Conker?s Bad Fur Day (Page 4)

Chapter Three: Bats Tower
This area lies beyond the giant pool next to the Dung Mountain in Windy. To gain access, push one of the Dung Beetle?s Dung Balls over the ledge with the ?No Poop? sign, right onto the guard?s head. Then, pull the switch that the guard was protecting and a whirlpool will suck away the other pool guards, and you can safely swim to the tunnel that leads here.
Mrs. Catfish
Upon arriving in the area, you?ll be greeted by some catfish (literally) who offer you money if you can help them get rid of their dog problem. After accepting, take a swim up the river to where the dogfish is tied up. Not much you can do here yet--just swim into the hole at the bottom of the lake.

Barry?s Mate
Swim through the brick tunnel, and you?ll emerge at the bottom of what looks like a clock tower. Go talk to the little cog with the cigar, and a wooden platform will descend that lets you begin your tower ascent. As you make your way up, carefully and slowly cross the narrow balance beam. While crossing, if a bat begins to swoop, press B to torch him with a flame-thrower. Do it pretty early--the flame-thrower takes about a second to activate. Continue climbing the ropes, crossing the beams, and burning the bats until you reach the top, where two things await--$100 on top of the rampart (bringing you up to $700), and, a little further below that, a lever. Leap from the wooden post and hover-tail to the lever to grab it and pull it, then return to the bottom.

Cogs? Revenge
The lever at the top of the tower opened up an underwater gateway in the entry tunnel--now it?s time to head back there. Inside you?ll find a small passage with two easy-to-avoid guards, and three female cogs running around. Chase a cog in the opposite direction in which she?s running, and smack her with your frying pan as she?s headed your way. You?ll have to anticipate her arrival a bit. Then pick up the KO?ed cog and bring it back through the underwater tunnel to where the Cigar-chomping cog waits.

Once you bring back all three cogs, run to the giant circular stone lying on the ground and begin running on top of it in a circle. This will start the machine moving, resulting in the leash on the dogfish outside being shortened. Now get outta here and back to the aboveground.

The Combination
Swim back to the beginning of the area where the Catfish ladies are waiting. Lead them upstream to the now-harmless dogfish--don?t bother to wait for them if they?re lagging, just keep moving so the spiked goblin soldiers can?t harm you. When you get to the dogfish, the ladies will open the safe for you, and you can step inside.

Blast Doors
Step on the Context Sensitive platform and press B to bring our your slingshot. Your goal is to shoot the letters on the wheel in the proper order to spell ?OPEN??the only problem is there?s a rotating window that makes only one letter visible at a time?and two spiked goblin guards lie in wait, ready to strike you if you miss three shots in a row. Granted, they?re very easy to knock away before they do any damage, but you?ll have to line up your shot all over again.

Two key strategies here?

(1) Don?t shoot wildly. Take your time and line up your shot first before worrying about the timing. The goblins only attack based on how many shots you shoot, not how long you stand there. (2) Because of the distance, you?ll obviously have to shoot before the letter you want appears in the window. A good rule of thumb is to shoot when the letter immediately before the one you want is fully revealed. - To hit the O, shoot when you see the H fully revealed. - To hit the P, shoot when you see the S fully revealed. - To hit the E, shoot when you see the T fully revealed. - To hit the N, shoot when you see the U fully revealed.

Once you spell OPEN, go into the pit that opens, put on your Diver?s Helmet by pressing B on the Context Sensitive platform, and dive into the water.

Clang?s Lair
Finding air and figuring out which passage to swim through next are your two biggest problems in this annoying underwater level.

As soon as you enter, begin swimming down the square passage, and stop in the second nook to breathe the bubbles and replenish your air supply. Wait for the robo-fish to pass. Then exit the nook and continue to swim straight down, stopping at the air bubbles at the bottom of the chamber to replenish again.

While you?re breathing the bubbles, locate the two passages marked by green flashing lights. Quickly swim through the bottom one after the robo-fish passes into it and disappears. When you emerge from the other end up the passage, immediately swim to the surface for air. Jump on the Context Sensitive platform to put a new battery in your helmet light, then dive back in and quickly locate the passage surrounded by blue lights. Swim through the top blue-lit passage after the robo-fish goes through, and then surface for air in the next chamber. Find the level attached to the wall (it?s very easy to miss) and jump up out of the water to pull it.

Now, dive back into the water and locate the passages surrounded by green lights. Follow the robo-fish through the bottom passage, then immediately swim to the surface for air. Replace your dive helm battery and dive in again, and locate the passages surrounded by yellow lights. This time, since you have a light, use the top passage--if you run into robo-fish coming the other way, he?ll be blinded by the light and not attack.. Emerge and swim up to the square passage that leads out of the level. Stop for air in first nook you see, and wait for robo-fish to pass--then make a break for it and continue to swim up the passage. Stop in the third nook for more air, then swim up to the exit.

Pisstastic
Your first task here is to extinguish eight of the little fiery devils. Stand on the Context Sensitive platform under the beer barrel, and press B to get drunk. Now, stagger out to the middle area and begin urinating with the B button. Hold down the Z button while you?re doing that for extra range--it makes it a lot easier. If you take too long, you?ll go into Hangover mode?there?s a Remedy box under the giant gauge that will clear that right up. After you extinguish eight, the devils will hop into the furnace and bring it to life.

Brass Monkeys
Run to any one of the four corners of the arena, stand on the platform with the strange-looking icon (it?s a pipe with fluid coming out, in case you?re wondering) and wait for the furnace-creature to stand over the top of the grate in front of you. (He?s kinda dumb--you may have to run out, get his attention, and lure him back). Once he?s standing on the grate, do a high jump (hold down Z, press A) to pull the chain over your head and dump beer on the furnace creature. The dazed furnace-creature will move to the center of the arena--run after him and quickly press B when you?re beneath his legs to smash his?er?sensitive spot. Repeat this process until you?ve done it with all four corners of the room.

Once he?s taken care of, push one of the brass balls onto the indented switch by the wall directly opposite the Hangover cure. That will open a door. Push the other ball down the hallway that appears, and you?ll kill the spiked goblin guard and break down the barrier to the exit. Grab the $10 (yes?all that for ten freakin? dollars?bringing you to $710 total) and leave the vault.

Bullfish?s Revenge
After you leave the vault and argue over the $10 with the catfish ladies, the bulldog-fish will break free and begin chasing you down the river. Swim down the river, leading him into every catfish you see--he stops to eat them, and that slows him down. After reaching the end and climbing out of the water, the bulldog-fish will crash into the wall--jump up on his body to grab the $300 (ah, a much better reward than $10. Total: $1010) you couldn?t reach before.

Now it?s time to leave the area. By now you should have enough money to pay off the Weasels at the end of Chapter Five: Sloprano--if not, you?ll probably find the rest you need on your way there anyway. Time to head for the Dung Beetle hill!

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