Bully/Chapter 1: Making New Friends And Enemies

Dropped off at the school gates, Jimmy is met by the school secretary Ms. Danvers, who gives you your first objective - head to the principal's office.

Welcome to Bullworth
Starts: Automatically

Follow the on your radar/map to the main school, but avoid the bullies. You're not just enrolled yet, but they're not above beating you up over that minor technicality.

The main door of the school is dead ahead; walk up and press psx: T to open it and go inside. Once in the main building, go up the stairs in front of you and you'll find the principal's office to the left of the trophy cabinet. Walk into the glowing yellow circle, and you'll be introduced to Dr. Crabblesnitch, the head of the historic Bullworth Academy.

Crabblesnitch will tell you to go get your uniform on, so it's time to get to the dorms. Go back outside the same way you entered the school, and go back towards the school gates. You'll find the boys' dorms on the right from the crossroads right before the main gates.

On your way there, you'll be ambushed by a couple of bullies and the game will give you a brief overview of how to fight. This is also your first brush with the bullies' leader, a powerhouse named Russell.

Enter the boys' dorm the same way as the main building - press psx: T at the door. Inside you'll meet Gary. He's a little aggressive and somthing of a jerk, mostly thanks to his ADD meds, and offers to be your friend.

Your health will be a little low after Russell's introduction, so use the vending machine in the rec room ahead of you to boost yourself back up. Each can costs $1, and will give you about 50% health. The rec room also has a bulletin board, which contains hints and info about the school.

Jimmy's room is right by the main corridor; change into your uniform by walking over to the glowing coathanger symbol and pressing psx: T. This will bring up the wardrobe menu; select the Uniform outfit and press psx: X to put it on and exit.

At this point, you'll meet Petey Kowalski. He's a weedy, quiet kid who tries and fails to make a good impression, no thanks to an interruption from Gary. Jimmy boots the pair of them out to unpack, and you'll be presented with an opportunity to save your game. Walk over to the diary on Jimmy's desk and press psx: T to open the save game menu.

This Is Your School
Starts: Automatically

Gary wants to show you around Bullworth, and introduce some of the more well-known students. He's not going to hang about though; you'll have to run (hold psx: X) to keep up. If you do lose him, just look for the on your radar to find Gary again.

First of all, he'll lead you inside the school. Follow him around the corridors to Russell's locker. Russell is the leader of the bullies, but he's none too smart. Apologise to him with psx: X when the shows, and again to pay him off when the  appears.

You'll then be given a brief intro to lockpicking - rotate psx: Neutral Lstick in the direction indicated by the arrow around the lock, and you'll have Russell's locker open in no time. The prefects don't appreciate breaking and entering though, so you'll have to find somewhere to hide. Jump into a trashcan with psx: T when no-one's looking, and wait until your trouble meter empties before you climb out again.

Find Gary again (look for the ), and he'll lead you to Eunice outside the girls' bathrooms.

Someone's stolen Eunice's chocolates and it's up to you to find them. Follow the on your radar to Constantinos in the boys' restrooms; humiliate him with  and you'll get the candy back. Take the box to Eunice and she'll... reward you.

Once that's done, a Prefect will show up to tell you to get to class.

The Setup
Starts: Automatically

Bullworth's principal, Dr. Crabblesnitch, doesn't appreciate Jimmy's methods of dealing with bullies, and give the new kid a stern talking to about it. One of the bullies, Davis, misinterprets the conversation however, and takes it upon himself to attack you with a slingshot.

Chase him over the railings (press psx: C to jump) and around the back of the school into the auto yard south of the main buildings. Just after passing the Bull statue behind the school, Davis closes a gate behind him, preventing you from pursuing. There's another bully guarding it - grab onto him with psx: T and force him into the trashcan to save some time and health.

Open the gate by walking up to it and tapping psx: T - there's another bully to deal with inside, but unfortunately no convenient trashcan. Take him out and open the second gate to find another opponent; defeat him and there's two more behind a third gate.

It's best to stay inside the workshop building for these last two, however - Davis is just outside with his slingshot, and he can do significant damage while you're engaged with his lackeys.

When they're out of the way, head into the yard and pick up any bricks lying around as ammo using psx: T. Lock onto Davis with psx: L1, and hold psx: R1 to build up power before releasing it to throw. If you have any firecrackers they're indisposable here - one will take Davis down instantly.

For your trouble, you'll get the slingshot - equip it by cycling your weapons with psx: L2 or psx: R2, lock on with psx: L1 and fire with psx: R1. You can also enter into an aiming mode using psx: Up Dpad to bring up an aiming reticule.

The Slingshot
Starts: Inside Boys' Dorms

Gary wants to take over the school, and he's determined to get your help.

Follow Gary to the old school bus, in the carpark on the West side of the main school building. Gary wants to have some fun with your slingshot; use psx: L1 to lock on, or press psx: Up Dpad to enter aiming mode if you prefer manual aim. Shoot with psx: R1 to break all the windows.

When you're done, Gary's got a plan to annoy the jocks, so follow him to the football field. It's to the south of the school; go past the Bull statue and down the path between the gym and pool buildings.

Over to the left, there's a tree with a glowing circle under it - walk up and press psx: T to grab onto the tree and climb with psx: Up Lstick. Once Jimmy's hanging from the branch, press psx: T to pull up into a sitting position. Cycle through to the slingshot in your inventory.

As with the bus, you can either lock onto the jocks or use manual aiming, but your objective is to take them all down.

When you're done, climb out of the tree with psx: C.

Help Algie
Starts: Outside Library

One of the nerds, Algie, needs Jimmy's help retrieving some books from his locker.

The bullies aren't going to make it that easy, though - they'll appear on your radar as a. You've got to take them out so that Algie won't get pummelled, but the excitement will cause his bladder control to go AWOL.

You've got a short time to get Algie inside the school and into one of the bathrooms - it's marked on your radar as a. When he's done, it's a quick trip to his locker (now marked on your radar) to end the mission.

A Little Help
Starts: Inside Boys' Dorm

Gary's bored and looking for a little fun - which for him, means picking on someone utterly helpless. He's chosen the old homeless man who loves behind the school bus as his target, and enlists Jimmy and Pete to help out.

The school bus is in the car park on the west side of the main school building. If you get there before Gary and Pete, you can head on through the bus (press psx: T to open the front doors) and they'll automatically catch up.

At first, it looks like the old guy isn't home, but he bursts out and scares off Gary and Pete. Left on his own, Jimmy stands up to the verbal abuse the old man's throwing at him, and earns a little respect.

The drunk claims he was a special forces soldier during the Korean War, and offers to teach Jimmy a couple of moves.

First up is the uppercut - hold psx: S to perform it. After a couple of successful attempts, Jimmy will learn the move.

The hobo will now be available to learn more moves, so long as you have a transistor to exchange for his expertise.

Defend Bucky
Starts: Inside Boys' Dorm

Algie comes looking for your help - another one of the nerds went to the workshop to get something for his science project, and has been cornered by bullies.

As soon as you get control, you should see Bucky's health on the right hand side of the screen, below the radar. If it drops to zero, you'll fail the mission, so get going.

Head to the workshop entrance by the old school bus, to the west of the main school building. Immediately inside, you'll see Bucky being attacked by two bullies, one of whom is armed with a baseball bat. It's in your best interests to take him out first, not least because you can then take his bat (pick it up with psx: T to make short work of his friend.

Keep an eye out for any soda cans dropped by the bullies; keeping your own health up is just as important as Bucky's.

Go around the corner, and two more bullies will arrive. Again, one is armed with a bat, so take his weapon to make your job a little easier.

You've got to open the door to the workshop by tapping psx: T; when it's open Bucky will run inside and get what he needs.

On your way out, a final pair of bullies will show up - defeat them like the others and you'll be free to leave.

Bucky will give you the skateboard as well as the cash reward. You can equip the skateboard by cycling through as normal, or quick-select it by pressing psx: L2 and psx: R2 together. See the vehicles section for a complete list of controls for the 'board.

That Bitch
Starts: Inside Girls' Dorm

Mandy, the head cheerleader, has stolen Beatrice's science notes - which is a massive loss for science as a whole, if Beatrice is to be believed. Jimmy just happens to overhear the girls' argument, and Beatrice manages to convince him to help get them back.

Mandy's stashed the notes in her locker in the girls' changing room between the gym and the swimming pool.

There's a step here that doesn't always happen, where you'll meet Gary as soon as you leave the girls' dorms. He suggests getting back at Mandy by stashing a stink bomb in her locker in place of the notes. You'll need to talk to Fatty, one of the nerds, who's hanging out by the library. He'll give you a set of stink bombs to use for the mission.

Head to the south side of the main school building and past the bull statue. Go in the door of the gym, and head down the stairs between the two sets of bleachers - the girls' changing room is on your left.

Walk over to Mandy's locker and press psx: T to start picking the lock; rotate psx: Neutral Lstick in the direction indicated by the arrow to pick the lock. If you've gotten the stink bombs from Fatty, Jimmy will automatically throw one in when he's taken the notes.

Now you just need to get the notes back to Beatrice. She's at the emergency exit steps on the south side of the girls' dorms. As a reward, you'll get a kiss - Beatrice now likes you, and will always accept your gifts.

The Candidate
Starts: Inside school hallways

Earnest, the nerds' leader, is running for class president, but it seems unlikely that he'll make it through his debate speech in one piece. Which is where Jimmy comes in - Earnest wants you to be his security manager during the event.

Firstly, you've got to get into the upper part of the auditorium. The AV lab, to the right of the principal's office, is the ideal access point, so head upstairs and through that door to find yourself in the upper seating.

You've got to use your slingshot to take out hecklers and other ne'er-do-wells, but fortunately Earnest has provided you with an upgrade - a sniper scope.

For the duration of this mission you'll be in the first-person view, unable to move except to aim (both analogue sticks will do the job here). This also means that your lock-on won't work, so you've got to aim manually. Another disadvantage is that the field of vision afforded by the scope is too narrow to watch all of the places enemies can appear, so you've got to rely on your radar to point out where the enemies are coming from.

Enemies in the upper balconies and the walkway above the stage show up as, while enemies on the stage or in the aisles below you will appear as.

Earnest's health is shown on-screen below your radar; if it drops to zero you'll fail the mission. Keep Earnest alive, and he'll reward you with the upgraded slingshot to keep, which replaces the old version in your inventory.

The Diary
Starts: Outside Girls' Dorm

Hallowe'en
Starts: Outside Boys' Dorm

It's Hallowe'en and Gary's in your room, dressed as a Nazi officer for the occasion. He's gotten you a costume too; use your wardrobe to change into the Skeleton Outfit.

Outside, there are several small pranks you can play. They're constructed like Errand missions, so they'll appear on your radar as. The pranks vary from setting off fireworks around people to sticking a "Kick Me" sign to an unsuspecting student.

It's important to note that there are no prefects on Hallowee night, which means you can hit girls and kids to complete the small pranks, without fear of retaliation (except from the girls themselves). The prefects do reappear if you complete The Big Prank, however.

Bonuses
There are two bonuses you can unlock tonight, although there will be an opportunity to get both of them again later on.

The hallowe'en decorations around the campus consist of two types of items: Jack O'Lanterns and gravestones.

Smashing all the Jack O'Lanterns will unlock the Edna mask, while taking out all of the headstones will unlock the pumpkinhead helmet.

The Big Prank
Completing five small pranks will unlock The Big Prank, Gary's pièce de résistance - but it's going to need some cooperation between the two of you.

Firstly, you've got to take care of Chad, the preppie leader, while Gary gets a hold of Chad's dog. There's no finesse required, though; when it comes down to it, just pummel the guy until he's down for the count.

Gary will then feed the dog some rancid meat he stole from the kitchen, which will net you the "Bag O' Poo" item, which should be self-explanatory.

You've got to take the bag inside the school, to the staff room on the ground floor. Gary lights the bag, and you'll pull the fire alarm (using psx: T) to get someone out of the teachers' party.

As soon as you're back in control, run. You've gor Mr. Burton on your tail, and if you get caught it's mission failed - and you don't get to do it again.

If you manage to escape, which isn't difficult, you'll have unlocked the Red Ninja outfit.

Character Sheets
Starts: Outside Library

Help Gary
Starts: Inside Boys' Dorm