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Game Cheats » Nintendo 64 (N64) » Games Starting with the Letter C » Conker's Bad Fur Day - Strategy Guide (Page 02)

Conker's Bad Fur Day - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Conker's Bad Fur Day - Strategy Guide (Page 02).

Mrs. Catfish

Enter the area and you'll be immediately greeted by several lady
catfish, who sound a lot like stuffy old British dowagers.  They'll
offer you some change if you help them with the problem of the Bullfish
near their safe at the end of the river.

Swim downstream, and under a waterfall, there's a small cave where you
can pick up some chocolate and a tail.  Swim further down near the safe,
and you'll see the Bullfish snapping from his chain.  Look below you,
and you'll see a hole at the bottom of the pool.  Swim into it, and
you'll be taken to a new area.

---

Barry's Mate

Remember Barry?  He's the bat you torched back in the barn.  His friends
are in this area to make your life miserable (or more enjoyable if you
have a thing for torching bats).

Anyway, swim to the surface of this area, and waltz over to the guys on
the wall.  The rather rude cog (or amicable, whatever side of his is on
top) will tell you to get his other cogs.  You'll do that in a moment,
but first, you need to open the gateway there.  To do that, step on the
nearby platform with ropes attached to ride up to the next level of the
tower.  There'll be a series of thin rafters (for balancing acts) and
climbing ropes on your way up the tower.  There's a bat for every
rafter, so remember to listen for the squeaks and fire up your torch
by pressing B.

Once you reach the top of the tower, you'll see a platform sticking out
towards the other side.  The lever's over there.  Before you go for it,
you may have heard the shouts of money nearby.  Hop onto the wall of the
tower, then float across from high stone to high stone clockwise around
the wall.  Do this to avoid the armored guards in the area.  Once you
snag the cash, fly clockwise to get back to your starting spot.  Drop
back down to the platform, then leap out and grab the lever.  A grate
way down back in the water will open.

---

Cogs' Revenge

Make your way down to the bottom of the tower, jump into the water, and
swim into the previously grated area.  Avoid the swimming armored guards
(they won't actively chase you) and swim to the surface, where you'll
find a female cog running around.  Whack it with your pan and grab it,
and return the same way to the mean cog.  Walk up the steps to put the
cog on the peg.  Parents...  This may be a good time to put the kids to
bed...

Anyway, head back in the water, and go back to the area where you found
the female cog.  You'll see a pipe leading into a new area.  This place
has two female cogs bouncing around.  They're not that easy to catch,
because they're faster than you and run when they see you.  Best way to
get them is to keep jumping and swing the pan as soon as you land next
to them.  It's tough, but not impossible.

Return the two cogs individually to their spots, and run clockwise on
the circular platform in the center.  You have to get up some good speed
to get going.  Once you've finished, the Bullfish's chain will be much
shorter, effectively removing the threat.  Also, the nasty cog will get
what he deserves, although the "charming" side of him rather enjoys
it...

---

The Combination

A relatively short stanza.  Head back out to the main area, and to where
the catfishes are waiting.  They'll ask you to lead them to the safe.
Note that as you speak, the two armored guards from the tunnel come out.
Now is the point where they'll actively give chase...  As they get
close, just hop into the air and hover further upstream to the safe.
Once you get there, the catfish in charge will open up the safe, and you
can just hop right in.

---

Blast Doors

Well, apparently this money doesn't want to live in your pocket.  He
hops out and steals down the shaft in the middle, and the doors slam
shut behind him.  Your mission now, should you choose to accept it, is
to open that hatch, using naught but your trusty slingshot.  How?
Simple.  On the far wall, opposite the B Pad, is a rotating wheel that
exposes letters as it rotates.  All you have to do is spell "OPEN" and
voila!

Hey!  I said it was simple!  I didn't say it was easy!

Honestly, getting the accuracy down on the slingshot is tough, and to
make matters worse, everytime you miss three times, or hit a wrong
letter, one of the armored guards nearby jumps up and rushes you.  You
have to wing him to knock him back so you can try again without taking
damage.

So, spell OPEN, and hop in.  On the B Pad down here, you'll whip on a
miner's helmet, and snap in a battery.  Good for seeing down there...

---

Clang's Lair

This area's not easy...  Largely, it's because Conker's not a fast
swimmer, so you'll spend a while getting mad at Conker for not getting
to air fast enough...

Anyway, you can think of this area has four big vertical pipes.  One is
in the center, and three are around it like a triangle.  Each of the
outer pipes is connected to the center one by two small pipes.

The pipes are guarded by guys called Clangs.  A Clang is basically a
submerged metal eyeball that bites you if you get close.  There's one
in the entrance pipe, one in each of the connecting pipes, and one in
the exit pipe.

Now, the purpose of the miner's helmet is to blind the Clangs.  It's not
all that necessary, nor is it terribly useful, though, and the battery
doesn't last long at all.

Okay, you're in the entrance pipe.  Make your way down, ducking into
side chambers with air bubbles if Clang gets close.  Heck, duck into
side chambers anyway to replenish your air.  If Conker starts turning
blue, you're in trouble.  Once at the bottom, watch the Clang patrolling
the connecting pipes (flashing green).  Follow the Clang into the one
he goes into, not the one he comes out of, to be safest.  You'll reach
the center pipe.  Swim up and grab some air.  You can also snap in a new
battery if you wish for your headlamp.

Dive back down and head to the blue flashing pipes, again watching for
the Clang.  Swim through, then surface as soon as possible, and grab the
lever in this area.  Swim back to the main pipe, then swim to the pipes
with yellow flashing lights.  You'll be in the exit pipe, which is
similar to the entrance pipe, in that there is a Clang patrolling it,
and there are side chambers with air all along the way.  Use those
air chambers, and surface.  In this new area, drop down the hole in the
floor.

---

Pisstastic

Sounds good from the title, eh?

When you enter this place, you'll find two Fire Imps stoned out of their
skulls.  They'll notice you, and notice that you're flammable.  That
could spell trouble.  If you get near the boiler (where they hide)
they'll pop out and attack you.

Since they're made of fire, you'll need some kind of water-like
substance to put it out, but you can't use the beer in the keg, 'cause
it's alcohol...  Wonder what you can use, hmm?

Aw, who'm I kidding?  You know it.  I know it.  You gotta pee on 'em.

Okay.  The way to do this is to head to the keg and press B to load up.
Conker will be a little tipsy after consuming so much, so he'll be a
little tougher to control.  Anyway, pick a spot that feels good to you
(I suggest near that first aid kit to the left of the keg area) and
press B to start the fun!

Stick: Aim
B: Unzip/Zip Up
Z: Extend Stream

I love the music when he lets loose.  Anyway, the stream's not that hard
to control.  Just hold Z the whole time and you'll have a nice big
stream to play with.  To put out a Fire Imp, you'll have to hit it with
a pretty constant stream.  There are four in play at once, and every
time you put out one, another appears.  You need to douse eight Fire
Imps before you can continue.

If, by the way, you run out of "juice", you'll be hungover (Conker will
stop every several seconds to let out a technicolor yawn) and you'll
have to make your way over to the first aid kit, where you'll pop some
Alka-Seltzer, and he'll be as good as new.

---

Brass Monkeys

Just when you thought this scene couldn't get more tasteless...

The Fire Imps will realize they can't beat you, so they hop in the
Boiler to let him take over.  They push a special button, and SPROING...

Brass balls...

Don't try to rationalize...  Just fight...

Well, the object here is to lure the Boiler into one of the four
corners.  Once he's there (under a drain), High Jump to the chain above
your head.  You'll dump a ton of poo on him, and he'll stagger back and
wobble back and forth, exposing his batch.  Run up to him and press B.

Now, I gotta give props to Rare for this.  They could have just stuck
with the frying pan.  No no no...  They have high standards...  Instead
of using the pan, Conker takes out two big bricks and slams them
together...  Ow...

So, all you have to do is do the same thing for each of the four
corners (lure to the drain, poo dump, brick smash).  Eventually, you'll
knock the balls off, putting the Boiler out of commission.  Go you!

So, there are still Fire Imps in the area, and you can't douse them,
just avoid them.  You have to push the brass balls around now.  One
has to go on a little depression near a door opposite the first aid
kit, and the other gets rolled down the slope that's behind the door to
take out the armored guard behind.

Finally, you're back in the safe.  Grab the cash and step outside.

---

Bullfish's Revenge

Yep...  You did all this for a measly ten bucks...

Anyway, naturally the Bullfish is a little irked about all this, and
he's starting to break his chain.  That's bad news.  Make a break for
it, and he'll snap the chain and give chase.  Lure him near the catfish
and he'll tear into them, buying you a few seconds to get moving.  Don't
swim here, just keep jumping in the water.  You'll move faster.

Anyway, swim to the dock, and you'll do a nice little Jaws-style finale,
which ends with the Bullfish slamming into the wall.  You can now hop
on him and into the alcove above to pick up your real reward for all
this: 300 smackers!

Now, it's time to return to Poo Mountain, and enter the formerly
barricaded door at it's base.  If it's still barricaded (we did this
earlier in the walkthrough), roll balls of poo up the side of Poo
Mountain; one up the slope to the right of the cabin, and the other up
the slope by the barricade.

***********************************************************************

F. Sloprano

For once, I think I'll let this chapter speak for itself.  Just try not
to be eating...

---

Corn Off the Cob

Try to imagine it as mud, 'kay?  Whatever's in that mess wants sweet
corn.  On the first circle path, you'll find a kernel, and periodically
a hand will pop up.  Don't be around when the hand is.  Smack the corn
with your pan, pick it up, and trot it over to the path sticking out
into the center of the chamber.  You'll toss it in.

If, at any time, you fall into the lower muck, you can make it out,
just keep jumping, and aiming for relatively solid land.

Proceed around the path.  You'll need to make a running jump to cross
the gap.  Watch out for shadows that appear on the path.  That's the
signal for globs to drop from the ceiling, which hurt.  At the next
circle path, there are two kernels.  Toss them in to the center one at
a time.  Proceed down the path, avoiding drops to the third circle
path, where there are three kernels.  Toss them in, avoiding the hand,
and prepare for the musical number.

---

Sweet Melody

Like the guy said, he's the Great Mightypoo.  What more is there to say?

Well, he'll be picking off pieces of himself to fling at you.  I haven't
quite figured out a pattern to it, yet.  He sometimes leads you (throws
it where you'll end up), and he sometimes throws at your exact spot.
Just do your best to avoid the tosses.  You can now use the B Pads
strewn about in the area.  Using one will pull out the solution to this
great mighty problem: toilet paper!  Press Z to throw...

The only time you can hit him, though, is when he opens his mouth to
sing a few notes...  This requires you to listen to the music a bit and
figure out when he'll come in.  If you watch him, he'll rock back and
forth to the music.  That means he's about to hit his notes.  That's
when you toss the Charmin in...

Just like your other battles, this is a lather, rinse, repeat.  Once you
hit him once with the paper, he'll cover up the B Pad you were using and
you'll have to move to the next location where you'll have to hit him
twice and you'll have a smaller window to toss the paper in.  Then to
the final B Pad where you have to hit him thrice, and you'll have an
even smaller window to toss.  Good luck to you...

---

U-Bend Blues

Once you've hit him with the last toilet paper roll, he'll hit a high
and complex note that'll shatter the glass on the wall between the
second and third circle paths.  Run your tail over there and yank the
chain.  Fluuuushh...  Oh, what a world...

Phew...  Snag the cash, and let's get out of this place.  Head to the
big hole in the center and out the exit at the bottom.  Don't fall out
the bottom.  You won't get hurt, but you'll end up in the Poo Cabin and
have to come back here and try to reach the doorway again.

You'll see a cutscene here, where poor Berri gets kidnapped by a rock
thing...  Shyeah, like she's had it half as bad as Conker has...

In this area, you'll have to do some more swimming, and, to complicate
matters, you've got three spinning blades to contend with.  The first
one's not that hard to get through, the second one's a bit of a
challenge, and the last is nuts.  You're gonna have to rely on some good
timing to get through here...

Once you make it through the fans, climb up and out, and you'll have
to make a bit of a dash around this vertical pipe, to avoid the small
blades poking out the sides.  Run for the ladder and climb up.

---

The Bluff

Now, you'll see across the path the weasel guards for the Panther King.
They'll need $1000 before they'll let you cross.  If you've followed
my walkthrough up to this point, you should have more than enough.  If
not, just go back and hunt through for it.  I'll have a Money List up
here eventually...

Okay, in this new, lava-filled area, you'll be standing in front of a
three-tiered stone structure.  Around the first and second tiers are
little red raptor guys running around.  Stepping in front of them will
ensure getting chomped on, so I suggest you avoid them.  You can jump
over them and odds are you'll be fine, though.

Make your way to the other side of the first tier of the structure, and
enter a little doorway inside that'll take you to the second tier.  Work
your way around the opposite side of that tier, and you'll end up on the
top tier, where you'll see, in addition to a wad of cash (grab it, duh),
you'll see an odd face-like statue.  Hop on top of the structure and
anvil smash it down three times to enter the next chapter.

***********************************************************************

G. Uga Buga

This chapter is the classic dino-themed world with cavemen, rock
monsters, and a weasel mob boss running the show.  Y'know, the kind of
dino-themed world in every game...

---

Drunken Gits

The aforementioned "gits" (pronounced "gits") are the rock monsters
lying around outside the Rock Solid club.  Getting within sight of them
will cause them to get all surly at you and try to pound you.  Don't
bother trying to get past the bouncer, yet.  Note the rock guy by the
entranced who's curled up unconscious...

First thing to do is pound on the statue one more time.  This will open
a passageway underneath it, effectively connecting caveman territory and
rock guy territory.  Run over to the unconscious rock monster and start
pushing.  Push him through the hole under the statue, further down the
slope and you'll have an opening to the inner area of Caveman Land...

Once you enter, Conker will ask for a music change (the lovable scamp),
and you'll enjoy a nice upbeat track as you search this place.

Okay.  Here's the basic layout.  You're on a slope in front of Big
Dino Idol Guy.  There's a platform in front of the idol.  That platform
is covered by a lid suspended by a rope.  Behind the platform is a B
Pad that allows you to pull out your slingshot.  On the wall to your
left and right are two big buttons that can be hit with your slingshot.
The one on the right raises the lid, the one on the left smashes it
down.  There are four cavemen worshipping in front of the idol.  If you
get close, they'll attack, but you'll be fine on the B Pad.

To the left and right of the Idol's neck on the back wall are doors.
The one on the right is the only one you can go through, so do so.

---

Sacrifice

This new area has a big and rather obvious egg in the center.  There's
also a rather obvious monk near it with a tablet.  Hop on his tablet
and catapult yourself to the top of the egg.  Press B on top of it, and
Conker will make like a Breegull and try to hatch it.

Congratulations, Conker.  You're a mom...

This little baby dino will follow you just about anywhere, but you have
to keep rather close, 'cause his eyesight's not that great.  If he gets
near a caveman, he'll eagerly chomp him up, so you've got that going for
ya...

Anyway, you can't go back the way you came in, so lead the dino around
the outside path (move slowly, it's pretty thin) and you'll reach
another door.  This is the door you couldn't enter from the first area.
Enter it, and sure enough, you'll be back in the Idol area.  Lead the
little guy to the center, hop on the B Pad, and pull out your slingshot.
Using the button on the wall to the right of the main entrance, raise
the lid on the platform.  Note the dino prints on the platform.  Once
your dino has filled sufficiently on the nearby cavemen, lead him onto
the platform and quickly run back to the B Pad (before more cavemen
appear and he wanders off to eat them).  Slingshot the button to the
left of the main entrance, and you'll make your sacrifice to the idol.

Poor little guy...

---

Phlegm

Sure.  You've opened the way to get inside, but you can't climb up the
slippery mucus-y tongue.  Of course, another monk has popped up to
provide you with a lift.  Hop on his tablet and take a ride to the top
of the idol (you'll probably take some damage in this fall).  First,
hop over the top of his head and pick up the tail and the money on his
neck.  Hop back over and get near his nostrils.  Wait for them to smoke
(it hurts) and hop onto one of his nostrils and press B to pull out your
trusty pepper shaker.  Do this for both nostrils and, if you ever
watched cartoons, you'll know what happens next.

After his tongue is cleared, climb up it.  Watch out for the uvula, and
run inside.  Run past the horizontally swinging uvula inside, then the
path splits.  To the left are two back-and-forth swinging uvulas.  To
the right are, simply, two minor jumps.  The right way's arguably the
safer way, but you'll eventually have to go the left way, so get some
practice if you feel you need it.

Run past the last uvula once the paths join, and Conker will pick up a
headdress that an unconscious caveman dropped.  Go back through the
idol's gullet and out his mouth.

---

Worship

The lovely disguise Conker is sporting will now make the cavemen see
him as their leader, or god, or whatever.  The four that were
worshipping the idol are now worshipping Conker.  They'll follow you
anywhere, even to Rock Solid.  They're not very bright, though, so
you'll have to stick close to them so they'll follow you all the way
up the slope without falling off.

Lead at least three up to the surface and head for the rock guys.  Hit
one with your frying pan, and your followers will run up and bash the
rock guy to bits with their clubs.  Keep doing this to bust up all the
rock monsters in the area, and speak to the bouncer of the club.  He'll
begrudgingly let you in.

---

Rock Solid

Nice music, eh?  If you've ever been clubbing, you know this is standard
fare.  Take a look around and you'll notice several rock folk on the
floor gettin' down.  You'll see a keg down below, Berri dancing in
a cage, a few cavemen at the b...

BERRI??

Huh...  There she is...

Well, the idea is to spring her from her prison, no matter how much it
looks like she's enjoying herself.  First, note the button right in
front of the entrance.  This opens up a door down under her cage, but
it requires constant pressure.  There's a rock guy passed out behind the
bar.  Roll him around the floor of the club, up the slope and onto the
button.  Now, that open door leads to the top balcony, where there are
two rock babes dancing, and another button.  This button opens up the
other two doors on the ground floor.  Once again, it needs constant
pressure, but how to get a rock through that door, so you can get it up
there?

The answer, as is the answer to most problems, is your bodily fluids...

Head over to the keg and load yourself up.  Waddle over to the rock guy
nearest the center door, line yourself up so that he's between you and
the door, and let 'er rip.  Be sure to make use of the Z button to
extend your stream.  You need to push him into the hole, and it may
take a couple of tries before you get it right, so don't get discouraged
if you screw up once or twice.  All it'll cost you is one health piece
when the guy gets back up and pounds you if you mess up.

So, once he's through (and you're sobered up, using the first aid kit
in the middle of the room on the little plateau), hop up to the balcony
using the platforms near the left door (don't go through the center
door, unless you feel like losing health), and push the rock guy along
the balcony.  Watch out for the rock girls dancing up here.  They'll
push the rock guy back to the ground given half a chance (and you'll
have to do it all over again).  Wait until they're making their way back
into their little alcoves, then push as hard as possible.  Push him
onto the button, and the other two doors will open.

Tank up once again and push the other rock guys through their respective
doors the same way (By the way, you can't push the girls, they'll just
shriek and duck).  They'll each land on top of Berri's cage, and the
second one will smash the cage open.  Berri will take off (she doesn't
recognize you) and you can enter where her cage was and pick up the
wad of dough there.  Try to leave, but the bouncer will stop you and
take you to see the Boss...

---

Bomb Run

The Boss (basically a weasel mafia-type guy), will give youse a little
job.  You have to take a bomb into the cavemen's place and drop it in
the place where you found the dino egg.

This is kinda tough, because you have just about enough time to get the
bomb to the place where it needs to be dropped, so you'll need to book,
and it'll probably take you more than one try.

So, run as fast as your little legs will carry you down to the temple.
Run down most of the slope, but drop off when the drop is about one and
a half the height of Conker, so you don't get hurt, which will set off
the bomb.  Head straight for the tongue of the idol and run inside its
throat the moment you've got an opening in the uvula.

Inside the throat, you'll have to take the left path, since you can't
jump with the bomb.  Move as soon as you get openings and run your tail
off all the way to the end.  Once you're out, move all the way to the
far edge of the platform, and you'll drop the bomb.

The aftermath of the explosion basically filled the whole place up with
lava.  Hop along the rather obvious path of stones and exit by the
rather obvious door at the end.

---

Mugged

Exiting to fresh air, Conker will meet up with some rough-looking cave
guys who'll immediately bonk him and swipe his money.  When he comes
to, he'll see the four baddies with his money on their hoverboards.
During the taunting, one falls off his board, so the remaining three
challenge Conker to a race to get his money back.

Run up the path to the opening and you'll appear in an alcove above the
board.  Hop on:

Stick Up: Speed up
Stick Down: Slow down
Stick Left/Right: Turn
A: Jump
B: Frying Pan

This is probably the first place you'll lose a lot of lives, and you'll
probably get some Game Overs, too.  The biggest pain you'll find here
is the brontosaur that walks back and forth at a couple of points along
the track.  He'll turn you into hamburger in no time if you run into
him at full speed.  Minor bumps will only cost you one chocolate bar,
but major crashes will blow you to pieces.  Take care when riding, and
don't hesitate to hit the brakes if it means you'll live for a while
longer.

So, the basic idea of this race is to catch up with the cavemen and whap
'em with the pan.  You'll get a portion of your money back each time.
Knock all three out and a gate near the entrance will open up, and
you'll need to make a flying leap from a stone jump into the cave,
grabbing the wad of cash along the way.

Note that after you knock out the first two guys, the map will change
slightly.  The gate early on has moved, and now you have to bear right
when you reach the gate.  Just a heads up.

---

Raptor Food

You'll lose control of the board, crash into the side of a platform, and
tumble headlong into an arena, where you'll see a huge crowd in the
stands, and a couple of huge people at the head chairs: Buga the Knut
and his girlfriend, Jugga.  Yep...

Anyway, head towards the drawbridge to start the party.

Buga will send out "Fangy" to deal with you.  Fangy has a taste for
just about anything that wanders into his path.  Several cavemen will
also be released into the area.

You have one of two options here, and the second is far more useful.

The first option is to lead Fangy around towards the cavemen and he'll
gobble them up when he catches sight of them.  This is risky, because,
if Fangy gets you, you'll lose two chocolate bars, one in the bite, the
second in the throw.

The second, and far better, option, is to go towards the B Pad in the
middle of the arena, and press B when Fangy's close.  You'll pull out
your watch, and hypnotize the guy, and climb on for some caveman-
munching fun:

Stick: Move
A: Jump
B: Bite (Swallow if something's in his mouth)
Z: Headbutt
B while running: Dashing Headbutt

Run around with Fangy to get a feel for his movement.  Run into any
caveman, and he'll automatically pick it up in his mouth, where you can
press B to swallow him.

Eat up all the cavemen in the area, and Buga will call in the infantry.
Specifically, six guys with clubs.  If the guys with clubs hit you
while you're on Fangy, you'll be knocked off, and you'll have to do the
hypnosis thing again.  (This time it won't be automatic, so stop when
you hear the *boing* and Fangy lowers his head)

The way to beat these guys is to run into a caveman to pick him up, then
run away from the pack.  When you're a good distance, then you can
swallow him.  If you stay in the pack to swallow, you'll be hit.

Eat all the infantry guys, and Buga will send out the next wave.  These
guys have throwing spears.  Attack them in the same way.  Just be
mindful of flying spears

Once you finish off the spear-throwers, you'll fight a combined wave of
three clubbers and three spear-throwers.  Gobble them up, and Buga
himself will challenge you.

---

Buga the Knut

Buga's pretty big, so unfortunately (or fortunately, depending on your
point of view), you'll only be able to attack him in two places: his
crotch, and his rear.

When he jumps, be prepared to jump yourself, as he'll send out a
shockwave.  When he rears back his bone, he'll bring it down on your
head.  If any of these attacks hit you, you'll be knocked from Fangy.
Fortunately, Fangy has recognized you as his friend now, and he'll
automatically run to you so you can hop back on.

So, just as Buga rears up his bone, or after he jumps, bite him in the
crotch.  His loincloth will drop and he'll cover himself.  This is the
time to run around the back.  A lightbulb will pop up.  Press B, and
Fangy will take a nice big hunk out of his keister.  After which, Buga
will pull his cloth up and you can do it again.  Bite him in the butt
three times, and you'll win, and Buga's horrible secret will be exposed.

After Buga takes off and you lose Fangy, hop into the opening that the
soldiers came out of.  You'll speak to Jugga, and you'll be able to
leave.  Chase after the cash that runs off.

In the next room, you'll be above the very first temple that got you
entry to this whole mess.  Move on to the next area.

Now, you're in the area with the two guard weasels.  Note the tail
across the way.  Hop up on the left side of the gate you just exited
from and make your way across the platforms over there.  It's a
five-tail!  A fitting reward for making you go a bit out of your way.

Anyway, proceed along the ledge you're on, and hop off when you reach
the end.  You'll land in the sewage river that has the spinning blades.
Hop out of the muck and leave and you'll be back in the Great
Mightypoo's lair.  Hop down into the hole and you'll be back in Poo
Cabin.

***********************************************************************

H. Windy III

Conker's bad day is almost half over at this point.  These are the last
tasks you'll have to perform in Windy.

---

Wasps' Revenge

As soon as you exit Poo Cabin, you'll notice the wasps carrying off the
hive again.  Talk to Mrs. Bee, and Conker will haggle over the price of
getting back the hive this time.  Make your way into the wasps' nest.

Once you reach the hive, you'll hop in.  Time for some wasp whackin':

Stick: Aim
A: Jump in or out of Turret
B: Manually Reload
Z: Fire
Up C/Down C: Zoom in and out

The machine gun has about sixty or seventy rounds per belt, so don't
worry too much about having to reload.

Note that you have a radar here.  Use it.  The blue dots are wasps and
the top highlighted quadrant of the circle is the way you're facing.
When a blue dot turns red, that means a wasp is getting ready to
attack you.  Turn as quickly as you can and nail him, or you'll get
hurt.

A wave will come out of each of the three sets of holes around the nest,
then you'll get a combined wave out of all three.  Shoot them all down,
and Mrs. Bee will tell you to move your tail.  Jump out and grab the
hive.  Your old friends, the three wasps, will come out at this point
and try to sting you again.  Same strategy as oh so long ago: Run, avoid
the sticky honey part, and don't stop for anything.

Once you drop the hive, Mrs. Bee will reward you with $400.  Nice...

---

Mr. Barrel

Now, it's finally time to scale the hill leading to the windmill.  All
along the way, you'll run into these nasty worm-types.  Jump over them
as they pop out and you won't be hurt.  Just take it slow and you'll be
fine.

Once you reach the top, Mr. Barrel will ask for money, but he won't say
how much.  Being the nice guy I am, I'll tell you that you need at least
$2110.  If you have all the money up to this point, you should have
$2210.  Once you have enough, he'll offer you a ride.  Hop on, and use
the Control Stick to steer your way down the hill.  Be careful, it's
not easy.  Once you reach the bottom of the hill, Mr. Barrel will crash
through the blocked passage at the end of the stream, and you'll be
knocked out, to awaken when it's dark out.  Time for some nighttime
action.

***********************************************************************

I. Spooky

Time for the game to stop playing around with you.  This is where it
gets tough, not to mention pretty darn scary.  My compliments to Rare
on their excellent job on the scare factor, here...

---

Mr. Death

Your return to the stream will be blocked off as you enter here.  Oh
well...  Proceed down the stream and you'll reach a lake.  To your far
left is the exit out of this whole place.  Naturally, you won't be
able to reach it yet...  Across from you is Gregg, swatting at the
catfish in the water. (He hates cats...)  Up the dock path, you'll find
a closed door.  Downstream to the right is a passageway.  Enter it, and
you'll see a lever.  Jump on the lever, and you'll open the big closed
door.  Swim back to Gregg, and he'll tell you about the undead up
there. (He hates undead, too...)  He'll give you a Shotgun and tell you
you need to shoot them in the head to kill them.

B: Take out/Put away the Shotgun
A: No function (You can't jump while it's out)
Z: Fire
R: Aiming Mode
C Buttons: Strafe

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