Conker's Bad Fur Day - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Conker's Bad Fur Day - Strategy Guide (Page 03).
(Hold Z while in aiming mode and you'll get a laser sight. Release Z to fire.) Right, now that you're armed, those zombies don't stand a chance. Enter the graveyard, and you'll quickly be set upon by zombies. They move pretty fast when they want to, so quickly try to hop onto one of the tombstones. From there, it's easy to snipe at them with the shotgun. Move through the graveyard slowly, and hop onto a stone when zombies appear. Once twelve have been re-killed, Gregg will pop up and open the door at the end of the graveyard for you. Make a beeline to the door, ignoring the remainder of the zombies and you can make your way to the next area. This area is a curving thin path up to the mansion on the hill. Along this path are bony worms, much like the worms back and Windy when you tried to get to the barrel. Just like with the worms before, take it slow, and jump over them so they'll miss you. Once you reach the top of the hill, you can enter the mansion. Yippee... --- Count Batula Okay, the chapter is Count Batula, but the tomb out in the garden says Count Conkula. Oh, well... I'll just call him the Count... The Count, doing the best Gary Oldman impersonation ever, welcomes you to his mansion and gives you some food. Long story short, he's a vampire and bites Conker, but he needs your help. Villagers have assaulted the mansion and you need to help the Count get rid of them. Oddly enough, you've been turned into a bat, and you'll need to use your bat powers to help your ancestor: Stick: Crawl on the ground/Aim your flight path A: Flap upwards B: Flap forwards Z: Drop guano Controlling Conker in the air is much like flying anywhere else. Back pulls you up. Forward makes you dive. Here's the layout of the mansion. You start in the grinding room. The main hall is in front of you. The dining room is to the left of you. The library is to the right of you. The garden is behind you. There are doors connecting most every room to one another, but not all are in a good state, but, since you're in the air, you'll be fine for now. There are three villagers in the main hall, three in the library, and two in the garden. You know you're getting close when your sonar flashes. The villager you're closest to will flash red, and you can press Z to release your guano. A direct hit will knock the villager out, and you can dive down and pick him up. Naturally, flying will be somewhat hindered while carrying a villager, so be careful, because the villagers will attack with flying stakes, and they hurt. Carry a villager back to the grinding room and you'll drop it in. The Count will fill up with the blood produced. Keep grabbing villagers in the same way, and the Count will continue to fill up. After seven villagers, the Count will get so heavy that the rope he's hanging from will break, and he'll drop into the grinders himself... Dang... --- Zombies Well. The good news is, you're not a bat, and the villagers are not a threat. The bad news is, you're locked in here, and zombies have taken the place over. Want more bad news? There are three separate keys to open the lock to get out of here. Still more? There's a very limited supply of chocolate. All right. Don't panic. Best strategy for survival is to clean out the zombies in an area before you grab the key, because while you hold a key, you're slower, you can't jump, and you can't defend yourself. Also, if you get hit or fall from a height, you'll drop the key and have to start all over again. One thing that's kind of a pain is that there will almost always be at least one zombie that will respawn when you return to an area with a key, so dodging them will have to be a skill you develop early on. Key 1: Okay, the first key you need is in the dining room, in the rafters. To get to it, you need to start at the main hall, face the stairs. Proceed along the hallway that leads to the library, eliminating zombies along the way. The library has three zombies in it. Once you clean them out, climb up the stairs surrounding the bookcases, and jump on the middle case. Stand on the B Pad in the middle, press B, and you'll pull out a crossbow: Stick: Aim B: Put away crossbow Hold Z: Laser sight Release Z: Fire When you pull out the bow, there will be four bats that will attack you. You need to kill them before you get the key, otherwise they'll make life miserable for you. There's a bat in each of the four corners, and they'll swoop on you one at a time. Shoot them as they flap around. You can even shoot as they hang from their perches. Once you drop all four, proceed along the stairs, and you'll reach the grinding room at the top. Move around the broken floor around the edge of the room, and you'll end up outside the dining room. Plug the two zombies up here, then proceed along the rafters. Hit the B Pad, and crossbow the three bats at the far end of the room. Move to the end of the rafters and grab the key. Retrace your steps (Dining room, Grinding room, Library, Main Hall) without falling or getting hit, and you'll put the key in the door. Key 2: The second key is in the garden. You could reach it before, but you couldn't get it out, because of the hole leading out of the garden. The good news? That hole's now filled. The bad news? There were no zombies in this area before, but surprise surprise, the path's full of them now... From the main hall, make your way to the path to the dining room, shooting all the zombies. The dining room has quite a few zombies, so hop on the table to deal with them. Once the place is clean, proceed into the garden, keeping an eye out for the undead buggers. Clean out the garden, using the hedges as a perch if you feel so inclined, and grab the second key. Run back through the dining room to the main hall and put the key in the door. Key 3: The third key is on the third floor of the grinding room. A ladder just appeared that can lead you from the second floor of the grinding room up there. Climb up the main hall's stairs, and enter the door on the right. Hop over to the ladder, and climb up. You'll find three life-saving chocolate bars up here, and if you look back in the direction of the main hall, you'll see a lever up here. Float across the broken floor over there and grab it. A secret passage will open, with one end across the room near the key, and the other in the main hall under the right side of the stairs. Now, you can hover over to the key now, and make a break for it, but the safer option is to go back to the main hall, clean it out, and use the secret passage to proceed to the third floor. Walk over to the key, make your way back to the secret passage, and put it in the door, and you're free! Wasn't that easy? --- Mr. Barrel (Revisited) Conker will notice the bony worms again, and he'll also notice Mr. Barrel's sitting next to the stairs (bet you were dyin' to use him). Run over to him and roll out of the house and down the path, as carefully as possible. You'll pick up a lot of speed going down the hill, so you'll have your work cut out for you. Roll the barrel all the way down the path, through the graveyard, down the dock, and out into the lake. Roll upstream towards the passage that you couldn't reach because the current's too fast, and you'll make it this time. Once you enter the passage, you'll be back in the Hungover area, and you'll FINALLY be able to grab that last stack of cash. Make your way out of Hungover and back to Windy. *********************************************************************** J. It's War The hardest, and longest, chapter in the game. This chapter tests your mettle in the furnace heat of battle. The good news is that Conker finally gets decently armed. --- It's War The titular section for the chapter starts when you re-enter Windy, and you get the old '40s newsreel about the war going on. Since Conker doesn't have anything better to do, he might as well sign on. Head in the direction of "Nasty" and you'll see a door with barbed wire in front of it. Finally, that door is open. Hop over the barbed wire and enter. --- Power's Off The sergeant will try to explain to you the situation. Basically, your objective is to clear the way since a bomber plane just crashed into the only way out of the harbor. Hop down to the beach, and he'll mention an electric eel down in the water. Your objective is to lure the eel through those hoops half-buried in the harbor bottom. You only need to lead him through the three hoops that are connected by wires to the harbor. Swim down and through the hoops, and the eel should follow you. Get him through all three, and the power will be restored, and a B Pad will appear. --- TNT Hop out of the water and check out the ramp and the sign that says "TNT". At the top of the ramp, there's a men's room. Press B to knock on the door and a purple guy with a big TNT barrel strapped to his back will wander out. You need to push him to get him going. Only problem is, if you push him down the ramp, he'll slide too far and crash down into the harbor. To prevent that, go to the bottom of the ramp and note the steel box that's sitting in a groove. Push the box along the groove until it's between the ramp and the stairs to the harbor. Now, when you slide TNT Guy down the ramp, he'll stop there. NOTE: If, by ill chance, you lose a TNT Guy in some manner, just go back to the bathroom, and there'll be another one. Okay, you need to bring a TNT Guy to each side of the bomber that's crashed in the harbor exit. You need to take him around the outer edge to get there, and both ways are disaster areas, naturally... You can go either way, but, for the sake of argument, we'll assume that you go, oh, say... left, if you're facing the harbor exit. This way has bouncing ammo boxes. Get behind TNT Guy and push him close to the bouncing boxes. Line yourself up with the box that's bouncing away from you, and follow it as it bounces, trying your best not to touch it. Once you get past that, you'll have to get past a crushing steel box. Simply push him past as the box rises. Then, you have to deal with two more bouncing boxes, and another crushing steel box, and you can deposit the TNT Guy next to the plane. Run back and step on the B Pad in the middle of the harbor. You'll pull out your slingshot, and you can try to hit him with some kind of hot pellet thing to light the barrel. Once it explodes, half the plane is gone. Go back to the bathroom, knock on the door, and grab another TNT Guy. This time, lead him to the right side of the harbor, that looks rather clear. The problem with this side of the harbor, is that there are mines that are hidden in the ground. They surface when you draw near, and when you touch them, they explode. They don't move on their own, though, so don't worry about them chasing you. There is a pattern to where they are hidden. They can be in one of two places vertically. They can be "up", which means closer to the harbor wall, or they can be "down", which means closer to the water. The pattern is as follows: down, down, space, then up, up, down, space, then down, up, down. It's best to go through without the TNT barrel first and get a feel for where the mines are hiding. Once you've pushed the TNT Guy through and left him next to the plane, run back to the B Pad and set him off as you did the first one. The plane will be gone, and you can proceed to the troop transport down by the water, where the Sarge is waiting. --- The Assault And the award for 2nd Best Movie Parody in a Video Game goes to... If you can't tell the movie this scene is parodizing, you're too young to play this game, shame on you... Well, long story short, you're on a beach, and all hell has broken loose. Your mission is to stay alive. In the murder holes above, the Tediz are raining hot lead down upon you, and they're pretty accurate with their shots. To stay alive you'll have to jump from barrier to barrier (those metal X-type things in the sand). Once you reach a barrier, just stay there until the hail of lead subsides, then make a break as fast as possible for the next barrier, ignoring shots whizzing around you (and puncturing holes in the camera lens ^_^). Just make your way from cover to cover as you head for the wall of the complex. --- Sole Survivor Will wonders never cease, you were the only one to make the run. Your fellow soldier here will explain the situation, before getting pegged, himself. It's up to you, soldier. Press B and you'll pull out your cigar, and your weapons: Two 30-round, fully automatic, quick reload, 9mm machine pistols: Stick: Move (slower than normal) B: Take out/Put away guns A: Manually reload R: Aiming Mode (Stick Aims) Z: Fire C Buttons: Strafe As with Spooky and the shotgun, there'll be times where you'll have to put away your guns to be able to jump and move faster. I suppose it goes without saying that you have unlimited ammo, but be careful to reload after every fight. Shoot the lock on the door, grab any chocolate in the area, because you'll need all the health you can get. Okay, inside the corridors, there are a few tips to keep you alive: 1. Assume Tediz are hiding everywhere: behind every crate, around every corner, above every hatch in the ceiling, because they probably are. 2. After every shootout, always reload. Nothing worse than being caught with empty guns. 3. Go for head shots. Kills come quicker that way. 4. There are times when you'll have to put away your guns to jump over laser trip-mines. Do so, but as soon as your in the clear, pull out the guns again, because the bad guys have a nasty habit of ambushing you as soon clear trip-mines. Once again, kudos to Rare on the music here. Very suspenseful, with orchestra hits whenever Tediz rush you. Honestly, I could give you a diagram of this place and you probably would do no better than if I just gave you the preceding tips and said "Good luck". It's that tough. Because I'm a nice guy, though, here's what you can expect inside the corridors. First Room: There are four Tediz here. One will hop up onto a box, one will charge you, and the other two will try to flank you to the left and right. Shoot them all, starting with the one on the box. Once they're gone, the door will open. First Corridor: Crawl under the first set of lasers. Move slowly and walk under the diagonal lasers. Don't let the pipe scare you. Make a left turn, and you'll see a small box to your left and a couple of boxes to your right further on. A Tediz will run out from behind the first box when you get close, and two will run out from behind the stack. Once you get close to the corner, another will run out. Make a right turn, and get close to the lasers, still keeping your guns out, because a Tediz will jump out on the box behind the lasers. Jump in the air, then hover for a couple of seconds. Once you're under the top laser, float through. Immediately whip out your guns, because four Tediz will rush you soon after you land. Keep moving, and watch the ceiling hatches. When you get close to the first one, two Tediz will tumble out of it. Walk under the diagonal laser, and watch the box for a Tediz to jump on it. Two more will pop out of the hatch at the end of this part. Make a gradual left turn, and another two will drop from a hatch, and a third will come from behind the nearby box. Once they're gone, you'll make your way to the elevator, barely avoiding a bunch of nasty mines. Second Corridor: Once you exit the elevator, hop over the first two lasers, then pull out your guns, because a Tediz will drop from a hatch and another will come from behind the box. Cross the last laser and two more will dash from around the corner. Make a right turn, and you'll notice a little guy that looks like the TNT Guy, only he's got a flamethrower. He sprays a constant stream of flame at the wall opposite him, and he can't be harmed, so you can just walk past him when he stops. You have enough time to walk past with the guns out, so keep them out, to be on the safe side. Once you pass the Flame Guy, one Tediz will hop up on a box, and another will charge you from behind it. Pass two more Flame Guys and you'll have four Tediz rushing at you from around the corner. Make a left turn, then deal with the Tediz that comes out of the ceiling hatch. Walk past the vertical lasers (you have room), and take care of the Tediz that drops from the next hatch. After that, one charges from behind the box, and the next one hops on the box. Make a left turn. In this part of the corridor, there are almost no Tediz, but there are three Flame Guys and some lasers on the floor. Make your way past all these, and take your guns out before you reach the corner. Five Tediz will charge around the corner one after the other, so fill the corner with a constant stream of lead at head height to get them all. Make a right turn. A Tediz will pop out of the ceiling hatch, and one will pop out of the next hatch, as well... When you reach the lasers, jump carefully over the first low ones, then walk past the high one, and you're done! --- Casualty Dept. You'll enter what seems to be one those "demented doctor" places you see in some movies, or whatnot. Two Tediz will be hear, casually discussing the game, then they'll notice you and get back into character, chattering as Tediz do. I think the best strategy for this area is to just stay put and fire as you get an opening. The Tediz doctors will attack you three at a time, and you'll fight nine in the area. They dash and duck around the place, behind the tables and boxes, and they'll throw knives, but not very accurately... Take out all the Tediz and walk up to the squirrel in the electric chair. He'll ask you to let him out. Pull either of the two levers, they both do the same thing, then pull the other one to open the door to the next area. The good news? There's only one Tediz in this next room. The bad news? He's strapped behind a heavy caliber turret gun. Dash behind the boxes and wait until he stops to reload. When he does so, dash to the next set of boxes. Keep doing this until you can get right next to him. He can't hit you if you're right next to him. Note the rope nearby. On the next reload, dash for the pipe next to the rope for cover from the next hail of lead, then scale the rope as fast as possible for the hail of lead after that. Run along the top of the crates and you'll end up at a B Pad. Face the gunman, and press B to pull out a lovely bazooka: B: Put away R: Aiming Mode (Stick aims) Z: Fire Make sure the Tediz isn't just starting a new hail of bullets, or you'll get hit. If you can hit him before he finishes his current clip, you'll be fine. Jump down and hop into the seat of the turret gun. You'll now have to fend off a bunch of Tediz that are pouring in from both doors in the area. The first eight or so come from the door on the right. The next wave comes from the door on the left. After that, you'll get a combined wave between the two doors. It's tough, and you'll probably get hit at least once. Good luck. Once you finish, you'll see a door open. Jump out of the gun and head for that open door. In this room, look at that blueprint on the wall... Looks pretty funky, doesn't it? Head down the ramp to the right of the diagram, and you'll head outside. --- Saving Private Rodent You'll be outside here. You'll witness a firing squad about to execute a squirrel. They'll shoot, but he won't be hurt. You have to help him, of course. You have the luxury of the first shot, so line them up so you can hit more than one at once, because these guys are pretty smart, and they have grenades. Once you shoot them up, you'll talk to Rodent, who has a suit on that's pretty much everything-proof. He'll act as your shield for the next area. Sounds good to me... So, proceed along this big trench area, and Conker will notice bombers starting the air attack. Move slowly along the trench, as bombs will drop on certain areas as you get close. After the first bomb drops, Rodent will tell you to get behind him. Do so, because a mine is charging at you. It'll explode when it touches Rodent, but you'll both be fine. Continue along. More mines will attack after the third and fifth bombs, so be sharp. Once you reach the end of the trench, you'll come upon a huge door. To open it, first hop over to the raft floating in the river with the B Pad on it. You'll pull out your bazooka. Fire at the four lights surrounding the lock on the door. Don't worry about getting hurt, or shooting the Tediz who parachute in all over the place. If you shoot all four lights and die afterwards, when you come back, the door will still be open. Just get all four lights before you die... Anyway, rush through the door, ignoring the Tediz... --- Chemical Warfare You'll enter a small area with a brand new Class 22 tank sitting gassed up and ready to go. You're not going on a big ride just yet. You need to open that massive door on the far wall, first. To do that, hop in the tank: Stick Up/Down: Forward/Back Stick Left/Right: Pivot Left/Right A: Get out Z: Fire Left C and Right C: Rotate Turret independently of the tank R: Aiming Mode (Stick aims) Up C and Down C: Zoom in and out in Aiming Mode It's a little unwieldy at first. Drive around a bit to get the feel for it. Aim the turret at the small door with the radiation symbol on it and blast it open. Hop out and run inside. In this small corridor, run until you see a pit of waste. Jump over it, then immediately jump back, because a mine on the other side will run at you. It'll explode when it hits the waste. There are two more pits after this, and a mine for each of them. Once you deal with all of them, pull the lever at the end. The place will start to fill with waste, so hightail it out of there. It's kinda tricky, because you won't be able to rotate the camera to see what's ahead of you. Move your tail to the door, and head back outside. --- The Tower Now, you get an extended ride in the tank, but you've got a problem in the form of a nasty turret gun in a tower at the next area. To dethrone the gun, you need to blast the four supports on the tower with the tank. There are several bridges that you'll need to lower to allow the tank to access the areas from where you can blast the support, but you have two problems. If the gun catches sight of you and you're not in the tank, you'll be shot to pieces. The other problem is that there are several Tediz hiding in the sand in this area. First, start by lowering the first bridge right away, by standing on the high end of it (out of the tank) and pressing B to anvil drop it. Hop back in the tank and roll over the Tediz nearby. Wait until the gun passes, then lower the next bridge, hop in the tank, run over the Tediz. Do this all the way around the tower. Once you've opened up all access and killed all the Tediz, shoot out each of the supports with the Tank. Once all four are gone, the tower will collapse and create a big hole in the middle of the area. Get out of the tank and hop into that hole. --- Little Girl You'll drop into an underground lake area. You'll be on an entrance platform, and the main platform will be surrounded by three piers with B Pads on them. Each of these piers also has a small covered area with a chocolate piece. Go towards the center of the area and you'll find a little girl. She'll warn you about ballistic missiles on the way. These are coming from subs in the water, and you'll have to take them out. The ballistic missiles are dumb, fortunately, and fire at exactly the spot you're standing when you hear them launch, so they're easily avoided. Head towards the pier to the right of the entrance platform (if you're facing it from the center) and wait for the missile to launch, then move towards the B Pad, and you'll pull out your bazooka. Aim for the sub in the water and fire. If the sub fires before you can blow it, move out of the way and let the missile land, then go back and try again. You have to destroy three subs at this pier, and they each come out one at a time. Alternatively, you can try to shoot down the missiles. It's your call. If you miss the missile, you're probably going to get hit, so that's the risk you take. Once the three are destroyed, head clockwise to the next pier. There are two subs firing at a time here, so wait for both to fire before you step on the B Pad. You have to destroy a total of five subs from this pier. Once they're all gone, go to the last pier, where, again, two subs fire at once, and you have to destroy eight subs this time. Once they're all gone, head back to talk to the girl. --- The Experiment As you talk to the girl, Rodent will drop in with the tank. At this point, the girl will perform an Exorcist routine (complete with line) and Conker will get a little wary. The hatch she's sitting in will open completely, and the Tediz experiment will come out. It's basically a robotic spidery lower body and legs, with a huge Tediz upper body and head, with the little girl puppet on the thing's hand. First thing to do is to make a beeline for the tank and hop in before the Experiment can catch up to you. Once you're inside, head immediately for the nearest shelter (those rock formations with chocolate under them) and swivel your turret to face the Experiment, keeping your treads horizontal to it so you can move horizontally. The Experiment will pull out its miniguns. (I love the descriptions) These high-rate weapons will fire in long bursts, with short pauses to reload. During those short pauses, slide the tank out and fire (without aiming) in the general direction of the Experiment, hoping to hit one of its guns. Shoot them both off, and the Experiment will charge you. At this point, get into Aiming Mode and shoot the little girl puppet of the Experiment's hand. The main body will chase after its brain, and the very obvious hatch on its back will open. As if I needed to tell you, fire a shell into the beast's back, then get back under shelter. Now, for the second round of weapons. The Experiment will pull out its Magneto Laser. This doesn't let up, but it aims very slowly, so if you have it aiming towards one side of your shelter, you can slide out the other side and peg one of the guns. Knock them both off, then shoot the puppet, then the back once more. For the final piece of weaponry, it'll deploy fur-seeking missile launchers. These are four missiles to each launcher, so count the missiles as they fly out at you. After four leave each launcher, slide out and fire. Wait for another volley, then slide out and fire again. Once the launchers are gone, shoot the puppet, shoot the back, and you're done. The Experiment, in its defeat, will release mines to destroy the Tank. Conker will make it out in time, but it looks bad for Rodent... --- Countdown That scamp, she rigged this place for self-destruct. Hop into the hole and you'll be back in the first corridor from back in Sole Survivor. This time, however, the place is covered with lasers... Good luck. You have 4 minutes and 30 seconds to get all the way out of here... First Lasers: Coast over the first two low lasers, but be careful not to hit the high one. Jump over the last low one. On the diagonals, jump up onto the box, and float over the first four, then walk under the last one. Alternatively, you can just crawl under the diagonal lasers. Second Lasers: Simply jump into the air and float between the second and third vertical lasers. Third Lasers: Hop onto the box and land in between them all. Jump into the air, and float for two seconds. When you get low enough (your butt will pass the upper laser) float through. Pull out your guns and take out the two Tediz waiting just around the corner. Fourth Lasers: I found a good way to get around this. Two boxes are on the left side. Get on the first box, and crawl under the wires, remaining on the box the whole time. Drop off it when you're on the other side. A Tediz will rush you from around the corner. Fifth Lasers: I've received a couple of ways to do this, but here's what I think works best. Thanks to Paul Bliss for this. There's a hole at the top on the left side. Get as close as you can to the lasers, then High Jump and float over. Sixth Lasers: Simple. Crawl under them. In this last room, you'll be set upon by Tediz as you try to leave. Don't be sliced by the lasers that suddenly appear in front of the exit. It kinda stinks that you're stuck with the bazooka, though, for this part. Just shoot as straight as you can and don't blow yourself up. Okay, now you're outside on the beach. Bullets will be whizzing all around you. Ignore them. Your problem is actually Tediz on the beach that have bazookas. There are two ways to get through this. Ignore the Tediz and try to frantically jump your way to freedom, or try to pick them off one at a time with your own bazooka. Either way requires a considerable measure of luck and skill. Here's a map of the area... | --------------------------| | 8 7 4 | X = Crosshatch Barrier | X X | #'s = Tediz (Order you should shoot | 6 5 | them) |-------------------- | | 3 | | X X | | 1 | | ---------------------|2 | | |__| | Start | If, at any time, you die during this, you'll restart at the beginning here with 2:00 on the clock, which is plenty of time, even if you decide to stay and shoot. Okay. First head along the fence towards 1, and pull out your bazooka to shoot him. Next move slowly along the fence and keep going until 2 is visible. Shoot him, then pan left and shoot 3. Head past the second horizontal fence and 4 and 5 will appear. 4 is just to the left of the barrier, so aim that way before you see him and shoot just when he shows his face, then pan left and shoot 5. Move along towards the spot where 6 will appear (to the left of the barrier). 6, 7, and 8 will all appear at once. Hit 6 ASAP, then pan to the right and immediately shoot 7. 8 is behind the barrier from where you're standing, so you have a small reprieve. Wait until his missile hits the barrier, then strafe until you can see him and shoot. Put away the bazooka and make your run for freedom. --- Peace at Last! Nothin' to do here, really, except watch the cutscene and return to Windy. *********************************************************************** K. Heist You're in the home stretch, now. This chapter isn't long, but it can get tough. Good luck. --- The Windmill's Dead Well, just as the title says, as soon as you re-enter Windy, if you look at where the windmill was, you'll see it's now in pieces all over the ground. Head up to the ruins, and you'll see Rodent survived after all, the trooper. Head inside the ruins, and head through the hole at the bottom. Well, how 'bout that? You're standing in front of the Feral Reserve Bank, the place you couldn't get to oh-so-long ago. Walk in front of the steps, and you'll meet your old pal, The Boss. He'll offer you another job, of knocking over the bank. Hey! Berri's back! And she's sporting a rather fetching black leather ensemble. Conker will agree to do the job, but only if he gets an outfit as cool as hers. Once Conker's changed, run up to the bank and through the revolving door. --- Enter the Vertex And the award for Absolute Best Movie Parody in a Video Game goes to... Once again, if you don't recognize the movie parody, you're too young to play this game. Shame on thou... All right, once you get control of Conker, head for the nearest pillar. Note that each pillar has a B Pad in front of it. Wait for the two weasel guards to start shooting at you. As soon as you hear the word "Regroup!", press B. Hee hee... Aim using the Stick and fire while pressing Z. One hit will take out a weasel. NOTE: You can shoot these guys normally, but they're very good shots and they take a lot of normal hits to put down. You're best off using the B Pads, of course. Also, a good time to use the B Pad is if the weasels start shooting at Berri. Her whole point here is to draw fire for you. You CAN get shot while in your little jump, so it's best to avoid that chance altogether. Anyway, once you shoot the first two, another two will show up. Once you take those down, Berri will shut off the laser field and you can proceed to the next set of pillars. Two waves of three weasels will attack here. Deal with them in the same manner. At the next set of pillars, another two waves of three weasels will attack. At the last set of pillars, two waves of four weasels will attack. This part's hard, as they have enough concentrated shots to tear your hiding place to shreds and nail you. If they wear the pillar down, just take the chance and jump. You can always try again if you die, and replay this incredibly fun scene again. Anyway, once the weasels are all taken out, walk towards the elevator. In the next area, you'll face a rather complicated network of laser beams. Fortunately, Berri has things in hand, so just proceed into the Vault. --- The Vault There's a lot of cash running around here. Basically, just whack them with your pan to grab them. Grab three wads and the game will continue for you. I won't spoil this next cutscene, so I'll just wait here until you're done... ... *whistles* *checks watch*
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