The City
A rum-soaked island town where a drunk squirrel's troubles get a lot more complicated.
The City is a location and narrative segment within the Conker franchise, the series of third-person action-adventure games headlined by the alcoholic squirrel Conker. It functions as a populated, structured area on the island setting, contrasting with the more open jungle and beach zones, and serves as a hub where story beats, side encounters, and progression gates converge.
As part of the broader Conker campaign, The City represents the point at which the player transitions from open exploration into a more directed, story-driven stretch of gameplay, tying together the game's central conflict and its comedic tone.
- franchise
- Conker
- developer
- Rare (original series); Riverhead Games (later entries)
- protagonist
- Conker the Squirrel
- genre
- Third-person action-adventure
- setting_type
- Island settlement / urban zone
- first_appears
- Conker's Bad Fur Day (2001, GameCube)
Lore & Background
The City sits on the developed edge of Conker's tropical island, a place where the wild jungle gives way to makeshift structures, a few streets, and the kind of low-stakes criminal activity that defines the island's economy. It is here that the game's central antagonists operate their schemes, and where Conker's attempts to claw back his stolen money collide with the daily chaos of the settlement's inhabitants.
The area is designed to feel lived-in and slightly run-down, a contrast to the pristine beaches and dense foliage elsewhere on the island. Its layout funnels the player through a series of encounters that escalate in difficulty and absurdity, reinforcing the franchise's blend of slapstick humor and platforming challenge. NPCs and background characters populate the streets, adding a layer of world-building that makes the island feel like a functioning, if deeply flawed, community.
Narratively, The City acts as a midpoint or turning-point zone: the player has established the rules of the world in the earlier, more open areas, and here the story tightens around Conker's personal stake in the conflict. The resolution of the campaign's central problem is inextricably linked to what unfolds within this settlement.
In Their Own Story
The streetlights buzz with a sickly amber glow. Conker staggers through the narrow lane, his tail dragging behind him like a rag, the taste of cheap rum still coating his tongue. Somewhere overhead a monkey howls at the moon, or maybe it's laughing—hard to tell in this state. The market stalls are shuttered, a few crates overturned, and the air smells of salt and burnt sugar. He pushes through a crowd of sleeping creatures and feels the familiar, hollow ache of a debt that isn't his anymore, but still won't let him go. The City hums around him, indifferent, alive, waiting for him to be sober enough to matter.
Reader's Guide
The campaign surrounding The City picks up after Conker has established himself on the island and learned the core movement and combat systems. The player enters the settlement area and is drawn into a chain of encounters that escalate from simple platforming and enemy skirmishes into a more structured narrative sequence.
Key turning points include a confrontation with the area's local power figures, a set-piece sequence that tests the player's mastery of the game's tools, and a brief respite where the story's comedic and dramatic threads are pulled together. The resolution of the City's arc sets the stage for the campaign's final stretch, pushing Conker back into the wider island environment with a heightened sense of purpose.
In the broader franchise, the events and tone established in this segment carry forward: later Conker titles reference the island setting and its cast, and the comedic, irreverent storytelling that The City exemplifies remains a through-line of the series' identity.
Did You Know?
- The Conker franchise was created by Rare, the studio behind Banjo-Kazooie and GoldenEye, before the series was handed to Riverhead Games for its later entries.
- Conker's Bad Fur Day, the game that introduced the island setting, was developed for the Nintendo GameCube in 2001 and is often cited as a landmark of the platform's library.
- The franchise's tone—drinking, violence, and dark comedy in a colorful third-person adventure—was considered unusually edgy for a Nintendo-published title at the time of its release.
- Conker's Quest (2011) shifted the series into a fantasy setting, showing the franchise's willingness to move beyond the original island while retaining Conker's irreverent personality.
More in Story & Campaigns
Elsewhere in the Conker universe
Spotted an error? Know more?
This is a living reference — every entry is fact-audited, and reader corrections feed straight into our audit queue. Suggest an edit · See this site's audit record
