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Multiplayer FAQ

by Frofrodajimmyboy

                     CONKER:  LIVE AND RELOADED MULTI-PLAYER FAQ
                    BY:  FRO FRO DA JIMMY BOY (Aaron R. Steigerwalt)
                                   Started: 07/07/05

Table Of Contents 

1. Introduction
CLASSES
2. Sneeker
3. Demolisher
4. Long Ranger
5. Sky Jockey
6. Grunt
7. Thermophile
WEAPONS
8. Strayfur - Demolisher (U)
9. Bazooka - Demolisher
10. Arc Weld - Demolisher / Sky Jockey
11. DP 500 - Sky Jockey
12. Parachute - Sky Jockey
13. Sinurator - Thermophile
14. Medgun - Thermophile / Grunt / Long Ranger
15. Fauster - Thermophile (U)
16. Widowmaker - Long Ranger
17. Krotch 45 - Long Ranger (U)
18. Sabre - Sneeker
19. Dagger - Sneeker
20. Hacking Device - Sneeker
21. Snoopa - Sneeker
22. Sturm 21 - Grunt
23. Hogster - Grunt (U)
GRENADES
24. Magnova Grenade - Long Ranger / Sneeker / Grunt (U) / Sky Jockey 
25. Flashbang - Long Ranger / Sneeker / Sky Jockey / Grunt 
26. Smoke Grenade - Demolisher
27. CJ24 - Thermophile / Sneeker (U)
28. Frag Grenade - Demolisher (U) / Grunt / Long Ranger (U) / Thermophile (U)
29. Napalm Grenade - Demolisher / Thermophile
OTHER OBJECTS
30. Mines - Thermophile / Long Ranger (U) / Demolisher
31. Uprgrades
32. Earthguard
MAX 1 - Grunt / Long Ranger / Thermophile 
MAX 2 - Demolisher (U) / Grunt (U) / Thermophile
33. Skyguard - Grunt / Long Ranger / Sky Jockey
34. Gatemaker - Sneeker
35. Terminals 
36. Open Hand
ABILITIES
37. Infravision - Long Ranger / Sky Jockey (U)
38. Self-Heal - Long Ranger (U) / Grunt
39. Full Heal - Thermohpile
40. Berserk - Demolisher
41. Cloak - Sneeker
42. Feign Death - Sneeker 
43. Disguise - Sneeker (U)
44. Spray Can - All
MOBILE UNITS
45. Toad - Long Ranger / Grunt (U) / Sneeker
46. Tankus - Demolisher
47. Toad MK ll - Grunt / Thermophile
48. Mule 52 - Sky Jockey
49. Steed - Sky Jockey
50. Turret - All
CLASS MEDALS
51. Hero of the sky medal
52. RifleMan star
53. Medal of Mass Destruction
54. Homeland Defense Medal
55. Cross of honor
56. Special Operations Star
57. Campaign Medal 
SPECIALIST MEDALS
58. Eagle Eye Medal
59. Engineers Citation
60. Order of the Fiend
61. Iron Heart
62. Order Of The Mighty
KILL MEDALS
63. Bronze Star
64. Silver Star
65. Ongx Medal
66. Gold Sun
67. Purple Star
68. Killmaster Citation
69. Jade Star
70. Platinum Shield
71. Order of the Noble Warrior
72. Fire Star
73. Trooper Medal
MAPs
74. Beach - Old War
75. Fortress Deux - Old War
76. Castle Von Tedistein - Old War
77. A Bridge Too Narrow - Future War
78. Three Towers - Future War
79. Doon - Future War
80. T.M.S Spamono - Future War
81. Ditch - Future War
OTHER
82. Ranks
83. Updates
84. Contact
85. Credits


1. Introduction

This guide was written to end all the stupid an annoying questions asked on the
forums.  For a version with images go to conker2003.proboards22.com , register,
and check the CLAR section of the forums.  My topic is stickied there.

CLASSES
Each class has there own weapons, abilities, armor strength, and speed.

2. SNEEKER

The Sneeker is the fastest class and has powerful short ranged weapons, but 
because of extremely weak armor you'll have to be stealthy to succeed.
SPEED: *****
ARMOR: *
UPGRADES: Disguise ability / Throw mode for Dagger / CJ24 Grenade
GOOD AGAINST:  Long Ranger / Grunt / Demolisher
BAD AGAINST:  Sky Jockey / Thermophile

3. DEMOLISHER

The Demolisher is slow in all aspects. He jogs at a snail-like pace and his 
main weapon requires a long reload time for every shot. He makes up for this 
in power. His main weapon kills in one hit and he can send enemies flying 
with a ground pound.
SPEED: *
ARMOR: *****
UPGRADE: Guided mode for Bazooka / Strayfur Weapon / Frag Grenade / 
Earthguard (MAX 2)
GOOD AGAINST:  Grunt / Thermophile / Sky Jockey
BAD AGAINST:  Long Ranger / Sneeker 

4. LONG RANGER

The Long Ranger is the sniping class. A skilled player can beat any enemy at 
long range, but he doesn't stand a chance in close combat.
SPEED: ****
ARMOR: **
UPGRADES: Third scope for Widowmaker / Frag Grenade / Krotch 45 weapon / Mines 
GOOD AGAINST:  Demolisher / Sky Jockey
BAD AGAINST:  Sneeker / Grunt / Thermophile

5. SKY JOCKEY

The Sky Jockey is terrible on foot. His only means of defense is the weak 
DP 500, but get him in one of the two aerial vehicles and he'll rule the 
battlefield. 
SPEED: **
ARMOR: *
UPGRADES: Infravision ability
GOOD AGAINST:  Grunt / Sneeker
BAD AGAINST:  Thermophile / Demolisher / Long Ranger 

6. GRUNT

The Grunt is relatively balanced. Average weaponary and no major faults in 
speed or armor.  With the Hogster he becomes (in most people's oppinions) the 
best class.
SPEED: ***
ARMOR: ***
UPGRADE: Hogster weapon / Earthguard (MAX 2) / Magnova Grenade
GOOD AGAINST:  Long Ranger (with Hogster > all)
BAD AGAINST:  Demolisher / Sneeker / Thermophile / Sky Jockey

7. THERMOPHILE

The Thermohpile carries heat-based weapons. He jogs about slowly due to the 
heavy armor and gas tank on his back, but his weapons are powerful. Because of
his powerful armor and ability to fully recover himself he'll be hard to take 
down.
SPEED: ***
ARMOR: *****
UPGRADE: Fauster weapon / Frag Grenade / Earthguard (MAX 2)
GOOD AGAINST:  Long Ranger / Grunt / Sky Jockey / Sneeker
BAD AGAINST:  Demolisher

WEAPONS 
Each class starts out with it's class-exclusive primary weapon and non-combat
tools. An Upgrade grants the user a more powerful secondary weapon.  Most 
weapons have multiple uses thanks to their secondary firing modes.
U = UPGRADE REQUIRED

8. STRAYFUR - DEMOLISHER (U) 

This weapon is like a handheld turret. It quickly deals out 150 bullets at the 
cost of speed, accuracy, and a huge reload time (longest in the game).  It's 
pretty useless on characters, but it's one of the best weapons for taking out
vehicles and blockades.
RATE OF FIRE: *****
RANGE: **
RELOAD TIME: *
SHOTS BEFORE RELOADING: 150
AIMING: Normal
ADVANTAGES / DISADVANTAGES
+ Powerful
+ Fires quickly
+ Large clip
- Greatly lowers maneuverability
- Slowest reloading in game

9. BAZOOKA - DEMOLISHER

The bazooka can fire straight flying standard rockets that explode on contact 
or "Fire & Forgot" rockets that lock on to aerial vehicles. With an upgrade you
can use the self-controlled guided rockets. While it's powerful, you can only 
fire one rocket between long reloads.
RATE OF FIRE: *
RANGE: ****
RELOAD TIME: *
SHOTS BEFORE RELOADING: 1
AIMING: Normal
UPGRADE: Guided Rockets
FIRING MODES: Standard / Fire & Forgot
ADVANTAGES / DISADVANTAGES
+ Powerful
+ Long range
+ Splash damage
- Left immobile while using guided rockets.
- Slow reload time

10. ARC WELD - DEMOLISHER / SKY JOCKEY

The Arc Weld is one of the non-combat tools.  It slows down the user, but can
be used to repair damaged or destroyed terminals or Mobile Units.
RANGE: *
ADVANTAGES / DISADVANTAGES
+ Able to repair damaged teminals and vehicles
- Non combat

11. DP 500 - SKY JOCKEY

Two of these weapons are held and fired serperately.  You can fire either the 
weaker, but more accurate single shots or the more powerful, but slower bursts.
This weapon has one of the fastest reloads in the game.  
RATE OF FIRE: **
RANGE: **
RELOAD TIME: *****
SHOTS BEFORE RELOADING: 20
AIMING: Normal
FIRING MODES: Standard (Single shot) / Burst (Three shots)
ADVANTAGES / DISADVANTAGES
+ Fast reloading
- Weak

12. PARACHUTE - SKY JOCKEY 
When in the air you can tap X, A, or L to activate it.  It allows you to slowly
float toward the ground without fall damage.

13. SINURATOR - THERMOPHILE

This weapon can fire a funnel of flame or stream of acid. Flames work better on
enemies while acid works better on harder targets(such as vehicles). After a 
period of use you'll have to face a slow recharge.
RATE OF FIRE: Non-stop
RANGE: **
RELOAD TIME: ***
MODES: Napalm / Acid
ADVANTAGES / DISADVANTAGES
+ Powerful
+ Lingering flames
- Slow recharge
- Short range

14. MEDGUN - THERMOPHILE / LONG RANGER / GRUNT

Point the Medgun at a team mate and you can slowly heal him.  The process works
faster when neither of you are moving.
Range: *
ADVANTAGES / DISADVANTAGES
+ Can heal team mates
- Non-combat

15. FAUSTER - THERMOPHILE (U)

The Fauster shoots a long, powerful laser that causes heavy damage to vehicles.
A non-stop beam on a vehicle causes it to become white hot, causing lingering 
damage.  This weapon does no damage to enemies unless kept on for about 5 
seconds, which causes them to pop.  This requires recharging more frequently 
than the Sinurator, but it seems to be faster.  When you have the Fauster out 
you face a heavy movement burden.
RATE OF FIRE: Non-Stop
RANGE: *****
RELOAD TIME:  ***
AIMING: Normal
ADVANTAGES / DISADVANTAGES
+ Quickly destroys vehicles
- Large movement burden
- Long Recharge

16. WIDOWMAKER - LONG RANGER

This sniper rifle has three different scopes; each more powerful than the last.
You start off with two and can find an uprgrade to use the third. While using 
the scope the reticle will be unsteady.  You can fix this by going prone or 
holding R.  Though R sends out a laser that may give away your position, it 
allows you to charge up for an attack that's three times stronger.  While a
shot in the head is a one hit kill, un-charged shots anywhere else do little 
damage.  DU rounds can take out the strongest vehicles in 1-3 shots when
charged, but are weaker on vehicles.
RATE OF FIRE: *
RANGE: *****
RELOAD TIME: **
SHOTS BEFORE RELOADING: 1
AIMING: 1-3 scopes
UPGRADE: Third Scope
FIRING MODES: Standard / DU
ADVANTAGES / DISADVANTAGES
+ Head shots = Instant kills
+ Precise aiming
+ Longest range
+ 3x scopes
- Slow reloading and firing
- Small body damage

17. KROTCH 45 - LONG RANGER (U)

Similar to the DP 500, but sacrifices the Burst mode for a more powerful single
shot.
RATE OF FIRE: **
RANGE: **
RELOAD SPEED: *****
SHOTS BEFORE RELOADING: 20
AIMING: Normal
ADVANTAGES / DISADVANTAGES
+ Fast reloading
- Weak

18. SABRE - SNEEKER

The Sabre is a short-ranged weapon that deals a small bit of damage with each 
swing.  When timed correctly you can deal a fatal three hit combo.  When in 
Defense mode you'll take no damge from bullets (unless jumping) and you can 
also charge up a one hit kill spin attack. You'll be dazed a few seconds after 
using it so watch your timing.
RANGE: *
FIRING MODES: Attack / Defend
ADVANTAGES / DISADVANTAGES
+ Two ways to kill in one hit
+ Can deflect bullets
+ Attacks quickly
- Melee range

19. DAGGER - SNEEKER (U)

You can get this weapon with an Upgrade.  In stab mode you can deal out a quick
combo and cause a one hit kill with a backstab.  In throw mode you can toss
the daggers a short distance for small damage.
RATE OF FIRE: **
RANGE: * (stab) /** (throw)
AIMING: Normal
FIRING MODES: Stab / throw
ADVANTAGES / DISADVANTAGES
+ One hit kill backstabs
+ Fast combo
- Long backstab animation
- Short range

20. HACKING DEVICE - SNEEKER 

This non-combat tool can be used to hack doors and terminals.  Place the 
reticle over the area you wish to hack and hold R.  A slowly shrinking red bar
shows your progress.
RANGE: **
ADVANTAGES / DISADVANTAGES
+ Able to access secured areas
- Non-combat

21. SNOOPA - SNEEKER

The Snoopa is a remote controlled camera that can be flown a short distance.  
You can detonate it and it will explode in 5 seconds.  It can't move during 
that time and you're immobile while using it.  After using it you have to wait
a long time for it to recharge.
ADVATAGES / DISADVANTAGES
+ Can be flown around the map to spot enemy hiding spots
+ Powerful explosion
- No movement while using it
- It's easily noticed and destroyed

22. STURM 21 - Grunt

The Sturm has three firing modes.  Automatic allows you to quickly unload your
clip at the small cost of power and accuracy.  Three shot bursts are slightly 
more powerful and accurate, but aren't as fast.  Dum-Dums have a slow rate of 
fire and are innacurate, but they work very well on both vehicles and enemies. 
RATE OF FIRE: **** (Burst - Automatic) / ** (Dum-Dum)
RANGE: *** (Burst - Automatic) / ** (Dum-Dum)
RELOAD TIME: ***
SHOTS BEFORE RELOADING: 50
AIMING: Normal
FIRING MODES: Burst / Autofire / Dum-dum
ADVANTAGES / DISADVANTAGES
+ Three useful modes
+ Fires quickly

23. HOGSTER

What many would consider the most powerful (and cheapest) weapon in the game. 
Frag grenades bounce a distance then explode, Impact grenades explode on 
contact, and Release grenades remain on the ground until you press R to cause
them to explode.  This weapon kills anyone in it's large blast radius.  The 
grenades begin to decline when fired so point higher then where you plan for
your grenades to hit.
RATE OF FIRE: *
RANGE: ** 
RELOAD TIME: **
SHOTS BEFORE RELOADING: 2
AIMING: Normal
FIRING MODES: Frag / Impact / Release
Advantages / Disadvantages
+ Gas clouds good for escaping large battles
+ Allows grenades to get farther than when you throw them
+ Frags can be bounced around corners
- Easy to get caught by own grenades
- Poor in close quarters

GRENADES

Each class has a set of two grenades.  Unlike weapon ammo, you only have one
grenade per spawn.  

24. MAGNOVA GRENADES - SNEEKER / LONG RANGER / SKY JOCKEY / GRUNT (U)

The Magnova disables Mobile Units / Special Ordinance items and detonates 
mines.  The Magnova only hurts the weakest classes, but it temporarily 
deactivates the radar. 
BLAST RADIUS: *****
ADVANTAGES / DISADVANTAGES
+ Deactivates vehicles and Ordinance items.
+ Large blast
- Worthless on enemies

25. FLASHBANG - SNEEKER / LONG RANGER / GRUNT

The flashbang creates a large flash that stuns anyone caught in the blast.  
Stunned characters will not be able to move or attack for several seconds.
BLAST RADIUS: ****
ADVANTAGES / DISADVANTAGES
+ Stunned enemies are easy to kill
- Can stun yourself and team mates

26. SMOKE GRENADE - DEMOLISHER

Smoke grenades create a thick, black smoke cloud that can obscure an enemies 
vision.  The cloud does no damage to enemies though it does cause them to 
cough.
BLAST RADIUS: ****
ADVANTAGES / DISADVANTAGES
+ Obscures enemy vision
- No damage

27. CJ24 - SNEEKER (U) / THERMOPHILE

This grenade creates a thick, green gas cloud that damages anyone caught in the
gas.  Enemies that walk in to the cloud will continue to recieve small ammounts
of damage for a short ammount of time.
BLAST RADIUS: ****
ADVANTAGES / DISADVANTAGES
+ Obscures enemy vision
+ Gas continues to damage after enemy leaves cloud
- Damage is small

28. FRAG GRENADE - LONG RANGER (U) / GRUNT / THERMOPHILE (U) / DEMOLISHER (U)

Frags create an explosion several seconds after being thrown.  Anyone caught in
the blast will die and those close will be thrown back with some damage.
BLAST RADIUS: ***
ADVANTAGES / DISADVANTAGES
+ High damage


29. NAPALM GRENADE - THERMOPHILE / DEMOLISHER

Creates a large fire wherever it lands. This fire will damage anyone who runs 
into it and stick to them for several seconds.
Blast Radius: **
ADVANTAGES / DISADVANTAGES
+ Creates small fire tha kills weaker characters
- Explosion on contact makes it easy to get caught in own flame

OTHER ITEMS
These are objects that can be used by any class for their benefit.  Some are 
found on the field while others are obtained from Special Ordinance terminals.

30. MINES - LONG RANGER (U) / THERMOPHILE / DEMOLISHER

These mines come in sets of three.  They are invisible to enemies and explode
when walked over.

31. UPGRADE

Large, yellow orbs with a "U" in the middle. When you pick them up your 
character can recieve power-ups such as new weapons, new modes for current 
weapons, abilities, vehicles, and Special Ordinance objects.

32. EARTHGUARD

These can be obtained from Special Ordinance terminals. They act as automatic 
turrets that fire at any ground enemy. They can't be moved when placed and 
placement takes a few seconds so be careful how you use them. Characters can 
place up to two at a time.
MAX 1 - Long ranger / Grunt / Thermohpile / Demolisher (U) 
MAX 2 - Grunt (U) / Thermophile (U)

33. SKYGUARD - LONG RANGER / SKY JOCKEY / GRUNT 

These are used the same way as Earthguards. They'll shoot down the enemy's 
aerial vehicles that fly near by.  They're not very useful due to short range 
so put them in high open places for best effect.

34. GATEMAKER - SNEEKER

There's an in-gate and an out-gate. You put down the out-gate first and the in-
gate second so remember the order or you're gate can prove worthless.

35. TERMINALS

There are two kinds of terminals. Specialist Ordinance Terminals, which give 
out some of the objects previously mentioned, and Mobile Units, 
which can spwan vehicles for the class using it.

36. OPEN HAND

When all your weapons are holstered it's considered Open Hand. 
You'll run much faster, but you'll be unable to attack any of your enemies.  
Ordinance items and flags take up the open hand slot.

ABILITIES

37. INFRAVISION - LONG RANGER / SKY JOCKEY (U)

Infravision works like thermal goggles. The screen turns blue, but characters 
become yellow. A circle will appear around enemies even if they're through 
walls so you can get a better idea of their where abouts.

38. SELF HEAL - LONG RANGER (U) / GRUNT

Your character takes several seconds to holster his weapon and inject himself 
with a needle that restores 25% of any lost health.

39. FULL HEAL - THERMOPHILE
Though it appears to be self-heal in the menu, it's actually a different 
ability that fully recovers any lost health.

40. BERSERK - DEMOLISHER

In berserk mode you can run faster than any class on all fours. You can't use 
any weapons during this time, but you can do a ground pound that sends out a 
small shockwave. The shockwave isn't very powerful, but it sends opponenet 
flying on their backs. Enemies caught under you when you jump up for a ground 
pound will be crushed.

41. CLOAK - SNEEKER

Cloaking makes the Sneeker temporarily invisible. Using your weapon or 
recieving any damage will cause you to become visible again.  The less you move
the less you can be seen and when not moving you become almost completely 
invisible.

42. FEIGN DEATH - SNEEKER 

Your character falls to the ground as if he were dead. You're completely 
defensless during this time and careful opponents may notice they didn't gain
any CP for the kill.  This ability is best used when no one is around so you
can spring up on passing enemies.

43. DISGUISE - SNEEKR (U)

This ability to change it's appearence to look like a random member of the 
opposite team. Because you look exactly alike there's no way for team mates 
to tell you're an ally. You need good eyes and ears to recognize a disguised 
opponent.  They will run at Sneeker speed so a usually slow class that outruns
you may be disguised.  Listen for their grunts and pants.  They will sound like
an enemy if they're disguised.  If they have these symptoms, check to see they
have no weapon equipped then attack.  

44. SPRAY CAN - ALL

This ability has no real usefulness. It allows you to spray your avatar on 
walls and the ground.

MOBILE UNITS
Mobile Units can only be driven by certain classes, but some of them allow 
for passengers.

45. R-HOG - SNEEKER / LONG RANGER / GRUNT (U)

The R-Hog is the fastest ground vehicle, but it's subject to tipping over 
because the speed makes it a bit hard to control.  You can temporarily boost, 
but you'll lose more control.
SPEED: *****
CONTROL: **
ARMOR: *
POWER: *
SEATS: 1 Driver 
ADVANTAGES / DISADVANTAGES
+ Fast
- Hard to control

46. TANKUS - DEMOLISHER
 
The Tankus is large and slow. It can fire off two bomb shells before having to
reload.  You can't aim low and the controls are a bit unweildly.  A team mate
can hop in the back and take control of the cannon.
SPEED: *
CONTROL: *
POWER: ****
ARMOR: ****
SEATS: 1 Driver / 1 gunner
ADVANTAGES / DISADVANTAGES
+ Powerful 
- Slow
- Poor aiming
- Weird control

47. TOAD MK II - GRUNT / THERMOPHILE

Good speed, control, and power. Working like Halo's Warthog, 
one player can drive while another mans the turret. If no one's in the back you
can control the turret yourself. The turret will shoot bullets if you're a 
Grunt and flames if you're a Thermophile.
SPEED: ***
CONTROL: ***
POWER: ***
ARMOR: **
SEATS: 1 driver / 1 gunner
ADVANTAGES / DISADVANTAGES
+ Good all-around vehicle
- Easy to destroy

48. MULE 52 - SKY JOCKEY
 
The Mule 52 is huge, slow, and can carry up to seven of your team mates.  In 
the front is a gunner position for one of the passengers, but the other seats 
are only there for sitting.  The pilot can drop bombs that kill anyone in the
large blast they create.  
SPEED: *
CONTROLS: ****
POWER: ****
ARMOR: *****
Seats: 1 pilot Seat / 1 gunner / 6 passengers
Advantages/Disadvantages
+ Can transport team mates
+ Aerial Vehicle 
- Huge target
- Easily beaten by Steeds
- All passengers die if you die

49. STEED - SKY JOCKEY

The Steed has a large set of weaponary.  It has a rocket launcher that fires 
off three rockets before reloading.  They're weaker than the bazooka's rockets,
but are still powerful.  It has a turret that quickly fires off 150 shots.  It
can be difficult to take out enemies with the turret, but it's great for other 
Mobile Units.  It can also lock on to other aerial vehicles and fire off three
rockets that follow the enemy.  It can take a while to lock on to moving 
targets, but these rockets reload very fast.  The Steed is fast and highly
manuverable. 
SPEED: ****
CONTROL: *****
POWER: *****
ARMOR: ***
SEATS: 1 pilot seat
Advantages/Disadvantages
+Highly maneuverable
+Powerful weaponry
+Aerial vehicle

50. TURRETS - ALL

Turrets are set in different places across the map. They quickly unload 150 
powerful rounds and can rotate 360 degrees. You can't move while in the turret
and getting out takes a few seconds so I wouldn't suggest staying in for too 
long because of how open you are to attack.  
ADVANTAGES / DISADVANTAGES
+ Powerful
- Can't move
- Open to attack

CLASS MEDALS
Class Medals are earned when you get 1,000 kills with a class. 
Medals permanently enhance the class that earned it. 

51. HERO OF THE SKY MEDAL
This medal allows for quicker vehicle lock-on and faster rocket reload.

52. RIFLEMAN STAR
The Widowmaker will have steadier aim when zoomed in and will reload faster. 

53. MEDAL OF MASS DESTRUCTION
The Guided Rockets will fly faster and rockets will reload faster

54. HOMELAND DEFENSE STAR
All of the Thermophile's weapons will rehcarge faster.

55. CROSS OF HONOR
The Strum 21 will recieve a 30 bullet clip extension (70 total) and Self-Heal
will recharge faster.

56. SPECIAL OPERATIONS STAR
The Sneeker's cloaking will work better.  There's supposed to be something 
about the Snoopa, but I couldn't figure out what it was.

57. CAMPAIGN MEDAL
Only veterans can handle this kind of language.  A way to unlock potty mouth in
MP. 

SPECIALIST MEDALS
These medals are similar to Class Medals, but the requirements are more 
specific and can effect multiple classes..

58. EAGLE EYE MEDAL
REQUIREMENT: Get 500 headshots.
REWARD: The power of the Widowmaker's round overcharge is increased.

59. ENGINEER'S CITATION
REQUIREMENT: Get 1,500 repair points.
REWARD: You'll gain the Kinetic Seal, which allows for faster repairing.

60. ORDER OF THE FIEND
REQUIREMENT: Get 500 backstabs.
REWARD: The Snoopa will now blow up instantly when detonated.

61. IRON HEART
REQUIREMENT: Get 1000 points from victory.
REWARD: You gain a speed chip that allows the Hacking Device to hack 
more quickly.

62. ORDER OF THE MIGHTY
REQUIREMENT: Gain all the Specialist Medals.
REWARD: Infravision's power will be enhanced, the Hogster will work better, 
and the Tankus will reload faster.

KILL MEDALS
These medals are gained every time you reach a certain ammount of normal or 
specific kills. They mostly effect all classes.

63. BRONZE STAR
REQUIREMENT: Get 50 total kills.
REWARD: Avatar Pack 2.

64. SILVER STAR
REQUIREMENT: Get 500 total kills.
REWARD: Avatar Pack 3

65. ONYX MEDALS 
REQUIREMENT: Get 1,000 total kills.
REWARD: Avatar Pack 4

66. GOLD SUN
REQUIREMENTS: 1,500 total kills.
REWARD: This medal makes your bullets golden.

67. PURPLE HEART
REQUIREMENTS: 3,000 total kills.
REWARD: This medal makes your bullets purple colored.

68. KILLMASTER'S CITATION
REQUIREMENT: 4,000 total kills.
REWARD: Any respawn penalty will be cut in half.

69. JADE STAR (Does not exist)
REQUIREMENT: Destroy 500 mobile units.
REWARD: Super Bonus Avatar Pack

70. PLATINUM SHIELD
REQUIREMENT: Kill 500 Marshalls
REWARD: You can throw one extra primary grenade before restocking.

71. ORDER OF THE NOBLE WARRIOR
Requirement: Kill 500 Generals
REWARD: You can throw one extra secondary grenade before restocking.

72. FIRE STAR
REQUIREMENT: 500 kills from fire.
REWARD: Increases the Sinurator's tank capacity.

73. TROOPER MEDAL
REQUIREMENT: 500 mine kills.
REWARD: You gain one extra mine per set.

MAPS
The maps in Conker are different from maps in other games. Each map also acts 
as a game mode.

74. BEACH DEAD - OLD WAR

Story: The second assault had begun. The plan was a simple one: the SHC were to
attack from the sea and secure the three obstacles. This would allow the heavy
stuff to get through and get ready for phase two. However, the Tediz Battle 
Master, the mysterious Von Kriplespac, was waiting with his giant gun of doom,
waiting to blow them back into history.

SHC: You start off with your team mates on one of two boats. A thirty second 
timer appears at the top. After it reaches zero the door will open and you're 
likely to face a number of bullets coming your way. You have to try to get up 
the beach, using the tank blocks or whatever you can find for cover. You'll 
have to destroy three blockades, each stronger than the last. After they're all
destroyed you'll have a straight-forward path into the enemy base. Once inside
you'll need to attack and cripple the Tediz Battle Commander. When his health
reaches zero you'll win.

Tediz: At the beginning you're at a major advantage. You need only get to a 
high point and shoot down at the squirrels on the beach. By the time they get 
up the beach you'll have had plenty of time to set up a defense of Earthguards 
and Mines. There are turrets around the first SHC objective that you can use 
for as long as you want. Just watch out for heavy weapons. If you can prevent 
the SHC from completing the objective faster than you did you'll win the match.

SHC SPAWN POINTS: Left Lander / Right Lander / First Defense / Second Defense 
/ Outside The Base
TEDIZ SPAWN POINTS: The Base
VEHICLE SUPPORT: No

75. FORTRESS DEUX - OLD WAR

STORY: With the second assault finally over, battle moved inland, Von 
Kriplespac's forces making a tactical retreat to a disused prison known as "The
Fortress". The Tediz had secured one half of the structure, and the SHC the 
other...  A stalemate. Only one thing here could assure victory. Demoralize the
enemy by capturing their precious colors: their flag. 

OBJECTIVE: You're objective is in the enemies base on this semetrical map. 
You have to get to their base, grab the flag, and bring it back to your flag 
post. You can still use your weapons and abilities while carrying the flag, 
but the enemies radar points in your direction and the flag waves high above 
your head making you quite noticeable.  The flag is located on the second level
in the left corner of the map.  You score at the area next to your Mobile Units
on the bottom level.

SHC SPAWN POINTS: The Bridge / Fortress
TEDIZ SPAWN POINTS: The Bridge / Fortress
VEHICLE SUPPORT: Yes

76. CASTLE VON TEDISTEIN - OLD WAR

STORY: Despite fighting to the death and winning many battles, the Tediz were 
not winning the war. Forced finally to retreat to his cliff top castle 
stronghold, Von Kriplespac knew that only one thing could save them from 
defeat...  The Machine. History has told us of it's use, but then, no-one knew
for sure.

Objective: There are four buttons place around the map with two on each side of
the large ravine. The only way to get across is to take one of the two gondolas
that hang in the middle. The objective for the game is slightly different for 
both teams. The first thing the teams have to do is hit all four buttons on the
map. When all four are controlled by Tediz they'll be able to activate the 
A.P.C and win the game. When all four are controlled by SHC they'll be able to
send someone through the time machine to win the game. The teams can only 
complete the final objective (A.P.C or Time Machine) while they control all 
four buttons. 

SHC SPAWN POINTS: Hellfire Corner / A.P.C / Crypt (when 3+ masts are 
controlled)
TEDIZ SPAWN POINTS: Hellfire Corner (when 3+ masts are controlled) 
/ Castle / Crypt
VEHICLES SUPPORT: No

77. A BRIDGE TOO NARROW - FUTURE WAR

Story: Years later, the eternal war betwixt Tediz and Squirrel continued but 
now a new and more vicious front. The Machine Tediz had arrived, pouring 
through Von Kriplespac's new machine. The SHC were driven back to the point of 
defeat, with only one last thread of victory: the legend of a base burined 
under the ice and said to contain a secret knowledge. It was rumored to be a 
map showing the location of an ancient weapon that once belonged to the long-
dead Panther King. 

Objective: This is another symetrical CTF map. You have to get to your enemy's
base, steal their plans, then upload them back at your base. Points of interest
would be the two mini-bases in the middle of the map. If you can control the 
two you'll have a much better chance of capturing the enemies plans and 
defending your own. Because of the advantage a team has with the mini-bases, 
expect a lot of action in that area.

SHC SPAWN POINTS: Base / Base Alpha (if hacked) / Base Beta (if hacked)
TEDIZ SPAWN POINTS: Base / Base Alpha (if hacked) / Base Beta (if hacked)
VEHICLE SUPPORT: Yes

78. THREE TOWERS - FUTURE WAR

STORY: With the two halves of the map now reunited, the long lost resting place
of the "Thing" had finally been located: an abandoned mining outpost way up the
Big Rim. However, the secret didn't stay safe very long, particularly when it 
appeared on the front cover of "Fur Only" It was now simply a case of who got 
there first. 

OBJECTIVE: Each team starts off on opposite corners of the map with thee towers
in between them. The first objective is to capture all of the towers. When a 
tower is captured by hitting the button on top you will capture the tower and
gain use of it's turrets, terminals, and it can be used as a spawn.  The tower
will remain yours for a short time.  Enemies cannot take it from you, but the 
tower will slowly downgrade to neutral. You'll have to recapture neutral towers
or the enemy will. When the Tediz control all three of the towers the shield 
over the SHC's Respawner will temporarily break until one of the towers becomes
neutral again. When the shield is broken you'll need to try to destroy the 
Respawner. When the SHC have all three towers the shield over The Artifact will
break and the SHC can try to destroy that before the shield returns. First team
to destroy the other team's objective (Artifact or Respawner) wins the match.

SHC SPAWN POINTS: Base / Alpha Tower / Central Tower / Beta Tower
TEDIZ SPAWN POINTS: The Artifact / Alpha Tower / Central Tower / Beta Tower 
VEHICLE SUPPORT: Yes

79. DOON - FUTURE WAR

STORY: Things hadn't quite turned out as expected for either side, as it was 
revealed that the "Thing" wasn't a weapon after all. It was a tomb! The Panther
King had lain at rest for two hundred years, frozen in his icy prison. Before 
the SHC could react, the body was gone - stolen! Intelligence told them where 
their ancienct enemy had been taken, the Tediz homeworld, also known as Doon. 

SHC: You start off in a small area with a red gate and large lock ahead of you.
To open the gate you need to destroy the lock, which should be no trouble at 
all seeing as the Tediz can't get to your side of the gate to stop you. After 
it's destroyed you need to fight past the army of waiting Tediz to get to and 
destroy the next two gates. Once all three are destroyed you'll have to get 
inside the base and destroy the Panther King before he's resurrected.

Tediz: At the beginning of the match you won't be able to do anything to stop 
the destruction of the first gate. Have a Sneeker hack the Specialist Ordinance
terminal and so you can set up an Earthguard defence. Once they break through 
you can stay and hold back the constantly spawning enemies or fall back and set
up defences elsewhere.

SHC SPAWN POINTS:  The Ship / Second Defense / Outside Base
TEDIZ SPAWN POINTS: Base Alpha / Base Beta
VEHICLE SUPPORT: Yes

80. T.M.S SPAMONO - FUTURE WAR

STORY: The Tediz military ship Spamono was an exploration vessel which had 
mysteriously disappeared on its maiden voyage up the Big Rim. That was a 
hundred years ago. Now it has returned, containing who knows what dark secrets?

OBJECTIVE: This long, narrow hallway of a map has a single flag in the middle. 
It's your job to grab the flag and take it over to your enemy's base. Once 
there you must drop it into the long spinning tube to score. This can prove 
difficult due to the constantly spawning enemies and two turrets at the end of 
each base. To aid you in your mission you can go take a left or right in the 
middle of the map and pick up one of several Upgrades if the door is hacked in
your favor.  The team with the most scores at the end of the match wins.

SHC SPAWN POINTS: Mother / Airlock (if hacked)
TEDIZ SPAWN POINTS: Mutter / Airlock (if hacked)
VEHICLE SUPPORT: No

81. DITCH - FUTURE WAR

STORY: Ancient beyond imagining, the oldest arena of combat and glory. The 
place where the mighty come to play, the place of reckoning for all warriors. 
The legendary hole that was known only by one name...  "The Ditch".

OBJECTIVE: There is one central flag at the bottom area of this map. The teams 
have to get the flag and score it at the top of one of four tall towers. When 
you capture the flag there the tower will be captured by your team. An enemy 
can steal a tower by scoring the flag at a tower captured by the opposite team.
The team that captures all four of the towers or has the most towers when time 
runs out wins the match.

SHC SPAWN POINTS: Base / Outer Ring
TEDIZ SPAWN POINTS: Base / Outer Ring
VEHICLE SUPPORT: Yes

82. RANKS
Here are the ranks gained on Live.  Rank / CP required / Color

PRIVY 0 CP GREEN
SARGE 500 CP GREEN
MASTA SARGE 2,000 CP GREEN
SQUAD MASTA 3,000 CP BLUE
COMMANDA 4,000 CP BLUE
CAP'N 5,000 CP BLUE
BRIGADE LEADA 6,000 CP BLUE
UNDERLORD 8,000 CP PURPLE
OVERLORD 10,000 CP PURPLE
KNIGHTLORD 12,000 CP PURPLE
WARLORD 14,000 CP PURPLE
GENERAL 18,000 CP DARK BLUE
MASTA GENERAL 22,000 CP DARK BLUE
ELITE GENERAL 26,000 CP DARK BLUE
UBER GENERAL 30,000 CP DARK BLUE
MARSHALL 35,000 CP GOLD

The next rank changes depending on which class you have the most kills with.

DEMOLISHER - DEATH MARSHALL 40,000 CP GOLD
SNEEKER - STEALTH MARSHALL 40,000 CP GOLD
LONG RANGER - ACE MARSHALL 40,000 CP GOLD
GRUNT - FIELD MARSHALL 40,000 CP GOLD
THERMOPHILE - RAZE MARSHALL 40,000 CP GOLD
Sky Jockey - SKY MARSHALL 40,000 CP GOLD

83.  UPDATES

1.1 - RANKS section added.  Added which characters the classes are good and 
bad against.   

83. CONTACT

E-mail - [email protected]
AIM - FroFroDaJimyBoy
GT - FroFroDaJimyBoy

If there's anything wrong with my guide or you know something feel free to tell
me.  Don't waste my time with false info or messages about a typo because I'll
test things out or never fix the typo just to spite you.  If you want this FAQ
on your site then just ask.  As long as you're not Neo Seeker I'll let you use
it if credit is given.

84.  CREDIT

None right now.  I did this all by myself.