Bounty Packrat Palooka
The description for this Trophy is misleading since you're actually going after Meagly McGraw at Beeks' Opple Farm. His gang has raided and killed all the Clakkers there, so be sure to get Farmer Harmer
(see the last Trophy in this guide) before going after them. Take out the Outlaws while taking cover behind the many buildings, and head into the main one, where Meagly is revealed to be riding Tiny, an Outlaw Nailer. You can't bounty this big brute, so focus on whittling down his life bar. Boombats and Stingbees are the trick here. Once Tiny is no more, switch to Thudslugs and Zappflies to knock out Meagly. The Trophy will claim you bountied Packrat, but you'll receive the $900 (or $300 if dead) the bounty bill promised you.
Bounty Packrat Palooka
Now we're going after the real Packrat, according to many, the hardest bounty in the original. He's up on a platform, guarded by a shield generator, with four obvious Zappfly weak spots. Power three of those down, then fire your Fuzzles at the doors below the stage. This will prevent Packrat from climbing back up later. Knock out the fourth spot, and the shield will be deactivated. Save, and try to knock Packrat off the stage with boombats. If you aren't quick or lucky enough, he'll reactivate the generators. From here on out, Outlaw shooters and Flamers will join the fight, along with two turrets, making Packrat almost impossible to bounty alive. Reload your save, and keep trying to knock Packrat off his stage. Once on the ground, Thudslug and Zappfly him for all you're worth, then Bolamite him for the full $800 reward.
Mine your Business!
Bounty X’plosives McGee
After a long trek through the canyons, you're presented with McGee riding a mine cart high up in the arena. A Flamer will come sliding down the ramp in front of you, with three Snipers higher up. Quickly dispatch the former, then shoot down the Snipers. When you hear a bell, hit the blue switch level with McGee to bring him down a bit. Behind you, two Semi-Auto's and a Shooter will appear. Take them out, then bring McGee down another level. Behind your starting level, a cave will open with two Semi-Auto's, a couple of Shooters, and a Flame Turret. Take them out in that order, restock on ammo, and hit the last switch to send McGee crashing down to your level. His mine cart will transform into a turret, so be quick to take it out. X`Plosives shoots rockets that pack quite a punch, so hide behind the rocks in front of the cave, and use the same tactic you've used on previous bosses. He should be ripe for bountying in no time, and bring in $1100.
The Sleg Avenger!
Bounty Lefty Lugnutz
After using the Sleg Call in the Native Graveyard, Lefty will come out on a perch, along with some Snipers on other perches, and Shooters and a Semi-Auto on the ground. Run to the far right to find an alcove with cover, tall grass, and Stingbee and Thudslug ammo. Dispatch the goons on the ground, and shoot down the snipers. This will prompt Lefty to bring out another wave, which you can take out in the same way. Soon enough, the big hunter himself will jump down, leaving him open for the usual combination of Thudslugs and Zappflies for the alive bounty, 800 in this case.
You scratch my Back
Bounty Elboze Freely
Elboze is more mecha than Outlaw, and it shows in his boss battle. He doesn't have any projectile weapons, but only his back is vulnerable to damage, so don't bother with headshots or melee. His weak spot will only be turned towards you when you've been boosted up onto the rosters, at which point he will run for the switch to bring you down, giving you a window to hit him with everything you've got. Again, Thudslugs and charged Zappflies for the full 1000 Moolah, Boombats and Stingbees for the 500 he`s worth dead.
Too Much Fuzzle Pie
Bounty Fatty McBoomBoom
Fatty seems to have an almost unlimited supply of cronies, but they do stop flooding you after a while. Stay outside the arena to have optimal cover, and access to Stingbee and Boombat nests. The Outlaws will slowly trickle towards you, where you can safely bounty them due to the rock between you and Fatty and his Snipers. Once all the little guys are down, head towards Fatty to see his “crazy wrastlin' moves”, as the bounty bill puts it. He lunges at you, which will deal quite some damage and stall you. Try to find cover when you hear him taunt that he'll squish you. When he misses, he'll moonwalk back to the top of his shack, while firing rockets. You`re not at risk of his wrestling, so now's your chance to whittle his stamina down, and nab your last bounty ($1000 alive).
You know too Much
Take out D. Caste Raider
This is an easy one. Your headbutt has been replaced with a powerful and speedy ram attack, while you still have your spin move. Make a dash for Caste, while the place explodes around you. Keep pummeling him towards the wall to keep him from using his mallet. Soon enough, all his barrels will have exploded, leaving the sides of the arena in flames. This will roast Caste nicely, leaving you with his non bountyable corpse. Head down the newly created gap in the floor, and your Trophy will pop up.
On Hard, this can be tough, but the AI has a tendency to run into the flames by itself. Hit
to start up a charge on all limbs, and keep running, dodging Caste's mallet, the Outlaw Cutters, and the two Outlaw Shooters. When all the goons are flambé, spam
to keep knocking their boss into the fires.
Giving a Leg Up
Get to Last Legs.
After having raided the Wolvark Barracks, and defended the Native Village, you'll be given a boat, and seen off down the Mongo river. You won't encounter too much resistance, but you'll have to make landfall twice to open two gates to continue. These two points have about 10 Wolvarks each, so save beforehand to avoid having to redo things. Soon enough you'll be forced into a cut scene, and you'll arrive at the dusky, snowy surroundings of Last Legs.
Enter the Lower Dam.
Ahead of where you start, after having helped defend Last Legs, you'll see two long platforms, both of which hold a switch that will activate one of the two locks on the dam. Make your way over one platform, taking out Wolvarks and the two Mortar turrets on the dam with whatever means necessary (like those Zappfly switches that control the cranes) and hit the switch at the end to unlock one side. Shimmy across the rope and hit the other one. Return to your boat, be it by swimming or cleaning the rest of the platform, and head inside. The doors close, and you can add another Bronze Trophy to your tally.
Take out a Gloktigi.
Inside the dam, you'll come upon a lift that needs to be opened by activating two switches on the far sides of the room. Once you've done that, and pressed the button next to the lift, it'll arrive carrying the octopus like Gloktigi. It has two ways of hurting you; tying you up with green goo (shot as white bullets while the fiend is spinning, dodge 'em!) and stabbing you if you can't get out in time, and spinning around like a top, knocking you away. Keep your distance, and fire your Boombats and Riotslugs. If those run out, Stingbees should be your weapon of choice. The Gloktigi doesn't have an awful lot of health, so you should be done in a jiffy. Alternatively, you can lure it down the ramp, and past the various explosive barrels (there's loads below the ramp which are easily missed). Shoot them when the Gloktigi is near, and it should lose a decent chunk of health.
Regain that spring in your Step
Reach the Upper Dam.
After wading through waves of Wolvarks, you find a lift that grants you access to the Upper Dam. Just use the same strategies you've been using, and you should be fine.
Now there’s two?
Take out Sekto’s personal bodyguards.
This battle can be described as the very definition of cheap. You're stuck in an arena with easily destructible cover, along with two Gloktigi. Save often, because once they gang up on you with their spinning attacks, you're as good as dead. To reduce the risk as fast as possible, concentrate your fire on one and only one of the fiends. Use the health bars to identify which is which, then keep whittling away at its health. Once it falls, the spinning attack of the remaining Gloktigi won't necessarily mean a cheap death, and you can take it out with remarkably less effort. If you need ammo, there's plenty of Stingbees, Thudslugs, and Boombats around. Just remember to save a few, because…..(See Smack down Sekto!)