Conker’s Bad Fur Day – Part 2
Preserved exactly as it was written, spacing included: this guide contains maps or tables that reflowing the text would destroy. It scrolls sideways rather than wrapping.
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It's War
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Well, we're almost done. Just two chapters left. Then you get that warm, fuzzy
feeling of completion. Or maybe you just need to take a potty break. You
haven't been playing straight through, have you? It's not good for your kidneys
to do that...
It's War
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As you step into Windy, a newsflash about a war pops up. Conker's always had
this thing for acts of senseless violence, and why stop with frying pans?
Halfway up the hill to the wasps' nest is a barbed wire fence. Hop over and go
through the door. Hey, did you notice the headlines under other news in the
newspaper? "King Bee's Love Triangle" and "Uggas Die in Boulder Tragedy."
Power's Off
```````````
Run into the level. As you do so, you'll see a plane being shot down. The
ensuing crash will pretty much block the harbor. Jump down onto the beach, and
you'll learn that the power's out, too. The sergeant will mention an electric
eel and some things. Right-o. Let's go swimming.
Jump into the water. The eel will start following you. Now, extending from the
pier are three wires with little hoop things at the end. Swim through the hoops
while the eel is following you. His electricity will charge them up. When you
hit the third one, the power will come back on and the eel is history.
TNT
```
Climb out of the water and give that big metal crate a shove. Move it clockwise
around the water to the end of the little dirth patch, then look around for the
big sign that says "TNT" and go up the ramp it's hung over. At the top, head
for the men's room and knock. A BIT of a problem? Feh. Well, the guy's feeling
a bit tired, so it's up to you to push him. Get behind him and start pushing.
Don't let him go over the edge, or he'll detonate prematurely. When you reach
the ramp, push him over. The crate will stop him from bouncing down the stairs.
This guy has to go around the pier, and your route is blocked by bouncing
crates and falling metal boxes on one side and spider landmine things on the
other. One touch from any of these will blow your TNT guy, and not in a good
way.
Let's get the hard part over with and go counterclockwise first. The mines seem
to be randomly placed at first glance, but that's not really the case. They
don't give chase and they're always in the same place, so as long as you know
what that place is, you're good. It's generally a good idea to have Conker
scout ahead a little bit to bring up any mines, but the pattern goes inside,
inside, outside, outside, inside, inside, outside, inside. There are a few
barren areas in there, but it's best to keep on your toes. Push your TNT guy
through with caution.
When he's in place, go to the Context Pad in the center and whip out your
slingshot. Conker is now firing some little flaming pellet things (or
something), so aim a bit higher than the TNT guy and let go. If you do it
right, the flaming pellet thing will hit the fuse on the TNT barrel and blow it
up, taking half the plane with it. Yay! That looks a bit precarious, eh? Let's
go get another TNT guy and push him the other way...
The clockwise path has an obvious pattern, so it's fairly easy. To get past the
crates, push the TNT guy up to the edge of their paths (remember that it takes
him a few steps to come to a full halt and take that into account) and wait for
one of them to start moving away from you, then shove for all you're worth. The
metal boxes are a bit easier, as all you have to do is wait for one to fall,
then shove him through. When you reach the end, repeat the fuse-lighting
process to completely remove the airplane. Run down the stairs to finish up.
The Assault
```````````
Thanks for volunteering. When Conker wakes up, the grey squirrels are about to
storm the beach. It's like D-Day all over again. Doesn't Conker look just like
Tom Hanks in that helmet? Anyway, your entire goal here is to survive. The only
places you're safe are the metal things that all the squirrels are huddled
behind. When the firing drops off a bit, run to the next one. Make your way up
the beach and head for cover.
Sole Survivor
`````````````
When you reach shelter, the only other squirrel to make it up the beach will
try to tell you what to do. Unfortunately, he's gunned down before he can
finish, and it's up to you to win this war. Press B to pull some assault rifles
and a lit cigar out of your ass (or something; either way, it looks painful).
Now, take a look at that door. Lock? No problem. Take it out, Bond-style.
Reload and walk in. The Tediz are everywhere. Fortunately, it's a lot faster
to fire with a machine gun than with a shotgun. Unfortunately, your enemies are
now armed. Gun them down to open the door, then load up and go through. What's
this? Laser security? Blimey...
Put away your guns. We need to jump. The first laser can be cleared with a
single high jump, and the other two are easily crossed by running under the
higher parts. Whip out your guns again as soon as you reach the other side.
Four more Tediz right around the corner, and another one on a crate on the
other side of the next lasers. Snipe him before you jump through the narrow gap
in the lasers. As soon as you hit the ground, you'll be mobbed by four more
Tediz. Don't let them push you back into the laser!
Continue along the hallway. Two Tediz will ambush you from the hatch in the
ceiling, but you've been warned, so you'll know they're coming. Creep under the
first laser. Another enemy lurks behind the crate in front of you. After the
next laser, the hatch will dump two more on you. Fight them off, edge around
the corner, nail the next two Tediz that drop on you, and finish off the floor
by wasting the guys lurking behind the next crate. Conker will make a daring
escape by diving into the elevator. What movie is that mocking? I know I've
seen it somewhere... Hm...
The next floor awaits. Note the elevator music. Is it not nifty? As you step
out of the elevator, all seems safe. Glide over the first two lasers and take
the chocolate if you need it, then start over the next one. As you do, the
hatch above you will open. Jump back over the lasers, whip out your guns, and
fire away. Cross the lasers again and try to go around the corner. You'll be
greeted by two more Tediz. With them out of the way, grab the chocolate in the
corner.
Partway down the hallway is a guy with a flamethrower. You can't hurt him, so
just wait for him to pause and dash through. On the other side, two Tediz and
another flamethrower guy are waiting. Gun down the Tediz, dart past the flames
when they stop, and watch out for another flamethrower beyond the crates. Four
Tediz will charge around the corner after you pass him, and another one will
drop out of the hatch in the ceiling around the corner. Edge forward and pass
between the lasers to meet another hatch-dropper, a crate-jumper, and a circler
all at the same time.
The next corridor holds some lasers and three flamethrowers. Once the first
flamethrower pauses, you can clear all the lasers in one hover, and from there,
it's just a matter of waiting for the pause and running. At the end of the
hallway, have your guns ready and pointed at head level around the area of the
corner, 'cause a whole mess of Tediz is about to come pouring around it. Turn
the corner and pick up the chocolate. Another enemy will drop out of the hatch
above you. OK, tricky laser time. Jump over the low ones and crawl under the
high ones. Are you a bad enough dude to space your jumps right?
Casualty Dept.
``````````````
Wow, look at all the blood... As the Tediz notice Conker, they'll switch back
to their usual nonsensical chatter. Disappointing, really. Still, amusing. The
"doctors" use needles, but don't let them get close enough to do it. Clear out
the room and head for the corner. There's a poor little squirrel strapped into
a chair, ready for execution. Pick a lever. His fate has already been decided.
Dang. Pull the other lever to open the door. You'll find yourself face-to-face
with a turret gun. Uh-oh... Better take cover behind a crate until he stops to
reload. Dash from crate stack to crate stack until you hit the last one, then
run over to the crates to the left of the gunner. Duck behind the first aid
crate, then run around behind him. Climb the rope to the right of the turret
gun. That's the gunner's left, your right. Duck behind the pipe at the top,
then run to the end of that particular crate stack to find a B Pad, complete
with bazooka. Don't worry, be happy. Blast the fuzzy bastard and take his seat.
A wave of Tediz will start pouring in from the right, then another from the
left. One last wave from both sides, then you're free to go through the door
that just opened. Note the master plan on the wall, then hightail it through
the tunnel beside it.
Saving Private Rodent
`````````````````````
As Conker steps out, he'll witness a poor li'l squirrel about to be executed by
firing squad. Play the hero and gun them down, even though the guy's wearing
some sort of bulletproof armor. If you do it right, you should be able to shoot
right down the row of Tediz before they can retaliate with a grenade.
Conker will stroll over to talk to Rodent, who will tell him about the armor.
You can't have any. Sorry. You'll just have to walk behind him to reap the
benefits of his armor. Step out into the battlefield...
Hm, looks like they're bringing out the bombers. Not to worry. You get a shadow
as warning of an approaching bomb. Just stay out of its way, no harm done.
Occasionally, Rodent will tell you to get behind him. When he does, do it. A
mine is approaching. Pick your way along until you reach a bridge, then jump
into the water and swim to the purple raft. Press B to whip out a Bazooka and
use that to shoot the four lights in front of you. When all four have been hit,
the lock will fall and the door will open. Go in.
Chemical Warfare
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Ooooooo, a Class 22! So new, so shiny, so full of cool buttons... Hop in and
blast the door with the radiation symbol for now. With that out of the way,
climb out and go in through the new hole. Jump down into the tunnel.
Along this hallway are three little pits of toxic goo. Stepping into one of
these will send Conker flying, but it will also do a lot of damage, and he's
likely to fall back in the same place. Don't fall in. Instead, leap across,
then leap back as a mine approaches. It will fall into the goo and detonate,
which means no more problems for Conker. There are three of these pits in the
corridor, and at the end, a switch. Pull the switch, then turn around and run.
Hop over the goo pits and scurry for the exit before the goo can catch up with
you.
The Tower
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There's a gun on top of the tower that spins around relatively slowly. If it
fires on the tank, it doesn't do any damage, but if it hits Conker, you're
screwed. It will get two or three hits in before you can move, then strike
again as soon as you do. The Tediz, on the other hand, fire explosives at you.
These can harm the tank, so get out of the way before they blow. To avoid the
gun when Conker is out of the tank, just don't hop out until it's facing the
other way.
Back to the tank. Get in and drive through the open door. Aim for the base of
the tower and hit the yellow and black stripy thing at the bottom, then jump
out of the tank, glide across the chasm, and knock down the bridge with an
anvil to the end. Drive across, crunching Tediz on the way, to the next such
bridge. Repeat the process. Don't get shot into the chasm. Do this with each
leg of the tower until it collapses. When it does, take Conker across the log
and down into the pit.
Little Girl
```````````
Conker will fall down into an area with a large lake. As he crosses the bridge,
a submarine will pop up and stare at you. Approach the little girl in the
center of the island to learn about missiles. Now, the simple fact that she
knows should clue in Conker, but he wants to rescue her anyway. Go to the end
of the rightmost pier (it's behind a big column thing). At the end is a B pad,
so stand somewhere and wait for the missile to fire, then jump on and pull out
a bazooka. Scan the water and wait for the sub to surface, then fire away.
Blast all the subs at a pier before moving on to the next one. When all the
subs are gone, go up to the little girl to try to rescue her.
The Experiment
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So, this is the master plan from the Casualty Dept.? Looks like something from
an eighth grade science project. It works a lot better, though. Run into the
tank before it can move. When they whip out the little guns, wait for the
firing to pause, then blast them off with your tank. The Experiment will start
chasing you. If it gets close enough, it will pick up your tank and throw it
down again. Run into the base of one of the columns and blast off the little
girl. The body will go chasing after it. Aim for the hole in its back and fire
away.
The next weapon, the Magneto Laser, comes next. Run out and blast each of the
arms of the laser to make it go away, then it's back to hitting the little girl
and the back of the body. That done...
Ah, missiles! OK, your tank is probably aiming off to the side at this point,
so just keep moving and keep it pointed at the Experiment. Fire in the general
direction of missile launches to get rid of them. One more time against the
little girl and the hole, and it's all over... Or is it? A mass of mines will
hit the tank, blowing it up. Conker and Rodent will be thrown out, but only one
of them will live to tell the tale.
Countdown
`````````
Great, self-destruct mechanism. You've got less than five minutes to get out of
here alive. Jump into the hole in front of Conker to find yourself back in the
hallways. Not as many Tediz this time, but plenty of lasers. Let's hope you're
good at jumping over these things. I'm not really sure how to help you here;
just practice your laser jumping until you can get out. After the first
hallway, two Tediz will pop out, so have your guns ready. When you reach a
seemingly empty room, don't run for the doorway. It's rigged. Lasers will pop
up and Tediz will attack. Be ready for that. Press B to whip out a bazooka and
blast away the Tediz. One will fly through the laser trap. Follow him.
You'll end up back on the beach. There are Tediz with bazookas patrolling the
area, and the guns are still going, but the guns won't hit you. It's just the
Tediz you have to worry about.
Duck behind the first barrier and step out. Wait for one of the Tediz to start
walking towards you, then fire away. The next barrier will protect you as
another bazooka-toting bear steps up. Aim for his head and blow him away before
he stops to shoot at you. Behind the fence, another one will have blown himself
up trying to hit you.
This next part is the trickiest. There are two Tediz waiting for you right now.
Run to the barrier and stay on the right side of it. Edge slowly over until you
can get your crosshairs on the one to the right, then swing over to the left
and repeat the process for that one. Run over to the fence on the left and have
your bazooka ready. As you pass the point at which the second of the last two
Tediz was standing, three Tediz will pop up. Immediately blast the one in front
of you, then swing to the right and hit that one. Run up to the barrier and use
the lean-out tactics to get the last one, then put away your bazooka and get
your ass outta there pronto.
Peace At Last!
``````````````
Watch the cutscene and head back to Windy. Our job here is done.
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Heist
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Ah, so close to being done... We've reached the last chapter. It's a bit tough,
but nothing compared to that last one. And it's a whole heckuva lot shorter,
too! Not all is good, though.
The Windmill's Dead
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As you step out into Windy, things look pretty normal, except the big chunk of
stone pinning down the Queen Bee like something out of the Wizard of Oz. Climb
up the mountain (no more worms here). You'll run into Rodent at the top.
Apparently, he was traveling fast enough to demolish the windmill upon impact.
When he goes away, hop into the runes of the foundation and go out through the
hole. You'll end up by the Feral Reserve Bank. Go talk to the Boss.
Your caveman escapades put him out of business, so he'll give you a job to do
to put him back into it. And, lucky Conker, Berri gets to come along, too. Once
you have your cool new outfit, head for the revolving doors and go in.
Enter the Vertex
````````````````
Ah, Matrix parodies up the wazoo... After the initial cutscene, run behind the
first pillar. Wait for the weasels to yell, "Regroup!" then hit B on one of
the context pads to do a cool little leap thing. Gun down both weasels as you
do so. Two more weasels will appear, so do it again, then Berri will disable
the lasers. Move on to the next column.
This time, three weasels are hanging around. Same deal, but you may want to
start your jump before they actually stop firing so you can get all three
before you land again. You'll have to work out the timing on that one yourself.
When the second wave is out of the picture, Conker will do some mad Matrix
stuff, and it's on to the next pillar.
Same deal as the last time, and when it's over, more Matrix fun. The last one
is just the same with an extra weasel, only it's Berri doing the little action
clip thing when all the weasels are gone. When you're completely done here,
step into the elevator. Don't worry, these lasers aren't like the ones in the
last chapter. Berri will disable them. Run into the vault.
Remember the cheese in Barn Boys? Same deal. Hit three bits of cash with your
frying pan and pick them up. From there, Conker will take over. When he's a
millionaire, things take a harsh turn for the worst. Watch the cutscene. Bet
you weren't expecting THAT, eh? Where's Sigourney Weaver when you need her?
When it's all over, run over to the switch under the throne and hit it. The
fairy king will be sucked out. Hop into the suit that just showed up.
The Vault
`````````
OK, let's kick some alien ass. Punch it a few times to knock it down, then run
around and grab the tail. Now, who hasn't played Super Mario 64? Spin your
control stick faster and faster until the alien isn't scraping the floor and
toss it through the airlock. Do this three times to defeat it. After the first
one, you'll have to watch out. It will start spinning around, and it won't let
you punch it. When it looks like it's about to spin, jump and hang in there
until he does it. It bites, too. When it tries, hit Z to block, then whale on
it with B. The third time it lunges a lot, so it should be easy to stun him.
Hitting him is another story. When you DO get him out the third time...
OK, this is getting entirely too silly. Enough of this alien garbage. What's
this? The game's locked up. Well, that makes thing much easier. Conker will
sort out the game's problems, ending it all. And there's more fun Matrix stuff,
too.
End Cutscene
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Do you really need help with this? Just watch, you sillyhead. Oh, and long live
the king!
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.:*~*:. { 5. Codes } .:*~*:.
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A lot of people have emailed codes to me, but I don't remember who any of you
are. I'd like to thank you, but I can't really single anyone out. Sorry.
Besides, I can't seem to find my descriptions for any of the codes and I'm too
lazy to look around to see what they do. Help me if you care.
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.:*~*:. { 6. FAQs } .:*~*:.
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Ask me something... I'm tired.
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.:*~*:. { 7. Revision History } .:*~*:.
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v1.0 - March 06, 2001
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The very first version. I'd heard a lot of people saying they'd be doing guides
for this, so, being paranoid as I am, I rushed out, bought the game, and
started the guide as soon as I got home. I regret to say that the entire first
version consisted of the Instruction Manual and the very first chapter of the
walkthrough. My legal info was probably bigger than the rest of the guide.
v2.0 - March 09, 2001
`````````````````````
This time, a bit of work was done on the walkthrough, and also a bunch of weird
little errors and typos were fixed. A few readers submitted various codes, most
of which were repeats, and these were also added. Not really worthy of an
upgrade to 2.0, especially given that the standard numbering system usually
doesn't even hit 1.0 until the work in creation has hit its final stage of
production. My numbering's whack. Sorry.
v3.0 - March 10, 2001
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Another bad number change on my part. The walkthrough for Barn Boys is done, as
well as a few other small changes. Nothing really significant. I'm not a very
steady or productive worker on most days. Sometimes inspiration strikes,
though.
v3.2 - July 11, 2002
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It's been awhile. I haven't added much. Bats Tower and part of Sloprano are in,
though. Total reformat, too. w00t.
v3.3 - July 14, 2002
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All the way up to Spooky, sort of. It stops halfway through. Also some cheats
and a bit of multiplayer strategy. It all needs work. I don't want to work.
Alternate strategies for anything are welcome, especially for the Multiplayer
section.
v4.0 - August 11, 2002
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I FINISHED THE WALKTHROUGH! I feel so warm and fuzzy inside... I also yanked
out the Multiplayer section, 'cause I suck at multiplayer. There are other FAQs
out there to read with this. Look at them instead.
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.:*~*:. { 8. Copyright & Contact Info } .:*~*:.
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This document is copyright © 2001 Bananagirl
This document was written exclusively for use on the internet. It is not
intended to be used in any way that is profitable for anyone, including the
author. It is not to be reproduced in any way without express written
permission from the author.
The information found within the document is, to the best of the abilities
and knowledge of the author, 100% accurate. However, the possibility exists
that inaccurate information may be found within. Any errors (human, computer,
or otherwise) should be reported to the author As soon as possible.
If you would like to use this document on/in your web site, magazine, or
other published work, please contact the author and obtain permission before
doing so.
Conker, Conker's BFD, Conker's Bad Fur Day, Nintendo 64, Nintendo, and all
characters, locations, etc., are trademarks of Rare and/or Nintendo. The
author makes no claim to the creation of these.
Don't email me unless you have something useful to say. It isn't nice. Also,
don't email me if you're going to send it to everyone else with a FAQ for the
game. That also isn't nice.
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.:*~*:. { 9. Credits/Thanks } .:*~*:.
===============================================================================
Author:
Bananagirl
Thanks to:
A whole lotta people, including (but not limited to)...
- AstroBlue
- Scott Zdankiewicz
- Jason Leisure
- Thanos Necrosis
- Hunter S. Thompson
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.:*~*:. { Copyright ©2001-2002 Bananagirl } .:*~*:.
View this guide raw, exactly as the archive holds it