spekkio
Arcane
- Joined
- Sep 16, 2009
- Messages
- 8,336
Conker moves through the entrance leading into the 2nd floor of the barn and meets:
105. Bats
This area is p. dangerous - you have to move from platform to platform looking out for bats, who will try to knock you down:
And if they succeed, the big yellow hayguy below will smack your shit up:
There are two ways of proceeding. You can either use ledges, dealing with bats on your way:
106. How to deal with bats
But it's easier (and less violent) to simply jump from platform to platform, ignoring ledges and bats:
There's a 'B' panel at the end.
It can be used to free poor Franky. How?
107. Freeing Franky
Conker goes back down, using the shortest route (as always):
It's time for some:
108. Mounting action
We have to deal with the big hayguy, standard way - hitting him three times. Let's do it.
109. 1st hit
110. 2nd hit
And finally:
111. 3rd hit
Well, what's next?
112. The Haybot
Boss battle #3 begins!
Conker is hurt - he can't move quickly or jump - we have to work together with Franky. The Haybot has two attacks:
113. Haybot's attacks
But this boss is p. easy actually. What should we do?
First, we have to hide behind one of the pipes ASAP, avoiding his melee hits, and more importantly - his Suzies.
Franky's 'attack' is best for that, since it actually moves you forward, contrary to his 'jump'.
Fucking' next-gen motion blur effects!
Sooner than later, one of the Suzies will break the pipe.
We should leave our hideout - the bot will move closer to investigate.
This will lead to this:
Electrocuted, he goes back to the center of the arena and starts spinning. We have 3 spins to do:
114. This
One arm gone, one more to go.
He will switch back to Suzies fast, so we have to GTFO and hide behind another (not broken) pipe.
Repeating the process will lead to this:
Second arm gone, what's next?
Well, there's only one pipe left. Let's do it!
115. The Killswitch
Boss battle #3 (almost) ends
So, it's:
Which quickly turns into a:
The level of water is raising. We have to use a ladder behind one of the pipes (marked for console audience):
There's a 'B' panel at the top of the platform. We have to use it to cut down electrical wires.
We have to be REALLY quick here, since the level of water will keep rising. So, starting with lower wires is advised... Failing = quick death - electricity takes two bars of health per hit:
116. How to cut electrical wires from a distance like a pro, only to be screwed up by the game
Well, that went ALMOST perfect. Yeah, you have to switch to 2nd panel at some point.
And the dynamic music, changing depending on the level of danger is p. neat.
Anyway, the wires are gone and level of water is at maximum - we can leave the area:
We end up inside the barn again, but on the other side of the wooden wall:
Hey! Over here!
There's a monk here.
These guys can be useful.
117. The monk
Conker can grab some...
118. Cash
And leave the barn through a window. It's an upper part of the barn's roof (above the main entrance) that wasn't accessible before:
It's time for some...
119. EXTREME climbing
Fucking wasps. And ladders.
Climbing to the top takes some sweet time:
And when we reach the top, there's only one thing to do:
120. Going down
The passage near the sunflower is now open. Let's go there.
What's inside? Well... a tail and:
121. MOAR Cash
Alrighty, boys and trannies. The barn area is now completed.
Once again, Conker left only corpses and ashes behind him:
Unfortunately, we're still a little bit short on cash:
Yeah. We need at last 200$ more to proceed to next obligatory area.
I think it's time for some... Underwater interspecies action!
See you next Tuesday.
105. Bats
This area is p. dangerous - you have to move from platform to platform looking out for bats, who will try to knock you down:
And if they succeed, the big yellow hayguy below will smack your shit up:
There are two ways of proceeding. You can either use ledges, dealing with bats on your way:
106. How to deal with bats
But it's easier (and less violent) to simply jump from platform to platform, ignoring ledges and bats:
There's a 'B' panel at the end.
It can be used to free poor Franky. How?
107. Freeing Franky
Conker goes back down, using the shortest route (as always):
It's time for some:
108. Mounting action
We have to deal with the big hayguy, standard way - hitting him three times. Let's do it.
109. 1st hit
110. 2nd hit
And finally:
111. 3rd hit
Well, what's next?
112. The Haybot
Boss battle #3 begins!
In before Jaedar
Conker is hurt - he can't move quickly or jump - we have to work together with Franky. The Haybot has two attacks:
113. Haybot's attacks
But this boss is p. easy actually. What should we do?
First, we have to hide behind one of the pipes ASAP, avoiding his melee hits, and more importantly - his Suzies.
Franky's 'attack' is best for that, since it actually moves you forward, contrary to his 'jump'.
Fucking' next-gen motion blur effects!
Sooner than later, one of the Suzies will break the pipe.
We should leave our hideout - the bot will move closer to investigate.
This will lead to this:
Electrocuted, he goes back to the center of the arena and starts spinning. We have 3 spins to do:
114. This
One arm gone, one more to go.
He will switch back to Suzies fast, so we have to GTFO and hide behind another (not broken) pipe.
Repeating the process will lead to this:
Second arm gone, what's next?
Well, there's only one pipe left. Let's do it!
115. The Killswitch
Boss battle #3 (almost) ends
So, it's:
Which quickly turns into a:
The level of water is raising. We have to use a ladder behind one of the pipes (marked for console audience):
There's a 'B' panel at the top of the platform. We have to use it to cut down electrical wires.
We have to be REALLY quick here, since the level of water will keep rising. So, starting with lower wires is advised... Failing = quick death - electricity takes two bars of health per hit:
116. How to cut electrical wires from a distance like a pro, only to be screwed up by the game
Well, that went ALMOST perfect. Yeah, you have to switch to 2nd panel at some point.
And the dynamic music, changing depending on the level of danger is p. neat.
Anyway, the wires are gone and level of water is at maximum - we can leave the area:
We end up inside the barn again, but on the other side of the wooden wall:
There's a monk here.
These guys can be useful.
117. The monk
Conker can grab some...
118. Cash
And leave the barn through a window. It's an upper part of the barn's roof (above the main entrance) that wasn't accessible before:
It's time for some...
119. EXTREME climbing
Fucking wasps. And ladders.
Climbing to the top takes some sweet time:
And when we reach the top, there's only one thing to do:
120. Going down
The passage near the sunflower is now open. Let's go there.
What's inside? Well... a tail and:
121. MOAR Cash
Alrighty, boys and trannies. The barn area is now completed.
Once again, Conker left only corpses and ashes behind him:
Unfortunately, we're still a little bit short on cash:
Yeah. We need at last 200$ more to proceed to next obligatory area.
I think it's time for some... Underwater interspecies action!
See you next Tuesday.