Bully Walkthrough :
This walkthrough for Bully [Playstation 2] has been posted at 11 Jun 2007 by kje360 and is called "Chapter V: The Fall And Rise Of Jimmy Hopkins, Age 15". If walkthrough is usable don't forgot thumbs up kje360 and share this with your freinds. And most important we have 34 other walkthroughs for Bully, read them all!
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Walkthrough - Chapter V: The Fall And Rise Of Jimmy Hopkins, Age 15A. Main Story Missions 1. Making A Mark 2. The Gym Is Burning 3. Rats In The Library 4. Finding Johnny Vincent 5. Revenge On Mr. Burton 6. Preppies Vandalized 7. Expelled 8. Busting In, Part I 9. Busting In, Part II: Showdown At The Plant 10. Complete Mayhem, Part I: Save Russell 11. Complete Mayhem, Part II: Bullworth Academy 12. Final Showdown B. Side Missions 1. Cheating Time 2. Townies Challenge 3. Smash It Up A. Main Story Missions 1. Making A Mark -- Available 8:00 am to 11:00 pm Unlocks mission 'The Gym Is Burning' Unlocks mission 'Rats In The Library' Townie respect +25 Jock respect -75 Greaser respect -75 Prep respect -75 Nerd respect -75 You can find this mission in the boys dorm in the hallway. You are the now the King of Bullworth. All factions are singing your praise - well, there's always Gary, but he's kind of on his own at this point - and all the gang thinks it's time you made your mark on history. It's agreed that you are going to put a great big tag on the front of Bullworth Town Hall. So off you go. Grab a bike and head into town to the new marker. Find the alley next to town hall where the marker is and climb the ladder to the roof. At the top of this ladder, climb up on the ledge and get to the next ladder. When you get to the top, look for yet another ladder and climb up to the peak of Town Hall. Go to the mark and lay your tag down. It's not a very positive statement for your classmates, but it's a statement nonetheless. You have obviously caused a lot of trouble and your heat meter will show that. It's not going to drain standing up there, so crawl back down to the alley and hopefully you left the bike nearby so you can take off and drain away the heat. When the heat is gone, go back to town hall and take up a position in front of Town Hall and yank out your camera. Snap a good picture of your artwork and you'll be prompted to take it back to the dorm. Take the pic back and meet up with Petey at the dorm and he'll let you know that things are not well in Bullworth. All the cliques are turning against you, and Gary seems to be behind it. The mission is done, but the future is not looking bright for you. 2. The Gym Is Burning -- Available 8:00 am to 9:00 pm (Apparently, you can plan the fire) Unlocks mission 'Finding Johnny Vincent' if 'Rats In The Library' is complete Reward $30 Jock respect +15 This mission is found at the marker near the gym. At this point in the game you have very few friends. On the Bullworth campus, you have NO friends, so travel campus on a bike and avoid EVERYONE if possible, unless you just like fighting. When you enter the marker, you find out that the gym is on fire and Mr. Burton blames it on you, of course. It also seems that there are people trapped inside. Seizing the opportunity to gain back some honor, you volunteer to go into the gym and get them out. When the cut scene ends, you are in the gym and there are fires all around you. The cops are on their way, so this mission is timed. Run to the top of the stairs to the locker rooms and grab the fire extinguisher off the wall. Go into aim mode and go around the gym and put out all the fires. Extinguishing one of the fires will let Mandy escape and she thanks you on the way out. Two students are trapped under fallen objects. Approach the markers for those objects after the fires are out and repeatedly press the triangle button to let them out. For one of them, a fire will flare up blocking his escape, so grab the extinguisher again and let him out. When the fires are out and everyone has been saved, you ask Mandy what happened and she says she saw the pyro head downstairs. Go down to the lower area where the locker rooms are and enter the girls locker room (on the right). A townie bowls over you and knocks you to the floor in his escape. The mission ends here. 3. Rats In The Library -- Available 8:00 am to 9:00 pm Unlocks mission 'Finding Johnny Vincent' if 'The Gym Is Burning' is complete Reward $30 Nerd respect +15 Time to earn a little respect back from the Nerds, so head to the marker at the Library to start this mission. It seems the Library has been overrun by rats and the Nerds are just too wimpy to take care of it. This mission is pretty easy and pretty short. Just arm yourself with the slingshot, keep your shot charged and walk around targeting the rats running around on the floor of the Library. It is a timed mission, but it is, as usual, pretty generous, so as long as you keep your shot charged and keep hitting L1 to target the rats, you should easily clear out the required 20 rats to complete the mission and earn back at least a little of the Nerds respect. The $30 doesn't hurt either. 4. Finding Johnny Vincent -- Available 8:00 am to 11:00 pm Unlocks side mission 'Townies challenge' Unlocks mission 'Revenge On Mr. Burton' Reward $30 Greaser respect +25 Time to get a little Greaser respect back, so head to the tunnel under the train bridge in New Covington to meet up with Lola. Johnny is missing and rumor has it that some dudes dressed in Asylum garb snatched him up. You need to break him out of the Asylum to gain back some points with the Greasers. The train bridge is probably the quickest route, but use the route of your choice to return to the Asylum that (hopefully) you broke Galloway out of. Head to the tree on the back side of the Asylum and drop your way in as you did before. You should be able to go straight to the front doors of the Asylum as long as you stay crouched and watch the route of the patrolling orderlies. Get to the front door and enter the building, and as usual, stay crouched. This time you have to go THROUGH the block that Galloway was held on (If you didn't do this side mission, refer to the side mission 'Galloway Away' in Chapter IV). Watch the path of the lone orderly in that cell block and sneak around the pillars past him into the next area. There is an orderly in there, but he is asleep in front of the TV, so as long as you keep on creepin', he'll never see you. Go to your right in this room and enter the next cell block. (STAY CROUCHED, NEVER STAND UP!) Watch the patrol of the orderly in here and again make your way to that far right cell where Johnny is. His door is locked and he needs you to get into the control room to open the door. He tells you to grab an orderlies uniform from the laundry to pull this off. Creep back to the other end of this cell block and go through the door to the right. There is a single orderly patrolling in there, and a wall that runs down the middle of the room. Use the wall to your advantage and creep down to the other end of the room to obtain the orderly uniform. Once you have it, feel free to stand up and run to the next marker. Walk up and talk to the orderly and you'll give him a break. When he leaves his post, go in and activate the control to unlock Johnny's door. Run to the new blue marker that indicates Johnny and he will tell you to follow him. The orderlies will be trying to contain all the rest of the patients that you have just released, so you should have little problem following behind. When you get to the rec room (where the orderly was sleeping in front of the TV) all of the gates will close around you. Look for the one that has no door behind it. Run up to that gate and repeatedly press triangle to lift it. Use your map to find your way the rest of the way out of the building. You may or may not encounter patients along the way that will hinder your escape, but take them out and don't let them get to Johnny. Johnny has a health meter and it obviously should not be allowed to drain. The remainder of the path should be quite clear and once you reach the morgue and step into the yellow marker, the mission is over and the escape is successful. 5. Revenge On Mr. Burton -- Available 8:00 am to 7:00 pm Unlocks side mission 'Smash It Up' Unlocks mission 'Preppies Vandalized' Reward $30 This mission is found in Blue Skies Industrial Park in front of Zoe's house. Step into the marker there, and you'll meet Zoe. she's a hot little redhead with a large amount of cleavage that seems to have been traumatized by Mr. Burton. She seems to think you can help her get even with him. she sends you off to find some bolt cutters behind the Spazz Industries Hardware store. Follow the marker on your map into the alley and the bolt cutters will be lying there for your retrieval. Once you have them, meet Zoe in the park in Old Bullworth Vale. Mr. Burton jogs here every morning and he seems to have a weak bladder. When you meet Zoe, you'll give her the bolt cutters and you will be sent off to take care of the other three Port-A-Potties in the park. Run quickly to the three new markers on your map and watch what is going on around you. You are also timed, so do this as quick as possible as the time given for this mission is not as generous as it has been previously in the game. Use your BRL or your slingshot to destroy the three Port-A-Potties marked on your map. 3 Charged shots from the slingshot will destroy each one. Be careful of cops or Mr. Burton as he jogs around the park or your heat level will rise quite a bit and waste more time than you have. Once all three Port-A-Potties are destroyed, meet back up with Zoe where you first gave her the bolt cutters. When you get there, you'll see that Mr. Burton is upset that he can't get to the closest toilet, and he ends up having to run to the remaining toilet that you and Zoe have rigged for him. When he goes inside, Zoe will lock him in. Climb on the riding lawn mower parked nearby. Turn the mower around so the Port-A-Pottie is between you and the railing, and ram the toilet over the rail. Enjoy the rather disgusting cut scene, the $30 and the end of the mission. 6. Preppies Vandalized -- Available 8:00 am to 11:00 pm Unlocks mission 'Expelled' Reward $30 Prep respect +15 Townie respect -25 Go to the gym in Old Bullworth Vale and head up the stairs to your left as you get inside to reach the marker at the top to start this mission. The Preps are a little pissed off about their trophies being stolen and they think you are responsible for it. Of course you attempt to convince them that you aren't and vow to find out who is to clear your name. Head out of the gym and over to New Coventry. Go to the yellow marker in an alley where you run in to a couple of Greasers you think are responsible for the theft. They convince you that they didn't do it, and point you in the direction of some Townies at a warehouse in Blue Skies. Head to the new marker and enter the warehouse. (NOTE: If you did not get all of the Tombstones during the 'Halloween' mission, what remained will be stored in this warehouse. You don't have to get them now, but note this for future reference so you can come back and get them.) You are now trespassing, so stay out of sight. Make your way to the other end of the warehouse and climb the stairs up to the next floor. Stop near the top of the stairs and turn around. Pull out the camera and take a picture of the guy stuffing rats into the box. You may notice, it is the same crate that you saw in 'Rats In The Library' not long ago. When you have the picture, you'll hear the guys talking about some other folks burning the trophies down at the docks. Quietly follow these two guys out of the warehouse. You have a new marker down on the docks to go to, and I'm not sure why, but I was on a bike and I passed by the two guys from the warehouse on the way and they never looked twice at me. Go to the new marker and once again, pull out your camera. Keep your- self out of view, and snap a pic of the Townies burning the trophies. Once you have that, you can hop on your bike, avoid any fights and head back to the gym with your proof. They really don't care. Just be happy the mission is over and you made a couple of bucks and some respect. 7. Expelled -- Available after a nights sleep after 'Preppies Vandalized' Unlocks mission 'Busting In, Part I' This isn't really a mission. It's just a cut scene. Report to the office in the main school building to start this "mission". Crabblesnitch will debase you, insult you, degrade you and then talk shit about you just because it sounds like fun. In the end, you're expelled. You can no longer attend classes, so if you haven't finished them by now, it sucks to be you. He can't reach your mom, so he has to let you stay in the dorm, but that is it. You can't wear the school uniform (like I have!) and you can't go to class, so basically Bullworth is nothing more than a cot and three hots to you. Enjoy the rest of Chapter V!! 8. Busting In, Part I -- Available 8:00 am to 11:00 pm Unlocks mission 'Busting In, Part II: Showdown At The Plant' This mission is found outside the boys dorm. You meet with Petey to tell him the news of your recent demise and the two of you spend of few moments debating which of you is more pathetic. Petey believes there is still something you can do to earn back your respect, you just need the help of the one guy who is too dumb to know he's supposed to hate you . . .Russell! Grab a bike and head on up to Old Bullworth Vale to the yellow marker outside of Russell's garage. When you enter the marker, Russell opens the garage door and he's inside on a stole police bike! There is a scooter parked next to him and he tells you to climb on it and follow him. Do this and take off down the road after him. You have a little bit of heat for not wearing a helmet, but during the course of this trip over to Blue Skies Industrial Park it was never an issue for me. Just follow Russell, because they just have to think riding around on a stolen police bike is a larger offense. When you arrive at the Spazz Factory, you'll find that the entrance is barricaded. In typical Russell style, he guns the bike and plows through the barricade allowing you access to the Spazz Factory. The mission ends here, and the next mission begins automatically. (No, not yet. You didn't think the game was going to end that easy, did you?) 9. Busting In, Part II: Showdown At The Plant -- Unlocks mission 'Complete Mayhem, Part I: Save Russel' Townie respect +100 Russell manages to still be able to walk after his stunt, but when the cops arrive he beats it out of there. Zoe walks up and tells you that you need to find the Townie leader, Edgar. She says you can't get to him while the plants power is out, so you're going to have to get it turned back on. Two new markers appear on your map to indicate the two switches you have to activate to turn the power back on. Zoe's health meter now appears on the right side of your screen and if she gets knocked out, the mission is failed. That said, never once did Zoe get attacked during this entire mission for me, so I'm not sure where she is supposed to run into danger. Through the nearby gate where the first switch is, there are two townies waiting to give you a beat down. Take them out with long distance scoped shots from the slingshot, or just go in and beat them down. They aren't all that vicious. When they are down, go up the short set of stairs nearby and activate the first switch. Come back down the steps and crawl under the fallen transformer to get to the next switch. There are two more townies on the other side of the transformer, so take them down as well and go up another short set of steps to get to the second switch. When you've taken care of the second switch, crawl back under the transformer and go back over to Zoe. Now you've got to follow her over to the Red Star building. She will be a blue dot on your map if you lose her, but you shouldn't. She will stop near a barricade and tell you the switch for the security gate is in the office. Go into the building on the left of the barricade and find the switch in the far left corner. Press it and head back out to Zoe. Now follow her again. As you travel to the next point, Zoe will tell you that to get to Edgar, you've got to get through Omar first. Omar has the key to the Chemical Plant where Edgar is hiding. During this trip, a townie will pop out armed with firecrackers. Take him down as quickly as possible, because you are soon going to need all the health you can get your hands on. When Zoe stops at the next gate, she tells you to find your way through the trainyard. You'll leave Zoe once again and head back the way you came. Work your way amongst the train cars until you find the track switch that is now indicated by the latest yellow marker. Activate the switch and one of the train cars will rotate. Another marker will appear on your map indicating another track switch, so make your way to it and activate it to rotate the car once again. You will now be able to get into an alley. Be aware of the townies on the other side of the barricade as you approach. They will come after you as soon as they see you, so you'll want to take care of them as soon as possible. You may be able to get rid of them with scoped slingshot shots before they even see you coming. Climb over the barricade and keep going. You'll pass by Zoe who is standing on the other side of the gate. Continue along the walkway and be ready to take out two more Townies along the way. Make your way around the building to eventually reach the switch. Activate it and Zoe will be able to get in. Turn around and jump over the collapsed section of fence to the road. Go through the gate and resume following Zoe to the Chem-O plant. There is a sizable group of Townies standing inside the entrance to the plant, but Zoe provides as a suitable distraction for them. She'll be just fine, so you don't have to worry about her. Run past the group and run around the spiral walkway that leads up to the roof. Arm yourself with something powerful, preferably the Spud Cannon before you get to the top. When you get up there, Omar will be there with two buddies. They are all carrying boards, so it's important to get them taken care of from a distance if at all possible. If not, grapple with them and try to get a board. Take them all out and when Omar goes down he'll drop the key that you need to get into the Chem Plant. Head to the nearby door to enter the plant and walk to the next door to use the key and begin the battle with Edgar. It's kinda creepy in here and Edgar is going to make you chase him a bit before you can fight him. He takes an elevator down to a lower floor, leaving you with your own creativity to figure out how to get down there. To the right of the elevator there is a ladder, so get on it and slide down to the bottom. Go to the other end of the short catwalk and drop down to the chemical cylinders below to get to another piece of catwalk. There is an automatic camera angle here that is kind of annoying, but maneuver it the best you can and when you get to the piece of catwalk, drop down and crawl under some pipes to continue. When you come out on the other side, walk to the end of the platform and walk carefully across the thin pipe to the broken catwalk on the other side. Take the ladder down that you find at the end of this catwalk. You'll now have another thin pipe to walk across to get to the next platform. It's longer than the last, so just be careful. If you fall off, you will grab the pipe and you can pull yourself back up by rapidly pressing the triangle button. When you get to the next platform you will find another ladder that you can slide down. When you get to the bottom and move on, you'll get a cut scene and the first half of the fight with Edgar will begin. Get ready for a good fight because this is by far the hardest battle in the game, harder even than the final battle. Edgar will rip a pipe off the wall, a BIG one and start to come after you with it. There is a panel lying on the floor that you can pick up and use as a shield by pressing L1 to avoid Edgars attacks. After Edgar swings the pipe, he is momentarily tired, so use this opportunity to smack Edgar with the panel a few times to wear him down. If you drop the panel, or it gets destroyed after a number of blocks, there are more panels on the wall you can grab indicated by yellow arrows. When about a third of Edgars health is worn down, he will run away and head down a set of stairs. Wait for the steam to subside and follow him down. Edgar will meet you with the pipe once again, but to even the odds a bit, you can now grab a pipe of your own off the wall which are indicated by yellow arrows. Apparently you are in better shape then Edgar, so start pounding the hell out of him with the pipe. Don't give him a chance to swing back, just keep on pounding. If he gets a shot in, he'll do considerable damage to you, so just don't let him. Keep pounding him with the pipe. If you lose it, just run and grab another one off the wall. Beat him down until his health meter is empty. When the battle is over, the mission is finally complete and you learn the truth behind the entire plan. Gary is responsible for the whole mess, and now that you have earned Edgar's respect, he agrees to help you take down Gary. 10. Complete Mayhem, Part I: Save Russell -- Available 8:00 am to 7:00 pm Unlocks mission 'Complete Mayhem, Part II: Bullworth Academy' Go to Zoe's house in Blue Skies Industrial Park to find the marker for this mission. Zoe tells you that Bullworth Academy has broken out in a riot and everyone is pretty much fighting everyone. You're going to need Russell's"talents", but he's hiding out in the slaughterhouse because the cops are after him for the motorcycle theft. Head to the new marker on the map near the Power Plant entrance. You see a couple of patrol cars and cops there, but until you pass through the entrance, you have nothing to worry about. As soon as you enter, watch the line of sight indicators on your radar to stay away from the cops, because you are now trespassing. Stay near the walls furthest from the cops to stay out of their view and quickly get to the bike that avails itself a short ways in. Hop on the bike if you need it to escape the view of the cops if you are seen. Follow the route through to the marker that indicates Russell. When you get close to the slaughterhouse get off the bike, stay to the left side wall to avoid the gaze of the cop and get to the open door of the slaughterhouse. When you get to the door, sprint on in and meet up with Russell. He smells like MEAT! Yummy! Now it's a short run as you follow Russell to the main gate. When you've run far enough, you'll get a brief cut scene as Russell snatches you off the sidewalk to avoid the persuing (and apparently pretty dumb) cops. The mission is over and the next one begins automatically. (No, not yet, almost though.) 11. Complete Mayhem, Part II: Bullworth Academy -- Unlocks mission 'Final Showdown' This mission begins outside the now locked gates of Bullworth Academy. Edgar is there with some buddies and with Russell's words of wisdom, you convince your new friends to help you take back Bullworth Academy. The locked gate proves little match for Russell and the mayhem begins. At this point you are on the campus and the whole place is in chaos. Ignore the fights all around you. You need to get to the leaders of all the cliques to stop this disaster. Russell travels with you as you head to the four new markers on your map. They are as follows and can be done in any order you choose: The Greasers: Johnny Vincent- Johnny is the closest. He's taken control of the girls dorm and is inside vandalizing it with two buddies. Russell fights with the two buddies as you and Johnny face off. It's pretty much just a normal fight, so use all of the fighting moves you have learned to take Johnny down pretty quickly. When he is down, help Russell take out the other two and you've accomplished your first objective for this mission. Russell has a health meter that you can not allow to drain during this mission, but he's a beefy son-of-a-gun so he tends to hold his own pretty well. Just keep an eye on the meter as it may start to drain as you near the end of the mission. The Jocks: Ted- The Jocks hate knowledge, so they are over trashing the Library. Enter the Library to find Ted and two of his cronies vandalizing the place. The idea is the same here as it was with Johnny, only this time two of the jocks have bats, so you should focus first and foremost on getting one of those bats in the interest of both yours and Russell's health. Pull this off and give these three the beat down they deserve, and objective #2 is complete. The Preps: Derby- These guys are pretty lame because they aren't destroying anything. They are just hanging out at Harrington House being full of themselves. The fight these three give you is not so much lame. Remember that these guys are boxers, so their punch packs -uh- a punch. Take out Derby as quick as you can and rescue Russell from the other two before he takes on too much damage. At this point, Russell's health meter was down in the yellow, so keep an eye on him for the final fight, but I saved the Nerds for last so there isn't a whole lot to worry about. When the three Preps are down, the objective is complete and you can move on to the last clique. . . . The Nerds: Earnest- These morons are starting fires in the gym again. (Guess they didn't learn anything after you had to RESCUE them the last time) Earnest is all geeked out in his military garb and bandana and his two buddies are just --well, they're just Nerds. Earnest needs convincing that Gary is not the answer to his problems. So you and Russell proceed to give them a good pounding. When you have these three beat down and "convinced", you have completed this final objective. Now you have to head to the main school building to meet up with Edgar. The only door that is open is the front door, so run around to it and enter the school. When you get in, Edgar takes off to further help some people and you get ambushed by some prefects Gary has inducted into his "circle of friends". They knock you down and take all of your weapons, including your slingshot, so you are left with nothing but your wits and your fists. Russell comes to your rescue and chases off the prefects. Gary entertains you over the school loudspeaker with his delusions of grandeur and when he is finished, you find yourself on some scaffolding high up on the outside of the school building. The chase here is kind of repetative, but there are some things to watch out for along the way. You will have to tip toe your way across a couple of planks and climb a few ladders as you chase Gary up the building. You're not fighting Gary yet, so don't rush yourself. Gary will throw bricks at you as you cross the planks. You got stripped by the prefects, so you've got nothing to throw back so don't even try. Sometimes the bricks will hit you, sometimes they won't. When they do, you'll be knocked off the plank, at which point you will automatically grab it and you have to rapidly press the triangle button to pull yourself back up. Each time you get close to Gary, he will move further along this harrowing path. As you climb the ladders, Gary will attempt to dump wheelbarrows full of bricks down the ladder as you climb. You see him doing it and you've got plenty of time as you are climbing to push the left analog stick either to the right or left to stay out of the path of the falling bricks. When you reach the top of the building, you'll be up near the school bells. Walk carefully through them because as you approach them, some of them will fall. When you pass through the other side of the bells, you have Gary trapped at the edge of the building. Enjoy the cut scene as you grab hold of him and fall off the edge. The mission ends here, and the final battle begins. (Yes, you're finally at the end of the game!) 12. Final Showdown -- Unlocks Chapter VI: Endless Summer Respect +100 from all cliques For a final fight, this was kind of weak. Your on a scaffold on the side of the building. There's not a lot of room to move around, but fortunately, Gary can't fight worth a damn. Use your vast collection of fighting moves to beat down Gary's health meter. When about a third of his health is drained, he'll grab you in a grapple and attempt to talk to you. Repeatedly press the triangle button to break the grapple and the scaffold will collapse and you'll find the two of you on yet another scaffold below. Repeat the procedure outline above and you'll drop two more times before you finally drain Gary's health meter. The final fall will drop you through the glass ceiling of Dr. Crabblesnitch's office where the final cutscene begins. Watch as you untie Dr. Crabblesnitch and earn back the respect of the school and it's inhabitants. Enjoy the moving moment as all the cliques gather outside the school to revel in the greatness that is Jimmy Hopkins, and the newly reinstated Bullworth Academy student, Zoe plants a wet one on you. Roll Credits and Congrats! B. Side Missions 1. Cheating Time -- Available 8:00 am to 7:00 pm Reward $60 Enter the marker in the school parking lot near the abandoned bus to trigger this mission. You find Galloway hitting the bottle once again. He blames his indiscretion on Hattrick's crusade to get him fired for drinking. He also lets you in on the secret that Hattrick has been selling tests to the rich students on the side. You decide that you can end Galloway's pain by exposing Hattrick's misdeeds. You need to get photos of this act, so first head to the yellow marker at the Auto Shop and crawl up on the roof. Peer over the edge to see the Prep selling tests to some Greasers. You are timed so take a picture that includes the Prep and all the Greasers. Move on to your next target. Go over and enter the gym that has the pool in it. (If you go in to the wrong gym, you can just take the tunnel down by the locker rooms to go over to the other side) Go up to the marker at the top of the bleachers. When you get there, the Prep will enter the gym and sell some more tests to some Jocks. Again, capture a picture of this transaction. Now it's time to get the final, and most telling of all the pics. Climb up the ladder on the outside of the gym and then drop down into the grass on the other side of the wall. Walk around to the new marker in this area, zoom in on the Prep and Hattrick exchanging the cash until you have a good shot and snap the pic. Objectives complete! Now hightail it over to Galloway with the evidence and enjoy the cut scene as Hattrick gets fired! 2. Townies Challenge -- Available 8:00 am to 1:00 am Unlocks Townies Clubhouse save house You can find this challenge at the red marker in Blue Skies Industrial Park. Enter the marker to go into the clubhouse and begin this challenge. Much like the Jock Challenge, this is nothing more than an extended fight. Take down the first set of Townies as quick as you can without taking too much of a beating. When the first three are down, three more will come in, so protect yourself as best you can and take these guys down as well. At some point during the fray, you'll probably end up snagging the G&G Card that is in here as well. When all the guys are down, the mission is over and the crappy new save house is yours. 3. Smash It Up -- Available 7:00 pm to 11:00 pm Unlocks Zoe as a girlfriend Reward $60 Find this mission in the yellow marker in front of Zoe's house in Blue Skies Industrial Park. Zoe has an idea for a little fun tonight. Just down the block from Zoe's house is Spencer Shipping. Follow her to the warehouse and enter the door. You find when you get inside that this company belongs to Tad's father. You and Zoe are going to have a little competition. You are going to see who can cause the most damage. A damage count will begin at the top of the screen, and you can see that Zoe takes off with a vengence. Grab a weapon if you can find one (there is a bat behind the counter in the office) and start smashing everything you can find. The trick is to find the most expensive stuff. Find a ladder at the end of one of the racks and climb up to the top of the shelves. There are expensive statues and things up there that will help you rack up some damage. Use your Spud Cannon or BRL to destroy the items you can't reach. Smashing glass items seems to rack up some good damage as well, such as aquariums and large windows. If you run out of things to smash, go upstairs to find some more items. Zoe is going to top out around $3000 in damage. If you come out ahead, it is going to be close, but if you're sure to climb up and get the expensive stuff at the beginning, you should come out ahead. Win and you'll have Zoe as a new girlfriend and an extra $60 in your pocket. NOTE: When this mission is over, if you didn't smash all the tombstones on Halloween in Chapter I, this is where they are stored so you can smash the rest of them. |
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