The Haybot's Field
A hungover squirrel wakes to a field of homicidal haystacks.
The Haybot's Field is the opening campaign of Conker's Bad Fur Day (2001), a game by Rare that gleefully skewers platformer conventions. This pastoral nightmare introduces players to Conker's world through a series of surreal, comedic, and often dark scenarios. The field looks like a picture-perfect countryside—rolling green hills, a wooden fence, a scarecrow—but it's populated by sentient, aggressive hay bales called Haybots, who serve as the first enemies Conker must face after stumbling out of a drunken stupor.
- Character
- Conker the Squirrel
- Role
- Protagonist
- Affiliation
- None (independent)
- First appears
- Conker's Bad Fur Day (2001)
- Status
- Alive (at campaign's end)
- Location
- The Haybot's Field (opening area)
Lore & Background
The Haybot's Field is the first area in Conker's Bad Fur Day, a game infamous for its crude humor and cynical deconstruction of platformer tropes. The field is a deceptively idyllic setting: rolling hills, a fence, and a scarecrow that seems to watch you. But this peace shatters as Haybots—living stacks of hay with glowing red eyes—emerge to attack Conker. The campaign establishes the game's tonal whiplash: childish visuals clash with adult themes as Conker must navigate the field using basic platforming and combat skills, including a frying pan weapon snatched from a nearby house.
In Their Own Story
Conker stumbled into the field, head pounding from the previous night's revelry. The sun was too bright, the grass too green, and the haystacks—wait, were they moving? A Haybot lunged, its pitchfork gleaming. Conker swung his frying pan, the clang echoing across the meadow. 'Right, then,' he muttered, 'just another Tuesday.' He hopped over a fence, avoiding a second Haybot's charge, and spotted a windmill in the distance. Somewhere beyond it, a pub—or at least a place to sleep it off.
Reader's Guide
The Haybot's Field is the first campaign in Conker's Bad Fur Day, serving as a tutorial for basic movement and combat. Conker wakes up hungover and must traverse the field, defeating Haybots by hitting them with a frying pan or jumping on them. The level introduces the game's context-sensitive controls, where Conker can perform different actions depending on the object he's near. Key plot points include Conker's discovery of a note from his girlfriend, Berri, and his first encounter with the Panther King's minions. The campaign ends when Conker reaches a barn and enters the next area, the Windmill. The dialogue is sparse but memorable, with Conker's sarcastic asides and the Haybots' grunts. The story evolves as Conker's journey becomes more absurd, but the field remains a symbol of his initial, mundane struggle.
Did You Know?
- The Haybots are one of the few enemies in the game that do not speak, communicating only through grunts and aggressive movement.
- The field's scarecrow is a non-interactive object, but its design foreshadows the game's darker humor.
- The frying pan used in this campaign is Conker's primary weapon for the first third of the game.
- The level's music is a cheerful, pastoral tune that contrasts with the violent gameplay.
More in Story & Campaigns
Elsewhere in the Conker universe
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