Bats Tower
From RWP Wiki
Bats Tower is the Fourth Chapter of Conker's Bad Fur Day and Conker: Live & Reloaded
Contents |
Levels
1 - Mrs. Catfish
As soon as you enter this area, you will be greeted by a school of female catfish (of course they need your help!) They need you to do something about the bullfish that is guarding their safe at the end of the stream. In the pool where the bullfish is, look for an opening in the lower part of the pool, and swim into it.
2 - Barry's Mate
Swim through the water-filled tunnel and emerge on the surface about the closed off grating. Get out of the water and make you way up the small ramp and talk to the cog. More then likely you will be talking to the rude cog who tells you to get his cogs back. After that nice conversation you will get another one from the cogs alter-ego who is a perfect gentleman. Before you go and get back the cogs you should climb the tower. Start by finding the elevator platform close to the cog wall. Walk around to the small beam the spans the diameter of the tower. Watch out for bats waiting to attack you from the rafter. While on the beam wait for a bats squeak then press
and unleash your flamethrower. Continue your way across the beams and up the ropes, frying bats as your progress. When you make it to the top of the tower, jump onto the stone platforms where the Spike Mines are. Work your way around the perimeter of the castle until you reach the wad of cash. Return to the section of the castle just below you. Grab the lever that is adjacent to you, and pull it. This will open the grating at the very bottom of the tower, submerged in the water. The quickest way to get down safely is to get back up on the wall where the money was, and just jump off the tower (towards the outside), and you will land safely in the pond outside where the bullfish is. Swim back into the doorway to go back into the tower.
3 - Cogs' Revenge
Go into the underwater tunnel that is now up, behind where the grating was. Avoid the two Spike Mines and then swim up in through the opening. The first cog is running around this circular section. The second and third cog are running around in the circular hallway in far back of the hallway. You must bring each of them back to the rude cog one at a time. Smack each with the frying pan, and carry them back. Once all three cogs have been put on their dowels, jump on the large stone platform in the middle of the tower. Run the direction that the arrow points, and after a few turns the cogs will activate, and the bullfishes chain will be pulled into the closest that it can be. Now the catfish won't be afraid to come close to their safe.
4 - The Combination
Go back to the place where the catfish are. After they know the threat is removed they will ask you to lead them to the safe, where they will enter the combination to the safe. After they unlock and open the safe, they want you to go retrieve their money.
5 - Blast Doors
That pesky wad of cash doesn't seem to want to give itself up, so he jumps into the blast doors, and seals them. You have to unlock the doors and follow him. Jump onto the context sensistive pad and shot the letters in front of you, so you spell out "OPEN" that's it simple as that. Watch for the Spike Mines, they will attack whenever you hit a wrong letter or if you miss three consecutive times. Once you spell out the code, the blast doors will open. Jump down into the water, you will throw on a helmet with a flashlight and put in a battery.
6 - Clang's Lair
The key here is to work your way through the tunnels while avoiding the Clang's. Start by diving down and steering into the side coves whenever you need to avoid an enemy or get some more air. Once through this pipe follow the Clang into the flashing green pipe he goes into. This pipe leads to another vertical pipe. Go up and get some air. Dive down again and this time follow the Clang into the lashing blue pipe, go up and get some more air in the next tunnel. Grab the lever in this area. Go back to the main pipe, and then swim through the flashing yellow pipe. You will come into the large vertical exit pipe, identical to the pipe you entered this area from. Swim up through the pipe, going to the sides coves whenever you need air or to dodge the Clang. Finally surface in this new area, and jump down into the hole in the floor.
7 - Pisstastic
Get ready for nothing but the best drunken pissing fun! That's right it's time to load up on the beer and work your magic! Go over to the keg and press
. After a heaping helping of some beer Conker is feeling pretty good, not to mention tipsy. Stumble yourself over towards the Fire Imps, and take aim. Simply press the B button to start firing. If you press
you get a further shooting stream and more pressure. The point is to extinquish eight Fire Imps. If you don't succeed the first time, then walk the hungover Conker to the first aid kit and sober up. Then head back once again for some more beer. Keep trying until all the imps except the two are dead. They will jump into the boiler and fire it up. (Conker's a lightweight folks!)
8 - Brass Monkey's
The two Fire Imps from the movie have comdered the boiler, and turned it into a walking deathtrap. With the push of the big red button the boiler seems to have grown two brass balls (Don't Ask Don't Tell). In order to successfully win you must lure the boiler over to one of the four corners. While it is there, you must leap up and yank the lever above you, which let's loose a stream of poo water into the boiler. The boiler will be momentarily paralyzed. While it is, run up to it and press
. Conker will whip out two extremely painful looking bricks and..... you guessed it.. smash those brass balls. (That's gotta hurt!) You must repeat this for each of the four corners. After the fourth beating the brass balls will fall off and the boiler will be no more. Roll one of the brass balls on to the switch opposite the first aid kit (next to the sealed door). The door will open revealing a long hallway with a Spike Mine in it. Take the over brass ball, and roll it into this hallway. A cutscene will show it crushing the Spike Mine and continuing through the wall. Go through the hole in the wall to get your reward, $10.
9 - Bullfish's Revenge
Now the catfish want their money back and the 10% they talked about is only a measily dollar. Oh Boy! That deal doesn't cut it with Conker, so he tells them he's taking it all. Meanwhile the bullfish is slowly ripping away his chains. Now it's time to run away, and I mean fast. A good way to get through the water fast is to jump out and tailspin as much as you can. As the bullfish follows you, jump over the catfish that are scattered in the water. That will buy you some time. Keep doing this until you make it back to the wooden dock. Then a cutscene very Jaws-esque will take over. The bullfish is now smashed into the wall. Hop up on him and then to a platform and there is $300 waiting there for you. Now that's a reward.