-mounted
spring-loaded crossbow.  He mounts his ammo (see below) onto either barrel and
can fire both at once if necessary.  Each ammo type can be fired a certain
number of times before it needs to reload, which will happen automatically, but
which takes a moment (and some ammo reload faster than others).

  ~~~ BOUNTYING BAD GUYS ~~~
Enemies can be taken in 2 general ways: dead or alive.  Taking an enemy alive
requires you to knock it unconscious or otherwise incapacitate it, giving you
time to run up and suck it into your Bounty Can with the X button.  You have to
be quick about it though, because they'll eventually recover, ready to cause
more trouble.  If you knock them dead, however, they won't be getting back up
any time soon.  However, you won't get as much money for bountying them, and
you may not even get a chance to bounty them, because their bodies will melt
away after a little while.  Some kills don't leave anything intact to bounty
though, and naturally those ones are the funniest.

  ~~~ ENEMY HEALTH & STAMINA ~~~
Enemies also have a health/stamina system similar to the Stranger's.  Rather
than bars, though, they get stars.  Yellow stars will appear over enemies'
heads as they become progressively stunned, and when they acquire 3 yellow
stars, they will be unconscious (note: many enemies can easily be knocked into
unconsciousness with a single hit).  Once unconscious, the stars will disappear
one by one, and when the last star fades, they will rise again.  Similarly, red
stars indicate health.  As you damage enemies, red stars will appear over their
heads, and when they have 3 red stars, a little more damage will kill them.

Bosses, on the other hand, do have health and stamina bars identical to the
Stranger's.  To take out a boss, you can either drop their health down to zero
to kill them, or knock their stamina down to nothing to knock them out.  For a
knock out, just be sure to bounty them before they recover.

     ~~~~~~~~~~~~~~~~~~~~~~~~~
     ~ Saving and Quiksaving ~
     ~~~~~~~~~~~~~~~~~~~~~~~~~

In this game, you could literally never stop to save and still never lose your
place.  The game will automatically create a new permanent save file every time
you reach a new town.  It will also keep a save file that updates every time
you reach a major new section (e.g. pick up a new bounty, at various points on
the way to the boss, and at the start of a boss battle).  So you can turn the
game off at any time and not lose more than a few minutes of play time.  If
ever you die, the game will automatically reload at the last auto-save point.

On top of this, the game features the Quiksave system.  At absolutely any point
in the game, you can Quiksave, creating a snapshot of that moment that you can
return to at any point.  So for example, if you're plowing through a difficult
section, you can Quiksave after eliminating every few enemies, just in case
your death is just around the corner.  With a Quiksave made after the last
auto-save, if you die you will restart at the Quiksave instead.  In each game,
you can only have one Quiksave file at a time, so if you Quiksave again, it
will overwrite the last one.  This file also remains in place after turning off
the Xbox.

     ~~~~~~~~~~
     ~ Moolah ~
     ~~~~~~~~~~

Moolah is the currency of Oddworld, at least in the regions we've seen so far.
It is necessary to acquire Moolah throughout the game in order to purchase
extra ammo, upgrades and equipment.  You might also want to save up significant
amounts for larger major purchases as the game goes on.  There are several ways
to acquire Moolah:

  -Bounty bad guys!  For every Outlaw that you suck up with your bounty can,
     you will be awarded some Moolah once you cash them in at any Bounty Store.
     Remember, Outlaws captured alive are worth more than dead ones.
  -Kill bad guys!  When an Outlaw dies, he drops a few small bags of Moolah,
     his personal stash.  It doesn't quite make up for the difference in bounty
     value, but it's something at least.
  -Smash things!  Many barrels, crates and other objects hold a bit of Moolah
     hidden away inside them by Clakkerz, Outlaws, or others, and you can
     appropriate these funds by breaking them open.
  -Find valuable stashes!  Moolah Chests and Moolah Pots (which contain a
     valuable green ore, equivalent to cold hard cash) provide lots of dough.
  -Break glowing crystals!  Some caves hold orange glowing crystals that have
     formed on the walls and ceiling.  You can break off pieces that are worth
     a tiny amount of Moolah when you pick them up.

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                         ~~~~~~~~~~~~~~~~~~~~~~~~~~~
                           4. SPECIES & CHARACTERS
                         ~~~~~~~~~~~~~~~~~~~~~~~~~~~
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                               ~-~-~-~-~-~-~-~-
                               | The Stranger |
                               ~-~-~-~-~-~-~-~-

The Stranger is a, umm...  Well, whatever he is, he's bad-ass, and he's the
only one around these parts with the gumption to stand up to those Outlaws.  Is
his motivation altruism, cold hard cash, or something else altogether?

                                 ~-~-~-~-~-~
                                 | Outlaws |
                                 ~-~-~-~-~-~

These ornery runts thrive on lawlessness and local populations too weak or
scared to take back what's theirs.  They move into whatever location strikes
their fancy and take over essential services from the nearby towns, such as
water supply or wagon trains, then charge exorbitant prices to use them.  Most
are small fry, content to cause minor mischief and not think too far ahead.  A
few of them, though, have either the brawn or the brains (but rarely both) to
lead a pack of them on to mean-spirited greatness.

                                 ~-~-~-~-~-~-
                                 | Clakkerz |
                                 ~-~-~-~-~-~-

What their feathered roly-poly bodies lack in physical finesse, they make up
for with their sarcastic beaks.  Productive little settlers, they establish
towns in barren lands, but then all too often fall prey to Outlaws.
Fortunately for them, they have enough cash on hand to hire the best of the
best to take out the bad guys for them.

                                 -~-~-~-~-~-
                                 | The Doc |
                                 -~-~-~-~-~-

A Vykker by species, he's the only medical specialist to be found anywhere
about these parts.  And because of his monopoly on the market, his services
don't come cheap.

                                 ~-~-~-~-~
                                 | Sekto |
                                 ~-~-~-~-~

Another mysterious figure, all we know about him is that he's filthy stinkin'
rich.  And with money comes power...

                                 ~-~-~-~-~-
                                 | Grubbs |
                                 ~-~-~-~-~-

This once-thriving species flourished along bountiful rivers and lakes.  But
since the water's been drying up, pickings have been slim.  Hounded by Outlaws
no less than by the loss of their habitat, Grubbs have become fearful and
reclusive, while dreaming of the return to a better way of life.

                                ~-~-~-~-~-~-
                                | Wolvarks |
                                ~-~-~-~-~-~-

Morality-free, this reptilian breed makes an ideal workforce for the more
under-handed captains of industry.  They'll defend their assigned posts to the
death, as long as there's a steady paycheck egging them on.

                                  ~-~-~-~-~
                                  | Slegs |
                                  ~-~-~-~-~

These vicious little doggies are really nothing but legs and razor-toothed
gaping maws.  Their favorite bone is in your leg.  Single-minded, they will run
you down until you take them down.  If you don't, well, at least they seem to
have evolved a certain bumblebee-like feature: Once they bite, they die.  Wild
cousins to the breeds of Slogs favored as industrial guard dogs in other parts
of Oddworld.

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                              ~~~~~~~~~~~~~~~~
                                5. LIVE AMMO
                              ~~~~~~~~~~~~~~~~
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In keeping with his distaste for guns, the Stranger uses unique ammunition for
his double-barreled crossbow: actual living creatures!  These critters can be
found scattered throughout the environments you will travel through, and each
has unique abilities.  Experiment with each on their own and in combination to
find the most effective ways to deal with your enemies.  You will need to use
different strategies depending on whether you want the bad guys dead or alive.

To catch a critter, you must first spot it scuttling, hopping, or flying around
the environment.  Next, you have to incapacitate it by shooting it with another
critter (the Zappfly works best for this, since it supplies you with unlimited
shots.  But hey, if you want to use up your other ammo in exchange for a new
critter, go right ahead).  Then, walk over the stunned creature and the
Stranger will automatically pick it up and add it to his ammo bag, provided
that he has any room left for that ammo type.  You can also buy ammo in General
Stores, and find it in critter-specific marked crates scattered around enemy
strongholds.  Why they're storing these things is anybody's guess.

Most critters comes in 2 forms: regular and upgraded.  The regular form will be
all that is available to you for much of the game.  Once you have received the
upgraded form for a particular critter, any critters of that type that you
collect will automatically become the upgraded variety.  Please note that, when
purchasing an upgraded ammo type in a General Store, you must first have room
for at least 1 of that type in your inventory.  Also, once you purchase the
upgrade, you lose any of the old type of critter that you had in your
possession.

     ~~~~~ ZAPPFLIES ~~~~~

Ah, trusty ol' Zappflies, where would Stranger be without them?  This is your
most basic ammo type, and the only one that you have an infinite supply of.
These lightning bugs start charging up the moment they are loaded into your
crossbow, and once fully charged, fire a powerful burst of electricity.  You
can also fire a rapid stream of smaller bursts before they are fully charged.
Many enemies can be knocked unconscious by a single charged shot or many
uncharged ones.  The charged shot is required to activate certain electrical
equipment, by targeting Surge Activators, and it is also the best way to blow
up explosive barrels.

     ~~~~~ CHIPPUNKS ~~~~~

These trash-talkin' rodents are always good for a laugh while they're loaded
into your crossbow.   They're also great at luring enemies over to them.  Fire
one at the ground, and any single Outlaw within earshot (as determined by an
effective zone shown on your radar) will rush over to put a stop to its
chattering, provided that he is able to reach it.  This ammo won't work if the
Outlaw has spotted you, though.
   UPGRADE: Howler Punks
     In their pimped-up mode, these punks will attract up to 3 Outlaws at once,
     but they all still need to be within the effective range upon landing.

     ~~~~~ BOLAMITES ~~~~~

They spin a web, any size, catches thieves just like flies...  Fire one at an
enemy and the Bolamite will instantly wrap him up in a neat little package.
Don't wait too long before bountying him, though, or he'll be able to break
free.  Some enemies are too strong to be bound for any length of time, though.
   UPGRADE: Bola Blasts
     Each super-spider can bind up to 3 enemies at once, though the webbing
     isn't any stronger than before.  Remember, too, that you'll only have time
     to bounty 2 of them in the time it takes the 3rd to break free.

     ~~~~~ FUZZLES ~~~~~

Nothin' but fur and teeth.  Okay, a couple of little eyeballs too.  These guys
act like proximity mines, leaping at and savaging any enemies that come too
close, distracting them and causing minor damage.  They can stick to vertical
or horizontal surfaces to lay in wait for that unfortunate passer-by.  Set them
against your foes in packs for maximum effect.
   UPGRADE: Rabid Fuzzles.
     A whole lot meaner than the regular variety, these critters will jump
     farther to reach their victims and cause more damage when they do.

     ~~~~~ THUDSLUGS ~~~~~

These flying bugs sport a super-hard shell, and they roll up into a little
armored ball when stressed out, such as when being used as ammo.  Fired at an
enemy, it will knock the wind right out of them and shove them backwards hard.
Too many hits and it's lights out for good.
   UPGRADE: Riot Slugs
     These deliver an even more powerful blow, and at close enough range can
     completely vaporize most targets.

     ~~~~~ BOOMBATS ~~~~~

Flying to their target like a bat out of hell, they explode a moment later,
causing heavy damage to anyone standing too close.  Anyone not killed by the
blast will at least be bowled over.
   UPGRADE: Boombat Seekers
     Increased explosive power is coupled with slight homing ability, producing
     a nasty surprise for anyone you aim them at.

     ~~~~~ STUNKZ ~~~~~

Upon landing, Stunkz will unleash a cloud of green, noxious gas, causing
susceptible bad guys to stop what they're doing and spew uncontrollably, at
which point you can bag 'em.  Fortunately, the Stranger is immune to the smell.
He must already be pretty rank himself.
   UPGRADE: Spark Stunkz
     These affronts against nature produce a stench so mind-numbingly horrible,
     it creates a local vacuum, sucking in up to 3 outlaws within range.  Place
     them over environmental hazards to draw enemies to their doom.

     ~~~~~ STINGBEES ~~~~~

The cannon fodder of your arsenal, these fly in rapid fire towards their target
like a continuous spray of needles.  Their only use is to damage or kill.
   UPGRADE: Super Stingbees
     Extra sharp stingers plus the ability to home in on their targets to some
     extent make these creatures even more deadly.

     ~~~~~ SNIPER WASPS ~~~~~

Only useable while combined with the binocular scope attachment to your
crossbow.  Clean, silent killers, a single shot will take out any regular enemy
without attracting any undue attention.

                              ~~~~~~~~~~~~~~~~~~
                              ~ 5.1 AMMO STATS ~
                              ~~~~~~~~~~~~~~~~~~

Listed here are various bits of numerical information on each ammo type.
  - 'Amount per capture' refers to the number of shots you gain for each wild
critter you stun and collect.
  - 'Max Number Held' is the maximum number in your possession.  Efforts to
pick up more than that will be futile.  The increased capacity for each
upgraded ammo bag is also provided.
  - '# in Clip' refers to how many you can fire before you need to reload your
crossbow.  This reloading happens automatically, during which you are unable to
fire more of that ammo.  The increased clip capacity upon purchasing the Clip
Extender for that ammo type is also provided.
  - 'Reload Speed' refers to, well, the speed at which the ammo reloads once
you've emptied your clip.  These speeds can be enhanced by purchasing reloader
springs particular to each ammo type.

===============================================================================
AMMO       | AMMO / |       MAX NUMBER HELD        |   # IN CLIP     |
TYPE       |  CAP-  | Start | Small | Med. | Large |       |  With   | RELOAD
  +UPGRADE |  TURE  |       |  Bag  |  Bag |  Bag  | Basic | Upgrade |  SPEED
===============================================================================
Zappflies  |  n/a   |  Inf. | Inf.  | Inf. | Inf.  |   8   |   n/a   | Fast
-----------|--------|-------|-------|------|-------|-------|---------|---------
Chippunks  |   5    |  10   |  12   |  15  |  20   |   1   |   3     | Medium
  Howler   |        |  20   |  38   |  47  |  60   |       |         |
  Punks    |        | (30)* |       |      |       |       |         |
-----------|--------|-------|-------|------|-------|-------|---------|---------
Bolamites  |   5    |  10   |  12   |  15  |  20   |   3   |   5     | Fast
  Bola     |        |  15   |  19   |  23  |  30   |       |         |
  Blasts   |        |       |       |      |       |       |         |
-----------|--------|-------|-------|------|-------|-------|---------|---------
Fuzzles    |   5    |  15   |  19   |  23  |  30   |   3   |   5     | Medium
  Rabid    |        |  40   |  51   |  63  |  80   |       |         |
  Fuzzles  |        |       |       |      |       |       |         |
-----------|--------|-------|-------|------|-------|-------|---------|---------
Thudslugs  |   5    |  10   |  12   |  15  |  20   |   1   |   2     | Slow
  Riot     |        |  30   |       |      |       |       |         |
  Slugs    |        |       |       |      |       |       |         |
-----------|--------|-------|-------|------|-------|-------|---------|---------
Boombats   |   2    |   6   |   7   |   9  |  12   |   3   |   1     | Slow
  Boombat  |        |   8   |       |      |       |       |         |
  Seekers  |        |       |       |      |       |       |         |
-----------|--------|-------|-------|------|-------|-------|---------|---------
Stunkz     |   5    |  10   |  12   |  15  |  20   |   1   |   2     | Medium
  Spark    |        |  10   |       |      |       |       |         |
  Stunkz   |        |       |       |      |       |       |         |
-----------|--------|-------|-------|------|-------|-------|---------|---------
Stingbees  |   90   |  375  |  487  | 599  |  750  |  30   |   50    | Slow
  Super    |        |  300  |       |      |       |       |         |
  Stingbee |        |       |       |      |       |       |         |
-----------|--------|-------|-------|------|-------|-------|---------|---------
Sniper     |  n/a   |   5   |   6   |  7   |  10   |   1   |   n/a   | Instant
Wasps      |        |       |       |      |       |       |         |
===============================================================================
*You can hold more of this ammo once you get the Breeder Bag.

#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#
                             ~~~~~~~~~~~~~~~~~~
                               6. WALKTHROUGH
                             ~~~~~~~~~~~~~~~~~~
#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#

After selecting New Game from the title menu, you get to enter your name.  This
is what will appear on your save files, so if your little brother is playing
his own game, be sure to pick something unique.  You can scroll through a page
of symbols and accented letters using the bottom left button.  Click on 'Done'
to accept the name as shown as get on with the game.

  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
                      Chapter One: The Way of the Hunter
  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~

   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
     6A) TRAINING (BLISTERZ BOOTY)
   -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-

After the opening FMV, you are left with a bound Outlaw to bounty.  Press and
hold X near him to suck him up into your all-purpose trans-dimensional bounty
gun.  The only other thing you can do in here is appreciate the lush
vegetation.  From here on in, you will have ample directions about what to do
to familiarize yourself with the controls and game environment.   Enter the
shack and stand on the lift to ride up a tunnel to a new area.

Learn to jump as you go up the rock steps.  You can get across the gaps with
careful single jumps, but you may as well try out your double-jump while you're
at it.  Along the cliff wall, climb the rope where the arrow points the way by
jumping near it; Stranger will automatically grab on. Jump off the top and
climb the next rope right beside you.  Go through the valley it takes you up
to.  Smash the fence with either the R or L trigger and continue onward.  When
you reach the pit, jump to the middle landing and jump again to reach the far
side (again, you can make it with single jumps, but go ahead and use double-
jumps if you're tired of falling down).  If you fall in, there's a rope back to
the starting side of the pit.

Just ahead, you get sucker-punched by an Outlaw.  Press and hold Y to shake off
the damage, and the door ahead will open.   Move in and sneak up to the Outlaw,
then take him out with your melee attacks.  Note the stars over his head before
you bounty him.  Continue onward, and you get a little tutorial in using
Chippunks.  Lure the Outlaw onto the wooden platform and it'll collapse,
tumbling him to his doom.  Go down via the tops of the stone columns then a
rope (or just jump to the ground, but it'll be a blow against your stamina when
you land) and bounty the body.  Note that he's only worth 2 Moolah dead, while
the previous live one netted you 6 Moolah.  Try smashing the barrels in this
area for some extra dough.  When you're done playing around, enter the shack to
ride up another lift.

Ahead, there's a horizontal rope that you can use to cross a small chasm (if
you fall, there's another rope back up).  Go left at the end on the far side
and down to a pair of Outlaws.  Head-butt them into submission and bounty them
both alive.  Hop up the next lift.

Now, you get to try Bolamites.  Shoot the Outlaw with one from the safety of
the tall reeds.  The door down to him will then open, on the left end of the
wall.  Switch to 3rd-person and go down to bounty him before he breaks loose
(and if he does, just shoot him again).  Ride another lift up.  Above, practice
a Chippunk-Bolamite combo, by staying up top and firing the Chippunk where the
arrow indicates.  Wrap up the Outlaw when he arrives, then jump back up top and
repeat for the other one.  Continue up the next lift.

Now try out the Stunkz.  Wait until the Outlaws are all close together and fire
one into their midst.  You'll only have time to bounty 2 before the last one
recovers, so hit him with a Bolamite after you bounty the first one to keep him
still.  Don't fall off the path in this area, there's no bottom!  Up ahead, use
Fuzzles to throw the Outlaws into a panic, sending them into the water, where
they drown.  It is necessary to kill them to open the door, you can't just wrap
them up with a Bolamite.  Once they're gone, you get instructions to lay a trap
for the next Outlaw who's coming in.  Place a Fuzzle or 3 in front of the door
and retreat behind the corrugated tin wall to watch the show.  Feel free to hit
him with a Bolamite if you want him alive, otherwise just let the Fuzzles do
their thing.

Enter the facility and keep going until you get a tutorial on loading your
crossbow.  Load up a Zappfly, let it charge, then shoot the blue surge
activator to unlock the doors.  Back outdoors, you now have to hunt your own
ammo.  Use the Zappfly to shoot the critters, since this doesn't cost you any
ammo to do.  Once you've got stunned and collected at least one of each type, a
surge activator will appear across the pond.  Shoot it with a charged Zappfly
to extend the bridge, then cross over.  There will be a pair of Outlaws on the
ground ahead.  Tie 'em up and bounty 'em, but then back out of there before the
Outlaws in the house on the right start firing.  Shoot charged Zappflies at the
red barrels for a wonderful surprise.  Move in and take out any remaining
Outlaws with a method of your choosing.  You can also go in and practice
smashing all the windows in the house.  When you're done playing around, go up
the slope past the house and mosey on into town.
       ______________________________________________________________________
      /  DID YOU TRY...                                                      \
     | -Killing Blisterz Booty before you bounty him?  It takes about fifty   |
     |    headbutts to do.  It also nets you only 1/2 the Moolah when you     |
     |    cash him in.  And although he's dead, he sure seems alive and       |
     |    kicking while he's in his cell in town!                             |
     | -Wasting ammo?  Up until the time when you hunt your own, your ammo    |
     |    constantly regenerates, creating an unlimited supply.  So feel free |
     |    to shoot them off walls, into the air, wherever, just for the fun   |
     |    of it.                                                              |
     | -Going for a swim?  In the area where you tried out your fuzzles, you  |
     |    can also jump into the water to cool off and pick up the floating   |
     |    Moolah dropped by the drowned Outlaws.                              |
     | -Standing near an exploding barrel while you shoot it?  Surprise!  It  |
     |    kills you too!  It's a valuable lesson to learn early on.           |
      \______________________________________________________________________/

  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
         Chapter Two: Shortly Thereafter, a Stranger Arrives in Town
  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~

   +-+-+-+-+-+-+-+-+-+-+
     6B) GIZZARD GULCH
   -+-+-+-+-+-+-+-+-+-+-

After a brief FMV, the Stranger finds himself in the town jail.  Head outside.
The Bounty Store is to the left, right across from the General Store.  It's
easy to find both, but ask some locals where it is anyway.  They'll be
extremely helpful, really.  If you run around town you'll find some breakable
fences, and a few crates with some Moolah inside, but not enough to get excited
about.  You can go into the General Store, but there's nothing for sale, the
reasons for which will be made clear in the Bounty Store.

In the Bounty Store, talk to the shopkeeper to get paid for your captures so
far, then pick up the next and only other bounty available.  Accept it, and the
Clakker clerk will tell you a little bit more about the job.  Leave the store,
go  right, then left at the T-junction (go in the direction of the sign reading
"Dead Hen's Pass") and approach the gate at the edge of town to be let out and
retrieve your crossbow.
       ______________________________________________________________________
      /  DID YOU TRY...                                                      \
     | -Talking to Blisterz in the jail?  Go to the left cell and chat him up |
     |   and he'll talk threateningly about his brother.                      |
     | -Examining the Fortune Teller machine in the General Store?  It shows  |
     |    you some titillating footage.                                       |
     | -Running?  You can't!  I guess the designers didn't want you bowling   |
     |    over Clakkerz unintentionally yet.                                  |
     | -Eavesdropping on the Clakkerz' conversations?  They often meet up in  |
     |    pairs and have their own interactions, which you can hear if you    |
     |    stand close enough to them.                                         |
     | -Looking at Clakkerz in 1st-person mode?  Even though your crossbow    |
     |    was detained, you can still switch to this view for a better look   |
     |    at their animations while talking with them.  You can also punch    |
     |    them close-up by clicking the L stick in this view.                 |
     | -Walking into Clakkerz?  Really, it's harder to avoid doing this.      |
     |    They bounce and exclaim indignity, then carry on their merry way.  |
     | -Beating up on Clakkerz?  Hit one with a melee attack and some more    |
     |    will come to its defense.  Hit them again and they'll all run and   |
     |    hide for a while.  You'll also be chastised over the town's         |
     |    loudspeaker system.                                                 |
      \______________________________________________________________________/

   +-+-+-+-+-+-+-+-+-+-+-+-+-
     6C) FILTHY HANDS FLOYD
   -+-+-+-+-+-+-+-+-+-+-+-+-+

Once outside the town, hunt down some Chippunks to reach your full capacity.
Charge up a Zappfly and shoot the surge activator by the metal gates.  Practice
picking up speed to reach a flat-out gallop as you go down the path.  When you
reach some Clakkerz, the bridge ahead is blown out.  To cross the gap, jump
along the ledges on the right side of the pit (if you fall in, there's a ramp
back up to the top).  Alternately, if you get up to a full run, you can double-
jump straight across the broken bridge.

On the other side of the gap, continue until you see a fence ahead.  Stay along
the left side, going at normal speed until you're hidden in the reeds (your
radar will show 'Hidden') and you can see and hear the Outlaws.  They should be
right under the boulder being held up by the crane.  If they're not right in
the box, lure them into it with a Chippunk, then charge a Zappfly and shoot the
surge activator on the side of the crane.  Ha ha ha.  Pick up the Moolah
(there's more in the crates behind the breakable fence, too) and continue on
your way.

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