Skip to content

Conker’s Bad Fur Day – Part 1

by Dennis "Outlaw" Wentworth 72 sections about 47 minutes to read

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.

   -------------------
   6.8 - Raptor Food
   -------------------
   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.
   -------------------
   6.9 - Buga the Knut
   -------------------
   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.
  -------------------
  7 - "Spooky"
  -------------------
   7.1 - Mr. Death
   -------------------
   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.
   -------------------
   7.2 - Count Batula
   -------------------
   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.
   -------------------
   7.3 - Zombies
   -------------------
   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.
   -------------------
   7.4 - Mr. Barrel
   -------------------
   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.
  -------------------
  8 - "It's War"
  -------------------
   8.1 - It's War
   -------------------
   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!)
   -------------------
   8.2 - Power's Off
   -------------------
   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.
   -------------------
   8.3 - TNT
   -------------------
   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!)
   -------------------
   8.4 - The Assault
   -------------------
   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)
   -------------------
   8.5 - Sole Survivor
   -------------------
   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.
   -------------------
   8.6 - Casualties Dept.
   -------------------
   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.
   -------------------
   8.7 - Saving Private Rodent
   -------------------
   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.
   -------------------
   8.8 - Chemical Warfare
   -------------------
   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.
   -------------------
   8.9 - The Tower
   -------------------
   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.
   -------------------
   8.10 - Little Girl
   -------------------
   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.
   -------------------
   8.11 - The Experiment
   -------------------
   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.
   -------------------
   8.12 - Countdown
   -------------------
   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.
   -------------------
   8.13 - Peace At Last
   -------------------
   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!
  -------------------
  9 - "Heist"
  -------------------
   9.1 - The Windmill's Dead
   -------------------
   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.
   -------------------
   9.2 - Enter the Vertex
   -------------------
   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.
   -------------------
   9.3 - The Vault
   -------------------
   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.
   -------------------
   9.4 - End Credits
   -------------------
   Kick back, relax, and join Conker in a drink.
   -------------------

Other guides for Conker’s Bad Fur Day