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Introduction
Bullworth Academy is not where you want to go to school. ItÓs chock-
full of feuding cliques, irascible bullies, and teachers who view school
more like a prison than a place of education.
As Jimmy Hopkins, you must survive a full year at the infamous
private school. Earn the respect of your classmates, pass all your
classes, avoid detention, eat the cafeteria food without barfing, woo
the ladies, and be back in your dorm before curfew. Yes, itÓs not easy
being fifteen and thatÓs why IGN Guides is here to help. Just think of
us as your high school guidance counselor...only useful.
In this Bully strategy guide, you'll find:
A complete Bully walkthrough covering every mission, class,
and part-time job.
Tips for winning every bike race, attaining the high score on every arcade game, and earning the most tickets
from the carnival midway games.
Strategies for staying out of trouble when getting into trouble.
The exact location of every collectable.
Secret stuff you may never see...
So what are you waiting for? Class is about to start so turn the page and start cramming!
Guide by: Andrew Eisen
This PDF Guide is property of IGN Entertainment. Any unlawful duplication or posting of this document without the consent of IGN
Entertainment will result in legal action.
Much, much more.
Basics
The secret to surviving at Bullworth Academy is understanding how everything works. Knowing what you can and canÓt
get away with will be invaluable as you strive for 100% completion.
Ground Rules
LetÓs start with whatÓs expected of you by the Bullworth faculty.
You are at school to learn so when itÓs time for class, youÓd better be there. Your curriculum consists of two classes
every day: first period is from 9a to 11:30a and second period is after lunch from 1p to 3:30p. If you are not in class 30
minutes after it starts, you are truant and will be forcibly dragged to class if you are caught.
Contrary to popular belief, Bullworth faculty do have lives of their own so the main school building closes at 7p and you
are expected to stay out. If you are caught trespassing, you will be sent to your dorm room.
Curfew begins at 11p. If you are caught wandering the campus after hours you will be thrown into your dorm room.
JimmyÓs young yet so he can only stay up Òtil 2a before he passes out. YouÓll be okay if you fall asleep in a building but
if youÓre outside, you may be robbed.
Trouble
How much trouble youÓre in will affect how aggressively authority figures pursue you. You have a trouble meter in the
upper right corner of the screen that fills when you break the rules. The larger the infraction, the faster the meter fills.
Minor rule bending such as breaking the dress code or riding your skateboard on campus wonÓt attract much more
than a stern glance but breaking into someoneÓs locker or bullying another student are much more serious offenses.
Attacking girls, teachers, prefects, or anyone smaller than you will instantly raise your trouble meter to the maximum.
When youÓre in trouble, teachers and prefects (or cops if youÓre away from campus) will chase after you. If youÓre
caught, you can rapidly tap the indicated Action Button to escape their grasp and start running. If your trouble meter is
full to the top, you will not be able to escape.
Escape
If you manage to escape an authority figureÓs grasp, the best thing to do is run away and lay low until your trouble
meter empties. Trash bins, lockers, wardrobes, and port-a-potties are all viable places to hide. Remember, prefects
and teachers arenÓt blind so donÓt expect them to give up the chase when you hide in a trashcan only three feet away.
Put some distance between yourself and your pursuers first or theyÓll just yank you right out.
There are a few places you can go where authority figures will not follow. These include any of your save locations and
retail stores. Run inside and hang out until your trouble meter empties. Just donÓt act up inside a store or the sales
associate will chuck your sorry bum right back outside. YouÓll also find safe haven on rooftops if you can make it up the
ladder before someone pulls you off. Jumping in the lake and swimming away will also work.
Busted
You are busted when you are caught by an authority figure and cannot escape their grasp. Your projectile items will
always be confiscated but where you are taken depends on who caught you and what time of day it is. If a prefect or
teacher catches you and itÓs class time, you will be sent to class. If itÓs after 7p you will be sent to your dorm. Any other
time you will be sent to the principalÓs office. Every three visits will land you in detention (see the walkthrough for the
specifics of detention).
If youÓre busted by a police officer and you are truant or breaking curfew you will be dropped off at school. Any other
time you will be taken to the police station.
Playing The System
Now that you are familiar with the consequences of your actions, itÓs time to learn how to use the system to your
advantage.
Being busted only counts towards detention if you are sent to the principalÓs office so if youÓre going to get into trouble
at school, do it during class or when the main school building is closed for the day.
You can use prefects and police as your own personal warp pipes. Having trouble finding one of your classes or just
donÓt feel like walking? Punch a little girl in the nose while truant and presto! The helpful prefects will escort you right
where you wanted to go. Likewise, if you lose track of time and donÓt think youÓll make it to bed before passing out from
exhaustion, just get into trouble. Cops will send you back to school and the prefects will send you to your room the
moment they see you. Nighty night!
Respect
Each clique has a certain amount of respect for you. Groups that like you will say "hi" when you pass by. The ones that
donÓt will try to bloody your nose on sight so be aware of how folks feel about you before traipsing through their
territory.
Bike Garage
You can have two bikes in your garage at one time. ThatÓs it. One bike will be the BMX you unlock from Shop class. As
you work your way through the different levels of the class your BMX in the garage will change. The other bike will be
whatever you buy from the Shiny Bike shop. If you purchase the scooter from the carnival tent, it will replace whatever
you bought at the shop and remain in the garage next to your BMX until you buy something else.
Walkthrough
CHAPTER I
CHAPTER II CHAPTER III CHAPTER IV CHAPTER V CHAPTER VI
01
02
03
04
05
CHAPTER I: MAKING NEW FRIENDS & ENEMIES
Welcome to Bullworth
Mommy Dearest just dumped you on the doorstep of Bullworth Academy. SheÓll be on her fifth honeymoon for the next
year so donÓt expect to hear from her anytime soon. Eh, who needs her?
After a quick chat with CrabblesnitchÓs oversexed secretary Mrs. Danvers, youÓre let into the school grounds and
instructed to visit the headmaster in the main school building. As there is no clock at this early point in the game, now
would be a great time to explore the campus and get the lay of the land. Jimmy spends the entire first chapter confined
to campus so knowing where everything is will be most helpful. Pick up any
Rubber Bands
and
G&G Cards
you find,
fight with students, run from prefects and get a good feel for what you can and canÓt do. You wonÓt go to detention no
matter how many times youÓre busted so feel free to cut loose and do what you want. When youÓve had your fun, drop
by the principalÓs office at the top of the stairs in the main school building to have a chat with Crabblesnitch.
There -- youÓve talked to him and completed your first mission. Proud of yourself? Well, the yearÓs just begun young Mr.
Hopkins...
This Is Your School
On your way to the BoysÓ Dorm youÓll be ambushed by a pack of bullies. DonÓt panic, itÓs just a fighting tutorial. Follow
the onscreen prompts to learn the finer points of thumping your classmates. When youÓre done, enter the dorm.
Meet Gary, the most ADD-afflicted and sociopathic personality in all of Bullworth. He offers to be your friend and take
you on a guided tour of the campus. IsnÓt that sweet? As you follow Gary around youÓll learn how to replenish your
health by buying Soda from the vending machine, changing your clothes in your room (no need to shut the door, weÓre
all adults here), bribing Russell to keep him from beating the tar out of you, breaking into lockers, avoiding prefects, and
running errands for needy classmates like poor, chocolate-deprived Eunice. The tour ends in the cafeteria where Gary
introduces you to the various student cliques: nerds, preppies, jocks, bullies, and greasers.
Oops! ThereÓs the bell -- time for class!
Get To Class
YouÓll notice there is now a clock in the upper left corner of the screen. Classes, missions, and events all happen at
different times so keep a wary eye on the clock.
Chemistry is your first class followed by English after lunch. You are awarded various stat boosts and items for the
successful completion of classes so itÓs always a good idea to save your game in the principalÓs office right before each
class so you can redo it if you make a boo-boo. (The office save book wonÓt show up until after your first class so use
the one in your dorm if you must.) Passing all your classes early in the game will make school life easier so hit those
books! Consult the Classes portion of this walkthrough if you need help.
After the dayÓs lessons, meet Principal Crabblesnitch outside the main school building to begin your next mission.
The Setup
Time Available: 8a -- 7p
After an enlightening chat with the principal, some snot-nosed little punk named Davis pops you with a slingshot
projectile. DoesnÓt he know you can put someoneÓs eye out with those things? Better politely inform him of the mortal
danger a slingshot poses to school kids by chasing him down and punching him in the nose. If he gives you the slip,
glance up at your radar to locate him. HeÓll be the Yellow X.
Follow him to the auto shop area where youÓll be ambushed by another bully. Simply grab the troublemaker and stuff
him in a nearby trash bin. Once heÓs out of your hair, open the auto shop gate by standing in the Yellow Circle and
repeatedly pressing the indicated Action Button.
YouÓll face a few more bullies as you make your way through the area. Beat them up and move on. YouÓll find Davis
perched on top of a pile of junk and out of your reach so youÓll have to rely on projectile attacks to take care of him. If
you passed Chemistry class, you should have some Firecrackers. If not, there are a few bricks and trashcan lids
littering the ground that you can chuck at him. Trashcan Lids work the best because they double as a shield. Simply
block his attack with the lid then immediately chuck it at him like a Frisbee. A few hits are all it will take to knock Davis
down. Congratulations! The Slingshot is now yours!
CHAPTER I
CHAPTER II CHAPTER III CHAPTER IV CHAPTER V CHAPTER VI
01
02
03
04
05
Slingshot
Time Available: 8a -- 7p
This mission starts in the BoysÓ Dorm where Gary is again pestering Petey, the timid kid in the pink shirt that you met
earlier. GaryÓs heard about your new Slingshot and insists you prove that you know how to use it. Follow him to the old
school bus in the parking lot and take out a few of the windows. Just target them like anything else and let her rip.
Suitably impressed, Gary leads you to the football field to have some fun with the jocks. Shooting out the bus windows
equals vandalism so wait until your trouble meter empties before leaving the parking lot to avoid trouble with the
prefects. As always, if you lose sight of the person youÓre supposed to be following, just locate their Yellow X on the
radar and youÓll know where to go.
At the football field, climb the tree and sit on the branch. Comfy, no? YouÓll learn about aiming mode as you target the
practicing jocks. Once the reticule turns red, go ahead and fire. Hold down the Fire Button to charge up your slingshot
for more powerful shots. Although you can target anyone, including cheerleaders and the coach (theyÓll never spot you
in the tree), you only need to shoot the players indicated by the floating Red Arrows to complete the mission. When the
arrow disappears, the target is down for good.
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