*********** * * *.*.*.* *.*.* **.** .* *. .* *. .* *. .* *. .* *. * * * * * * * /| /| /| * * _./\ | | | | | | _ * * .' _._\ | | | | |_.-' '-. * * ; .' | | | _.-' _,---. '. * * ( ( | | _.' _.-'| \ \ * * \ \ |_.' _,' | | ) ) * * `. `-._.-' _.'| | | | _; ; * * `-.___.-'| | | | | \' ,' * * | | | | | | \,' * * |/ |/ |/ * *. .* *. .* *. .* * * * * * * * * * * ~-+-=-~-+-=-~-+-=-~-+-=-~-+-=-~-+-=-~-+-=-~-+-=-~-+-=-~-+-=-~-+-=-~-+-=-~ - - = ODDWORLD: STRANGER'S WRATH = - - = ~=~=~ Perfect Moolah Guide ~=~=~ = - - = by ::~ Syonyx ~:: = - = ~-+-=-~-+-=-~-+-=-~-+-=-~-+-=-~-+-=-~-+-=-~-+-=-~-+-=-~-+-=-~-+-=-~-+-=-~ =================== ============ TABLE OF CONTENTS GUIDE INFO =================== ============ 1.0 Introduction Author: Syonyx 2.0 Moolah Maximizing Methods Version #: 1.1 2.1 Moolah Sources Initial Completion Date: 20-Sep-06 2.2 Battle Techniques Latest Version Update: 28-Feb-07 2.3 Outlaw Types 2.4 Outlaw Bounty Values 3.0 PERFECT MOOLAH WALKTHROUGH 3.1 Training Level 3.2 Gizzard Gulch 3.3 Filthy Hands Floyd ** To jump to any section, 3.4 Looten Duke press ctrl-F and enter 3.5 Boilz Booty the section number. ** 3.6 Road to Buzzarton 3.7 Buzarton & Beek's Opple Farm 3.8 Eugene Ius 3.9 Jo'Momma 3.10 Meagly McGraw 3.11 Packrat Palooka 3.12 Road to Mongo Valley 3.13 New Yolk City 3.14 X'Plosive McGee 3.15 Sleg Hunting 3.16 Lefty Lugnutz 3.17 Elboze Freely 3.18 Fatty McBoomBoom 3.19 Doc's Retreat 4.0 Closing Info #=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+ ~~~~~~~~~~~~~~~~~~~~~ 1.0 INTRODUCTION ~~~~~~~~~~~~~~~~~~~~~ =~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#= Moolah, moolah, moolah, it makes Oddworld go 'round, being its dominant currency and all. Exchangeable for goods and services, Moolah is a valuable commodity throughout Oddworld, and the region seen in Stranger's Wrath is no exception. Aside from being able to purchase weapon and armor upgrades and accessories, the Stranger needs mucho moolah for a very specific reason: (WARNING: VERY EARLY-GAME VAGUE SPOILER) So that he can afford the 'operation'. The Vykker Doc, the only sawbones in these parts, requires a whopping $20,000 from Stranger to provide the agreed-upon service. That's a pretty steep price, so the Stranger's going to need to fill a whole lot of bounties to meet it. This guide was written to help you to maximize your earnings throughout the game. The goals of the 'Perfect Moolah' challenge are twofold. First and foremost, you must capture all enemies alive wherever remotely possible, since higher bounties are paid out for live Outlaws. Second, this task also requires that you locate all Moolah and valuable objects hidden in the environments that you travel through. This guide will clearly describe how to accomplish these things, so that you'll have enough Moolah in hand to afford the operation when the appropriate time in the game arrives. On the other hand, this guide does NOT cover two things in particular. First, it does not provide a true complete walkthrough to the game. A fair amount of walkthrough information will have to be provided in order to explain where and how to find all of the Moolah and make as many live captures as possible, but details will not always be provided for simply getting from place to place. Second, this guide can not and does not account for any Moolah acquired by shaking down defenseless Clakkerz in towns. This method of getting richer could potentially provide you with unlimited funds, since you can always wait for the Clakkerz to return to their normal routine and then beat them up again, and that wouldn't make for much of a guide, would it? Not to mention, that method is rather cheap. I'm not saying that it doesn't have its place in the game, but it will not be part of the challenge detailed in this guide. And finally, maybe you're wondering exactly what the operation is. Well, you won't find out here! I won't give out any spoilers, so you're just going to have to play the game and find out. And don't bother asking on the message boards either, because you'll just get a lot of jokes about gender reassignment surgery. Honestly, Oddworld: Stranger's Wrath is a phenomenal game and you ought to experience it for yourself. ADDENDUM: Okay, you got me. The observant player may notice that you will sometimes actually end up with more Moolah by killing an Outlaw, bountying his dead body and also picking up all of the Moolah bags he drops. This method is highly unreliable, however, since the exact value of any Moolah bag is randomized within limits; sometimes you get more overall, but usually you get less. More importantly, this fact doesn't present much opportunity in the way of creating a challenge, so I'll conveniently ignore it here. If you want to be picky about it, you can call this the 'Perfect Live Capture and Loose Moolah Collection Challenge'. #=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.0 MOOLAH MAXIMIZING METHODS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#= Remember that at any point throughout the game, you can check your status by pressing the 'Back' button on your controller. This will show you, among other things, your total Moolah, your current primary bounty and its value alive or dead, and the tally of current captured Outlaws, both alive and dead, that you have yet to cash in at a bounty store. ~+~+~+~+~+~+~+~+~+~+~+ 2.1 MOOLAH SOURCES +~+~+~+~+~+~+~+~+~+~+~ There are several ways to increase your net assets throughout the game: ==> BOUNTIES. Suck up defeated Outlaws into your bounty can, then cash them in at the Bounty Store when you return to town. Of course, Outlaws are much more valuable alive than dead. If they must be killed, however, they will also drop some Moolah bags, but the value of those is not usually quite enough to make up for the difference in bounty value. In those cases where fatality is absolutely unavoidable, be sure to get to the body and bounty it before it fades away. See below for the bounty values of the various enemy types, both alive and dead. ==> MOOLAH BAGS. Sacks of coin that are dropped by killed Outlaws or squirreled away inside barrels and other places. You'll be doing a lot of smashing throughout the game to find all of these. The value of any particular Moolah Bag is randomized, ranging from $2 to $5. ==> MOOLAH CHESTS. Larger amounts of moolah stored in a convenient carrying case. These tend to be better hidden than bags are. The value of any particular Moolah Chest is randomized, ranging from $40 to $60. ==> MOOLAH POT. On occasion, you will come across valuable bowls of glowing crystals, worth quite a bit of Moolah. The value will be automatically converted once you collect them, so there's no need to cash them in anywhere. The value of any particular Moolah Pot is randomized, ranging from $40 to $60. ==> IDOL STATUE. A unique item, held by the Grubbs as possibly their last treasure of any real value. Hey, as far as you're concerned, you need the cash more than they do, so feel free to snag it. $78. ==> CRYSTAL SHARDS. Inside some caves, glowing orange crystals grow from the walls and provide some minor illumination. Shoot these to break off shards, which are converted to Moolah when you collect them. The value of any particular shard is randomized, from $1 to $2. +~+~+~+~+~+~+~+~+~+~+~+~+ 2.2 BATTLE TECHNIQUES ~+~+~+~+~+~+~+~+~+~+~+~+~ In any combat situation, you have a wide variety of options available to you (except for in the training sections, where you must attack with a specific method, for the sake of your education). Some of these are fatal to your enemies, some are not. For the purposes of maximizing your Moolah, however, you definitely want to favor the non-fatal techniques, so that you can achieve live captures. STAR SYSTEM: The status of Outlaws is indicated by the number and types of stars floating around their heads, in traditional cartoon fashion. Yellow stars represent consciousness. Hit an Outlaw enough to create three yellow stars and he'll be knocked out, giving you a golden opportunity to bounty him alive. This effect is temporary, however, and once all yellow stars have faded away the Outlaw will get back up, meaner than ever. Red stars, on the other hand, represent the Outlaw's health. Physically damaging attacks will result in more red stars, and once an Outlaw has three red stars, just a little more damage will kill it for good. Needless to say, for the purposes of this guide, that is something to be avoided if at all possible. MELEE ATTACKS: In addition to his crossbow, the Stranger can spin, punch, and headbutt his opponents into submission. For the lowlier Outlaws, this is a great way to knock them out quickly while leaving them alive. Just don't hit them too many times, because you can kill them outright with enough melee hits. This attack is only really useful when you are not exposed to enemy fire while you run, attack, and bounty the nearby Outlaws. AMMO TYPES: Each ammo type has vastly different characteristics, and may either kill or merely incapacitate your target. We are, of course, only going for the latter here. -Zappflies: Your default, unlimited ammo, and actually quite useful for knocking enemies unconscious. A fully charged shot will instantly knock out weaker Outlaws, while some others may take several shots before they go down. -Chippunks: Since they do no damage of any kind, they have no influence on whether you make live or dead captures, but they are still useful for moving Outlaws into a position where you can use a different non-fatal attack on them. -Bolamites: One of the best live capture tools available. Just make sure to bounty the Outlaw before they break free of the webbing. -Fuzzles: Not at all helpful in making live captures, as they damage Outlaws by repeatedly taking bites out of them. If you only use one or two, though, to distract some enemies while you capture others, they can still be part of your repertoire. -Stunkz: Another one of the best live capture ammo types. When caught in their gas explosion, vomiting Outlaws can be bountied without first being knocked out. -Thudslugs: To be used with caution! Though they can knock out opponents, Thudslugs also cause a fair amount of damage. Best reserved for the tougher Outlaw types. -Boombats: These cause heavy damage, and if aiming for live captures, they should only be used against the heavily armored Outlaw Nailers. -Stingbees: Serve no purpose other than to cause damage, only use these on environmental hazards (e.g. automatic flamethrowers). -Sniper Wasps: One hit from one of these causes instant death, and they are usually only used when you're too far away to even bounty the dead body before it fades away. Do not use. +~+~+~+~+~+~+~+~+~+~ 2.3 OUTLAW TYPES ~+~+~+~+~+~+~+~+~+~+ OUTLAW CUTTER: So named because they're armed with forked blades for slashing and throwing knives to cause you pain at medium distance. Since they have to come right up to you to attack, they are easily knocked out with a melee attack or two. OUTLAW SHOOTER: The most common fodder, they carry popguns that fire single shots. Definitely of the weaker Outlaw types, they are easily incapacitated with a charged Zappfly, Bolamite or Stunk. Some of them are perched on higher levels, so make sure that you can get to them. OUTLAW SNIPERS: Wear orange vests and carry laser rifles that they can fire with great accuracy over long distances. They are often perched in high, inaccessible alcoves, and from there can unfortunately only be captured dead, since even non-lethal attacks make them fall out to their doom. Make sure that you can get to their bodies before they fade away in those cases where they must be killed. OUTLAW HUNTER: Essentially identical to Snipers, in terms of behaviour, clothing, weaponry, and bounty value. For some reason, a group of these were just given a different name. OUTLAW MORTAR: Packing rocket launchers on their backs that shoot homing rockets high into the air. Aside from their enhanced offensive capabilities, they like to run back and forth a lot, making them evasive targets. Use any of the non-lethal ammo to take them alive. OUTLAW NAILERS: Big, tough, and wearing full body armor covered in spikes (hence their name). You cannot use melee attacks against them, since their armor will cause you damage if you touch it. They don't have distance attacks, so they have to run you down. They're also hard to put down, since they can withstand a single shot from any ammo except Boombats. Use those or more than one Thudslug or charged Zappfly to knock them down temporarily, then quickly bounty them before they recover. Immune to Bolamites and Stunkz. OUTLAW SEMI AUTO: Wear blue vests and fire rapid streams of bullets that can very quickly wear away your health if you don't find some cover or otherwise stop them from shooting. A little tougher to knock out than most Outlaw types, but not as tough as Nailers. Still, they can be quite a pain in the ass. OUTLAW BOMBER: Kamikaze fighters carrying a payload of explosives on their backs. Once they spot you, they light their own fuses and make a mad dash straight at you. They run fast, too. Once lit, they will explode if they reach you or if you knock them down. If you want to bag them alive, you'll have to incapacitate them before they get a chance to light up, which can often be quite challenging. OUTLAW FLAMER: Armed with a flamethrower, they are able to cause continuous damage to you at medium range. The stream of fire also obscures your vision. Tough to knock out, though you can easily just tie them up with a Bolamite. +~+~+~+~+~+~+~+~+~+~+~+~+~+~ 2.4 OUTLAW BOUNTY VALUES ~+~+~+~+~+~+~+~+~+~+~+~+~+~+ This info won't help you earn any more Moolah (since you'll be capturing all Outlaws alive wherever possible, regardless of type), but it's fitting info for this guide. ================================= | Type | Alive | Dead | ================================= | Outlaw Cutter | $20 | $3 (except in training level: alive 6, dead 2) | Outlaw Shooter | $25 | $5 (except in training level: alive 10, dead 5) | Outlaw Sniper | $10 | $5 | | Outlaw Hunter | $10 | $5 | | Outlaw Mortar | $25 | $8 | | Outlaw Nailer | $25 | $8 | | Outlaw Semi Auto | $30 | $10 | | Outlaw Bomber | $30 | $8 | | Outlaw Flamer | $30 | $10 | ================================= #=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3.0 PERFECT MOOLAH WALKTHROUGH ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#= Remember, this is not a true walkthrough, so there won't always be precise instructions for getting from point A to point B. You can refer to my complete Oddworld: Stranger's Wrath FAQ/Walkthrough for that at: http://db.gamefaqs.com/console/xbox/file/oddworld_sw_a.txt Throughout this challenge, a couple of things should go without saying. First, don't buy anything! Using up your hard-earned Moolah goes against the nature of achieving perfect Moolah. Of course, this makes the game more difficult without using any of the ammo or stamina upgrades, but I'm here to guide you through this, so no worries. Second, you should always stock up fully on live ammo whenever you come across it, because you never know where the next supply will come from. There's nothing worse than entering a new area without any Bolamites or Chippunks in your possession, if your goal is to make live captures. On that note, your Zappfly will be your best friend throughout this challenge, since it provides unlimited ammo and is the easiest way to knock out most Outlaws. At the end of each section, two possible Moolah values will be listed. "Mission Moolah" refers to the Moolah earned when you cash out at the Bounty Store after completing a bounty assignment. It represents only the Moolah earned for bountied Outlaws and Outlaw Bosses (alive or dead). The other value, "Approximate Total Moolah", is a running total of all Moolah acquired up to that point, which will include payouts for bountied Outlaws (acquired both within and between missions) as well as all found Moolah collected from various sources. This last figure will by necessity always be an approximation, as the actual value of any collected Moolah Bag or other commodity will be randomized within limits. ~~~~~~~~~~~~~~~~~~~~~~ 3.1 TRAINING LEVEL ~~~~~~~~~~~~~~~~~~~~~~ First of all, bounty up Blisterz Booty. Easiest live capture you'll ever make. In fact, you'd have to work quite hard to kill him. Go up the elevator once you've got him, and follow the instructions for getting accustomed to the game. Make sure to only spin enough to knock out the Outlaw Cutter that gets in a free hit, not to kill him. Bounty him up before he rises for a whopping 6 Moolah. Hey, everyone's got to start somewhere. Where you first practice using the Chippunk to lure the Outlaw onto the rickety platform, it is impossible to make a live capture, as the door ahead won't open until the Outlaw has plunged to his death. You do, however, have all the time in the world to suck up his dead body, unlike all future cases where the bodies will melt away after a while. In the gully where you bounty him, be sure to also grab the Moolah bags beside him, and smash open the barrels for some more free dough. There are 2 visible in front and 2 behind where you bounty the Outlaw, and another one hidden in the bushes by the rear ones, so be sure to look for that one before proceeding up the elevator. You'll approach 2 Outlaw Cutters together, simply headbutt them each to knock them out and then bounty them both before either recovers. After that, you'll easily bounty the next Outlaw alive as you practice using the Bolamite. For the folloiwng pair, even if you get caught out practicing your Chippunk/Bolamite combo, you can still easily knock them out with a melee attack. When you get the Stunkz, be sure not to accidentally knock any Outlaws off of the bridge, or they'll be lost forever. Use the Stunkz and Bolamites to keep the last one busy while you bounty the first two. When you get Fuzzles, you unfortunately have to kill the 3 Outlaws outright before the gate will open, but if you're lucky you might still get to bounty up one dead body. When attacked by the Fuzzles, the Outlaws will tend to run into the water and die instantly (though they at least leave behind some Moolah Bags to pick up as you swim around). Kill 2 in this way, then use a Chippunk to lure one over to the left side of the walkways, then shoot Fuzzles at him to kill him. If you're lucky, you'll do enough damage to kill him before he runs flailing into the water. In that case, run up and bounty the body quickly once the door opens, and also make sure to pick up his Moolah Bags. For the next Outlaw that comes out of the door on the side, just use a Bolamite for an easy live capture. Remember to swim out to get the Moolah Bags floating in the water before proceeding. After collecting your own ammo and crossing the water, the fight is on! Charged Zappflies and Bolamites will make for easy live captures. But whatever you do, don't shoot the explosive barrels, or you'll wipe out your intended bounty before you can reach him! That's it for this section. Go on into town and cash out your captures at the Bounty Store. MISSION MOOLAH: $315 APPROXIMATE TOTAL MOOLAH: $414 ~~~~~~~~~~~~~~~~~~~~~ 3.2 Gizzard Gulch ~~~~~~~~~~~~~~~~~~~~~ Before you leave town on your next bounty, try to smash some stuff. There are many breakable fences and a few crates, but only some contain some Moolah: First, the one in the corner ahead and to the left as you exit the Bounty Store. Smash a couple of fences to break into a small penned area, and smash the far crate for 3 Moolah Bags. Second, to the right of the door leading to Buzzarton, near the water tower, behind a breakable fence. Third, pass Doc's Office towards the exit to Dead Hen's Pass, then stick to the wall on the far right side. Before the last fence, there's a another crate with Moolah Bags inside waiting to be released. That's all for here, so head on out of town now. APPROXIMATE TOTAL MOOLAH: $458 ~~~~~~~~~~~~~~~~~~~~~~~~~~ 3.3 FILTHY HANDS FLOYD ~~~~~~~~~~~~~~~~~~~~~~~~~~ After running a while, you'll come to the giant crane. Stay hidden in the reeds on the left side as the Outlaws walk up and start having a conversation. Now, under normal circumstances it would be hilarious to shoot the surge panel and crush them all, but that would be forgetting the purpose of this guide. Instead, just move up to the edge of the reeds and shoot one of the Outlaws with a charged Zappfly. In the time that it takes the second Outlaw to reach you, you'll have recharged your Zappfly and can zap him as well, then bounty them both up before the first one recovers. Easy as pie. Behind the crane, there are several crates behind a wall, two of which contain Moolah Bags. Smash through the fence on the left at some point before you reach the next surge panel (if you've triggered the Bolamite cut-scene, you've gone far enough). Behind the fence, two of the four crates in the small shack contain Moolah Bags, and in the larger structure, climb up to the second level via the rope in the back left corner to find another chest with more inside. Once through the next surge panel-opened gate, stay to the left to hide in the reeds as you sneak up on the first Outlaw. A charged Zapply will take him out without consuming any ammo. Walk up to each of the next pair in turn and collect them in a similar manner. For the trio who blow up the overpass, you can either lure them apart with Chippunks or just wade in with Bolamites and charged Zapplies for a more direct approach. You have plenty of time to heal afterwards. Once over the rock wall, you have a lot more Outlaws to deal with. Walk up to the reeds between the two rocks. For each of the two Outlaws in this area, you can draw them past the rock on the right with a Chippunk or two and then hit them with a Zappfly once they're out of vision range of the other one (use your radar to determine the safe distance). After them, sneak up to the next bunch of tall weeds, and repeat this strategy for a couple more Outlaws firing on the wagons. There are more Chippunks to capture along the canyon wall by the first wagon if you run low. You can capture three more Outlaws in this way, then another trio will come out to the wagons to replace the first set. Taking out two of them brings another two more out to join the fray. All in all, I think there are ten Outlaws attacking the wagons before the big boss makes his appearance. ~~BOSS: Filthy Hands Floyd~~ If you stealthily removed all of the Outlaws without moving too far towards the end of the wagons, then you get a slightly different cutscene presenting Filthy Hands Floyd. Regardless, you'll want to deal with his two Outlaw minions before taking on the big guy himself. Simply make yourself visible briefly and they'll come out after you. Tie them up with Bolamites, then move in for the main target. Easiest. Bounty. Ever. A Bolamite will do him in easily, but briefly, though it's still long enough to suck him up into your bounty can if you're close enough when you shoot him. ~~After the battle~~ A couple of the barrels along the rear rock wall contain some Moolah Bags. Also, if you backtrack through the wagons, you can see wooden platforms up above on either side of the canyon. Climb up there via the ropes. At least one barrel on each side holds more Moolah Bags. Also, go to the barn a little further back. A barrel on the second floor balcony hides some more Moolah. And now for the trip back to town. Once you're out of the caves, head left and jump down to the second ledge. One of the barrels here holds some Moolah Bags. From the edge of the ledge, you can zap and tie up all three Outlaws before jumping down to bounty them. Just be sure to also grab the Moolah Bags dropped by the Outlaws who blew themselves up in the cut-scene. Jump down to the ground and head for the two Outlaws who are hold up in the barn across the path. Avoid using Zappflies here, since there's an explosive barrel between them. A couple of Bolamites will safely do the trick instead. Once back in town, go and cash out at the Bounty Store for your reward. MISSION MOOLAH: $775 APPROXIMATE TOTAL MOOLAH: $1,348 ~~~~~~~~~~~~~~~~~~~ 3.4 LOOTEN DUKE ~~~~~~~~~~~~~~~~~~~ After climbing the rope past where you collect the Thudslugs, the first Outlaw Sniper appears. He is unfortunately impossible to bounty alive. Shoot him with a charged Zappfly from your perch and he'll fall to the ground dead, so quickly jump down, run out to him (he'll land somewhere past the tipped-over mine cart) and suck up his body. Also, move to the area below his perch, beside the collapsed mine entrance, and jump around in the crevices of the debris there to collect his dropped Moolah Bags. Climb back up the rope and continue to find yet another Sniper. Again, you can only get him dead. Drop him with another Zappfly and get his body before it disappears. When you reach the water facility, go down the ramp to the bottom. Hide in the reeds and lure out the two front guards one at a time with Chippunks, and hit them with charged Zappflies to knock them out and bounty them up. Now you need to get inside the facility. You can break down the front door, but then the Outlaws will all be alerted and live captures will be more challenging (though far from impossible). The easy way in is to go up the right side of the building and break the wooden planks on the first concrete tower, knocking it over and forming a ramp into the facility. Once inside in this way, hide behind the sniper wall and fire a Chippunk to the right, to draw over the first Outlaw patrolling on the raised walkway. Zap him and bounty him, then jump down to the reeds along the right wall on the ground. From here, you can lure over more Outlaws one at a time to thin the herd. Once you run out of Chippunks or get spotted, switch to Bolamites and charged Zappflies for quick incapacitations. For the Outlaw inside the building, go around the back and shoot him from an open window, then jump in and grab the body. All in all, there are four Outlaws roaming on the ground, one just inside the main entrance, three on the raised walkway, and one inside the building. Once they're all taken care of, the big boy comes out to play. ~~BOSS: Looten Duke~~ Before you face the man himself, you have to destroy his two rocket-launching minions. Again here, they cannot be taken alive. Climb to the rightmost tower with the roof overhead. Here, you are protected from their rocket fire. Hit them with Thudslugs to kill them as quickly as you can. If you run out, get more from the right side of the main building. After they both fall, the Duke himself comes out to play. To take him alive, use a combination of Thudslugs and charged Zappflies. Knock him over with a Thudslug, then shoot him with a Zappfly and keep firing until your entire Zappfly clip is empty. Repeat once your Thudslug reloads. Keep this up until his stamina bar falls to zero, then bounty him up before he recovers. Just be careful not to accidentally knock him back into one of the spinning fans or pits of spikes, which would kill him instantly. The best way to avoid this is to start shooting him back into the building as soon as the fight starts. ~~After the battle~~ Before you leave this area, you need to collect the Duke's treasure! Head inside the main building, and go into the second room. Climb the rope at the back. Jump off at the next level, and run around to pick up the Moolah Bags dropped by the Outlaw Mortars (the rocket-launcher dudes). Grab the next rope and climb up to the third level. Walk into the water tower. At the rope, turn left and jump to the pipes, then walk out to grab the game's first Moolah Chest. Go back to the rope and climb up, then again one more. On this level, run around the circular platform to find another Moolah Chest, then walk out on the pipes for yet one more. Climb up to the final level to find a whopping five more Moolah Chests, one of which is on the planks spanning the center of the tower. Leave this place through the gate behind the base of the water tower. Once you emerge from the tunnel, there are new Outlaw Snipers to contend with. Again, charged Zappflies do the trick, just get to the bodies fast enough to bounty them before they disappear. Of course, since there are two new Snipers along the other wall, this is slightly easier said then done. I say, just take out the first Sniper in the same position as the first time you saw one, then jump down and get him since you know where his body will end up. You'll get hit a couple of times while you're bountying him, but since dead bodies get sucked up faster this won't be a major issue, as long as you head for cover and shake off the damage right away. From the ground, take out each of the other two Snipers in turn. Remember to go around an get any dropped Moolah Bags too (though most will likely be left behind up in their perches). Head back to town and collect at the Bounty Store. After this, you'll go to see Doc, then come back here to get the next bounty. MISSION MOOLAH: $895 APPROXIMATE TOTAL MOOLAH: $2,675 ~~~~~~~~~~~~~~~~~~~ 3.5 BOILZ BOOTY ~~~~~~~~~~~~~~~~~~~ Accepting this bounty starts the fight right away. This one will be notably deadlier than the last couple, to you that is. Hit and run tactics are the order of the day. Your first priority is to stay away from Boilz, since his buckshot causes serious damage close up. Run like the wind when he's around, and pick off his helpers one by one. While running on all fours, ram an Outlaw to knock him out, bounty him, then run off in another direction before you're caught in a dangerous crossfire. Duck behind fences and buildings and shake off your damage after every bounty or two. Use your Bolamites and charged Zappflies to knock over other nearby Outlaws while you suck one up. You can also use your radar to tell when someone is getting close when you're hiding somewhere to restore your stamina, and to tell when there are only one or two Outlaws left and where to find them. When there's only one red dot remaining, it's Boilz and it's time to take him out. Again, a combination of Thudslugs and charged Zappflies will most easily deplete his stamina bar without killing him (remember this combo, as you'll be using it a lot in future boss battles!). Make sure that the Thudslugs actually connect with him, or he'll be blasting you in the face while you're unloading your Zappfly clip into him. It's a good idea to back off around the next corner of the nearest building after every couple of Thudslug shots to shake off a bit of damage and recollect yourself. If you're low on ammo, note that there are a couple of Thudslug crates (and a Boombat crate) around what used to be the General Store. Once he's down, bounty him up. Unfortunately, the bounty store (along with pretty much everything else in town) is destroyed, so you'll have to wait until you reach the next town to turn your bounty into cold hard Moolah. Nevertheless, I'll include the totals here, since they can easily be determined from the inventory screen. MISSION MOOLAH: $800 APPROXIMATE TOTAL MOOLAH: $3,475 ~~~~~~~~~~~~~~~~~~~~~~~~~ 3.6 ROAD TO BUZZARTON ~~~~~~~~~~~~~~~~~~~~~~~~~ After a goop run along the valley floor, you come to a small Clakker settlement. Listen in to their conversations and you'll hear about a rumoured Outlaw stash left behind here. Start with the first house on the left. A barrel on its left side has some Moolah bags. On the other side of the house, jump up and smash the vertical planks (or shoot them with Zappflies) to reveal four Moolah Chests (!). Continue on to the second house on the left, which has Moolah in a barrel on the far side. Along the right half of the settlement, the first and only house has Moolah in a barrel on its left side, and more breakable planks on its left side that are hiding two more Moolah Chests. At the end of the settlement on the right, a barrel by a well built into the corner of a stone fence holds some Moolah Bags, and another barrel on the left side past a scarecrow holds more. Head on over the wall and cross the bridge in a cut-scene. Next, you need to capture the pair of Outlaw Mortars. Fortunately, despite their heavy artillery, they collapse as easily as any other minion with a charged Zappfly or Bolamite. Before heading towards town, head for the area under the bridge (or what used to be under the bridge, anyway) and smash a few barrels, all of which contain Moolah Bags. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3.7 BUZZARTON & BEEK'S OPPLE FARM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ As you approach the Opple Farm, you overhear the Clakkerz talking about Moolah. You can get the Moolah here now or later, but why put off for later what you can have today? Besides, doing this now lets you scout out the area for an upcoming bounty mission. Head into the farmhouse, the large building at the bottom of the hill. Since there are no open doors, you'll have to make one; just smash open any window and jump through. Walk around and the farmer will find you. Talk to him to pretend that you're the security guard he hired to carry his Moolah. He accepts the ruse, but first you have to find the Moolah (how this moron got so rich, we'll never know). Head for the middle of the house and climb the rope found there. It's at the bottom of the ramp to the second level. Climb the rope to the rafters in the roof and double-jump to the platform. Cross over to the grey lockbox and smash it, sending Moolah Bags flying everywhere. Collect all of them on the top level before jumping down to the next. Search everywhere in the vicinity to make sure that you don't miss any. Once you're satisfied, head on back to the top of the farm and hang a right to reach the town proper. In Buzzarton, the only spare Moolah to be found is in the second barrel to the right of the sewer treatment entrance. You can also cash out the few Outlaws that you picked up on the way over here. APPROXIMATE TOTAL MOOLAH: $4,634 ~~~~~~~~~~~~~~~~~~ 3.8 EUGENE IUS ~~~~~~~~~~~~~~~~~~ When you reach the end of the tunnel, there are two Outlaws waiting just underneath the fence. Smash it from a distance with a Zappfly, then incapacitate both Outlaws quickly before they can call for assistance. You can bounty them while still remaining out of sight of the others. Watch your screen and radar, and wait for the patrolling Outlaw Nailer to walk away, then walk up towards the ramp on the left side and take out the Outlaw on it. Go to the top of the ramp and wait for the Nailer to walk away again, then shoot the other Outlaw in the back of the area from the top of the ramp, then jump down and bounty him. Now you can sneak up on the Nailer as he walks back and forth and take him out. Two fully charged Zappflies will do the job, as will one and a Thudslug, or other combinations of stunning ammo. After shimmying over the barrier, there's a whole tower of Outlaws to handle. Along the left side, there's a single patch of tall weeds that you can hide in and lure Outlaws over with Chippunks. If you run out, then run up along the right wall to the concrete barrier instead, and draw out Outlaws, dropping them and bountying them as they come. Be careful not to throw charged Zappfly shots carelessly about, as there are exploding barrels that can take out the entire multi-level structure and all on it. Take out as many as you can before you are spotted, because with the Outlaw Mortars and Shooters, you're facing a heavy offensive. Once you're outted, run to the left side of the structure and take out the Outlaws level by level. Save three Bolamites for the top level if you can, since the Outlaw Mortars up there may fall off if hit by other means, and they'll die falling from that height. After emerging from the next tunnel, don't be scared by the number of enemy dots on your radar; most of them are on a different level than you right now. There's only one on this side of the fence ahead, so take him out as you please. But now it's going to get serious. Use the sloped rock to jump to the raised ledge on the right side. At the top, zap the lone Outlaw patrolling on the other side of the fence, then jump over the fence and bounty him. Inside the 'fort', watch the Mortars on the rooftops, and only sneak to the next building when they're turned away. You can lure lone Outlaws over to you with Chippunks to dispatch them safely, and you can run back to the start of this area (on the other side of the breakable fence) to collect more Chippunks as needed. You can only manage to do this for two or three Outlaws before you must venture out further and be detected by the Mortars on the roofs. When this happens, run quickly straight past the fire, passing it on the left side. Your biggest problem is the possibility of Outlaws blowing up the explosive barrels on their own and killing other Outlaws before you can get to them. For this reason, don't stay near any exploding barrels! Once you've run past the bonfire, enter the wooden barn/cave. Inside, you'll find nine (9!) Moolah Chests. Unfortunately, they're guarded by four Outlaws. Here, Stunkz are very useful for incapacitating the whole group while you start to thin the herd. Now, it's time to get the rooftop denizens. Run out of the tunnel, turn left, then right at the rock. Double jump on top of the greenish crates, then again onto the single crate on top of the rest. From there, turn right and double- jump onto the top of the slanted tin roof. Jump over the top to the Outlaw Mortar, and use a melee attack to knock him off the roof. On the ground, run and hide for a moment to shake off damage and recollect yourself. When ready, run out, tie up the Mortar now on the ground with a Bolamite, and bounty him up quickly. Run and hide again to recover. Next, run and jump onto the same slanted tin roof as before, but this time do a double-jump from it to the roof with the Outlaw Sniper. Quickly knock him out and bounty him before the other Outlaw Mortar gets a bead on you and fires a rocket, as the rocket hit could kill your Sniper before you can get him alive. With him in your can, go and hide once more. There are a couple of ways to get to the last Mortar on the roof. From the Sniper's roof, you can run across connecting pipes between the shacks to reach him. Or, starting from the Sniper's roof again, jump down to the area behind the encampment. There, you can jump up a series of green boxes leading right to the Mortar's roof. Once you get there, knock him off and capture him on the ground. Now, jump up the same series of green boxes as the first time and jump clear over the barrier to reach the next area. There are five Outlaws on the ground. Just run around and capture them however you like, taking care not to blow up the explosive barrels scattered around. Head up the ramp, and circle around capturing the Outlaw Shooters as you go. You shouldn't need to use anything more than Zappflies to get them. Once at the top, watch out for Snipers! Use all of the cover available. Draw out the Outlaw Nailer and hit him with a Thudslug and charged Zappfly, then bounty him up. Next, there are two Snipers in your way. Avoid the one over the temple entrance for now. Sneak up along the ruin walls to get close to the other one's perch, and shoot him out of it with a charged Zappfly. Run out to where his body lands to bounty it, and pick up any Moolah Bags he may have dropped. Go for the other one now, shooting at him from behind the wall to the right of the temple bridge. His body should land on the bridge, so go and get it. Before you enter the temple, there's one more treasure trove to plunder. Head straight away from the temple entrance to the opposite end of the outdoor ruins. There are four Moolah Pots of glowing green ore to collect. ~~Inside the temple~~ Wait for the first three Outlaws to come to you, hiding around a corner and hitting them with a Stunk as they appear. You can pretty much just run around the place, dropping Stunks and bountying everyone in sight. Just keep a Thudslug in reserve for the lone Outlaw Nailer. ~~After the battle~~ Follow the tunnel until you reach the Moolah Pot. Pick it up and fall into the hole. Outside, listen to the Grubbs' speech, hinting at a treasure on the roofs. Jump across the roofs and go just past the Stingbee hives. Turn right at the break in the wall along the right side. Note the lit room in the upper floor of a building across the way, with planks covering the opening. Shoot out the planks. Run towards that building, then go right and search the corners for a rope reaching all the way to the ground. Climb up it, and move across the roof towards the next suspended rope. Jump to it to grab on, move to the same height as the hole in the wall, and double-jump through the hole. Touch the Grubb Idol to pick it up. Continue on your journey past the Grubb village. Smash the three barrels for their Moolah Bags after the large tin panel collapses, and again for the two barrels on top of the wall after climbing the rope. That's all the Moolah until you return to Buzzarton and cash in at the Bounty Store. MISSION MOOLAH: $2,170 APPROXIMATE TOTAL MOOLAH: $7,619 ~~~~~~~~~~~~~~~~ 3.9 JO'MOMMA ~~~~~~~~~~~~~~~~ Outside of the sewer control booth, where the Clakker turns off the water wheel, break the two round barrels for some Moolah Bags. After your swim, go up the first ramp and turn left. Jump across to the next walkway and smash the barrels on the tip there for more Moolah Bags. Keep going along this walkway and turn right into the sewer pipe. The crates at the end are hiding a Moolah Chest. After sliding down the first half-pipe, turn right (after killing off the Slegs, of course) to find another barrel with Moolah Bags inside. Go left to the platform with the Fuzzle nests to find four more. In the next room, after sliding down the first half-pipe, there's a single barrel holding Moolah Bags along the wall. In the area with many, many Slegs, there are three barrles with Moolah Bags along the right wall. There's another one in the corner behind a crate just before going up the ramp. The next two such barrels can be found after climbing the rope just ahead. Once you hear the Outlaws talking, there's a barrel with more Moolah Bags behind one of the Bolamite nests. Bounty the two Outlaws at the bottom of the ramp by hitting them with a Stunk or Bolamites (since you can easily replenish the latter). Head out into the water. It's unlikely that you can avoid detection once you're on top of the walkways, so just shoot your Bolamites, bounty the bad guys, and hide behind crates to shake off damage as necessary. There are a total of five Outlaw Shooters on the walkways. There are also four barrels with Moolah Bags up here, two at the end. Make sure that none of the Moolah Bags fall into the water (and if they do, then just jump down and collect them). There's yet another barrel once you enter the tunnel at the far end. Outside the sewers, sneak to the tall reeds and incapacitate the two Outlaws from there. Sneak ahead using the machinery for cover. If spotted, you can still easily knock out or tie up the Outlaw Shooters as they run around. Try to bounty them while you're standing behind a wall or object, though, or you'll be sitting duck for the Sniper. That Sniper is again impossible to capture alive. Drop him with a charged Zappfly and at least bounty up his dead body before it rots away. ~~BOSS: Jo'Momma~~ There's no way to do this stealthily, the Outlaws have the whole place covered. All you can do is let yourself be seen, hopefully by only one or two Outlaws at a time, and draw them out to you to take them out on your terms. At some point, be sure to run through the tunnel at the front of the sunken ship to find a Moolah Chest. Eventually you'll have to run out to the middle of the field where Jo'Momma can see you, so that she'll send out some minions to get you on the ground. Initially, this will be pairs of enemies from the two perches along the right wall, one Outlaw Shooter and one Outlaw Semi-Auto. Run by them to get them to jump down, and let them spot you so that they'll give chase and you can take them down out of range of the other shooters high on the ledges. The Semi-Autos are particularly dangerous, but a well-aimed Bolamite will still tie them up. After three rounds of these pairs, a few Outlaw Shooters come out from the door in the far left corner. You can wait along the left wall for them, since the shooters above you can't hit you there. When it looks like no more ground troops are coming, shoot the surge panel in the far right corner with a charged Zappfly. Wait for the lift to come down, then jump on and ride it up. Step behind one of the wall panels for defense. Note the sloped roof below you, between you and Jo'Momma's platform. You can use this to reach the Outlaws on the lower ledge a little to the left. Do a double-jump to the slope (be careful not to hit the electrified wire!), and another double-jump off the bottom to reach the platform with the Outlaws. You can bag them here or knock them to the ground, either way works just as well. The jump can be a little tricky, just make sure not to hit the broken pipes along the edge of the far wall on your way down the slope. Two more Shooters come out here after the first pair, so repeat this trick. And now for Jo'Momma. You may want to go restock on Bolamites at the back of the ship first. Go back up the lift to the top. First, shoot the surge panel across the way with a charged Zappfly. Then, shoot Jo'Momma with a Bolamite as she moves to reset the panel. With her bound, double-jump to the now de- electrified wire and shimmy over to the other side with it. Quickly shoot Jo'Momma again with a Bolamite as she rises, then capture her two minions in the same way. Now, this is important: DO NOT bounty Jo'Momma yet! Instead, jump off of the platform and return to ground level. Jo'Momma will then call out more Shooters to help her! If you're truly going for maximimum Moolah, then you can't miss this step. Finally, once you've captured a total of four Outlaw Shooters on her platform, you can finally bag Jo'Momma. ~~After the battle~~ There's no more swag to be found on the way back to town, unfortunately. Make sure that you picked up the Moolah Chest underneath the front of the ship as I previously instructed, though. MISSION MOOLAH: $1,695 APPROXIMATE TOTAL MOOLAH: $9,671 ~~~~~~~~~~~~~~~~~~~~~~ 3.10 MEAGLY MCGRAW ~~~~~~~~~~~~~~~~~~~~~~ Make your way to the Opple Farm. Go down the right side and hide in the tall reeds. Drop a Chippunk beneath you, wait for the Outlaw to come over and zap him, then jump down and bounty him. That's it for the one in the barn. Now go down the left side of the ramp to the reeds at the bottom. Sneak up to the side of the opple crusher. Wait for the patrolling Outlaws moving back and forth across the front of the farmhouse to turn away, and for the Outlaw patrolling far ahead around the rear corner of the farmhouse to do the same, then run up the side of the farmhouse and bag the latter Outlaw. Cross the back of the farmhouse, lure out the Outlaw standing inside the tunnel on the other side, and bag him too. Remaining stealthy after this will be difficult, so you might as well just get spotted, and lure Outlaws out to beside the barn up the ramp and take them out around the rocks there. With the outdoor forces out of the way, head into the house. Hit and run tactics are effective, since there's a lot of space and walls to hide behind. Clear out the bottom floor, then carefully head upstairs. The Outlaws tend to stay in pairs, so keep moving while you zap both with charges Zappflies (or use Stunkz or Bolamites, if you've got enough left), then bounty both before either recovers, then move to the next area. Watch your radar so that you know when there's only one Outlaw left, and shake off damage and wait until your health and stamina are full before knocking him down. Finally, McGraw makes his appearance. ~~BOSS: Meagly McGraw~~ There are two stages to this fight. In the first, you must incapacitate Tiny, McGraw's ride. He cannot be captured (his stamina bar replenishes almost instantly), so finally you get to use your lethal ammo! One safe place to take him down from is the cliff beside the farmhouse. To get there, climb up the rope beside the opple crusher, then again to the next level, then shimmy across to the cliff. Lure your target outside first, though. Alternately, you can easily take him down by hiding behind a wall or column, ducking out and shooting him with a Boombat, which will knock him over, then empty some Stingbees into him while he's down, ducking back when he gets up before you get shot. In this way, it won't take long to destroy Tiny, and the real fight begins. If your aim is good, then Meagly McGraw isn't too difficult to get alive. Use Thudslugs and Zappflies. Hit him with a Thudslug to knock him down, then fire a charged Zappfly and keep emptying your Zappfly clip into him. As soon as your Thudslug is reloaded, do this again. This will keep him down and give him almost no chance to fire back. If he does hit you, watch your health and duck behind a column or wall to shake it off, then jump out and continue before his stamina recovers too much. ~~After the battle~~ Get the treasure in the storeroom. It's on the second floor. If you go out onto the front balcony, turn left and you'll spot it easily. It's where McGraw was hiding until you took out all of his minions. In here, you'll find five or six Moolah Chests. Finally, make sure that you grabbed the Moolah Bags dropped when Tiny died. After that, it's back to town and the Bounty Store. MISSION MOOLAH: $1,310 APPROXIMATE TOTAL MOOLAH: $11,283 ~~~~~~~~~~~~~~~~~~~~~~~~ 3.11 PACKRAT PALOOKA ~~~~~~~~~~~~~~~~~~~~~~~~ Talk to Scuzz in the sewer entrance, then head to the end of town (look for the directional signs if you can't seem to find the exit to the junkyard). Once you've used the password, go up the left side smashing the breakable crates, two of which contain some Moolah Bags. Next, before going up the stone ramp, break the barrels on the right side to find some more Moolah Bags. On the first level of the stone ruins, the left side has another barrel with Moolah inside. Once you've got all of those, jump down the ramp at the top of the ruins. Inside the guarded area, there's lots of cover. There are also Outlaw Nailers walking around. Move up and left to the first patch of tall reeds, and lure one of the Nailers to a spot in front of the round object protruding from the ground, where you can knock him out and bounty him without behing spotted by another Outlaw. You'll need a Thudslug and charged Zappfly shot more or less at the same time to do this. If you don't have Thudslugs, then a Boombat will do the job too. You can also get Thudslugs if you go up the ramp on the left side and eliminate the Outlaw Shooter there. Do this anyway either before or after taking down the first two Oulaw Nailers on the ground. At the top of the ramp, where you're hidden behind tin panels, break open the barrels for several Moolah Bags. Back on the ground, use the various bits of cover to lure out and capture the two Outlaw Shooters a little further up. Restock on the Chippunks along the right wall near the entrance to this area. Now, there are two Outlaw Snipers on top of the gate barring the way ahead. Stand in the tall reed along the right side closest to them and watch them. Wait for them to both move behind the panel on the right side of the wall and start talking to each other. At this point, run up to the base of the wall where they can't see you. Open the gate using the panel on the left side. Here, you need to be very quick and careful to make the next two live captures. As soon as you step through the open gate, two Outlaw Bombers will come out of the two doors in the building straight ahead. They will very quickly light up their fuses and come running straight at you. You cannot give them the chance to do this! Load your crossbow with two quick knockout ammo types (Bolamite, charged Zappfly, Thudslug), then in first-person mode, step out from behind the gate and run straight ahead to the doors. As soon as the Outlaw Bombers emerge, hit one with one barrel, the other with the other (so that you don't have to wait to reload), then bounty both while they're down. Phew! Now for the Snipers on the wall behind you. Go ahead along the right side, then back up the ramp towards the top of the wall. Knock both down with whatever you like and capture them alive. There are some Bolamites up here for you to restock on too. Jump off of the wall on the left side (away from the ramp), and walk to the left of the doors where the first Outlaw Bombers emerged. Shoot the fence on the left to break it. Now, you want to lure out the two Outlaw Shooters patrolling ahead. Use Chippunks to lure one first to the left side of the area ahead, then to a spot behind your current position, preferably by the tall reeds in the back corner (stay hidden behind the round pipes as he runs by), so that you can zap him and then bounty him up in relative safety. Repeat for the other Shooter. Now is a good time to Quick Save, because you now have to try and capture three Outlaw Bombers at once. Load your crossbow with Bolamites, switch to first-person mode and run up to the right side of the area ahead. Along the wall, three doors open and release three Outlaw Bombers. With them all lined up ahead of you, drop all three with Bolamites, then very, very quickly bounty them all up. Start running to the next one just before you're finished sucking up the one before to give you that little moment extra. If you're having a lot of difficulty getting to the third one before he recovers, shoot him again with a Thudslug just before you bounty the second to keep him down a little longer. Now you just have some run-of-the-mill Shooters and Mortars to dispatch. Have fun with them, then go up the ramp on the left side past the doors where the Bombers emerged previously, to reach the lookout where the Mortar was patrolling earlier. Restock on Bolamites and smash the barrels beside their nest for some Moolah Bags, then cross the top of the wall to find a Moolah Chest at the far end. Move ahead on the ground and smash the fence to continue. Run to the tall reeds ahead to the right and scout out the situation. Across the gully, there are a few Outlaw Shooters and Mortars hanging out. There's also a large surge panel that will activate the drawbridge mechanism, lowering a bridge for you to cross over. To cross successfully, you must zap one or two of the Outlaws on the left side near the control panel, then zap the surge panel and run across the bridge once it's down. Capture all Outlaws on the other side of the bridge, but don't advance past this area yet! There's more to do down in the gully. Jump down into the gully (or use the ropes if you're chicken) and run to the right along either bank. At the end, there's a platform with an Outlaw Mortar and three Moolah Chests. Capture the former and collect the latter, then run out to the other end of the gully. Capture the Outlaw Shooter there and snag three more Moolah Chests. Use the ropes to climb back out of the gully. Now, before you proceed to the next area, you will want to go back and restock on all avaiable ammo: Thudslugs, Chippunks and Bolamites, and Stingbees (though you haven't used them much to date, they will be useful up ahead. Move up to the red rusty round object on the right side of the path, past the area with the bridge controls. From there, turn around and fire a Chippunk back a short ways to lure out the first Outlaw Shooter. Bag him, then start to walk up to the junk wall ahead. Once you hear a voice (it's Palooka's) calling for his minions, run back to behind the round rusty structure. Palooka has called out three Outlaw Bombers, so live captures will again be a challenge. From your hiding spot, shoot another Chippunk in the same place as before, then have your Bolamites ready. Tie up the first Outlaw Bomber to come after the Chippunk, but before you just run out and bounty him, use the camera to look around the corner in case another Bomber is walking there now. If so, step out and tie him up too, then bounty both Bombers, in the order that you shot them. You can repeat the Chippunk trap to lure the last one or two (if you only captured one the first time) Bomber(s) out, but you'll likely need to sneak up to the junk wall first so that your Chippunk will be in range of your target. Smash the barrels inside the junk wall for some Moolah Bags once all enemies are cleared out. Advance to find a nice assortment of Chippunks and Bolamites for you to restock on. Continue to the tall reeds, from where you can survey the land ahead. Use a Chippunk to lure a Shooter to in front of your hiding spot, then shoot another along the wall a bit behind you to bring him further up to where you can knock him out and bounty him undetected. The second Shooter doesn't seem to want to come up as far as the last, but you can still bring him nearer to you with a Chippunk, then zap him when the Outlaw Sniper on the ramp ahead to the right is turned away, and quickly run and bounty him, then return to your hiding spot. There are again three Outlaw Bombers to contend with at this point. To bring them out into the field, simply walk up to the first round structure to the left down the hill in front of you. Palooka will call them out. Run back to the reeds before you are spotted by any of them. Their regular patrol route will bring them right to you. Back off and hide in the reeds on the other side of the tin sheeting. A Bomber may walk right up to you, just stay back and tie him up with a Bolamite while he's in the reeds too, and bounty him from your hiding spot. The other Bombers might come around the corner if you make some noise, but as long as you're hidden you can tie them up as easy as you please. You can also use Chippunks to lure them towards the rear canyon wall and bind them there. Once you've captured all three (which was much easier to do than the previous groups, if you followed my instructions here), go back out and head up the ramp on the right side to capture the Outlaw Snipers. Make sure to use a Bolamite on the one at the very top of the ramp as opposed to a Zappfly, which might knock him over the edge of the cliff and kill him. With all enemies cleared out, smash the barrels around the campfire. The ones beside the round rusty structure contain Moolah Bags. Ahead, climb the rope and use the control panel to open the gate. Inside, stealth is not necessary. There are no Outlaw Bombers, so you only need to worry about your health as you run around and take out the bad guys. Initially, go up the ramp on the right side and stay on the top level here until you've cleared out all Outlaws above. Smash the barrels scattered about up here to find five containing Moolah Bags. Go back down the ramp you came up and start to capture the Outlaw Shooters patrolling on the ground. Be careful not to go through the tunnel underneath the second bridge while on the ground; approaching it brings out some Outlaw Bombers (which may already have happened, if you got spotted while on top of the bridge), but you can stay out of their sight if you stay on this side of the bridge. On the ground, two barrels behind what looks like pairs of brick chimneys, in the middle of the field, also contains Moolah Bags. These chimneys also provide good cover as you lure out the Outlaws ahead using Chippunks (which you can easily replenish back near the bottom of the ramp leading up to the tops of the bridges). Lure the enemies first near the bridge, then to the right side of the bridge on your side of it, so that their backs will be turned to you as you zap them, and you'll have the cover of the bridge as you bounty them. Eventually, once you've thinned out the herd, it could be safe to move up a bit, watching your radar to make sure that no Outlaws are facing your way. Overall, there are two Bombers, a couple of Shooters, and a Mortar on this side of the bridge, so I hope you got them all! As you move up past the second bridge, the large junk wall has barrels in its corners with Moolah Bags, so smash all three and collect the goods. Around the other side of this junk wall, there's a fence to the right that you need to smash through to proceed. As you go around the corner, you can't really avoid being seen, so just walk in and capture the two Outlaw Shooters and the one Outlaw Semi-Auto; make tying up the latter a priority, because he can cut you to ribbons pretty quickly. Climb the rope and drop over the other side of the fence. Collect all the ammo that you can, and move ahead for the final fight. ~~BOSS: Packrat Palooka~~ Hide inside the fences to defend yourself against the missiles that Packrat launches. Even though the fence appears to be full of holes, it somehow blocks the blasts completely. Hey, I'll take it. Step out and shoot each of the four surge panels with charged Zappflies. Once all four are turned off, the shield will drop. Just wait for Palooka to get it working again. When he does, on either side of the arena, an automatic grenade launcher will come out along a raised track. Shoot these with Stingbees until they explode. Also, an Outlaw Shooter will come out from the door on either side of Palooka's platform. Lure them out (just let them spot you, or shoot them with a single Stingbee to get their attention) and tie them up with Bolamites when they're near your fences, so that you can bounty them while still protected from Palooka's missiles. With both Outlaws and both grenade launchers out of the way, again deactivate Palooka's shield via the surge panels, and again wait for him to get his shield going again. Once he does, two more Outlaw Shooters will emerge from those doors. Lure them to you and bag them as before. Shoot the surge panels again, wait again, capture two more Shooters. Repeat until you've captured a total of seven pairs of Outlaw Shooters, and no more come out. Replenish Bolamites along the right side of the arena as needed. Now, you'll have to do a bit of damage to Palooka to get the next Outlaws to come out. Deactivate his shield and shoot him with Stingbees to bring his health bar down to 1/2 (you'll likely need to deactivate the shield more than once to do this). Once you do, when Palooka reactivates the shield, an Outlaw Flamer will come out to play. Lure him to you and bind him with a Bolamite, bountying him inside one of the fences. Turn off all surge panels again, wait again, and another Flamer will come out when the shield is reactivated. Repeat this until you've captured eight Outlaw Flamers, and no more come out when the shield reactivates. Now, things get difficult. Try quick saving at this point before going any further. You need Palooka to come down to your level, so you can fight him mano a mano. There are two ways to do this. The first is to reduce his health bar to 1/3. At that point, he'll decide to do the job himself and will come down to fight you. The other way is to knock him off of his ledge with a Boombat, which isn't easy to do (it often takes two or three Boombats to do the trick). Once on the ground, he'll try to re-enter his lair via one of the two doors at the base of the platform. To prevent this, before knocking him off of the platform, lay some Fuzzles in front of each door; these will distract him for a moment, giving you time to knock him over with a Thudslug, and use your Thudslug + charged Zappfly combo repeater to keep him down. If it took you several Boombats to get him to the ground in the first place, however, he probably not have enough health left to withstand all of the Thudslugs. For that reason, I suggest the next method for defeating him, even though it can be quite challenging (but that's what we're here for, aren't we?). Get Palooka to come down to you by wearing his health down to 1/3 using Stingbees. Once he's on the ground, if you're to stand any chance of taking away only his stamina without killing him outright, you need to use ONLY charged Zappfly shots, and no other ammo. He'll start off by coming after you to slash you (assuming you start off fairly close to him). Back off while zapping him whenever your Zappfly is fully charged. Back away to the fences that you hid behind while taking out the surge panels throughout the fight up to this point. From here, you can duck out and back behind the fence, while Palooka picks a point and shoots barrage after barrage of missiles at you. You have to step out from the fence, fire a charged Zappfly at him, then step back, then step out again and fire once more as soon as your Zappfly is charged again. If Palooka backs away too far to make hitting him fairly easy, you'll need to move to the other fence or another closer point. You need to keep hitting him as soon as you are charged, and don't let him rest in between shots to recover his stamina. If you get hurt, you can shake briefly while you step back behind the fence waiting for your Zappfly to charge. Keep this up repeatedly. It'll be pretty close between his stamina and his health, but with good aim and a tiny bit of luck, you can do it. Some players might argue that you could try knocking him off his platform with Boombats earlier, while his health is still full, and then using the Thudslug- Zappfly combo, but you need to bring his health down to 1/2 to get the Flamers to come out if you want to get true perfect live captures. ~After the battle~~ Whew, that was a tough one. Go around and restock on all of the available ammo in this area (Stingbees, Bolamites, and Thudslugs). Go back up to Palooka's platform. Go up the ramp on each side and smash all of the barrels to receive a fair payload of Moolah Bags. Go through the tunnel at the back of the platform and follow it back to town. Head to the Bounty Store and cash out. MISSION MOOLAH: $2,620 APPROXIMATE TOTAL MOOLAH: $14,609 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3.12 Road to Mongo Valley ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Travel along the tunnel. Stick to the right side when the path splits. Half- way down the ramp, there's a Moolah Pot on top of a rock along the edge. Double-jump up to collect it. Ahead, when you have to climb up the fallen logs, there's another Moolah Pot on the ground below them. Just ahead on the next ledge, there's another Moolah Pot on top of the tree trunk along the right side. When you emerge from the cave, there are three Outlaws just ahead, all facing away from you. Walk up behind them, bag two with Bolamites and zap the third with your Zappfly, then bounty them all. Now, to the left of their moonshile still, jump up the fallen log. Walk along the series of logs to reach the Moolah Pot at the end. Continue up around the waterfall until you emerge outdoors once more. Out here in the bush, there are several perched Outlaw Hunters waiting for you. These unfortunately cannot be taken alive. You do want to get fairly close to them if possible before shooting them with a Fuzzle, however, so that you can see where their body falls in order to bounty it before it fades away. Both their bodies and any Moolah Bags dropped can be difficult to spot in the thick undergrowth. I recommend using Fuzzles because the Outlaws then run clear off of their platforms, and all three Moolah Bags will be dropped on the ground. Remember that the Moolah Bags will scatter a little and slide downhill as they fall, sometimes ending up in the water. You should be able to locate three Moolah Bags for each Outlaw killed in this manner. When you can see the water tower ahead of you, the path will split. Stay along the left side and continue eliminating the Outlaw Hunters, using whatever cover you can find. You'll eventually approach a wood building. As you near it, you pass a pile of rusty junk on your left. Head left into the bush at this point to find a Moolah Pot near the rock wall (many thanks to Utvolvet for finding this one). Move up to the building. On its left side, behind the generators, there is a Moolah Chest. In front of the building, walk out along the raised pier to find three more Moolah Chests at the end. Continue past the building. There are Stunkz and Boombats to collect here, and Fuzzles back behind the building. Use your radar to locate the rest of the Outlaw Hunters. Save the one on top of the water tower for last. For optimal Moolah, you need to nail him with a Fuzzle too, which is more difficult but not at all impossible. Shoot at him from a spot just left of where the road splits and the signs reading 'New Yolk City' point both ways. His body should fall towards you on the ground, and the Moolah Bags will fall in the ground and in the water. For the last bit of Moolah, swim out to the dock that is tilted down into the water. Run up its slope to find a Moolah Chest half-way up. Now go back to the road and follow the signs to New Yolk City. Cash out at the bounty store to turn in the Outlaws you bagged on the way over from Buzzarton. OUTLAW MOOLAH: $110 TOTAL APPROXIMATE MOOLAH: $15,288 ~~~~~~~~~~~~~~~~~~~~~~~~ 3.13 New Yolk City ~~~~~~~~~~~~~~~~~~~~~~~~ There is no hidden Moolah in New Yolk City, I am sad to say. So let's move on to the next bounty. Shortest section ever. ~~~~~~~~~~~~~~~~~~~~~~~~~ 3.14 X'Plosives McGee ~~~~~~~~~~~~~~~~~~~~~~~~~ Use the town elevator to start this mission. When you emerge from the tunnel, there's no easy stealthy way to capture all of the Outlaw Shooters (and one Cutter) alive, so just jump down and start zapping them. Be carefully not to inadvertently shoot any of the explosive barrels. When you've captured all four, hop onto the mine cart. Now, since you can't get off the cart and capture anyone, feel free to let loose your destructive impulses for the first time in this challenge. At the end of the ride, hop out and approach the rope. Two Outlaws will jump down the hole. You can zap them before they get up off the ground. Capture both and climb up the rope after collecting whatever ammo you need. Climb to the platform and jump off the far side. Hide behind the rock and lure out the patrolling Outlaw with a Chippunk, then bag him. Hide under the ramp and lure out the Outlaw Nailer with another Chippunk, and move him back far enough to be out of sight of the Semi-Auto with another Chippunk. Hit him with a charged Zappfly and a Thudslug, then bounty him quickly before he recovers. The Semi-Auto can be knocked out however you like (just remember that it'll take more than a single charged Zappfly to do it!). With them both captured, go back up the ramp and jump down into the enclosed area in the back of the clearing, with the Stingbee ammo crate. Shoot the crates here; three of them contain Moolah Bags. Any Moolah Bags on top of an indestructible crate can be obtained by double-jumping near them, or by jumping off of the raised platform after a run. Staying on top of the platform, move towards the hole you climbed up from. Look towards the far right corner of the platform as it continues away from you, to the right of the stack of six indestructible crates. Shoot a Chippunk to land in that corner, and move towards it a little bit until you hear the Outlaw Semi-Auto go after the Chippunk. Back off at this point. You can try to lure him further out with another Chippunk, or just let him spot you, then turn around and run down the ramp. Wait for him to come after you and nail him with a Boombat (since it'll knock him out in one shot, and there's a few more to replenish your stock nearby). Bounty him alive, then return to the top of the platform. Shoot another Chippunk to the same spot as before, staying far back, then tie up the Outlaw Bomber with a Bolamite once he's in view. Run up towards him and tie up the next Outlaw Bomber at the end of the raised platform, then suck them both up in order. Congratulations on capturing still more Bombers alive. Jump off the far end of the raised platform and zap the two Outlaw Shooters waiting below. Press the button on the control panel to open the gates. Head for the tall reeds along the ground beside the hole you climbed up, and wait for the patrolling Outlaw Nailer to approach. Use a Chippunk to get him behind the rocks just ahead and knock him out where the Semi-Auto can't see you. Inside the tunnel, lure the Outlaws around the corner while hiding behind the stacks of crates using Chippunks and bag them. Destroy the automatic flamethrower with some Stingbees, and continue. Capture the Outlaw Flamer with a Bolamite and zap both Shooters ahead. Jump into the mine cart. Again, go nuts with the lethality during the cart ride. Afterwards, stock up on the available ammo, then use Chippunks to lure out the Shooters. Carefully move up towards the Semi-Auto, and move him to behind the next rock ahead with a Chippunk, then knock him out and bounty him from behind the rock, where the Sniper ahead can't hit you. Move up closer to the Sniper high above. He cannot be captured alive (you can't get up that high), so use a Fuzzle to bring him and all of his Moolah bags down to you. Repeat for the other way-high-up Sniper. Move up one piece of cover at a time, and lure out whoever you can. Try to use one-hit knockouts appropriate to each enemy type (Bolamites for Flamers, Boombats for Semi-Autos, etc.), run out and bounty them, then duck back and shake off any damage. When you reach the wooden wall with a Shooter on either side, the gate will open, unleashing another Semi-Auto. Make a mad dash back for the last piece of cover, then run up to the wall again on one side. Climb the rope, quickly tie up the Outlaw above with a Bolamite, bounty them and jump back down again. Dash across the doorway, make sure that the Semi-Auto isn't coming after you, and repeat for the other Outlaw Shooter. Now you can step out and nail the Semi-Auto. Keep going ahead, taking out your opponents one at a time. Each time an area is clear, smash open crates to find Moolah Bags. There's one on top of the first wall that had Shooters on the left side, and there are several in front of the second wooden gate that you have to smash through, as well as around the rock behind it. Once all of the ground forces are cleared out, there are still three more Snipers above to deal with. There are two on the lower platform. Shoot the right one with a Fuzzle, and he'll likely land on top of the rock in front of him. Shoot him with another Fuzzle and he'll fall to the ground, still alive. Tie him up with a Bolamite to bounty him alive, ducking behind the rock as needed to heal. Shoot a Fuzzle at the other Sniper on the lower platform. He'll fall straight to the ground, alive, and you can capture him in the same way. Now, for the final Sniper, high up above the ground, if you shoot him front the front, he'll fall onto the platform below him and you won't be able to get either his body or his Moolah. So run past him instead, turn around and shoot a Fuzzle at him from there, so that he'll fall towards you to the ground. Bounty his body and collect the Moolah Bags. Race up ahead and smash all of the crates for lots of Moolah Bags before plowing through the low fences. Also stock up on whatever ammo you can find here. As you approach the cave at the end of the path, many Outlaws come out to meet you. Stay hidden behind the rock as the two Outlaw Bombers come outside. Run back to the last piece of cover, even though it's a fair way off. Lure enemies out to you there. Even if you hear the 'beep beep beep' of the Bombers lighting their fuses, if you can get away far enough and fast enough, they'll turn them off. Let a few enemies come to you and incapacitate them from behind rocks, watching for any more Bombers as you step out to bounty them. Once you've got both Bombers in the bag, the rest should be a relative cakewalk, as long as you don't leave yourself in one of the Semi-Autos's lines of fire for more than a moment. Inside the tunnel, use a Boombat on the Outlaw Nailer, then try to make sure that the Shooters are well on your side of the control panel before knocking them out, otherwise you'll get hosed by the automatic flamethrower as you're trying to bounty them. Destroy the flamethrower with Stingbees and continue. Smash the crates and barrels on the other side of the gate for several Moolah Bags. The next crate up the tunnel holds more. Outside, climb down the rope. Below, it at first looks like there's just one enemy ahead on your radar, but in fact there are three close together: two Outlaw Shooters and a Flamer. Dispatch them in the cavern, then head outside. ~~BOSS: X'Plosives McGee~~ First off, turn around to face the bottom of the ramp. An Outlaw Flamer will slide down it shortly. Tie him up with a Bolamite and bounty him, then get back under the bridge where the Snipers can't hit you. The Snipers cannot be captured alive, but I've been able to send the middle one's body sliding down the ramp with a Boombat, where I had a little something to bounty at least. Once all other enemies are taken care of, bring McGee down a level by shooting the surge panel before he passes by the rail switch. Next, just below where you shot the surge panel, two Outlaw Semi-Autos appear in alcoves. Also, an Outlaw Shooter will come out along the ground to get you. Take care of him first, knocking him out somewhere where you're protected from the others' fire. Now, you can bring down each Semi-Auto to the ground by firing a Fuzzle at them. Knock them out each with a Boombat and bounty the bodies (each done one at a time, of course). With all of them out of the way, bring McGee down another level. This time, a large wooden wall at ground level opens, releasing two Semi-Autos and two Shooters. Stay underneath the bridge and watch the Semi-Autos as they walk out towards you. Take them each down with Boombats and bounty them. Now, move towards the Shooters inside the room and tie them both up with Bolamites. Before you move in to bounty them, however, you need to blow up the automatic flamethrower in the middle of the rear wall with some Stingbees. With that done, bounty one Outlaw, knock the other out again and grab him too. Now shoot the last switch at the appropriate time to bring McGee to the ground. First of all, use Stingbees and/or Boombats to blow up the automatic machine gun that his mine cart transformed into, while staying out of McGee's way. With that done, load up your Thudslugs and Zappfly, and run to somewhere where you can shake off your damage. Refreshed, you want to take on McGee near the two large boulders in front of the large room that opened at ground level. From here, you can duck behind rocks to avoid missile fire as needed. Keep firing Thudslugs and charged Zappflies at McGee. The Thudslugs don't knock him over, but the combination will still wear down his stamina fairly quickly. Keep it up until he drops and bounty him before he recovers. ~~After the battle~~ If you didn't get them during the fight, there are a few crates with Moolah Bags around the rim of the arena, a couple against the wall, a couple underneath the large ramp, and a couple inside the room through which you exit the arena. Smash the barrels in the tunnel for some Moolah Bags. Drop into McGee's storeroom and grab the goods, which consist of three Moolah Chests, and a total of five barrels containing Moolah Bags. Head through the tunnel and drop back into town. Cash out at the Bounty Store. You'll need the Mongo River Pass at the General Store next. It's free, so you won't lose any of your hard-earned Moolah. MISSION MOOLAH: $2,590 APPROXIMATE TOTAL MOOLAH: $18,502 ~~~~~~~~~~~~~~~~~~~ 3.15 Sleg Hunting ~~~~~~~~~~~~~~~~~~~ Before starting the Lefty Lugnuts bounty, you need to learn the Sleg call. Talk to the Sleg Hunter beside the General Store. Head out to the river via the Port Authority. Stick to the left bank. On the left side, the second building under construction is hiding a Moolah Chest behind a fence. Smash through and grab it, then continue up the left bank of the river. When you reach the end, you'll automatically enter the fight (which actually happens on the other bank). Kill him and his little Sleg friends, then enter the cave behind them. You'll find a Moolah Pot inside. On the way back to town, stick to the opposite side of the river from the one you came up on. At the end of the land where the Sleg lived, swim ahead a short distance to another patch of land. In the rock wall behind some trees, there is a cave. Shoot away the wooden fence, then proceed inside to find two Moolah Pots, and three glowing crystal growths, which you can shoot to break off Crystal Shards. Collect these for a tiny Moolah boost. You can also get some Boombats here; use some on the remaining crystals on the walls just to make sure that there aren't any more shards to shake loose. And finally, on your way back to town, swim past the waterfall to the piece of land straight out from the port. On one side of one of the tower posts, you'll find two Moolah Pots. Swim back to shore and return to the Sleg Hunter to get the Sleg Call. ~~~~~~~~~~~~~~~~~~~~~~ 3.16 Lefty Lugnutz ~~~~~~~~~~~~~~~~~~~~~~ Head up the right side of the river this time. There's plenty of Moolah to be found on the way to the graveyard, starting as soon as you cross the bridge. Smash open all of the barrels here for quite a lot of Moolah Bags. One of the barrels along the edge by the river, however, will likely drop one or two Moolah Bags into the water when you break it open. The Moolah Bags will be fine down there, but there's quite a strong current at this point, and if you jump in after them you might be swept away. So you have two choices: risk the river, in which case you should stick as close to the cliffside as possible, swimming back towards the docks until the swimming seems to get easier, then straight across to the rope on the opposite bank; or alternatively, wait until you're done this bounty to come and get those Moolah Bags. Regardless, I'll continue my instructions assuming that you stayed on (or returned to) dry ground at this point. Head up along the river, smashing the next barrel by the tree for more Moolah Bags. Smash a couple more beside the Chippunk nest just past the breakable fence. Once you break through the second fence and the greenery gets a little lusher, take a right after the first large tree to pick up two Moolah Chests sitting out on a rock. Go through the third fence, and note the barrels in the bushes along the left side of the path, two of which contain Moolah Bags. Just past them is another barrel on the right side with Moolah Bags, one or two of which will likely fall into the water. Here, though, it's okay to jump in after them, as you can climb out of the water again just ahead. If you do this now, return to this point in order to be able to keep following my instructions. When you see barrels on top of a rock on the right side, go up the slight ramp built into the rock wall on the left, and jump across to the barrels from there. From here, drop into the water and swim up to the ramp with more barrels, the highest of which contains Moolah Bags. Immediately past this on the path is a rock formation that you can climb. Go to the far end of it and double-jump onto the tip of the flat surface spiralling around it. Follow it around counter-clockwise to the peak, from where you can double-jump over the path to a rock landing with two Moolah Chests. That's it for Moolah along the way. ~~BOSS: Lefty Lugnutz~~ After using the Sleg call, several henchmen will come out to get you. Hit and run tactics are the order of the day. When the fight begins, you can run to the right end of the graveyard and hide in a small patch of reeds, where you will be invisible to the first wave. You can use Chippunks to lure over some Outlaws one at a time and capture them out of sight of the others, but there aren't any more Chippunks to replenish your stock in the graveyard once you run out. Still, it'll help thin out the herd a little bit. Save some Chippunks for the next wave of henchmen if you like this strategy. Run out to the remainder of the Outlaws and have some chase you back to the right end of the graveyard, then turn and zap them and bounty them up. Thudslugs make a good knockout ammo here, as there are plenty more available in ammo crates around the graveyard (just be sure to save some for the final fight!). After taking out the first round of ground forces, run up to the rock wall. Find Lefty using your radar and find yourself a good piece of cover, since his shots really hurt. Step out and shoot him with charged Zappflies (so that you don't really do any damage). After a few shots, he'll retreat. You then have a couple of Outlaw Hunters to take care of. These are tougher to bring down from their perches than previous ones; a Fuzzle just won't do it. You'll have to use a Boombat (or sometimes a Thudslug if you can get the angle right to knock them off) in order to bring their bodies down to where you can bag them, and even that doesn't work all of the time, depending on which perch they're on. Basically, you need to be able to hit them from the side to bring the bodies down to you. After two Hunters, Lefty comes back out again. Zap him a few more times to bring out another wave of ground troops. This time, an Outlaw Semi-Auto is part of the mix. If you repeat the Chippunk- luring from the reeds, he'll likely be the second Outlaw that you attract, so if you have at least four Chippunks left this is an easy way to take him down. A little ahead and further uphill, there's a nice big rock that you can hide behind once you're spotted and wait for the Outlaws to come to you. This rock is also useful to hide from Lefty, on the other side of the rock this time, as he comes out next on the perch behind you. Deal with him the same way you did before. There's also one Hunter on a perch, use a Boombat on him to hopefully bring his body down. Chase Lefty away one more time, and he'll come down to ground level to join you. Once again, Thudslugs and charged Zappflies will wear down his stamina without killing him. But like X'Plosives McGee, Thudslugs won't knock him down, so you need some cover to avoid his fire while your Thudslugs reload and your Zappfly charges. That large rock works well for this, and the gravestones are pretty good too, but they get destroyed as they are shot, so you have to keep moving around. All in all, it isn't very difficult to capture him alive if you've been managing the same with the other bosses up to this point. ~~After the battle~~ On the left side of the graveyard, use the open door in the rock wall to return to the riverbank. No treasure trove here, I'm afraid, but double-check on your way back that you picked up all of the Moolah along the path. Return to town and cash out at the Bounty Store. MISSION MOOLAH: $955 (May vary slightly, depending on how many Hunters you were successful at in knocking off their perches) APPROXIMATE TOTAL MOOLAH: $20,160 *** You now have enough Moolah to afford the operation! Unfortunately, there are still two more Outlaws to defeat before the bargemaster will take you to the Doc's retreat, so it looks like you'll end up with a little bit of extra spending money. If there were any upgrades at the General Store that you've had your eye on, I suppose you could invest in them now to make your life a little easier. I'll continue this guide assuming that no money has been spent, however, and you still have only your original equipment. *** ~~~~~~~~~~~~~~~~~~~~~~ 3.17 Elboze Freely ~~~~~~~~~~~~~~~~~~~~~~ Head up the left side of river past where you fought the giant Sleg. Travel along, and keep an eye out for your radar HUD popping up, indicating the first Outlaw Semi-Auto just ahead. Bag him (he's alone, so it should be relatively easy). The next dot on your radar is another Semi-Auto, capture him in the same way. Now for the nuts across the river. Continue moving forward to the end of the strip of land, then swim even further out as you cross to the other side. Basically, you want to go past all of the Outlaws, then come at them from the far side along their side of the river. For the Outlaw Mortars standing on the rocks firing into the water, Bolamites are the way to go. Otherwise, you risk knocking them into the water and killing them outright. This area can be tricky due to the presence of so many explosive barrels, so lure your targets away from those before you use any ammo that could potentially trigger them to blow (such as Boombats). Capture the first Mortar, then hide behind the rock once the Semi-Auto spots you and wait for him to come to you. Hit him with a Boombat and bounty him, then duck behind the rock again to avoid the rest of the Mortar's fire. Wait until they lose interest, then sneak up and tie up the next Mortar, who is standing in the water (it's not deep enough to require swimming, and thus he doesn't drown). Move ahead carefully, and you'll see one of the pair of Semi- Autos just ahead. Shoot him with a Boombat, then run in and bounty the body while the other Semi-Auto alerts to your present. As he's firing at you, run back for some cover in the trees, and wait for him to come to you before bagging him too (again, Boombats work great on the Semi-Autos, as long as they're not too close to explosive barrels; if you're worried about blowing them up, Bolamites will capture them too, but you need pretty good aim to hit them). You want to let the Outlaw Semi-Autos spot you from far away, then lure them back a ways before you capture them, because there's a whole mess of Outlaws up ahead and the more you can pull away from the pack, the better. As you approach the main group (according to your radar), stay along the water's edge. There's another Semi-Auto far ahead that can spot you there who will then come after you. The main reason for all of this caution is that there are Outlaw Bombers up ahead, and you do not want to get spotted by one of those if you plan on capturing them alive. Once you captured the Semi-Auto who came from the water's edge, sneak up to the rock before the next Mortar firing into the water, and use Chippunks to lure one of the Bombers out. Keep him along the rock wall, and send him further back that way with a second Chippunk. Then you can move up behind him, knock him out and bounty him alive. Lure out a second by lobbing a Chippunk far ahead, then using two more to move the interested Outlaw back to where you bagged the previous one. You can always go back to the far end of this strip of land to gather more Chippunks as needed. You can lure out an Outlaw Nailer next in the same way. After that, go for the remaining Mortars on the water's edge. Sneak around behind them and tie them up with Bolamites, then double-jump onto the barrels and again onto the rocks to reach the first one to bounty him, then straight onto the rock from the far side for the second. That's it for the ground-level troops, so restock your Bolamites and head up past the shack. Run up the path between the cliffs and climb the rope at the end. Quickly jump off at the first landing, then run and jump right along the cliff wall to the next platform, and again to the one after that with an Outlaw Mortar and some exploding barrels (if the Mortar is readying to fire when you're on the middle platform, wait for his missile to launch before jumping. Otherwise, the missile could target the last platform and blow you up with the exploding barrels). Immediately switch to first-person mode, tie up the Mortar with a Bolamite and then bounty him. You then want to immediately jump off of the ledge, as another Mortar will be firing on you and will blow up the barrels when his missile hits the ledge. Run to the cover of a large rock and shake off your damage. If you missed them during your mad dash, you can go back and get the two Moolah Chests that were on the ledge with the Mortar. Actually, you'll want to return to that ledge regardless, because you need to double-jump from there to the flat-topped rock beside the shack, and from there to the roof of the shack, where another Moolah Chest awaits. Climb up the rope again, then take the second rope all the way up to the top. If the Outlaw Mortar across the way spots you, just run ahead a bit. Stick to the left side and hide behind the rock among the Bolamite nests. Lure the Outlaw Bomber away from the exploding barrels just ahead with a Chippunk, and incapacitate him before he spots you. Now move up to behind the next large rock, near the Stingbee nest. Fire another Chippunk back towards the fence to lure out the Semi-Auto, and tie him up with a Bolamite when his back is turned. Bring out the Bombers one by one with Chippunks, using two each time to get them well out of range of the others before knocking them out. Remember, you can go back down to the river back to restock on Chippunks. Once you've captured two more Bombers and two Semi-Autos, that's it for the Outlaws on this level. You can see more on your radar, but they're higher up above. Before climbing up, though, there's one more Outlaw to capture: the Mortar on the higher ledge as you climbed up to the current level. To get to him, first blow up all of the exploding barrels in this area to give you more space to run. Then, go back to the cliff edge, and tie up the Mortar with a Bolamite. Immediately start running back to pick up speed, then turn around and keep running back towards the cliff edge. You need to aim just right of the rope and do a flawless double-jump across the gap to land on the corner of the platform. Bounty up the Mortar before he unties himself. Now congratulate yourself, make sure that you're stocked on Chippunks and Bolamites, and head back to the previous clifftop and climb the rope at the other end. Climb up the second rope and stay half-way up, using the camera to look at the area ahead. When the Outlaw Bomber on the left side of the explosives-laden wagon turns and starts to walk away, quickly climb up and jump left to hide behind the small rock outcrop. Now, fire a Chippunk at the ground just in front of you. When the Semi-Auto comes to investigate, tie him up with a Bolamite and bounty him up, all without stepping out from behind your rock outcrop. Now, watch the Outlaws, and fire another Chippunk in the same spot when the Bomber walks away (you want to make sure that it's the Semi-Auto that comes for it). Tie up the second Semi-Auto too and bounty him up. Now, you want to do the same for the first Outlaw Bomber, but you have to do it very carefully, because if he spots you for an instant, he'll light his fuse and you'll lose him, and if you step out from behind the wall at all the other one far away will spot you and do the same. So fire your Chippunk so that it's just past the corner of the rock wall, and keep and itchy trigger finger on your Bolamite to bind up the Outlaw as soon as any part of him is visible. Bounty him without moving out from behind the wall. This next part will also be quite tricky. Run just around the corner and straight up to the tree to the left of the explosives cart. You have to position yourself behind the tree just right so that the Bomber in the distance can't see you (he's far ahead slightly to the right). Next, once any suspicious Outlaws have returned to normal, run up the left side of the tree to hide behind the large rock. From here, fire a Chippunk ahead to the left to distract one of the Semi-Autos for a bit, and then quickly step out to the right and tie up the Bomber with a Bolamite before he spots you. Run up to him and bounty him behind the rock. It'll take a little bit of luck to escape the other Bomber's notice. Sneak around the right side of the rock, tie up the Semi-Auto there with a Bolamite, then go around a little more and do the same to the second Bomber. Bounty him quickly, then run for cover as the two Semi- Autos come after you. With the Bombers out of the way, you can use Boombats or Bolamites to bag the pair of them (though not the former if you're fighting anywhere near the explosives cart). Now you can move on to the big guy himself. ~~BOSS: Elboze Freely~~ Pick an air vent that lets you reach two different raised platforms, on to either side. Load up your Zappfly and Thudslugs, then let the party begin. Fly up to a platform and switch to first-person view before you even finish landing (just make sure that you will indeed land on the platform). Aim for the control panel through the slot in front of you, and wait for Elboze to run towards it. With his back in your sights, unload your Thudslug and charged Zappfly simultaneously, and keep firing the rest of your Zappfly clip into his back. Now switch back to third-person as you fall, and run a little J-hook behind you to use the same air vent to propel to the adjacent platform. Again switch to your crossbow, and unload the same ammo combination into his back. You'll need to aim quickly and fire as soon as you get a chance. Keep using the same two platforms so that there's a minimal time delay between your shots, during which Elboze could otherwise recover his stamina. If you run out of Thudslugs, the charged Zappfly plus the rest of the Zappfly clip will be enough to keep lowering his stamina. Alternately, there's a couple of Thudslug ammo crates around the rim of the arena that you can use to restock. Once he's out, switch back to third-person, jump to the ground and bounty him quickly. ~~After the battle~~ Again, no treasure trove. Oh well, head back through the sewers and cash out at the bounty store in New Yolk City. MISSION MOOLAH: $1,865 APPROXIMATE TOTAL MOOLAH: $22,193 ~~~~~~~~~~~~~~~~~~~~~~~~~ 3.18 Fatty McBoomBoom ~~~~~~~~~~~~~~~~~~~~~~~~~ Ride the skycart up to the entrance tunnel. Follow the path until you reach some Outlaws. Use Bolamites to tie up the Semi-Autos, and charged Zappflies on the Shooters. Easy enough. Grab the Moolah Chest inside the building, and smash the crate behind a trio of barrels for some Moolah Bags. Slide down the ramp ahead, and head up the left side of the clearing. Smash the fence with the 'Keep Out' sign and break open the crates for some Moolah Bags. On the other side of the clearing, climb up the rope to reach a Moolah Chest on a raised platform. Jump out to the right from there across a couple more platforms to reach two more Moolah Chests. Enter the building slowly. Pop around the corner and drop a Stunk on the two Outlaws before they react to your presence, and bounty both up before they recover. Continue up the ramp, and tie up the two Semi-Autos at the end with Bolamites. Just watch out for Sniper fire while you're bountying them. Go left around the corner before heading outside to find three Moolah Chests on the ground, and a crate with some Moolah Bags after climbing up the rope, by the Bolamites. And now another cart ride, albeit a brief one. Stock up on the Boombats from the crate before hopping on, you're going to need them. It's a pretty brief ride, during which you should NOT shoot or blow up the Sniper over the gate. As soon as you go through the doors, watch out in case any Outlaws are walking on the tracks, because if your cart hits them, they'll die. It's not very likely, but you might have to knock someone out of the way with a Thudslug. At the end of the ride, shake off any damage while you're waiting for the cart to come to a complete stop, then jump out and hide behind the rock outcrop beside the yellow Stingbee ammo crate. Here, let a few Outlaws come to you, using whatever ammo is appropriate to the type to knock them out, then bounty them with ease. Save those Boombats for the Outlaw Nailers. When you're feeling brave, venture out from your relative point of safety and check out the scene. Eliminate any ground troops first. There remains the Sniper over the gate, who you can bring down to your level still alive with Fuzzles, firing from more or less straight in front of him (they tend to run in the direction that the Fuzzles came from), then zap him and bounty him while he's on the ground. This leaves only the Semi-Auto on the raised metal platform near the end of the cart tracks. He can be brought down with a Fuzzle as well, then tied up with a Bolamite for an easy capture. Now, on the far side of the clearing there are two stacks of crates, some of which are breakable. Smash all of those, then jump up the series of remaining crates to reach the raised platform with the rope. Climb that to the next level, and smash the crates to receive the Sniper Wasp ammo. Now, in this challenge you won't be using it, since it instantly kills any target, but at least you can use the binocular function with your crossbow now (press the Black button while in first-person view). You can also restock on Boombats in the corner behind the stacks of crates. Head down the hill on the right side and hide in the reeds. Use chippunks to lure out a couple of Outlaws and move them up the hill behind you to capture them. There is a Shooter, a Semi-Auto and two Nailers to contend with along the ground. Once they're out of the picture, there are two Snipers, both of which can be brought down to the ground using Fuzzles, though you may need to shoot them from several angles before you succeed. Just ahead, climb the rope to reach a crate containing Moolah Bags. Drop down on the other side, stock up on the Thudslugs, Boombats, and Stunkz, and head through the rock tunnel. ~~BOSS: Fatty McBoomBoom~~ Once the fight begins, back up and stay to the side of the tunnel entrance. Let the Outlaws come to you. Try to use primarily the ammo types that you can replenish here, though the occasional Bolamite to tie up a Semi-Auto is perfectly acceptable. Watch your health, and back away into a corner when you need a moment's relief. Keep using the camera to check through the tunnel to see who's coming next. Eventually the ground forces will run out. You may need to run out for a moment to lure the last ones to come after you. Eventually, you'll be left with only three targets: Fatty himself, a Sniper on a perch above Fatty's platform, and a Shooter on a walkway along the left side. To start, go for that Shooter. With full health and full stamina, run into the arena and go up the wide ramp on the left side. Turn left at the top and weave around the explosive barrels to the Shooter. Use a melee attack to knock him off of the walkway (you don't want to spend any time up here, because a missile or body slam from Fatty will blow up all of the barrels), then jump to the ground yourself and run back for cover. Wait for the now grounded Shooter to come to you and capture him. Run up to the fences on the right side. Stand close to them and target the Sniper at the back of the arena. If the fences are destroyed, just move up really close to Fatty's platform. Shoot him directly with a Fuzzle when the targeting reticule is red, and he'll fall down to the ground. Run back to safety, and wait for him to come after you. Knock him out and bounty him up still alive. After a moment, a second Sniper will replace the first on his perch. Repeat to bring him down and capture him as well. Then a third time for a third Sniper. And then a fourth. After that. it's finally just you and the big guy. Again, use Thudslugs and Zappflies. A Thudslug will sometimes knock Fatty over if he's not busy doing anything, like his bodyslam. Save the Thudslugs for when you think you can knock him down, and the rest of the time used fully charged Zappflies, followed by the rest of the Zappfly clip. Shake off damage if you're ever waiting for both ammo types to reload. I suggest fighting on Fatty's platform. He'll sometimes jump or fall off, and you can peg him on the ground. It'll be a little chaotic and you need to watch your health, but you can shake off damage without having to run for cover. Keep him in your sights and unload your ammo as soon as it's reloaded or fully charged, and he'll fall down in almost no time at all. ~~After the battle~~ At least Fatty kept a bit of a stash. Inside the tunnel at the side of the arena, grab the two Moolah Chests. Also smash the crates in the corner for some Moolah Bags. At the other end of the tunnel, jump left behind the waterfall to a patch of land, where, if you didn't collect them earlier, you can find two Moolah Chests beside one of the tower struts. Cash out at the Bounty Store back in town. MISSION MOOLAH: $2,180 APPROXIMATE TOTAL MOOLAH: $24,912 ~~~~~~~~~~~~~~~~~~~~~~ 3.19 Doc's Retreat ~~~~~~~~~~~~~~~~~~~~~~ And there you have it! Twenty thousand Moolah for the operation, and a little left over to buy yourself something pretty. Now that you've cleared out all of the Outlaws, the river is once more open for business. Head on out to the barge at the port, talk to the bargekeeper and take a ride to Doc's idyllic, relaxing sanctuary, where you can recover in comfort from your operation. And just what is the operation? Well, I won't spoil it here. You'll just have to play the game for yourself to find out. I promise you, it's worth the effort. #=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+ ~~~~~~~~~~~~~~~~~~~~ 4.0 CLOSING INFO ~~~~~~~~~~~~~~~~~~~~ =~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#=-=~=+=#= I had wanted for some time to see if I could capture (almost) every Outlaw alive, and here you have the fruits of those labours. Hopefully the challenge chronicled herein will inspire others to repeat the feat, or discover other challenges to be taken on within the game. Oddworld: Stranger's Wrath is a phenomenal game that didn't get the attention it deserved, for a variety of reasons, but at least those of us who have been lucky enough to know and love it can continue to deepen our experience of it. Now with that mushy stuff out of the way, I can engage in some aggrandizing self-promotion. I have produced many video game guides under the name 'Syonyx', including complete walkthroughs to Stranger's Wrath, Abe's Oddysee and Abe's Exoddus, with one for Munch's Oddysee hopefully coming soon. Of course, I have also written for many non-Oddworld games, mostly for semi- obscure Sony Playstation titles. You can see my entire collection of work in their latest versions at: http://www.gamefaqs.com/features/recognition/35729.html I am of course always open to comments about my work. Please feel free to send comments, kudos, or intelligent criticism to me at: syonyx_faqs at yahoo dot com As for contributions to this guide, I would love it if you had anything relevant to add. I am pretty much only interested in any additional found Moolah sources not detailed here, or a method to make a live capture that I indicated was not possible. If you managed to get a slightly higher score than the one I listed in the guide, that's great for you, but it's likely just due to the random variation in values of collected Moolah bags, chests or pots. Only contributions detailing something actually missed in my guide will make it into an update, with all due credit given of course. LEGAL STUFF: This document is copyright (c) Marc Lalonde a.k.a. Syonyx 2006. It is provided for personal enjoyment only. Any use of this guide in whole or in part for financial profit or in hopes of such profit is expressly prohibited. Webmasters wishing to post this guide on their website may do so only if is unchanged in any way, and only if it is available for unlimited viewing by non- paying visitors to the site. Asking first would be nice too. Any violations of these rules will make you a very pitiful person indeed. And I guess that's all! I hope that this guide was useful or at least modestly entertaining. Now go out and get some fresh air and sunshine. Syonyx 2006.