Conker?s Bad Fur Day (Page 8)
- April 29, 2003 13:10 PM PST
- Email this!
This level opens up after riding Mr. Barrel down the hill--it lies just beyond the riverbend past Mrs. Bee?s frequently-stolen hive.
Mr. Death
Exit the mine shaft and talk to the Grim Reaper at the docks. Follow the wooden path all the way up to the sealed giant double doors, then go into the passage you see in the water below. Right after you enter the passage, there?s a lever--jump to it and pull it, and the double doors will open. Return to the Reaper and he?ll give you a shotgun. Go inside the double doors to the graveyard.
Use the shotgun to pick off all the zombie squirrels. The best way to handle the situation is to walk very slowly forward until you see a group of zombies rise from the ground?unfortunately, they only tend to emerge when you?re pretty much right on top of them. DO NOT try to kill them at close range. Run back the way you came, as far as you can, and turn around. The zombies will be nice ?n far away so they can?t hurt you--but you have a shotgun with a laser sight.
To kill the zombies, first press B to pull out your shotgun if you haven?t already done so. Then hold down R to enter first-person aiming mode. Then hold down Z, and your shotgun?s laser sight will activate. Aim at the closest zombie?s head, then let go of Z to fire. One clean shot to the head is the only way to kill them. Once you finish off one wave of zombies, let go of R and slowly advance through the graveyard until another pack emerges. Then, run back far, far away, and repeat the ?long distance kill? procedure. The Grim Reaper will appear once all the zombies have been defeated.
Make your way up the path to the mansion, but watch out for the skeleton earthworms (not sure how that happened, but whatever). Use the same technique to avoid them as you did getting up the hill to meet Mr. Barrel in Windy.
Count Batula
You?ve been turned into a bat! Your mission here is to bring six villagers back to Count Batula?s Grinding Chamber (the room where you begin). Three are located in the main entry hall with the grand staircase. The other three are running around in the library. Both of these rooms are directly adjacent to the Grinding Chamber, so don?t go wandering too far--the Count?s castle is pretty big, and you?ll have plenty of time to explore it later.
Flying is easy--hold down B to fly forward, hold down A to fly backward. Press Z to drop bat guano.
The key to not getting hit is to keep moving. To nab a villager, simply fly over his head and press Z repeatedly to drop guano on them. Luckily, your guano has limited homing ability, so your rapid-fire excreting is likely to hit the mark. If you hear yourself squeak, you?ve scored a hit. If there?s no other villagers around to attack you, quickly land, shuffle over to the KO?ed villager, and you?ll automatically pick him up. If there are other villagers close by, land at your own risk--when you?re not moving, you?re an easy target. Fly him back to the center of the grinding chamber, and you?ll automatically drop him into the feeding device. Once you feed all six to the count, you?ll return to squirrel form.
Zombies
This is one of the longer segments in the game. You have to explore the mansion and locate the three keys that unlock the front door--zombies are lurking everywhere, but you?ve still got your laser-sighted shotgun to take care of the job. When you?re on your way to a key, make sure you kill every zombie you see. Why? Because when you grab the key, you won?t be able to drop it--and that mean, you won?t be able to shoot, either. The less zombies there are on the way back, the better.
Oddly enough, it?s a good idea to die right away after turning back into a squirrel--you?ll restart in the Main Hallway by the Giant Locket Door, instead of way up on the broken rafters. So what are you waiting for? Die already.
However?don?t make dying a habit. If at any time in your key-gathering quest you get killed, you have to start the whole process over from the very beginning?starting with Key Number One.
First Key
The first key is located in the rafters above the dining room. From the Main Hall, head to the hallway left of the grand staircase and follow the hallway to the library. Climb up the ramp that winds all the way up around the perimeter of the Library, and leap on top of the bookshelves. On the Context Sensitive platform, whip out your laser-sighted Crossbow, and press the Z button to take out all the bats hanging from the ceiling. If you don?t do it now, you?ll regret it later while you?re running through here with the Key.
Continue up the Library perimeter ramp until you reach the door at the end. Go through the door, and turn left, walking along the perimeter of the room across the broken floorboards. Go through the first door you encounter, and you?ll be in the rafters above the Dining Hall. Kill the bats here, too, with the crossbow from the Context Sensitive Platform, then carefully cross the mini-maze of wooden rafters to the key. Once you have the key, retrace your steps to the Main Hall to unlock the first lock. A bridge will appear granting access to the second.
Second Key
The second key is located in the garden. From the Main Hall, head to the hallway right of the grand staircase and follow the hallway to the dining room. Cross the dining room, and you?ll find the bridge that appeared after you used the First Key. Cross the bridge and enter the garden. Make your way to the center of the Circular Hedge Maze (although calling it a ?Maze? is kinda pushin? it) and you?ll find the key. It might be a good idea to explore every inch of the maze, killing off all the zombies before getting the key--you don?t want any unpleasant surprises. Once you have the key, return the way you came and unlock the second lock. A ladder will appear elsewhere in the mansion, granting access to the third key.
Third Key
The second key is located at the top of the Grinding Chamber. From the Main Hall, climb up the grand staircase and enter the door to the left of the big painting. Follow the left wall around the perimeter, along the broken floorboards, until you find a ladder going up against the wall. Climb the ladder, leap off to the right once you reach the top. Continue to the right, and you?ll find a giant bone switch--leap up, and you?ll open up a bookcase passage.
Return to the ladder, and then leap off to the left of the ladder. Eat the three chocolates (you?ll probably need them by now!) You?ll see the third key just ahead?very carefully leap from the wooden beam to the brass pipe to the platform holding the key. If you forgot to flip the switch--this was a waste of time. You need to bring the key through that bookcase passage?it?s a shortcut to the Main Hall! Unlock the third lock, and freedom is yours.
Mr. Barrel
Well, looky here! If it isn?t our old friend, Mr. Barrel! What?s he doing in the Main Hall of this creepy vampire castle? Well, no matter?
Hop on Mr. Barrel and roll out the front entrance of the castle. Now, roll down the curvy hill (it?s just a steering skill test), through the graveyard, and back to the docks where The Grim Reaper gave you the shotgun oh so long ago. Roll the barrel into the water using the ramp. Just ahead, you?ll see water flowing down from a slope--you couldn?t swim up there before, but with Mr. Barrel under your feet you can get up there just fine and leave the area for good. If Mr. Barrel ever breaks, you?ll find another one waiting for you a little ways back--so don?t worry, you won?t have to trudge all the way back to the castle.
Once you leave, you?ll find yourself in a familiar spot--at the bottom of the waterfall where the Gargoyle fell! Only now, the cage behind the waterfall is open, and you can grab the $100 inside. Now make your way back to the area where the wasp?s nest is?cuz it?s time for Chapter Eight: It?s WAR!