FAQ/Walkthrough - Guide for Conker: Live & Reloaded

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                           Conker: Live and Reloaded
                                FAQ/Walkthrough
                                  Version 1.1
                                By: DrKbLaDeMaStEr
                             [email protected]
                             Last Updated: 7/24/06
                       Copyright (c)2005-2006 DrKbLaDeMaStEr

                           ReEdited By : DrkswrdzMan
                                   

                               copyright. 2006 (c).

                .DrkswrdzMan was given permission to edit this Faq.

                              [email protected]             
          


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???????????????????????????????????????????????????????????????????????????????
                If you like this FAQ, then please rate it! :]


**NOTE: THIS GUIDE CONTAINS SPOILERS!**


        /??\____________________________________________________/??\
         ?\/                                                    \/?
          |                   Table of Contents                  |
         _/\____________________________________________________/\_
        \__/                                                    \__/

See that series of numbers to the right of each section? If you want to find 
a specific section in the FAQ, press CTRL + F to open a search box. Type in 
the series of numbers for the desired section that you're trying to find and 
press Enter. Whabam! The search function will take you there in an instant.


1] - Introduction.....................................[0100]
       1.1] Version History...........................[0110]
       1.2] Next Update...............................[0120]
2] - Controls.........................................[0200]
3] - The Basics.......................................[0300]
4] - Walkthrough......................................[0400]
       4.01] Hungover.................................[0401]
       4.02] Windy....................................[0402]
       4.03] Barn Boys................................[0403]
       4.04] Sloprano.................................[0404]
       4.05] Bats Tower...............................[0405]
       4.06] Uga Buga.................................[0406]
       4.07] Spooky...................................[0407]
       4.08] It's War.................................[0408]
       4.09] Heist....................................[0409]
5] - Bosses...........................................[0500]
6] - Cash Locations...................................[0600]
7] - Multiplayer......................................[0700]
       7.1] The Basics................................[0710]
       7.2] Classes...................................[0720]
       7.3] Levels....................................[0730]
              7.31] Beach Dead........................[0731]
              7.32] Fortress Deux.....................[0732]
              7.33] Castle Von Tedistein..............[0733]
              7.34] A Bridge Too Narrow...............[0734]
              7.35] Three Towers......................[0735]
              7.36] Doon..............................[0736]
              7.37] T.M.S Spamono.....................[0737]
              7.38] The Ditch.........................[0738]
       7.4] Weapons/Items.............................[0740]
              7.41] Weapons...........................[0741]
              7.42] Items.............................[0742]
       7.5] Vehicles..................................[0750]
       7.6] Unlockables...............................[0760]
8] - Thanks/Credits...................................[0800]
9] - Secrets and DrkswrdzMan..........................[0900]
       9.1] Secrets...................................[0910]
       9.2] DrkswrdzMan...............................[0920]


        /??\____________________________________________________/??\
         ?\/                                                    \/?
          | 1]                1: Introduction             [0100] |
         _/\____________________________________________________/\_
        \__/                                                    \__/

Hey, this is me, DomZ Ninja, with my 10th FAQ. Conker: Live and Reloaded is 
actually a port of Conker's Bad Fur Day brought to the X-Box. Conker's Bad 
Fur Day was an N64 game which is one of the best ones to date. It's 
incredible humor made it one of a kind, as well with it's mature themes in 
it. It was a nice blend of platforming and third-person shooting mashed 
perfectly into one game. Conker: Live and Reloaded captured everything great 
of BFD, as well as added in some little touches and improved the graphics 
significantly, which is probably the best aspect of the game. 

A new multiplayer was added in, giving it a war theme. It's a war between the 
SHC (squirrel high command) and the Tediz. You can choose between either side 
and go through various mission by yourself or with a friend. There's also 
great X-Box Live compatability as well. It's an incredible game molded 
perfectly into the X-Box, so now people who haven't experienced BFD on the 
N64 can have their time now with Live and Reloaded.

 =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
| 1.2]      Version History      [0110] |
 =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

 Version 1.0 (August 3, 2005) - Done with everything. YAY!

 Version 1.1 (February 14, 2006) - New formatting

 Version 1.2 (July 24, 2006) - Edited and updated.
 =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
| 1.3]      Next Update      [0120] |
 =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

   More secrets and details!


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          | 2]                   2: Controls              [0200] |
         _/\____________________________________________________/\_
        \__/                                                    \__/


 CONKER'S BAD FUR DAY
----------------------
===========================================================================
| D Pad                          N/A                                      |
===========================================================================
| Left Analog Stick              Move Conker                              |
===========================================================================
| Right Analog Stick             Move Camera                              |
===========================================================================
| Start                          Pause Game/Open Menu                     |
===========================================================================
| Back                           N/A                                      |
===========================================================================
| X Button                       N/A                                      |
===========================================================================
| Y Button                       N/A                                      |
===========================================================================
| A Button                       Jump (press again and hold to hover)     |
===========================================================================
| B Button                       Pull out weapon, activate CS button      |
===========================================================================
| Black Button                   N/A                                      |
===========================================================================
| White Button                   N/A                                      |
===========================================================================
| Right Trigger                  Use Weapon (hold + A for super jump)     |
===========================================================================
| Left Trigger                   First Person View                        |
===========================================================================


 MULTIPLAYER
-------------
===========================================================================
| D Pad                          N/A                                      |
===========================================================================
| Left Analog Stick              Move Player (click to jump)              |
===========================================================================
| Right Analog Stick             Move Camera                              |
===========================================================================
| Start                          Pause Game/Open Menu                     |
===========================================================================
| Back                           X-Box Live Sign In                       |
===========================================================================
| X Button                       Select ability                           |
===========================================================================
| Y Button                       Change weapon/item                       |
===========================================================================
| A Button                       Reload weapon, confirm (menu)            |
===========================================================================
| B Button                       Toggle standing/crouching, cancel (menu) |
===========================================================================
| Black Button                   N/A                                      |
===========================================================================
| White Button                   N/A                                      |
===========================================================================
| Right Trigger                  Fire weapon, Use item                    |
===========================================================================
| Left Trigger                   Change weapon mode                       |
===========================================================================


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         ?\/                                                    \/?
          | 3]                 3: The Basics              [0300] |
         _/\____________________________________________________/\_
        \__/                                                    \__/

______________________________________________________________________________
[  CASH  ]--------------------------------------------------------------------

Cash is found frequently throughout the world of Conker, and well, makes you 
richer. Most of the time cash is rewarded to you by fulfilling certain 
various missions given to you. Some cash can just be found in nooks are 
crannies throughout the game. Some parts of the game requires you to have a 
certain amount of cash, in order to enter and area or something like that. 
You could relate cash in Conker to Jiggies in the Banjo games. 


______________________________________________________________________________
[  CONTEXT SENSITIVE BUTTONS  ]-----------------------------------------------

Every once in a while, you'll be walking around and you will see a rock with 
a giant "B" etched into it. This is a context-sensitive button (which from 
now on I'll abbreviate and call it a CS Button). When you walk on one, a 
lightbulb appears over Conker's head. When you press B over the button, 
Conker will do something special, and it usually revolves around the scenery 
or what he's doing or needs to do right now. For instance, if you're hung 
over and you find a CS Button, press B on it to drink some medicine to get 
sober. These are used to solve puzzles or defeat bosses in the area. Overall, 
they're very useful and add a little originality to the average platformer.


______________________________________________________________________________
[  SAVING  ]------------------------------------------------------------------

I've dedicated a section to saving; well, the lack of saving actually. The 
game automatically saves the game for you when you enter a new area. You know 
the incredible amount of load screens there are for this game? You know, 
pretty much every time you enter/exit a room? That's when the game 
saves/loads up the area. If you lose all of your lives, you start from the 
last time you saved, which shouldn't have been that long ago. It's a nice 
breath of fresh air from games where there's a save point every hour and when 
you die, you have to start over from the last save point and such.


        /??\____________________________________________________/??\
         ?\/                                                    \/?
          | 4]                 4: Walkthrough             [0400] |
         _/\____________________________________________________/\_
        \__/                                                    \__/

Well, it's been a rough day. When the story unfolds, it shows Conker 
sitting on a throne with a mighty crown on his head. The camera zooms out, 
showing more of the scenery. Conker is in the middle of a castle with many 
faithful servants around him. Conker explains that he is the king of 
well.....the world, and it only took him one day to do it! A flashback occurs 
to the day before, showing how and why Conker became how he is today...

As Berri, Conker's feisty girlfriend is doing her daily aerobics, the phone 
rings. Berri can't hear it over her music and someone leaves a message. It's 
Conker, who says that he's out with some friends and will be a little late to 
see her. He hangs up, showing that he is really out having a good time with 
some squirrel buddies going to war. They're getting drunk at a bar, and 
Conker decides to leave, wasted. Conker leaves that bar and out into the 
stormy weather. He's walking around and throwing up, as he tries to get home. 
Conker ends up passing out in the middle of nowhere, where the story unfolds 
and the game starts as Conker wakes up hungover in the middle of a forest...

  
  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
 | 4.01]                    <-  HUNGOVER  ->                    [0401] |
  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

CASH AMOUNT - $0
- - - - - -

______________________________________________________________________________
[  SCAREDY BIRDY  ]-----------------------------------------------------------

As Conker wakes up, he has a massive headache and feels like shit. 
Controlling Conker while he's hung over can be tricky. Just use the left 
analog stick to move him around. Press A to have Conker try jumping, but 
doesn't get anywhere. You can press B to have Conker swing his fist like a 4 
year old girl. Anywho, just walk around the fence and head through the 
opening towards the scarecrow. Walk up to the bag of hay to start up a 
conversation. The drunken scarecrow, Birdy, explains the concept of Context 
Sensitive Buttons. Walk over to the big button with the "B" etched onto it 
for a lightbulb to appear over Conker's head. Press B to use the CS button. 

Once you get the hang of how the CS buttons work, Birdy passes out. Just 
ignore him for now and leave the garden and go to the starting point to find 
another CS button. Press B once you're on it this time for Conker to pull out 
some medicine and cure his hangover. Now you're back to normal! Now you can 
really test out Conker's controls. For once, he still punches like a sissy. 
Now you can jump much higher than before and walk much faster. Hop into the 
water for Conker to whip on his swimmies to help him out. Get used to 
swimming by paddling over to the island near the waterfall. If you fall off 
of the waterfall, you will just get dropped near Birdy again. 

______________________________________________________________________________
[  PAN HANDLED  ]-------------------------------------------------------------

On the island, Conker will teach himself more advanced jumping techniques. 
Hold the R trigger and press A for a super jump. While in midair, press and 
hold A to make your tail spin like a helicopter to reach farther heights and 
to curshion falls. Try out these new techniques by jumping to the ledge along 
the wall. Continue along the ledge and past the large wooden door. Don't 
worry about it now; just continue up the incline. Use your helicopter spin to 
get across the gaps ahead. Once you reach the stone bridge, ignore the 
menacing figure blocking the way and head for the far wall to find a lever. 
Super jump up to the lever so Conker can grab it and pull it down. Once the 
lever is pulled down, the large door that you passed earlier opens up. Return 
to the door and go inside. 

Once inside, you will find a shiny key running around and a shiny key or 
kitchenware as well as a wooden bat. Head over to the display for Conker to 
pick up a frying pan. Three spiked imps appear and one swallows the key. 
Press B to equip the frying pan and press the R trigger to swing it. Press it 
three times for a three-hit combo. Go up to one of the imps and hit it three 
times to kill the nasty thing. Watch out though, because they also curl up 
and spikes pop out of its armored body. You don't have health at the moment, 
so taking damage isn't really a problem. Take out the three imps, collect the 
key that is freed, and open the door to return to the forest.

______________________________________________________________________________
[  GARGOYLE  ]----------------------------------------------------------------

Now that you have an arsenal of kitchenware, go back to the stone bridge and 
walk up to the gargoyle. The gargoyle's pretty pissed by sitting on gothic 
architecture for hundreds of years, and he's not moving. Well, howabout we 
make him move? Whack the gargoyle flat in the nose with the frying pan. Well, 
you thought this was a straight port, didn't you? I think not. The gargoyle 
will be left unphased from the assault. Just when you think Conker's out of 
ideas, he pulls out the baseball bat which was in the cave and smashes it 
into the gargoyle's face. The gargoyle is knocked back as a giant boulder 
falls on top of him, breaking him into little tiny pieces. Now since the 
stone gargoyle is out of the way, do a super jump on top of the boulder. 
Helicopter spin to the ledge and use the CS button. Conker pulls out some TNT 
and blows up the rock, revealing a tunnel. Hop back down and head through the 
tunnel to return home.


  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
 | 4.02]                     <-  WINDY  ->                      [0402] |
  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

CASH AMOUNT - $400
- - - - - -

The game pulls away from Conker for a moment to introduce the nemesis of the 
game, the Panther King. As he sits on his throne, drinking milk and torturing 
his guards, the table which rests the milk wobbles and knocks the milk over. 
The Panther King is enraged, and orders his professor to come up and figure 
the problem. The professor tells the king that he will figure out the 
problem, and the Panther King ensures him that he better, unless he wants 
to "see the duct tape again". The professor quickly gets to work at his lab. 
The prof. is obviously pissed off on how the king always bosses him around. 
He goes through some of his useless experiments, including an anti-
gravitational piece of chocolate. He angrily throws it out of a window and 
gets back to work...

Back to Conker's side, he watches at the piece of chocolate falls right in 
front of him. He quickly gobbles it up. Chocolate it now your new form of 
health. The maximum pieces of chocolate you can have is six. If you get hurt 
by an enemy, you almost always lose one. falling from great heights can vary 
from how high. You can lose one or even all six. Chocolate is scarce in some 
locations, but reappear after you've eaten a piece. 

______________________________________________________________________________
[  QUEEN BEE  ]---------------------------------------------------------------

Go down the hill and grab some chocolate to fill up your health bar. When you 
reach the signpost, go right towards a giant bee. It's some fat ugly queen 
bee who's crying over the loss of her hive. She asks Conker if he can rescue 
it from the wasps and give it back to her. Her husband left her, so she has 
no one left. Conker accepts the offer, but for a price: $100. Go back to the 
signpost and head left this time, going past the barb wire fence. Your frying 
pan has now been replaced by the baseball bat. Equip it and take out the odd 
little armored imps along the way. 

You will reach a giant wasp's nest with the queen bee's hive laying 
unattended. Pick it up by pressing B next to it to alert nearby wasps. Scurry 
down with the hive in hand back to the queen bee as the wasps pursue you. 
Once you reach the queen, Conker drops it off and the queen goes inside. Once 
she's inside, she reveals a crapload of guns which pop out of the hive. 
Conker watches as the queen mows down the wasp bastards as they explode into 
green goo. She thanks Conker and gives him his $100 reward.

______________________________________________________________________________
[  THE MANUAL  ]--------------------------------------------------------------

Proceed down the wooden bridge nest to the hive and up the hill. Hop on the 
CS button and hit B to meet up with a once again drunken Birdy. Birdy offers 
you a "What to Do" manual, which can help out Conker with more obscure moves 
and abilities. he demands Conker to cough up $100, which he does. As Birdy 
walks off, the pile of cash is disgusted by the scarecrows stench and comes 
running back to you. Heh, looks like you got that manual for free after all. 
Press B on the CS pad to whip out a slingshot. Shoot the dung beetles on the 
stumps so you can proceed. Walk up the hill to two open doors. The left one 
brigns you to Poo Mountain and the right one brings you to the Barn. Let's 
head over to the barn first. Walk through the right archway to begin your 
next mission. 

** As a reminder: Windy is the main hub for Conker's BFD. You will come here 
numerous times in order to access new areas and levels. **

+------------------------------------------------------------+
| Let's just say you die in Windy. Conker is taken down to   |
| well ... Hell, and meets up with Gregg the Grim Reaper. He |
| starts to talk to Conker about his hate of cats and such,  |
| blah blah blah. The main point is that Gregg gives Conker  |
| a second chance at life. Each time Conker collects a tail  |
| thingy, he will get another well, life. Think of the tail  |
| things as a 1-Up. Once you're out of lives, it's game over |
| and you must start from the last autosave. You can find    |
| your first tail thingy on the hook near the bee sign in    |
| Windy. They're rare, so use them wisely!                   |
+------------------------------------------------------------+


  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
 | 4.03]                   <-  BARN BOYS  ->                    [0403] |
  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

CASH AMOUNT - $400
- - - - - -

______________________________________________________________________________
[  MARVIN  ]------------------------------------------------------------------

As you enter the old farm, cross the water and take out the armored imp near 
the trash cans. Go to the right and talk to the metal box carrying the large 
pink one. The box is complaining that this fat ass girl won't get off of him 
until you get rid of that smelly rat following them around. Go back to the 
trash cans and make a left this time past the jumping metal boxes. Avoid them 
or you'll get squashed right into a bloody mess. Once you head to the big 
chunks of cheese, talk to the metal box for him to open the gate. Also, if 
you need any chocolate, there's more on top of the giant cheese pieces. You 
will now enter a cheese farm. Whip out the trusty old bat and whack a piece 
of cheese. Once it's on the ground stunned, pick it up and carry it back down 
the hill to the rat. 

The rat will eat the cheesy treat and beg for more. Repeat the process and 
feed him two more pieces of cheese. When he eats the third piece, he gets 
uncomfortable as he's eaten too much. Watch as the rat inflates, and 
well.........cover up; you don't want rat guts on you. The fat pink block 
will jump off of the blue one and sit next to him. Jump on the blue one, then 
hop on top of the pink one to reach new heights. Super jump to the drainage 
pipe and hop to the stone ledge around the barn. Walk around the edge to find 
a tail thingy at the end, then return to the drain pipe. Helicopter spin to 
the right to reach part of the roof. Climb up to the red board and step on 
the brown switch to open the barn doors. Collect the cash at the end of the 
platform.

______________________________________________________________________________
[  MAD PITCHFORK  ]-----------------------------------------------------------

Drop down from the roof and head near the Cheese Corral. From there, continue 
up the path until you reach the barn doors. Head into the barn only to have 
the doors close on Conker once you enter. Eight piles of hay stacks come to 
life and start hopping around. Meanwhile, in the corner of the barn, a foul-
mouthed paint can and brush talk to a Franky the pitchfork about the 
newcomer. According to the can and the brush, it's the pitchfork's turn to 
kick the intruder's ass. And that intruder is Conker. The Franky is persuaded 
to and heads over to Conker. Prepare to endure in a battle of wits and brawn 
with Franky once he wobbles over to you. Well, not really. All Franky does is 
pause for a moment and jab at Conker. Lure Franky over to one of the 
haystacks and have Franky jab at it. Just jump to the side to avoid his 
pointy end and watch Franky his the hay, blowing it to pieces. Proceed to do 
the same thing with the other seven haystacks to end the "fight".

Once the hay is gone, Franky gloomily walks over to his buddies, who insult 
him and say that he is the crappiest ass-kicker they have ever seen and 
suggest that he should kill himself. Depressed like no other, Franky, 
thinking that he's useless, decides to kill himself (suicide is not a funny 
thing and should not be taken humorously. Also, don't ever think about things 
like Franky does). Franky grabs the noose on the wall as the can and the 
brush urge him on. He climbs up to the rafters, sets up the noose, and hangs 
himself. Wait, what? Franky's not dead though. He forgot the most important 
fact: he doesn't have a neck! Franky tries to get down, but is unsuccessful 
as his friends are on the ground cracking up at his stupidity. 

Well, we will help out Franky later. But for now, collect the chocolate in 
the corners of the room and check the corner to the left of the entrance. 
There's a lever suspended on the wall. Super jump to pull it down which opens 
a door in the rafters, dropping a bee outside of the barn. Exit through the 
doors in which you entered this place. As Conker leaves, a giant stack of hay
makes its way into the barn and doesn't look happy! We'll get back to him
later, so for now, head to your next mission.

______________________________________________________________________________
[  SUNNY DAYS  ]--------------------------------------------------------------

When you exit the barn, look to the right to find the bee that fell out of 
the barn. When you talk to him, you will realize that he's the king bee who 
left his fat wife back in Windy. He left his wife for that hot sunflower over 
by the barn. He's just dying to "pollinate" her, but he's all washed up and 
is just a bum. The king bee doesn't think he has a chance to get with that 
chick. When you're done talking, head down the path past the old crate. Take 
out the armored imp and head over to the bashful beauty. She's a little shy, 
but with Conker's female charm, he gets out of her that she is very ticklish. 
Head back to where the old crate was bouncing around to find a pack of bees 
flying overhead. They will tell you that they are tickling bees. Conker asks 
them to help him out, and they follow him. You will have to collect four 
other swarms of bees. Head over to the sunflower again for the bees to start 
tickling her. We still need four other bees, so let's head out.

The second bee location is down the hill near the entrance. Do down the steep 
incline to the right of the sunflower and bash some imps as you go along. At 
the entrance of the farm, you will find another swarm. Jump into them to 
attract and have the bees follow you. Let's grab the next patch. Return to 
the blue and pink blocks and hop up the pipe again. Helicopter spin to the 
red plank on the roof for another swarm of bees. Jump down and go up the hill 
past the stomping and jumping metal boxes. Jump over the gate to the Cheese 
Corral to collect a swarm of bees in the center of the ranch. 

Leave the cheese ranch and jump down the hill to the ravine. Take out some 
imps to reach a metal gate to find the last swarm of bees. Return to the 
flower and unleash the ticklish bees on her. She's overwhelmed and uncoveres 
her, um ... "well-endowed chest". The king bee is amazed by her assets and 
goes in. Well, you can guess what happens next. The king bee is joyous after 
that and flies away. The sunflower, though, thanks you by giving Conker a 
ride. Jump on her chest to bounce, reaching new heights. Bounce on her 
breasts and helicopter spin to the alcove to find $100.

______________________________________________________________________________
[  BARRY & CO.  ]-------------------------------------------------------------

Return to the circle where the jumping old crate is. When he comes to a halt 
on the side of the barn, super jump on his head and super jump to the 
trapdoor leading to the barn rafters. Inside the barn, you will encounter 
some bats that try to knock you off the wooden planks to the lower level. 
When you're walking on a plank and a lightbulb appears over Conker's head, 
press B to use a flamethrower and torch an oncoming bat. You could also just 
helicopter spin over the plank and not even walk on it. Once you reach the 
end, walk on the CS button and press B. Conker will pull some throwing knives 
out of his pocket. Aim for Franky's noose and cut it down with the knives. 
Franky will fall to the ground. Hop down, using a helicopter spin to cushion 
your fall. Franky thanks you and proclaims that you are his new best friend. 
He also suggests to Conker that he should get rid of the giant piece of hay 
stomping around. Conker jumps on top of Franky and heads over to the hay.

______________________________________________________________________________
[  BUFF YOU  ]----------------------------------------------------------------

Controlling Franky is easy: press A to jump and B to do a jab. Walk over to 
the hay and wait for his back to face you. Press B to jab at the hay's back, 
pissing him off. He will hop even faster now. Always stay behind him, because 
they hay has a massive right hook that will send Conker flying off of Franky, 
hurting you in the process. Once you hit the hay three times, the hay 
overheats and part of his face burns off, revealing a robotic body. "BUFF 
YOU" the robotic stack of hay says, stomping on the ground and breaking the 
floor below you. Conker, Franky, and the robot hay fall to the lower level of 
the barn.

______________________________________________________________________________
[  HAYBOT WARS  ]-------------------------------------------------------------

 +--------------+
 | BOSS: Haybot |
 +--------------+

The mechanical monster isn't finished off just yet. Conker and Franky get up 
from their huge fall, but Conker hurt his ankle. The Haybot emerges from the 
flames, robotic body exposed and all. The battle isn't tough at all though, 
but you will be riding Franky again. Hop onto Franky and lumber around as the 
Haybot chases you. This time, if the Haybot knocks you off of Franky, Conker 
will be much slower with his bad ankle and all. Stay out of the circle, 
because the Haybot doesn't venture outside of it for some strange reason. 
Stay behind one of the three pipes as Haybot stomps towards you. The bot will 
fire a missile at you and Franky, but it will hit the pipe instead, 
unleashing a torrent of water all over the place. 

Robots and water don't mix, so when the water hits the Haybot, his circuits 
get friend momentarily. He will start to spin around slowly revealing a red 
button on his back. Quickly hop over to the Haybot and jump when the red 
button faces you to have a lightbulb appear over Conker's head. Press B when 
you see the lightbulb for Conker to punch off one of Haybot's limbs. You will 
have to do this two more times with the next two pipes to finish off this 
boss once and for all.

______________________________________________________________________________
[  FRYING TONIGHT  ]----------------------------------------------------------

After the battle, Conker will run over to Franky, who has been snapped in 
two. With his quick thining, Conker pulls out a roll of duct tape and tapes 
up Franky. Franky thanks Conker and leaves the area. It looks like Conker 
won't be leaving so easily. The water starts to rise constantly and Conker 
finds himself swimming in it. Swim over to the pipe with the Exit sign on it 
and climb up the ladder. You will find a CS button on top of the pipe. Press 
B to whip out more knives and throw them at the three closest electrical 
wires. 

Once they're cut down, swim over to the opposide pipe and climb up that 
ladder. Hop on the CS button and press B to cut down more wires. Once all of 
the wires are cut and the water isn't electrified, jump in and swim to the 
tunnel. Venture through the tunnel through the door. Conker encounters a 
strange lizard monk. Jump on his rock slab for him to throw you high up in 
the air. Helicopter spin to the ledge for a nice $100 cash reward. Collect 
the chocolate and the cash, then head out into daylight. 

______________________________________________________________________________
[  SLAM DUNK  ]---------------------------------------------------------------

You will end up on a platform very high up on the roof of the barn. Climb up 
the insanely tall ladder. Change the camera so you can see above you; it 
makes things easier. When you come to a wasp pacing across the ladder, wait 
until it moves away from the ladder and climb up to avoid it. Get up on the 
platform once you reach the top and bash the odd little armored imp. Climb 
the next ladder and dodge any oncoming wasps. Up on the third platform, kill 
the imp and climb the next ladder. The wasp here is a bit harder to dodge, 
because it moves diagonally instead of just left and right. Once you reach 
the top, walk the plank and jump in the direction of the floating chocolate. 
Once you reach the last piece, a lightbulb will appear. Hit B to have Conker 
turn into an anvil and come crashing down on a CS button in the middle of a 
giant bucket.

The impact on the button forces it to open a gate down in the ravine back 
down on the farm. Climb up the ladder to the rim of teh bucket, then walk 
around the perimeter to find another ladder going down. Don't even think 
about jumping; it's suicide. The ladder leads down to the barn roof. Hop down 
to the red plank and make your way down from there. Head past the two blocks 
and near the trash cans. Instead of going up the hill past the jumping metal 
boxes, stay on the ground through the ravine. Enter the open gate through the 
cave. Pull out the bat and smash the two demon dolls walking around, grab the 
tail thingy on the wall, and pick up the wad of cash in the cave. Now it's 
time to leave the farm. After all that, you'll never look at a sunflower or a 
haystack the same way again.


  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
 | 4.04]                    <-  SLOPRANO  ->                    [0404] |
  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

CASH AMOUNT - $300
- - - - - -

Back at the Panther King's castle, the professor enters the trone room with a 
solution. He explains to the king that the broken leg on the table creates a 
gap between the table and the floor, and every time weight is put on the 
table, the gap forces the table to rock, causing the milk to spill. He tells 
the king that something is needed to fill the gap and straighten out the 
table. The professor has researched what has the perfect height to fill the 
gap, and that is a Red Squirrel. The Panther King tells his two guards to 
hunt down a Red Squirrel and bring it to him immediately.

______________________________________________________________________________
[  POO CABIN  ]---------------------------------------------------------------

Back in Windy, take the left path this time through the archway on your left. 
Conker is immediately stunned by the stink of the place. Hey, what do you 
expect from Poo Mountain: the scent of a babbling brook with a hint of lemon? 
Well, Conker puts on a trusty gas mask throughout the entire time he's in 
here. From the start of the level, go inside the shack near the entrance. 
Conker meets up with a dung beetle inside who offers you a giant ball of poo. 
The dung beetle proprietor is suffering from poo shortage though, and he 
sends you to round up some cattle and have them to buisness. 

Hop on the trapdoor and hit B when the lightbulb appears to smash through. 
Since you're going to be around a lot of crap for a while, here's a nice 
hint. If you fall from large heights and land on the crap, you won't get hurt 
from it. Down in the poo tunnel, take out the two armored imps along the way. 
Step near the ledge overlooking a giant hole. If you fall in that hole, 
you'll just fall back to Poo Cabin, so don't worry about accidentally 
slipping down there. Grab the chocolate if you need any and hop on the rope 
to grab it. Climb the rope until you find another one, then jump to that one. 
Hop across to the next rope once it's in sight and helicopter spin to the 
wooden beam. Smash the imp on the beam with your bat and grab some chocolate. 
Keep jumping from rope to rope until you reach a tunnel with poo gushing out 
down into the hole. Jump in the tunnel and head up, taking out odd little 
armored imps until you get back to sunlight.

______________________________________________________________________________
[  PRUNED  ]------------------------------------------------------------------

You will enter a bull ring once you exit the poo tunnel. A giant black bull 
isn't too happy to see you, considering you're a RED squirrel. The bull, 
Buggerlugs, tells you to scram. I think Conker's more persistant, so lets 
hang around for a bit, shall we? Chocolate lines the bull ring, so if you 
need any, you know where to go. The most noticable thing of the bull ring is 
the giant container of prune juice on the side of the ring. You know what 
prune juice does to people, don't you? 

Hop over to the trough and jump on the stack of barrels to the left. Wait for 
a poo ball to fall off of the ramp, then jump on the ramp once the coast is 
clear. On the ramp, poo will be tumbling down, so super jump to avoid the 
piles of crap. At the end of the ramp, wait for more balls of dung to roll 
down, then jump up to the ledge. Continue until you are in reach of the prune 
juice faucet. Helicopter spin to the faucet. As you can see, there is an 
arrow painted on teh faucet. Start to run clockwise on the faucet to turn it 
and have the lovely prunce juice gush out into the trough. Retrace your steps 
down to the bull ring where the real challenge is.

______________________________________________________________________________
[  YEE HA!  ]-----------------------------------------------------------------

You may have noticed that a large target popped out of one of the cow sheds 
when you turned on the prune juice faucet. Have Conker walk over to the 
target and stand in front of it. When the Buggerlugs the bull stomps his foot 
and charges at you, super jump above so the bull slams into the target. ?Ole! 
A cow is released from its pen and starts grazing happily. A wall with a 
target painted on is raised up from the ground. Step in front of it and wait 
for Buggerlugs to charge. This time, super jump and land on the edge of the 
wall. The bull will get its horns stuck in the wall. Jump on the back of the 
bull to control it. Use the Left Analog stick to move the bull and hold B to 
have the bull charge. Aim for the cow and hold B to have Buggerlugs charge 
right into the cow. The cow will get hit, and run off to the trough. She'll 
start to drink the prune juice and immediately get the runs. She will run off 
to the metal grating in the center of the ring and well, start crapping into 
the grating. 

There's only so much poo one cow can make. Once the cow is done with her 
buisness, have Buggerlugs charge into the cow to make it explode into bloody 
chunks. After the cows unfortunate demise, another target will pop up from 
another cow pen. You will have to repeat the process of releasing a cow, 
charging into it to get it to drink the juice, and killing it 2 more times to 
get enough crap for the dung beetle. Once the third cow is killed, Butterlugs 
the bull finds himself standing on top of the metal grating. Unable to hold 
the massive bull's weight, the metal grate breaks, sending Butterlugs body 
down into the poo cavern below and giving him a very stinky end. 

______________________________________________________________________________
[  SEWAGE SUCKS  ]------------------------------------------------------------

Well, lets head back and get that giant ball of poo. I can't wait! *giggles* 
Head back the way you entered and you will notice that the cavern is 
overflown with crap. There is a CS button on the left in an alcove. Press B 
on it to have Conker down some Confidence Pills. He feels like a new man as 
he does away with his swimmies. Now Conker can dive and swim underwater! Why 
he would want to start off doing this in poo is beyond me, but hey, it's 
useful. Swim through the passage to the right and jump on the beam. Nab the 
tail thingy and return to the other room. The swimming controls are pretty 
easy. Press A to dive down further underwater and press B to rise to the 
surface. Use the Left Analog stick to swim; it's that easy!

+-----------------------------------------------------------+
| Dive down underwater and you will notice Conker's face    |
| appear on the top right corner of the screen. This shows  |
| you how much oxygen you have left. When you first dive    |
| under, Conker's face is bubbly and happy as it always in. |
| After time, his face will slowly become more nervous.     |
| After a long time of being underwater, Conker's face will |
| start to turn blue and his eyes roll back. This is where  |
| you start to lose one chocolate every health. Get moving  |
| back to the surface for another breather!                 |
+-----------------------------------------------------------+

Dive down to the botton of the poo-filled shaft. Pass Buggerlug's poo-covered 
corpse and swim to the main chamber back to the Poo Cabin. When you're 
swimming in the tunnel, swim up to the ceiling and swim up when the ceiling 
opens. It reveals a handy opening where you can dive out of the poo-infested 
water and onto dry land. Hop onto the alcove to find a ad of cash hopping 
around. Grab him to add another $100 to your earnings. Jump back into the 
water and swim down to the tunnel again. Swim further through the tunnel and 
up to reach the Poo Cabin.

______________________________________________________________________________
[  GREAT BALLS OF POO  ]------------------------------------------------------

Exit from the Poo Cabin once you notice that the dung beetle is absent. He's 
outside, rolling your new ball of poo. How joyous! Grab your new ball of crap 
and roll it down the hill, avoiding the imps as much as possible. Once you're 
at the end, ignore the "No Poopballs" sign and chuck the crap down off of the 
edge. It will land on a poor little armored imp. This will prove to be useful 
a little later in the game, so don't worry about it for now. A pipe attached 
to the Poo Cabin will drop another ball of poo for you to happily roll 
around. Now every time a poo ball is destroyed, another one pops out next to 
the Poo Cabin. Grab the poo ball and roll it around the cabin and up the hill 
near the "Upper" sign. roll it up the hill, watching it grow larger and 
larger. Avoid the dung beetles and wait for them to hide in their holes, then 
proceed past them. 

When you reach the top, you will see a sleeping giant dung beetle below. 
Conker loads up the ball of crap with a stick of dynamite and throws it in 
the giant beetle's mouth, blowing the poor sap to pieces. Not only does it 
leave a nice mess, but it reveals a new path to take. Go back to the cabin 
and get a new crap ball, then roll it up the hill next to the "Lower" sign. 
Once again, avoid the trash-talking dung beetles and roll it up the hill. 
Once you reach the peak, roll your ball of poo through the blocked hole. The 
poo ball will crash through the gate and go al the way down the mountain, 
breaking another hole near the foot of the mountain. 

Instead of going through the newly opened entrance at the foot of the 
mountain, grab another poo ball and bring it up to the summit. You may have 
noticed a sign at the top signalling a wad of cash above. Well, that's what 
we are going to get. With your new large poo on the peak, park the ball when 
you can go no further and jump on top of it. Helicopter spin to the summit of 
Poo Mountain and grab the wad of cash and stuff it down your pants. Now 
return to the foot of Poo Mountain and go through the hole next to 
the "Lower" sign.

+--------------------------------------+
| There are two paths to take once you |
| throw the poop on the imp. You can   |
| go to Bats Tower first, then come    |
| back to Poo Mountain to face the     |
| Great Mighty Poo. Since we're here,  |
| we might as well just wrap things up |
| and take down the turd himself. If   |
| you wish to visit Bats Tower as most |
| guides suggest that you do, then     |
| skip this entire portion.            |
+--------------------------------------+

______________________________________________________________________________
[  CORN OFF THE COB  ]--------------------------------------------------------

As you enter the core of Poo Mountain, Conker will encounter a dung beetle 
who's as nervous as all hell. He explains that his buddies have been 
mysteriously disappearing day after day by a mysterious hand lurking in the 
crap. He's leaving immediately, and suggests that you do so as well. I don't 
think so. As the dung beetle flees, continue down the walkway. As the walkway 
widens, a booming voice orders Conker to fetch him some sweet corn. Hey, why 
not? Pull out the bat and clobber the piece of corn wading nearby. Just like 
the cheese, whack it to stun the little guy, then walk up to it to pick it 
up. Watch out for the poo hand that comes out of the central holes; it's 
squash you and free the little sweet corn from your grasp. Carry the sweet 
corn to the ledge that juts to the side, overlooking a swirling poo 
whirlpool. Conker will chuck the sweet corn to its agonizing doom. You will 
need to find two more sweet corns to satisfy this myserious entity.

Walk around the poo hole and avoid the hand, then helicopter spin across the 
gap over the torch. Poo balls will fall from the ceiling, so look for the 
shadows and dodge them. Once you reach the second circular platform, bash the 
sweet corn and carry him to the ledge overlooking the whirlpool. Toss him in 
and go for the last one. Go right at the circular platform as it arches up. 
When the path breaks to the left, ignore the cash calling to you and continue 
straight (we will get the cash later). Get the last kernel or corn and bring 
him to his death in the swirling mass of poo. 

______________________________________________________________________________
[  SWEET MELODY  ]------------------------------------------------------------


 +----------------------------+
 | BOSS: The Great Mighty Poo |
 +----------------------------+

As the last kernel spins to his untimely demise, the whirlpool shakens and 
erupts. A giant mass of crap emerges to reveal a giant head and arms. The 
Great Mighty Poo reveals himself and sings Conker a dirty song:


I am the Great Mighty Poo
And I'm going to throw my shit at you.
A huge supply of tish
Comes from my chocolate starfish.
How about some scat you little shit?

Do you really think you'll survive in here?
You don't seem to know which creek you're in.
Sweet corn is the only thing that makes it through my rear.
How d'you think I keep this lovely grin?

Now I'm really getting rather mad, 
You're like a niggly tickly shitty little tag nut.
When I've knocked you out with all my bab
I'm going to take your head and ram it up my butt.
(Your butt?)
My butt.
(Your butt?)
That's right, my butt.
(Err...)
My butt!
(Err...)
My buuuuuuuuuuuuuutt!!!!!!


Alright, after that magnificent display of musical glory, the Great Mighty 
Poo starts the fight. The Great Mighty Poo will throw globs of crap at 
Conker. Dodging this attack is just like the falling poop: watch for the 
shadows and steer clear when they fall. He slings six balls of crap at you, 
so keep that in mind. After his shitty assault, the Great Might Poo will 
start to sing again. Get on the CS button and hit B to arm yourself with some 
toilet paper. As the poo mound is singing, launch a roll into his big mouth. 
He will start coughing and gagging, then he launches a pile of crap on teh CS 
button. Now it's time to go to the next one. 

Head to the next circular platform where the kernel was and avoid the poo 
balls along the way. When the Great Mighty Poo starts singing again, press B 
on the CS button and throw another roll down his throat. He will start his 
poo ball attack again, and you will have to throw another roll in his mouth 
when he's done. After the second successful roll is down his trachia, he 
covers the button in crap. Haed over to the last one, closest of the 
entrance. This time, you will have to throw THREE rolls of toiler paper in 
his mouth. The Great Mighty Poo will start to speed up his signing 
significantly, giving you less time to chuck one in his mouth. He will also 
constantly switch locations, so keep your finger on the trigger and your eyes 
peeled. Once The Great Mighty Poo has engulfed the third roll of toiler paper 
in a row, the battle ends.

The Great Mighty Poo spews out one last shattering verse: literally! Back at 
the fork in the road where the money was, a glass wall encasing the cash and 
a lever was breaks. Head over there and collect the wad of money. Super jump 
to grab the lever and pull it down. The lever will flush the Great Mighty Poo 
down to the bowels of the earth. You can actually enter where the Great 
Mighty Poo was which leads to a new area, but you need more money. Head back 
out of the Poo Mountain to Windy.


  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
 | 4.05]                   <-  BATS TOWER  ->                   [0405] |
  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

CASH AMOUNT - $410
- - - - - -

______________________________________________________________________________
[  MRS. CATFISH  ]------------------------------------------------------------

Once back in Windy, dive into the stream right next to the tree stumps. Swim 
upstream to find a big pool with a couple of armored imps taking a swim. 
Paddle over to the right side of the oll and jump on the plank into the cave. 
You'll see the armored imp which is covered in crap thanks to you. He 
harmlessly waddles around, not being able to see anything from your poo. Jump 
on the switch and hit B when the lightbulb appears to turn into an anvil and 
smash down the switch. A plug will be pulled out of the pool, sucking 
everything in, including the swimming imps. When the coast is clear, hop into 
the whirlpool and avoid the center. Swim to the stone entranceway to enter 
Bats Tower. When you enter the ruins, Conker is stopped by a group of 
Aristocratfish. They need someone to get rid of the Bullfish guarding their 
safe. The fish offer Conker 10 percent of their income if he can do the job, 
and they will open the safe once the job is done.

Hop into the water and swim down to the waterfalls. The first one holds a 
secret cavern behind the fall housing several chocolate pieces. Swim past the 
waterfalls near the safe. You will see a fish with a bulldog's head. That's 
the bullfish, who is leashed to a rock. He can't go far, but avoid him 
entirely so you don't accidentally get close and get hurt. Swim underwater 
and go through the square opening with the light shining through. You will 
end up in an underwater passage. Swim through and float up past metal grating 
to the surface. Continue up the platform to emerge at the foot of Bats Tower.

______________________________________________________________________________
[  BARRY'S MATE  ]------------------------------------------------------------

Ignore the giant wheel on the ground for a moment and walk up the steps 
towards the schizoid yellow peg. The potty mouth will tell you to f-off 
numerous times, but the gentleman side asks Conker to do them "both" a favor. 
Conker is assigned the duty to retrieve and collect the missing cogs. Once 
the mission is accepted by Conker, a platform ascends to the ground next to 
the stairs.

Step on the platform to have it raise you higher up the tower. Bash the odd 
little armored imp as you go up the walkway. You will find some more bats 
plotting to attack you. When you walk across the beam and a lightbulb appears 
over Conker's head, press B to use the flamethrower again to torch those 
bats. Climb the rope at the end of the beam. Do the same for the next floor 
of the tower. Once you climb the rope at the end and hop on the platform, 
ignore the lever for now and jump to a second rope above you. You will 
probably have to super jump and helicopter spin to it. Climb that rope to the 
outer wall of the tower. Climb around the edges, helicopter spinning over the 
imps, until you reach a wad of cash. Grab it and return to the platform 
across from the lever. Helicopter spin to the lever and Conker will grab onto 
it and pull it down. The lever opens up the metal gate back near the 
bullfish. Retrace your steps to the foot of the tower.

______________________________________________________________________________
[  COG'S REVENGE  ]-----------------------------------------------------------

You will see a green cog hopping around the stone wheel in the center of the 
tower. Once she sees you, she will run the opposite way. Pull out your 
baseball bat and give the green cog a good hit or two in the back of the 
head. Pick up the dazed cog and walk over to the big yellow cog. Conker will 
place the green one on the wooden bar. Exit the tower and return to the 
water. Swim down to where the metal grating was and head through the opening. 
Avoid the two swimming imps as you swim through the waterlogged passage. Rise 
to the surface and jump out to find yourself in a small room. A red cog is 
hopping around as well. Once again, whack her with the bat and carry her 
throughout the water back to the tower. 

Place her on the bar next to the green one and head back in the water. Go 
through the metal grating again and return to the room where the red cog was. 
Jump up the waterfall and go through the tunnel to find a room deeper in the 
waterlogged passage. The blue lady cog lies here. She's a bit faster than the 
others, so you should try something different than just walking up and 
hitting her. Shase her around the middle structure and turn the other way. 
She will run right into you; and that's when you hit her. Bring her back to 
the yellow cog and put her on the last bar. Hop onto the stone wheel and you 
will see another arrow. Run in that direction to shift all the gears, which 
in turn pulls the bullfish's leash farther to the ground. The female cogs 
free themselves and grab the yellow cog, who is placed on top of Mr. Big Cog, 
the big gear with the moustache. The females all leave for vacation and thank 
Conker.

______________________________________________________________________________
[  THE COMBINATION  ]---------------------------------------------------------

Head out past the bullfish and back to the aristocatfish. They refuse to tell 
Conker the combination to their safe, but instead offer to open it 
themselves. Swim down the moat again (grab some chocolate behind the 
waterfall if you need it) and bring the catfish back to the safe behind the 
bullfish. They thank Conker and open the safe, letting you step inside.

______________________________________________________________________________
[  BLAST DOORS  ]-------------------------------------------------------------

Yay, a puzzle! Kinda. Walk in the room to see a wad of cash. As Conker tries 
to grab it, the little guy runs away and jumps down into the water. As the 
money swims away, Conker is stuck in here. Step on the CS button and press B 
to get out your slingshot. You will see a rotating steel circle with a hole 
in it. As the circle moves around, the hole reveals arrows all pointed in 
four different directions: up, down, left, and right. The sign above the 
mechanism shows a picture of the four arrows from left to right. When the 
arrow on the circle is revealed, hit it with the slingshot to light it up. 
Light up all four arrows in the order shown on the sign to open up the floor 
revealing a watery tunnel. I'm not sure if the order of the arrows is random, 
but I got Up-Down-Right-Left. Hop into the floating CS button and press B to 
pull out a miners helmet. Conker will turn on the light and hop in the water.

______________________________________________________________________________
[  CLANG'S LAIR  ]------------------------------------------------------------

Once you're in the water, start to swim downwards through the shaft. If you 
see a giant mechanical fish swimming right at you, watch out! If there are 
any metal cages, hide inside to avoid the giant fish. These guys are called 
Clangs, and they can take out up to two pieces of chocolate with one bite. If 
there aren't any cages around, shine your light right in the fish's big green 
eye. You will temporarily blind it, giving you time to flee. You might also 
notice a contraption in the metal cages. They are air ducts which if you swim 
through the bubbles, you get a nice breath of air and more oxygen. You will 
find numerous air ducts inside the metal cages as you swim down the lair, so 
don't be shy to stock up on well......air. You will reach a large room once 
you are out of the shaft.

Grab some more oxygen at the bottom of the room and head through the green-
lit tunnel. A Clang is found in this tunnel, so wait until it has its back 
turned to you and follow it through the passage. You will find yourself in 
another similar room. Swim to the surface for another CS button. Press B to 
recharge your light on the hat. Return to the water and this time, swim 
through the blue-lit tunnel. Once again, stay behind the Clang and you will 
be safe. Swim to the surface once you're out of the blue tunnel and jump up 
to the lever. The lever will open up the exit to this watery maze so you can 
finally get out of here! Swim back through the blue tunnels again to come to 
the large room. This time, swim through the yellow-lit tunnels and swim to 
the top of the next large room, getting oxygen from the metal cages if you 
need it. Swim to the surface and get on the wooden board. Kill the imp and 
head to the boiler room.

______________________________________________________________________________
[  PISSTASTIC  ]--------------------------------------------------------------

Two Fire Imps are having a good time by the giant keg of beer in the boiler 
room. They're not too pleased to see Conker as he drops down from above the 
wooden walkway into the room. They scamper off and call reinforcements. You 
can't damage the Fire Imps in any normal matter: you will need to use 
a "special weapon" against them. If the header doesn't give it away, I don't 
know what does. Scurry over to the beer barrel and press B to guzzle down 
numerous mouthfuls of brew. As Conker gets hammered, he gets up and stumbles 
around. The controls are the same as in the beginning of the game. You're 
really slow and can't do much. This time though, you can urinate on people! 

Press B any time Conker is hungover to unleash a torrent of the yellow stuff. 
Hold down R to piss more. Aim toward the Fire Imps and start urinating them 
to put them out. More come over time, and you're bladder is decreasing. Once 
you're out of urine, run over to the medicine cabinet along the edge of the 
room and press B to cure the hangover. Go over to the beer and drink some 
more, and start the piss process over again. Once you're done leaving your 
mark on all the Imps, all but two scatter.

______________________________________________________________________________
[  BRASS MONKEYS  ]-----------------------------------------------------------

 +------------------+
 | BOSS: The Boiler |
 +------------------+

The remaining two Fire Imps scatter and retreat inside a large boiler 
positioned in the center of the room. They argue inside, trying to figure out 
the controls for the thing. One of them hits a button, revealing a set of the 
boiler's two brass balls. They get the thing started as Conker scampers into 
a corner. 

You may have noticed panels with poo drawn on them on each of the four 
corners of the room. Those are the key to this battle. Head to one of the 
corners of the room and stand on the poo tile. As the Boiler sees you, it 
will rush towards your location and stop on the grating in front of you. When 
you see it on the grate, super jump to grab a lever above. Large amounts of 
poo will be dumped on top of the Boiler, leaving it dazed. Quickly run over 
to its gonads and wait for the lightbulb appear over Conker's head. Press B 
once you see it for Conker to pull out two bricks and give those brass balls 
a good whack. The Boiler will heat up once his balls are smacked.

Run to another corner of the room, always staying around the perimeter of the 
room. This is where chocolate is found here, and most importantly, you're 
safest from the Boiler around the edge of the room. You can easily go through 
this battle without a scratch on you. Step on the next poo tile and wait for 
the Boiler to notice you. When he steps on the grate, pull the next lever for 
the poo to fall. Once again, press B next to his balls and whack them. Repeat 
this two more times and the Boiler will overheat, giving Conker enough time 
to whack those balls clean off. The Imps try to lower the temperature for the 
Boiler. Once hits the wrong button, resulting in a huge explosion.

The Fire Imps survive the explosion and head outside of the machine. They 
still prove to be a threat and will indeed chase Conker. Grab a ball and roll 
it over to the wall opposite the closed door. Put it on the indentation to 
open the door, revealing a dead end and an armored imp. Grab the second ball 
and push it through the doorway, crushing the imp and crashing through the 
wall, giving you a nice exit. Head through the hole outside again.

______________________________________________________________________________
[  BULLFISH'S REVENGE  ]------------------------------------------------------

Conker ends up outside again, with the stack of cash cornered. He grabs it 
and returns to the aristocatfishes. Conker isn't too pleased with the amount 
of money in the safe. And he's really pissed to find out that 10% of the 
total amount is only one buck! As Conker and the fish argue, the bullfish's 
leash starts to wear and tear, resulting in the leash breaking entirely. Hop 
into the water and avoid the bullfish with all means. he can swim fast, so 
don't doggy paddle. Stay underwater which lets Conker swim faster. The 
bullfish will slow down as it eats each aristocatfish in his way. Jump up on 
the pier with the bullfish close behind. It chases Conker up on land but 
isn't maneuverable enough to stop as Conker dodges out of the way, leaving 
the bullfish to crash right into a wall. Jump on the bullfish's back and 
super jump to the ledge above. Here you can find three wads of cash. Grab the 
loot and head back to Windy.


  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
 | 4.06]                    <-  UGA BUGA  ->                    [0406] |
  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

CASH AMOUNT - $650
- - - - - -

______________________________________________________________________________
[  U-BEND BLUES  ]------------------------------------------------------------

+--------------------------------------+
| By now, you should have at least     |
| $1000. You need at least 1000 bucks  |
| in order to proceed through the next |
| area. If you're short on cash, head  |
| to the cash locations section of the |
| FAQ (section 6) and backtrack to the |
| levels and collect any cash that you |
| have missed.                         |
+--------------------------------------+

It's time for a bit of backtracking now, so let's head out! Backtrack all the 
way back to Windy and head for Poo Mountain. Go inside the mountain and jump 
into the hole where the Great Mighty Poo resided. Helicopter spin to the 
platforms that descend lower and lower in the hole. When you reach the one 
with a tunnel, go through the tunnel to the prehistoric land.

Meanwhile, Berri is still at home working at her hard aerobics workout. A 
knock at the door interrupts her work. Berri opens the door, a giant stone 
golem waiting at the doorstep knocks her out with one punch. The scene ends 
as Berri's unconscious body is being dragged out of the house...

Back at the depths of Poo Mountain, jump to the edges of the large drainpipe 
to find some armored imps wandering around the edge. Kill them all, collect 
the chocolate, and jump into the murky waters. There are very dangerous fan 
blades twirling through the watery tunnel, so dodge the blades if you want to 
make it out in one piece. There is an oxygen vent after the first two fans. 
Dodge the next two fans and rise up to the surface. Paddle to dry land and 
walk up the metal walkway. Jump to grab the rope and start to climb to the 
top. Avoid the spinning fan blades as you climb to the top of the rope. Once 
you're at the top of the rope, turn the camera so it's facing the ladder, 
then helicopter spin to the ladder. Climb the ladder and exit at the top. 

______________________________________________________________________________
[  THE BLUFF  ]---------------------------------------------------------------

Cross the lava using the wooden bridge to reach a weasel guard. The guard is 
on duty as the second one is doing some buisness behind a rock. The guard 
demands $1000 to pass. Conker hands him the money and begins on his way. The 
tall guard stops Conker and asks if he's seen a squirrel. He starts to 
interrogate Conker, thinking that he is a squirrel. Conker humorously tells 
the guard that he has confused a squirrel with an elephant. The gullible 
guard lets Conker go after he is told that squirrels are big, gray, and have 
a trunk. Conker whistles to the wad of cash, as the money hops out of the 
weasel guard's pocket and scampers back to the squirrel. What a sly fellow 
Conker is, isn't he?

______________________________________________________________________________
[  DRUNKEN FOOLS  ]-----------------------------------------------------------

Walk down the newly opened path to the next area. You will be in front of a 
giant temple with two red raptors running around the perimeter. Wait until 
one passes you and follow it. You wouldn't want it to see you and take a big 
chunk out of your health, would you? Once you reach the back end of the 
temple, head through the doorway along the wall to reach the upper level. 
Avoid two more raptors and head around the back and through the doorway along 
the wall. Go up the ramp and swipe the cash running around the stone head. 
Jump on top of the stone haed after you've captured the loot. Once on the tip 
of the head, you will see a lightbulb appear over Conker's head. Press B to 
turn into an anvil, smashing the stone head through the ground and into the 
lower levels.

The stone head crashes onto a rock platform patrolled by the cavemen 
inhabitants, Ugas. Press B once you're on top of the stone head to trigger a 
switch, opening a gate behind the rock platform. Don't bother trying to 
attack the Ugas, you'll just get thwomped by their clubs. You may also 
recognize a familiar face; the stone golems that kidnapped Berri and 
wandering around the other side of the underground room. Ignore the one 
standing in front of the door: he is the bouncer to the Rock Solid Nightclub. 
For now, he will just abuse you, but we can get in there later. A group of 
the rock monsters are just aimlessly staggering around, while another one is 
curled up in a corner. Run up to the one curled into a ball and roll him 
towards the stone head. Avoid the stone golems: they have a mean punch. Roll 
him through the opening in the rock platform and through the opened gate. It 
will roll down a hill, crushing two Ugas in the process, and smashing through 
a wall. Look at that, a new path to explore!

Head down the path that was just created and head into the Sacrificial 
Chamber. A giant dragon statue looms over the room as numerous Ugas praise 
it. Avoid the Ugas; the will pulverize you in seconds. Your bat only stuns 
them, so avoid them until you have a new weapon. Grab the chocolate around 
either ramp at the start of the room and stay along the edges to avoid 
confrontation with the cavemen. Stay to the right-hand side of the room and 
proceed up the incline towards the three armored imps. Bash all three and 
head through the door marked with an arrow pointing up.

______________________________________________________________________________
[  SACRIFICE  ]---------------------------------------------------------------

The most noticable thing in this room is the giant egg in the center of the 
place. In order to get there, head down the very narrow path, jumping right 
over the Ugas' heads. When you can, turn right to get closer to the large 
egg. When you reach the lizard monk, step on the stone slab for him to throw 
you in the air, then helicopter spin to the top of the egg. Press B when the 
lightbulb appears to have Conker sit on the egg and warm it up, like the 
caring mother he is. >_> The egg will crack and open up after time, releasing 
an adorable purple raptor. The raptor obviously thinks you're its mother and 
follows Conker around. He can be pretty useful if you think about it. Lure 
him down the ramp to the first Uga. The raptor baby gobbles him up with ease. 
Jump over the Ugas as you descend down the path and let the little dino eat 
his way down the walkway. Once you reach the bottom, have the baby raptor 
follow you through the door to the Sacrificial Chamber.

Smash the three imps in front of the doorway again and head down the ramp to 
the main area. have the baby much on the worshipping Ugas nearby, the bring 
the little guy to the blue altar in front of the dragon statue. Step on the 
CS button and press B to use your slingshot again. Look to your right and 
look up on the back wall. There is a large yellow button with an arrow 
pointing up carved on it. Shoot a nut at the button using the slingshot. The 
top half of the altar will raise up. Guide the baby raptor on the altar and 
have him stay there as you return to the CS button. This time, look to your 
left on the back wall. There is a button with an arrow pointing down on it. 
I'm sure you guessed what that does. As cruel as it sounds, shoot a nut at 
the down arrow switch. That results in the top part of the altar to come 
crashing down on the poor baby raptor, smashing the poor thing to bloody 
bits. 

______________________________________________________________________________
[  PHLEGM  ]------------------------------------------------------------------

It looks like the Dragon God is pleased by your offering. The stone statue 
opens its mouth, revealing a snot-covered tongue. A lizard monk crawls out of 
the throat of the statue and sits in front of the tongue. Step on the slab 
and when the monk throws you, helicopter spin to the head. Head all the way 
past the Dragon God's nostrils and eyes to the back of it's neck. Bash the 
imps as well as the wad of cash. Grab the tail thingy at the end of the wall 
and walk back to the front of the statue. Walk in one of the statue's 
nostrils for a lightbulb to appear. Press B for Conker to sprinkle a dash of 
pepper in the nostril of the dragon God. As Emeril likes to say, "BAM"! Do 
the same with the other nostril to get the dragon God to sneeze, spewing the 
mucus off of the tongue. Hop down and head through the throat of the statue. 
Avoid the uvula and head down the gullet of the God. 

There are two paths to take once you're inside the dragon God. The left path 
is home to more swinging snot balls, and the right path only has a couple of 
pits (there is a floor, so don't worry if you fall). The right side is 
obviously the safer way to go, so head down that road. Head across the pits 
and dodge another swining snot ball. You will reach an exit shortly after. 
The path through the dragon God's body leads to a high ledge in the room 
where you hatched the baby raptor (sniff...I miss him already). A dead Uga is 
laying on the ground, as well as a head made from the head of a wolf. Conker 
dons the new look and heads out. Backtrack through the phlegm-filled cavity 
of the dragon God to the Sacrificial Chamber.

______________________________________________________________________________
[  WORSHIP  ]-----------------------------------------------------------------

Conker heads out of the dragon God's mouth with his new wolf hat on. The Ugas 
nearby get on their knees and bow to Conker. While you've still got your cap 
on, the Ugas follow you around instead of clobbering you. Conker has a nice 
idea to get rid of those stone golems near the club entrance. Head up either 
ramp leading to the opening and run through back to the club entrance with 
the cavemen following you. Once a stone golem is in the Ugas' sight, they 
will run over and bash the beast into pebbles. Have the Ugas take out each 
rock golem, then head to the bouncer in the front of the club. The bouncer 
likes your performance and lets you inside the club. Score!

______________________________________________________________________________
[  ROCK SOLID  ]--------------------------------------------------------------

Head into the club and you will notice a dancer locked inside a cage right 
across from the entrance. Well, it's none other than Berri! It looks like 
Conker is going to have to free her and get outta here. You will find a 
switch right in front of the entrace. If you step on it, it reveals an 
entranceway under Berri's cage. Unfortunately, when you step off, the doorway 
closes up. Walk down the ramp and avoid the drunken rock monsters; they can 
punch you! Go around all of the dancing rock monsters and head to the bar. 
Step around the bar to find a curled up rock monster. Grab him and push him 
all the across the dance floor and back up the ramp. Place it on the switch 
to open the door permanently. 

Drop down to the dance floor and walk over to the nicely placed beer barrel 
in the corner of the floor near the bar. Press B next to it to take several 
gulps of the brew. As Conker gets drunk, stumble over to the nearest rock 
monster and press R to piss on it. The monster will curl up into a ball. 
Press and hold R to shoot a stream of pee at the monster. Guide the balled-up 
monster into the door beneath Berri's cage. Walk over to the center platform 
of the club and press B on the CS button. Conker will drink some medicine to 
get sober. Drop through the door to fall through a hole, which leads to the 
upper level of the club (don't know how that works...). Roll the rock monster 
across the ledge, while dodging the stone dancers. They will push the rock 
monster off of the ledge if they get a hold of it. Once across the dancers, 
lay the rock monster on the switch to open two doors below the cage. 

Drop down once more to the dance floor and drink some more beer. Pee on the 
last rock monster and guide the curled up monster through either hole. The 
monster will fall through and fall on top of the cage, freeing Berri. She 
runs off, but leaves some cash behind. Sober up using the CS button and hop 
up to the cage to grab the wad of cash. Now head out of the club through the 
entrance.

______________________________________________________________________________
[  BOMB RUN  ]----------------------------------------------------------------

Conker has a nasty run-in with the bouncer and is brought to the boss. Conker 
walks in just as the weasel mob leader pummels one of  his lackeys to a 
bloody pulp. The weasel boss offers Conker a job to do. Seeing as he is not 
one to be messed with, Conker accepts. The boss wants all of the Ugas out of 
here, so he orders Conker to bring a bomb to the Uga Temple and drop it off. 
If you succeed, you're free to leave town. If not, then well, you'll be too 
dead to care. 

You only have 1 minute and 30 seconds to deposit this bomb in the heart of 
the temple, so move. You will start off outside of the club. Run under the 
rock head and through the tunnel leading to the Sacrificial Chamber. Head 
down either ramp and go up the dragon God's tongue. Go through the left path, 
dodging phlegm balls as you go. Don't go the right path; you will get dtuck 
and the ditches and won't be able to get out. Exit the dragon God and Conker 
will throw the bomb off of the ledge where he found the hat. Helicopter spin 
to the floating rock, then proceed down each rock. Hop across the rocks 
floating in the lava to the other side. Clobber the armored imps and exit 
through the doorway. 

______________________________________________________________________________
[  MUGGED  ]------------------------------------------------------------------

As Conker exits to the jungle outside, he gets jumped by some Uga thugs. When 
Conker comes to be, he sees three Ugas on hoverboards with all of his cash. 
Of course, there is always an idiot in the group. That idiot falls off of his 
board into the lava. The three remaining thugs ride off, but it looks like 
that idiot left you a board...

Now I mean, I heard a lot of people complaining about this chapter. It is 
pretty hard and you will find yourself retrying MANY times, but hey, it's 
probably one of the most fun chapters. Climb along the grassy ledge and bash 
the armored imp as you go across. Go through the tunnel to appear next to the 
board. Hop on the board to start up the minigame! The object of the minigame 
is to knock all three Uga thugs off of their board and into the lava. You 
will be racing across a circular track with unlimited laps. I will describe 
one lap to you just to get the picture on what the track is like. First off: 
the controls. Press Up to go faster, down to slow down, left and right to 
steer. Press A to jump in the air and B to swing your bat. It's that simple.

Yes, let's start off with a lap. Head through the forest and up the steep 
incline. Press A to jump at the top to soar over some lava. If not, you'll 
crash head-on with the lava. You will enter a cave, with numerous 
stalagmites. You can take a left or right path, but I find the left path to 
be quicker and easier. Speed through the cave to come out to an open area. 
There is a gate to the right of the cave exit. Remember that. Go through the 
area and don't go up the ramp. You will just crash into another gated area. 
Go around through a tunnel which brings you back out to the forest. That was 
one lap.

Now of course, you will be riding with the three Ugas. Whenever you catch up 
and get close to one, press B to swing your bat and send him to his fiery 
doom. Smack the next one off when you cath up to him. When two Ugas are gone, 
the course will change. Remember that gated area right near the cave 
entrance? That will open up, and the other route that you have been 
previously taken will be blocked off. So when you exit the cave, take a sharp 
right to enter a very narrow tunnel. Knock off the last Uga thug when you get 
the chance to end the minigame. The gated area will close up and the route 
will open again. Head around the track one more time. This time, the gate at 
the end of the ramp will be open up. So when you exit the cave and enter the 
open area, go up the ramp and into the doorway to collect your cash.

______________________________________________________________________________
[  RAPTOR FOOD  ]-------------------------------------------------------------

As Conker grabs the cash, his hoverboards spins out of control, crashes 
through a wall, and throws him on the ground. He gets up and realizes he is 
in a giant arena. Walk to the red door once you gain control of your fuzzy 
friend. Thinking that the door is an exit, Conker rushes to the door as it 
starts to open up. Unfortunately for him, it doesn't reveal an exit: it 
reveals a giant green raptor that stomps out into the arena. It doesn't look 
as happy as the baby one that we encountered a while back as this one rips a 
helpless Uga to shreds. Run to the center of the arena and press B once you 
step on the CS button to whip out a watch. Conker uses the watch to hypnotize 
the raptor into thinking Conker is it's ally and hops on the dinosaur's back.

As you ride the raptor around, you will notice Ugas fleeing from the beast. 
Your task is to chimp down on all six. The controls for the raptor are easy. 
As for most controls, use the left analog stick to move the dino and A is to 
jump. Press B to chomp down on an enemy. Press B again to swallow the prey. 
You can perform a running headbutt by pressing B while running. Snatch up all 
of the Ugas and devour them to have more Ugas come out. This time, the 
cavemen are equipped with clubs. If they whack the raptor, Conker loses one 
chocolate piece and is thrown off of the dino. A better tactic is to headbutt 
the ugas into the lava instead of eating them. Chomping on an Uga wastes too 
much time while another can come to their aid and attack you. 

Kill all of them to have a third and more dangerous group of Ugas to come 
out. These Ugas carry around spears, which are much more dangerous the the 
normal club. They can be thrown and are used as long-range weapons. Two 
spears will have Conker off of his raptor buddy. Once again, do not eat them: 
it takes too long and you will be pummeled with spears. Headbutt them into 
the lava and always keep moving to avoid a spear in your side. Once the third 
wave of Ugas are killed, the leader of the bunch gets very pissed off. He 
leaves the spectators stand and his beautiful assistant and comes down to the 
arena to face Conker himself. Yay, boss time again!

______________________________________________________________________________
[  BUGA THE KNUT  ]-----------------------------------------------------------

 +---------------------+
 | BOSS: Buga The Knut |
 +---------------------+

Buga the Knut is one big caveman, but luckily, size doesn't matter. He's as 
easy as pie (mmmmm, pie). Buga has three main attack which are pretty easy to 
dodge. His first attack involves him jumping up and slamming his buttonto the 
ground, resulting in several shockwaves. Jump over them all with the raptor. 
If you get hit, Conker will fall off and lose a chocolate. His second attack 
is where he simply swings his bone from right to left. You'll go flying if 
you're hit, so keep your distance. The third attack is where Buga holds his 
club over his head momentarily, then brings it down to the ground with force. 
This is where your offense comes in.

When Buga holds the club over his head, Press B to chomp at his family 
jewels. Buga's loincloth falls to the ground and he quickly covers up. If you 
press B too fast, he will shield himself. Run to he backside and press B when 
the lightbulb appears to take a big chunk out of his ass. Buga will recover 
and yank up his drawers, even more mad than before. You can find chocolates 
lined around the arena, but be careful not to slip into the lava. Repeat the 
process two more times, and Buga the Knut is down for the count.

Buga's loincloth fall to the ground again, and this time he doesn't have 
enough time to cover up. He watches as the crowd laughs hysterically at the 
size of his thing-a-ling. Embarassed as all hell, he storms out of the arena, 
probably never to be seen again. Conker tells the raptor to scram after a 
teary goodbye from the dino, and shortly after, notices the babe in the 
spectators stand. Run towards the rock floating above the lava and hop on. 
Climb up to the rock and super jump to the ledge. Walk through the doorway to 
meet up with her.

As Conker gets up close to the chick, he realizes that she's gigantic! 
Paradise... Conker starts flirting with the prehistoric babe and she picks 
him up. She says that he is very cute, but things just won't work out between 
the two. She puts him down on a high ledge and gives Conker a kiss goodbye. 
After seeing a wad of cash run through the doorway nearby, he forgets all 
about her. Head through the door and down the narrow pathway, defeating imps 
as you go. You will corner the cash and grab it. Go right down the path and 
continue to annihilate more armored imps. When you reach the edge, drop down 
the hole into the murky waters. Hop up on the surrounding platform and grab 
the tail thingy, then go through the poo-filled tunnel. You will emerge back 
in The Great Mighty Poo's lair. Hop off of the ledge into the darkness and 
you will fall down back into Poo Cabin. Exit Poo Mountain and back to Windy.


  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
 | 4.07]                     <-  SPOOKY  ->                     [0407] |
  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

CASH AMOUNT - $600
- - - - - -

______________________________________________________________________________
[  WASP'S REVENGE  ]----------------------------------------------------------

We are back in Windy, finally! Catch a breath of fresh air and strut down to 
Mrs. Bee again. She says that those damn wasps have stolen her hive AGAIN and 
wants you to get it back. Conker lays down a deal: he gets the hive back, and 
she pays him a whopping $400! With that deal set, you're ready to do this 
like no other. Go past the sign and grab the tail thingy hanging on it and 
head up the hill past the barb wire. Destroy any imps and walk up to the 
wasps' nest. First off, super jump to the honeycomb-shaped hole to the left 
of the entrance. Once in it, walk through to end up in another honeycomb 
hole. This time, you are in the one to the right of the entrance. Super jump 
and helicopter spin to the hole above the entrace (which should be to your 
right). Enter that hole and walk across the passage to find another wad of 
cash. Drop down and head through the entrance to the wasp hive. 

The hive is pretty big but very simple. You won't be exploring anywhere. Just 
start up the winding path and take out any armored imps in your way. Watch 
out for the honey, you will be instantly killed if you fall in. Once you 
reach the top, Conker will find the wasp hive in the center of the wasps' 
nest. It opens up to reveal the machine gun, so walk up to it for Conker to 
hop in. Use the analog sticks to aim and press the Right trigger to fire. 
After you enter the gun, wasps will slowy come out of the surrounding holes 
and prepare for the attack. If they get too close to you, they will attack 
the gun and Conker. Press and hole the Right trigger for a steady stream of 
fire. Mow down the first couple wasps that come out. After a while, more come 
out and start to come out more quickly. Just keep shooting them and pay 
attention to your radar. 

Once you win and the wasps stop coming out of the holes, the Queen Bee will 
come in and tell you to grab the hive and run. Exit the gun and grab the 
hive, then start running down the spiral hill. Wasps will chase you as you 
escape, so don't stop for anything. Exit the nest and head down the hill near 
the barb wire. Keep running past the sign and drop it near the queen. She 
takes out the pesky wasps with the gun again and gives you your nice reward 
of 400 bucks! Nice!

______________________________________________________________________________
[  MR. BARREL  ]--------------------------------------------------------------

+---------------------------------------+
| By now, you should have at $2110.     |
| Once again, you're at a point in the  |
| game where you have to have a certain |
| amount of cash to proceed through the |
| game. If you don't have enough money, |
| then check out section 6 for cash     |
| locations and figure out what you've  |
| missed. When you have enough money,   |
| continue on the walkthrough.          |
+---------------------------------------+

When you have enough moolah, walk across the bridge and take a left once you 
reach the rocks where the dung beetles once hid at. Walk up the hill 
surrounding the giant windmill until you reach a dirt mound. Super jump and 
helicopter spin over it. Angry worms will pop out and toss you around, taking 
away a choclate piece. Avoid them by jumping over their heads once they 
emerge. Do the same with the several other worms as you walk up the hill, 
where you will meet a strange barrel. Mr. Barrel will demand that you hand 
over your cash. He takes the money and offers to give you a ride. 
Unfortunately, you don't have a choice. 

Hop on the barrel as it tilts sideways and guide the barrel as it rolls back 
down the hill. If you fall off the hill and the barrel breaks, you will start 
over. Roll down the hill, taking out the worms, and the barrel will steer out 
of control at the bottom and slam through a wooden gateway, opening a new 
entrance. The new entrance is in the water behind the Queen Bee. Conker gets 
knocked out from the fall, and when he comes to be, it's late at night. Jump 
in the water and swim through the new opening, leading you to the world of 
Spooky.

______________________________________________________________________________
[  MR. DEATH  ]---------------------------------------------------------------

Conker heads through the creepy tunnel donning new outfit. I have no idea 
where he got a trenchcoat and fake sideburns, but it suits him. Walk through 
the blood-red water and bash the ceramic dolls. Continue straight at the 
junction until you reach a large town out in the open. You can make out the 
figure of Gregg the Grim Reaper in the distance. Hmm, maybe you're in hell, 
no? Anyways, swim to the bank and kill more ceramic dolls, and then hop back 
into the water. Swim over to Gregg and walk up the stairs next to him. You'll 
see that he's trying to hit something in the water with his scythe. It's none 
other than those frisky aristocatfish back in Bat's Tower! Gregg ignores you 
and angrily tries to get the fish in order. Walk past Gregg and head up the 
hill towards the massive door. It's locked, so you will need to find a way to 
open it. Jump down into the red water and swim towards the gargoyle statue. 
Swim through the mouth to enter a narrow tunnel. When you reach the end, jump 
to grab a nearby lever, opening the door. 

Drop down to return to the entrance of Spooky. You'll be in the creepy tunnel 
with the ceramic dolls. Return to Gregg as he catches all the fish. He will 
reward Conker with a nice shotgun. He also suggests that he uses it instead 
of the bat, because the graveyard ahead is lurking with zombies of Conker's 
ancestors. Exited about the ancestor's interitances, he gladly takes the gun. 
Walk up to the shotgun and hit B to pick it up, replacing the baseball bat 
(just for this level though). Walk back up the hill and through the door. 

Conker emerges through the doorway into the graveyard. Zombies pop out from 
the ground as they surround him. Press B to pull out the shotgun and press R 
for a laser pointer to appear. Sure, shotguns don't normally have them, but 
it's there to help. Line up the laser with the foe's head and press R to let 
it rip, shooting off a zombie's head. You can also click the right analog for 
an over-the-shoulder view, making aiming a bit easier. Zombies can only 
killed by decapitation, so always aim for their noggin. You will have to kill 
15 zombies before the exit opens up, so get to it. Once they are all dead, 
Gregg will appear near the entrance. Walk over to him and head through the 
doorway up to the spooky mansion.

Walk up the narrow winding path and take out any ceramic dolls. Like the 
zombies, shoot them in the head. Watch out for zombie worms, because there is 
no dirt mound to signify to where the lie. You will just have to remember 
where they are, because they'll toss you off of the cliff if they grab you. 
Once at the top of the path, Conker knocks on the door and awaits a reply...

______________________________________________________________________________
[  COUNT BATULA  ]------------------------------------------------------------

The door is answered by a very old (and fangy) squirrel. The old squirrel 
invited Conker in and even feeds him. As Conker eats, he finds out that this 
old squirrel is his great-great-great-great-great grandfather. Thinking that 
the inheritance once this geezer croaks will be his, Conker hangs around for 
a bit. Their peace is interrupted by the crashing of doors and the screaming 
of many people. The old squirrel explains that he's a vampire and was going 
to kill Conker, but nowneeds his help to get rid of these villagers that 
always come and try to kill the old bag. Conker doesn't have a choice, 
because the old squirrel turns himself and Conker into vampire bats!

This part can be pretty tricky, so I provided you with a super-duper ASCII 
map of the mansion! *cheers and whistles*

                             ________________________
                            |                        |
               _____________|   o       o       o    |
              |  ___________       MAIN ROOM         |_____________
              | |           |                         ___________  |
              | |           |___   ____________   ___|           | |
           ___| |               | |            | |               | |
          |  ___|               | |            | |              _| |_____
  ________| |__                _| |____________| |_            | o    o  |
 |             |              |                    |           | LIBRARY |
 | DINING ROOM |______________|    GRINDER ROOM    |___________|         |
 |              ______________                      ___________     o    |
 |________   __|              |         x          |           |_   _____|
          | |                 |_   ____________   _|             | |
          | |                   | |            | |               | |
          | |                   | |            | |               | |
          | |               ____| |____________| |____           | |
          | |______________|      ______________      |__________| |
          |________________      /              \      ____________|
                           |    |   o        o   |    |
                           |    |     GARDEN     |    |
                           |    |       o        |    |
     x = Start             |     \______________/     |
     o = Villagers         |__________________________|


You start off in the Grinder Room, where the old squir- err, bat hangs above 
the floor. The floor is a giant meat grinder complete with spinning spiky 
grinder things of doom. Your objective is to drop villagers into the grinder 
so the old bat can feast on their blood. You must feed the old bat 7 
villagers before he is satisfied. But how would you possibly get the 
villagers to fall into a meat grinder? Surely they aren't going to kill 
themselves for your ancestor's crooked pleasures? That's why you're equipped. 
Not with guns or swords, but with your own guano (crap)!

You'll start off crawling on the ground. Press B to launch into the air and 
take flight. The Left analog lets Conker move forwards, backwards, and strafe 
left and right. The Right analog enables Conker to turn and move up and down. 
Press B to fly higher and A to fall down. Press The Right trigger to poop. 
Head to the right of the Grinder room into the Library. The villagers here 
will hide inbetween the bookcases, so weave in and out and fire a glob of poo 
on the nearest villager. He will fall to the ground, stunned. Fly over him 
and press A to drop down and pick him up. Return to the Grinder Room and 
Conker will automatically drop the helpless villager into the grinder. Count 
Batula will drink the blood and increase in size. 

Get all the villagers in the Library first. Once you have all three, head to 
the Main Room and get the villagers there. They are all next to each other, 
so wait until they reload their guns and cover one in crap andd bring him to 
the grinder. Once all of the villagers in the Main Room are ground up, you 
only need to get one villager in the Garden. Once he's toast, Count Batula 
will grow so fat, that his perch will break, sending the old coot into the 
grinder himself. The magic wears off, and Conker turns back into a squirrel.

______________________________________________________________________________
[  ZOMBIES  ]-----------------------------------------------------------------

Conker turns back as a squirrel again as the last few villagers scram. The 
danger isn't over yet; as there is a horde of zombies infiltrating the 
mansion. Blast the zombie in front of you and walk around the ledge in the 
Grinder Room. Enter the doorway into the Library, where you can helicopter 
spin to the bookcases. Press B on the CS button to grab a stake gun. Aim at 
the bats hanging on the ceiling and shoot all of them. Once they're dead, 
return to the Grinder Room. Follow the ledge to the other doorway leading to 
the Dining Room. Walk on the narrow rafters and press B once you reach the CS 
button. Take out the bats here and walk across the rafters to the key in the 
far side of the room. 

Shoot the key to stun it and pick it up. Return to the Library and run across 
the walkway counterclockwise around the room. Head down the stairs and avoid 
the zombies for now. Run down the hall behind the stairs leading to the Main 
Room. Use the key on the front door, which also shows two other slots. The 
key raises a stone walkway leading to the garden, which is where you should 
go next. A large group of zombies appears behind you, so take them out with 
your shotgun. From the front door, head right to the hallway in the corner. 
Go through the hall and eliminate the zombies in the Dining Room. Pass 
through the room and into the hall leading to the Garden. Walk across the 
stone walkway and once you reach the hedges, super jump on top of them. 
Instead of going through the maze, just helicopter spin to the center to find 
the next key.

Head all the way back to the Main Room and put the key in the second lock for 
a ladder to appear. Even more zombies appear, so destroy them all. It helped 
me to get on the staircase and take them out as they try to climb the stairs 
to you. Once up the stairs, enter the door on the left to head to the top 
floor of the Grinder Room. Travel clockwise towards the revealed ladder and 
climb it. Grab the chocolate on the ledge once you reach the top and 
helicopter spin to the platform to the right of the ladder. Walk to the end 
and super jump to the lever. The lever pulled down reveals a doorway, but 
don't go through it. Head back to the ledge where the chocolate was and hop 
on the wood jutting out of the side. Helicopter spin to the pipes and super 
jump to the small wooden platform in the corner of the room. Capture the key 
on the platform and return to the newly opened doorway. You will return to 
the Main Room, so dodge the zombies and open the third lock to freedom.

______________________________________________________________________________
[  MR. BARREL  ]--------------------------------------------------------------

Well, look who found his way into the mansion? None other than Mr. Barrel! 
He's in the corner next to the front door, so head over and talk to him. He 
will give youa ride down the hill, so hop on and steer down the winding hill. 
Navigating down in pretty tricky, so just move slowly. Once you reach the 
bottom, go through the graveyard and out to where Gregg was taking out the 
aristocatfish. If you drop off the hill and into the water, Mr. Barrel will 
be destroyed. You can just find another one in front of the graveyard door. 
Head down the hill and down the ledge into the water. Steer right towards the 
large waterfall. Mr. Barrel actually steers up the waterfall as you approach 
it! Go to the top and into the tunnel as Mr. Barrel crashes on the bank. 

You will find your way to the forest where you encountered the gargoyle. 
You're under the waterfall with a cornered wad of cash. Grab it and jump down 
to be swept up on land where you first met Birdy. Walk up the hill and across 
the stone bridge where the gargoyle was and head back to Windy.


  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
 | 4.08]                    <-  IT'S WAR  ->                    [0408] |
  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

CASH AMOUNT - $0
- - - - - -

______________________________________________________________________________
[  IT'S WAR  ]----------------------------------------------------------------

A newsflash is shown regarding the war against the Tediz. The Sarge is shown 
advising that you join the war against the Tediz menace. Well, shall we? Back 
in Windy, grab the tail thingy on the signpost and head left up the barb wire 
hill. After the hill ends, jump over the barb wire and head through the stone 
doorway which leads to the warzone.

______________________________________________________________________________
[  POWER'S OFF  ]-------------------------------------------------------------

As Conker strolls through the area, a fighter plane is on the recieving end 
of some enemy fire and crashes into the harbor, blocking the exit. The Sarge 
appears next to Conker and enlists you, asking for you to clear out the 
wreckage. He tells you that he will wait down the stairscase in front of the 
boat once your mission is completed. First, you will have to restore power. 
Grab some chocolate near the entrance and go rigth near the blue electrical 
wire. Jump down down into the water. Swim to the sandy bank and super jump to 
the lever. Conker pulls down the lever, restoring power. That was easy, 
wasn't it?

______________________________________________________________________________
[  TNT  ]---------------------------------------------------------------------

A CS button on the end of the jetty activates once the power turns on. Ignor 
it for now and return to the entrance. See that metal box laying on the 
tracks? Start to push it along the tracks and position it right inbetween the 
staircase to your right and the ramp to your left (the box should be resting 
on top of a wooden stick). Leave the box there and walk up the ramp to your 
left. As you approach the bathroom door, a lightbulb appears. Press B to call 
out a TNT imp. Run behind him and start pushing him back down the hill. He 
will slide down the ramp, but the metal box stops his fall. Now your mission 
is to bring two TNT imps to either side of the crashed plane. Let's start by 
taking the right path, shall we?

At first, the pathway seems unguarded and safe. But beware, as spider mines 
rise from the ground and detonate if you get too close. If your imp explodes, 
just return to the bathroom and get another one. Stay to the right as you 
ppass two spider mines. After the second one, shift your imp to the left side 
near the water's edge. After you pass your fourth spider mine that rises to 
the right, shift the imp to the right side again. Once spider mine raises up, 
but you should be out of the way. As you walk ahead, a spider mine will 
spring up to your left. Quickly move the imp to the left after you pass it, 
because one on the right pops up. Shift your imp one last time to the right-
hand side and avoid the last spider mine that pops up next to you. After 
that, push the imp next to the airplane and he will take a rest there.

Jump in the water and swim to the jetty. Super jump to the chocolate-filled 
ledges and hop up to the CS button. Stand on it and press B to use your 
slingshot. Shoot the TNT imp's fuse to detonate the poor guy, taking a chunk 
out of the wreckage. Return to the bathroom and get another one. This time, 
push him down the hill and guide him to the left path. There will be two 
hopping boxes that rotate in a clockwise formation. Wait for one to pass and 
follow it as you avoid the one behind you. After that, you will encounter a 
crane dropping a weight on the ground. Wait for the weight to get pulled up, 
then quickly get by. Navigate around another set of rotating boxes and 
another crane, and you're home free. Set the imp down and return to the CS 
button to detonate him. Go down the steps near the metal crate that you 
pushed to meet up with the Sarge. He'll knock Conker out when he's not 
looking and watch as Conker passes out...

______________________________________________________________________________
[  THE ASSAULT  ]-------------------------------------------------------------

Conker wakes up to find himself in an army uniform. He's loaded up in a boat 
with many other squirrels ready to take an assault on the Tediz. The gates on 
the boat opens up and the soldiers move out as the battle rages on. Conker 
scampers for his life as he runs past dead bodies left and right. When you 
take control of Conker, take a right past the barricades laying on the sand. 
When you get to the end, run to the left around the barbed wire fence. Stop 
behind the barricades with the other troops and make a run for the gates of 
the base when the gunners reload. Conker meets up with the last remaining 
ally as he orders Conker to clear out the machine guns operated by Tediz. As 
Conker turns back to accept the mission, he turns to the dead body of the 
soldier, alive just seconds ago. Conker picks up the gun and is armed for war.

As soon as you take Control of Conker, press B to arm yourself with a machine 
gun. Press the R Trigger to fire upon the punk-ass Tediz ahead. Use the 
doorway and the corner for cover and keep gunning down the Tediz, always 
aiming for their head or upper body. Once the coast is clear, search the 
crates for chocolates and return to the corner where the body of your ally 
lies. Shoot the lock off the door and get ready for an ambush. Once you shoot 
the lock off, back up and shoot and Tediz that come out of the doorway. Once 
they're all dispatched, walk through the doorway into the Tediz base.

______________________________________________________________________________
[  SOLE SURVIVOR  ]-----------------------------------------------------------

As Conker walks inside the base, four Tediz surprise him. Hide behind the 
crates and take them out. Watch for the Tediz that jumps on top of the crate, 
he's easy to miss. Once they are all dead, the metal door slides open. Head 
through and stop at the lasers. Press B to holster your weapon and hold the R 
Trigger to crawl. Simply crawl under to avoid scorched fur. Lasers take away 
two chocolate pieces, so always be safe around them. Avoid the next diagonal 
lasers by walking under the taller part. Take out your gun and reload by 
pressing X if you haven't already. A Tediz jumps out from the crate around 
teh corner. Be prepared to blast his brains out. The next laser trap is 
pretty tricky. First off, aim your gun at the top of the crate behind the 
laser trap and slowly walk forward. Wait until the Tediz jumps on top of the 
crate, than kill him. As for the lasers, jump, then helicopter spin through 
the opening in the center. It's pretty tough.

Blast the other Tediz past the laser and head around the corner. A Tediz pops 
out of a trapdoor in the ceiling, so walk with cauton and blast him in the 
head when he hits the ground. Another Tediz jumps on top of the crate past 
the laser wires, so blast him and navigate around the lasers. Head around teh 
corner and beware for two more Tediz to drop to the ground. Take them out as 
well as the last one that jumps on the crate near the door. Enter the 
elevator door after a close call from a hoard of spider mines and head to the 
lower floor. 

The doors open to reveal another hallway with more lasers. Jump over the 
first two and when you hit the ground, Tediz drop on top of your. Quickly hop 
over the last laser and whip out your gun, ready to dish out some pain to the 
Tediz behind you. Once you're done with them, take out the Tediz ahead. Grab 
the chocolate and proceed around the corner. Kill the two charging Tediz 
around the bend and grab some more chocolate. You will find Flamethrower Imps 
from now on as well as Tediz. These imps cannot be killed and hide in alcoves 
along the corridor. Wait for the streams of fire to stop, then hurry past 
them. Avoid the first one and take out the two Tediz that come from behind 
the crate. Avoid the next two imps and eliminate the four Tediz around the 
corner. 

Another Tediz drops down when you approach the vertical lasers. Shoot him and 
walk diagonally starting with the lefternmost wire. Shoot the two Tediz ahead 
and grab some chocolate. The next laser set is guarded by Flamethrower Imps. 
Wait until their flames stop, then helicopter spin over the lasers. Take out 
your gun and get ready to blast five Tediz around the corner. Ah, home free! 
Only one more set of lasers is between you and the door. Hop over the 
horizontal lasers and walk under the rest, grabbing the chocolate. Finally, 
now you can enter the door and get out of these hallways!

______________________________________________________________________________
[  CASUALTY DEPT.  ]----------------------------------------------------------

Conker will find himself in a large operating room with nearly a dozen Tediz 
scientists. They will notice you and take cover behind the many operating 
tables and crates. These dudes hurl syringes at Conker. Luckily there is a 
lot of stuff to take cover behind. Stay near the doorway and hide behind the 
nearby crates and pop out to shoot your pursuers. They like to run around a 
lot, but shoot them a couple times and take cover again. Once they are all 
dead, a giant Tediz breaks out of a capsule. He's the leader of them all and 
is much tougher. One hit from his syringes knocks off three chocolate bars, 
so always stay behind something for cover. Do the same with this guy as the 
others; pop out of hiding to shoot him a couple times and take cover again. 
He likes to run around a lot, so be aware of that.

Once the room is cleared of Tediz, walk to the far end of the room to find a 
soldier strapped to an electric chair. Conker tries to help out by shutting 
down the power. There are two levers on the wall next to the chair. No matter 
which one you pull, you will get the same result. Pull a lever to 
accidentally turn on the chair and electrocute the soldier. Pull the other 
switch to open the nearby door and head through. Take out the Tediz in the 
next room and pass by the turret. Head left and head towards the large door 
at the end. When you hear banging on the door, return to the turret and hop 
in. Tediz will come in from the entrance and exit of the room. It's your duty 
to kill them all with the turret until the waves stop. Remember that they can 
come through both doors; straight ahead and to the left of the turret. Once 
the Tediz have been wiped out, head through the exit. This room is empty, so 
just take a left and head through the door.

______________________________________________________________________________
[  SAVING PRIVATE RODENT  ]---------------------------------------------------

Hmm, mission title sound familiar? As Conker walks outside of the base, he 
encounters a Tediz firing squad. Two of the three prisoners are killed but 
the third is hiding under armored suiting. While the bad guys are distracted, 
pull out your machine gun and fire upon the firing squad. Once they are all 
dead, Conker will rescue the surviving soldier to find out that the soldier 
is an old friend of Conker, Rodent. Rodent explains about how he's the test 
subject of this new armored uniform, which seems to work out quite nicely. 
He'll follow you around from now on. 

Head right through the canyon and start walking through. Bombs will be 
dropped from the sky and explode once they hit the ground, so avoid them at 
best. Once you round the corner, Spider Mines appear and charge at you. Run 
behind Rodent and let him take the blow; don't worry, he's fine! Keep moving 
forward to find another Spider Mine at the end of the road. Hide behind 
Rodent and pass to the right once the coast is clear. Avoid one last Spider 
Mine as you head out of the canyon. A large door stands in your way, so 
Rodent tells you to destroy the door while he waits near it. Walk along the 
water's edge down the pier. Jump onto the purple float, which turns out to be 
a CS button. Press B to pull out a rocket launcher. You must use the rockets 
to destroy all four orange locks on the large door. Tediz will drop down from 
above, so watch out for them as well. 

Once you destroy all the locks, step off the float and take out any Tediz. 
Meet Rodent by the door and head inside. Rodent and Conker find a nicely 
placed tank inside. Rodent hops inside. Do the same and press A when behind 
the tank to hop inside. While in the tank, the Left Analog lets you move 
around, the Right Analog moves the turret, and the R Trigger fires a missile. 
Aim your turret at the small door marked with a radiation symbol and shoot a 
missile at it to blow it apart. Exit the tank and head inside.

______________________________________________________________________________
[  CHEMICAL WARFARE  ]--------------------------------------------------------

Yay, easy mission. Walk down the corridor and drop down the ledge. There are 
three holes filled with toxic waste; if you fall in, you're done. Spider 
Mines lurk directly past the three holes. What you need to do is helicopter 
spin over the hole and when you get the mine's attention, hop back over to 
have the mine run into the waste. Once you hop over all three pits, pull the 
lever to make the toxic waste slowly rise up. Quickly backtrack over the pits 
and back through the doorway before the sludge consumes you.

______________________________________________________________________________
[  THE TOWER  ]---------------------------------------------------------------

One out in the open, head back inside the tank and steer through the now-open 
doors to the right. This area is very dangerous; it is filled with toxic 
waste and the land is a winding narrow pathway with bridges along the way. 
There is a search tower in the middle of the area which looks out for 
intruders. If the search light spots you, Tediz come and pummel you with 
bullets. If you're spotted, hurry back inside the tank before you're 
destroyed. There is a raised bridge right where you start off. Exit the tank 
and walk up the bridge. Hop on the CS button on the end and press B to turn 
into an anvil and slam the bridge down. Return to the tank and head across 
the bridge. Tediz come out of the ground ahead, but you can just run them 
over. Shoot a missile at the yellow-striped base of the search tower. You 
must take out three more to destroy the tower.

Head across the next path as you run over the tunneling Tediz. Once you reach 
the next bridge, make sure for the light to pass by the tank before you get 
out. Once again, activate the CS button on the end of the bridge to make it 
fall down. Get in the tank and destroy the second tower base before you make 
your way across. Once across the bridge, run over any enemies and take out 
the third base. Get on the last bridge and slam it down for you to head 
across. Proceed over the last bridge as you run over any enemies and destroy 
the last base. The tower collapses, revealing a hole. Exit your tank and head 
into the hole to fall through to the bottom...

______________________________________________________________________________
[  LITTLE GIRL  ]-------------------------------------------------------------

Once Conker lands in the waterlogged cavern, walk to the center of the area 
to find a small little girl trapped in the center of the room. She asks 
Conker to rescue her, but is interrupted by an enemy missile. It just barely 
missed Conker and the girl. Head over to the three archways to find some 
chocolate treats. Behind each archway is a small ledge holding a CS button. 
Head over to the ledge with the submarine below and activate the button. 
Conker pulls out a rocket launcher to fend off the subs. Three submarines 
rise up from the water and each have missiles of their own. Shoot each 
submarine with your rocket launcher to destroy them. If they shoot off a 
missile, retreat to the front of the ledge to avoid the impact. Once all 
three are destroyed, head over to another ledge behind an archway. Take out 
those subs the same way, and then head to the last ledge. Once these subs are 
destroyed, head over to the little girl.

______________________________________________________________________________
[  THE EXPERIMENT  ]----------------------------------------------------------

 +----------------------+
 | BOSS: The Experiment |
 +----------------------+

As Conker tries to pull the girl out of the floor, Rodent falls through to 
the cavern and warns Conker to get away. Too late. The floor opens up, to 
reveal the little girl; which turns out to be a torso of a girl attached to a 
giant Tediz robot! The girl shuns Conker for being so foolish as to fall for 
her trap and sicks the monster on him! Immediately jump in the tank which 
should be located right behind you. Once you're inside, the girl activates 
two giant miniguns on the robot. Click the Right Analog to enter first-person-
mode and quickly shoot each one with a missile to destroy them before you're 
hit with any bullets. While the experiment is in shock, aim for the little 
girl attached to the experiment's right arm, and shoot her to separate the 
two. 

As the experiment runs over to the girl's location, a red target it revealed 
on the monster's back. Aim and fire at the target to hurt the behemoth. If 
the experiment reaches the girl before you can deal any damage to it, it will 
charge you and knock your tank over, taking away two chocolate pieces. The 
experiment attaches the girl onto it's arm again and the girl reveals two 
lasers. Once again, destroy them with tank missiles before they can attack 
you. The little girl is your target once again, but this time the experiment 
will sometimes shield her with its other arm. When the girl is exposed, shoot 
her to have the beast stumble over to her. Once again, shoot the target to 
hurt it once more. The last pair of weapons are revealed as the experiment 
pulls out two missile launchers. Quickly destroy them and blow off the girl. 
Hit the target on the experiment's back one last time to destroy the hideous 
thing.

______________________________________________________________________________
[  COUNTDOWN  ]---------------------------------------------------------------

Oh, the little girl isn't done just yet. After witnessing the death of the 
Tediz' experiment, she has no choice but to activate a countdown for self-
destruction. This whole place will go boom in four and a half minutes, and 
you're stuck in the middle of the place! Drop through the hole behind you and 
head down the corridor. Crawl under the first set of lasers here and hop over 
the last one. Crawl under the next set and get to the others. The next batch 
of lasers is pretty tough. Start on the left side and jump. Helicopter spin 
diagonally between the lasers over to the right wall. Hop on the ground when 
you're through and continue on. Jump on the crate ahead to avoid the next 
lasers, then helicopter spin across the next set. Pull out your gun to 
obliterate the Tediz ahead and proceed through. Jump on the next crate and 
crawl under the lasers ahead. Drop down off the the crate and shoot down the 
Tediz around the corner. Crawl and hop over the last sets of lasers and head 
through the door.

Eliminate the Tediz in the next small room and now press B. You pull out a 
rocket launcher instead of a normal gun. Shoot the lasers in front of the 
door and head through. Once outside, grab the chocolate and head around the 
barb wire onto the beach. This area is very tough, because of the Tediz armed 
with rocket launchers. One shot from them and you're done, so be quick with 
the trigger to gun them down before they spot you. You can try to take town 
the Tediz that seem to appear out of nowhere, or do it the old fashioned way: 
just dash past them hoping that they will miss you. Either way, zig and zag 
through the barb wire beach until you reach the Sarge's boat. MISSION 
ACCOMPLISHED SOLDIER.

______________________________________________________________________________
[  PEACE AT LAST  ]-----------------------------------------------------------

The Sarge congratulates Conker as the island drifts away in the horizon. 
Conker and the Sarge watch as it explodes in the distance. Conker spots 
something high in the air flying over their boat. Upon further inspection, it 
turns out to be Rodent, still huddled inside his armor! Rodent lands 
somewhere in the distance with a crash, and the boat lands on the harbor. 
Exit the boat as the Sarge congratulates you on a job well done. Head up the 
stairs and through the door back to Windy.


  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
 | 4.09]                      <-  HEIST  ->                     [0409] |
  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

CASH AMOUNT - $997,590
- - - - - -

______________________________________________________________________________
[  THE WINDMILL'S DEAD  ]-----------------------------------------------------

Once you're back in Windy, head back to the windmill path. There's one big 
difference: thers is no windmill! Head up to find your good friend Rodent 
unharmed. Him and Conker swap war stories together, and Rodent leaves shortly 
after. Once you gain control of your furry friend, hop inside the crater 
where the windmill should be. Conker will drop down and land in a tunnel. 
Exit the tunnel to reach a giant bank (this is the spot in Poo Mountain where 
the bridge is broken, you're on the other side now). The weasel mobster makes 
a return appearance with Berri and requests that Conker and Berri rob the 
bank. Conker doesn't really have a choice, so head inside.

______________________________________________________________________________
[  ENTER THE VERTEX  ]--------------------------------------------------------

Conker and Berri enter the bank both decked out in leather sutis and shades. 
The duo tear apart the guards with their new slick machine guns, and more 
guards are called to the spot. Head over to the laser trap ahead. There's no 
way past them yet, so stay behind the marble pillars. Guards will fire upon 
you. Instead of simply shooting them, stand on either green pad in the room 
and press B. Conker will do a jumping dive ala The Matrix, with slow motion 
and all. When you're in the Matrix mode, you can shoot the guards while they 
are slowly trying to get you. It's a very easy way to eliminate the guards 
here without getting hurt. Once a certain amount of guards are dispatched, 
the lasers open and the two can proceed through. Continue this throughout the 
bank to reach the door at the end. Conker and Berri enter the elevator and 
travel upstairs.

Berri disarms the traps ahead in the vault and they proceed into the safe. 
Conker is drooling over the amount of cash in here, so whack away. After a 
couple strikes at the cash, you lose control as he grabs all the money, 
making a total of 1 million bucks! The party is crashed by the presence of 
the Panther King, and his new sidekick, the weasel mobster! Conker and Berri 
are shocked at the betrayal of the mob leader. The evil mobster is told by 
the king to dispatch the girl, so he fires upon Berri many times. Berri 
passes away in Conker's arms, and now the squirrel is pissed. The Panther 
King calls in the professor since he's feeling funny. The king gasps for 
breath complaining that he can't breathe. The next thing you know, the king's 
stomach explodes as a giant alien crawls out of his stomach! (I love the 
movie references) The mob leader scrams and the professor tells Conker that 
he was the one that implanted the alien in the king's stomach, and now Conker 
is next on the extra-terrestrial monster! He launches the bank into space 
with his technology and opens the hatch to empty the whole place out!

______________________________________________________________________________
[  THE VAULT  ]---------------------------------------------------------------

 +----------------+
 | BOSS: Heinrich |
 +----------------+

Head over to the right to find a nice space suit equipped with claws and 
everything. Heinrich, the alien, starts to feast upon Berri's body. The meal 
is soon ended as nearly everything, including the screaming professor and the 
Panther King's corpse, is sucked out into space. The controls for the space 
suit are very simple. You move the same way as normally, and A lets you float 
in the air using your jetpack. Press R Trigger to punch and L Trigger to 
shield yourself. Start the battle against this menacing alien by walking up 
to it and punch it several times in the face. Heinrich falls to the ground, 
dazed. Walk up to the alien's tail for Conker to grab its tail. use the L 
Analog to spin Heinrich around and around. When Heinrich is facing the 
airlock, hit the R Trigger to let go and have it launched into space. Fans of 
Super Mario 64 should have no problem with this part.

Uh oh, it looks like Heinrich isn't done just yet. It clamps on to the edge 
of the bank/ship and hops back inside. This time, Heinrich can dodge your 
punches. Always stay near Heinrich and punch it. When it starts to attack, 
hit L Trigger to shield the attack without losing any chocolate. Once you 
punch Heinrich enough times, it will fall to the ground again. Grab its tail 
and fling it out of the ship. Once again, it saves itself and gets back 
inside the room. Repeat the process of punching Heinrich until it falls, then 
throwing it outside of the ship. The battle ends after a third attempt.

---

CONGRATS, YOU JUST BEAT THE GAME!

I won't spoil the whole ending, but I will say this: Heinrich isn't done for 
after the third attempt to launch him into space. ;P


        /??\____________________________________________________/??\
         ?\/                                                    \/?
          | 5]                  5: Bosses                 [0500] |
         _/\____________________________________________________/\_
        \__/                                                    \__/

 +--------------+
 | BOSS: Haybot |
 +--------------+

The mechanical monster isn't finished off just yet. Conker and Franky get up 
from their huge fall, but Conker hurt his ankle. The Haybot emerges from the 
flames, robotic body exposed and all. The battle isn't tough at all though, 
but you will be riding Franky again. Hop onto Franky and lumber around as the 
Haybot chases you. This time, if the Haybot knocks you off of Franky, Conker 
will be much slower with his bad ankle and all. Stay out of the circle, 
because the Haybot doesn't venture outside of it for some strange reason. 
Stay behind one of the three pipes as Haybot stomps towards you. The bot will 
fire a missile at you and Franky, but it will hit the pipe instead, 
unleashing a torrent of water all over the place. 

Robots and water don't mix, so when the water hits the Haybot, his circuits 
get friend momentarily. He will start to spin around slowly revealing a red 
button on his back. Quickly hop over to the Haybot and jump when the red 
button faces you to have a lightbulb appear over Conker's head. Press B when 
you see the lightbulb for Conker to punch off one of Haybot's limbs. You will 
have to do this two more times with the next two pipes to finish off this 
boss once and for all.


 +----------------------------+
 | BOSS: The Great Mighty Poo |
 +----------------------------+

As the last kernel spins to his untimely demise, the whirlpool shakens and 
erupts. A giant mass of crap emerges to reveal a giant head and arms. The 
Great Mighty Poo reveals himself and sings Conker a dirty song:

Alright, after that magnificent display of musical glory, the Great Mighty 
Poo starts the fight. The Great Mighty Poo will throw globs of crap at 
Conker. Dodging this attack is just like the falling poop: watch for the 
shadows and steer clear when they fall. He slings six balls of crap at you, 
so keep that in mind. After his shitty assault, the Great Might Poo will 
start to sing again. Get on the CS button and hit B to arm yourself with some 
toilet paper. As the poo mound is singing, launch a roll into his big mouth. 
He will start coughing and gagging, then he launches a pile of crap on teh CS 
button. Now it's time to go to the next one. 

Head to the next circular platform where the kernel was and avoid the poo 
balls along the way. When the Great Mighty Poo starts singing again, press B 
on the CS button and throw another roll down his throat. He will start his 
poo ball attack again, and you will have to throw another roll in his mouth 
when he's done. After the second successful roll is down his trachia, he 
covers the button in crap. Haed over to the last one, closest of the 
entrance. This time, you will have to throw THREE rolls of toiler paper in 
his mouth. The Great Mighty Poo will start to speed up his signing 
significantly, giving you less time to chuck one in his mouth. He will also 
constantly switch locations, so keep your finger on the trigger and your eyes 
peeled. Once The Great Mighty Poo has engulfed the third roll of toiler paper 
in a row, the battle ends.

The Great Mighty Poo spews out one last shattering verse: literally! Back at 
the fork in the road where the money was, a glass wall encasing the cash and 
a lever was breaks. Head over there and collect the wad of money. Super jump 
to grab the lever and pull it down. The lever will flush the Great Mighty Poo 
down to the bowels of the earth. You can actually enter where the Great 
Mighty Poo was which leads to a new area, but you need more money. Head back 
out of the Poo Mountain to Windy.


 +------------------+
 | BOSS: The Boiler |
 +------------------+

The remaining two Fire Imps scatter and retreat inside a large boiler 
positioned in the center of the room. They argue inside, trying to figure out 
the controls for the thing. One of them hits a button, revealing a set of the 
boiler's two brass balls. They get the thing started as Conker scampers into 
a corner. 

You may have noticed panels with poo drawn on them on each of the four 
corners of the room. Those are the key to this battle. Head to one of the 
corners of the room and stand on the poo tile. As the Boiler sees you, it 
will rush towards your location and stop on the grating in front of you. When 
you see it on the grate, super jump to grab a lever above. Large amounts of 
poo will be dumped on top of the Boiler, leaving it dazed. Quickly run over 
to its gonads and wait for the lightbulb appear over Conker's head. Press B 
once you see it for Conker to pull out two bricks and give those brass balls 
a good whack. The Boiler will heat up once his balls are smacked.

Run to another corner of the room, always staying around the perimeter of the 
room. This is where chocolate is found here, and most importantly, you're 
safest from the Boiler around the edge of the room. You can easily go through 
this battle without a scratch on you. Step on the next poo tile and wait for 
the Boiler to notice you. When he steps on the grate, pull the next lever for 
the poo to fall. Once again, press B next to his balls and whack them. Repeat 
this two more times and the Boiler will overheat, giving Conker enough time 
to whack those balls clean off. The Imps try to lower the temperature for the 
Boiler. Once hits the wrong button, resulting in a huge explosion.


 +---------------------+
 | BOSS: Buga The Knut |
 +---------------------+

Buga the Knut is one big caveman, but luckily, size doesn't matter. He's as 
easy as pie (mmmmm, pie). Buga has three main attack which are pretty easy to 
dodge. His first attack involves him jumping up and slamming his buttonto the 
ground, resulting in several shockwaves. Jump over them all with the raptor. 
If you get hit, Conker will fall off and lose a chocolate. His second attack 
is where he simply swings his bone from right to left. You'll go flying if 
you're hit, so keep your distance. The third attack is where Buga holds his 
club over his head momentarily, then brings it down to the ground with force. 
This is where your offense comes in.

When Buga holds the club over his head, Press B to chomp at his family 
jewels. Buga's loincloth falls to the ground and he quickly covers up. If you 
press B too fast, he will shield himself. Run to he backside and press B when 
the lightbulb appears to take a big chunk out of his ass. Buga will recover 
and yank up his drawers, even more mad than before. You can find chocolates 
lined around the arena, but be careful not to slip into the lava. Repeat the 
process two more times, and Buga the Knut is down for the count.


 +----------------------+
 | BOSS: The Experiment |
 +----------------------+

As Conker tries to pull the girl out of the floor, Rodent falls through to 
the cavern and warns Conker to get away. Too late. The floor opens up, to 
reveal the little girl; which turns out to be a torso of a girl attached to a 
giant Tediz robot! The girl shuns Conker for being so foolish as to fall for 
her trap and sicks the monster on him! Immediately jump in the tank which 
should be located right behind you. Once you're inside, the girl activates 
two giant miniguns on the robot. Click the Right Analog to enter first-person-
mode and quickly shoot each one with a missile to destroy them before you're 
hit with any bullets. While the experiment is in shock, aim for the little 
girl attached to the experiment's right arm, and shoot her to separate the 
two. 

As the experiment runs over to the girl's location, a red target it revealed 
on the monster's back. Aim and fire at the target to hurt the behemoth. If 
the experiment reaches the girl before you can deal any damage to it, it will 
charge you and knock your tank over, taking away two chocolate pieces. The 
experiment attaches the girl onto it's arm again and the girl reveals two 
lasers. Once again, destroy them with tank missiles before they can attack 
you. The little girl is your target once again, but this time the experiment 
will sometimes shield her with its other arm. When the girl is exposed, shoot 
her to have the beast stumble over to her. Once again, shoot the target to 
hurt it once more. The last pair of weapons are revealed as the experiment 
pulls out two missile launchers. Quickly destroy them and blow off the girl. 
Hit the target on the experiment's back one last time to destroy the hideous 
thing.


 +----------------+
 | BOSS: Heinrich |
 +----------------+

Head over to the right to find a nice space suit equipped with claws and 
everything. Heinrich, the alien, starts to feast upon Berri's body. The meal 
is soon ended as nearly everything, including the screaming professor and the 
Panther King's corpse, is sucked out into space. The controls for the space 
suit are very simple. You move the same way as normally, and A lets you float 
in the air using your jetpack. Press R Trigger to punch and L Trigger to 
shield yourself. Start the battle against this menacing alien by walking up 
to it and punch it several times in the face. Heinrich falls to the ground, 
dazed. Walk up to the alien's tail for Conker to grab its tail. use the L 
Analog to spin Heinrich around and around. When Heinrich is facing the 
airlock, hit the R Trigger to let go and have it launched into space. Fans of 
Super Mario 64 should have no problem with this part.

Uh oh, it looks like Heinrich isn't done just yet. It clamps on to the edge 
of the bank/ship and hops back inside. This time, Heinrich can dodge your 
punches. Always stay near Heinrich and punch it. When it starts to attack, 
hit L Trigger to shield the attack without losing any chocolate. Once you 
punch Heinrich enough times, it will fall to the ground again. Grab its tail 
and fling it out of the ship. Once again, it saves itself and gets back 
inside the room. Repeat the process of punching Heinrich until it falls, then 
throwing it outside of the ship. The battle ends after a third attempt.


        /??\____________________________________________________/??\
         ?\/                                                    \/?
          | 6]               6: Cash Locations            [0600] |
         _/\____________________________________________________/\_
        \__/                                                    \__/

______________________________________________________________________________
[  WINDY  ]-------------------------------------------------------------------

$100 - Retrieve the Queen Bee's hive for her.

______________________________________________________________________________
[  BARN BOYS  ]---------------------------------------------------------------

$100 - After you get the pink box off of the blue one, jump on top of them to
       reach the roof. Grab the cash on top of the barn roof.

$100 - In an alcove above Sunny the sunflower; use her chest to reach it.

$100 - After you beat Haybot and escape the basement, use the monk to flip you
       up to a high ledge in the barn where you can find cash.

$100 - Slam the big button in the bucket to open the gate near the ravine. You
       will find a wad of cash past the gate.

______________________________________________________________________________
[  SLOPRANO  ]----------------------------------------------------------------

$100 - At the summit of Poo Mountain. Roll a poo ball to the top of and use it
       as a stepping stone to reach the very tip of the mountain.

$100 - After the Poo Cabin gets flooded, enter it and as you enter the tunnel,
       look for an opening at the ceiling. Enter the opening to find a ledge
       with a wad of cash.

$100 - Found inside Poo Mountain, you must beat The Great Mighty Poo for him 
       to break the glass door that encases another wad of cash.

______________________________________________________________________________
[  BATS TOWER  ]--------------------------------------------------------------

$100 - Climb the top of the tower and walk around the perimeter to find a nice
       wad of cash.

$10 - Found after beating the Boiler, go into the next room for a measly $10.

$300 - After the Bullfish eats the aristocratfish, climb on top of him after
       he slams into the wall to reach an alcove revealing 300 dollars.

______________________________________________________________________________
[  UGA BUGA  ]----------------------------------------------------------------

$100 - Found on top of the temple statue's head.

$100 - Found at the back of the Dragon God's head. Use the monk to reach the
       top of the statue.

$100 - Once Berri is freed, super jump up to her cage to find some cash.

$100 - After beating Buga and meeting up with is girl, chase and capture the
       runaway wad of cash

______________________________________________________________________________
[  SPOOKY  ]------------------------------------------------------------------

$100 - Jump to the hexagonal opening on the wasp hive and enter it to find 
       yourself in another opening. Super jump and helicopter spin to the 
       right and you will find a wad of cash.

$400 - Retrieve the Queen Bee's hive one last time for her to give you 400
       bucks. Nice!

$100 - After riding Mr. Barrel out of the mansion, head to the bloody lake and
       go up the waterfall. Enter the cavern leading to a wad of cash.

______________________________________________________________________________
[  IT'S WAR  ]----------------------------------------------------------------

NO CASH FOR YOU!

______________________________________________________________________________
[  HEIST  ]-------------------------------------------------------------------

$1,000,000 - Collect all of the money in the bank vault to finally become a
             millionare! Whoo!


        /??\____________________________________________________/??\
         ?\/                                                    \/?
          | 7]                7: Multiplayer              [0700] |
         _/\____________________________________________________/\_
        \__/                                                    \__/


  +------------------------------------------------------------------+
  | 7.1]                       THE BASICS                     [0710] |
  +------------------------------------------------------------------+

______________________________________________________________________________
[  MODES OF PLAY  ]-----------------------------------------------------------

There are several modes of playing multiplayer, which makes this game a lot 
of fun. First off, there's X-Box Live. If you have X-Box Live, you can 
participate with up to 16 people from around the world in matches. You can 
choose to join or hose a match in the "Play Live" menu, check out your 
rankings in "Battle Career", or manage your "Friends" list. X-Box Live is a 
lot of fun just because people tend to be smarter and more cunning than your 
average computer.

System Link provides a fun multiplayer experience with friends and family in 
a household without the need of internet capabilities. Hook up a couple of X-
Boxes together with system link cables. Here you can have fun the same way as 
X-Box Live if you don't have the internet capabilities.

Dumbots is the mode where you don't need anything except you and an X-Box. 
Select "Dumbots" and you (or a friend co-operatively) can embark on mission-
based adventures against computer enemies. Chapter X lets you play all 8 
missions one after another. You can also play Versus mode with friends using 
one X-Box.

______________________________________________________________________________
[  WEAPONS  ]-----------------------------------------------------------------

Each class can have many types of weapons at their disposal. Hitting Y lets 
you cycle through the weapons. Holding down Y and using the L Analog makes 
things quicker in the heat of battle. PRess R Trigger to fire and A to 
reload. If a weapon has different modes of fire, press the L Trigger to cycle 
through.

______________________________________________________________________________
[  ABILITIES  ]---------------------------------------------------------------

Each class also has certain abilities only offered to that class alone. These 
abilities make battling your friends or computers much more fun and add a bit 
of originality to the mix. Your default ability is assigned to X, and 
secondary abilities can be selected by holding X and using the L Analog.

______________________________________________________________________________
[  PLAYING THE GAME  ]--------------------------------------------------------

Multiplayer is very similar to the chapter "It's War", where you're strapped 
up for war. You can choose to be the SHC or the Tediz as you play a 
multiplayer game. Health is a very important factor in multiplayer games. 
Mostly for the fact that what you have is most likely what you've got until 
you die. You cannot find health packs scattered around, because there is no 
such thing. Some classes have the ability to heal themselves and there are 
weapons that heal one another. But these factores are scarce, so be very wise 
when it comes to your health. You can also collect upgrades scattered around 
the playing field. These upgrades can give you more weapons and nicer 
gadgets. If you happen to die, though, it's not Game Over. There are Respawn 
Points littered around the map. At first, you may only have a select few. 
Once you enter a new area that is a respawning point, you can access that 
area the next time that you die.

  +------------------------------------------------------------------+
  | 7.2]                         CLASSES                      [0720] |
  +------------------------------------------------------------------+

______________________________________________________________________________
[  GRUNT  ]-------------------------------------------------------------------

Primary Weapon: Sturn 21

Abilities: Self Heal, Spray Can

Upgrades: Hogster, Smoke Grenades

The Grunts are the all-around class. They are great for beginners because 
they have very good starting weapons and one great ability: Self Heal. The 
Sturm 21 has three modes of fire which prove to be very deadly. But the best 
thing about a Grunt is their ability. Self Heal is used by pressing X, and it 
restores your health. Every time you use it, the blue X gauge will decrease. 
If it's used all at once, it will restore around 25% of your health. The  
gauge will increase over time, so use it and hide if you're really low on 
health.

______________________________________________________________________________
[  SNEEKER  ]-----------------------------------------------------------------

Primary Weapon: Sabre

Abilities: Cloak, Feign Death, Spray Can

Upgrades: Dagger, Disguise

The Sneekers may be your most useful class. They are the masters of stealth 
and espionage and are extremely quick on their feet. They are pretty weak 
healthwise and can go down fast if you have them in your target. The problem 
is finding them. Their Cloak ability lets them vanish into thein air for a 
pressty reasonable amount of time. They are extremely hard to spot when 
cloaked and are awesome at short-range combat because of this. Sneak up on a 
soldier when cloaked and slice him to pieces. They suck at long and medium 
range, so when taking on an enemy, always get close. 

Feign Death is another great ability that the Sneekers have. Feign Death, 
when selected, lets the Sneeker play dead by falling on the ground. Normal 
enemies are convinced that it's a corpse and ignore you, but enemy Sneekers 
are too smart for it, and will attack you when you're down. Disguise is the 
last ability that Sneekers have, and let you masquerade as a member of the 
opposing team. It should really only be used when in a safe place, because it 
starts to go away when damaged. Sneekers are the best class when trying to 
infiltrate enemy territory and capturing key targets.

______________________________________________________________________________
[  DEMOLISHER  ]--------------------------------------------------------------

Primary Weapon: Bazooka

Abilities: Berserk, Spray Can

Upgrades: StrayFur, Guided Missiles, Smoke Grenades

The Demolishers are big, slow, lumbering, dim-witted soldiers. But then 
again, they make up for it in brute strength. They are primarily equipped 
with a Bazooka that will blow anything, including yourself, into smithereens. 
These babies should always be in the front lines blasting away at hordes of 
enemies or a key mission target. Demolishers are the most dangerous class to 
use and encounter, because of their weapon choice. One hit from a Bazooka and 
you're toast. On the other hand, you don't want to mistake your teammate for 
an enemy and pummel him into oblivion. Their ability, Berserk, can be 
selected by pressing X. Once it has been selected, the Demolisher goes into a 
frenzy, building up speed and strength significantly. Simply press R Trigger 
to create an earth-shaking tremor, killing anyone close up and knocking over 
anyone farther away. Like all the other abilities, you have to wait for the X 
gauge to refill to use it again. Press X at any time once Berserked to retain 
your composure and be normal again.

______________________________________________________________________________
[  LONG RANGER  ]-------------------------------------------------------------

Primary Weapon: Widowmaker

Abilities: Infravision, Spray Can

Upgrades: Krotch 45, Extended Zoom, Self Heal

The Long Ranger is unsurprisingly the master of Long Range combat. The Long 
Ranger are personally my favorite class (because I'm a master at sniping) and 
are very formidable opponents when at high elevation. As soon as you start 
off with a Long Ranger, find high ground and stay there, picking off enemy 
troops one by one. You can't do anything close up with an enemy, so just run 
away if you're one-on-one with an opponent close up. The Long Ranger's 
location are somewhat given away by the laser targeting system, so beginners 
will have a tough time if they miss a lot and will most likely give away 
their position. Never try to take on a Long Ranger from far away with any 
other class. The smartest thing to do if spotted by one of these bad boys is 
to run away or try to find their position.

Infravision is a VERY useful ability pertaining to the Long Rangers. 
Infravision lets you see everything through their body heat (ala Predator 
movies and such). It makes people much easier to spot and is great for 
beginners. The fact that you can use it in and out of the scope is really 
useful as well. Unfortunately, you can only use it for a short period of time 
and you must wait for the X gauge to replenish to use again.

______________________________________________________________________________
[  SKY JOCKEY  ]--------------------------------------------------------------

Primary Weapon: DP 500

Abilities: Spray Can

Upgrades: Infravision

Sky Jockeys aren't really anything special. They are well-rounded like the 
Grunts, but their lack of any special abilities is really a downer. Their two 
magnums are very useful in combat and are powerful short or medium-ranged. 
The best use for a Sky Jockey is controlling a vehicle. They excel at air 
combat and are the only class that can pilot a Steed or Mule 52. That's 
really all they are good for, but that isn't necessarily a bad thing, is it?

______________________________________________________________________________
[  THERMOPHILE  ]-------------------------------------------------------------

Primary Weapon: Sinurator

Abilities: Self Heal, Full Heal, Spray Can

Upgrades: Fauster, Frag Grenades

What army wouldn't be complet without a wild-eyed psychotic pyromaniac? 
That's where the Thermophiles come in. Their Sinurators can burn the fur and 
flesh off of your oppenents in seconds. These flamethrowers can also burn 
through armored vehicles, rendering them useless. They are pretty good to use 
offensively, but what really makes them shine is their abilities. You can 
consider these guys the team medic. With Self Heal and Full Heal abilities, 
they are best used to heal and manage other teammates when they are in need. 
Thermophiles can also carry the Medgun, a weapon designed only to heal 
injured comrades. Full Heal, as the term implies, can fully heal anyone 
(including yourself) with a touch of a button. Just hit X to use it and wait 
for the X gauge to refill to use it again.


  +------------------------------------------------------------------+
  | 7.3]                         LEVELS                       [0730] |
  +------------------------------------------------------------------+

 *Each level will have a strategy for the SHC and Tediz*


  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
 | 7.31]                   <-  BEACH HEAD  ->                   [0731] |
  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

SHC Objective: Infiltrate the Tediz base and eliminate the leader
--------------

When things start off, you'll be inside a boat similar to the beginning 
of "It's War". When the 30-second timer ends, the doors open up and the beach 
is exposed. Run to the front of the beach and destroy the barb wire fence. 
Long Rangers and Demolishers may want to focus on the enemies as opposed to 
the blockades. Once the blockade is destroyed, head into the canyon to find 
another one. Destroy this one to find a larger canyone with many paths to 
take. Head straight and destroy the last blockade to reach the leader. Long 
Rangers and Demolishers should target the leader because their long-range 
abilities are the best. Once the leader's health reaches zero, the mission is 
over.

RESPAWN POINTS: Left Lander/Right Lander/First Defense/Second Defense/
                Outside The Base


Tediz Objective: Hold your ground and protect the leader from the SHC.
----------------

When the level starts off, you will have 30 seconds to run across the top of 
the canyon and position yourself in front of the beach. When the doors open, 
lets the bullets fly and hold the SHC back from the blockades. They are most 
likely to destroy the first one, which is fine. If they take out the first 
one, you've got them where you want them. With all of them crammed in the 
small canyon, pick them off from aboive or head into the canyon yourself and 
take them out. If the timer runs out before the SHC have time to take out 
your leader, the mission is over.

RESPAWN POINTS: The Base


  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
 | 7.32]                 <-  FORTRESS DEUX  ->                  [0732] |
  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

SHC Objective: Capture the opponent's flag and return it to your base.
--------------

The flags for each team are in opposite corners of the map, on the top floor. 
You must bring the opponent's flag to your base, which is on the bottom floor 
near the vehicle deposit. Sneekers are the way to go in this mission, because 
of their great stealth abilities. Long Rangers are also good to use for 
picking off flag holders. Once you reach the enemy's flag, you will 
automatically pick it up and strap it to your back. That means that you can 
still use weapons, but the flag on your back is pretty noticable. Once you 
bring the enemy flag to your base, your team will get one point. Your team 
leader will inform you when your flag has been captured or dropped. They will 
also inform you of when you score or you drop the enemy's flag. Whoever has 
the most amount of points when the timer reaches zero wins the mission.

RESPAWN POINTS: The Bridge/Fortress


Tediz Objective: Capture the opponent's flag and return it to your base.
----------------

The flags for each team are in opposite corners of the map, on the top floor. 
You must bring the opponent's flag to your base, which is on the bottom floor 
near the vehicle deposit. Sneekers are the way to go in this mission, because 
of their great stealth abilities. Long Rangers are also good to use for 
picking off flag holders. Once you reach the enemy's flag, you will 
automatically pick it up and strap it to your back. That means that you can 
still use weapons, but the flag on your back is pretty noticable. Once you 
bring the enemy flag to your base, your team will get one point. Your team 
leader will inform you when your flag has been captured or dropped. They will 
also inform you of when you score or you drop the enemy's flag. Whoever has 
the most amount of points when the timer reaches zero wins the mission.

RESPAWN POINTS: The Bridge/Fortress


  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
 | 7.33]             <-  CASTLE VON TEDISTEIN  ->               [0733] |
  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

SHC Objective: Control all 4 buttons and enter the time machine.
--------------

Both teams start off with control of one button. There are two buttons on 
either side of the ravine. Gain control of the second button and then head 
over to the ravine. Use the gondolas to cross over to the Tediz catle and 
secure the last two here. Once that's over, head into the Tediz machine to 
complete the mission. Have some troops stay behind to defend the area. Stay 
on your base if you're a Long Ranger, and just pick off the people in the 
gondolas. Demolishers are pretty brutal here because a lot of the area inside 
the castle is closed in, and you're most likely to get hit. They can also 
shoot across the ravine, as well as Long Rangers.

RESPAWN POINTS: Hellfire Corner/A.P.C/Crypt


Tediz Objective: Control all 4 buttons and enter the APC.
----------------

Both teams start off with control of one button. There are two buttons on 
either side of the ravine. Gain control of the second button and then head 
over to the ravine. Use the gondolas to cross over to the SHC catle and 
secure the last two here. Once that's over, head into the APC to complete the 
mission. Have some troops stay behind to defend the area. Stay on your base 
if you're a Long Ranger, and just pick off the people in the gondolas. 
Demolishers are pretty brutal here because a lot of the area inside the 
castle is closed in, and you're most likely to get hit. They can also shoot 
across the ravine, as well as Long Rangers.

RESPAWN POINTS: Hellfire Corner/Castle/Crypt


  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
 | 7.34]               <-  A BRIDGE TOO NARROW  ->              [0734] |
  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

SHC Objective: Steal the other half of the map and combine the two together.
--------------

Each base is on the end of a snowy wasteland. Head out of the base and start 
across the snowfield. You must cross the bridge to enter the enemy's 
territory and enter their base. Once inside, head left to the lone room and 
grab the map. The map is pretty much a large staff. Once you have the map, 
you strap it to your back (similar to capture the flag). With the map in 
hand, use your weapons to head back to your base. Once you return the enemy's 
map part to your base, you get a point. Whoever has the most points when the 
timer reaches zero wins. This is a Sky Jockey heaven, with the loads of air 
vehicles, such as the Mule 52 and Steed. Let them fly around and take out the 
enemies from the sky. Always have someone guard the bridge. The bridge is the 
only way to the other base unless a Sky Jockey is in a vehicle. Blast any 
enemy that comes on the bridge and it will be smooth sailing. Parking a 
Tankus on the bridge is an even better way to destroy enemies who try to pass 
by.

RESPAWN POINTS: Base/Base Alpha (must hack)/Base Beta (must hack)


Tediz Objective: Steal the other half of the map and combine the two together.
----------------

Each base is on the end of a snowy wasteland. Head out of the base and start 
across the snowfield. You must cross the bridge to enter the enemy's 
territory and enter their base. Once inside, head left to the lone room and 
grab the map. The map is pretty much a large staff. Once you have the map, 
you strap it to your back (similar to capture the flag). With the map in 
hand, use your weapons to head back to your base. Once you return the enemy's 
map part to your base, you get a point. Whoever has the most points when the 
timer reaches zero wins. This is a Sky Jockey heaven, with the loads of air 
vehicles, such as the Mule 52 and Steed. Let them fly around and take out the 
enemies from the sky. Always have someone guard the bridge. The bridge is the 
only way to the other base unless a Sky Jockey is in a vehicle. Blast any 
enemy that comes on the bridge and it will be smooth sailing. Parking a 
Tankus on the bridge is an even better way to destroy enemies who try to pass 
by.

RESPAWN POINTS: Base/Base Alpha (must hack)/Base Beta (must hack)


  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
 | 7.35]                  <-  THREE TOWERS  ->                  [0735] |
  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

SHC Objective: Activate the 3 towers and destroy the artifact.
--------------

The first part of this mission is to control all three towers in the 
vicinity. To do this, enter a tower and press the button on the top to make 
it yours. Enemies can't control it while you have it, but the tower slowly 
loses control and returns to neutral after a little while. Any tower can be 
controlled when neutral, so you must be quick to control all towers. Once all 
three are secured, head to the Tediz base and destroy the artifact. When you 
do so, the mission is completed. Remember to always station troops at each 
tower to protect them. Don't leave a tower unattended so the enemy can take 
control once it turns neutral. Park a Tankus in front and obliterate any 
enemy who comes by. Sky Jockies can also fly Mule 52's and deploy troops that 
way as well.

RESPAWN POINTS: Base/Alpha Tower/Central Tower/Beta Tower


Tediz Objective: Activate the 3 towers and destroy the respawner.
----------------

The first part of this mission is to control all three towers in the 
vicinity. To do this, enter a tower and press the button on the top to make 
it yours. Enemies can't control it while you have it, but the tower slowly 
loses control and returns to neutral after a little while. Any tower can be 
controlled when neutral, so you must be quick to control all towers. Once all 
three are secured, head to the SHC base and destroy the respawner. When you 
do so, the mission is completed. Remember to always station troops at each 
tower to protect them. Don't leave a tower unattended so the enemy can take 
control once it turns neutral. Park a Tankus in front and obliterate any 
enemy who comes by. Sky Jockies can also fly Mule 52's and deploy troops that 
way as well.

RESPAWN POINTS: The Artifact/Base/Alpha Tower/Central Tower/Beta Tower


  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
 | 7.36]                     <-  DOON  ->                       [0736] |
  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

SHC Objective: Enter the Tediz base and destroy the Panther King's remains.
--------------

The SHC start off by themselves in a small area guarded by a lock. You must 
first destroy a lock, which shouldn't be a problem; there are no enemies 
around yet. Once the first one is destroyed, proceed forward to reach the 
second, enemy-guarded lock. Destroy the next one and head on to the base. 
Destroy the third and final lock to reach the remains of the Panther King. 
Eliminate his remains to complete the mission. The best weapon here is an 
Earthguard, a turret which can be set down to do the dirty work for you. Hack 
a Special Ordnance terminal and pick up some Earthguards. Place them around 
the locks to have them take out enemies while you take down the locks.

RESPAWN POINTS: The Ship/Second Defense/Outside Base


Tediz Objective: Protect the remains of the Panther King at all costs.
----------------

The Tediz start off at their base. They can't do anything about the first 
lock, so let the SHC destroy it. Have a Sneeker hack a Special Ordnance 
terminal and get some Earthguards. Set them down right near the locks to take 
out the SHC. There are three terminals in all which can be hacked by 
Sneekers. Hack them all and set up Earthguards everywhere to stop the enemies 
in their tracks. Once the timer reaches zero and the Panther King is still 
safe, you win the mission.


RESPAWN POINTS: Base Alpha/Base Beta


  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
 | 7.37]                  <-  T.M.S SPAMONO  ->                 [0737] |
  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

SHC Objective: Steal the Tediz's Energy Sphere.
--------------

This is my favorite mission and probably the most enjoyable one yet. The 
point of this game is to get the Energy Sphere and bring it to your enemy's 
territory. The challenge is that there is only one of these things, and it's 
placed in the center of a narrow hallway. You must battle your enemies to the 
sphere and bring it through their half of the hallway to the small rotating 
chamber at the end of the hall. There you will automatically place the sphere 
on the ground and earn a point. The tough part is getting it there. Both 
sides of the hall (your side and the enemy's side) both have turrets and make 
things hard to get by. You also ahve a small room at each end of the hall 
serving as a rest room and respawn room. Here you can grab weapons such as 
Earthguards and place them on the ground for more chaos. There are two small 
rooms to the left and right of the hallway, right in the center. If you use a 
Sneeker to hack them, they serve as respawn points. There are also upgrades 
to grab in there. 

When trying to get the sphere to the enemy's base, always take ou the 
Demolishers first. They are a real pain and can well...demolish you. The Long 
Rangers are usually positioned in the rotating chambers, usually lying on the 
ground, so look out for them when you're close to the chamber. The Sneekers 
can be a problem if they are cloaked. Your best chance overall is to take out 
the Demolishers and Long Rangers, then just sprint to the chamber and plant 
it down. You will get a point, and whoever has the most points at the end of 
the timer wins. As for defensive maneuvers, place your Long Ranger in the 
rotating chamber as well, and get some turrets to help you out. If you're a 
Sneeker, hide in the middle rooms and charge out when you see the flag 
holder. If you're good with sniping (this is what I did), pick a Long Ranger, 
and after you pick up the flag, run down the hallways while sniping anyone in 
your way. You'll come out without a scratch on you. 

RESPAWN POINTS: Mother/Airlock (must hack)


Tediz Objective: Steal the SHC's Energy Sphere.
----------------

This is my favorite mission and probably the most enjoyable one yet. The 
point of this game is to get the Energy Sphere and bring it to your enemy's 
territory. The challenge is that there is only one of these things, and it's 
placed in the center of a narrow hallway. You must battle your enemies to the 
sphere and bring it through their half of the hallway to the small rotating 
chamber at the end of the hall. There you will automatically place the sphere 
on the ground and earn a point. The tough part is getting it there. Both 
sides of the hall (your side and the enemy's side) both have turrets and make 
things hard to get by. You also ahve a small room at each end of the hall 
serving as a rest room and respawn room. Here you can grab weapons such as 
Earthguards and place them on the ground for more chaos. There are two small 
rooms to the left and right of the hallway, right in the center. If you use a 
Sneeker to hack them, they serve as respawn points. There are also upgrades 
to grab in there. 

When trying to get the sphere to the enemy's base, always take ou the 
Demolishers first. They are a real pain and can well...demolish you. The Long 
Rangers are usually positioned in the rotating chambers, usually lying on the 
ground, so look out for them when you're close to the chamber. The Sneekers 
can be a problem if they are cloaked. Your best chance overall is to take out 
the Demolishers and Long Rangers, then just sprint to the chamber and plant 
it down. You will get a point, and whoever has the most points at the end of 
the timer wins. As for defensive maneuvers, place your Long Ranger in the 
rotating chamber as well, and get some turrets to help you out. If you're a 
Sneeker, hide in the middle rooms and charge out when you see the flag 
holder. If you're good with sniping (this is what I did), pick a Long Ranger, 
and after you pick up the flag, run down the hallways while sniping anyone in 
your way. You'll come out without a scratch on you. 

RESPAWN POINTS: Mutter/Airlock (must hack)


  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
 | 7.38]                   <-  THE DITCH  ->                    [0738] |
  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

SHC Objective: Gain control of all four towers.
--------------

This level is pretty similar to a capture the flag mission, but it's a tad 
different. The lone flag is located in the lower portion of the level; it is 
found on a bridge going from one corner of the level to another. Your mission 
is to grab the and bring it to one of the towers lining the perimeter of the 
level. Once you're at a tower, brign the flag to the top to gain control of a 
tower. The flag will return to it's starting point and the tower will be 
yours. The enemy can take control of your towers, so station troops around 
the towers to protect and defend them. This level is very chaotic and very 
wide open. So wide open that it takes a while to get from tower to tower. You 
should really bring vehicles to speed things up and to take out enemies in 
your way. Sky Jockies can get Steeds and Mule 52's, Demolishers can grab the 
mighty Tankus, and the Grunts should get a Toad Mk. II or R-Hog. Things can 
get really chaotic if you're battling for the flag at it's starting point, 
because the only fighing ground is a narrow bridge. Sneekers can easily cloak 
themselves and run in and out with the flag.

RESPAWN POINTS: Base/Outer Ring


Tediz Objective: Gain control of all four towers.
----------------

This level is pretty similar to a capture the flag mission, but it's a tad 
different. The lone flag is located in the lower portion of the level; it is 
found on a bridge going from one corner of the level to another. Your mission 
is to grab the and bring it to one of the towers lining the perimeter of the 
level. Once you're at a tower, brign the flag to the top to gain control of a 
tower. The flag will return to it's starting point and the tower will be 
yours. The enemy can take control of your towers, so station troops around 
the towers to protect and defend them. This level is very chaotic and very 
wide open. So wide open that it takes a while to get from tower to tower. You 
should really bring vehicles to speed things up and to take out enemies in 
your way. Sky Jockies can get Steeds and Mule 52's, Demolishers can grab the 
mighty Tankus, and the Grunts should get a Toad Mk. II or R-Hog. Things can 
get really chaotic if you're battling for the flag at it's starting point, 
because the only fighing ground is a narrow bridge. Sneekers can easily cloak 
themselves and run in and out with the flag.

RESPAWN POINTS: Base/Outer Ring


  +------------------------------------------------------------------+
  | 7.4]                      WEAPONS/ITEMS                   [0740] |
  +------------------------------------------------------------------+

  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
 | 7.41]                         WEAPONS                        [0741] |
  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

______________________________________________________________________________
[  GRUNT  ]-------------------------------------------------------------------

Sturm 21
--------

The Sturm 21 is the Grunt's starting weapon, and is a pretty good one for 
starters. The weapon is powerful and has three modes of fire. The default 
setting is Burst Mode, which firest three rounds a time. Auto fire lets you 
fire all 50 rounds continuously until you run out of ammo. The last mode is 
the most powerful, Dum-Dum mode. Dum-Dums are grenades which are so powerful 
that they can take out vehicles alone. The only problem is the reload speed 
and release rate of teh Dum-Dums. 

Hogster
-------

The Hogster is an upgradable weapon of the Grunts and isn't much different 
from the Sturm 21. The Hogster also has three modes of fire, all which 
include grenades. The first mode of fire and the default setting, Frag, lets 
you fire a grenade which explodes approximately 5 seconds after fire. Impact 
has the grenade explode right on impact. Release lets you detonate your 
grenade at any time by pressing the R Trigger. 

______________________________________________________________________________
[  SNEEKER  ]-----------------------------------------------------------------

Sabre
-----

The Sabre is the default weapon of the Sneekers and are very deadly. They are 
melee weapons which can slice and dice your opponents to pieces. You have a 
menacing three hit combo which can kill weak enemies in one hit. Switch your 
Sabre to defend mode to reduce the amount of damage you take. You can also 
hold and release R Trigger to send out a shockwave.

Dagger
------

Daggers are the second weapon for the Sneekers and make this class even more 
deadly. The Dagger has two modes: Throw and Stab. Stab is just like the 
Sabre; use it to attack your enemy up close. You can even sneak up on them 
and slash at their throats. Throw mode is for midrange combat, where you can 
throw the daggers at your enemies to puncture them up.

______________________________________________________________________________
[  DEMOLISHER  ]--------------------------------------------------------------

Bazooka
-------

Bazooka, need I say more? The Bazooka is the most devastating weapon of all 
and can kill anyone in one hit. The big purpose of these weapons is to take 
down vehicles quickly with ease. Switch to Fire & Forget mode to have your 
weapon lock on to an aircraft. Fire and watch as your misle homes on the the 
target. Upgrades let you steer your own missiles. Fire and use the Left 
Analog to steer and R Trigger to detonate.

StrayFur
--------

The StrayFur is a large minigun which can shoot humdreds of bullets at one 
time in a stream of fire at your opponents. Use it to quickly tear your 
enemies apart in one swift movement. The only real problem of the StrayFur is 
its reload time. After wasting hundreds of bullets, it will take several long 
seconds to reload this baby, and that is a problem if you're in a heated 
battle.

______________________________________________________________________________
[  LONG RANGER  ]-------------------------------------------------------------

Widowmaker
----------

The Widowmaker is the God of long-range demolition. This sniper rifle can 
pick off any opponent with the snap of your fingers. These bullets can even 
take down large vehicles with ease. Thw Widowmaker has three zoom modes (the 
third is upgradable) and can be adjusted by clicking the Right Analog. As 
most classes can crouch and stand, the Long Rangers can also lay flat on the 
ground, which stedies their aim and makes them harder to spot.

Krotch 45
---------

This weapon alone given to the Long Ranger makes them one of the best classes 
(if not the best). The Krotch 45 is a pistol which allows for short and 
midrange combat. It is the strongest handgun out there and can release up to 
20 shots before reloading. This weapon should really only be used to safely 
travel from one sniper position to another.

______________________________________________________________________________
[  SKY JOCKEY  ]--------------------------------------------------------------

DP 500
------

The DP 500 are twin magnums which pack quite a punch. Unfortunately, they are 
the Sky Jockeys only weapon. The DP 500 features Single-shot and Burst (three 
shots) for tight predicaments. The DP 500 isn't anything like a Krotch 45, 
but is useful to the Jockies. The best choice is to ditch them for an 
airborne vehicle. 

______________________________________________________________________________
[  THERMOPHILE  ]-------------------------------------------------------------

Sinurator
---------

The Sinurator is more than meets the eye. A flamethrower is a great weapon on 
it's own, letting you tear through enemies with the squeeze of a trigger and 
watch them burn, but this baby also has an acid attachment. The acid 
attachment also lets you destroy armored vechicles with ease.

Fauster
-------

The Fauster is another great weapon for the Thermophiles. The Fauster is a 
gun that emits a laser once fired. The laser is very slim, so you must have 
pinpoint accuracy to hit your targets. Hold down the R Trigger to fire the 
laser, which can be used for around 10 seconds before overheating. The 
Fauster is very big and slows down the Thermophile considerably. Overall, 
just stick to the Sinurator.

______________________________________________________________________________
[  GRENADES  ]----------------------------------------------------------------

CJ24
----

The CJ24 grenade releases a poison gas which not only slowly lowers your 
health, but also clouds the battlefield, making things harder to see.

Flash Bang
----------

The Flash Bang grenade produce a blinding flash of light when thrown, blind 
anyone around you, giving you time for an offensive maneuver or a quick 
escape.

Frag
----

The most common grenade, the Frag grenade explode after several seconds once 
thrown.

Magnova
-------

The Magnova grenades are similar to Flash Bangs, because they stun your 
enemies with electricity once thrown, rendering them useless for several 
seconds.

Napalm
------

The Napalm grenade is a grenade that releases Napalm gas that saps away enemy 
health. Not only that, but it can burst into flames at any time when fired 
into. Napalm grenades and Sinurators are a deadly combo.

Smoke
-----

The Smoke grenade clouds your view from the battlefield, making for a quick 
escape.


  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
 | 7.42]                          ITEMS                         [0742] |
  =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

Arc Weld
--------

The Arc Weld is only available to Demolishers and Sky Jockeys. The Arc Weld, 
when used, can repair vehicles with the touch of a button. Press the R 
Trigger to let it work its magic.

Hacking Device
--------------

The Hacking Device is only available to the Sneekers. It can be used to take 
control of enemy terminals or to enter guarded areas. Press R Trigger near a 
desired target to have a percentage appear. Once it reaches 100%, the object 
ahs been hacked.

Medgun
------

The Grunt, Long Ranger, and Thermophile have access to the Medgun. The Medgun 
is just what it sounds like; it is for medical use and can heal injured 
soldiers.

Snoopa
------

The Snoopa is a remote controlled camera used for spying on enemies. Press 
the R Trigger to launch and the Left Analog to control. Best of all, you can 
press the R Trigger once launched to detonate it.

Mines
-----

You can pick up mines and place them on the ground. Once anyone steps on it, 
kaboom. They come out of Special Ordinance terminals.

Earthguard
----------

The Earthguard is a turret that can be taken from Special Ordinance 
terminals. Set it up anywhere to have the turret open up and shoot any 
enemies in the vicinity.

Skyguard
--------

Another Special Ordinance terminal item, the Skyguard is similar to the 
Earthguard. Place is to have a turret open up, but it only targets enemy 
aircrafts.

Gatemaker
---------

You can find Gatemakers in Special Ordinance terminals. They come out in two 
parts and act as a portal. Place the first part somewhere, then the second 
part anywhere else. When you step inside one of the parts, you will be 
teleported to the other one.

  +------------------------------------------------------------------+
  | 7.5]                         VEHICLES                     [0750] |
  +------------------------------------------------------------------+

Toad Mk. II/Toad Mk. 4
----------------------

The Toad Mk. II is a simple jeep that is used mainly for transportation. The 
Toad Mk. II features a machine gun and are only available to Grunts. The Toad 
Mk. 4 is available to Thermophiles and sport a napalm gun instead.

R-Hog
-----

The R-Hog is a buggy for Grunts which can reach very fast speeds. Use it to 
zip around form one end of a level to another. The only problem is that it 
offers zero protection from enemy fire and has no onboard weapons.

Tankus
------

Available to Demolishers only, the Tankus is a massive tank which can 
obliterate anything in its path not only with its gun, but with itself. Use 
the Tankus to simply run over small enemies and blow up vehicles with its 
turret.

Steed
-----

The Steed and Mul 52 are only available to Sky Jockeys. The Steed is very 
quick and easy to maneuver. It features a pair of missile launchers used to 
decimate anything in its path. It is only used as a weapon, with only one 
cockpit.

Mule 52
-------

The Mule 52 is mainly a transportation unit, since it can fit many soldiers. 
It's much larger and moves much slower than the Steed.

  +------------------------------------------------------------------+
  | 7.6]                      UNLOCKABLES                     [0760] |
  +------------------------------------------------------------------+

In X-Box Live and X-Box Live only, you can unlock medals for completing 
cetain criteria. These medals can give your characters unique abilities for 
battling.

Campaign Medal
--------------
Criteria: Gain all 6 class medals.


Hero of the Sky Medal
---------------------
Criteria: 1,000 kills using the Sky Jockey
Reward: Quicker targeting and breach.


Rifleman Star
-------------
Criteria: 1,000 kill using the Long Ranger
Reward: Steadier aim and faster reload


Medal of Mass Destruction
-------------------------
Criteria: 1,000 kill using the Demolisher
Reward: Wire-Bomb boost and extra breech slot


Homeland Defence Star
---------------------
Criteria: 1,000 kill using the Thermophile
Reward: Recharger boost to all Thermo weapons


Cross of Honour
--------------
Criteria: 1,000 kill using the Grunt
Reward: Clip extension and Self Heal overcharge


Bronze Star
-----------
Criteria: 50 kills total
Reward: Avatar Pack II


Silver Star
----------
Criteria: 500 kills total
Reward: Avatar Pack III


Onyx Medal
-----------
Criteria: 1,000 kills total
Reward: Avatar Pack IV


Gold Sun
--------
Criteria: 1,500 kills total
Reward: Golden bullets


Purple Star
-----------
Criteria: 3,000 kills total
Reward: Purple bullets


Killmaster Citation
-------------------
Criteria: 4,000 kills total
Reward: Respawn penalty modifier - 50% reduction


Jade Star
---------
Criteria: 500 mobile units killed
Reward: Bonus Avatar Pack


Platinum Shield
---------------
Criteria: 5,000 Marshals assassinated
Reward: +1 primary and secondary grenade slot


Order of the Noble Warrior
--------------------------
Criteria: 500 Generals assassinated
Reward: +1 primary grenade slot


Iron Heart
----------
Criteria: 1,000 VC points
Reward: Speed chip for Hacking Device


Order of the Mighty
-------------------
Criteria: Gain all 6 specialist medals
Reward: Infrared enhanced, quicker tank breech, improved Hogster


Eagle Eye Medal
---------------
Criteria: 500 headshots
Reward: Overcharge power boost


Engineer's Citation
-------------------
Criteria: 1,500 repair points
Reward: Enhanced healing speed


Order of the Fiend
------------------
Criteria: 500 backstabs
Reward: Snoopa - instant detonation


Trapper Medal
-------------
Criteria: 500 mine kills
Reward: +1 mine per load

Fire Star
---------
Criteria: 500 fire damage kills
Reward: tank capacity increase



        /??\____________________________________________________/??\
         ?\/                                                    \/?
          | 8]              8: Thanks/Credits             [0800] |
         _/\____________________________________________________/\_
        \__/                                                    \__/


This walkthrough is copyright DrKbLaDeMasTeR 2005-2006. No one may post this on 
their site without my permission. If I find my guide on a site, and it's not 
taken down when I ask them to, I will take action. Do not copy any parts of 
this guide without our permission, because that's plagiarism, and it's a bad 
thing.

I would like to thank:
----------------------

 - CJayC: For being an awesome host of an awesome site.

 - Eternal Czar Smapdi: For being the best co-author anyone could have, and 
                        for being yourself.

 - Prima Game guide: For some of the cash locations and the Poo Song lyrics.

 - Atom Edge: I used your FFIII formatting in this FAQ beause it's so great.

 - duderdude3: For helping me with a cash location.

 - MerlynHacker: For helping me with a cash location.

 - SoulsBlade: For helping me with a cash location.

 - Dallas: Your Count Batula map was a blueprint for my ASCII map.

 - FESBians: Because you're cool.

 - You: For reading this FAQ.


        /??\____________________________________________________/??\
         ?\/                                                    \/?
          | 9]          9:Secrets and DrkswrdzMan         [0900] |
         _/\____________________________________________________/\_
        \__/                                                    \__/



  +------------------------------------------------------------------+
  | 9.1]                        SECRETS                       [0910] |
  +------------------------------------------------------------------+







Visions of death secret   
-----------------------
In the last chapter of the game (heist) there is a wierd secret to be revealed.
Well after you talk the the weasle boss go back in the hole in which you came
into this chapter from then go right back in!Now look at berri's face.You will
blood flashing on and off her face!

R-2 D-2 in doon
---------------
In the level doon (multiplayer) choose the shc's side.Now when you start the 
level go to where the first red gate is.Look up at the street light.Its
R-2 D-2!

Berri's dirty secret
--------------------
In the Prologue when it shows berri doing her routine work out look over on her
dresser.There is a vibrator!

Did you know that banjo's head is above the fire place in the  Cock and Plucket!


  +------------------------------------------------------------------+
  | 9.2]                       DRKSWRDZMAN                    [0920] |
  +------------------------------------------------------------------+


  If you have questions about me or the Game email me

                                                     [email protected]




_____________________________________________________________________________
?????????????????????????????????????????????????????????????????????????????
                                     END


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