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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