Chapter 4: Bats Tower
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!
www.rarenow.com walkthroughs