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Conker's Pocket Tales

Walk through by Jackson Steinkamp and his dad Mark

Version 1.0 September 13, 1999

Table of Contents:

Chapter One - The Forest

Chapter Two - Vultureville

Chapter Three - Krow Keep

Chapter Four - Mako Island

To come:

Chapter Five - Claw Swamp

Chapter Six - Aztec Temple

Chapter Seven - The Catacombs



Chapter One

THE FOREST - Present #1

You start out in Conker's House. You go left to pick up a conker and an acorn.
Then go down to exit. Dig (with select) in the patch of dirt to the left of his
house. You'll come out inside a fence where you can grab a present. Dig again
and you'll go back out.

THE FOREST - Present #2

Then go to the other patch of dirt south of his house. Dig there and you'll come
out on the other side of the fence that was blocking your path out. Go south to
the path and take a right turn. Follow the path and when you reach the fork, go
south. Keep following the path you're on and don't take the other fork. The path
looks like steps, so climb them and follow the path. When you reach the sign,
don't take the time to read it... just keep going. Take the north path and
follow the steps up and to the left. You should find the forest guardian's
house. Enter it and go to the room on the right. Talk to the forest guardian.
He'll tell you to grab the key and present. They'll only appear after you've
talked to him, so don't worry if they aren't there right when you come in.

THE FOREST - Present #3

Exit the forest guardian's house and follow the path that looks like steps down.
That will lead you to a fork. Take a left and go back down the path that looks
like steps. At the bottom you'll come to the fork again. TAke a left and head
north. Keep going north, going right past the path that led from Conker's house
here. Go left and watch out for mushroom guys. Turn north at the fork and follow
the steps up and to the right, straight in to the windmill. Don't worry about
the acorn person in the house. Go to the room on the right and here you'll find
your first block puzzle.

Instructions for Block Puzzle

Push A and the direction (with the arrows on the left of the control pad) that
you want the block to go.

Push the bottom white block to the left against the green block. Then push the
block up right into the hole. Lastly, push the other white block up into the
hole. Then the door will open. Go up there to find your present.

THE FOREST - Present #4

Take the top door from where you are. (It opens after you collect the present.)
When you are through the door, go through the next door on the bottom and you'll
find a slingshot. Grab it and find your way back the beginning of the windmill
by going in reverse order through the doors you've travelled through. When you
come back to the beginning door, go out and you'll come out outside. Go back the
way you came from, back to the forest guardian's house. (Follow the path in
reverse.)

Instructions for Slingshot

Hit B to fire. Make sure you don't run out of Conkers. (Look at the bottom right
corner to see how many Conkers you have left.)

Once you're back to the forest guardian's house, go right until you find the
forest guardian. Talk to him and he'll give you a game to play... your first
mini-game.

Instructions for First Mini-Game

Hit B to fire. Steer your cursor around with the control pad and fire when it's
right on the target that is standing up. If it falls down, you need to hit an
extra target to win. (That happens everytime a target falls down.) It shows on
the bottom of the screen your remaining time and remaining targets. Once you
finally hit them all in one try, go back out the exit but don't go out the
fence. Look up and grab your present!

THE FOREST - Present #5

Get ready for the spooky woods! Go up into the scary-looking trees. At the sign,
take a right and keep going right. Shoot all the enemies that you see with your
slingshot. Go left, not up. When you reach a dead end (a tree in your way), head
up. You can't beat the ant in your way so just run up and to the left before he
hits you. Go left. There you'll find a house with two doors. Enter either one.
Inside are two more doors. Take the one on the left and then talk to the person.
He'll throw a key on the floor for you to grab. Then return to the room on right
and take the top door. Grab your present in the room.

THE FOREST - Present #6

From the present room exit through either door. When you get outside, take a
right and find your way back to the sign in the rock. Go back to the forest
guardian. Don't talk to him. Just keepgoing down the path that looks like steps.
Go down the other path of steps on the left. When you reach the fork that led
from the house, go south. At the bottom of that path, cross the bridge. Watch
out for the crow. Then follow the long path, watching out for mushrooms. AT the
fork, take a left and continue. At the end of the path, enter the door. When you
see the guy at the top of the house talk to him. He'll give you a present.

THE FOREST - Present #7

Exit through the top door, which opens after you grab the present. At the end of
this path, you come to your next block puzzle.

First push the top block left, then down, then right, into it's hole. Next, push
the bottom block down, then left into the hole. Then push middle white block
down into its hole. Then run out of the door and through the door that was
closed before you completed the block puzzle. Go down. Stomp the mouse. (To
stomp, press A-A quickly). Then go up and out of the door. Go left and enter the
door that wasn't open before. Go down, go left and through the exit door. Enter
the next house, go right and you'll be at your next block puzzle. First push the
top block left. Tlhen the second to top block left and up. Push the block on the
left and the bottom up to the hole. Lastly push the other white block right into
its hole. Then go down and exit. Talk to the acorn person and he'll tell you
there's a switch puzzle in the room at the left. There you'll find three
switches. Stomp the middle first, then the bottom, then the top. Go through the
top door and grab the next present.

THE FOREST - Present #8

Stomp the switch in that room. That activates another door. Find your way back
to the room with the acorn person and exit through the bottom door. Enter the
next house and go up t hrough the last door. There's another mouse. Stomp him,
then exit through the top door. Then go down... exit at the bottom. Enter the
next house. If you enter the left door, you can go up and around to the right.
If you enter the right door, y ou can go straight up. You'll see five switches.
Stomp them in this order, middle, bottom right, top left, top right, bottom
left. That will open the door at the top of the room. Enter it and run straight
down to the exit. Two mice await you. Stomp them. After you've beaten them enter
the door on the right. Exit through the bottom to the outside. Run right and
into the cave. Walk up and right, watching out for the spider. Dodge the lasers
coming from the right. Then go up and to the right and dodge those lasers. Talk
to the acorn. He'll ask you if you have seven presents yet. If you don't have
seven presents, you'll need to go back and get them. If you do have seven, dig
down through the dirt. Exit the bottom door, grab the acorn, and watch out for
the ant and the crow. Go down, right, up and you'll find the evil acorn. Talk to
him and go up through the top door. Run up through the top trees. Wait for
Hssstamean the snake to come around. When he does fire at his head with your
slingshot. It takes five hits to beat him. Never run out from between the two
trees. After you hit him five times, evil acorn speaks. Go out the same path you
entered and grab present eIght. Enter the whirlpool and you'll end up in a
different place. Go up and talk to the acorn. He'll tell you that you've beaten
the snake. A piece of paper appears to the left. Push the log to the left of the
paper the same way you'd push a block in a block puzzle. Next cross the water.
Follow the yellow path. Enter the barn (you have to have eight presents). Go up
and talk to the acorn. Enter the door at the top of the screen. Stomp on the
mouse. That will open the door on the right side. Go out through the bottom
door. There are three more switches. Stomp in the following order: left, right,
middle. Enter through the top door. There's a block puzzle there. Push the top
block up and then left into its hole. Push the block in the upper left corner
left and up into its hole. Push the block second from the bottom up. Then push
the last block left. You've solved the block puzzle. Then go down through the
door and door on the right side of the room. Get the key on upper right corner
of the room. Exit through the bottom door. Welcome to Vultureville!

Chapter Two

VULTUREVILLE - Present #1

Follow the path to the left. You'll see a house with two doors. Enter the left
door. Go right through the two doors and go up through the top door. Stomp the
mouse and go right, then down, then right again through the top part of the
room. Talk to the person and hit the switch that opens the door on the far left
side that wasn't open before. Keep going all the way to the left and enter the
door that wasn't open before. Go up and right and you'll find the present.

VULTUREVILLE - Present #2

There should be a switch puzzle Hit fs top left first, then bottom right, top
right and lastly bottom left. Exit back out the left door. There are tons of
conkers and acorns. Go through the right fence. Follow the yellow path that
leads you to a sign that says Vultureville. Check out the hotel first. Talk to
the acorn and he'll tell you to see the undertaker. First you'll want to
explore. Go to the top right corner of the room. Enter the door. Stomp the mouse
if you want. Go back and exit the hotel. To go the undertakers, go past
Smithy's. Enter the Undertaker's building right of Smithy's. Make your way to
the top door. It leads out. Follow the yellow path to the ladder and keep
following the yellow path. Go between all the treesor to the right of them and
you'll find a "stonehenge" structure. At the top right corner you'll find a key.
Go to the house on the top left corner. Talk to the acorn in the house. He'll
give you a present. Grab it.

VULTUREVILLE -Present #3

Another acorn will appear. He'll put you in jail. To get out you'll have to
solve the switch puzzle in this order... top right, bottom right, bottom left,
top left. After you get it, exit the cell and go right and enter the next cell.
The order for this cell's switch puzzle is ... top left, bottom left, bottom
right, middle, top right. Next go right to the next cell and enter it. This cell
has six switehes. Heres the order BL, BM, BR, TM, TL, TR. Exit out and run down
the pathway. Run left through the two doors. Speak to the acorn. He'll ask you
to go the bank and give you a present. Grab it!

VULTUREVILLE - Present #4

The bank is two buildings below Smithy's. Once your in there, talk to the acorn.
Run up through the hole and talk to the second acorn. Time for a mini-game.

Instructions for second mini-game.

Hit left and right to steer Conker. Try not to get hit by Honker's shots. The
number of red lines on the bottom of the screen shows how many hits you have
left. The blue lines show his energy level, just like the red shows yours. Hit A
to fire and B to duck. He can't shoot at him or be hit while you're ducking. You
don't need to hold B to stay ducked. Hit B again to get to normal position.

After you beat him, you'll receive a present. Grab it.

VULTUREVILLE - Present #5

Get out of the bank and find the Sheriff's House. It's one building left of and
one building above the bank. Talk to the person inside then exit again. Go to
the bottom right corner of the course. You'll find a sign that says VV. Go past
the sign but don't cross the bridge. Go right until you find some teepees. Enter
whichever one you want and talk to the acorn inside. Then exit the teepee. Take
the bridge and go left. You should find a house that says pan for gold. Enter it
and go to the far left room and talk to the acorn inside. Exit. Then go back
into VV the same way you came. Find Smithy's (one building right of the
Sheriff's). Enter Smithy's and go to the top. There should be a person there.
It's Smithy! Talk to him and then look for Dusty's. It's one building left and
one below the bank. First defeat the bat by shooting him with a slingshot. Then
talk to Dusty. He'll give you a tankard. Then go back to Smithy's and he'll melt
the tankard down into a pan. Grab the pan and the present (it only appears after
you get the pan) by the door before you leave.

VULTUREVILLE - Present #6

Exit Smithy's and go out of Vultureville. Go down the bridge and left to get to
the gold-panning area. Go the far left area and talk to the acorn again. He'll
say that you're ready for mini-game number 3.

Instructions for third mini-game.

Hit left and right to steer your pan to a nugget. Hit A or B to grab a nugget.
Then push left-right, left-right, left-right, etc. to shake it. When you see the
bag at the bottom of the screen, that means you've got a gold nugget. The more
bags you have, the more gold you have. You need to fill up the bottom black part
of the screen all the way to win. You'll also see a timer on the bottom right
that shows you how much time you have left. Once you've filled up the bottom of
the screen, grab the gold and exit the house.

Go right and back to the bridge. Go up the bridge but don't go into VV. Take a
right and go back to the teepees. Enter any of them and talk to the acorn
inside. Exit the teepee and go to the top. There should be a ladder. Climb it.
At the end of the ladder you'll find a present!

VULTUREVILLE -Present #7

Keep going up watching out for walking cacti. If you find another ladder, climb
it and you should find the evil acorn. Get ready for Luxo and Sol, two serious,
mean, angry, tough bosses.

Instructions for battle vs. Luxo and Sol

They'll fly around trying to hit you. Always keep an eye out for them. Don't try
to hit them while they are moving... it's wasting ammo. It takes four hits on
one bird and five on the other. Use the slingshot by pushing the B button. Good
luck!

Once you've beaten them, there should be a present and a diving mask. Make sure
you grab both items.

VULTUREVILLE -Present #8

Go down the two ladders you came from and then find your way back to the bridge
that leads to Vultureville. Don't go across it. Dive into the water. Hit select
to dive in a dark area. There should be an invite on one side and a present on
the other side. Swim to both and get both items.

KROW KEEP - Present #1

Exit out the top of VV and cross the bridge. Follow the yellow path and exit out
of the fence. Then go right and enter the barn. Go up to the top room and enter
the door there. You should be at the switch puzzle. Go in the top door and then
the left door, and then the bottom door, and then the bottom door again to get
outside. Dive into the river below you and go left. Keep following the river.
Once in the lake, dive down. Watchout for all the fish. Enter the well (a hole
in the water) to get outside. Go left and up and find a tent. lEnter it and talk
to the acorn. Get ready for another mini-game, the same as your first, but with
less time to knock over the targets. You only get ten seconds. You get a present
after you win. Grab it and the token at the top.

KROW KEEP - Present #2

Exit the tent and go up and across the river and search for a tent. Enter it, if
there's an acorn inside it, it's the right one. This is your fifth mini-game.

Instructions for fifth mini-game.

For those of you who have N64's Mario Party game, you'll know how to do this.
It's similar to the shell game. You watch which cup the acorn puts the pea
under. Keep your eye on it. Steer the hand around to pick which cup has the pea.
You need to get it right two out of three tries. After you win, you get a
present.

KROW KEEP - Present #3

Exit the tent and go down and left. Go through the river and past the snake. Go
to the bottom and then left. Dodge all the trees and enemies and you'll reach a
third tent. Enter and talk to the acorn. He'll give you a key and a present.
Grab both and exit.

KROW KEEP - Present #4

Go back to the right, dodging the trees and enemies. Go past the snake again and
there should be a place where the side of a castle is visible. Enter the castle
door. You're now in Krow Keep. Go up through the next door. Watch out for the
mouse as you make your way to the door on the right. Enter the top door. You'll
see spikes. Don't stop on them as you shoot Waldorf. Every time you hit him
he'll shoot a buzz saw at you. When you hit him again the buzz saw will
disappear. After four hits, he'll give up a present. Grab it!

KROW KEEP - Present #5

Now go down the steps and through the bottom door. Stomp on the yellow stones if
you want an extra acorn. Go right and enter the next door. Watch out for the
lasers in the wall as you make your way to the top door. Go left. Get ready for
a running jump over the spikes. (Run by tapping the control pad inthe direction
you want to go, then push A). Enter the door on the far left. Make two quick
running jumps over more spikes and then go down. There's a bat. Jump over the
hole with a running jump. Don't fall in the hole. Do a running jump to the
spikes when they are down, then quickly run up before they come back up. There
are two statues. Enter the door between them. Win another battle with Waldorf.
After four hits, he'll give up the present.

KROW KEEP - Present #6

Exit down the stairs and go through the left door, then the bottom door. Then
jump the gaps. Make a run across the spikes when they are down. Then go through
the bottom door. Go through the next bottom door. Lots of spikes to get past.
After a while, you'll get to a door... go through it. Go through the bottom door
and then the right door. If you want an invite, stomp on the flagstones. Go
through the right door, then down and left. Watch out for the sword. Go through
the door between the two statues. Win another battle with Waldorf. This time he
shoots swords. After four hits, he'll give up the present.

KROW KEEP - Present #7

Exit through the stairs. Take the left door. Watch out for blobs as you make
your way through the door and tothe next right door. Now jump over the spikes
and run and stomp the switch. Go back across the spikes and find your way back
to the beginning of this area. Go left, up and right and then up and left to the
mouse. Go left and up. You should be back to the major spike room. When you pass
a door, go through it. Keep going right and jump the spikes. Watch out for the
laser, making your way right and up. Go right again. You should find a room with
lots of conkers and acorns. Keep going right and then down. More lasers. Keep
going down. Then jump the spikes and the gap and go through the door on the
right. Keep going right. through the right door and then down. Dodge the buzz
saw as you make your way down to the next door. Take a left. Go past the statue,
and take the bottom path. Take a right and up to a door. Enter. You'll have
another battle with Waldorf. He shoots two buzz saws this time. Otherwise it is
the same. Beat him with four hits and you've got the present.

KROW KEEP - Present #8

He should increase your rating to Nutty Forager. Now take the bottom door and
you'll be at a block puzzle. First push the bottom right block right into the
hole. Do it when the spikes are down. Push the top block up into its hole. Push
the bottom left block left. Once your clear it, go out the top door. Go left,
down and left again. Keep going left past the three sets of spikes. Then go up
through the door, dodge the buzz saw, to the next top door. Work your way up to
the door in the top right corner. Go up to the door right after that door. Go up
to the exit door at the top. Get ready for guess who? It's Waldorf again. Talk
to evil acorn and he'll ask if you've already met Waldorf. Take the top door and
get ready for the toughest battle so far. He shoots two buzz saws and a sword
each time you hit him. Four hits will get you the final present and the portal,
warping you right back to the entrance of the castle.

MAKO ISLAND - Present #1

Find your way back to the well and enter it. Dodge the fish as you make your way
back up to the surface. Now you have a choice between Mako Island or Claw Swamp.
Let's go to Mako first. Go right until you are back on land. The proceed past
the acorn and follow the path. Watch out for the crow. Go left, go down. Beat
the guy and cross the bridge. This time dive into the river and follow it to the
left. Keep going. Turn north and then turn right to get back on land. Then take
a left after you're past the bridge. Then go north and left back into the water.
Find the dark part of the water and dive in. Go left and into the next hole in
the water, then exit to the south. Welcome to Mako Island.

Go south and dive into the water. Watch out for sharks. Make your way to the
next island. Go down, turn right and go past the hole. Keep going right, then
turn up when you see the stairs. Go straight up and follow the path. Then go
into the house that says Ted's Boats. Talk to the acorn in there (Ted). He tells
you to search for the forest wong. Go left and back up to the island you came
from. Find the yellow path and the sign and go left to enter the house. The
forest wong is inside. He'll give you a present and some good advice.

MAKO ISLAND - Present #2

Go south, back to the island you came from. Find Ted's Boats and talk to him.
He'll ask you to get an engine, a propeller, a rudder and some wood. Grab the
present and exit out the door.



MAKO ISLAND - Present #3

From Ted's Boat, go down after you've exited. Follow the brown path. Go outside
of the brown path and you should be on the outside of the island. Work your way
left. Once you're the point, swim out into the water. You'll find another
island. Get on the island and go right. You'll find a hut there. Enter it. There
should be an acorn inside of it. The acorn will give you a rudder that Ted asked
for if you beat Honker in a swimming race.

Instructions for mini-game six.

To swim, press the control pad right and left quickly and repeatedly. Hit A when
it says you should breathe. SUPERTIP: We've found that your fingers get tired
and have won more easily using the eraser ends of two pencils to increase our
speed and save our fingertips. However, this required two players, one on the
pencils and on doing the breathing.

It's kind of a long race. A good time is about 80-85 seconds. The skunk, your
competition, swims the race in about 91 seconds. You'll get a present and the
rudder Ted Acorn asked for.

MAKO ISLAND - Present #4

Now exit the hut. Go to the far right of the island. When you see the water,
dive in. Go down to the next island. There should be a hut in the middle of the
island. Enter the hut and talk to the acorn. He'll give you the engine Ted
want's if you beat Honker in the hurdle's race.

Instruction for mini-game seven.

See mini-game six instructions. Use the pencil technique here also. Hit A to
jump at the exact right time. Good luck! You're time will need to be less than
36.2 seconds to win here. The acorn dude gives you the engine for Ted and a
present.

MAKO ISLAND - Present #5

Exit this hut and go to the top of the island. Swim up the next island above it.
If you want, find the invite and go to the island on the right. There's a secret
present there. They help you gain high ratings and scores. Go left to the island
there. Then go south again. The next island you find there is Ted's Island. Keep
going south and then go left to the far left side of this island. You'll see a
point sticking up and to the right. Then come around and go right again. Keep
going right until you are at the far right corner of this island. When you see
some bushes, go in between them into the hut. You'll see Mr. Acorn in there.

Instructions for mini-game eight.

This is a tough mini-games you'll have to win. Win it and you've got the third
piece for the boat, the propeller. It's a long jump contest. You must jump 5.00
meters or longer to win. SUPERTIP! Use the two-player, pencil technique. Push
the control pad left-right until you reach the take off line. Keep pushing them
as you jump by pushing A. Let go of A when the launch angle is between 27 and 32
degrees. You'll have to practice this one for a little while at least.

When you win, grab the present. The forest guardian will increase your rating to
AA - Acorn Agrivator.

MAKO ISLAND - Present #6

Go back to Ted's Island. Look on the map on the back of the hut you are in for
assistance. If you find a cave, enter it and up left and out of the exit. Go
left and up the stairs. You should find a hut. Enter it. Get ready for your last
mini-game of all.... The Coconut Shoot.

Instructions for mini-game nine.

Shoot the coconuts using the A and B Buttons. They fly across from both
directions. The A button fires at the coconut when it's in the right target box,
the B in the left. You get more points if you hit them on the first shot, and
you have to get most of the coconuts in the target box closest to the side from
which the coconut came.

After you win, you'll get a present and you're final boat part... the wood.

MAKO ISLAND - Present #7

Go out and back into the cave. Go down through the door, right through the door,
and down through the final door. Go right to the stairs and go up to Ted's
Boats. You should have all four boat parts now. Talk to him and he'll give you a
present and build his boat. You can go out the door. Grab the present.

MAKO ISLAND - Present #8

Once outside, go to the far left side of this island. You'll find evil acorn.
Get ready for one of the toughest boss battles in CPT. This is the boat race,
using the boat Ted built. Talk to the evil acorn. He wants your boat and makes a
bet. You beat him in a race and he'll free Berri. Lose the race and she'll be
history. Don't be worried, he's just pulling your leg. He doesn't do either, win
or lose.

Instructions for boss battle four.

Once you talk to evil acorn, get ready for the boat race. Hold A for
acceleration. Steer with the control pad. To move diagonally, push the control
arrows in that direction. For example, if you want to go up and to the right at
the same time, push both up and right arrows on the control pad together at the
same time. There are different paths to take. We recommend this path: Go north,
northeast, until you reach part of the island hanging down, go down a littlle,
go under the rock, steer up so you get over the next point, then go down, go
past the next point, go straight down, take a left and steer around the point.
Here's your fork... take a left, go straight west, until you hit a rock. Go up
and to the left diagonnally, Go straight up when you reach a point. He slows
down a lot at this time. Go straight up for a while and you'll be at the end.

After you beat him, he won't give you Berri, but he will give you a present and
an aztec key.

CLAW SWAMP - Present #1

You need two of these keys to get into the Aztec temple. Go back into Ted's
house. Check the map for the Forest Wong's island. You want to get to the upper
left part of this island.

-------------------------------------

We will continue this walkthrough and update it soon.

Please look back for future updates. Good luck!






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