Conker: Live & Reloaded – ‘Conquering Conker’ Live Walkthrough

Navigation:

 

Conquering Conker: Live & Reloaded
Conquering Conker Part 1: Beach Dead
Conquering Conker Part 2: Fortress Deux
Conquering Conker Part 3: Castle Tedistein
Conquering Conker Part 4: A Bridge Too Narrow
Conquering Conker Part 5: Three Towers
Conquering Conker Part 6: Doon
Conquering Conker Part 7: T.M.S Spamono
Conquering Conker Part 8: The Ditch


If you want to kick some tail in Conker™: Live & Reloaded online, you need to do more than slaughter Tediz and squirrels. Each multiplayer map has a scenario with a different set of objectives. You’ll storm beaches, capture bases, seize control of enemy towers, capture codes and flags and power up war machines. Before rushing into battle, however, you’ll find the game much easier if you spend some time practicing against Dumbots and learning the layout of the battlefields. Knowing is half the battle, after all.

Fortunately, we’ve done some scouting for you. We’ve compiled a summary of each scenario’s objectives, along with some reconnaissance photos and strategies for each map. Icons along the right-hand side of the screen show who controls which objectives in each scenario. The team that knows the quickest routes to their objectives has a definite strategic advantage.

Beach Dead
In this scenario, the SHC (Squirrel High Command) is landing on a beach defended by Tediz. Their objective is to destroy two blockades on the beach, blast through the door leading to the Tediz commander’s bunker, and eliminate the commander before time runs out. Learn more about the first mission in Live and Reloaded.

Fortress Deux
This is a straight-up capture the flag scenario. Knowing the layout of this battleground is vital to learning the quickest and safest routes to run the enemy flag back to your base.

Castle Tedistein
Two cable cars connect both sides of this map. The fiendish Tediz commander, Kriplespac, is creating a monstrous Machine Tediz inside his castle, but he needs plenty of electricity to complete his experiment. To win, you’ll need to take control of the four electrical masts (in sequence) and rush into the enemy’s “charge up” chamber. The Tediz want that power to complete that experiment, while the squirrels would rather overload the animation chamber and blow up the castle.

A Bridge Too Narrow
A Bridge Too Narrow is another capture the flag variant. You’ll need to cross a long bridge to an enemy room where a “code” symbol is located. Steal the code, and run back to a transmitter at your own base to upload the code.

Three Towers
Your goal in this battle is to capture three towers and destroy the enemy base. This map requires good planning and teamwork to achieve victory.

Doon
The SHC must breach a series of forcefields, then enter a final chamber and destroy the Panther King’s frozen body before time runs out. Tediz play on defense, trying to stop or slow the advancing SHC until the end of the match. Cover is scarce, so run and gun quickly and watch your (and your friends’) backs!

T.M.S. Spamono
This is a straightforward scenario. It plays a lot like an American football or Australian rugby match, but with lots of guns. Grab the Energy Sphere that spawns in the middle of the map, and run it into the enemy base to score.

The Ditch
The final battle of this war is a slightly more complex version of capture the flag.