Now
your up to Bats Tower, warning you may go a bit batty
in this level! ! Get into the water and swim upstream
(there is a small cave along the way behind the waterfall
with some chocolate and a Squirrel Tail). Keep swimming
upstream past the bullfish and soon you will notice
a passageway under water,
swim
through it to emerge in room at the base of the tower.
Next, approach the cog on the wall by climbing the
steps. The cog wants you to bring three lady friends
back to him and with that a lift is lowered to you
from above. Take the lift to the lowermost walkway.
There is a narrow beam in the center of the void that
you must cross, the catch is a whole bunch of annoying
bats that don't like you. To rid the area of bats
there are several Context Sensitive Zones along the
way. Press the B Button as usual with any Context
Sensitive Zone to equip Conker with the flamethrower
weapon (You know what to do with this: Its bat burn
time!). Keep going across where you will finally end
up in front of a rope at the end of a walkway. High
jump and hover towards the rope and keep repeating
this step until you reach the upper level of the tower.
Walk
across the beam and jump for the lever in the distance.
The lever opens an underwater tunnel leading to the
three missing lady cogs. Head back to the upper level
and climb the rope up to the very top. Jump and hover
towards the rope on the right and head to the tower's
stone wall. Need some money? Your going to have to
make your way clockwise around the towers perimeter.
Watch out for the spike mines along the way and grab
your money. Now just suicide jump off the top of the
tower into the moat (You'll survive!) Head back through
the underwater passage and swim through the tunnel
where the Spike Mines are. This will take you to a
room where one of the missing cogs is. Hit it with
your frying pan and
carry
the cog to the room where Mr. Cog is (The first one
you met). Head up stairs and slide the cog onto the
upper peg. Head all the way back to where you found
it and go through the doorway to the circular room
where two more cogs await. Once you have catch them
take them to the remaining other pegs near Mr. Cog.
With each cog in place, jump on the large stone wheel
in the center of the floor and turn it clockwise.
This will wind the Bullfishs leash up at the bottom
of the pond allowing the lady Catfish to get by (Get
down there and lead them to the safe).
No
money and a combination lock on the wall, this calls
for the slingshot. Go over to the B Button Pad to
equip Conker with the slingshot and fire at the letters
behind the wheel to spell "open". When you
break the lock head to the B Button Pad near the waters
surface.
Equip
Conker at the B Button Pad with a headlamp (ooh!)
and dive in the water. The are all sorts of tunnels
and alcoves in clang's lair, head to the first alcove
on the side. If your at all low on air, head to the
numerous air pipes located around the lair to replenish
your air meter. Continue to swim down the shaft through
the upper green tunnel (replenish you air before you
head in at an air pipe). When your clear of the tunnel
head up to the surface and use the B Button Pad to
get battery change for you headlamp. Next, go back
and follow the upper blue tunnel, surface and pull
the large lever on the wall, which will open up another
set of tunnels. Now that that's done, swim back to
the upper green tunnel back to the previous room.
From here take the yellow tunnel to emerge at the
bottom of a large shaft (so many tunnels!). Surface
and enter the tunnel that will lead you to boiler
room.
Tinkle
Time
In
the boiler room you will find two fire imps. Go over
to the beer keg and press the B Button then walk Conker
back into the large room (whoa....I'm all dizzy…)
Go up to the boiler and press the B Button and Conker
will pull out his um…..well, he takes a tinkle
to put it polity. Use Conkers piss to saturate the
fire imps. (You can use the Z Button to aim). If you
need to reload then use the first aid kit on your
left and then return to the beer keg for another round
(cheers). When you have obliterated the fire imps,
there will be two remaining which will leap into the
boiler and fire it up. Now you have to face a Boiler
as a boss. Your basic aim is to hit his brass balls
(ouch!). Get up onto the upper platform above one
of the corners
in
the room and face the boss, wait for him to step above
the grating in front of you and when he does, jump
up and pull the chain above you. If you did this right
a poison falls all over him, causing him to let his
guard down for a few seconds. This is your chance!
run under him, and hit those brass balls with your
frying pan. You have to hit those balls four times
to knock them off. So repeat the above steps with
a different corner, lure him, pull the chain and then
hit him where it hurts. If he uses a flamethrower
attack on you the best thing to do is jump into the
air and hover until its over and then get back into
position to lure him again. Once you have managed
to deliver the final blow and take out his most precious
items, go over and roll one of the balls into the
circular switch on the floor which will open the exit
door. Then roll the second down the tunnel to take
out the Spike Mines and to get some money. Now you
just have to escape, swim underwater and in front
of each of the Catfish as the Bullfish chases after
you (boy, is he mad!). By staying in front of a Catfish
the Bullfish, wont be able to chomp you, instead he
chomps down the catfish. Dry land at last and as for
the Bullfish, he beaches himself right into a rock
wall. Now that's just about it for Bats Tower, help
yourself to some much needed chocolate, and then jump
off of the Bullfishs body to reach the cave above
where some more money awaits and the next chapter!