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Assault on Castle Von Tedistein


Conker™: Live and Reloaded includes eight multiplayer maps. Whether you prefer to play offline against "Dumbots," in person over System Link, or online over Xbox Live™, each map has a different scenario in an ongoing war between Squirrel High Command (SHC) and the fiendish, furry Tediz.

The game is more than an outright frag fest—there's a war on! In each battle, you earn Career Points (CPs) for kills, repairs, etc., or when you complete objectives. Throughout the war, soldiers storm and defend beaches, blast through enemy defenders, seize control towers, drive vehicles, steal enemy codes … and, of course, score points for exterminating the enemy.

Each different soldier type in multiplayer Conker: Live and Reloaded has a different role to play in these scenarios. Consider, for instance, Conker's assault on the nefarious laboratory Castle Von Tedistein. Late in the war, the Tediz Commander, Krippelspac, is desperate for a superweapon to turn the tide of battle. Within his carefully guarded laboratory, he harnesses the power of electricity to animate his ultimate soldier, a Machine Tedi.

The only way the SHC can stop the experiment is to cross a gaping chasm by cable car, scurry through a warren of corridors, and seize control of two Tediz electrical towers—all while defending its own two towers near the SHC base. Once the SHC controls all four towers, it's ready to send a soldier into the animation chamber to ruin the Tediz experiment. The Tediz have a similar task at hand: Steal control of the towers from the Squirrels and defend them until the experiment is complete.

Each type of SHC soldier has its own skills to lend to the war effort:

  • Grunts arrive on the battlefield armed with machineguns and grenades. After grabbing an upgrade, they can throw Magnova grenades, useful for disabling Earthguards. The Tediz are likely to install Earthguards on the platforms near the cable cars, since the squirrels must exit the cars after crossing the chasm. By switching to Magnovas, the Grunts can disable those guns.
  • Long Rangers are deadly marksmen, particularly on the parapets surrounding Castle Tedistein. While soldiers are rushing back and forth on the cable cars, they can snipe enemy soldiers on the opposite side of the chasm. Kneeling or going prone (using the B button) improves a Long Ranger's aim and prevents the player's name from being displayed. Charging up bullets (by holding down the right trigger) increases their damage and accuracy.
  • Demolishers move slowly and hit hard when they're armed with Bazookas. By switching to Berserk mode, they can run faster through the castle to defend or seize electrical towers. They also have Napalm grenades, which deal incendiary damage to an area. The inside of a cable car is a great place for Napalm.
  • Sneekers are spies and infiltrators. They start armed with Sabres, close-combat weapons useful in tight corridors and the tunnels underneath the castle. They also have a Cloak mode, which helps them stealth past enemy soldiers to seize control of electrical masts. Hold the left trigger to switch to Defense mode, and it will buy them a little more time when they're running the gauntlet of the cable cars.
  • Thermophiles play with fire. Their standard weapon, the Sinurator, can wash down an area with flame. The cable cars, the platforms outside them, and the tunnels underneath the castle are all killing grounds for these soldiers. After grabbing an upgrade, Thermophiles can switch to the Faustus, a weapon that slows them down and narrows their field of fire against one target. It also drastically increases their range and precision. Fire from the Faustus is particularly useful in the open areas of the castle.

At the start of the battle, two electrical towers are on one side of the chasm (near the SHC base), and two are on the opposite side (within running distance from the Tediz base). To steal a mast, you need to step on the glowing button nearby. Each pair of masts must also be activated in sequence. You've got to hit the switch near the cable cars before you can seize control of the mast closer to the animation chamber.

By coordinating Grunts, Demolishers, Sneekers, and Thermophiles, the SHC can bring the fiendish plans of the Tediz Commander to the end … but only if they have the skills and understand these tactics better than the Tediz. The fate of Conker's world hangs in the balance!


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