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Filthy Hands Floyd Walkthrough (Pt. 2)


One of the many genres the developers at Oddworld Inhabitants have borrowed liberally from in Stranger's Wrath is stealth-action. Stranger's a big, bad, bounty hunter, but bullets kill him like anyone else. Use Stranger's radar screen and the Beyond Good & Evil™-style (okay, some folks might call it Metal Gear Solid-style) "guard-vision" on that radar to stay out of sight until you spring your trap.


Bountying a web-tied foe is easy, but looks messy.

After taking out those first four or so canyon guards, you've got a free run through another tunnel and on to the next cut scene. Floyd's boys have been ordered to keep the wagon train from getting to town, so they do what any outlaws would do—blow up a rock formation and block the rails with an avalanche.


Floyd's boys have a nasty surprise planned.

After the cut scene, check out the area you're in for some Bolomite reloads, and then get ready for the ol' Chippunk/Bolomite trick again. Now, however, it's a little more dangerous. This area is filled with tall grass that can hide you, so use it and the 'punks to take the bandits on one at a time. If you get spotted and mobbed, switch into third-person and start spinning until they're all unconscious, beat your chest (Y) to regain health quickly, and then bounty


Strike from cover, or don't strike at all.

Once you've bountied up the local henchmen, stock up on Bolomites again and look for a rope near the rockslide. That's your ticket up and over. Hit A to jump onto the rope as you did before, and then move Stranger like that extreme prince fellow.


Your path past the rockslide leads straight up.

The first rope leads to a landing where you find some free-range Fuzzles, another type of damage-inflicting ammo that can also be set as a trap—that means you can lay down a few, and then use Chippunks to lure the enemy into the waiting ambush.


Stop off at the landing for Fuzzles …

After you've stocked up on Fuzzles, hop onto the next rope, which leads to a wooden platform that takes you over that rockslide.


… then climb the next rope to this bridge.

The platform leads to a sniping area of sorts, from which you can take potshots as Floyd's henchmen on the ground. They're making life tough for the poor Clakkerz on the wagon train, and they deserve it. You need to get back down to bounty them, though, so look for another rope that lets you get safely to the canyon floor. (Mind you, falling never kills Stranger as long as he can see the ground he's landing on, but it does stun him for a few precious half-seconds). Follow the low, slanting roof structure around on the left to sneak up on the bad guys.


Use this path to get the drop on Floyd's boys.

This next fight is the toughest yet. The outlaws are all over the wagon train area, but so are numerous hiding spots. Make every Chippunk and Bolomite count, and lay Fuzzle traps when you can—an enemy can't shoot at you while a Fuzzle is chewing on his face, and that lets you take out the enemies that don't have Fuzzles chewing on their faces. If stealth isn't your bag, you can always charge in, but be prepared to do a lot of attacking-hiding-healing-attacking if you go that route. This may be the last point in the game where such a run and gun approach actually works, so enjoy it while you can. There are around 8-10 enemies here, and they're all loaded for bear, so heal whenever you're out of sight.


When cornered, fight your way out with melee.

After fighting your way through the outlaws, you get a cut scene where the lead Clakker on the wagon train (apparently) thanks you for your help and starts looking around for the mine shaft that leads back to town … when Filthy Hands Floyd finally makes his appearance. And it's an appearance that doesn’t end well for the Clakker, may he rest in pieces.


The outlaw formerly known as Shiny Hands Floyd.

Cue boss fight! Naturally Floyd fights dirty, or at least filthy, so he brought a few extra henchmen to this last battle to make things more interesting. He's also packing a gatling gun that makes his boys' weapons look like peashooters and a mouth that reminds us all that the Oddworld games aren't necessarily for kids, unless they're also sailors.


"Alive or a corpse … your choice."

The two henchmen are only a problem if you charge right into the fight. Floyd hangs back a bit and lets them go after any Chippunks you fire, so hide behind a wagon and lure the two morons out to be captured. Once they're down, it's time to get Floyd.


'Punks and 'mites make short work of Floyd's boys.

Floyd takes a little more attention than just a Chippunk—he's too smart for that. You have to carefully head in and get him with a Fuzzle or two so he starts dancing and running around like an idiot. When he's doing that, he can't fire his repeater.


Tough as he is, Floyd's still owned by Fuzzles.

Now switch to Bolomites, if you don't already have them up. And, be aware this is the last boss that Bolomites work on, and they won't work for long!


Ready the Bolomites …

The Bolomite webbing lasts about a second and a half, so fire at close range. As soon as you hear the "thwip thwip" noise of the Bolomite striking the target, move in and hit X to bounty the bandit.


… and collect that boss-bounty.

If you're out of Bolomites, you need to be much craftier. You might try firing and reloading Fuzzles until Floyd succumbs to the light damage the chompy little guys inflict. You might also go into third-person once the first two henchmen are down and just start beating on Floyd until he's weak enough to bounty.


The path home—it's not the way you got here.

Filthy Hands Floyd is the first really challenging bounty in Oddworld: Stranger's Wrath, but he's sure not the last. Get back to town and cash him in, and then head to the Bounty Store for your next mission (and now that the trains are up and running, you can buy some upgrades at the General Store, too).

Continue on to the Looten Duke Walkthrough.

Skip to the Boilz Booty Walkthrough.

Skip to the Buzzarton Walkthrough.

By Ben Barker

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