Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Completed Let's play Conker's Bad Fur Day

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,336
anver said:
Blue Velvet
:clap:

Have some more bonuses, Andy:

Conker's free time activites #6

naW1X.jpg

hvJ23.jpg


VA said:
platformer
More like a 3d adventure game / hiking simulator with 'press B to win' minigames.
Which isn't necessarily a bad thing.
And next two chapters (best ones in the game IMO) will be full of famous 'console shooting' that Skyway is an expert in.

;)
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,336
Conker moves past the sleeping hive

co934.jpg


And into new exit

co902.jpg


190. Going linear

co903.jpg


Oldest trick in the book... of shitty game design.

:rpgcodex:

Conker continues down the corridor - there's a branch to the right

co904.jpg


There's a switch there, but it's too high to be used

co905.jpg


Maybe if we came from the exit above?

:(

Conker continues forward and reaches a huge cave filled with water

co906.jpg


This short black guy in the distance look strangely familiar... What is he doing?

co907.jpg


:oops:

There's an exit to the left, but current is too strong for our squirrel - he can't swim there

co908.jpg


Let's try NPC interaction instead!

co909.jpg


191. Gregg vs. the Catfish

co910.jpg


:love:

Well, it looks like he can't be bothered right now. Conker takes the wooden ledge:

co911.jpg


And reaches a huge closed gate

co912.jpg


Bats?
Well, only one thing to do here - let's take the exit below:

co913.jpg


We end up in familiar area:

co914.jpg


:smug:

Conker uses the switch

co915.jpg


Which opens the gate

co916.jpg


He goes back to Gregg

co917.jpg


This time the reaper

CK6T9.jpg


Is more chatty:

192. Bloody shotgun

co918.jpg


Rich but undead ancestor? Zombies?

BR7GC.jpg


Let's check the area behind the gate

co919.jpg


A cemetery?

:thumbsup:

Let's go!

co920.jpg


193. How to (not) deal with zombies

co921.jpg


Screwed up intentionally (yeah, right - I just forgot how to shoot :oops:) to show you how fast they are.
If you move inside without shotgun equipped, you're fucked - the inhabitants are much faster than in shitty popamole nextgen shit like Resident Evil 4 - you won't be even able to equip the shotgun and aim before being mutilated...
As you can see, they SPEED UP when close to the victim, not SLOW DOWN - Capcom's devs should probably take motherfucking' notes...

:obviously:

And BTW - Conker can fucking strafe (in all 4 directions) while aiming, contrary to Capcom's piece of excrement, hailed by fucking retards as 'best game in Resident Evil series'. Fucking morons...

nGfw1.jpg


So... It's possible to do aim+strife on a console using a single analogue controller? That simply cannot be!

:roll:

[/skyway]

But I digress...

194. How to deal with zombies

co922.jpg


U0Frg.jpg


:roll:

You have to be really careful here - fuckers will spawn in random parts of the cementary, but in most cases - very close to you.
In such case, best idea is to GTFO and take them out from a distance:

co923.jpg


Of course game cheats as fuck by spawning another wave of enemies in the area where you're camping

co924.jpg


But that's another thing...

:roll:

195. Wave two

co925.jpg


When you kill 12 of them, Gregg will warp in close to cemetery's exit (the locked one)

co926.jpg


Let's reach him (avoiding remaining zombies - there's no point in dealing with them now)

196. Open sesame

co927.jpg


There's some really cool-looking house at the top of the hill

co928.jpg


But to reach it, we have to deal with some

197. Old friends

co929.jpg


:(

You have to be really cautious against those bastards - this time they can one-shot you after all

co930.jpg


Finally, Conker reaches the house's entrance

co931.jpg


And moves in... Which turns out to be really bad idea...
(Prepare for the longest and one of the coolest cutscenes in the game)

198. Count Batula

co932.jpg


gS8QB.jpg


Boss battle #6 begins!

:yeah:

co933.jpg


cxWd4.jpg


:smug:

See you next Thursday.

Yes, I've noticed we can embed videos now. No, I don't give a fuck.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,083
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
This vampir could just as well reference something else I guess, but I'm going to have to say that it's main point of reference is:

Cool to see an update, but I would prefer embeded videos :rpgcodex:


Edit: wow, it auto-imbeded, that is so popamole
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,336
+1 Cool Points for mah brah.

No bonus images since Donnchadh Murphy's site is still offline.

But at least check out how great the Xbawks version is!

dxNWT.jpg


:roll:

Embeding videos would be spoilerific, and I don't want to waste time setting 'previev' frames manualy. Plus there are like 5 readers so who cares...
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,336
The mansion is probably the single most awesome location in the game - huge fucking 3d area, that you will have to explore first by air and then by foot.

1) Huge main room with the grinder:

cp001.jpg


2) Main lobby

cp002.jpg

cp003.jpg


3) Library

cp004.jpg


4) Garden

cp005.jpg

cp006.jpg


5) Dining room

cp007.jpg


All rooms are connected with corridors:

cp008.jpg

cp009.jpg


There are also places looking like an ancient 'B' panels in some rooms

cp010.jpg


There's also a familiar-looking character in the main lobby:

cp011.jpg


But first things first - the boss!

:(

This boss battle is special, since you're not fighting the boss directly - instead, you have to feed him.

This isn't that easy - you have to find a villager, hit him with a special homing projectile, grab him and bring him back all the way to the grinder.
Flying without a cargo is piss easy - just press 'B' to fly forward, 'A' to fly backwards (yes, you can) and steer with the analogue stick.
But flying with a pray in your claws is different - you have to press 'Forward' on regular intervals, since your pray will pull you down.

:obviously:

How to do it?

199. Not that way

cp012.jpg


200. That way!

cp013.jpg


Right. We have to repeat the process 5 times, watching out for villagers - there's no chocolate this time, so if you run out of HP, you're done.
It's best to attack a lone victim, since dealing with a crowd of villagers is almost impossible - one of them will stake you sooner or later (especially easy during the 'coming back' part).

When you deliver 2nd victim, you will get

201. A scene

cp014.jpg


After grinding 4th villager, you will get

202. Another scene

cp015.jpg


And finally, after the 6th grinding, you will witness a sad example of

203. 2nd daily sin

cp016.jpg


eRt99.jpg


Boss battle #6 ends!

vI1hy.jpg


As you could see in the final part of previous video, dealing with the Count didn't end Conker's problems.
Now we have to explore the mansion by foot, trying to find a way out of it.
Main doors are still locked and we need 3 keys to open it.
Problem is: there are plenty of hostile creatures inside the mansion and we have to clean the path that we're going to use for bringing each key from it's original location to the door - we can't use weapons while holding a key...

Don't even think about grabbing a key and making a run for it - you can outsmart the zombies (sometimes), but you can't win against bats:

cp017.jpg

cp018.jpg


So, let's make it by the book and fuckup-free!

1) Key#1

Conker continues inside the dining room (the upper floor) and owns 2nd zombie

cp019.jpg


1st key is on the other side of the room, at the end of the long wooden ledge

cp020.jpg


But before going there, Conker has to deal with some

204. Horrible creatures

cp021.jpg


xo6q8.jpg


Grabbing the key now would be pointless

cp055.jpg


Let's clear the path first. Conker goes back to the grinding room:

cp022.jpg

cp023.jpg


And uses the ledge to the right to reach the library

cp024.jpg

cp025.jpg


BTW - he can't reach the main lobby from there - there's a crack in the floor

cp026.jpg


Conker notices more nasties

cp027.jpg


We can't kill them with the shotgun - we have to find a 'B' panel...

cp028.jpg


205. William the Squirrel

cp029.jpg


:thumbsup:

Next step - reaching floor level

cp030.jpg


Problem is - it's populated:

cp031.jpg


Unfortunately, we can't snipe the zombies from above - they will quickly gather right below Conker

cp032.jpg


Stupid nextgen lack of lean!

:x

We have to go down there... Three zombies later:

cp033.jpg

cp034.jpg


The room is clear. There are three exits on the floor level - one leading back to the grinding room (useless - we can't use it while holding a key)

cp035.jpg


2nd one leads to the garden, but we can't use it at all

cp036.jpg


The 3rd exit is the only useful one

cp037.jpg


Of course, it's guarded

cp038.jpg


I'm not sure if this is coincidental, but corridors are the most dangerous places in the building - zombies simply love to hide right next to the door and rape you immediately when you enter...

:roll:

Conker clears the path

cp039.jpg

cp040.jpg


And reaches the main lobby!

cp041.jpg


It's infested as well

cp042.jpg


We're almost there! Mr Barrel is here as well, but we can't interact with him yet...

cp043.jpg


After clearing the area

cp044.jpg


It's time to go all the way back to the key (we can take a shortcut through upper part of the lobby & grinder room):

cp056.jpg


BTW, there's some switch in the upper part of the grinder room (inaccessible)

cp057.jpg


Conker grabs the key

cp045.jpg


And goes all the way back to the lobby

cp046.jpg

cp047.jpg

cp048.jpg

cp049.jpg

cp050.jpg

cp051.jpg

cp052.jpg


Using the key

cp053.jpg


Activates a ledge leading to the garden - we can access it now

cp054.jpg


(technically speaking, it was accessible before, but required jumping - and we can't jump while holding a key...)

2) Key#2

Conker explores other part of the lobby (right from the main entrance)

cp058.jpg


There's a single zombie there and something looking like a door below the staircase (locked)

cp059.jpg


Conker lures out zombies hiding in the nearby corridor

cp060.jpg


And deals with them

cp061.jpg

cp062.jpg


He reaches dining room - it's filled with zombies as well

cp063.jpg


This time, we can take them out from the table - they can't access it

cp064.jpg

cp065.jpg


Conker continues to the other exit

cp066.jpg


It leads to the garden

cp067.jpg


This area is infested as well

cp068.jpg

cp069.jpg


You should be really careful here - it's a labyrinth, so enemies can take you by surprise. Climbing the hedge helps:

cp070.jpg


After clearing the area from zombies, Conker can grab the key and go back to the lobby

cp071.jpg


He has to go back through the dining room (left entrance to the garden), since the middle one leads to the grinding room and the right one is still inaccessible

cp072.jpg


So, it's backtracking time:

cp073.jpg

cp074.jpg

cp075.jpg

cp076.jpg


Using 2nd key releases a ladder... somewhere

cp077.jpg


3) Key#3

It's not that difficult to find the ladder - it's in the grinder room

cp078.jpg


But we have to do some tricky jumping to reach it

cp079.jpg


And BTW - the chocolate here is the ONLY one in the entire mansion!

cp080.jpg


First we have to go to the other side of the gap with the ladder - there's a familiar switch there

cp081.jpg


Throwing it

cp082.jpg


Opens a secret door (and a magical shortcut) on the other side of the room

cp083.jpg

cp084.jpg


Conker goes there, grabs the final key and continues to recently opened door

cp085.jpg

cp086.jpg


:thumbsup:

There are zombies here again (fuckers re-set after using every key), but they can be easily avoided

cp087.jpg


It's time to...

cp088.jpg


206. GTFO!

cp089.jpg


We can now deal with remaining zombies using a

207. New way

cp090.jpg


:yeah:

Now for the MAJESTIC part - we have to roll all the way down the ledge leading back to the cemetery!
(No videos since it took me way too many quickloads...)

cp091.jpg

cp092.jpg

cp093.jpg

cp094.jpg

cp095.jpg


:roll:

The rest is easy - we have to roll through the cemetery (no zombies this time)

cp096.jpg

cp097.jpg


And into the water

cp098.jpg

cp099.jpg


Using mr Barrel allows us to swim against the current an reach previously inaccessible exit

cp100.jpg

cp101.jpg


Conker moves in and ends up in familiar area

cp102.jpg

cp103.jpg


Yeah - it's the waterfall from the beginning of the game (with gargoyle's remnains).

TdT6D.jpg
So, you want some green stuff?

wJRWm.jpg
Yeh! Cash prizes.


Conker has to go back all the way to the windmill area

cp104.jpg


But just before moving in, it turns out, that even in the furry world...

208. War never changes

cp105.jpg


:yeah:

The final 'real' chapter of the game awaits us!

cp106.jpg


See you... p. soon actually.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,336
^
If you were still an active LPer, you would know that we no longer can change threads' titles...

:roll:
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,336
Jaedar said:
I would prefer embedded videos.


Tried this, but there's a limit of 5 embedded videos in a post - blame DU, then.

:lol:

Conker moves in

cp111.jpg


And finds himself in some military area

cp112.jpg


When suddenly!

209. Military action

cp143.jpg


tl;dr version of the briefing - we have to clear the blocked entrance to the port. Somehow.
Let's check the environment first. We have something looking like a damn obstacle course to the left (filled with jumping ammo boxes):

cp113.jpg


There's a pier in the middle

cp114.jpg


And the area to the right looks suspiciously empty

cp115.jpg


Conker checks the pier - there's some mechanism in the water below

cp116.jpg


And an empty landing boat in a dock

cp117.jpg


Conker goes back to the initial part - there's something above the entrance

cp118.jpg


Something... interesting

cp119.jpg


:)

But there's only a familiar room at the end of the ledge...

cp120.jpg


Let's check it out:

210. Weapon B

cp144.jpg


Realizing what to do is p. easy - we have to navigate the gobling all the way to the airplane's wreck. By giving him a hand.

cp121.jpg


Of course, there're many ways of

211. Doing it wrong

cp145.jpg


:oops:

Yeah. First, we have to block the path leading directly into water:

cp122.jpg


But what about the gobling? Is quickloading inevitable?

212. Day of the Gobling

cp146.jpg


:thumbsup:

Our trick works - poor bastard will slide down nicely this time

cp123.jpg


We can continue, for example by going to the left

cp124.jpg


Of course it's still possible to

213. Screw up

cp125.jpg


:roll:

When we beat first obstacle, there's another - a block moving vertically

cp126.jpg


Then there's 2nd set of boxes

cp127.jpg


And 2nd metal block

cp128.jpg


But after dealing with that, we're done:

cp129.jpg

cp130.jpg

cp131.jpg


But what to do next? Nothing happened...

cp132.jpg


Conker decides to go back and jumps into water. Suddenly, DRAMATIC music starts playing!

cp133.jpg


Is there some danger in the water?

cp134.jpg


Oh. Electric eel? I bet this can be useful...

214. Swimming with eels

cp147.jpg


So, we have a fully-functional 'B' panel now!

cp135.jpg


What can we use it for?

cp136.jpg


Oh.

215. Fire in the hole

cp148.jpg


:salute:

It's time to use another gobling and explore the right side of the port.

cp137.jpg


Of course it's emptiness covers a dark secret...

216. Sudden death

cp149.jpg


:x

Good thing that those mines are rather passive, we will meet much more active ones soon...
Final part of this area took me some retries, since mines' layout is really thick there

cp138.jpg


But finally:

cp139.jpg

cp140.jpg


Conker goes back to the panel - another sacrifice is required

217. Guts for the gutgod

cp150.jpg


Well surprise, surprise - the sergeant magically appeared close to the boat. Fucking admins!

cp141.jpg


Let's talk to the bastard...

218. Squirrel diplomacy

cp151.jpg


:what:

Well... Prepare for (probably) the best part of the game. Which starts with (probably) the best most MAJESTIC cutscene in the game history of entertainment industry...

219. T-Day

cp152.jpg


What can I say except...

cp142.jpg


salute.gif
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,336
^
:salute:

Have an artwork:

s9RHc.jpg


And two videos:

Conker's free time activites #7



Conker's free time activites #8

 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,336
We have to be really quick here!
There are three brave squirrel soldiers storming the beach - we have to follow them

220. Call of Instinct 1

cp201.jpg


Our furry BROs in arms show us when we should move and when hitting the ground is advised. At least as long one of them is alive...

221. Call of Instinct 2

cp202.jpg


Well - it's time to kick stuffed ass and chew hazelnuts:

cp203.jpg


:salute:

Conker shoots the lock out

cp204.jpg

cp205.jpg


And moves...

222. Into the Maw of Chaos

cp206.jpg


It's time to...

223. Pop-a-Tedi

cp207.jpg


When we clear the room, we have to continue

224. Into the corridor

cp208.jpg


Yeah - we can strife in all 4 directions here as well - holy shit, somebody really should inform Capcom's devs!

:roll:

We have to traverse another set of lazors

cp209.jpg

cp210.jpg


Kill more tediz

cp211.jpg

cp212.jpg

cp213.jpg

cp214.jpg


There's a lift in the distance!

cp215.jpg


But reaching it is a difficult task

cp216.jpg

cp217.jpg


And can't be done properly without a

225. DRAMATIC entrance!

cp218.jpg


Sure it can!

cp219.jpg


:(

cp220.jpg

cp221.jpg


:cry:

cp222.jpg


More tediz just behind the corner

cp223.jpg


But also something new - a flaming goblings!

cp224.jpg

cp225.jpg


Those bastards are immortal and act as automated traps - you have to wait till they make a pause and move past their post

cp226.jpg

cp227.jpg


Which of course leads to

cp228.jpg


Two goblings and four tediz later

cp229.jpg

cp230.jpg


We find: more traps, tediz and goblings

cp231.jpg

cp232.jpg

cp233.jpg

cp234.jpg

cp235.jpg


After dealing with final wave of 5 tediz

cp236.jpg


We reach the final lazor obstacle

cp237.jpg


It's time for some

226. General discussion

cp238.jpg


So it's totally possible to avoid diplomacy here!

227. Whack-a-bear

cp239.jpg


Conker clears this room. Unfortunately, doors leading further are locked

cp240.jpg


Opening them requires making a...

cp241.jpg


228. Truly grimdark choice

cp242.jpg


Thank god that devs decided to free us from the tyranny of choices here (Bioware surely took notes)!

229. Doing it Michael Thorton - style!

cp243.jpg


(I'm pretty sure something was cut here, probably an explanation how tediz can be made...)

Conker leaves this horrible place

cp244.jpg

cp245.jpg


Only to reach... another horrible place. It's a

230. Mid-boss time!

cp246.jpg


:yeah:

This one is tricky. You have to wait till he reloads and advance slowly:

cp247.jpg

cp248.jpg

cp249.jpg

cp250.jpg

cp251.jpg


Final part is truly MAJESTIC! You have to move past him, climb a rope, hide behind a pipe and reach the 'B' panel at the end of the ledge.

231. Doing it wrong

cp252.jpg


Is not an option. :obviously:

cp253.jpg


You have to...

232. Do it right

cp254.jpg


:yeah:

Next part is actually even more difficult - you have to man the harpoon machine gun and mow down a couple of waves of tediz, that will pour through both entrances into the room

cp255.jpg


Shit is actually much easier if you leave the big gun alone, hide behind it and own the bad guys using your guns - at least you can reload much faster and cover one of your flanks by proper positioning (important, since final waves will go from both entrances at the same time...).
MANY frags later

cp257.jpg

cp258.jpg

cp259.jpg

cp260.jpg


Cokner can finally leave the room

cp261.jpg


There's a factory line for mines in next room

cp262.jpg


And some strange schematic on the wall

cp263.jpg


But nothing to do. Conker leaves the building, only to witness:

233. An execution attempt

cp264.jpg


But the lucky victim should not worry!

234. Cavalry is here!

cp265.jpg


So, it's time cooperate with Pvt Rodent...

cp266.jpg


qiO51.jpg


See you next Thursday.

:obviously:

(let me know if all videos do play - YT is wonky today)
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,083
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
decline popamole furfag shooting gallery corridor linear banal boring shit

P cool update tho.
And the videos all played for me. Some images didn't load properly first time though. And this lp really needs a new page.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,336
Two pretty obv. movie references in phelot update, BTW.

[/nextgen]
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom