Oddworld: Stranger's Wrath - Strategy Guide (Page 04)
Below are the cheat codes, hints and help for Oddworld: Stranger's Wrath - Strategy Guide (Page 04).
Through the curving tunnel ahead, watch out for a Wolvark Sloghandler to come
out from the storage room on the right. As you engage him and the other pair
of Wolvarks ahead, the door across from the first room opens, letting more
Wolvarks out to shoot you in the back if you're not careful. Break the glass
in the tunnel ahead to continue, and shoot the barrel when the next guy comes
out of the storage room on the right. Break the wall across from this side
room to fight a couple more enemies, then keep on going down the tunnel. 3
more Wolvarks await once you smash the next glass door. Go left through the
next glass door and go to the end of the room, where the bathrooms are.
There's a Wolvark in the two on the ends. You can shoot Fuzzles under the
doors, or just smash in and surprise them.
In the next, room, which you reach by smashing the wood door, there are lots of
Wolvarks and no good place to hide, so bring out your most devastating ammo
(Rabid Fuzzles are always good) and let them have it. Move through the room
and break through the door at the end, then eliminate the 3 Wolvarks at the end
of the corridor (note that you can smash all of the wall panels in this hall,
if you're into wanton destruction). Around the bend, jump up to the crates and
over the other side. There's another group of Wolvarks waiting around the
corner, so let them have it. Press the button and head into the warehouse.
Go down the row along the storage crates, and eliminate the lone Wolvark
patrolling at the end before he can raise the alarm. Around the corner, start
unleashing your heavy weaponry to take out the rest of the staff. At the end,
go up the ramp and down the tunnel. When you emerge into a round room, go up
the ramp on the left. Try to shoot the exploding barrels when Wolvarks pass by
them. Once you've fought your way to the top, press the button to open the
door, jump over the crates, and press the next button to emerge onto a wooden
walkway.
Go straight along the walkway until you're near the Wolvarks, then hit them
from behind while they're walking away. Around the corner there's lots more
opposition, so fire away and use the crates for cover. When you leave the
walkway, watch out for the Semi-Auto gunners out there. Use the cover and
advance bit by bit, taking out the Wolvarks until your radar shows no more. Go
forward and enter the caves, running down the ramp. Climb the rope and
continue until you reach the water's edge and a FMV starts.
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6T) GRUBB VILLAGE ASSAULT
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On this side of the water, go around the rocks on the right side and go
straight down the tunnel. Run down the valley, jump over the logs, go through
the open gate, and jump over the logs at the end again to enter the village
area.
Move in and use hit-and-run tactics, taking out a Wolvark and running off to a
new spot. After you kill or capture a half-dozen or so, reinforcements arrive
by dropship. If you can get them while they're still all clustered, a couple
of Boombats go a long way. After this, I suggest running deep into the village
and continuing to use your hit-and-run approach. You'll notice that many of
these Wolvarks carry shields, and toss sticky time bombs. If a bomb sticks to
you, you can shake to knock it loose, then move away before it explodes. While
their shields are up, the Wolvarks are invulnerable to most attacks, so wait
for them to drop their guard, such as when they throw a bomb, or use a Fuzzle
behind them to distract them and let them have it when they drop their shield.
There will be one more drop of Wolvarks, this time within the village grounds.
Again, clear them out once they land with a couple of Boombats, then clean up
the rest. It may become hard to find Wolvarks once there aren't many left,
because the radar is cluttered with green dots from the Grubbs too. Just run
around and they'll start firing on you, revealing their location. Once you
clear them all out, the Grubbs will surround you to celebrate. Talk to them if
you like, then head back out of the village and return to the boat, running up
the rock ramp at the end of the valley to re-enter the cave. The boat will be
fixed by now.
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6U) GOING UPRIVER
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Go near the boat to receive instructions on using it. Press X to get in. Move
out and row through the door on the right. At the end of the tunnel, the next
doors will open, and you'll find yourself outside. Go straight and through the
tunnel, then go left when you come out the other side (going right leads to a
dead end). Keep to the left side and approach the land. You can let the
boat's gun do most of the work to take out the Wolvarks, but you can also
switch to 1st-person while riding and take them out yourself. Move over the
barge in the water. There are 3 stacks of exploding barrels on it, one in the
middle and one at either end, that you can use to take out the barge's staff.
On the other side, bring the boat close to the land and jump out.
Carefully go up the slope and take out the Wolvarks on the land and on the
bridges. You might want to eliminate the guards on the bridge with some Sniper
Wasps before you get there, to make your life a lot easier. Once you've taken
out all of the Wolvarks, cross over either bridge and press the button between
them on the other side. This will open the gates so that you can bring you
boat through. Keep sailing until you trigger a FMV.
Get back in your boat and continue upriver, past the waterfall and under the
bridge. If you stay to the right side, you can avoid some fighting with the
Wolvarks on the land on the left. When you see the gate blocking the river
ahead, approach along the right wall to the beginning of the strip of raised
land, and jump to the rope to climb up. There are Wolvarks up ahead, so use
some heavy ammo to wipe them out. There are a couple of Grenadiers, so plan
accordingly. Cross the bridge and press the button on the panel on the other
side to open the gates, then go back down to your boat and sail through.
______________________________________________________________________
/ DID YOU TRY... \
| -Blowing up the barges? Ignite all 3 stacks of exploding barrels, and |
| the whole thing will blow up and slowly sink away. |
\______________________________________________________________________/
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Chapter Seven: Guardians, Thieves and Industry: The Battle for Last Legs
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6V) LAST LEGS
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Survey the battlefield ahead. Looks pretty hairy. Approach the snow-covered
landing on your left. It's safer to dismount on the left side, since the
Wolvarks are concentrated on the right, but rather than taking a land assault,
bring the boat up to the beach on the right side, then jump out and swim behind
the vehicle so that you're out of the line of fire, and let your boat cannon
take out the enemies on the ground. This will take out almost all of them for
you. Once it's pretty clear, head up the slope to the tunnel door. Eliminate
the pair of Wolvarks just inside the door, then the rest deeper inside.
Go through the tunnel to reach the next battlefield. Watch out for the Wolvark
Sniper ahead, run up to the right and hide behind the broken wall. Shoot the
Sniper with a charged Zappfly. There's a Wolvark Grandier just around the
corner, so lure him out and deal with him too. Next, plant a couple of Howler
Punks to lure out some Wolvarks and deal with them at this end of the field.
Watch out when you step into the open, because there's a Sniper far off in the
distance. Run up wall to wall until you can get a good shot at the Snipers and
Shooter up on the wall. Try your Stingbees to take them out. Draw out some
more ground troops and go nuts on them.
Pass under the bridge and turn left. Look for the Snipers in windows ahead,
and zap them with Zappflies to knock them off their perches. Go up a small
rise to see more troops come out of a truck. Stay on your ridge to take them
out where they can't reach you (though they can still shoot you). Wait for
them to gather in a group and toss a couple of Boombats over to them. One
won't kill them on its own, so have something else ready to finish them off.
Head up past the truck and follow the road, then stick to the right wall when
you jump down another ledge.
From here, lure the first couple of Wolvarks over with a Howler Punk and take
them out. After that, move forward bit by bit along the left side, using the
small walls for cover, and use Stingbees to strafe the enemies up ahead. If
one gets too close, hit him with a Riot Slug for a quick kill. Move up to the
next barrier only when it's clearly safe to do so. When you reach the bridge,
wait on the side while some enemies run up one by one, and bag them once they
turn the corner. Eventually you can run up and use the many broken walls as
cover, while you eliminate the Wolvarks one by one.
Once you clear this field, a new enemy bursts through the wall: a Shock Sphere.
This device will hit you with electricity and drain your health if you get too
close in front of it. If it does this, just run away or get a wall between
you. It takes many hits to destroy. Riot Slugs work well if you get up close.
Take out the Wolvarks on the ground with it before you commit to destroying it,
to make your own life easier. Once you blow it up, capture the Wolvark that
was driving it. Head through the gates that open as you approach them at the
far end of the battlefield.
After a FMV, you have to free the cannons. After sliding down into the next
battle area, you get rushed by a whole bunch of Wolvark Grenadiers, so try out
your new ammo: use a Spark Stunkz to suck 'em in, then a Boombat Seeker to send
'em flying. It'll take more than one Boombat to kill them though, so you'll
need to do it again. Use brute force to clear the way, finishing with a
Wolvark Semi-Auto at the end. Proceed up and around each turn, drawing the
enemies to you, or just waiting for them to run out on their own. You can
restock on Boombats at one point; look for their nests high up on the walls.
Ahead, enter the tunnel and run up the ramps to meet up with the Grubbs. Go
ahead with them and take out the remaining Wolvarks until they reach the
cannons.
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6W) INTO THE DAM
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Jump back into your boat and head upstream, past the now-destroyed barrier.
When you reach a gate across the river, go into the cave on the left side.
Travel through this cave a good long while, past the dilapidated docks, until
you come back out into the open and trigger a FMV.
Now you reopen the gate, by clearing the Wolvarks on both sides and pressing
both buttons. From where you start, try taking out some Wolvarks with Sniper
Darts to make your job easier later on. Move on in via either side, and start
your direct assault. There are 2 automatic missile launchers on either side of
the door you're trying to open, so move up a bit and take them out with a short
barrage of Super Stingbees. As for the Wolvarks, there are many tools to help
you take them out. Use a Spark Stunk to move them under a crusher and shoot
the surge activator with a charged Zappfly, knock them into the water, get them
close to the exploding barrels... you get the idea. Once they're all gone,
pres the button on either dock, then use the rope to cross to the other button.
Get back to your boat and head into the dam.
Inside, just shoot one of the exploding barrels on each side of the canal to
wipe out almost all of the Wolvarks (it may leave one or two at the far end).
Row ahead through the next gate, which will open on its own. Inside is a
water-lock that fills up and takes you to a higher level. Head through the
next gates as they open.
Park your boat in front of the dock and hop out. Stay at the bottom on the
side, and use a Howler Punk to draw some enemies down the ramp a little ways,
then let your boat gun take them out. In this way, you can clear the first
floor of enemies without any effort. Go up the ramp, but watch out for the
automatic machine gun on the left at the top. Shoot it with about 20 Stingbees
to destroy it. Go around the left corner and into the windowed section, then
start climbing the ramp. At the top, the real fun begins. Use the exploding
barrels to take out the Wolvarks wherever possible. Watch for the Snipers on
the next level above. It's hard to hit them, so just run around the left
corner and get under them instead. Run along the walkway to reach the end,
then look across the gap through the windows. Blast some enemies over in that
room, then jump to the right to try and grab the rope (if you fall, just climb
back up). Jump through a broken window and go around the platform to find the
ramp up to it. At the top, go through the windows and continue your journey
upward. Hit the button to open the next gates along the canal, and go back
down to your boat. If there are still some Snipers on the walkways that are
eluding you, you can suck them off their perch by shooting a Spark Stunk at the
side of the girder-laden tower in the middle of the walkways.
After another waterlock brings you up, head down the canal to trigger a FMV.
After this, head in and let your boat gun take out the Wolvark on the floating
platform. Disembark at the ramp on either side of the front of the facility,
and climb the rope to jump over the fence. Take out the Wolvark Sloghandlers
in this area, and head up the ramp straight ahead to wipe out the 2 Snipers up
there. Now to deal with the locks on the sides. Go up either ramp and take
out the 4 Wolvarks, then shoot the surge activator with a charged Zappfly. Go
up the ramp on the opposite side and do the same. With both locks deactivated,
go up the central ramp and press the button by the door.
Remember all those Wolvarks that went into the tunnel, that should be pouring
out now to fight you? Sorry to disappoint you, but they ain't there. Instead,
you get...
BOSS: Gloktogi
================
First, you get a taste of your own medicine for all those Bolamites you've
used. To break free from the Gloktogi's goo, wiggle the L stick or press the
left and right triggers repeatedly (the latter seems to work faster for me).
Once you're free, hurry up and grab some cover before you get bound again. If
you're ever caught in its goo and the Gloktogi catches up to you, it'll impale
you with it's legs and kill you instantly. Use the large shipping crate in the
middle of the ground level in this area as your cover. As the Gloktogi pursues
you around it, keep backing away, circling the crate, and firing around the
corners whenever you can. Don't even think about stunning this creature, it's
kill or be killed. Fuzzles do a little damage, Riot Slugs do more, Boombats do
the most per shot, and a Super Stingbee barrage works pretty nicely too. Once
you get it's health to zero, it'll collapse and the doors will re-open. Head
on inside.
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Chapter Eight: Fiends, Beasts and Mortar: The Siege of Sekto's Lair
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6X) SEKTO'S LAIR
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Advance, and note that the Grubbs have started their assault. There are some
Wolvarks on the ledge above you to your left. You can't up there, but if you
fire some Spark Stunkz onto the buoys in the water, you can suck most of them
out to drown (and you can re-stock on the Stunkz with the crates in the
entrance). Take out the rest with Rabid Fuzzles to send them running into the
water in a panic or just outright kill them, and swim across. Back on land,
there are a half-dozen Wolvarks around the corner. Just past them, there's
more water, and if you go to the edge on the right side, you can shoot the
surge activator for the crusher on your left. Swim over to that landing, and
from there take out the Sniper in the tower ahead with a charged Zappfly. Jump
into the water and do the same for the Sniper in the other tower, then load
your favorite powerful ammo and swim around the corner. Take out the Wolvarks
standing there, then move behind the shipping crate once you're on land. A
pair of Shock Spheres come at you from the left, take them out with a few Riot
Slugs at medium distance. There are still two Wolvarks on the towers on either
side of the door ahead, so kill or capture them, then climb up to each tower
and press the two buttons.
Head into the facility. Stock up on the ammo crates in here then continue
inward. When you start climbing a slope, 2 Wolvarks will come around the
column in the middle on the path. Keep going and approach the heavy door at
the end. It'll raise automatically. Inside, go ahead to the ramp and take out
the guards at the top. There are more across the next room, but if you shoot
the grey box beside them, it'll zap them if they get too close. Go up a couple
more ramps, and damage the grey electrical box again, as it too will kill
anyone who goes near it (you'll only take damage, not die). Go up more ramps
and take out more guards (the Spark Stunk and Boombat combo still works great).
Smash the glass doors and head through.
Shoot the Wolvarks across the gap to kill them (Sniper Wasps could do the
trick), then climb the rope to the top. Jump to the horizontal rope and climb
across the gap to the big hydroelectric generators. In there, try some Spark
Stunkz on the generator to suck in the Wolvarks and fry them. Past the
generator, go down the ramp to the next level, taking care to eliminate the
Wolvarks there too. If you need to recover your stamina, just stay on the top
level. There are 2 last Wolvarks on the bottom level. Once they're cleared
out, slide down the ramp to leave the tower you're currently in.
Jump up the crates, and STAY ON THE TOP of the crates to overlook the space
ahead. Another Gloktogi will come out of the glass doors. If you go down to
the floor, you're vulnerable, but on top of the crates he can't reach you
physically (though he can still bind you). Fire on him with Stingbees, and
shake free whenever you get hit with goo, until his health is down to 1/2. At
this point, he goes all misty and floats away. Weird.
Enter the area with the large vertical pipes and use them as cover while you
pick off the Wolvarks. At the end, look left and press the button to open the
door next to the terminal. Go up the ramp. In the next area, look to the left
down the stretch of hall to spot the Gloktogi you were fighting before. Break
out those Super Stingbees and Riot Slugs again! Once you get his health down
to 1/4, he'll go all ghosty again and float to the side where he started, then
come at you again. Use the columns for cover when he spins and shoots goo,
shoot whenever you can, and you'll finish him off in no time. Press the button
in the same position as on the lower floor and climb the ramp again.
Above, there's a whole slew of Wolvarks. Just damage some of the electrical
panels, and use Spark Stunkz to suck them into them. You'll need to do more
killing than that though, so go wild. Press yet another button in the same
location as on the previous floors. Above, you're finally on the roof. Try
sucking some Wolvarks into the spinning fan on one end. Otherwise, just get
rid of them any way you know how.
Press the button by the heavy gates to enter them. Turn right when you see the
fires past the wooden doors, and go through the next gates that open. Ride the
elevator to the top, and go through the doors on the side before they close (if
they do, just press the button next to them to reopen them). Go inside to see
some Wolvarks get overrun, and head left up the ramp. Once you reach the top,
the Grubbs give you some information. You better run!
3:29 SPEED RUN
================
First of all, the best way to run REALLY fast is to pull the Right Trigger and
then just keep pointing the left stick in whatever direction you're going.
Double-jump over the bad guys when they get in your way. As you go through
this section, remember to not stop for anything, no matter how badly you want
to blow up some bad guys. You'll never make it if you do.
With that said, go ahead and run circling left down the ramps. On the floor,
go left around the large column that topples up ahead, then go straight across
the floor to where the Shock Sphere is. Go into the tunnel behind it and make
a sharp right turn, jump over the Wolvarks if they're in your way, and go up
the ramp to your right. Go left at the top (it's a good idea to press the R
trigger again after going up ramps, to bring your speed back up to max) and go
right through the fire in the middle. Turn right again and go past the
electrical panel, then up the ramps on the left side. Run across one more room
like this and go up the ramp on the left side around the wall. At the top of
this pair of ramps, stand behind the broken wall and heal yourself, then go
around the wall and up a couple more times. At the top, go around the wall
ahead of you and jump down the ramp at the end of the room.
After you slide to the bottom, run around the crates avoiding the enemies and
go out the other side. Run diagonally across the room and turn around on the
other side of the wall. Go down more ramps, then make a mad dash straight
across the bridge, with automatic gunfire all around you. You need to get
through the other side before the doors close. Once inside, stop and heal for
a moment. Start your run again, going up around the rim of the room, only
stopping to re-start your run if you get slowed down. At the top, by the stack
of crates, stop one last time to catch your breath. Wait if you need to build
your stamina back up so you can bring your health back to full for this last
section.
Jump over the crates, then start another run up around the ramp on the right
side. Half-way up the ramp, watch out for a catapulted fireball that lands in
the middle of the path, because it could potentially knock you off the ramp.
Re-boost your speed only if you need to, and especially don't stop when
you're going by the Shock Sphere, because it'll zap you good. Go up to the
red-rimmed door at the top.
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6Y) SEKTO'S OFFICE
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Run along the red carpet and jump down into the large room. Go stock up on
ammo from the crates, as much as you can take. Follow the next carpet going
around the left until you trigger a FMV.
BOSS: Gloktogis! (or is the plural still just Gloktogi?)
==================
Great, two of these bastards. Load up your Boombats and Stingbees, and get
ready for a tough fight. First of all, get some distance and some cover
between you and the pair. Fire Boombats when they're close together, otherwise
use a constant barrage of Super Stingbees. Try to use the bookshelves as
cover, though they will progressively get destroyed as the fight goes on.
Every time you do a certain amount of damage to one of the Gloktogi, it will
turn to mist and float away to restart somewhere else. This is great, because
if one gets you caught somewhere where it keeps knocking you down, and you
don't have time to get away when you rise, just switch to 1st person and fire
right into it as you get batted around. Eventually, it'll fly away somewhere
else, giving you a moment's reprieve. To do a quick escape from any sticky
situation, use your running headbutt (Right trigger) to start running at top
speed right away. Break open the crates and pick up the ammo as you go around
the room (you'll mostly just need extra Boombats), and once you're out of
Boombats, switch to Riot Slugs for that barrel. Again, just keep your distance
if at all possible and keep firing on them. Once you lose all of the cover,
it's okay to get bound, provided that the enemies are still far away, because
you can get a couple more shots in once you recover but before you get bound
again. Good luck!
BOSS: Sekto
=============
The Grubb's assault is in full force, and it's bringing down the house. Hide
behind the collapsed piece of the ceiling, and peek around the side. Look at
the two orange round generators on either side of Sekto's machine. You have to
shoot both of these into oblivion to destroy the machine. So stay close to the
rock, where Sekto's shots can't reach you, and unleash tons of Stingbees and
Riot Slugs into them. They will blow up in sections; keep going until there's
no more orange glow anywhere on them. Whenever Sekto blows away the rock
you're hiding behind, run around until another one drops down (and while Sekto
gloats), then hide behind that one and start firing from safety again. Heal as
you need to. Once both generators are destroyed...
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7. WALKTHROUGH IN-DEPTH CONTENTS
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You may be asking yourself, why on earth would this nut put a table of contents
after the walkthrough, rather than up at the top of the guide where it belongs?
Well, the reason is that I'm extremely hesitant to reveal any of the game's
plot points, and I worry that even just reading over the names of all of the
different stages in the walkthrough could give something special away. So, I
decided to stick this information down here.
To quickly jump to any part of the walkthrough, simply press Ctrl-f
(or Command-f for you Mac users) and enter the chapter number listed
below, e.g. "7A)".
6A) Training (Take in Blisterz Booty)
6B) Gizzard Gulch
6C) Filthy Hands Floyd (Restoring the Wagon Train route)
6D) Looten Duke (Water Facility)
6E) Meeting with Doc & Boilz Booty
6F) Road to Buzzarton & Opple Farm
6G) Rescue Eugene (Dandy Digger Gang & Native Ruins)
6H) Return from the Temple (Native Grubb Village)
6I) Jo' Mamma (Shipwreck)
6J) Meagly McGraw (Opple Farm)
6K) Packrat Palooka (Junkyard)
6L) Journey to Mongo Valley (New Yolk City)
6M) X'Plosives McGee
6N) Giant Sleg & Lefty Lugnutz
6O) Elboze Freely
6P) Fatty McBoomboom
6Q) A Visit to Doc's Retreat
6R) Night-time Escape
6S) Finding a Boat (Wolvark Shipping Facility)
6T) Grubb Village Assault
6U) Going Upriver
6V) Last Legs
6W) Into the Dam
6X) Sekto's Lair
6Y) Sekto's Office
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8. ENEMY INFO
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Here, you'll find a list of the different enemy types, their abilities and
their bounty values. Naturally, bosses are not included here. You'll have to
check the walkthrough to read all about those.
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~ OUTLAWS ~
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OUTLAW CUTTER: So named because they're armed with forked blades for
slashing and throwing knives to cause you pain at medium
distance.
OUTLAW SHOOTER: The most common fodder, they carry popguns that fire single
shots. It can take them a couple of shots to get a bead on
you, so they don't pose too much of a threat. If there's lots
of them around, though, it can get a little hairy.
OUTLAW SNIPERS: Wear orange vests and carry laser rifles that they can fire
with great accuracy over long distances. Perched in high
alcoves, they can often spot you before you spot them. Their
weapons glow red for a moment before firing, giving you a
chance to duck for cover, while also giving their positions
away. You can knock them off their perches with any concussive
ammo (i.e. a charged Zappfly, Thudslug, or Boombat), causing
them to fall to their death. Because they tend to stay out of
reach, there aren't many that you can capture alive.
OUTLAW HUNTERS: Virtually identical to Snipers in appearance, ability, and
bounty value. I'm not sure why they're named differently.
OUTLAW MORTAR: Packing rocket launchers on their backs that shoot homing
rockets high into the air. Move around a lot, jump when the
rockets land, or get some cover above you to avoid the blasts.
These guys like to dodge left and right constantly, making them
difficult targets to hit at times.
OUTLAW NAILERS: Big, tough, and wearing full body armor covered in spikes
(hence their name). You cannot use melee attacks against them,
since their armor will just cause you damage if you touch it.
They don't have distance attacks, so they have to run you down.
They're also hard to put down, since they can withstand a
single shot from any ammo except Boombats. Use those or more
than one Thudslug or charged Zappfly to knock them down
temporarily. Immune to Bolamites and Stunkz.
OUTLAW SEMI AUTO: Wear blue vests and fire rapid streams of bullets that can
very quickly wear away your health if you don't find some
cover or otherwise stop them from shooting. A little tougher
to knock out than most Outlaw types, but not as tough as
Nailers. Still, they can be quite a pain in the ass.
OUTLAW BOMBER: Kamikaze fighters carrying a payload of explosives on their
backs. Once they spot you, they light their own fuses and make
a mad dash straight at you. They run fast, too. Once lit, they
will explode if they reach you or if you knock them down, say
with a Bolamite or Thudslug, or by punching them back at the
last moment before they reach you. You can set off their
explosives while they're running with a well-aimed charged
Zappfly shot as well. If you want to bag them alive, you'll
have to incapacitate them before they get a chance to light up.
If they do reach you, the blast will take away most of your
health bar, so make avoiding this outcome a priority.
OUTLAW FLAMER: Armed with a flamethrower, they are able to cause continuous
damage to you at medium range. The stream of fire also obscures
your vision. Tough to knock out, though you can easily tie them
up with a Bolamite if they get in your face.
~~~~~~~~~~~~
~ WOLVARKS ~
~~~~~~~~~~~~
WOLVARK SHOOTER: The basic mercenary type, equipped with a rifle that fires
single shots. Mobile enemies, they run around a fair bit and
help each other out. They are knocked out fairly easily, but
are harder to kill outright than their Outlaw counterparts.
WOLVARK SEMI-AUTO: Equipped with a rapid-fire machine gun to rapidly cut you
down. Despite their gas-masks, they are still vulnerable to
Stunkz.
WOLVARK SLOGHANDLER: Carry around a big bag of Slegs on their backs, and once
they spot you, they start tossing the little doggies
towards you one by one. Carry a seemingly endless supply,
so take them out if you want the biting to stop.
WOLVARK GRENADIER: Carry body-length shields that, when up, will deflect all
ammo lobbed at them. To get around this, try aiming at
their feet or sides with, say, a Fuzzle or Boombat. As they
approach you, they will pull their shield to the side to
toss a timed sticky bomb at you. These will cling to any
surface they touch and explode after a moment. You can
shake them off if they cling to you. As they lower their
shields to make this attack, you can also use this chance
to strike back.
WOLVARK SNIPER: Similar to their Outlaw counterparts, they hide on high ledges
and take shots at you over long distances. The telltale glow
of their weapons before firing will give away their position.
It doesn't take much to knock one off its perch and send it
tumbling to its doom.
SHOCK SPHERE: These mechanical hovering tanks are controlled by a Wolvark
riding inside of it. At close or medium range, they charge up
electricity and zap you with it in a continuous stream. To break
this attack, you must either move far enough away or just get a
solid object between you and it. They take a lot of damage to
blow apart, and after that you still have to deal with the
Wolvark who was riding inside of it.
~~~~~~~~~~~~~~~~~
~ BOUNTY VALUES ~
~~~~~~~~~~~~~~~~~
Enemy Type | Alive | Dead
=================================
Outlaw Cutter | 20 | 3 (except in training level: alive 6, dead 2)
Outlaw Shooter | 25 | 5 (except in training level: alive 10, dead 5)
Outlaw Sniper | 10 | 5
Outlaw Hunter | 10 | 5
Outlaw Mortar | 25 | 8
Outlaw Nailer | 25 | 8
Outlaw Semi Auto | 30 | 10
Outlaw Bomber | 30 | 8
Outlaw Flamer | 30 | 10
=================================
#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#
~~~~~~~~~~~~~~~~~~~~~~~~
9. EQUIPMENT & SHOPS
~~~~~~~~~~~~~~~~~~~~~~~~
#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#
In every General Store you come to, there will be items you can buy to enhance
your abilities, both offensive and defensive. These cost varying amounts of
Moolah, and the exact cost may be different in different stores that carry the
same item (see the Shops list below). Note also that each store has a limited
supply of any item, and once you've bought them all, you can't buy no more.
The following are the types of items that you may buy and their effects:
~~~ AMMO ~~~
If you're too lazy to hunt your own, you can find critters for sale in any
General Store. You will usually only be able to buy ammo types that you have
already acquired on your own out in the wild, but from time to time a brand new
critter will become available in the local General Store. You can only buy as
many as you have room for in your ammo bag at any particular time.
~~~ CLIP EXTENDERS ~~~
These critter-specific items allow you to mount more of that ammo type onto
your crossbow at once, meaning that you can fire more times before the ammo has
to reload.
~~~ SPRING LOADERS ~~~
With one of these, the corresponding ammo type will re-load faster, using a new
spring-loaded system, as the name suggests. Again, they must be purchased
individually for each ammo type.
~~~ CRITTER ATTRACTORS ~~~
These manly scents, when owned, will draw greater numbers of critters out of
their nests in the wild. Once more, these are particular to each ammo type.
Since there are almost always more than enough critters in the wild, this isn't
the most useful thing to spend your hard-earned Moolah on.
~~~ AMMO BAGS ~~~
Available in different sizes, ammo bags will increase your carrying capacity
for all ammo types. Useful to have before wading into an area chock full of
enemies, as long as you remember to fill it up on the way there. Available in
3 different sizes.
~~~ STAMINA BOOSTERS ~~~
These enhancements increase the size of your stamina bar. It seems to be a
virtual increase, i.e. the bar on-screen doesn't actually get any longer, but
rather it will just deplete slower, allowing you to restore more health per
unit of stamina. Available in 3 different sizes.
~~~ STAMINA REGENERATORS ~~~
In addition to the above item, you can also purchase these, which allow you to
regain your depleted stamina with greater speed. Also available in 3 different
sizes with different levels of effect.
~~~ KNUCKLES ~~~
Want to pack a greater punch? These accessories will add more power to your
melee attacks, causing more pain to unwary Outlaws who get too close.
~~~ BINOCULARS ~~~
An extremely useful addition to your crossbow, this item lets you see clearly
further into the distance, giving you advance knowledge of the terrain and
enemy layout ahead. To use it, press the Black button while in 1st person
mode. It has 2 levels of magnification, which you can alternate between by
pressing Black again while activated. It also comes equipped with a
directional microphone, letting you listen in on whatever's in the center of
your view.
~-~-~-~-~-~-~
| 9.1 Shops |
~-~-~-~-~-~-~
Visit the stores in each town, as each will have unique items for sale. Note
that not all supplies will be available all of the time in each store. You may
need to complete a certain bounty or other task before the shopkeeper gets that
item in. Following are the shops, their prices, and their item availability.
New items generally become available once you capture a new bounty, so check
back whenever you return to town after a mission.
~+~+~+~+~+~+~+~+~+~+~+~+~+~+~
GIZZARD GULCH GENERAL STORE
~+~+~+~+~+~+~+~+~+~+~+~+~+~+~
| Quantity available &
Category | Item | Price | When available
=================================================================
| Ammo | Chippunk | $10 | 50 |
| | Bolamite | $20 | 50 |
| | Fuzzle | $15 | 50 |
| | Thudslug | $20 | 20 (once captured) |
| | Boombat | $40 | 10 (once captured) |
-----------------------------------------------------------------
| Armor | | | |
-----------------------------------------------------------------
| Upgrades | Bolamite Extender | $150 | 1 |
| | Binoculars | $600 | 1 |
| | Stamina Boost Small | $700 | 1 (after Looten Duke) |
-----------------------------------------------------------------
| Other | Ammo Bag Small | $400 | 1 |
| | Chippunk Attractor | $200 | 1 |
| | Fuzzle Attractor | $250 | 1 |
=================================================================
~+~+~+~+~+~+~+~+~+~+~+~+~
BUZZARTON GENERAL STORE
~+~+~+~+~+~+~+~+~+~+~+~+~
| Quantity available &
Category | Item | Price | When available
=================================================================
| Ammo | Chippunk | $10 | 50 |
| | Bolamite | $20 | 50 |
| | Fuzzle | $15 | 50 |
| | Thudslug | $20 | 20 |
| | Boombat | $40 | 10 |
| | Stunk | $100 | 20 (once captured) |
| | Stingbee | $2 | inf. (once captured) |
-----------------------------------------------------------------
| Armor | Brass Knuckles | $100 | 1 (after 1st bounty) |
-----------------------------------------------------------------
| Upgrades | Chippunk Extender | $150 | 1 |
| | Bolamite Attractor | $200 | 1 |
| | Thudslug Attractor | $200 | 1 |
| | Thudslug Loader | $250 | 1 (after 1st bounty) |
| | Fuzzle Loader | $250 | 1 (after 2nd bounty) |
| | Stamina Regen Small | $600 | 1 (after 2nd bounty) |
| | Stamina Boost Medium | $800 | 1 (after Meagly) |
-----------------------------------------------------------------
| Other | Ammo Bag Medium | $600 | 1 (after Meagly) |
=================================================================
~+~+~+~+~+~+~+~+~+~+~+~+~+~+~
NEW YOLK CITY GENERAL STORE
~+~+~+~+~+~+~+~+~+~+~+~+~+~+~
| Quantity available &
Category | Item | Price | When available
=================================================================
| Ammo | Chippunk | $10 | 50 |
| | Bolamite | $20 | 50 |
| | Stunk | $100 | 50 |
| | Fuzzle | $15 | 100 |
| | Thudslug | $20 | 50 |
| | Boombat | $40 | 75 |
| | Stingbees | $2 | 950 |
| | Bola Blast | $35 | 100 (after X'Plosives)|
| | Rabid Fuzzle | $25 | 100 (after 2nd bounty)|
| | Sniper Wasp | $150 | 7 (after 2nd bounty) |
| | Howler Punk | $20 | 100 (after 3rd bounty)|
-----------------------------------------------------------------
| Armor | | | |
-----------------------------------------------------------------
| Upgrades | Stunkz Clip Extender | $200 | 1 |
| | Stingbee Extender | $150 | 1 (after 3rd bounty) |
-----------------------------------------------------------------
| Other | Ammo Bag Large | $900 | 1 |
| | Stunkz Attractor | $250 | 1 (after X'Plosives) |
| | Mongo River Pass | $0 | 1 (after X'Plosives) |
=================================================================
~+~+~+~+~+~+~+~+~+~+~+~+~+~+
NEW YOLK CITY BLACK MARKET
~+~+~+~+~+~+~+~+~+~+~+~+~+~+
| Quantity available &
Category | Item | Price | When available
=================================================================
| Ammo | Bola Blast | $35 | 100 (after X'Plosives)|
| | Rabid Fuzzle | $25 | 100 (after 2nd bounty)|
| | Howler Punk | $20 | 100 (after 3rd bounty)|
| | Stingbee | $1 | 950 |
| | Thudslug | $7 | 40 |
| | Sniper Wasp | $60 | 7 |
| | Fuzzle | $5 | 60 |
| | Stunk | $35 | 50 |
| | Chippunk | $2 | 50 |
| | Boombat | $12 | 50 |
-----------------------------------------------------------------
| Armor | Steel Knuckles | $500 | 1 |
-----------------------------------------------------------------
| Upgrades | Stamina Regen Large | $1000 | 1 |
| | Stamina Boost Large | $1100 | 1 |
| | Boombat Extender | $150 | 1 |
-----------------------------------------------------------------
| Other | | | |
=================================================================
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