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Game Cheats » Nintendo 64 (N64) » Games Starting with the Letter C » Conker's Bad Fur Day - Strategy Guide (Page 04)

Conker's Bad Fur Day - Strategy Guide (Page 04)

Below are the cheat codes, hints and help for Conker's Bad Fur Day - Strategy Guide (Page 04).

Done?  Okay.  If you haven't noticed, things have gone to hell in a
handbasket.  It's you against a rather nasty (and familiar) looking
alien.  First, run over to the lever in the wall and pull it.  You'll
open the airlock, and a hatchway with a space suit.  This goes without
saying, but don't get too close to the vortex of sucking air, whether
or not you're in your space suit.

Anyway, hop into the space suit, and prepare to take down Heinrich the
Alien:

Stick: Move
A: Jump (using boosters)
B: Punch
Z: Block

The alien has two attacks: One is to rush up and bite you, and the other
is to spin its tail along the ground to try to trip you up.  It's tough,
but try your best to rush in when you get an opening and punch it
several times.  Once you give it an uppercut, it'll collapse on the
ground.  Walk around behind the alien and walk to where its tail
connects to the rest of its body to pick it up.  Don't walk to the end
of the tail, just where it connects to the body.

Here's where all that Super Mario 64 pays off.  Slowly rotate the stick
to swing the alien around.  It doesn't matter which way.  Slowly
increase your speed and eventually, the alien will be so that its
nails aren't scraping the floor.  When it's aimed at the airlock, hit
B and you'll toss it.  It'll jump back in, but that's one.  You need
to throw it at the door three times to win.

Be careful on the second and subsequent tries, because the alien will
wise up a bit and dodge your punches a little more effectively.  You'll
have to time your movements.  When it lunges to the side, immediately
jump, because it'll spin.  When it lunges back, press Z to block and
it'll be stunned.  You can then punch the crud out of it and throw it
out.

---

End Cutscene

Sit.

Watch.

Good boy.

Well, good work.  Conker has survived his Bad Fur Day.  Now, you can
relax with some Multiplayer and speculate on how bad Conker's next
day will be, which we will hopefully find out on the GameCube sequel.

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

5. Multiplayer

Although not as an extensive multiplayer experience as, say, Goldeneye,
or Perfect Dark, Conker's BFD offers a nice array of options to have fun
with your friends.

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

A. Settings

Each multiplayer game has it's own individual settings that can be 
tweaked to your own personal desires.  Here's the basic rundown of 
attributes you'll find in most areas...

AI: The computer's intelligence.  
Inbred - Crap - Normal - Bastard - Einstein
Dumbest<-------------------------->Smartest

Time: Naturally, the length of time the match carries on for.  Can be 
anywhere between 3 and 10 minutes.  Can sometimes be unlimited, but 
Lives have to be set in its place...

Lives: The number of lives you have before you're out of the game.  
This can be anywhere between 1 and 5, and can sometimes be set to 
unlimited, but you need to set a time in its place.

NOTE: One or the other of Time and Lives is always unlimited if both 
are adjustable in a game.

Radar: On or Off.  Dots indicated other players.  A black line above 
the dot means the person is above you, and a black line below means the 
person is below you.

Score: Some games have their own method of scoring, which can be set.

Other games have individual settings.  I'll explain how each game uses 
their settings in their sections.

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

B. Weapons

No multiplayer game involving blood and guts would be complete without
a lovely assortment of killing apparati, and Conker is no exception.
Note that picking up any weapon will drop the old one (with the
exception of bombs).  Take that into account as you battle.

---

Close-Combat

The nice thing about close-combat weapons is that you enjoy no loss in
mobility.  You can still jump and everything.  The bad news, naturally,
is that you have to get close...

---

Baseball Bat
Bone Bat

Stick: Move
B: Take out/Put away
A: Jump
Z: Swing
C Buttons: Camera Functions

Damage: 1

The only true advantage to these weapons is that you automatically
spawn with them, in the Heist and Temple arenas.  A Baseball Bat does 
make a good fail-safe weapon for knocking out a money-carrier, and if 
you can hit your enemy enough times in succession, it'll add up.

---

Chainsaw

Stick: Move
B: Take out/Put away
A: Jump
Z: Swing
C Buttons: Camera Functions

Damage: 6 (Instant Kill)

Rev up the Poulan and get your hockey mask.  This is a good weapon if
you're agile enough to get close, and the swing is relatively quick, so
your instant kill will come easily...

---

Katana

Stick: Move
B: Take out/Put away
A: Flip
Z: Swing
C Buttons: Camera Functions

Damage: Slash - 1
        Follow-up Slice - 6 (Instant Kill)

I love this weapon.  I've analyzed it, and it doesn't make you any
faster, or jump any higher, but it does have some nice perks.  To make
the kill, you need to hit the enemy with one slash, then hit the button
again to decapitate them, but the perks don't end there.  Your footfalls
are now silent.  You are invisible to radar, and you can survive falls
that would normally harm you.  Note, however, that you cannot survive
falls that would normally kill you...

---

Throwing Knives
Bone Knives

Stick: Move
B: Take out/Put away
A: Jump
Z: Throw
R: Aiming Mode
C Buttons: Strafe

Damage: 1 (Head Shot: Instant Kill)

Yeah, I know they're not close-combat, but they don't fit anywhere, so I
stuck 'em here.  Knives are okay, but they're probably on the bottom of
the weapons totem pole.  There's really always something stronger,
faster, or more convenient.  But, at the end of the day, you may find
that a well-placed knife can still save your bacon.

---

Automatics

Some automatics require you to reload every so often.  As is always the
case, the big advantage with automatics is you can lay down a spray of
fire and have a better chance of hitting someone.

---

Semi-Auto Rifle

Stick: Move
B: Take out/Put away
A: Reload Manually
Z: Fire
R: Aiming Mode
C Buttons: Strafe

Damage: 2 (Head Shot: Instant Kill)
Clip: 30
Mobility Loss: None

Not a bad weapon.  It gets decent points for causing damage, but being
semi-auto, you need to keep pressing Z to fire it.  The reload time is
pretty long, too...

---

Machine Guns

Stick: Move
B: Take out/Put away
A: Reload Manually
Z: Fire
R: Aiming Mode
C Buttons: Strafe

Damage: 1 (Head Shot: Instant Kill)
Clip: 30 X 2
Mobility Loss: None

A really good all-around weapon.  Probably the only thing bad about this
is the fact that, for some reason, it's tough to aim while moving, but,
that aside, it's an excellent piece of weaponry for putting down the
bad guys.

---

Tommy Gun

Stick: Move
B: Take out/Put away
Z: Fire
R: Aiming Mode
C Buttons: Strafe

Damage: 2 (Head Shot: Instant Kill)
Mobility Loss: None

At first, I thought there was something screwy with this gun, until I
realized the truth.  It's got a nasty kickback.  Fire it for more than
a couple of seconds, and you're stitching holes in the ceiling.  It's
got infinite ammo, so short controlled bursts are what work here.

---

Turret Gun

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

Damage: 2
Clip: 80 (?)
Mobility Loss: Full

Naturally, it's full mobility loss, 'cause you're not moving at all!
In the furnace heat of battle, you can usually find something better
than the Turret Gun to use, because you leave yourself wide open, and
it's really tough to handle.  Of course, if you can pin down an
opponent with this puppy, then, by all means, go for it!

---

Long-Range Weapons

Hope you're relatively safe, because these weapons are for campers
only...

---

Sniper Rifle

Stick: Move
B: Take out/Put away
Z: Fire (Hold for laser sight, release for shot)
R: Aiming Mode
C Left/Right: Strafe
C Up/Down: Zoom

Damage: 1 (Head Shot: Instant Kill)
Mobility Loss: Slight

The de facto sniper weapon.  Naturally, the advantage to this is that
you can strike from afar, which can be quite useful at times.  This
rifle has a very slow rate of fire, so beware, and don't shoot unless
you're sure you've got a hit.

---

Crossbow
Bone Crossbow

Stick: Move
B: Take out/Put away
Z: Fire (Hold for laser sight, release for shot)
R: Aiming Mode
C Left/Right: Strafe
C Up/Down: Zoom

Damage: 1 (Head Shot: Instant Kill)
Mobility Loss: Slight

What's the difference between this and the Sniper Rifle?  This has a
lesser zoom extent, and the bolts travel slower than a bullet, but, it
has a higher fire rate than the Rifle.  What's better?  That's a choice
I leave to you, the consumer...

---

Power Weapons

Good for one (or two) shot kills, and also for incapacitating enemies.
The big problem with these guys is either their fire rate, their range,
the loss to mobility, or any combination of those.

---

Hand Cannon (Magnum Pistol)

Stick: Move
B: Take out/Put away
A: Reload Manually
Z: Fire (Hold for laser sight, release for shot)
R: Aiming Mode
C Left/Right: Strafe
C Up/Down: Zoom

Damage: 6 (Instant Kill)
Clip: 6
Mobility Loss: Moderate

Yup.  No matter where you hit someone with a Cannon shot, it'll spell
instant doom (unless they're a Raptor).  You even have a limited zoom
with it.  Naturally, this power comes at a cost.  A slow rate of fire, a
need to reload after six shots, and the mobility loss are all the price
you pay for this.

---

Shotgun

Stick: Move
B: Take out/Put away
Z: Fire
R: Aiming Mode
C Buttons: Strafe

Damage: Far Shot - 3
        Close Shot - 6 (Instant Kill)
Mobility Loss: Slight

In a world of jumping around and fast guns, the shotgun had to improve
over it's single player incarnation.  The fact that you hit really hard
with a decent spread makes this a viable choice for weaponry in the
arena.

---

Flamethrower

Stick: Move
B: Take out/Put away
Z: Fire
R: Aiming Mode
C Buttons: Strafe

Damage: 1
Mobility Loss: Moderate

Not one of my favorites, but I suppose it could be useful in some
situations, or if nothing better comes to hand.  Hold down Z to release
a steady stream of flame.  Once your adversary catches fire, they'll
run around in panic for a couple of seconds, allowing you to set them
up for the next hit (which you can't do until they stop moving).  If
anyone (including you) touches someone on fire, they'll catch fire as
well, so be careful when using it.

---

Bazooka

Stick: Move
B: Take out/Put away
Z: Fire
R: Aiming Mode
C Buttons: Strafe

Damage: Near Miss - 2
        Direct Hit - Instant Kill
Mobility Loss: Major

Nice gun if you can get it.  These are usually put out of the way, or in
the most direct line of fire.  Like the damage count says, even if you
miss a bit, you'll hurt the enemy, and you'll also knock him for a loop.
Naturally, a big weapon slows you down a lot, so put it away when no
one's nearby, or if you come under considerable fire.

---

Grenades
Rock Bombs
Black Bombs
Pipe Bombs

Stick: Move
C Down: Hold to take out bomb.  Release to throw.

Damage: Near Miss - 2
        Direct Hit - Instant Kill
Mobility Loss: Major (while holding Bomb in hand)

The only true "second weapon" you can have.  You'll start every Heist,
War, Raptor (if you're an Ugga), or Deathmatch with three Bombs.
They're rather awkward to use.  The longer you hold C Down, the farther
you'll throw the bomb (which never ends up being very far).  If you
want the maximum benefit from Bombs, drop them off higher ledges onto
your enemies.  Each Bomb Box you collect will add three to your total,
for a max of six.

There are no differences between Bombs.  There might be different Bombs 
depending on scenarios or the characters you select, but they're all the 
same.  The only slight advantage might be for Grenades (which army 
Squirrels use), and Pipe Bombs (which Tediz use), which may be tougher 
to see than the lit and sparking Black Bombs or Rock Bombs.

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

C. Special Scenarios

Besides the standard Deathmatch, Conker offers you six specialized
scenarios to take on.  Enjoy.

---

Beach

Omaha Beach...  June 5th...  I was early...

This is a team game.  One team is the Frenchies.  They're unarmed
squirrels whose job is to get to the bottom of the Tediz base and into
the truck to Paris.  The other team are the Tediz, who are confined to
their base above the beach, whose job it is to cut down the Frenchies
at all costs.

Frenchies: 

Each Frenchie you start with has ninety seconds to make its run.  After 
those ninety seconds, a laser zaps you.

Here's the basic layout.  You'll start on one of two docks.  Straight 
ahead is a trench running horizontally.  This trench is tough to jump 
out of, so take the bridge over it if you don't want to be in there.  
You'll be safe.  Unfortunately, this is pretty much the last place 
you're safe.

There are basically three pathways to make your run here.

Middle Path: Naturally, this is the shortest, and it's wide open.  It's 
a big narrow trench running straight to freedom.  You're a sitting duck 
here, but if you trust your dodging abilities, give it a ride...

Right Path: This area's covered in the beginning, but opens up 
relatively quick.  It's big, and there's a lot of room to run around.  
It starts in a area with foxholes and then you can drop down onto a 
large open platform.  On the corner of this platform (where it meets 
the wall) is a bottle of Power Pills that will give you a speed boost.  
Use them at your own risk...

Left Path: This is the most covered path, early on.  There's a big rock 
covering you as you hug the left wall, and you'll soon come across a 
bottle of Power Pills.  Don't celebrate too quickly, because the road 
to freedom is tricky.  The path is suspended over a pit.  A fall in 
will score one for the Tediz, and the path is narrow and zig-zags.  
You may be better off leaping from the center path from here and hot-
dogging to the exit.

There is also an Upper Path for your consideration.  It runs 
horizontally midway to the base.  There are two ways to get there.  You 
can follow the trench and you'll run around the right wall and onto the 
path, or you can take the left path.  Once you get to the twisting 
path there'll be a passage in the wall that will connect you to the 
Upper Path.  From here, you can jump onto the big rock.  On this rock 
is a TNT Plunger.  Jump on it, and the Tediz are history.

Tediz: You are confined to the three sections of the base.  The middle
section has the big Turret Gun for your pleasure.  You can also run to
the ramps on the right or left side of the gun to access the other two
sections.  Going up the right ramp automatically arms you with a Sniper
Rifle, and going up the left ramp automatically arms you with a Bazooka.
Use whatever you feel most comfortable with.

Settings:

AI: Inbred - Einstein
Score: 1 - 40
Time: 3 - 10, Unlimited

Since the Tediz have the advantage over the Frenchies, you cannot adjust 
the game too much in the Tediz' favor.

Frenchies vs. Tediz
  
1P: 1C vs C, 1 vs C, CC vs 1

2P: 
1P vs 2P: 1C vs 2, 1 vs 2, 2 vs 1, 2C vs 1
1P/2P vs C: 12CC vs C, 12C vs C, 12 vs CC
C vs 1P/2P: C vs 12, CC vs 12, CCC vs 12, CCCC vs 12

3P: 13 vs 2C and any other combination thereof, as long as two are each 
side.

4P: 13 vs 24

Scoring:

Frenchie Escapes: +1 Frenchie
Frenchie Killed (any means): +1 Tediz
Tediz Killed (any means): +1 Frenchie

---

Raptor

This scenario pits the Uggas against the Raptors in a food-snatching
showdown.  The Uggas want the Raptor's eggs for dinner, and the Raptors
want the Uggas for dinner.  This is another team game.

I really don't like this scenario, mainly because life is seriously
stacked against the Uggas, and you'll need to be a smart Ugga to win.

Uggas:

Weapons: Bone Bat, Bone Knives, Bone Crossbow, Rock Bombs

As previously stated, you're in for a rough ride.  Grabbing an egg will
give you a slight mobility loss, which is more than enough for any
Raptor to catch up to you and chow down.  The only real way to survive
this (unless you've got a bunch of Uggas against one Raptor) is to find
a perch and snipe at the Raptors with Knives or the Crossbow.  You get
points for killing Raptors as well as grabbing eggs, so concentrate on
the former.  Of course, if by any chance, you get an opening, and can 
grab an egg, you'll get 3 points.

Raptors:

Stick: Move
A: Jump
B/Z: Bite
C Buttons: Camera Functions

It's good to be a Raptor.  You can use your bite to eat any non-Raptor
adversary whole, and any attack that hits you, no matter what attack or
where, does only one damage.  The only disadvantage is that you have no
long range attack, so anyone that snipes on you has the upper hand.
Also, being the Raptor can tend to make you the target, because no one
wants to slug it out with the other guy when there's a hungry dino
charging him.  If you bite an Ugga, you can carry him to your baby back 
at the nest for an extra point.

The Temple is set up like a two-sided area, with both sides the same.  
The central area is a square temple with two floors.  There are two 
Bone Crossbows on the bottom floor, and two Bone Knives on the upper 
floor.

In each player's side, there are Bone Knives right by the temple 
entrance, bombs above the door, and a Bone Crossbow on the upper cliff 
on the right side ofthe door.  All these areas are accessible through 
interconnecting pathways.

Settings:

AI: Inbred - Einstein
Score: 1 - 40
Time: 3 - 10, Unlimited
Lives: 1 - 5, Infinite
Radar: On/Off

Since the Raptors have the advantage over the Uggas, you cannot adjust 
the game too much in the Raptors' favor.

Uggas vs. Raptors
  
1P: 1C vs C, 1 vs C, CC vs 1

2P: 
1P vs 2P: 1C vs 2, 1 vs 2, 2 vs 1, 2C vs 1
1P/2P vs C: 12CC vs C, 12C vs C, 12 vs CC
C vs 1P/2P: C vs 12, CC vs 12, CCC vs 12, CCCC vs 12

3P: 13 vs 2C and any other combination thereof, as long as two are each 
side.

4P: 13 vs 24

Scoring:

Egg Fried: +3 Ugga
Raptor Killed by Ugga: +1 Ugga
Ugga Killed by Raptor: +1 Raptor
Baby Fed: +1 Raptor

---

Heist

All right youse mugs.  Time to hit the Feral Reserve Bank.  I like this
one, even though it can sometimes get drawn out.  This game is always
well-balanced, no matter how many humans you use.  There is always one 
or two weasels on the four sides.  Your objective is to grab the Money 
Bag in the center of the bank and bring it back to your safe.

Weapons: Baseball Bat, Black Bombs, Throwing Knives, Tommy Gun, 
   Sniper Rifle, Crossbow, Bazooka

The place is set up as four evenly divided quadrants, one for each 
color.  The interesting thing about this place is that weapons are 
randomized.  You can't expect to find the same weapon in the same 
location, with two exceptions.  The Sniper Rifles and Bombs are always 
in the same place.  In all other cases, you can find Knives, a Crossbow, 
a Tommy Gun, or a Bazooka in the pickup spots.

The first floor consists of each of the four safes.  There's an outer 
ring and the inner vault area where the bag sits.  There can be a weapon 
at any of the four junctions connecting the ring to the central vault.  
The ring also has eight ramps that lead up to four sections of the 
second floor.  Each section of the second floor can have a weapon, and 
they lead into a second floor balcony.  Good for bomb-tossing.  Even 
more so because there are bombs in two of the hallways leading to the 
balcony.

There's also a third floor, with the Sniper Rifles.  To get up there, 
you have to high jump from the balcony to another floor above.  From 
there, enter one of the two doorways, and you'll reach the third floor 
platforms, each with a Rifle.  Of course, you can't get money bags from 
here...

Strategies: Yellow and Green have a slight advantage in this game.  On
their way back to their vault, they make a turn in their zone, shielding
them from long-range attacks, whereas the Blue and Red are open the
entire run back.

Grabbing the Money Bag will give you a slight mobility loss, so if
you're in the central area, make sure no one is around when you make a
break for it, otherwise you'll be nailed.  You can sometimes avoid
long range weapons, but if anyone catches up to you with their bat,
expect to be hit and dropping the bag.

When dropped, the Money Bag will attempt to hop back to its spot in the
center.  Try to snag it before then to give yourself a headstart.

Settings:

AI: Inbred - Einstein
Time: 3 - 10, Unlimited
Lives: 1 - 5, Infinite
Radar: On/Off
Money Bags: 1 - 5 (The # of money bags to retrieve)

Most of the time, there can only be four players no matter what your 
Computer/Player settings.  The only thing that can change this is that 
you can have eight with two humans if you have both humans select the 
same team.  This can get fun... ^_^

Scoring:

Money Bag Snagged: +1
(You can't score by getting Kills in this game.  However, if there's a
tie at the end.  The victory goes to the person with the most Kills.)

---

War

It's Squirrels versus Tediz, in all out combat.  This is a team game.  
You'll pick a side and choose one of the battles.

---

Total War

Like the title says, the way to glory is to shoot the other side.  You 
each have your own base, and each side is identical.  It's not just 
straight killing, though.  You also have the option of grabbing a 
chemical canister from your enemy's base, carrying it to the insertion 
point underground, and flooding the area with gas, killing anyone who's 
not in the insertion point or not wearing a mask.

Weapons: Chainsaw, Katana, Throwing Knives, Semi-Auto Rifle, Machine 
   Guns, Sniper Rifle, Hand Cannon, Flamethrower, Bazooka, Grenades, 
   Pipe Bombs

So, here's the setup.

Your Base: On the lower floor, there's a box of Bombs.  There's a room 
in the back that has Machine Guns and a Semi-Auto Rifle.  There's a 
ramp that runs around the back upper floor that has a Katana and 
Throwing Knives.  Up the ramp to the right of the door is a doorway 
that will take you to the sniper's roost, where you can find a Sniper 
Rifle.  Out the main door you'll reach the Trench Field.  Up the ramp 
to the left will be a passage that'll take you to the upper part of the 
Trench Field.  Down the passage on the lower floor will take you down 
to the sewers.  Partway down, you'll find a Hand Cannon, and further 
down a side passage with a Flamethrower.  In the middle is the canister 
insertion point.

Trench Field: An S-shaped trench runs the length of the field.  Along 
the trench, there's a hole that'll drop you into the sewers and onto 
the Flamethrower.  On the upper fields, you'll find a Chainsaw, and 
there's a bridge connecting the two upper fields that has the lone 
Bazooka on it.

The canisters are on the upper ramp of each base.  If someone places a 
canister in the insertion point, everyone will have five seconds to 
either duck into the insertion point chamber or grab one of the three 
gas masks in each base to survive.

Strategies: Pretty basic stuff applies here.  If someone grabs the 
canister, don't try to stop them unless you have a really good chance.  
Just go for a mask.

Settings:

AI: Inbred - Einstein
Time: 3 - 10, Unlimited
Lives: 1 - 5, Infinite
Radar: On/Off

Player/Computer Settings:

1P: 1C vs C, 1 vs C, 1 vs CC

2P: 
1P vs 2P: 1C vs 2, 1 vs 2, 1 vs 2C
1P/2P vs C: 12CC vs C, 12C vs C, 12 vs CC, 12 vs CCC, 12 vs CCCC

3P: 12 vs 3C, 13 vs 2C, 23 vs 1C

4P: 13 vs 24

Scoring:

Tediz kills Squirrel: +1 Tediz
Squirrel kills Tediz: +1 Squirrel

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