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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter O » Oddworld: Stranger's Wrath - Strategy Guide (Page 02)

Oddworld: Stranger's Wrath - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Oddworld: Stranger's Wrath - Strategy Guide (Page 02).

Ahead, you find some Bolamites in the fenced area, both outside and in the
large house.  You can climb a rope in the house to reach the top floor, but
there's no real point to doing so.  Just ahead, shoot the surge activator to
open the gates.  Go inside and stick to the left to hide in the reeds.  Wait
for the first Outlaw to walk towards you, then hit him with a charged Zappfly
to knock him out and bounty him alive.  Alternately, you can lure him back
toward the gate and tie him up with a Bolamite.  Continue through the pass,
sticking to the right wall this time to sneak up on the Outlaws ahead, and take
out the pair of them however you like (if they spot you, they won't alert
other, so don't worry too much).  There's also one more guard a short ways up
the pass.  There are more Bolamites ahead, so feel free to use those up.

Once the Outlaws blow up the tunnel and stop the wagon train, take them out.
Feel free to just wade in a wrap them all up with Bolamites, or lure them away
with Chippunks if you're feeling crafty.  Once they're dealt with, go to the
wooden structure on the left and climb the rope.  Up top, you'll find some
Fuzzles, so stock up.  Climb the next rope to get over the blocked road.

Just ahead, Outlaws are attacking the halted wagon trains.  Clakkerz have
holed themselves up inside, and you have to take out the Outlaws, about a dozen
of them.  Use whatever ammo you have at your disposal.  You can climb to the
building ledges along the left side and use them as a safe vantage point, but
the Outlaws can still spot you up there if you're careful.  The house on the
left also has Fuzzles and Bolamites inside.  For a stealthy approach, once you
enter the area jump straight down and hide behind the large rock just ahead.
Step out and capture the first 2 Outlaws by the first wagon.  Now sneak around
the right side and up to the tall reeds just ahead.  Lure Outlaws over there
one by one with Chippunks and bounty them alive.  Once they're all dead or
bountied, the Clakkerz come out, but Filthy Hands Floyd and his main minions
also make their move.

     BOSS: Filthy Hands Floyd
    ==========================

First of all, dodge to the side behind a train car and wait for the 2 minions
to come out to you, then capture them both so you can concentrate on the main
man.  Floyd fires a rapid volley of damaging shots at you, so keep under cover
wherever possible.  The rails on the way up to Floyd are all destructible,
including by him, but the block straight ahead at the top of the ramp will give
you some cover.  Once you're in range, you have a couple of options for taking
him out.

     ALIVE: You can distract him with a Fuzzle or two so he won't shoot at
            you , then hit him with Zapply shots to bring his stamina down.
            Once it's all depleted, he'll fall over and you can bounty him.  An
            even easier way is to just hit him with a Bolamite.  It'll only
            hold him for a couple of seconds, but it's long enough to run up
            and bounty him.

     DEAD: Hit him with a full complement of Fuzzles.  Each will gnaw away a
           bit of his health, and it's funny to watch him run around in panic.
           If you need more, go back to the house along the side of the canyon.

Once you've got him and all his minions, the mine shaft back to town will open
up on the right side of Floyd's platform.  If you honestly can't find it, hang
around the Clakkerz until one of them talks about checking it.  He'll run over
to it, and all you have to do is follow him.

Go through the mine shaft and jump over the beams.  Cross the bridge and...
Pick up some Fuzzles if you need them and continue through the tunnel.  When
you emerge, you get a brief FMV, and then have to deal with some Outlaws below
the wind turbine.  Jump down to the next ledge and hide in the tall grass to
scope them out.  Once you've dealt with all of the ones on the ledge, there's a
pair that have moved into the house across the way.  But look, they brought an
exploding barrel with them!  Shoot it with a charged Zappfly and go bounty
their bodies.

Head back to town the same way you came, restocking your ammo if you need to.
Go to the bounty store and talk to the clerk to cash out your captures, and
pick up the next available bounty.
       ______________________________________________________________________
      /  DID YOU TRY...                                                      \
     | -Hurting the Clakker outside the gate once you left town?  This starts |
     |    the 'all Clakkerz run and hide' response throughout the town, but   |
     |    he's left bumping against the closed gate trying to get in.         |
     | -Listening to the first Outlaws standing by the crane?  Their conver-  |
     |    sation is pretty funny.                                             |
     | -Leaving a Fuzzle by a Clakker?  They freak out over them just as much |
     |    as Outlaws do.  Try the same with all ammo types: Bolamites tie     |
     |    them up and Chippunks lure them over.                               |
     | -Pick up the Moolah from the Outlaws that blew themselves up?          |
      \______________________________________________________________________/

   +-+-+-+-+-+-+-+-+-+
     6D) LOOTEN DUKE
   -+-+-+-+-+-+-+-+-+-

Now that you've picked up the bounty, the General Store has some stuff for
sale.  I recommend picking up at least the Binoculars at this time.  If you
just want to get on with things, go right after exiting the Bounty Store and go
through the gates marked 'Water Facility'.

Talk to the Clakker outside and he'll advise you to pick up some Thudslugs on
your way to the Duke.  Head up the valley to the right, and shoot the surge
protector at the bottom of the lift track.  Jump on the lift when it comes down
quickly before it rises again.  Up top, go ahead past the Chippunks to spot
some flying Thudslugs.  Being airborne, they're slightly harder to hit, but I
know you can do it.  There are also Bolamites running around in these parts.
At the end of the canyon, there's a rope for you to climb up.

As you climb, an Outlaw Sniper will emerge in a high cave behind you.  On the
first landing, move to the far rock wall where he can't hit you and charge up a
Zappfly, then step out and shoot him (you can also knock him off his perch with
a Thudslug).  Bounty his fallen body if you want to, then climb up to the next
level.  Around the bend, there's another Sniper, so take him out in the same
way.  Smash the fence blocking your way.  Just ahead, smash the wooden block on
the left side of the pit (which, from the looks of it, you do not want to fall
into) using either a weapon or your head, and climb the ramp it creates.
Ahead, smash some more fences and continue onward until the Water Facility is
in view.

Scope out the situation from on high (aren't you glad you bought those
binoculars?), then head down the ramp along the cliff wall.  At the bottom,
there's a line of reeds for you to hide in as you approach the facility.  There
are two guards outside of it.  Lure them one by one away from the entrance and
capture them (the ol' Chippunk-Bolamite combo).  Once they're eliminated, even
if you haven't been spotted, the Duke issues you an ultimatum: you have to take
out all of his men before he'll come out and face you himself.

To get inside the facility, there are 2 approaches.  The noisy way is to break
down the central front door with many, many headbutts or Zappflies.  The sneaky
way is to go around to the right side of the facility.  There are 3 stone
columns holding up a broken pipe.  The first of these has wooden planks holding
it together at eye level.  Punch or shoot the planks, and the column will fall
over, creating a bridge into the hole in the facility wall.  Double-jump onto
this bridge and go on in.  You can use the wooden panels to shield yourself
from prying eyes as you take out the upper guards.  Attract over the one on the
platform on your right with a Chippunk and incapacitate him, bounty him, then
cross over to the other side along the upper ledge.  Shoot the next Outlaw
along there with another Bolamite before he can raise the alarm.  Now, there
are 2 Outlaws who will walk up the ramp from the ground and cross in front of
the surge activator on the side wall.  Wait until one is crossing there, then
shoot the activator to drop him into the spinning fans below.  The other one
will come to investigate, so do the same with him.  That's is for the upper
guards.

For the ones on the ground, try attracting one to a spot in front of a spinning
fan with a Chippunk, then shoot him with a Thudslug so it throws him back into
the blade.  It's good for a laugh.  You can then take out the Outlaw by the
closed entrance to the facility by simply shooting him with a Bolamite from
afar and running up to bounty him.  Take out the other pair walking around the
grounds however you like.  There's one more inside the facility, but you can
get him easily by going around the back and tying him up with a Bolamite from
the open window, then jump through and bounty him.  Once you've got the last of
them, the Duke finally appears.

     BOSS: Looten Duke
    ===================

After a very amusing FMV, he leaves you with his Outlaw Mortars.  They will
fire homing shells and, without cover, you have to run and jump out of the way
before they land on you, or they'll do mega damage.  If you go up either ramp
to the roofed watchtowers, you will be protected from the rockets raining down
from above.  You can use Fuzzles to take out the left shooter, by placing them
onto the wall behind him.  It's harder to hit the other one, because there's no
good place to stick the Fuzzles in a trap, but you can still hit him with them
regardless.  Thudslugs are also useful if you can get a clean shot.  A Bolamite
will hold them still long enough for you to hit them with a few more shots of
whatever.  Concentrate on taking just one of them out at first, then go refill
on Fuzzles and Thudslugs behind the main building before taking out the second.
Once you do that, the Duke himself comes out to play.

He'll run around, firing his nail gun at you whenever he gets the chance.  He
can follow you anywhere, up the ramps and along the upper walkway if need be.
Actually, there is one safe place he can't reach: the roof of his building,
where the Mortars were stationed.  To get there, go into the building and
through the door the Duke came out of, then climb the rope in the back of the
room.  There, you can rest to recover your stamina if need be.  But back to the
fight; here's a couple of ways to take him out:

     ALIVE: Unlike the previous boss, Bolamites are entirely ineffective.
            Fuzzles distract him momentarily but do minimal damage.  Thudslugs
            are highly effective at knocking him down and take away a sizeable
            amount of his stamina.  Use these, and while he's down shoot him
            with rapid-fire from your Zappfly, then another Thudslug once he
            gets back up.  In this way, you'll knock him unconscious in no
            time, and you can bag him for the full bounty.

     DEAD: For a quick kill, you have 2 options.  First, you could hit him with
           Thudslugs to knock him back into a spinning fan.  Alternately, run
           to the upper level on the side with the surge activator.  Wait
           behind the wooden shield for the Duke to follow, then shoot the
           surge activator to drop him into the fans below.  Instant Dukeshake.

Now that that's taken care of, a door opens out behind the water tower.  Before
going there, though, there's some looting to do of your own up inside the
tower.  Go inside the main building, and there is now a door open on the side
(the Duke opened it when he finally came out to fight you).  Enter this door
and climb the rope behind the electrical panels.  On the first level above, get
the Moolah left by the fallen Mortars, then climb the next rope up, then up
again a couple more times.  Go around the rim of the tower counter-clockwise
and jump over the pipes until you reach a treasure chest with a pile of Moolah
inside, then jump on top of the pipe behind you and carefully walk along it to
reach another chest.  Find the other rope to reach the final level with 4 more
chests.  Now feel free to jump right back down to the ground.

Go through the opened tunnel behind the main building, and grab some Boombats
just inside.  There aren't many, so get them all.  Jump down into the water
just ahead and swim to the other side.  Continue to fill up on Boombats and
continue down the slide.  Keep going, swim, climb, jump to the planks and
follow the tunnel back outside to a point just above where you encountered your
second Sniper on the way in.

There's another Sniper that took the place of the first one you ever
encountered.  Take him out with a Zappfly again without going down the rope,
because there's a couple more around the corner waiting to shoot you in the
back.  Staying up top, step to the right end of the ledge in front of you while
looking to your left to spot the next Sniper, and take him out in the same way.
Finally, step off the ledge backwards and look up and to the right to find the
third Sniper, and knock him off his perch likewise.

Go down and restock on the critters here, then cross the field back to the lift
that brought you up here.  Shoot the surge activator then jump to the lift as
it moves down.  Hop off at the bottom and go back into town.  You need to go to
the bounty store and cash in, but please also note that there's a new item
available at the General Store to boost your stamina.
       ______________________________________________________________________
      /  DID YOU TRY...                                                      \
     | -Jumping into the pit after the second Sniper?  It's an instant death  |
     |    due to the spiky nature of its contents.  The same goes for the     |
     |    rows of spikes around the water facility, not to mention the fan    |
     |    blades.                                                             |
     | -Climbing the water tower after the fight with the Duke?  Make sure    |
     |    you collect every Moolah chest before moving on.                    |
     | -Revisiting the Jail to talk to the prisoners?  Floyd and the Duke are |
     |    in there now too, and the 3 bosses all talk to each other.  If,     |
     |    however, you chopped the Duke to pieces (i.e. by knocking him into  |
     |    a spinning fan), he won't be there in the jail.                     |
      \______________________________________________________________________/

   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
     6E) MEETING WITH DOC & BOILZ BOOTY
   -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Go to see the Doc in the center of town.  His building is right beside the
signpost at the T-junction.  Afterwards, the whole town is ruffled up.  Talk to
any Clakker to find out why.  Since something big is about to go down, I
suggest you go to the General Store and stock up on any ammo types you're not
full of already.  Go to the Bounty Store to find out what's what and pick up
your next job.  The action starts as soon as you do.

     BOSS: Boilz Booty
    ===================

This fight is the most frantic so far, since there's no permanent cover and a
whole bunch of minions to deal with at the same time as the boss.  First of
all, you want to take some cover.  Go left from exiting the Bounty Store and
hide behind the truck at the end of town there.  This gives you a moment to get
your bearings.  Some Outlaws will start moving towards you, so start to take
out the little guys, leaving the boss for last.  A few Boombats will go a long
way towards this goal, killing them outright.  It can get dangerous to try and
bounty them alive at the start, because this leaves you vulnerable to attacks
from others while you're sucking one up.  The best approach is to take out a
couple of minions, then run across town, breaking the fences between buildings
(if you didn't earlier) to reach new temporary safe spots and eliminate Outlaws
1 or 2 at a time.  Shake off your damage whenever you have a temporary
reprieve, and stay still if you're alone for the moment to restore your
stamina, while using the camera and radar to watch for approaching enemies.

Once you've taken out all 5 Outlaw Shooters, leaving only the big guy, it's go
time.

     ALIVE: The same combo that you used for the Looten Duke is also effective
            here: knock him over with a Thudslug, then zap with a charged
            Zappfly, then repeat until his stamina is gone.  Boombats are also
            good at draining his stamina, but also take off a decent amount of
            health, so watch his life bars carefully.  Fuzzles will distract
            him but do no damage.

     DEAD: It's all about the Boombats.  Just keep laying them on him and he'll
           fall in no time.

Well, you beat the bad guys, but Boilz did a number on the town.  The stores
you came to know and love are no more, but don't worry, the Clakkerz will
rebuild.  You've got to be moving on though, so head out the gate at the edge
of town marked "Buzzarton" and head on down the road.

  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
     Chapter Three: Surgery, Lies, & Outlaws: The Hunt for 20,000 Moolah
  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~

   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
     6F) ROAD TO BUZZARTON & OPPLE FARM
   -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Run along the path at high speed and you'll come to some Clakkerz restoring a
run-down form not too far ahead.  There are a couple of barrels with Moolah
here, but it's not enough to be worth smashing everything to find them
(however, please see the note under "did you try..." below).  Ahead, climb the
rope on the left side when you come to a stone wall.  On the other side, you
find a bridge to the next region.  Approach it to trigger an FMV.

Take out the Outlaws (since you can reach them, they're a lot easier to deal
with than the last Mortars), possibly by just tying them up with Bolamites, and
bounty 'em up.  If you jump down the broken bridge, you can approach them from
behind.  Look around the field filled with junk.  On the right, there are
several barrels with Moolah.  On the left side of the field from where you
enter, you'll find the road ahead.

Jump up some ridges and a FMV will clue you in to some extra dough.  You can
skip this part and just go left to the town, but if you're interested, read on.
Head down into the Opple Farm.  The farmhouse is the very large building at the
bottom of the hill.  It contains many rooms, but look around and you'll find
Farmer Beek in green overalls and a hat.  Talk to him and he'll follow you
around chattering away.  You need to find his treasure.  Take the large ramp up
to the second floor, then note the rope hanging down over the ramp.  Jump to it
from the side and climb to the top.  Jump to the ledge above and cross the
walkway to a locked, grey chest.  Smash it to send a bunch of Moolah flying,
then run around to pick it all up.  If you haven't already, head into the
kitchen on the ground floor to be accused of trying to steal cornbread.

When you're done, head along the road at the top of the hill to reach the town,
which truly is a windy city.  Head down the road through town and you'll come
to the Bounty Store and General Store.  You really can't miss them, their signs
are just so damn big.  Head into the Bounty Store to cash in on Boilz and pick
up something new.  Actually, you have a choice of 2 here, and you do either one
first, but I'm going to start with the rescue effort.
       ______________________________________________________________________
      /  DID YOU TRY...                                                      \
     | -Finding the Outlaws' hidden cash?  The Clakkerz rebuilding the town   |
     |    up the road from Gizzard Gulch talk about how the Outlaws hid some  |
     |    Moolah.  On the right sides of the houses, jump up and smash the    |
     |    planks to reveal several Moolah chests.                             |
     | -Starting a ruckus in town?  Here, and on the opple farm, if you send  |
     |    the Clakkerz running for cover, they won't only hide, they'll open  |
     |    fire on you for a while!                                            |
     | -Squashing Clakkerz in the Opple Crusher?  Lure one in with a Chippunk |
     |    and hit the surge activator to crush him.                           |
     | -Wasting opples?  Destroy some crates of them on the farm to be        |
     |    chastised by the farmhands.                                         |
     | -Bothering the ladies in the farmhouse?  Enter the kitchen and ask for |
     |    some cornbread, or go into the bathroom and be called a pervert.    |
     | -Checking out the fortune teller machine in the general store?  It     |
     |    gives you different footage than the one in the previous town.      |
      \______________________________________________________________________/

   +-+-+-+-+-+-+-+-+-+-+
     6G) RESCUE EUGENE
   -+-+-+-+-+-+-+-+-+-+-

Talk to any Clakker outside and they'll tell you that you need the Professor to
get to the temple ruins.  Fortunately, they also volunteer that the Professor
is in the General Store, so go there and talk to him.  He's the dude with the
graduation cap.  Talk to him and he'll open the gate you need to go through.
Leave the General Store and turn right, go toward the 'Sewer Treatment' sign
and run up the ramp to its left.  Cross the bridge and head into the tunnel.

Jump over the debris blocking the path and go down the tunnel.  After you break
a fence, you'll find some Stingbees, so stock up as much as you can.  There are
two Outlaws waiting on the other side of the fence that you need to break at
the end of the tunnel, and another ahead on the hill who will shoot at you once
you emerge from the tunnel.  You can't really deal with them stealthily, so
just shoot in some Fuzzles to cause confusion and pick them off however you
wish.  Just ahead, you run into your first armored Outlaw, called a Nailer.
These guys are a pain, because Bolamites and Chippunks don't affect them.  They
are, however, susceptible to Fuzzles.  To knock one out, you need to shoot it
with a charged Zappfly and also empty the rest of the Zappfly clip into him in
rapid fire.  Alternately, 2 Thudslugs will do the job.  Don't try to take him
on in melee, because he's tougher than you are in that regard.  Boombats or
Stingbees also work fine if you want to kill him rather than bag him alive
(though a single Boombat won't finish him off on its own).

To get out of this field, go up the ramp on the left side.  At the top, jump to
the top of the first concrete pillar, then grab the rope and shimmy across.  At
the end, there's a brief cut-away to the temple.  When you're in control again,
look down towards the fire to spot an Outlaw or two.  Jump down and hide behind
the large rock, then lure the closest one over to you with a Chippunk and take
him out.  Next, run left underneath the planks and look through the fire with
the binoculars to spot a pile of exploding barrels.  One shot with a charged
Zappfly there will take out most of the Outlaws, along with their whole
platform structure.  Clean up the remaining survivors and head into the tunnel
on the left side.

Stock up on Stunkz in the tunnel.  There are also plenty of Thudslugs and
Chippunks in the field ahead.  Run up to the rock on the left side and lure the
single Outlaw over to dispatch him.  Now get onto the rock in the middle of the
path and double-jump to the high ledge along the right side.  Smash the Boombat
crate if you need any and head to the tip of the ridge.  From there, stun the
outlaw on the other side of the fence with a Zappfly, and break the fence with
a Thudslug, then jump down and bounty the Outlaw.  In the area ahead, it's best
to go in guns a-blazin' and zap all of the exploding barrels to take out the
majority of the Outlaws, including the Mortars and Sniper on the roofs.  Once
it seems clear, go ahead towards the wooden tunnel, but watch out for the many
remaining Outlaws that could still be inside.  A Boombat or two will make short
work of them, as will a Stunk for any remaining ones.  Collect the Moolah
chests, then go to the back of this area by the canyon wall.  Look to your
right, and jump up to the roof on via the crates and go over the edge (from the
top of the crates, you can also jump right onto a roof, then jump across to the
remaining roofs from there to collect any fallen Moolah).  On the other side,
try to use the crane's surge activator to crush unwary Outlaws beneath the
boulder, and otherwise take everyone out.

Now you have to climb the series of ramps up to the top of the scaffolding.
There are still Outlaws above, so go up one level at a time and scout the way
ahead.  There won't be any major opposition.  At the top, you become prey to a
Sniper over the temple entrance.  Use the crates for cover.  When you see a
pair of exploding barrels at the top, place a Chippunk there to call over an
Outlaw Nailer, and zap the barrels to kill him with ease.  Move along using
whatever cover you can find until you notice the second Sniper from the side.
Maneuver along the ruins until you can get close to him and take him out with a
charged Zappfly.  Be sure to also get the many Moolah Pots on a pedestal
straight out from the temple entrance.  To deal with that pesky Sniper still
over the entrance, go to the start of the bridge leading into the temple and
move right a short way along the wall.  Charge up a Zappfly and back away from
the wall, aiming up to the Sniper, and let him have it.  He should fall onto
the bridge, letting you bounty his broken body.

Now you're ready to head into the temple proper.  Go down the winding tunnel
until you trigger an FMV, then back off around the previous corner.  Plant a
couple of Chippunks to lure over an Outlaw and bag him stealthily.  Do the same
with the other Outlaws just ahead.  Watch out for the Armored Outlaw, as you'll
need more firepower to knock him out.  Head inside and take out the rest of the
Outlaws how you wish.  There's lots of cover no matter which way you go.  If
you go up the ramp to your right upon entering and do a long double jump at the
top across the gap, you can reach some Bolamites.  There are other critters
roaming in this area too, so use all the ammo you want.  Go up the ramps on the
left after entering the area to reach the last outlaws and Eugene.  You have to
eliminate all enemies inside the temple to complete the mission and free
Eugene.

   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
     6H) RETURN FROM THE TEMPLE
   -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

After an interesting FMV, the Stranger finds himself at the bottom of the
temple.  Follow the tunnel to an open room, and pick up the Moolah Pot in the
middle of the floor ahead to end up back outside.  You find yourself in Grubb
territory.  Pass the first house and walk out onto the roof just past it.  Jump
to the next tin roof across the  pit and go past the Stingbee hives.

If you've been listening to these creatures, you'll have heard something about
their secret treasure.  If you don't care, just stay along the upper path and
leave the village.  If you want to find it, go down the ramp on the right after
the Stingbee hives and find the rope in the far right corner, behind a
crumbling wall.  Cross the roof and jump to the next rope diagonally out from
the corner.  From there, you can see a hole in the building next to you covered
in planks.  You have to break these planks and jump in.  You can jump off the
rope and spin attack to break some, but you'll end up back on the ground
anyway, so just jump down and go up the ramp a bit, then switch to your
crossbow and shoot the boards away.  Now climb back up the ropes and jump into
the room to grab the idol.  If you're having trouble getting into the room,
double-jump off the rope while your back is turned to the hole, from the same
height as the hole.  Listen to the creatures complain as you now leave the
village.

The tin roof will collapse under your weight, making a ramp.  The barrels down
here, and on the top of the wall once you climb the rope, contain some Moolah.
Jump off the other side of the wall.  Next, you have to pass through a small
Sleg pen.  Break the fence from afar, and shoot the Slegs that come out with
Stingbees or rapid Zappfly shots.  There's a couple more behind the next fence.
Once you've completely smashed your way through the pens, head through the
tunnel on the far side.  Jump over the barrier using the crate on one side.
Just ahead, you emerge over the main road in Buzzarton.

As always, head to the bounty store to get your reward.  There are also some
new items at the General Store for your perusal.
       ______________________________________________________________________
      /  DID YOU TRY...                                                      \
     | -Stealing the Grubb Idol?  If you were following the walkthrough just  |
     |    above you would have.  The Grubbs complain as you leave their       |
     |    village if you took it.                                             |
      \______________________________________________________________________/

   +-+-+-+-+-+-+-+-+
     6I) JO' MAMMA
   -+-+-+-+-+-+-+-+-

Head right after leaving the Bounty Store and head to the "Sewer Treatment"
sign.  Just below it, talk to the sewer worker in the overalls and miner's hat
to open the doors.  Jump onto the rope inside and climb all the way down.  At
the bottom, run through the tunnel until you reach the sewers proper, at which
time the water wheels will be turned off by the Clakker in the booth.  If you
need some, there are Boombats flying in a small area along the left wall before
you jump into the water.

Head up the water tunnel through the middle and stop when you reach the ramp on
the left side.  Staying in the water where they can't get you, take out the
Slegs on the landing with Stingbees or Zappflies.  Go up the ramp and jump
across the gap between the grated floors.  On the other side, there's a short
tunnel with some crates and a Moolah chest behind them.  Jump back across and
climb the rope on the first side.  At the top, check out the pipe slides, and
note that only one of them reaches the other side (the right one).  Before you
slide down, though, shoot the Slegs on the other side until they're all dead.
Slide across, and 3 more Slegs run at you from the left, so take them out too,
then climb the rope on this side.  At the top, 4 Slegs will be released up
ahead, so be prepared to take them out.  Walk out along the grate walkway and
slide down the pipe at the end, which will happen quickly, then jump off the
end to reach the far landing with another rope.  Climb.

In the next room, slide down the first pipe, then shoot as many Slegs as you
can from your vantage point.  In addition to the ones around the spinning fans
on the ground, you can also shoot some of the ones on the upper ledge to the
left.  Once you think you've killed enough to be able to handle the rest a
little more up-close, slide down the next pipe and cross the platform.  The
Slegs won't stop coming out of the holes in the walls, and you don't get
anything out of killing them (unless you're a sick, sick person), so continue
onward to reach a ramp, climb the rope to reach the top platform, and continue
along there, clearing out the remaining Slegs up here (watch for the 3 that
break out of chests as you approach).  Jump through the window on the left side
at the end of the platform to enter a tunnel.

Somehow, as you go through the tunnel, an Outlaw or two on the other side of
the wall spot you and come running, but just take them out when they turn the
corner.  If only one came a-runnin', then there will be the other lone Outlaw
with his back to you at the bottom of the ramp, so sneakily capture him.
Ahead, there's a room filled with water and with a series of wooden walkways
above.  Remember the training level, where you drove the Outlaws into the water
with Fuzzles?  Very useful here as well.  Also, you can make use of the many
exploding barrels, both on top of the walkway and below it, to take out large
sections of the walkways at once.  There are ropes to climb up from the water
all over the place, too, so maneuver your way across however you like.

Go up the tunnel on the other side and proceed until you come to 3 large
concrete pipes.  Go through the left one (the other ones are barred) and creep
past the Stingbees.  Just around the corner on the left ahead, there's a pair
of Outlaws arguing.  You can incapacitate and bag both of them by lobbing a
Stunk into their midst.  There are other Outlaws patrolling just ahead.  Lure
one out with a Chippunk from behind the rusted train, then circle around it to
hit him from behind.  You can take out the next pair stealthily too by staying
behind the large equipment, but there's no way to get past the view of the
Sniper above past the rusted gates.  But that's fine, just charge up a Zappfly,
step out of hiding and let him have it.  Now you can enter the tunnel on the
right side inside the gates.  Jump down the far side after the FMV displaying
the area.

     BOSS: Jo' Momma
    =================

First of all, there are lots of troops to contend with.  Move along the left
side of the field to get behind the prow of the giant ship.  From there, look
ahead to where the Outlaws are concentrated, with your binoculars if need be.
When you spot an exploding barrel, launch a Chippunk to it, then wait for an
Outlaw to appear and blast the barrel with your Zappfly.  Try this a couple
more times with the other barrels.  And now, you have little choice but to run
up and be spotted, drawing enemies to you whenever possible.  Hit and run
tactics are best.  For the Shooters on the ledge to the left, try a couple of
Boombats to get rid of them.  For the ones in the tunnels on the right, use a
Zappfly to knock them to the ground, then take them out however you like.
Watch out for the Semi-Autos, dressed in blue, because their shots really hurt,
and they're a little tougher to take down.  You can use hit and run tactics,
using the broken concrete wall as a shield, to take out a few more Outlaws, but
eventually you'll just have to make a run for it.

Head for the surge activator in the far right corner, shoot it, and hop onto
the lift right beside it.  At the top, step forward so that you're shielded by
the wall.  Take out the minions at the very top, and on the ledge below to the
right (basically, anyone who can still shoot at you while you're on that upper
ledge) using lethal means until it's just Jo' Momma.  Now for the fun part.

     ALIVE: First, get the Boombats from the crate, unless your inventory is
            full.  Now, double-jump to the little ledge behind you.  From
            there, draw Jo' Momma out by shooting the surge activator across
            the way.  When she comes out to turn the power back on to electrify
            the line leading over to her, you have to incapacitate her long
            enough to get yourself across to her platform.  You can do this in
            several ways: reduce her stamina by hitting her with a Boombat and
            a charged Zappfly shot, or just tie her up with a Bolamite or send
            her puking with a Stunk.  Now quickly switch to 3rd person and jump
            to the rope, and climb all the across to Jo' Momma's platform
            before she recovers and turns the juice back on.  Double-jump off
            the end of the line if you think you might not make it.  Once over
            there, all it takes is a Stunk to make her gag or a Bolamite to
            bind her, at which time you can bag her easily.

     DEAD: You technically don't even need to cross over to her.  Just hit her
           with everything you've got.

Now go back down and take out any remaining Outlaws roaming in the area.  Once
the way is clear, make sure that you got the Moolah chest from the tunnel in
the front of the ship, and then head into the tunnel through the doors that
opened next to the lift.  Out the other side, you find yourself back in
Buzzarton.  Report to the Bounty Store as always.
       ______________________________________________________________________
      /  DID YOU TRY...                                                      \
     | -Bypassing Jo' Momma's minions?  You can just run past them and        |
     |    activate the lift to go straight up to her level in no time flat.   |
     | -Pushing Clakkerz into the sewer entrance?  Now that it's open, you    |
     |    lure some over with Chippunks and push them into the hole.  You can |
     |    get practically the whole town down there if you really work at it. |
     |    also, Clakkerz left up top will talk about how the other Clakkerz   |
     |    in the sewer might never get back out.                              |
      \______________________________________________________________________/

   +-+-+-+-+-+-+-+-+-+-+
     6J) MEAGLY MCGRAW
   -+-+-+-+-+-+-+-+-+-+-

As usual, there are some new upgrades available at the General Store, so be
sure to check them out.  Head left from the Bounty Store along the main road
back out of town the same way you originally came in.  Head through the canyon
and jump up the series of ridges to reach the top of the Opple Farm, where a
FMV is triggered.  Head down into the farm to start your assault.

Go along the right side down the hill until you're in some tall reeds close to
the first building on the right.  From there, look down to the structure in
front of the main farmhouse: the apple press, or water tower, or whatever it
might be.  Whatever it is, there's a big walkway through it and a surge
activator on the side.  Shoot a Chippunk underneath it, then when one of the 2
patrolling Outlaws near there goes in, shoot the surge activator with a Zappfly
to crush him.  His partner will go see what's up too, so repeat to squash him
too.

Now look to the building on the right.  There's an outlaw on the main floor.
You can lure him out with a Chippunk and wrap or zap him into submission, then
go down and bounty him without anyone noticing.  Next, take out the outlaw who
patrols in front of this building by drawing him up into it and taking him out.
If you now go around the side of the building towards its front, you can see
the next pair of Outlaws patrolling in front of the main farmhouse.  There's
lost of cover for you to move up closer and take them out, including a tunnel
underneath the ramp leading down from your building.  There's one last Outlaw
outside, on the left side of the farmhouse.  Once they're all taken care of,
you can deal with the indoor folk.

You can easily draw a bunch of them out by letting yourself get spotted.  This
will make several Outlaws run around individually, letting you pick them off
one by one by using good cover.  Eventually, you need to take the fight inside
the house.  Go around the back and smash the window there, then pick off the
remaining Outlaws running around.  The last one can be found on the second
floor, at the top of the ramp from the first floor, hiding behind a barrel on
the landing to the right while coming up the ramp.  Once he's bagged, it's boss
time.

     BOSS: Meagly McGraw
    =====================

This fight has 2 stages.  In the first part, don't even worry about his stamina
bar, since you're really fighting "Tiny", his ride.  He can only be killed, not
captured, so go nuts with the Boombats and Stingbees.  You can take him out
with much less than your full ammo bag of bees.  Thudslugs also take away a
decent amount of his health, and you can refill on them in a couple of places
outside.  Whatever you use, hit-and-run tactics are a necessity, because his
shotgun blasts hurt a LOT!  Take a shot, then duck behind something while he
fires, then pop out and shoot again.  You can jump through windows in and out
of the house, and set up a little ambush while he runs around to get to where
you are.  Please note that on the apple crusher outside, the surge activators
are gone, so you can't use this for an instant kill.

Once you take out Tiny, it's just you and McGraw.  You both still have free run
of the farm, so use the environment to your advantage.  He'll often run away,
requiring pursuit if you're trying to keep knocking away his stamina bar
(alternately, just wait for him to return while you revise your strategy).

     ALIVE: Of course, Bolamites and Stunkz don't work long enough to bounty
            him, so give them up.  Fuzzles distract him but don't do any
            damage.  So it's back to the old Thudslug/Zappfly combo.  Knock him
            over with a Thudslug, then zap him with a charged Zappfly to keep
            taking away his stamina.  Hit him again when he gets up.  You need
            good aim, because this guy is wily and he runs fast.  Boombats
            don't take off any more stamina than Thudslugs, and do more damage,
            so use them only as a backup.  It'll take 8-10 Thudslugs and
            charged zaps to knock him out.  Try knocking him into the fire,
            it's fun!  You can re-stock on Thudslugs on the right side of the
            farmhouse if needed.

     DEAD: Boombats and Stingbees until he's dead.  Just watch your own health
           when he's shooting at you, too.

In case you're wondering, that meat over the fire in front of the farmhouse is
a Clakker, probably Farmer Beek.  If you didn't get the treasure from the
farmhouse earlier, you can get it now (see section 7F, above).  Otherwise, head
back up to the top of the farm and down the road to Buzzarton to cash in.
There's a couple new items at the General Store, a new ammo bag and a stamina
booster, both of which are very useful.
       ______________________________________________________________________
      /  DID YOU TRY...                                                      \
     | -Finding McGraw's treasure?  There are lots of Moolah chests in the    |
     |    room he busted out of when he made his first appearance to fight.   |
     | -Taking the high road in the farm?  From the top level of the first    |
     |    building, you can shimmy across ropes to the roof of the farmhouse. |
     |    From there, you can jump through a skylight to get the jump on the  |
     |    Outlaws inside.                                                     |
      \______________________________________________________________________/

   +-+-+-+-+-+-+-+-+-+-+-+
     6K) PACKRAT PALOOKA
   -+-+-+-+-+-+-+-+-+-+-+-

First of all, you need to find an Outlaw named Scuz, who hates Palooka and will
tell you the password to his lair.  Ask some Clakkerz around town where he is.
Most won't know, but if you get lucky they'll tell you he's in the sewers.  Go
to the sewer entrance and climb down the rope to the bottom, and he'll come out
to talk to you.  Once you learn the password, climb back up.  Go right after
leaving the sewer, and take the door to the right at the end of town, the one
marked "To Junkyard".

Going down the valley, after you pass the Bolamite nest, go up the series of
rock ledges on the right side and jump to the next ledge ahead (it's too tall
to jump up to from the ground).  When you reach the broken stone columns, you
have to cross a pit by jumping across the broken bridge.  In the pit, there are
Chippunks and Stingbees in case you need some, and a rope back out again.  On
the other side of the bridge, you give the password and gain entry to the
junkyard.  Wipe your feet on the mat and head on in.  Go past the gardens, up
the stone ramp and down the slide at the far end.

Even though there's lots of cover in this area, it's quite hard to sneak in
without being spotted.  You would have to lure each enemy quite far away to be
able to bag him without anyone else seeing you.  Instead, you can just use the
cover for protection from shooters and go ahead and use an aggressive approach.
It'll have to be pretty aggressive, though, since there are some Outlaw Nailers
to deal with (remember, they take more than one shot with anything to take
down).  After the initial few Outlaws, sneak up along the left side (but not up
the ramp, since that leads to a dead end) and press the button on the terminal
to open the gate.  Inside, use a Boombat to take out the pair of armored
Outlaws.  You then encounter your first Outlaw Bombers, who will light their
own fuses and run at you.  To stop them, either take them out before they light
up, or knock them back before they get to you.  They'll blow themselves up if
you knock them down after their fuses have been lit.

Once inside the gates, go up the ramp on the right to reach the top of the gate
and get the Snipers up there.  Go back down, keeping to the right cliff wall to
reach the tall reeds at the bottom.  From there, knock the Mortars and any
Shooters off the top of the next wall ahead, then go down and clean them up.
Once you've cleared them all, go up the ramp on the left past the bridge they
were on to reach the top of it, where a Moolah chest awaits.  Continuing
onward, break the fence in the middle of the next wall to continue onward.

The next section is on the other side of a valley.  You can shoot the surge
activator across the way to lower a bridge, but if you're spotted trying to
cross, the Outlaws will raise it back up.  As long as you're already on it at
this point, this will just slide you down into their midst.  You might want to
first kill off some of the opposition across the way, though.  Alternately, you
can go down into the valley to cross.  Feel free to just jump down, or take the
slope that starts on the left end of your side beside the junk structure.  At
either end of the valley, there's a platform with a lone Outlaw and several
Moolah chests.  It's definitely worth picking them up.  In the middle of the
valley on the other side from where you came in, there is a pair of ropes to
climb up to get back to the top.  Up there, you're invariably going to be
spotted, so take out the enemies as quickly as you can before they do too much
damage.

Ahead, there's a trio of exploding Outlaw Bombers who run at you kamikaze-
style, so use your Thudslugs and charge Zappflies to take them out before they
reach you.  Go ahead to the nice thick swath of reeds to check out the next
clearing.  There are more exploding Outlaws here.  Toss a Boombat into the
first pair of Outlaws ahead when they meet up, then go up the ramps on the left
and take out the bad guys there.  At the far end of this area, climb a rope to
reach the gate control and press it.

Through the gate, run along the left side to reach the tall reeds.  Scope out
the situation from there.  I suggest you take out the Snipers on the ramp
before the Outlaws on the ground.  There's more of the same ahead, with lost of
chaotic junk structures strewn about.  Just keep taking special care to avoid
getting blown up by the Outlaw Bombers.  Once your radar is clear of Outlaws,
go to the right top corner of the area and smash the fence.

Go down this path.  You hear calls of "Close the Gate!"  That doesn't sound
good.  Ahead, there are 2 Shooters and a Semi-Auto, so don't just run in or
you'll get cut down.  Try to get their attention and bring them to you while
you wait behind some debris with some effective ammo ready.  At the end, the
gate is indeed closed.  Back up a bit and climb the rope on the left side.
Cross the platform and jump down the other side.  Stock up on all of the ammo
types here, especially Boombats, Thudslugs, and Stingbees.  Go on into the next
clearing to trigger a FMV and the boss fight.

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