Robotrek

Robotrek

17.10.2013 00:21:09
engl. FAQ für/for Robotrek
~B
Robotrek from Enix on SNES
FAQ v1.08 (19 April 1998)
author: Peter Karsanow - karsanow@wizrealm.com

location: the latest revision of this FAQ will be posted to my site at
http://www.geocities.com/TimesSquare/Arcade/7810/
somewhere as the file: robo_faq.txt

This file may be freely distributed, as long as no charge is made for
obtaining this file, and it is kept whole with all attributions intact.

Revision History
----------------
new in v1.08 (19 April 1998):
thanks for tdyer for reminding me about the Power Pack

new in v1.07 (15 April 1998):
rather than throwing previous change listings away, let's keep them!
info from Mpeg3 re emulators & transparency
more from Mpeg3 re the Warehouse on 3F in the Space Fortress

new in v1.06 (01 April 1998):
finally went through my Robotrek emails and filed them all!
a few hints on the Forest of Illusion and Prinky's Castle
Tran said something about using Weather on South Island
and sorry, Tran, there is no Laser 4
thanks to Michael (jdoyle) for noticing two ways to make money!
game copyright and 24-hour use text added
some Game Genie codes
text from the Enix web site
hints from "Bearcouncl" - fix rusty drill, bio lab treasure, escape jail,
expose false mayor, save a crab (basically the sections that start with
all capital letters LIKE THIS)
Nintendo Power magazine listing

no data for the intermediate versions...

new in v1.01 (04 September 1997):
added website address

new in v1.00 (22 August 1997):
initial release


changes to come:
- rearrange text, insert consistent headings, add outline/TOC


Comments and corrections requested.


This is an FAQ file for the SNES game "Robotrek" (c)1994 Quintet/ANCIENT/ENIX
and licensed by Nintendo. If you don't legally own or aren't renting a copy
of the game, you are obligated to return or destroy any ROM files after 24
hours of use.

There is a transcribed manual available for the game, transcription
done by me. I wrote a lot of this file here before I had the manual,
and I will include "aha!"-type stuff based on what's in the manual
here, rather than in the manual file (robo_man.txt).

Robotrek was in volume 68 (January 1995) of Nintendo Power magazine,
cheat codes given in volumes 70 and 71.

This game was known as "Slap Stick" or "Slapstick" in Japan, and Enix's web
site called it "comedic role-playing." I don't see what's funny, especially
when your mother was replaced by an Android, and Carl's father was kidnapped
by his mother Rose.

At an Enix web site (http://www.marinet.or.jp/com/enix/whats/sfc_e2.html)
it says:
SLAP STICK (English title "ROBOTREK"), on sale in North America July 8, 1994
Comical Role Playing Game
Here is a unique comical role playing game that turns common sense upside
down. Players develop their own robots, using the game's programming
functions, and battle their robots against the enemy. Players even create
their own weapons and fighting techniques.

Technical data: 12 Mbits ROM, 64 Kbits battery-backup SRAM

No problems reported (except implementing transparent overlays) with the
ZSNES or SNEX9x emulators. Mpeg3 tells me: "using Zsnes and transparencies
have worked for awhile, you just need to have the right video mode selected:
Transparency effects are only available in 65536 color mode". I haven't
checked Robotrek on ZSNES...

Default button assignments are accessed and can be changed while playing by:
Select - left - left - A
Note that holding down "B" speeds up movement (Dash), and pressing Select
in combat will switch to your next robot.
Press Select when showing your inventory to auto-arrange the items. You
probably won't like what it does.
Either I messed while transcribing the manual, or it doesn't tell you what
the A button is used for on the 2 pages with all the other buttons and
controls. The most important use that you can't figure out from the manual
is for searching - just face a location you wish to search and press A. The
game will usually not do anything, but this is the way that you get the
books and other hidden items in the game. Another use is to talk to people.
Thanks to Nathan for asking a question about getting the Seed that made me
realize that this important part of the game was missing.
"FLASH ITEM" is a count of how many items you can make (Invent).
I didn't see it, but the "effective range" of your Robot on a battle screen
should be lit up before and during movement. While time still ticks away,
but you don't lose anything for trying to move somewhere and failing, this
wasn't a major problem when I played the game.
Pressing the B BUTTON during a battle is supposed to make the Robot recharge
faster. When I tried this, it seemed like enemies did a lot more damage, so
you may have a lower defense in exchange.
When a Robot gets Rust, it will lose Energy every so often during a battle.
If you fight very quickly (bombs away!) you may avoid the effect.
When a Robot is confused, you have to just wait it out. I've never seen the
Robot make any attacks while confused, it just wanders around.

The Hero's facing is very significant to starting combats. Walk into the
monsters or at least let them walk into you on the front or forward sides,
otherwise they get first attack. Some, e.g. Masker or Beret, should NEVER
be allowed to get first attack on you!

In battles, attacking from behind is legal, and tends to do more damage. No
attacks from the side, you must be either directly in front of or directly
behind to use "hand-to-hand" weapons, and facing the enemy and on the same
line to use some "shooting" or "distance" weapons. Some, like Bombs, it
doesn't matter where you are.
The most damage I ever saw done by a Robot's attack was 315 - back shot on a
Mushroom with a Hammer 3 Lv9. The most damage I ever saw done by a monster's
attack was 146 - by a Boss, don't remember which, but it was more than
enough to turn the Robot into junk at the time.

Unfortunately, while you're running around "trapped" in various places, and
are unable to get to an R&D, the Portable Invention Machine won't let you
combine things with what the Robot has equipped. Well, actually it won't let
you change the Robot's equipment and then combine things with the items the
Robot used to have equipped. Even in an R&D it takes a lot of switching back
and forth.

I programmed all 3 of my Robots (went from 1 to 3 pretty early) with the same
allocations of program points: equal amounts to all categories. This worked
until level 47, when you can put points only in Energy after all the others
are at 99.


Combinations: (order doesn't matter)
Clean + Clean = Cure
Clean + Cure = Repair
Clean + Repair = Cure
Clean + Smoke = Repair
Clean + Scrap5 = Shield2
Clean + Big Bomb = Repair
Clean + Shield1 = Shield2
Clean + Scrap6 = Hammer1 Lv1
Clean + Rusty Drill= Drill
Cure + Cure = Clean
Cure + Repair = Clean
Cure + Smoke = Big Bomb
Cure + Big Bomb = Repair
Cure + Scrap7 = Repair
Repair + Repair = Smoke
Repair + Big Bomb = Smoke
Repair + Smoke = Cure
Repair + Empty Pack = Quick Pack
Smoke + Smoke = Smoke
Smoke + Bomb1 Lv1 = Big Bomb
Smoke + Big Bomb = Cure
Smoke + Scrap7 = Weather
Big Bomb + Big Bomb = Smoke
Shot1 Lv1 + Shot1 Lv1 = Shot1 Lv2
Shot1 Lv1 + Scrap2 = Shot2 Lv1
Shot1 Lv1 + Shot2 Lv1 = Shot2 Lv2
Shot1 Lv1 + Shot2 Lv2 = Shot2 Lv3
Shot2 Lv2 + Laser1 Lv1 = Shot2 Lv3 (ow!)
Shot2 Lv3 + Shot2 Lv1 = Shot2 Lv4 (ouch!)
Shot1 Lv1 + Shot2 Lv4 = Shot2 Lv5
Shot2 Lv4 + Scrap2 = Shot3 Lv1 (ouch!)(doesn't work for Shot3)
Shot3 Lv1 + Laser2 Lv1 = Shot3 Lv2 (ouch!)
Shot3 Lv1 + Shot1 Lv1 = Shot3 Lv2 (and so on up to Shot3 Lv9)
Shot3 Lv9 + Shot1 Lv1 = Shot3 Lv9
Sword1 Lv1 + Sword1 Lv1 = Sword1 Lv2
Sword1 Lv1 + Sword1 Lv2 = Sword1 Lv3
Sword1 Lv1 + Sword1 Lv3 = Sword1 Lv4
Sword1 Lv1 + Scrap1 = Sword2 Lv1
Sword1 Lv3 + Scrap1 = Sword2 Lv1 (ouch!)
Sword1 Lv2 + Scrap9 = Sword3 Lv1
Sword2 Lv1 + Scrap9 = Sword3 Lv1 (ouch!)(doesn't work for Sword4)
Sword3 Lv1 + Scrap7 = Sword4 Lv1 (doesn't work for Sword 1 or 2)
Sword4 Lv1 + Sword2 Lv2 = Sword4 Lv2 (ouch!)
Sword4 Lv2 + Sword1 Lv1 = Sword4 Lv3 (and so on up to Sword4 Lv9)
Scrap6 + Solar Pack = Hammer2 Lv1 (ouch!)
Scrap1 + Scrap6 = Axe1 Lv1
Sword1 Lv1 + Hammer1 Lv1 = Axe1 Lv2
Sword1 Lv2 + Hammer1 Lv1 = Axe1 Lv3
Sword2 Lv2 + Hammer1 Lv1 = Axe1 Lv3 (ouch!)
Sword1 Lv3 + Hammer1 Lv1 = Axe1 Lv4
Axe1 Lv1 + Scrap1 = Axe2 Lv1
Axe1 Lv4 + Scrap1 = Axe2 Lv1 (ouch!)
Axe2 Lv1 + Axe1 Lv4 = Axe2 Lv3 (!?)
Axe1 Lv1 + Axe2 Lv5 = Axe2 Lv6
Axe1 Lv1 + Scrap9 = Axe3 Lv1 (doesn't work with Axe3 Lv1)
Axe1 Lv1 + Axe3 Lv1 = Axe3 Lv2
Axe3 Lv1 + Axe2 Lv5 = Axe3 Lv3 (!?)
Axe3 Lv1 + Axe2 Lv6 = Axe3 Lv4 (!?)
Axe3 Lv4 + Axe1 Lv1 = Axe3 Lv5
Axe3 Lv4 + Axe1 Lv2 = Axe3 Lv5 (ow!)
Scrap2 + Scrap6 = Celtis1 Lv1
Shot1 Lv1 + Hammer1 Lv1 = Celtis1 Lv2
Shot2 Lv1 + Hammer1 Lv1 = Celtis1 Lv2 (ouch!)
Shot1 Lv2 + Hammer1 Lv1 = Celtis1 Lv3
Celtis1 Lv2+ Celtis1 Lv2 = Celtis1 Lv4
Shot2 Lv3 + Hammer1 Lv1 = Celtis1 Lv4 (ouch!)
Celtis1 Lv2+ Celtis1 Lv4 = Celtis1 Lv6
Celtis1 Lv1+ Celtis1 Lv6 = Celtis1 Lv7
Celtis2 Lv1+ Celtis1 Lv9 = Celtis2 Lv5
Scrap6 + Scrap9 = Celtis3 Lv1
Celtis3 Lv1+ Celtis2 Lv9 = Celtis3 Lv5
Punch1 Lv1 + Punch1 Lv1 = Punch1 Lv2
Punch1 Lv1 + Scrap4 = Punch2 Lv1
Punch1 Lv1 + Punch2 Lv1 = Punch2 Lv2
Punch2 Lv2 + Scrap4 = Punch3 Lv1 (ow!)
Punch1 Lv1 + Scrap9 = Punch3 Lv1 (doesn't work for Punch2 or 3)
Punch1 Lv1 + Punch3 Lv1 = Punch3 Lv2
Punch2 Lv1 + Punch3 Lv2 = Punch3 Lv3 (ouch!)
Punch1 Lv1 + Punch3 Lv3 = Punch3 Lv4 (and so on up to Lv9)
Punch1 Lv1 + Punch3 Lv9 = Punch3 Lv9
Sword1 Lv2 + Laser1 Lv1 = Blade1 Lv3
Sword1 Lv1 + Laser2 Lv1 = Blade1 Lv2 (ouch!)
Sword2 Lv1 + Laser2 Lv1 = Blade2 Lv2
Scrap8 + Smoke = Blade4 Lv1
Scrap2 + Scrap7 = Laser1 Lv1
Laser1 Lv1 + Scrap7 = Laser2 Lv1
Laser2 Lv1 + Shot1 Lv1 = Laser2 Lv2
Laser2 Lv1 + Laser1 Lv9 = Laser2 Lv5
Punch1 Lv1 + Laser1 Lv1 = Blow1 Lv2
Scrap4 + Scrap9 = Blow2 Lv1
Punch2 Lv1 + Laser2 Lv1 = Blow2 Lv2
Punch3 Lv9 + Laser2 Lv1 = Blow2 Lv9
Scrap4 + Scrap10 = Blow3 Lv1
Boots 1 + Scrap3 = Boots 2
Boots 2 + Scrap3 = Boots 3 (doesn't work with Boots 3)
Boots 1 + Scrap7 = Boots 3 (doesn't work with Boots 2)
Scrap3 + Scrap5 = Boots 4
Scrap3 + Scrap9 = Boots 5
Scrap3 + Scrap10 = Boots 6
Scrap5 + Scrap5 = Shield 1
Scrap5 + Scrap9 = Shield 3
Weather + Scrap9 = Shield 4
Scrap7 + Scrap9 = Shield 4
Scrap9 + Scrap9 = Shield 5
Shield 4+ Scrap9 = Shield 5
Bomb 1 + Scrap10 = Bomb 2 (doesn't work for Bomb 2 or 3)
Weather + Scrap10 = Bomb 3
Bomb 1 + Boots 6 = Bomb 4
Weather + Empty Pack= Solar Pack

Rules of Combining - see page 24 of manual, and the poster.

The manual uses the term "Rank" for the major number of a weapon or armor
item, e.g. Sword 1. "Level" is the minor number that only weapons have, i.e.
Sword 1 Lv 2. The manual gets rather confusing about rank and level in the
rules, and my corrections in []s probably don't help much. The poster is much
better.

The following ignore combinations with or of Scraps:
Swords combine with other Swords, maximum rank 4.
Shots combine with Shots or Lasers, maximum rank 3.
Hammers combine with Hammers?, maximum rank 3. (didn't use them)
Axes are created by combining Sword & Hammer, combine with other Axes,
maximum rank 3.
Punches combine with other Punches, maximum rank 3.
Celtis are created by combining Shot & Hammer, combine with other Celtis,
maximum rank 3.
Lasers combine with other Lasers, maximum rank 4.
Blades are created by combining Swords & Lasers, combine with other Blades,
maximum rank 4. A Blade 4 won't combine with anything.
Blows are created by combining Punch & Laser, combine with other Blows,
maximum rank 3.
Bombs don't combine with Bombs or other weapons.
Shields don't combine with other Shields.

Raise an item's level by either combining it with others, or having it
equipped when you get a "Equip level up" Item Capsule. The easiest place to
get those is (except when in "past" Rococo) the Forest, unless you are still
at low level. A great place to test out Special Attacks too.


Inventor's Friend volumes:
(you must be at least that level to read a volume)
(all of these books are in a Bookcase)
(volumes 1-50 are also in the Library on Kirara - see spoiler at end of file)
Level 1 = Boots 1 = 2nd room N in Father's House
Level 2 = Sword 1 = 2nd room N in your house in Rococo
Level 3 = Shot 1 = 2nd room N in your house in Rococo
Level 4 = Bomb 1 = 3rd room N in your house in Rococo
Level 5 = Shield 1 = 3rd room N in your house in Rococo
Level 6 = Hammer 1 = 3rd room N in your house in Rococo
Level 7 = Punch 1 = 3rd room N in your house in Rococo
Level 8 = Boots 2 = 2nd room N in Prinky's House (N of F. Illusion)
Level 9 = Axe 1 = room W wing of Prinky's House
Level 10 = Shield 3 = room W wing of Prinky's House
& room must enter as mouse in Fortress (War Room)
Level 11 = Power Pack = room W wing of Prinky's House
& room must enter as mouse in Fortress (War Room)
Level 12 = Sword 2 = R&D in Volcano
Level 13 = Punch 2 = R&D in Volcano
Level 14 = Celtis 1 = Einst Office in Volcano
Level 15 = Shield Pack= 2nd room N in Father's House
Level 16 = Quick Pack = Chief's Room in Volcano
& room must enter as mouse in Fortress (War Room)
Level 17 = Bomb 2 = Einst Office in Volcano
& Mainframe room in Fortress
Level 18 = Turbo Pack = 3rd room N in your house in Rococo
& Mainframe room in Fortress
Level 19 = Weather = 3rd room N in your house in Rococo
Level 20 = Vanish = 3rd room N in your house in Rococo
Level 21 = Smoke = front room Crispy Shop in Rococo
Level 22 = Cure = front room Crispy Shop in Rococo
Level 23 = Clean = far N room Crispy Shop in Rococo
Level 24 = Repair = 3rd room N in your house in Rococo
Level 25 = Laser 1 = Mainframe room in Fortress
Level 26 = Blade 1 = Prison Cell in Fortress
Level 27 = Blade 2 = Prison Cell in Fortress
Level 28 = Bomb 3 = Polon's House in "past" Rococo
Level 29 = Shot 3 = Polon's House in "past" Rococo
Level 30 = Shield 5 = Lab on Choco
Level 40 = Boots 6 = Lab on Choco
Level 50 = Bomb 4 = Lab on Choco
Level 60 = Laser 3 = Library on Kirara
Level 70 = Solar Pack = Library on Kirara
Level 80 = Blade 4 = Library on Kirara

The following are learned by other means:
Relay = from Flavon in Prinky's House west wing
Glasses = book in R&D in Volcano
Little Robot = from Grandma in Rococo
Cyber Jack = Dr. G's in Fortress

Some stuff appears to have been skipped: Shot 2, Shield 2, etc.

Cost to Make Item(s)
10 Glasses, Cyber Jack
20 Relay, Smoke
60 Cure
100 Clean
200 Sword 1, Hammer 1, Punch 1, Shot 1, Boots 1, Weather, Big Bomb
300 Repair
400 Bomb 1, Shield 1, Axe 1, Sword 2
500 Vanish, Punch 2, Celtis 1
1000 Shield 3, Boots 2, Bomb 2, Laser 1, Shot 3, Blade 1
1400 Bomb 3
2000 Little Robot, Blade 2, Bomb 4
3000 Power Pack, Turbo Pack, Shield 5
4000 Boots 6, Solar Pack
5000 Shield Pack, Quick Pack
6000 Blade 4
Prices are also the same at Crispy Shop in Rococo, *1.5 at shops on South
Isle and in the Rococo Tunnel and Choco, 1/2 at "past" Rococo. You get 1/2
price for Recycle when in R&D. The game didn't barf when I got over 77,000
gold, but I didn't really try to make it crash. A good place to get gold is
the first screen of the Forest of Illusion (except when in the past). Those
moles tend to leave money behind.

Michael (jdoyle) noticed that if you combine a Clean ($100 to make or buy)
and a Smoke ($20 to make or buy), you get a Repair for $120, and you can
recycle it for $150 to gain $30. You can get infinite money this way, but it
takes a while. You can also combine a Smoke and a Cure for a Big Bomb and
recycle it to make $20.


Odds 'n Ends - Things to Do & Sort of a Walkthrough
===================================================
Press the Select button while on the large map to enter View Mode,
and you can scroll the map with the arrows.

You get an extra 0.1 if you win combat with 1 to 10 on the timer, 0.2 if
there is 11 or more on the timer. Winning includes the monsters running
away. Well, these numbers worked until I got into the tunnel under the
river in Rococo, where I got some 0.3 and 0.4 bonuses using a robot with
a Punch3. Maybe the bonus multiplier increases there...

Did you read the Diary you find on the bed in your Father's House?

Did you find the Album with the Memorial Photo in the Mayor's Office? Look
at it again after you come back from "past" Rococo.

Did you find the Seed in the Forest? (North of mushroom on the E side)
If you don't get one before the girl in "past" Rococo, you can get one
in "past" Forest too. Although I was only able to get rid of one to the
girl in "past" Rococo, so maybe 2 is one too many.

FIX THE RUSTY DRILL - After Dr. Einst botches his attempt to blast an opening
in the cave, exit the room and find the hole that is the alternate entrance.
Fall into the hole and find the treasure chest that holds the Rusty Drill.
The drill isn't usable in its present condition, but if you take it back to
an Invention Machine and combine it with Clean, you'll get a refurbished
drill that can bore through walls.

You will be stuck in the caves, once you fall in, until you go up a level,
and combine Rusty Drill & Clean to get Drill. (I wasn't able to find a way
out of the caves to use the Invention Machine in Rococo)

The little skull on a robot's status indicates rust, use a Clean.

Build a second and third robot when you can afford it.

When fighting Meta Crab, ignore the small crabs, they're just there to
be in the way.

About the Forest of Illusion: I got through it using two different things.
One, I was using an emulator that let me turn off those annoying clouds.
Second, I used the old "keep one hand on the wall" trick, which works for
all simple mazes. If the right hand doesn't work, try the left. And if
neither works, it's time to draw a map.

I did practically the same thing in the Haunted House (Prinky's Castle, or
whatever you call it).

Flavon teaches you "Relay" when you talk to him while in Prinky's House
in the west wing. Build a Relay to talk to the dog to get the key to the
Clock Tower. Also Equip it to talk to the Mouse when you find Mint.

In the Clock Tower, you want to press those lighted switches so they are
at the bottom position.

Make sure you get everything you want out of the Clock Tower before you
go into the combat with the Doll. The House and Tower will be gone when
you come back if you win. Just keep bashing away when in combat with the
boss - eventually it will end when you kill one.

There are several times you will feel like you are "stuck" in the
Volcano area. First, when you can't get in the bathroom: go away for a
while and come back, and Kotetsu will help you "out". Second, when you
are chasing the Director, and can't get into the Earthquake Machine room:
go all the way back out to the Toilet, and use the Key you found in the
Chief's Room on the locked door next to the mouse. When you ARE a mouse,
use the Horn on the guy in the Lunchroom, then go towards R&D and the
mice in the tunnels will let you pass.

While making your way back out from the garbage chute where Kotetsu sent
you, there are two small rooms with invisible monsters. These things are
rather nasty, and can easily cause you to lose the game (bet you didn't
know that you lose when all of your robots are junk!). A Masker is worth
2.6, and a Beret is 2.5! Most of the time they run away if you inflict
damage, and you get 0.0 out of it. Best strategy is to Escape, then run
away from them while they are visible and shaking their heads. There are
two in each room. If you're lucky, you'll make it through both rooms
without meeting any of them. Also, when you show up in the Shaman's House,
this is a rare opportunity to take a break and go back to Rococo or your
Father's House to read more books and do other R&D stuff. You won't get
another chance for a long time, until you get to the R&D in the Volcano,
to do this stuff. When you talk to the Elder, you begin a long sequence
back in the Volcano.

While in the Chief's Room (after you get out of the scarab box), be sure
to take the Key and read the Level 16 book. There's no other reason to
come back here.

After a swift tour of the Toilet area, remember three things: the flashing
white lights are alarms - when you have Glasses you can try to time when
to run through them; the Earthquake Room won't open with the Key you have,
it's for the door E and N of the Toilet that leads to the Lunchroom and
R&D areas; the suspicious area where it looks like there should be a door
will have to wait until you have Glasses.

Once you use the Key on the door next to the mouse, the fun begins! Go
through the N door to the Lunchroom (I'm ignoring monsters along the way,
you can avoid them or fight as you see fit). You can talk to all of these
guys here, especially the one on the far right. Go N and talk to the cook,
listen. From the Kitchen go (directions out of each room) S, S, E, N,
stupid alarm!, N through door they came from, stupid alarm!, W, go to the
W end and talk to the door. You finally made it to R&D. Read the level 12
and 13 books, and the red Glasses book. Make one pair of Glasses in the
R&D room just N of there. The game will only let you have one Glasses at
a time.

From the R&D door, go E to the stairs, go S through the underpass, then
go either left or right. Left is easier to do first - treasure! Now go
back right, and through the door to the E. Ignore the door to the S for
now. Go to the N first - Scrap 4! Now go to the right and through the door
for $ and Scrap 7! Go back and do the door to the S that you passed up.
Follow it to see 3 guys guarding the R&D money, and a treasure. Now go
back to R&D or skip it and go back to the Toilet (wear those Glasses at
the blinking alarms to avoid aggravation). Go to the room called Secret
Lab, wear the Glasses, and press A at the "door". Read the level 14 and
17 books in the bookcase, and finally, the red book on the table. Oh no!
You're a mouse!

GET INTO THE BIO LAB'S TREASURE ROOM- After you are turned into a mouse,
Kotetsu will offer to help you if you bring him the money from the treasure
room If you try to enter it through its front door, however, you'll find it
blocked by three guards who won't budge. A couple of mice block the only
other entrance. Return to the lunchroom and chase the soldier out so the
mice can eat. The mice will then tell you how to destroy the Earthquake
Device. Now, when you return to the duct that was blocked by the mice,
they'll leave. Enter the mouse hole and follow the duct to the treasure
room. When you take the treasure back to Kotetsu, he'll tell you to return
to the secret lab. When you do, he'll turn you back into a human. Now you
can go to the Earthquake Device and destroy it by flipping the switches in
the correct order. Flip the right switch three times and the left one once.

(my earlier version about this sequence)
Go through the mouse hole and talk to the other mouse. Go to the Earthquake
Machine door, and go through the mouse hole and tunnel. Talk to Mint several
times until she leaves. Now make your way back through the Toilet area and to
the Lunchroom (just as a way point). The patrolling guards ignore you, but
monsters will still attack. At the mouse hole before you would go N through 2
alarms, the mice in the tunnel will stop you. Go back to the Lunchroom, talk
to the guard and defeat him. Talk to the mice on the right side of the room
until you get the self-destruct code (right 3, left 2). Now go back to those
two mice, and on to the Money Room. Get all the treasures. Back out, go to
the Earthquake Machine room (through the normal door is OK). Now to the
Secret Lab (stupid alarms). And finally to the Earthquake Machine, press the
right one 3 times, left one twice, wait.

When you have to fight Einst's robot "Big Eye", I found that a Punch3 Lv1
did a lot better than a Celtis1 Lv7 or an Axe2 Lv5. Even so, it took a
LONG time... Remember to Guard if you can't hit with your weapon, it will
save you a lot of damage. Attacking from behind does a lot more damage.

I've got an unverified report that if you leave the South Island, then come
back and talk to people, they ask for rain. Use Weather, then talk to the
Chief, and "he will let you get Celtis 3 and Laser 1." Not sure what that
means. Thanks to Tran.

It isn't over on the South island until you talk to the guy in front of
Inn who says something about a strange boat. Now you can go to the Inlet,
optionally talk to Mint, and get Change. The story makes more sense if you
talk to her first. Either way, back to Rococo. Note that Change is another
of those items you can't build yourself. Don't lose it! It's needed many
times in the game form now on to switch between human and mouse form.

ESCAPE FROM THE JAIL IN ROCOCO- You must have the ability to change from one
form to another in order to escape from jail. First, use the Surprise Horn
to get the guard's attention. Before he reaches the cell door, change into a
mouse. When he opens the door, you can run out while he searches for his
prisoner. Don't change back into a human until you're out of the station.

PU! Get out of jail by using the Horn at the bars, then Equipping the
Change when the guard comes. It's best to be a mouse unless people refuse
to deal with you. Visit Flavon and the Grandma (learn Little Robot). I was
nice and built a Little Robot and gave it to her - didn't see any
immediate reward.

In the Rococo Tunnel, there are two interesting things about the first room
that has monsters (those "house crabs" or Shells). First, the door to the
north is to a shop run by a mouse - equip Relay to talk. The mouse gives you
one useful piece of information, and sells Scraps 1, 4, 5, and 7, plus Cure.
Prices are 1.5 times normal (Rococo Crispy Shop is considered normal). The
second thing is sort of a spoiler: the Shells are difficult to damage unless
you are using certain weapons - Axe 3 and Punch 3 worked for me. A Shell
takes over 100 damage to kill, but it's worth 30.0 Megs! They have a very
annoying tendency to run away though. I didn't find this out when first
playing, Paladius sent me an email about it.

The advice from Nagisa is useful when in the tunnel - try out all your
available weapons. My default of a Celtis1 got replaced by a Punch3
even though it took longer to walk around - doing a guaranteed kill each
time is worth it. There are a lot of places where you need to be a mouse
(to cross those narrow bridges), and a few places where the old Drill
comes in handy.

EXPOSE THE FALSE MAYOR IN ROCOCO- Before exposing the false Mayor, you need
to talk to the real Mayor of Rococo, who is at the end of the tunnel that
leads to the back of his house. After finding the true town leader, go back
outside and talk to the dog on the east side of the building. Now, when you
enter the building, the dog will follow you. When you talk to Mint, she'll
tell you that something is suspicious. Take the dog into the office to
confront the false Mayor. Unlike the real Mayor, who likes dogs, this
impostor is afraid of them. He'll flee when you and the pooch walk in.

(my earlier version about this sequence)
Once you get into the building, you do the mouse bit a few times, defeat
a few guards, and talk to the real mayor (and find Scrap6 if you look).
Now you can walk out of the building, talk to Mint, get the stray dog,
talk to Mint again, then go to the Mayor's Office. Save before talking
to the fake Mayor, he'll turn into Papamecha. The Key to free the real
Mayor is on the desk. You have to unlock the door and talk to him, then
go to the fireplace (now it can be opened), and when you get the Stone it
is invisibly taken from you (Glasses don't help). Go up to the Roof, and
Rose disappears (again Glasses don't help). The government worker with
the mustache now can tell you to look in the NE corner of the room with
the fireplace for 2000 gold (now you can find it). This part is bogus!

SAVE THE CRAB FROM THE KIDS- At the Harbor several kids are tormenting a
helpless Crab on the beach. This talking Crab has vital information about
how to reach Snowy Island, so you don't want it to get steamed and have it
refuses to talk to you. To make the kids stop, provide them with another
source of entertainment. They'll leave the Crab alone if you offer them the
Surprise Horn. Don't sweat losing it -- you'll get another one later.
(really? I never did...)

(my earlier version about this sequence)
Just when you start to think putting a little pressure on Carl (Rose's
kid) would help, the local kids rush off to the Harbor. They take your
Horn in exchange for NOT torturing a crab (who used to be Meta Crab), who
tells you someplace else you have to go. Rotten kids...

When you get to the Snow Mt. caves, wear the Glasses and talk to the
otherwise invisible Robot in the small room. His hint is: "Scrap9 and
Scrap10 are the strong parts. They make up the core. When you find
them don't be in a hurry to combine them, find the best combination."

When you get inside the Air Base, the robot blocking your way is an
alarm that summons 8 groups of Commanders. Only works once each time
you visit the screen though. At the crab boiling, just go stand next
to one of the plates on the right side of the left table. When you
get the Letter, leave the area, and go back and give it to Carl in
Rococo. Now come back to Carl's dad.

With the Blimp, you can now go ANYWHERE on Quintenix. A nice side trip
is the Chicken Farm, on the same island as Rococo - you get a Blade2
there if you talk to the chickens. The island in the SW has the couple
that eloped, they want a Fever Flower. The island in the SE has Dr.
Einst who demands Scrap7 for the Fever Flower. And so it goes... On to
the Fortress, the only place left on this steenkin' planet.

Talk to Dr. G once as a human, then again as a mouse, and you will be
able to read the "Cyber Jack" book. Build one (game will let you have
only one), equip it, and stand in front of the flashing screen to enter
the computer. Can't go anywhere yet though. Go to the Mainframe room
(has 3 bookcases, <- from Dr. G's), and you will eventually find the
two Hackers. Step on a "bullseye" to go back to the "real world",
step on a bullseye with a white thing and press A to jump to the other
terminus. Once you lead the two Hackers to Dr. G's, go back in at the
Mainframe room. There's an otherwise inaccessible room with a Blade2.
Go use the Key, and eventually you'll go fight BugBug inside the computer.
Now the yellow barriers are gone, on your way out you can go to the SW
corner of the main computer map to exit the Fortress quickly.

Although you may think you've been everywhere in the Fortress, keep
exploring. Eventually you'll come to a guarded door and you start
following your father around. How he gets past all those monsters is a
mystery. And why monsters appear out of nowhere (even with the Glasses
on) after you shut off the water is another mystery. Bogus too. And the
directions your father gives you are wrong. After he goes in the Laser Room,
you want to leave the room by the SE exit going ->. But there's a Scrap9
if you go in the other one.

After you fight Blackmore's Tank, you eventually corner Rose and what looks
like a Tetron. Then suddenly you're in what must be Rococo, in the distant
past. Give 5000 to the Shop man, and 1000 twice to the guys building the
Town Hall. Go to the Forest, get the Seed and finish the area, then come
back to Rococo. The Shop is now open, and sells a Scrap of varying #, plus
the usual stuff. Its usually Scrap2, but I've also seen Scrap5. The prices
are 1/2 normal. Eventually make your way to the Cave Mouth.

Back in Rococo, read the books in Polon's second room, then go to the Tool
Shop and be mistaken for Rask by Cookie. The Town Hall is coming along, but
now somebody's stolen Pop's Jewel. You can also give one of the Seeds to the
little girl outside. Go through the Forest, then on to the new one. Wear the
Glasses and board. Talk to all 3, then leave, and go back to Rococo to see
Rask in bed. Back to the ship, and you can enter the right door for R&D!

At this point I got tired of waiting, and combined my Scrap3 and Scrap10
into Boots 6.

When you get to the Hacker who tells you to go away, Change and wait. Then
look along the north wall west side, and the door will open for you too.
Unfortunately, in the next room you lose the Drill and Light and fall
somewhere. Roam around until you find Napoleon. Equip a Repair and keep
talking. Go back to the closest "fallen rocks", and you will get back the
Light. Keep going and you find the Drill when Napoleon leaves (you may lose
different items - I had the Drill equipped when I fell). Strangely, Napoleon
says something about lights when he leaves, although you have the Light at
the time. There's an R&D behind a door soon after. You should be able to
beat De Rose, just make sure you have lots of Repairs before going in, and
figure out what hurts it the most.

Get the goodies, leave the Cave, go to Rococo and get your picture taken (if
you donated enough money to finish the Town Hall). Bust in on Cookie and
Rask, and then go to the spaceship.

Eventually you wake up back in "present" Rococo. Look around and see that
you've made a positive difference by being nice in the past, ala Chrono
Trigger! One thing you can't do now, if you solved the "missing Jewel"
subplot, is go give Einst (on the SE island) a Scrap 7. Go over to the
first Cave Mouth, and eventually get the Spaceship!

Before going over to Choco, stop by Kirara for any books you may have
missed. The shop in Choco has 1.5*normal prices, but they have Scrap9 and
Scrap10 for sale. Keep going between the Lab and the Throne, and eventually
when leaving Choco you get called into a meeting. Doesn't matter which straw
you pick. Talk to the Valet, and he will open the closed door near the Lab.
Get a Bomb 4, Scrap10, and 5000 GP. When you're ready, board the spaceship.

Search the Rental Room in the Fortress for a Scrap 3 and Blade 3. There's an
R&D near where you find a Scrap6 on the Trash Chute (B1F) level. Wear the
Glasses in the Trash Chute area - invisible Ninja!

About now you will find that all of the Robot's skill values except Energy
have a maximum of 99, it happens at level 47.

2F is where you came into the Fortress. BugBug II went down to persistent
back shots from a Laser 3 Lv9 - I didn't even lose the first Robot, although
it ended at 9/124! Go back to Blackmore's Bathroom, then out to the locked
door on the outside of the Fortress. Like Tira says, call the Spaceship.
I took a side trip to Quintenix before going back to the Fortress.

Back at the Fortress, enter the Computer, then go North when you have a
choice - South puts you back so you have to enter the Computer again. When
you get to the Reactor level, wear the Glasses a lot. Sneaky Ninjas, and
trap-controlling beams, plus if you go up to 4F there are a lot of invisible
Maskers and Berets there. Put the Jars at the panels with the same color.
I had some trouble getting out, but keep playing with the bridge buttons.
I found that a Bomb 4 Lv9 worked on everything except Gagarians (use Bomb 3
Lv9 + a Laser on them) and Ninja (Laser shots in the back).

The Warehouse on 3F has a Laser 3, among other things. You can Change and
end up behind the box in the other room. Mpeg3 says "If you changed to a mouse
and entered the room behind the boxes before using the door, you would
overhear three Hackers talking about a key and talking about the computer
system." The goodies in that room are also available from the other side (if
you have the Yellow Password).

You indeed have to place the jars in the order Red Yellow Blue. Then the
explosions start to happen. Make your way back to the elevator and 4F. The
barriers are gone now. You get a chance to bug out when you go to the
outside of the Fortress - you can use the Spaceship there, but you go back
to the landing spot outside the Computer room. Fight Gateau twice, once with
two helpers (Blade 3 Lv9 worked well), and the second time as some strange
time vehicle (best was Bomb 4 Lv9, but only did about 60 each time). The
second boss combat is incredibly tedious once you've seen the graphics.
And once you beat Gateau the second time, the animated endgame and credits
are rather nice, although I wonder why they didn't use some of those
graphics in the game!

I was able to get through the game without buying anything at the stores
except Scraps, and even had to throw away many Cure, Clean, and Repair
items when the inventory got full. Big Bomb and Vanish may be useful, but
I never needed them. Weather was never really needed in the game, although
it's cute to watch the animation - you can leave storms all over the map,
and it's also used in a few combinations. Note that you need a Weather to
get Scrap B, but I haven't been able to find any use for that. Except for
trying to "Equip level up" weapons, my robots always used a Shield and a
Bomb. Never used any of the Packs. Never figured out Special Attacks either.
Ended the game at level 60, probably could have finished a few levels
earlier.

tdyer pointed out that the Power Pack will "almost double the damage" done in
combat. I never used any, in favor of a Bomb 3 instead. But a pack of some
type could have been useful in boss combats, where a Bomb wouldn't help much.
So, if you're getting stuck in a boss combat, and can replace a Bomb with a
Pack (Shield, Power, etc.), try it! It might give you the extra edge you
need.


Scraps:
Scrap1 - Combine with a Sword1, Scrap6, or Axe1.
Carl gives one to you in your house in Rococo after leaving cave.
Another one is to the left of the entry to the Clock Tower, if
you press the button where Mint is with a mouse, then go back
out.
Scrap2 - Combine with Shot1, Shot2, Scrap6, or Scrap7.
one in back room in Crispy Shop in Rococo.
one in tunnel under Rococo after first locked door and Drill.
Scrap3 - Combine with Boots 1 or 2, Scrap5, Scrap9, or Scrap10.
treasure from dungeon in well in Prinky's House.
first guarded room at Quintenix Fortress.
random battle booty in Quintenix Fortress.
left side of Rental Room in Fortress.
Scrap4 - Combine with Punch, Scrap9, or Scrap10.
treasure from cave after beating Meta Crab.
one from an alcove "before" first Scrap7 location below.
one in Fortress room with conveyor belts
Scrap5 - Combine with Clean, Scrap3, Scrap5, or Scrap9.
one from back room in Crispy Shop in Rococo.
one from tunnel to Rococo Police.
a previously submerged room in Fortress.
"past" Cave with Napoleon.
South of "intruder alert" room in Fortress
Scrap6 - Combine with Clean, Scrap1, Scrap2, or Scrap9.
after you deal with Mint and mouse in Clock Tower, leave the
room and return, talk to the small mouse (may need to meet Doll
first), then search left wall.
one in room where real Mayor of Rococo is, NE corner.
room on Trash Chute level in Fortress.
Scrap7 - Combine with Cure, Smoke, Scrap2, Scrap9, Laser 1, or Boots 1 (not
2).
from a treasure room near R&D in Volcano.
from Lab on Choco.
room on Fortress 3F with 3000 GP and 4 strange robot devices.
Scrap8 - Combine with Smoke.
"past" Cave after falling
Reactor level in Fortress
Scrap9 - Combine with Weather, Sword 1 or 2 (not 4); Axe 1 (not 3),
Scrap3, Scrap4, Scrap5, Scrap6, Scrap7, or Scrap9.
Money Room in Volcano.
near Laser System room in Quintenix Fortress.
Scrap10- Combine with Weather, Bomb 1, Scrap3, or Scrap4.
"past" Forest near Rococo
ScrapA - Napoleon in Volcano.
no known combinations (maybe ScrapB?)
ScrapB - use a Weather at Old House (after done with Prinky), then leave the
screen and come back, talk to the man. thanks to jtate and zain68!
no known combinations (maybe ScrapA?)

The Attack value is apparently a bonus to your robots' attacks. The Lv9 is
what the Attack value would be when the weapon got to Lv=9. The increase
in the weapon's Attack as Lv increases is usually constant, but somehow it
gets to the correct value when Lv=9. I only provided data for ranks and
levels that I actually saw while playing.

Sword:
# Lv Attack Lv9 Cost
Sword 1 1 5 17 200
2 6 17
3 7 17
4 8 17
2 1 10 38 400
2 13 38
3 1 20 60
2 25 60
3 30 60
4 1 40 80
2 45 80
3 50 80
4 55 80
5 60 80
6 65 80
7 70 80
8 75 80
9 80 80 damages up to 3 enemies at a distance!

Shot: (distance weapon, does more damage when target closer)
# Lv Attack Lv9 Cost
Shot 1 1 4 24 200
2 6 24
2 1 10 30
2 12 30
3 14 30
4 16 30
5 18 30
6 21 30
3 1 32 52 1000
2 34 52
3 36 52
4 38 52
5 40 52
6 43 52
7 46 52
8 49 52
9 52 52

Hammer:
# Lv Attack Lv9 Cost
Hammer 1 1 8 36 200

Axe:
# Lv Attack Lv9 Cost
Axe 1 1 10 90 400
2 20 90
3 30 90
4 40 90
5
6 60 90
7 70 90
8 80 90
2 1 20 100
2 30 100
3 40 100
4 50 100
5 60 100
6 70 100
3 1 40 120
2
3
4 70 120
5 80 120
6 90 120
7 100 120
8 110 120
9 120 120

Celtis: (a distance or close weapon, can do knockback)
# Lv Attack Lv9 Cost
Celtis 1 1 12 32 500
2 14 32 (400 to make this out of Shot + Hammer)
3 16 32
4 18 32
5
6 23 32
7 26 32
8 29 32
9 32 32
2 1 24 44
2
3
4
5 32 44
6 35 44
7 38 44
8 41 44
9 44 44
3 1 36 56
2 38 56
3 40 56
4 42 56
5 44 56
6 47 56
7 50 56
8 53 56
9 56 56

Bomb:
# Lv Attack Lv9 Cost
Bomb 1 1 10 50 400 attacks only 1 target
2 1 23 101 1000 attacks up to 3 targets
2 Lv1-6 graphics of flame floor
3 34 101
4 41 101
5 49 101
6 59 101
7 71 101 Lv7-9 graphics of flame column
8 85 101
9 101 101
3 1 28 106 1400 Lv1-6 graphics of ice diamonds
2 33 106
3 39 106
4 46 106
5 54 106
6 64 106
7 76 106 Lvl7-9 graphics of snowmen
8 90 106
9 106 106
4 1 36 114 2000 Lvl1-3 graphics of small explosion
2 41 114
3 47 114
4 54 114 Lvl4-6 graphics of bigger explosion
5 62 114
6 72 114
7 84 114 Lvl7-9 graphics of mushroom cloud
8 98 114
9 114 114

Punch: (close weapon)
# Lv Attack Lv9 Cost
Punch 1 1 12 40 200
2 15 40
2 1 24 52 500
2 27 52
3 30 52
4 33 52
5 36 52
6 40 52
7 44 52
8 48 52
9 52 52
3 1 48 76
2 51 76
3 54 76
4 57 76
5 60 76
6 64 76
7 68 76
8 72 76
9 76 76

Blow: (shooting weapon)
# Lv Attack Lv9 Cost
Blow 1 1 16 36
2 1 32 52
2 34 52
3 36 52
4 38 52
5 40 52
6 43 52
7 46 52
8 49 52
9 52 52
3 1 64 84
2 66 84
3 68 84
4 70 84
5 72 84
6 75 84
7 78 84
8 81 84
9 84 84

Blade:
# Lv Attack Lv9 Cost
Blade 1 1 10 30 1000
2 1 15 35 2000
2 17 35
3 19 35
4 21 35
5 23 35
6 26 35
7 29 35
8 32 35
9 35 35
3 1 20 40
2 22 40
3 24 40
4 26 40
5 28 40
6 31 40
4 1 55 135
2 65 135
3 75 135
4 85 135
5 95 135
6 105 135
7 115 135 lvl7-9 large firebird,
8 135 hits this row & +/-1 row
9 135 135

Laser: (shooting weapon, goes through Item Capsules to hit enemy)
# Lv Attack Lv9 Cost
Laser 1 1 25 45 1000
2 27 45
3 29 45
4 31 45
5 33 45
6 36 45
7 39 45
8 42 45
9 45 45
2 1 35 55
2 37 55
3 39 55
4 41 55
5 43 55
6 46 55
7 49 55
8 52 55
9 55 55
3 1 45 65
2 47 65
3 49 65
4 51 65
5 53 65
6 56 65
7 59 65
8 62 65
9 65 65

Shield:
# Attack Defense Cost
Shield 1 0 8 400
2 0 12
3 0 16 1000
4 0 20
5 0 34 3000

Boots:
# Attack Defense Movement Cost
Boots 1 0 0 4 200
2 0 0 6 1000
3 0 2 6
4 0 4 8
5
6 0 6 8 4000

Packs:
Attack Defense Cost
Empty +0 +1
Power +10 +0 3000
Shield +0 +10 5000
Turbo +0 +2 3000
Quick +0 +5 5000
Solar +0 +5 4000

text inside the game implies there are these items:
Sword 1, 2, 3, 4
Axe 1, 2, 3
Blade 1, 2, 3, 4
Hammer 1, 2, 3
Celtis 1, 2, 3
Punch 1, 2, 3
Blow 1, 2, 3
Shot 1, 2, 3
Laser 1, 2, 3
Bomb 1, 2, 3, 4
Shield 1, 2, 3, 4, 5
Empty Pack, Power Pack, Shield Pack, Turbo Pack, Solar Pack, Quick Pack
Boots 1, 2, 3, 4, 5, 6
Trans., Horn, Drill, Vanish, Change, Glasses, Key, Little Robot
Light, Seed, Blimp, S/ship, Warp System, Relay, Cyber Jack
Red Jar, Blue Jar, Yel Jar, Jewel, Letter, Litho, Leader's Badge
Badge 2, Stone 1, Stone 2, Stone 3, Red Flower, Sphere, Rusty Drill
Scrap A, B, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
Smoke, Cure, Clean, Repair, Big Bomb, Weather
(I never saw "Warp System" or "Badge 2" while playing)


====Special Attacks====
The game manual says that you can "register" up to 8 special attacks for
each of your 3 robots, but there are a lot more possible combinations
than that to choose from. Subject to what your robot's current equipment
allows (a Shield can't do special attacks using that side) and an energy
counter, you could have up to 39 special attacks to choose from.

Energy Use by Weapons Types for Special Attacks
R or L Sword, Axe, 1/6
Hammer, Punch 1/6
Shot, Celtis 1/3
Blade, Blow 1/3
Laser 1/2
any Shield off
X Bomb 2/3
any Pack off

r l x
rr ll xx
rl lr rx xr lx xl
rrr lll xxx
rrl rlr lrr rrx rxr xrr
llr lrl rll llx lxl xll
xxl xlx lxx xxr xrx rxx
rlx rxl xlr xrl lrx lxr total 39 (excluding energy limitations)
(which immediately remove anything with 2 or 3 "x", leaving 31)


Things found in Item Capsules on Battle Screen
----------------------------------------------
attacks for up to 2 (when at Guard=64) damage
Rust (little black skull)
0.5 Meg bonus
1.0 Meg bonus
Equip Level Up (+1 Lv to all equipped weapons!)
Big Bomb
restore Energy

The manual says that you can see what's in Item Capsules with the
Glasses - you have to select the Hero (whatever name you're using) in
battle, then the Glasses. You get an OK or nothing until you press a
button. Just knowing that you can get them by hitting them with a Sword,
Axe, or Punch (try Hammer) (Celtis, Blow, Shot, Laser and Blade don't work)
is a major coup. A Laser will go through a Capsule to hit an enemy behind
it.

The "bonus" applies only if you finish combat before time runs out. Of
course, if you're spending time getting the Capsules, you'll probably
run out! ARG!


Game Genie Codes (unverified):
------------------------------
these are from "Bearcouncl":
Start on Level 3: CB34-3D47 + D734-3D17.
Start at level 10: CB34-3D47 + DC34-3D17.
Start at level 20: CB34-3D47 + F034-3D17.
Start at Level 50: CB34-3D47 + 7434-3D17.
First robot starts out stronger: BDE6-1DC2.
Get 9900 gold when you look into the robot book: BBB9-4D7D.
Everything is free: C23C-CDC7.
More energy for robot energy: BDE6-1DC2.
Mean robot: CBEB-1FB9 + BBEB-1F29 + DDEB-14F9 + 3CEB-1499
next one from Brian Kent (kentpw@norwich.net):
EEE6-1D32 Create robots that are strong (you get 1024 pts. to use
to configure your robot which you use on his Energy to
make it 999 from 40 and you will have 65 pts. left over,
his Power, Guard, Speed, and Charge are all at 280.)
This is the ULTIMATE ROBOT code.
(I apologize for the next bit, but I think they're justified in doing it)
GAME GENIE CODES FOR SUPER NES(tm)
(c) 1995 Lewis Galoob Toys, Inc. All Rights Reserved.
Excerpts from Game Genie(tm) Code Updates made available for the
private use of Game Genie owners. NO COMMERCIAL USE WITHOUT
AUTHORIZATION. This file may be freely distributed FOR PRIVATE,
NON-COMMERCIAL USE as long as it is not altered and all text
remains intact.
Game Genie is a product of Lewis Galoob Toys, Inc., and is not
manufactured, distributed or endorsed by Nintendo of America Inc.
Super NES is a trademark of Nintendo of America Inc. Game titles are
trademarks of their respective owners.
Game Genie is a trademark of Lewis Galoob Toys, Inc.
U.S. Patent No. 5,112,051.
Robotrek(tm) Game
1. BBB9-4D7D Get 9900 gold when you look into the robot book
2. C23C-CDC7 Everything is free
3. CB34-3D47 + D734-3D17 Start at level 3
3. CB34-3D47 + DC34-3D17 Start at level 10
3. CB34-3D47 + F034-3D17 Start at level 20
3. CB34-3D47 + 7434-3D17 Start at level 50
4. BDE6-1DC2 More energy for robot energy
5. CBEB-1FB9 + BBEB-1F29 + DDEB-14F9 + 3CEB-1499 Mean robot
Robotrek is a trademark of Quintet / ANCIENT / ENIX


The Library on Kirara - SPOILER
Once you have the Spaceship, do some exploring. Move around carefully in the
area NE of Quintenix. When the ship is directly over a yellow star in that
area, it will show Kirara. Press "A" Button to land, and you will find ALL
the "Inventor's Friend" volumes in there! It took me 9 east and 14 north to
get there, but your control pad may respond differently. It was also 7
north and 13 west from Choco. Another way to find it is to go east from
Quintenix until you reach a yellow star, then go north until Quintenix just
leaves the map, and Kirara is the yellow star to the northeast.
Actually, it isn't much of a spoiler, since you can usually go back for any
books that you missed, it's just a pain.
The girl behind the counter is apparently the one from the "past" Spaceship.

Rococo Tunnel "house crabs" - SPOILER
See the walkthrough about the Tunnel under the river in Rococo. Although the
silly things run away too often, I was able to go from level 60 to 80 in
several hours, a lot faster than otherwise possible. Since getting to such
high levels only adds to the Robots' Energy, there's little reason to do
what I did. Thanks to Paladius for telling me about this though!

 
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engl. FAQ für/for Robotrek
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17.Oktober 2013
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