Conker’s Bad Fur Day – Part 1
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6.8 - Raptor Food
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The cutscene takes you into an arena you will jump off your board. You
must now
fight for the entertainment of the Uga population. Walk over to one of
the Uga's
in the arena with you. You will talk to them about what is going on, then
the
fun begins with the raptor being released into the arena. When you get
control
run to the Context Sensitive Pad and wait for the raptor to get close.
Now
press B and the raptor will be hypnotized. Hop on his back and ride him.
Steer
towards the Uga in the arena. After you kill them all Buga will send in
more
men. Take care of them as well. More guys will be sent in again. After
this wave
Buga himself will pick a fight with you and your trusty raptor.
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6.9 - Buga the Knut
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This can be a tough fight if you don't have the right timing. The key to
getting
an attack on Buga is all about timing. When he raises his bone to hit you
wait
until he is about to swing, and then bite him in the front. He will be
stunned.
Now run behind him and bite his ass. A lovely gash will appear. Repeat
this a few
times, then Buga's pants will be dropped for all to see what he really
has been
hiding. After his embarassment he will run off and crash through a wall.
Go into
the hole and you will come out next to Jugga. She will talk to you, and
place you
on the ledge high above where you were standing. Walk through the door
and you
will be on the ledge that was above where you first entered Chapter 6.
Across the
cave is wad of cash pick it up. Return to the central area in the game.
You should
have enough to talk to Mr. Barrel.
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7 - "Spooky"
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7.1 - Mr. Death
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As you enter this area of the game, the wall behind you closes keeping
you from
going back. So press on through the area, and swim across to Gregg, the
Grim
Reaper is. He'll of course complain about something that pisses him off.
After
talking to Gregg, get back in the water and make your way into another
doorway
this leads to a switch that opens the front grate to the cemetry. Head
back to
Gregg, and he will give you the shotgun. Use it to shoot 12 zombies in
the
cemetary. The only way they can be killed by a direct shot to the head.
Once you
have killed the zombies Gregg will appear at the next set of doors, and
open them
for you. Go through the door and make your way to the castle, avoiding
the
skeleton worms.
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7.2 - Count Batula
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After the cutscene Batula will have transformed you into a bat. Your
mission is
to fly throughout the castle and/or garden and find seven villagers and
bring
them to Batula. The villagers can be found in the Library, in the Front
Hall,
and also in the Garden outside. In order to bring them to Batula you will
have
to crap on them and then fly down and pick them up. As you begin to bring
them
to Batula and drop them in the grinder he will begin to get heavier and
heavier.
Once he has feasted on the seven villagers he will fall into the grinder,
and the
house will fill with the undead zombies.
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7.3 - Zombies
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In this section you are to find the three keys which open the front door.
There
is a particular order in which to get the keys. The first key that you
want to
get is hiding on a wooden plank above the Dining Room. You can get to
this part
of the Dining Room by going back into the Grinder Room. As you walk into
the
Dining Room attic a zombie from left and right will attack you. Proceed
forward
to the Context Sensitive Pad. You will have to shoot down three bats in
front of
you with the slingshot. Once they are dead, carefully make your way to
the far
end of the room, and grab the key. Now you must return the key to the
front door.
This is easiest if you can dispose the enemies in your path before you
have the
key in your hands. If you drop the key you must return and pick it up
again where
you first got it. Once you get the key back to the door and walkway will
allow
you another way to get to the Garden. Go there now. The second key is
hiding in
the center of the Garden maze. There are two zombies standing close to
the key and
then a few more are patrolling the maze itself. Grab the key and then
take it back
to the front door as well. Once this key has been turned a ladder raises
in the
Grinder Room. Make your way there to find the final key. Before you get
off the
ladder turn to your right and jump to the platform extending from the
wall. Jump to
the next platform as well and pull the lever. This activates an elevator
allowing
you to get down with the key. Now goto the left of the ladder and jump
across the
gap to get the key, then take the elevator down. Finally take this last
key to the
front door to unlock and open it. Now it's time to escape.
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7.4 - Mr. Barrel
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Find Mr. Barrel hiding behind a column next to the front door. He will
offer you a
ride. Accept it and roll your way out the front door. Now you have to
steer with
the control stick down the winding path to get to the front gate. Once
you have
made it there you task is to get on the barrel and drop into the water
with it.
Ride the log up the incline in the area where you met Mr. Death and then
exit
through the cave. If you notice you go back to where you started the game
and you
recieve $100. Make your way back to the door where the gargoyle used to
be.
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8 - "It's War"
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8.1 - It's War
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As you approach the door to the main area in the game you get a long
cutscene
telling you to join the Army. After the movie make your way towards the
giant
honeycomb. Jump over the barbed wire on the way and enter the now open
doorway.
(Welcome to the war!)
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8.2 - Power's Off
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Once you enter the naval base a friendly is shot down in his plane, and
he
crashes into the water blocking ships from leaving. The General gives you
your first mission: to clear the way for the ships. In order to do this
you
need to accomplish two objectives: 1) Get the power back online and 2)
place
TNT charges under each win. Jump into the water and find the electric
eel.
Now you must lure him under the three power coils that are connected to
the
central pillar in the water. Once all three power coils are charged the
eel
gets fried. Get out of the water and got the ramp next to the entrance to
the naval base.
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8.3 - TNT
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Once up the ramp next to the entrance, make your way towards the
bathroom.
After the cutscene help up the guy with his TNT barrel. You need to take
one
barrel to each side of the plane. Before you push the guy down the ramp
make
sure you have a metal crate in his way or else he will fall off the edge
of
the platform and roll into the water. Once he has made it down the ramp
turn
left and guide him and the TNT through the jumping boxes that are around
you.
This really isn't that hard so just go slow and time your movements
right.
Once you are past them all push him towards the plane and he will stop at
the
edge of the platform next to the plane. Now for the otherside. Take
another
TNT barrel to the right this time. On this side of the level there are
mines
hidden beneath the dirt. If you get close they will appear and if you get
closer still they will detonate. Guide him through these mines and get
him to
the other side of the plane. The order of the mines is: two on left, two
on
right, one on left, one on right, one on left, and finally one on right.
Carefully make your way through this minefield. Once the TNT barrel and
the guy
have taken his seat proceed to the center of the map where the pier is.
Stand
on the Context Sensitive Pad and pull out the slingshot. Aim your shots
to hit
the TNT barrel. If successful you will blow up the plane so that ships
can now
pass. (Good Job Soldier!)
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8.4 - The Assault
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After getting smacked in the head, Conker wakes up to find himself in a
boat
with a few other soldiers. Just as Conker askes what is going on, the
invasion
scene from Saving Private Ryan get's reinacted RARE style. This scene is
done
so perfectly. Once Conker has control again, make your way up the beach,
ducking
behind the metal jacks when you are fired upon. When ready make your to
the next
jack and wait for your next run. Keep following your teammates and the
metal
jacks that cover the beach. After passing the last jack dive into the
dugout
where a fellow soldier is hiding. Once you have talked to the other
soldier you
take his cigar and UZI's. Shoot the lock off the door. (Into the darkness
you go)
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8.5 - Sole Survivor
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Here begins your quest against the entrie Tedi Army. Right off in this
first room
you are surprised by four Tediz. This is easiest if you stand your ground
and just
use First-Person Mode to take out the Tediz. After these guys are taken
out the
large red doors will open in front of you. This next corridor is filled
with Tediz.
I'm not going to sit here and tell you every strategy to get through
here. All I
will say is to be cautious. Go slow and look around every corner before
you run
into it.
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8.6 - Casualties Dept.
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The medical doctor Tediz wage war on you with their torture tools. Use
the same
technique you did fighting off the original Tediz in the first room.
There are
a total of eight doctors which you must fight off. After they are all
dead,
run over and free the soldier strapped into the electric chair. It does
not
matter which switch you pull, either one will electricute him. Pull the
second
switch after the first, which will open the door. Once you go through the
door
you will be facing a Tedi armed with a huge turret gun. The trick to this
is
hide until he is reloading and then run to the rope which is hanging
behind him.
Get onto the ledge at the top of the rop and follow the boxes around
until you
have a lightbulb above you. Press the B button and you will equip a
rocket
launcher. Shoot the Tedi away from his turret and take his place. Now you
have
the classic arcade shooter. Take aim with the turret and shoot the waves
of Tediz.
Once all of the Tediz have been disposed of the door on the right will
open.
Take it.
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8.7 - Saving Private Rodent
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The next area you walk into is a firing range where Private Rodent is
about to
get capped by three Tediz. Thankfully he has bullet-proof armor that will
keep
him safe. You must eliminate all the Tediz in the room and free Private
Rodent.
After he is free you two must make your way down the canyon to the front
gate.
Along the way you will encounter bombs from the sky and also spider
mines.
Simply dodge the shadow the bomb makes. However, whenever a spider mine
appears
jump behind Rodent and wait for the spider mine to blow up. Continue this
until
you reach the point where Rodent goes and stands by the two large doors
in
front of you. Now jump into the life raft in the water and press the B
button.
You will equip the rocket launcher. You must shoot of the four locks on
the door,
while avoid the Tediz parachuters and their gunfire. After all the locks
are
broken, run into the open doorway.
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8.8 - Chemical Warfare
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Start by jumping into the tank, and shoot the wall the is directly in
front of
you. Now go into this open section of wall. Go down the ladder and jump
across
the radioactive acid pit. Once you do a spider mine will raise and start
to
charge towards you. To avoid the mine, jump back to the other side of the
acid
pit. Once it is safe progress a little. Repeat this technique for the
three
acid pits that you must cross. After all three are safe, pull down the
lever
This will trigger the acid to raise up and will also open the large doors
next
to the tank, outside. Run out of this tunnel before you get trappede with
the
acid. Exit the room and go back outside.
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8.9 - The Tower
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Once again jump into the tank, and drive towards the tower in the open
doors.
In this area you must destroy the tower that is in the center of this
area.
The first thing to remember in this area is to NOT be spotted by the
tower's
spotlights. When you are clear, exit the tank, and jump across the gap
that
is between you and the first drawbridge. When you land on the other side
a
few Tediz will emerge and try and attack you. Dispose of them, and go
back
to the drawbridge. Climb the bridge and at the top press the B button.
You
will turn into the anvil again, and smash the bridge down. Hop back in
the
tank and drive your way over to the second bridge. On your way there aim
the tank turret at the post that is propping the tower up. Repeat this
for
each of the drawbridges: jump over the gap, drop the bridge, and kill the
Tediz, and destroy the posts holding up the tower. Once the four posts
have been destroyed the tower will collapse and create a large hole in
the mountain that you can jump through. Go through the hole.
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8.10 - Little Girl
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You will land on a large metal platform surrounded by water. In the
middle
of this platform is a little girl. You can talk to the girl if you want,
or you can just go for your mission at hand. Go to one of the three metal
pillars in the area. Walk out on to the ledge and press the B button on
the ledge. You will equip the rocket launcher. Your job is too shoot the
submarines in the water, and also the missiles that they shoot into the
air. After you have destroy them all at one pillar, go to the second.
Do the same thing here, and again at the third one. You must destroy
three at the first pillar, four at the second, and seven at the last one.
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8.11 - The Experiment
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After you had destroyed the subs, go talk to the little girl. In no time
you will learn that the little girl is not a girl at all. In fact it is
some sort of demon possessed puppet (a la Chucky). A giant Tedi will
reveal that it is actual the puppetteer. When the fight starts jump into
the tank with Rodent. The strategy for this boss is as follows:
1-Destroy each weapon on his sides with the tank turret.
2-Shoot the puppet off the Tediz arm.
3-When he goes to pick it up. Shoot a missile into his back.
You should repeat this until you have hit the bear three times. After
the third time, two spider mines will blow up your tank, the Tedi will
be destroyed, and the girl puppet will push a self destruct button.
In 4:30 time the Tedi Fortress will blow up, sky-high.
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8.12 - Countdown
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Jump into the hole in front of you, you will be in the hallway that you
first
entered from the storage room. Now there are more laser mines this time,
then
when you entered. There are six sets of laser mines that you must pass
through
to get back into the storage room. Here are the strategies that I used:
1-Go on to the far left wall and tailspin through the lasers.
2-Crawl through the middle of the lasers.
3-Line it up so you can just jump between two of the vertical mines.
4-Jump over the box, and then tailspin the rest of the way.
5-Jump on the box and then crawl through the lasers.
6-Go on the far left wall, and you can tailspin through the lasers.
7-Crawl under the lasers.
Be sure to watch out for Tediz during this whole sequence. When you make
it
back to the storage room lasers will block the exit door. Now you must
fight
off yet another set of Tediz. Use the same strategy as when you first
entered
the storage room. Using first-person take out the Tediz. Once the Tediz
are
gone the lasers will be deactivated. Exit the room. Now you have to make
it
back to the boat. I think this is the hardest part in the game, but my
roomie
happened to BS his way through it in one try. As you start your way back
to
the boats rocket launcher toting Tediz will be all over the beach. Be
cautious
and use every second you have to take out the Tediz. When you turn the
corner
the first Tedi will be there; shoot him before he gets in range. Go to
the
edge of the razor wire, and turn to your right. In the corner is another
Tedi.
Turn around towards the wire and strafe around the wire, and look down
the
beach. Shoot the Tedi in the distance before he does you. Turn to your
right
and shoot the Tedi hiding behind the metal jack. Now run down the hill
and
hid behind the last metal jack. Three more Tediz will appear. You can
shoot
them one by one, and then run for the boat. Congratulations you kick ass
if
you beat this the "non-sis" way.
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8.13 - Peace At Last
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Well against all odds you made it soldier. The General is proud of you.
Look up
in the sky: it's a bird, it's a plane, no it's Rodent!
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9 - "Heist"
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9.1 - The Windmill's Dead
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Make your way towards the windmill entrance. There will be no worms or
other
enemies so don't worry about getting hurt. After the cutscene, drop down
into
the hole, and walk through the cave. You will come out on the opposite
side of
the canyon and impassable bridge. Walk to the front of the building to
meet The
Boss and Berri are waiting for you. The Boss has one more errand for you
to run,
he wants you to rob the Feral Reserve Bank. You agree only on the
condition that
you get a costume as cool as Berri's. Get ready for theft at it's best -
Matrix
style.
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9.2 - Enter the Vertex
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Well there isn't a lot to say about this level, except for the fact that
it rocks.
The intro cutscene is awesome, and once you have control you progress
though the
lobby. Take cover behind the stone columns. When the guards run out into
the open
press the Context Sensitive button, and you will leap into action in the
style
made famous in The Matrix. All you have to control is the crosshairs and
firing,
everything else is taken care of. After you dispose of the guards the
laser grid
will change to the next section. Continue until you reach the elevator on
the far
side of the lobby.
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9.3 - The Vault
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Start by collect a few stacks of money. After a couple, it will cut away
and will
come back with all the money retrieved. Then the final showdown begins.
After a
long cutscene you will once again have control. Start by pulling the
large airlock
switch located close to the throne. Once you have pulled the lever
everything in
the room will be pulled out into space except you and the alien. Run into
the room
with the yellow space suite and equip it. Now you get to fight alien to
robot. The
key here is to avoid and then get in your combo punch. The alien has to
main
attacks. First, he likes to do a tailspin that knocks Conker down. You
can easily
avoid this by using the robots jetpack to move out of the way (B button).
Secondly,
the alien likes to headbutt Conker. Just wait for the alien to backup and
before he
charges and hits you move out of the way. Now take the offense. Hit the
alien for
times with your robot, this will knock the alien down to the floor. Grab
his tail
and begin to spin the alien by rotating the control stick. Once the alien
is spinning
fast, time it so that you can release and throw him into the airlock. The
alien will
catch the door and jump back into the room. Repeat two more times to get
the alien to
finally miss the door and fly out into space. You're done! Congrats.
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9.4 - End Credits
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Kick back, relax, and join Conker in a drink.
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