********************************************************************** Robots FAQ/Walkthrough Version 1.4.3 Author: MysticWeirdo ********************************************************************** ********************************************************************** CONTENTS ********************************************************************** 1. Introduction 2. Version History 3. Main Menu 4. Walkthrough 5. Weapons 6. Enemies 7. LEGAL 8. Contact Information 9. Credits ********************************************************************** 1. Introduction ********************************************************************** I am MysticWeirdo also known by my real name Warren Grieder. Robots based on an upcoming (at the time of this writing) movie of the same name. You'll take on the roll of Rodney Copperbottom, a young robot with a talent for invention. You'll be accompanied on you advent by the Wonderbot a robot you'll construct in the first chapter of the game. I played this game on the XBox, but this guide should be helpful for the Gamecube, PS2, and PC versions as well. There are also version available for the DS and GBA but I imagine those with be significantly different. ********************************************************************** 2. Version History ********************************************************************** Version 1.4.3: November 20, 2005. Some typos fixed. Version 1.4.2: October 2, 2005. Notes on brute forcing the password and a better way to get on the western room conveyor in Bigweld's Mansion added. Version 1.4.1: April 24, 2005. Correction to PC controls. Version 1.4: April 23, 2005. PC controls added. Version 1.3.1: April 11, 2005. More details added to the item collection missions on the racetrack in chapters 3 and 6. Version 1.3: March 17, 2005. Gamecube controls added. Version 1.2.1: March 11, 2005. Corrected description of one of the Wonderbot tricks. Added robo-glide to the items list. Put in missing vending machine inventory in Big Weld's Factory. Enemies section updated with addition strategies and some weapon immunities. Corrected one enemy in second map of Big Weld's factory. Note on saving added to the beginning of the walkthrough. Two GLITCH warnings added in the walkthrough. Version 1.2: March 9, 2005. Added more detailed information on using the tinkerswitch in the Rivet City Town Hall. Corrected some enemy counts. Last Wonderbot trick added. Version 1.1: March 8, 2005. Removed erroneous reference second version of the buzz saw bot, on closer examination they were the same bot. New Wonderbot trick added. PS2 controls added. Version 1.0: March 7, 2005. Walkthrough completed. More Wonderbot trick added including a new one in Big Weld's chase. More enemies added. Corrected some vending machine selection. Remaining bonus features unlocked. Version 0.80: March 6, 2005. Walkthroughs for Big Weld's Mansion and Big Weld Chase completed, Chop Shop started. More Wonderbot Tricks added. New Enemies added. Version 0.70: March 6, 2005. Walkthroughs for Old Sewers and Sewer Showdown completed. More Bonus features unlocked. Weapon added. Version 0.55: March 6, 2005. Continuation of Old Sewers. New Enemy added, new bonus feature unlocked, new Wonderbot tricks added. Additional information on replaying chapters added to load game subsection. Version 0.51: March 6, 2005. City Raceways walkthrough complete. New Wonderbot trick added. Old Sewers started. Version 0.40: March 5, 2005. Outmode Zone walkthrough finished. A new Wonderbot trick added. New Bonus Feature Unlocked. Version 0.32: March 5, 2005. Outmode started. More enemies and items added. New Bonus Features unlocked. Version 0.30: March 5, 2005. Big Weld Factory walkthrough complete. New enemies added. Version 0.25: March 5, 2005. Continuation of Big Weld Factory. New Wonderbot Trick added. New bonus feature unlocked. Version 0.22: March 5, 2005. Beginning of Big Weld Factory. New Wonderbot trick added. New enemies added. Version 0.20: March 5, 2005. City Walkthrough done. Some items added Version 0.15: March 4, 2005. Part of City Walkthrough done. Enemy strategy added for the one encountered so far. Version 0.10: March 3, 2005. Walkthrough for City Journey done, started item and enemies lists. More bonus features unlocked. Another weapon/inventory item added. Version 0.05: March 2, 2005. Initial version of guide. Walkthrough for Rivet Town done. ********************************************************************** 3. Main Menu ********************************************************************** The game main menu offers four choices: New Game, Load Game, Options and Bonus Feature. ============ 3.1 New Game ============ Start a new game in an available save slot. There's also an obtain to continue without saving if you want to attempt the game in one sitting, good luck on that. ============= 3.2 Load Game ============= This loads a previously saved game from a save slot. You can also replay a previous completed chapter. Do this if you find your self short of scrap for a purchase or pick up a bonus feature, Wonderbot trick, or something else you make have missed. If you want to replace the entire chapter you'll need to do it in one sitting as reloading will begin at the beginning of the chapter. =========== 3.3 Options =========== You find the music and sound volume controls here, as well as toggles for subtitles, vibrations (on consoles), an separate x and y axis inversions for the camera and targeting. ================= 3.4 Bonus Feature ================= Watch Movies or view stills you've unlocked. If you delete the save you unlock these in they'll become locked again. Rodney's Home Clip ------------------ Unlocked by starting a new game. This is the opening cut scene. Rivet Town Clip --------------- Unlocked by purchasing train ticket in Rivet Town. This is the cut scene between the first and second chapters. City Journey Clip ----------------- Unlocked by taking the elevator at the end of City Journey. This is the cut scene between the second and third chapters. The City Clip ------------- Unlocked by leaving Jack Hammer's store after receiving the Magnobeam. This is the cut scene between the third and fourth chapters. Big Weld's Factory Clip ----------------------- Unlocked after finishing the "Whack-A-Bot" game. This is the cut scene between the fourth and fifth chapters. Outmode Zone Clip ----------------- Unlocked by talking to the green robot after finding Fender's head. This is the cut scene between the fifth and sixth chapters. City Raceway Clip ----------------- Unlocked by leaving Jack's store after acquiring the magnogrip. This is the cut scene between the sixth and seventh chapters. The Old Sewer Clip ------------------ Unlocked by exiting the sewers after finding at least 50 spare parts. This is the cut scene between the seventh and eighth chapters. Sewer Showdown Clip ------------------- Unlocked by exiting Jack's after acquiring the scramblers. This is the cut scene between eighth and ninth chapters. Mansion Clip ------------ Unlocked by finding Big Weld in his mansion. This is the cut scene between the ninth and tenth chapters. Big Weld Chase Clip ------------------- Unlocked by reaching the end of the course with Big Weld. This is the cut scene between the tenth and eleventh chapters. Game Complete Clip ------------------ Unlocked after defeating Ratchet. This is the closing cut scene. Blue Sky Interview ------------------ Purchase from Vending Machine in Rivet Town's Town Hall. The creator of the movie talk about the game. Voice Over Sessions ------------------- Purchase from Vending Machine by acid in City Journey. A behind the scenes look at some of the voice talent. Aunt Fanny's House ------------------ Purchase from vending machine in City Clock area. A slide show of stills showing Aunt Fanny's House. Big Weld's Factory ------------------ Purchase from a vending machine in Big Welds Factory. A slide show of stills showing Big Welds factory. Concept Art ----------- Purchase from a vending machine in the Outmode Zone. Slide show of some design drawings. Meet Ratchet ------------ Purchase from a vending machine in the Old Sewers. Slide show of some stills of Ratchet Meet Rodney ----------- Purchase from a vending machine in Big Weld's Mansion. Slide show of some pictures of Rodney. Meet Rusties ----------- Purchase from a vending machine in the Chop Shop. Slide show of some pictures of the Rusties. Robot Books ----------- Already Unlocked. Check outs some ads for books in the Robots series. Credits ------- Already Unlocked. Find out who the people behind the game are. ********************************************************************** 4. Game Basics ********************************************************************** ======= 4.1 Hud ======= There's a circle in the upper left which shows you're health. Beside it is your stockpile of scrap. In the upper right is a count of items collected for your current task(s). You can also call up a minimap which will give a general location of nearby tasks items. A weapon select is called up as well ========= 4.2 Moves ========= ------------------- 4.2.1 Xbox Controls ------------------- Rodney ------ Left Thumbstick Move Right Thumbstick Camera A Jump B Melee Attack Y Use or Talk X Use Gadget (after acquiring grow-ups) Hold and release X Use upgraded Scrap Launcher when equipped A + A Double Jump A + A + B Ground Stomp (after acquiring grow-ups) A + A + Y Activate Robo Glide (after acquiring upgrade) Left Trigger Inventory/Mini-map/Objectives D-pad Move throw Inventory Right Trigger Target Mode Black Ground Slide White Center Camera Start Pause Menu Transport Pod ------------ Left Thumbstick Move Right Trigger Boost Black Brake A Jump Wonderbot --------- Left Thumbstick Move Right Thumbstick Camera B Return A Boost Left Trigger Ascend Right Trigger Descend ------------------- 4.2.2 PS2 Controls ------------------- Thanks to Gayle Murawski for proving the PS2 controls RODNEY ------ Left analog stick Rodney Movement Right analog stick Camera Movement X Jump O Close Ranged Attack Triangle Action/Talk Square Use Gadget (Grown up Rodney only) Square (Hold then release) Upgraded Scrap Launcher & Throwing Gadgets X + X Double Jump X + X + O Ground Stomp (Grown up Rodney only) X + X + Triangle Activate Robo-Glide (Upgrade needed) L1 Inventory/Mini-map/Objectives R1 Target Mode (Grown up Rodney only) R2 (while moving) Ground Slide R3 (Right analog stick Center Camera when pushed down) START Pause Menu TRANSPORT PAD -------------- Left analog stick Pad Movement R1 Transport Pad Boost R2 (in obstacle course) Brake X (in obstacle course) Jump WONDERBOT --------- Triangle Wonderbot Return X Wonderbot Boost R1 Increase Height R2 Decrease Height Left analog stick Wonderbot Movement Right analog stick Camera Movement ----------------------- 4.2.3 Gamecube Controls ----------------------- Thanks to Galaxy4504 for providing the control list for the Gamecube. Rodney Controls --------------- CONTROL STICK - Rodney Movement Start/Pause - Pause Menu C-Stick - Camera Movement +Control Pad - Center Camera A - JUMP B - Close Ranged Attack A+A - DOUBLE JUMP X - Action/Talk A+A+B - GROUND STOMP (Grown up Rodney only) L - Inventory/MiniMap/Objectives A+A+X - ACTIVATE ROBOT-GLIDE (Upgrade required) Z(while moving) - Ground Slide Y - Use Gadget (grown up Rodney only) X (hold) - Upgraded Scrap Launcher & Throwing Grenade Transport Pod Controls ----------------------- CONTROL STICK - Pod Movement R - Transport Pod Boost A (in obstacle course) - JUMP Z (in obstacle course) - Brake Wonderbot Controls ------------------ CONTROL STICK - Wonderbot Movement X - Wonderbot Return C-STICK - Camera Movement A - Wonderbot Boost R - Increase Height L - Decrease Height ----------------- 4.2.4 PC Controls ----------------- Thanks to Linda Langemaire for providing the PC Controls Here are the default ones, you can change them in the options screen: Weapon Fire: I Kick/Wrench: P Jump: Spacebar Action Button: M Forward: W Backward: S Left: A Right: D Weapon Aim: Left Shift Slide: Left Ctrl Inventory: Tab Pod Boost: Left Shift Pod Jump: Space Pod Brake: Right Shift Wonderbot Boost: Left Shift Wonderbot Down: I Wonderbot Up: O Wonderbot Exit: M Camera Up: O Camera Down: I Camera Left: K Camera Right: ; Camera Align: Backspace ========= 4.3 Items ========= ------------------ 4.3.1 Collectibles ------------------ Most Task items appear as blue X's on the minimap, except for Golden Scrap which appears as yellow X's. Blueprints ---------- These blue squares are used to create inventions one you've found all of them in an area. Golden Scrap ------------ A special currency for purchasing important plot relates items and services. They look like gold springs, nuts, or bolts. Old Bots Keys ------------- These look like gold keys. Clock Parts ----------- These lock like gold cogs. Lost Cargo/Mail --------------- These look like small boxes. Tim's Toolkit ------------- These look like gold wrenches. Wonderbot Trick Chip -------------------- This is a glowing computer chip. Fender's Head ------------- This is a red robot head. Spare Parts ----------- These look like coffee mugs with antennae. ---------------- 4.3.2 Misc Items (Pickups, purchases, or rewards) ---------------- Scrap ----- Scrap serves both as ammo and currency. There is an initial limit of 200 on your scrap reserve. Increase your stockpile by picking up nuts, bolts, and springs, each worth one scrap, and super scrap which is a nut and bolt combo worth 25 scrap. If you have the Refine-O-Max upgrade the value of the scrap is doubled. Super Health ------------ The green crosses fully heal your health. Available as a pickup or for purchase. Maxi-Scrap 500 ------------- Upgrade your scrap capacity to 500 with this purchase. Maxi-Scrap 1000 --------------- Upgrade your scrap capacity to 1000 with this purchase. Gold Supersight --------------- Buying this gold crosshairs allows you to see golden scrap in targeting mode. Standard Supersight ------------------- Buying this blue allows you to see task items in targeting mode. Wonderbot Trick Chip -------------------- Buying or finding these circuit chips allow you to teach the Wonderbot additional tricks Bonus Features -------------- Buying these movie clapboards unlock bonus content that can be accessed from the main menu. Wonderbot Magnofetch -------------------- This Wonderbot upgrade chip allow the Wonderbot to automatically retrieve scrap. Scrap Launcher Megashot ----------------------- This upgrade for the Scrap Launcher increases the damage done by the scrap launcher. Replaces the current upgrade. A charged megashot consumes three scrap. This is the upgrade I recommend. Scrap Launcher Homershot ------------------------ This upgrade for the Scrap Launcher turns the ammo into homing projectiles if charged. Replaces the current upgrade. Scrap Launcher Sprayshot ------------------------ This upgrade for the Scrap Launcher causes the launcher to fire multiple (3) shots at once. Consumes three scrap. Replaces the current upgrade. Scrap Launcher Ricoshot ----------------------- This upgrade for the Scrap Launcher causes ammo to bounce off of objects. Replaces the current upgrade. Robo-Glide ---------- This upgrade allows you to jump further by grabbing onto the Wonderbot. Charge-A-Matic -------------- This purchase doubles your battery capacity make weapon like the Magnobeam last longer. Refine-O-Max ------------ This purchase doubles the value of any scrap you find. Magnogrip --------- This upgrade allow you to cling to a magnetic ceiling. =========== 4.4 Weapons =========== Wrench ------ A melee weapon that does minimal damage. Useful for breaking crates and knocking scrap out of wastebaskets and vending machines. Acquired after completing the Wonderbot. Scrap Launcher -------------- A ranged weapon to fire scrap. Acquired from Rodney's dad in the diner. Wonderbot Trick --------------- The Wonderbot moves to the front of the screen an does a random trick. The first trick is acquired from the Old Bot in Rivet Town. Others are acquired from vending machines or laying around. Tricks: 1. Play the Maracas 2. Drink a soda and burp 3. Juggle 4. Boxing 5. Batter Up 6. Light fireworks 7. Somersaults 8. Freshen up 9. Baton Twirl 10. Self Destruct 11. Fart 12. Disco 13. Whistle 14. Tap Screen 15. Shows Remote 16. Head Stand Locations: 1. Return Old Bot's keys in Rivet City. 2. Buy from the vending machine in Rivet City Town Hall. 3. Buy from the first vending machine in City Journey. 4. On top of a beam to the south of the second missile launcher in City Journey. Jump on the crates beside the launcher before breaking the ones on top, and double jump and ledge grab the beam. [Thanks to Wayne olds for locating this one.] 5. Well hidden in a roof top alley in the Midtown section of the city. Use the spring pad in the alley with the gate you need to slide under to get on the building to the west. Jump to a ledge from the northwest corner and jump to a roof to the west which is the entrance to this alley. 6. Buy from the eastern vending machine in Big Weld's Factory. 7. Inside small room on western side of Big Weld's Factory. Shoot the nearby target to open it. 8. In a tunnel far above the ground running between room with Fender's head and the starting in Outmode Zone. Use the spring pad in the room with Fender Head to get to a platform, jump to a moving platform and jump into the tunnel. 9. Win the rematch against the girlbot in City Raceway's. 10. Buy from the first vending machine in the Old Sewers. 11. Over some fan blades above an acid pool in the Old Sewers. 12. In Jack's backroom in Sewer Showdown. 13. Under the stairs in western room of Big Weld's Mansion. 14. In a pipe on the right fork in the construction area of Big Weld Chase. 15. Buy from the first vending machine in the Chopshop. 16. In a cauldron hanging in the Chopshop. Use the magnobeam on a weight hanging by it to dump it out. Electroblast ------------ A single use electrical weapon suitable for crowd control. You may carry three at a time. Magnobeam --------- Generates a magnetic field which can be used to attract scrap and metal crates. It can also pick up enemy robots and drop them to there demise once a red "!" appears over their head. It has a limit charged that can be refilled at a recharge circle. There's enough charge to take out about 6 or 7 enemies. Electro Shot ------------ Fire a bolt of electricity at an enemy or use or a broken machine to charge it up. This weapon uses the same battery as the magnobeam, but its only requires a short burst to take out an enemy making it more energy efficient. Scramblers ---------- Grenade that temporarily disables machinery and enemy robots. You can carry up to ten. ********************************************************************** 5. Walkthrough ********************************************************************** Before you start, you should be aware that you can only save the game at a vending machine, Jack Hammer's store, or at a chapter break. Save at every possible opportunity. I fell through the floor at one point when playing through a second time and had to backtrack to the previous save. ============== 5.1 Rivet Town ============== -------------------------- 5.1.1 Making the Wonderbot -------------------------- Rodney's father will instruct you to collect the parts of the blueprint of the Wonderbot and bring there to him behind Mr. Tinheads shop. Follow the trail of scrap to the west on the street ahead of you at the start. The trail veers to the north and turns into a door to a storage access area. [*Wonderbot Blueprint #1*] is just outside the door. Continue following the scrap trail to the storage area. The trail turns east and then north hat some barrels and west again at a chain fence. (There are some blocks at the end of the chain fence that can be jumped on, and from there to the fenced top where you can find some extra scrap.) Continue west from the end of the fence and talk to Rodney's Dad. he'll give you a brief tutorial on jumping, double jumping , and ledge grabs. Some blueprint pieces will have appeared after talking to him. Head north of Rodney's Father and jump on the crate there to get [*Wonderbot Blueprint #2*]. Jump up from there to the crate to the east to get [*Wonderbot Blueprint #3*]. Jump across the gap between the crated to the east and walk south on the crate top to get [*Wonderbot Blueprint #4*]. Drop back down by Rodney's father. Walk up to the fence to the west that has a gap underneath and you be told how to do a ground slide. Back away from the wall and do the ground slide to get [*Wonderbot Blueprint #5*] Grab the scrap on the top of the dumpster in this area and ground slide back out. Head south from Rodney's dad and double jump at the crease and you do a ledge grab automatically. Pull yourself up to get [*Wonderbot Blueprint #6*] Head east from Rodney's dad and grab [*Wonderbot Blueprint #7*] from the small crate at the bend to the south. Rodney's dad will tell you to go the town hall once you've collected all the pieces here. Leave the storage area and follow the trail of scrap to the east to Rodney's dad at the street corner. Talk to him and he'll tell you to jump on the elevator beside him. Jump on the elevator and ride up. Jump on the awning to the west. Double jump over two gaps between awnings to the west to get [*Wonderbot Blueprint #8*]. Double jump over another gap to the west to get [*Wonderbot Blueprint #9*]. Double jump over another gap to the west to get [*Wonderbot Blueprint #10*]. Double jump over another gap to the west to get [*Wonderbot Blueprint #11*]. Double jump to the round platform at the end of this awning to get instruction for using the zip line. Use the zip line to get to the south side of the street [*Wonderbot Blueprint #12*] along the way. double jump to the awing at the southern end of the zip line to get [*Wonderbot Blueprint #13*]. Double Jump across the gap to the east to another awning where you'll find [*Wonderbot Blueprint #14*]. Double jump across another gap to the east to get [*Wonderbot Blueprint #15*]. Double jump across another gap to the east and then jump onto a zip line platform. Using the zip line to get [*Wonderbot Blueprint #16*]. Drop to the ground by Rodney's Dad and talk to him. You put together the Wonderbot and be given some grow-ups that will make you bigger. -------------------------------------------- 5.1.2 Going to the Diner/ Old Bots Key quest -------------------------------------------- Before following Rodney's father's instruction cross the street to the south at talk to the Old Bot on the corner. He'll ask you to find the key's he's lost. Now you can head back to down the street to the west following the trail of scrap. Walk up to the yellow door to the south at the west end on the south side of the street, you'll by told how to use doors. Use the door to go into the diner. Head south through a door and talk to Rodney's dad for a tutorial on the scrap launcher (which has been added to you're available weapons). Shoot the four stack of plates and you'll get instructions on aiming. Aim for the target over Rodney's Dad and shoot it. Head through the door to the west and shoot the two dogbots in the alley. One or two shots should take them down. Grab the Old Bots key from the corner of the alley as well as the healing if you got hurt. Go back through the diner to the street and return the key to the Old Bot to receive [*Wonderbot Trick Chip #1*]. If you have less than 200 scrap attack some trashcans and vending machines until you do. Head west across the street and talk to Rodney's Dad to enter the Town Hall to collect train fare. --------------- 5.1.3 Town Hall --------------- Just south of the inside of the town hall entrance is a vending machine. The choices are: Save Game Free Super Health 20 Maxi-Scrap 500 180 Gold Supersight 100 Standard Supersight 150 Wonderbot Trick Chip 50 [*Wonderbot Trick Chip #2*]. Bonus Feature 100 (Blue Sky Interview) Wonderbot Magnofetch 150 Save the game. You might want to buy Wonderbot trick and the Magnofetch. The other's will appear again in the next two chapters. The Magnofetch appears again in chapter 5. Save the Game here. If you get killed by the security bots here you restart at this save point at full health. (If you reload the game remembers the health you had when you saved.) Head down either the north or south ramps and down the stairs to the east. Try to avoid the security bots here when they use their spinning attack. Don't waste ammo, four hits with the wrench will take them down. If you get hurt there are two full heals laying on the floor. Head north from the bottom of the stair and jump on the spring pad and you be told how to use it. Use it to get to a ledge where you'll find [*Town Hall Golden Scrap #1*]. Go east from the spring pad and jump onto the elevator platform which will stop at the top. Jump from there to a revolving platform to the north. Wait until it slopes up to the south and jump onto a ledge above the elevator to get [*Town Hall Golden Scrap #2*]. Double jump around the corner to the east on to another elevator. When it reaches it highest point use the zip line the runs over the red globe is the center of the town hall to get [*Town Hall Golden Scrap # 3*]. East of where you land are some crates. Break them to find [*Town Hall Golden Scrap #4*]. There's a stomp button on the floor near the crates. You'll be told hold to use it when you walk over it. Do so to activate a floor fan. Float on the upward wind from the fan to a ledge where you'll find [*Town Hall Golden Scrap #5*]. Double jump to the east to another ledge where you'll find [*Town Hall Golden Scrap #6*]. Jump onto a platform that moves along a track to the north. Jump of on the platform at the northern to get [*Town Hall Golden Scrap #7*]. Drop down from here an head back to the stairs. To the south of the stairs is a switch that you'll be instructed on operating when you approach it. Use the switch to turn on another floor fan. Float up to a ledge on the wind from the fan. Head south to the tinkerswitch, a silver circle on the wall. You'll be instructed on its operation. Use the tinkerswitch to turn off the fans on the ledge to the east. NOTE: You need to keep the button or key to use the switch held down until the switch is finished turning, a yellow meter on the switch will fill up in a clockwise direction as you turn the switch. If you release it to soon, it resets and you'll have to start over. Head east along the ledge to get [*Town Hall Golden Scrap #8*] and [*Town Hall Golden Scrap #9*]. Turn north are double jump onto a slippery ledge where you'll find [*Town Hall Golden Scrap #10*]. Head back to the vending machine and buy what you want/can afford and save the game. Leave the town hall. ------------------ 5.1.4 Leaving Town ------------------ Make sure you shake down all of the trashcans and vending machine before heading to the train station at the west end to the street. Buy a ticket from the bot outside the station using the golden scrap from the town hall. Save the game when prompted at the end of the chapter. ================ 5.2 City Journey ================ --------------------------------- 5.2.1 Building the Remote Control --------------------------------- There's a vending machine some distance to the south of when you start. The choices here are: Save Game Free Super Health 20 Maxi-Scrap 500 180 Standard Supersight 150 Scrap Launcher Megashot 250 Scrap Launcher Homershot 250 Wonderbot Trick Chip 100 [*Wonderbot Trick Chip #3*] Buy the Trick Chip and gather up the scrap in the area to get the Maxi-Scrap 500, a scrap capacity upgrade. Talk to the yellow robot, who assign you the task of acquiring the blueprint pieces for a remote control for your Wonderbot. Head through the door to the west and go down the hall. You'll encounter a couple of buzz saw bots when the hall turns to the north. Three hits with the wrench will knock them out of commission. There's a stationary missile launcher around the next corner to the west. Sidestep its first short and quick close with it to finish it off with three quick hits with the wrench. There are a buzz saw bot and a dogbot through the door to the west and another missile launcher to the north. Some of the crate by the launcher are breakable, but don't break them yet. Jump on top of them and turn to the south. Double jump and ledge grab to the beam to the south. You'll pull yourself up onto a platform with a Full Heal and [*Wonderbot Trick Chip #4]. Enter the larger room to the west through a door in this hallway. You'll encounter two Brute Bots in here. Try not to be in range where they slam their firsts into the ground, after they do close with them and take them out with six hits from the wrench. One of the gears hear has a spiked top bot on it. Jump up on the gear and eliminate the bot with three hits from the wrench. On the floor is a full heal if you need it. Flip the switch on the floor and jump out the three gear to the ledge on the east side of the room and take out the missile launcher. Flip the switch and jump across three more gear, taking out the spiked top bot on the first. To a ledge on the west side of the room. Double jump to a smaller ledge to the south to get [*Remote Control Blueprint #1*] and take out the missile launcher. Double jump back to the north and go through the door to the west. Deal with the Buzz saw Bot, the Brute Bot, and the Missile Launcher. Jump on the gear at the south end of this hall to get [*Remote Control Blue Print #2*] (One of the stacked crates at the north end is an exploding crate. Shoot it from a safe distance if you want the contents.) Head outside to the west deal with the Brute Bot, and the Gun and Shield Bot here. The Gun and Shield Bot is best dealt with from behind with four hits from the wrench. Jump to the small side platform to get the scrap and a full heal there. Ride the zip line, getting [*Remote Control Blue Print #3*] along the way and fight the Brute Bot and the Gun and Shield Bots by [*Remote Control Blue Print #4*]. Take out the Gun and Shield Bot to the northwest before backtracking and heading southwest to deal with another one and two missile launchers. Grab the full heal if you need it and use the vending machine which has the identical inventory the last one. Save the game. Grab the scrap from the small side platforms in the area. Note the full heal on one of them (north west of the 4th blueprint) for future reference. There are two door in the area to choose from. Take the one just to the east of the vending machine first. This lead to a short hall to the southwest, into a room with 3 Top Bots. Evade them for new and jump on the small ledge to the east and deal with the Spiked Top Bot there. You can safely snipe the Tops from here. Three normal shots or a single megashot will take them out. Go to the south end of the room and jump up the 4 platforms over the acid in a clockwise direction and jump on to a ledge to the east where you can get [*Remote Control Blue Print #5*]. Jump onto the conveyor belt to the north and drop to the floor. NOTE: There is a fish bot in this area that leaps out of the acid. It doesn't get close enough to hurt you so you can ignore it. Stomp the ground switch by the acid to move the platforms above. Jump up the platforms again going counterclockwise this time. Jump onto a conveyor to the north of the upper platform. From the jump to a second conveyor and step on to a side spur to the east. Jump down to the east onto a revolving platform. and jump up to the east on to another conveyer. Get [*Remote Control Blue Print #6*] from the eastern path off the conveyor. Head back to the vending machine and go through the door to the northwest of where you found the 4th blueprint piece. Snipe the 3 Top Bots here before dropping to the floor. Get [*Remote Control Blue Print #7*] from the center big fan in the middle of the room. There's a spring pad in the southwest of the room that you can use to get to a ledge by another spring pad. (You can get some scrap by riding the moving platform to either side on the spring pad. Use this spring pad to jump up to another ledge by a third spring pad. (Going up from here leads to the ledge with a Gun and Shield Bot and some scrap). From the third spring pad take the platform moving to the north to a ledge with a Gun and Shield Bot and [*Remote Control Blue Print #8*]. Ignore the door here for now and ride to platform to the east and jump down to the platform with a Gun and Shield Bot and [*Remote Control Blue Print #9*]. Drop back down to the bottom of the room. There are two exits to the northwest, on the bottom level, the other on the third. Take to bottom one first. You need to double jump and ledge grab to get to the door. Ground slide under to the door and deal with the Dog Bot here. There a vending machine here offering these choices: Save Game Free Super Health 20 Gold Supersight 100 Electroblast 50 Scrap Launcher Sprayshot 250 Scrap Launcher Ricoshot 250 Bonus Feature 200 (Voice overs) Maxi-Scrap 500 180 Save the game here. (There are two small platform that can be reached by double jumping from here that have pieces of super scrap on them.) Jump on to the revolving platforms over the acid. Jump o the platform with [*Remote Control Blue Print #10*] when it comes into range. ride the revolving platforms back to the vending machine. (If you need to detour for the full heal on another small platform. NOTE: There are three fish bots in this area that leap out of the acid. They don't get close enough to hurt you so you can ignore them. You may want to save after that. Go back to the previous room and make your way to the upper door to the northwest. Deal with the Brute Bots in the hall and avoid the steam blasts. The room at the end of the hall has 3 Dozer Bots that you need hit from behind about 3 times with the wrench, hitting them from the from is ineffective. After dealing with them you can snipe the 3 top bots below. If you're hurt there are 3 full heals below. There are six fans on the floor on the lower portion of the room that operate intermittently. Ride all six up to get scrap and [*Remote Control Blue Print #11*]. There a hall lead to the northeast from the upper level. Deal with the two Brute Bots in the hall. Go through the door at the end of the hall and use the spring platform to get up to a level with two Dog Bots and [*Remote Control Blue Print #12*]. Drop back down and drop to the lower level to deal with the two Brute bots. Stomp on the switch at the far end to raise the conveyers and get back up to the middle level using the spring pad. (Get the full heal by the spring pad if you're hurt.) Double jump to the first conveyer and then time the double jumps to the next 3 conveyers when the lasers in the gaps are off. Double jump from the last conveyer to a ledge where you can get [*Remote Control Blue Print #13*] and go through the door here. There are two Brute Bots on the other side. (A full heal and super scrap on a small side platform.) Head northwest where you can get on the first of a series of rising and lowering platforms. Go left first. There are only two platforms in this direction on the last one you'll find [*Remote Control Blue Print #14*]. Jump back to the right until you can get on to a ledge to the left. Attack the Drill Bots which fall after 3 wrench hits. Walk along the ledge to the north to get [*Remote Control Blue Print # 15*]. A vending machine to the east offers the same selection as the previous one by the acid. Use the tinkerswitch located where you jumped onto this ledge to move a platform to open the first barrier to the path onward. Now you can jump across two platforms to the southwest to a rooftop where there are two drill bots to destroy. Stomp on one of the skylights to get to the room below. You'll need to fight two brute bots here. Open the door and snipe the 3 Top Bots from the door. Use the tinkerswitch in the Northeast corner of the room. Jump on the spring pad at the south end and jump to the next level. Destroy the Brute Bot and get [*City Journey Gold Scrap #1*]. Use the tinkerswitch by the flashing red light to open the second barrier to the path onward. Drop back down and take out the Spiked Top Bot on the small platform on the west side where you can find [*City Journey Gold Scrap #2*] and a full heal. Double jump and ledge grab the platform to the north of here to get [*City Journey Gold Scrap #3*] and [*Remote Control Blue Print #16*]. Drop back down and return to the spring pad. Take out the Spike Top Bot on the small platform on the east side where you can get [*City Journey Gold Scrap #4*]. Jump on a small block and the double jump and ledge grab to a ledge with a switch. Use the switch to turn on a floor fan. Use the floor fan to get to the northern ledge. Defeat the Brute bot and get [*City Journey Gold Scrap #5*]. Use the tinkerswitch here to open the third barrier to the path onward. Go through the now open path by the red light on the upper ledge to the south. Go through the door and talk to the Taxi Bot who want 5 gold scrap. give it to hi and take the taxi back to the beginning of the zip line. go back through the tunnels to the yellow robot and talk to him. He give you the remote control and tell you how to use the Remote Control Pad like the one beside him. ----------------------------------- 5.2.2 First Flight of the Wonderbot ----------------------------------- Stand on the remote control pad and use the remote control. Fly the wonder bot through Wonder Bot Short-circuit switch (the right with the lightning in it.) to the east. This extend the bridge and control returns to Rodney. Go east across the bridge and turn north. Enter the elevator to start the next Chapter. Save the game when asked prompted to. ============ 5.3 The City ============ --------------------------------- 5.3.1 Acquiring the Transport Pod --------------------------------- There's an orange bot wearing an apron, Jack Hammer, standing by Rodney. Talk to him to get assigned the task of collecting the blueprint pieces for the Magnobeam. Before we can get to those we'll need to rent a transport pod for 10 gold scrap. There should now be a round black and silver bot to the southwest. Talk to him and listen to his spiel about the city clock, which will suffer an accident. You'll need to collect the 5 clock parts to repair it. Explore the area to collect the clock parts and 5 gold scrap piece. Go under the clock to get [*City Golden Scrap #1*]. A vending machine is to the west of the clock having this inventory: Save Game Free Super Health 20 Gold Supersight 100 Electroblast 50 Scrap Launcher Sprayshot 250 Scrap Launcher Ricoshot 250 Bonus Feature 400 (Aunt Fanny) Maxi-Scrap 500 180 In "Diner 66" to the northwest of the clock you'll find [*Clock Piece #1*] and [*City Golden Scrap #2*]. The 3rd bench on the east side of the main street to the north of the clock is the location of [*City Golden Scrap #3]. The 1st bench on the west side of the main street to the north of the clock is the location of [*Clock Piece #2*]. [*Clock Piece #3*] is on the top of the structure at the north end of the main street. [*City Golden Scrap #4] is in the dentist's office at the northern end of the main street on the east side. [*Clock Piece #4*] is just to the north of the dentist's. Use the spring pad to the east of the clock to get on top of the buildings. [*City Golden Scrap #4] is on top of the second duct from the north of the east side and [*Clock Piece #3*] is on the third. Return to the round black and silver bot and talk to him to get the remain 5 Golden Scrap required for the rental. You can rent a pod from either of the two vendors, there one on either side of the street half way down. GLITCH WARNING: Don't interrupt the cut scene when renting the pod. The door may not unlock properly. You can now use the door in the center of the north end of the main street. ---------------- 5.3.2 Pod Travel ---------------- You need to get to the Midtown area in you pod. There's a fair amount of scrap laying around what appears to be a race track if you can to explore it. Traffic runs in a clockwise directions and your pod takes damage if you bump into another pod. The exit you want is actually just a short distance against the traffic flow from where you start. Two other exits are closed for the time being. Here's a crude map of the transport pod area. 2 *** * * t* * t * tttt* * * t * * * *3 t * * * * * * * ***** * * t * * t * * t * * t * F t *t *t * t * 1 * * * 4 1. City clock exit 2. Bigweld Mansion exit (closed) 3. Bigweld Industries exit (closed) 4. Midtown Exit * Roads F Finish line t Tunnels -------------------------------- 5.3.2 Construct the Megalauncher -------------------------------- Drop to the ground to the north of the entrance to Midtown. Jack Hammer's store is to the west of here. He offers better prices that the vending machines on some items: Save Free Maxi-Scrap 500 150 Maxi-Scrap 1000 450 Scrap Launcher Sprayshot 50 Scrap Launcher Ricoshot 50 Scrap Launcher Homershot 50 Bonus Feature 50 (Blue Sky Interview) Gold Super Sight 50 You'll want to get the Maxi-Scrap 1000 as soon as you can afford it as there's a lot of scrap to be had here. The bonus feature from the very first vending machine is here as well if you opted for some other options there. The yellow girl bot just to the east of where you dropped down from the entrance want to race when you talk to her. This is a 3 lap race around the city streets. A mini map appear on the HUB that show both of you positions. (It rotated 90 degrees from mine above an not misshapen. To finish ahead of her you'll need to Some racing tips: -take the corners on the inside -use you turbo burst judiciously (the turbo slowly recharges) -hit the glowing acceleration strips -avoid the oil patches, they'll slow you down and damage you -avoid running into the other pod, you suffer damage when you do. -grab the full heals if you've taken some damage, but not for a just a single point of damage Once you manage to win the race you'll be given [*Magnobeam Blueprint #1*] as a reward. [*Magnobeam Blueprint #2*] sits on a table a short ways to the east of the girl. Continue east down the south side of the street. Ignore the round black and silver robot for now around continue around the corner to find [*Magnobeam Blueprint #3*] on another table. Go to the southeast corner of the map and jump on the elevator, at the top jump onto the structure to the west to get [*Magnobeam Blueprint #4*]. Go around the building to the north of here and jump up the three ledges to get [*Magnobeam Blueprint #5*]. Double jump to the large ledge around the corner and continue jumping up to the roof. There's a zip line here that you can use to get [*Magnobeam Blueprint #6*]. Head back to the building you rode the zip line from and head west down the north side of the street. [*Magnobeam Blueprint #7*] is on a ledge on the first building. Continue past the building and turn into the alley to the north and jump on the dumpster to get [*Magnobeam Blueprint #8*]. Enter the next building where you'll find [*Magnobeam Blueprint #9*]. While in this building talk to the green bot to start a pod race to retrieve his lost cargo. You be back on the racetrack. If you look at the race track display on the HUD you see 5 dot that indicate the location of the cargo. You only have a minute so get moving using strategy similar to the previous race although you'll need to adjust you course to get the cargo. I recommend that you avoid the acceleration strips as they can shoot you past a cargo strip. You can be damaged by running into other pods or oil on the track. The first piece of cargo is in the middle of the 3rd line of scrap. The next piece is in the middle of 5th line of scrap. The 3rd piece on the 2nd from the left in the 8th line of scrap. The 10th line of scrap has a full heal 2nd from the right. The fourth cargo piece is on the right of the 15th line of scrap. The 18th line of scrap at the fork has a full heal second from the left, get it at backtrack to the left fork. The final cargo piece is in the middle of the 22nd line of scrap. You get [*Magnobeam Blueprint #10*] for finding all five pieces of cargo. Leave the building and continue west. Ground slide under the gate to the next alley to get [*Magnobeam Blueprint #11*]. Use the spring pad here to get onto the building to the west. Go to the northwest corner and jump onto a nearby ledge. Double jump to the roof to the west. Head Northwest and turn southwest to find [*Wonderbot Trick Chip #5]. Return to the roof previously reached via the spring pad and go to the southwest corner of the roof. Use the zip line her to get [*Magnobeam Blueprint #12*]. Head to the alley to the north of Jack's and jump on the barrel and then to the ledge to get [*Magnobeam Blueprint #13*]. Go to the front of the building to the east of Jack's and jump on the ledge to the three awnings and another ledge to get [*Magnobeam Blueprint #14*]. Talk to the Mailbot at the east end of the street. You have 2 minutes to find the 5 parcels he's lost at this end of the street: 1. Large ledge on the building beside him, that you jump to after finding the 5th blueprint. 2. Ride to elevator in the southeast and jump to the landing to the south. 3. Go west then north from 2 on the landing. 4. On table by the building to the west of the mailbot. 5. Jump from the table to the south of the one in 4 and jump to the awning of the building. Double jump and ledge grab to get up on the roof. You'll be given [*Magnobeam Blueprint #15*] as a reward for finding the lost mail. Talk to the round black and silver bot from the clock, who's at the midpoint of the south side of the street. You'll need to destroy 10 green mailboxes for him in a 3 minute time limit. 1. Go to the south of him. 2. By the elevator in the southeast corner. 3. In the northeastern alley 4. Northern alley past 1st building from east. 5. Ground slide into the next alley west 6. In a corner past the building to west of ground slide gate. 7. In the alley north of Jack's 8. South of Jacks. 9. Below entrance from racetrack. 10. By entrance from racetrack. You'll be given [*Magnobeam Blueprint #16*] as a reward for destroying the mailboxes. Go into Jacks and talk to him to get the Magnobeam. He'll recommend you visit Big Weld's Factory. Save the Game when prompted on leaving his store. ====================== 5.4 Big Weld's Factory ====================== --------------------------- 5.4.1 Collect Tim's Toolkit --------------------------- You'll be given the assignment of locating the 16 pieces of Tim's Toolkit at the beginning of this chapter. There are entrances to the east and west side of the courtyard first has a spiked bumper car and a mobile missile launcher. Use the Magnobeam on the bumper car and close with the launcher after it fires to eliminate in with melee attacks. [*Tim's Toolkit #1*] is in the southeast corner of this area. Flip the switch to turn off the lower fans to the north (and turn on the upper fan). Go up to the fans, getting the full heal if your really hurt (ideally save it until after the next room.) Continue east, there's a large security bot, and a mobile missile launches, and a large homing missile launcher to the south as you go by the wall. All of these can be dealt with using the wrench. [*Tim's Toolkit #2*] is behind the homing missile launcher. Use the touch pad on the west wall go into the previous room. Flip the switch to toggle to the fans. Go back to the each and jump on the block at the northern end by the fans. From there jump to the platform by the upper fan to get [*Tim's Toolkit #3*]. Enter the small round room to the north and exit to the east. There are two security bots just outside that can be dealt with using the wrench. Across the trench to the east is a bazooka bot on the landing. Move to the end of the landing your on and take it out with either the scrap launcher or the Magnobeam. In the trench there are to spiked bumper cars. Snipe them from above with the scrap launcher or the Magnobeam. If you jump to the ledge to the north and again to the northern landing you can deal with the mobile missile launcher, the area is now secure. If you talk to the blue-green robot here, he'll tell you he can help you after Tim's occupied. Drop down into the trench and retrieve [*Tim's Toolkit #4*] from the center. There's also a full heal here if you need it. Get back to the entrance platform by jumping up the ledges to the southwest. Use the remote control pad and fly the Wonderbot through the switch in the north east corner to move a platform into place under the lower end of a zip line. Go back to the blue green robot and use the spring pad to get to the southern platform above where you'll find [*Tim's Toolkit #5*]. South the target to the south to turn off the fan over the other platform to the north. Jump to the northern platform, and double jump and ledge grab to the ledge above. (It possible to make it with just a double jump if your in the right place). Get [*Tim's Toolkit #6*] here. Ride the zip line down the platform that the Wonderbot switch moved into place. Shoot the target to the south and jump onto the platform that moves into range. Shoot the target again and you'll move into jumping ranges of the southeast landing. There a Magnobeam recharge pad here. Fill up if you've used you're Magnobeam. There's also a vending machine here with this selection: Save Free Super Health 20 Maxi-Scrap 1000 450 Standard Supersight 150 Scrap Launcher Megashot 250 Scrap Launcher Homershot 250 Wonderbot Trick 200 [*Wonderbot Trick Chip #6*] Buy the trick chip and save the game. Use the Magnobeam to move the crate to the south. Move it by the elevated platform in the northeast corner of its track. Jump on the crate and then to the platform to get [*Tim's Toolkit #7*]. Drop down and move the crate again, this time under the zip line in the southwest corner of the track. Recharge your Magnobeam while your here and jump on the crate and use the zip line to get [*Tim's Toolkit #8*]. You be back at the entrance to this area. Make your way back to the entrance courtyard. There will be either be two security bots, two large security bots, or one of each here. These will be constantly replaced with one of the two types as you defeat them so just avoid them and head out the western exit. The first room to the west has a security bot, a mobile missile launcher and a homing missile launcher. After dealing with them jump up the 4 platforms her to get [*Tim's Toolkit #9*]. Look through the opening at the north end. Snipe the 2 Top Bots and charge the homing missile launcher avoiding its missile. Jump on the lower moving platform here to get [*Tim's Toolkit #10*]. From this platform jump to the higher moving platform to get [*Tim's Toolkit #11*]. Enter the small round room to the north and exit it to the west. Use the wrench on the security bot and the mobile missile launcher that are through the door. Looking across the trench to the west you see a mobile missile launcher in the southern sides that can be sniped off as can the bazooka bot in the middle section. The mobile missile launcher in the middle section won't come into ranges so worry about it later. Use the full heal here if you need it. Use the zip line at the southern end of this section to cross the trench and get [*Tim's Toolkit #12*]. Pick up [*Tim's Toolkit #13*] beside the remote control pad. Use the remote control pad and fly the Wonderbot through the switch by the area entrance. This moves a platform south in the trench. Drop down into the trench at pick up [*Tim's Toolkit #14*] a bit to the north before jumping on the crates to get back to the entrance section. Jump on the small platform you just moved and jump across to the middle western section and deal with the mobile missile launcher. Snipe the homing missile launcher in the northern section of the eastern side. The bazooka bot won't coming into range so leave it for later. Use the remote control pad and fly the Wonderbot over the wall to the north and through the switch on the other side to lower the wall. Use the pad again and fly the Wonderbot through the switch by the entrance again to move the trench platform back to its original position. Snipe the Mobile Missile Launcher to the north as it is unable to fire over the barricade. Jump over the barricade and deal with the security bot. At the northern end of this section, past a vending machine is [*Tim's Toolkit #15*]. The bazooka bot or the other side can be sniped from here when its at the northern end of its patrol route. Use the vending machine: Save Free Super Health 20 Gold Supersight 100 Electroblast 50 Scrap Launcher Sprayshot 250 Scrap Launcher Ricoshot 250 Bonus Feature 500 (Bigweld's Factory.) Maxi-Scrap 500 180 Buy the Bonus Feature. Jump to the trench platform and from there jump to the northern section of the eastern side. Pick up [*Tim's Toolkit #16*] here. Shoot the target her to open the door to a small room where you'll find [*Wonderbot Trick Chip #7*]. Jump down into the trench and get out at the southern end by jumping up the crates. Make you way back to the main courtyard and talk to Tim. (The security bots still respawn here.) ------------------------------ 5.4.2 Construct the Robo-Glide ------------------------------ It seems Tim is still not going to help you after all of that work head to the easternmost area. Recharge the Magnobeam if necessary and then talk to the Blue Green robot. He'll task you with acquired the pieces of the Robo-Glide blueprint. Get in the elevator behind him and ride it to the next area. [*Robo Glider Blueprint #1*] is by the vending machine at the start. This vending machine offers the same selection as the eastern vending machine on the previous map. There's a large Spiked bottom bot just to the south, shoot it. Go clockwise on the catwalk. You'll find a full heal just before a gap. Shoot the drill bot across the gap and jump the gap to get [*Robo Glider Blueprint #2*]. A bazooka bot will be firing at you but its shots are blocked by a platform. Your shots are not so shoot him. Jump to the platform and then to the catwalk. Quick jump over the next gap so you can deal with the gun and shield robot and get [*Robo Glider Blueprint #3*]. Ground slide under the barrier and destroy the drill bot. Get [*Robo Glider Blueprint #4*] and step onto the moving portion of the catwalk when it reaches your end. Get off at the other end and shoot the drill bot on the other side of a spring pad. Jump over the spring pad and shoot the bazooka bot on the other side of a platform. Use the spring pad to get up the next level of catwalk. Land on the counterclockwise portion so you can safely shoot the drill bot on the other side. Jump to the catwalk where it was to get [*Robo Glider Blueprint #5*]. From there jump to a platform and then another walkway and stomp the floor switch to activate a lift. Drop back to the previous level through the gap over the spring board. Jump to the platform to get [*Robo Glider Blueprint #6*]. Jump to the catwalk to get [*Robo Glider Blueprint #7*] Wait for the lift to arrive at jump on it. As it rises shoot the drill bots on the two catwalks it passed. Jump off on the middle catwalk to get [*Robo Glider Blueprint #8*]. Jump back on the lift at jump off at the top to get [*Robo Glider Blueprint #9*]. Shoot the target here to move a section of catwalk to you're end. Step on this catwalk section and shoot the Bazooka Bot on the other side, be careful as there's no cover this time to protect you from return fire. Shoot the target again. You'll get [*Robo Glider Blueprint #10*] as you get off at the end. Snipe the drill bot below before dropping down. There's a Magnobeam recharge pad here if you need it and [*Robo Glider Blueprint #11*] just past it. Jump over the three round currently stationary platforms. Snipe the Spiked Bottom Bot on the upper catwalk from the second platform and the Spiked Bottom Bot on the lower catwalk from the third. Shoot the bazooka bot in the distance when you get to the switch. Use the switch to make a platform to rise up. Jump to the platform and then to the walkway past it. Get [*Robo Glider Blueprint #12*] and go to the end of the walkway. Use the tinkerswitch here to start the three elevator platforms moving. Go back to the platforms and jump on the nearest one when its in range. Wait for it to reach its apex and jump to the second one to get [*Robo Glider Blueprint #13*]. Stay on the second platform to get [*Robo Glider Blueprint #14*] Jump to the third elevator and then to the upper catwalk to deal with a Gun and Shield robot. You can get [*Robo Glider Blueprint #15*] here as well as a full heal. Jump across the elevator to the other side where you can find [*Robo Glider Blueprint #16*] Jump over the next gap and talk to the blue green robot to get the Robo Glide, he'll also explain how to use it. Go the end of the catwalk and shoot the drill bot on the ledge across the gap. Roboglide across the gap. The vending machine here has the same selection as the western vending machine on the previous map. Step on the round lift here to go to the next map. ----------------- 5.4.3 Whack a Bot ----------------- You'll find yourself in a room with 8 irises on the floor. When these open a Guard Dogbot or a security bot may be released, a bomb may appear, a full heal may temporarily appear, or a round robot may emerge at toss a bomb if giving the chance. What you need to do here is jump oven the round robots when they appear and stomp them. Avoid the other enemies and grab the full heals when they appear. The chapter ends after you stomp on eight of the round robots. Save the game when prompted to. ================ 5.5 Outmode Zone ================ ---------------------------------------- 5.5.1 Fender's Head and the Electro Shot ---------------------------------------- There's a vending machine north of where you start. The selection is: Save Free Super Health 20 Maxi-Scrap 1000 450 Standard Supersight 150 Wonderbot Magnofetch 150 Scrap Launcher Megashot 250 Scrap Launcher Homershot 250 Wonderbot Trick 200 [*Wonderbot Trick Chip #6*] (assumed) Talk to the Green Robot to get assigned the task of finding Fender's Head. Go through the door to the west into a tube, where you'll find 3 Buzz Saw bots. Use the wrench on them. The tube turns south to a room with 2 Brute bots. Use the Tinkerswitch in the north east corner of the room to open a Wonderbot sized tube above it. Use the Remote Control pad here and fly the Wonderbot into the tube and through the switch where it emerges, starting a steam engine. If you need it grab the full heal. The are 2 dog bots in the next room to the west. Recharge you Magnobeam her. Double Jump and ledge grab up the 2 platform on the north side. Talk to the robot on top to the higher platform. He'll assign you the task of acquiring the Electro Shot Blueprints. The floor fans in the room have turned on allowing access to the southern exit. Two Brute bots and [*Electro Shot Blueprint #1*] are in this tunnel. The tunnel curves east into the steam engine room. Drop into the room and deal with the 2 dogbots and the brute bot. I believe you're intended to jump back up the barrel below where you entered the room and roboglide to the nearest piston, and again to the other two in turn. However, you can bypass this it you double jump up beside the gear near the final piston and jump onto the piston from there. From the final piston, roboglide to the ledge to get [*Electro Shot Blueprint #2*]. There are 3 Buzz Saw bots in the tunnel here. Deal with them and go down the tunnel to the north. There a dogbot and a brute bot in the room at the end. A vending machine is located in the northwest corner: Save Free Super Health 20 Charge-A-Matic 600 Refine-O-Max 800 Electroblast 50 Scrap Launcher Sprayshot 250 Scrap Launcher Ricoshot 250 Bonus Feature 600 (Concept Art) Maxi-Scrap 500 180 Buy the Refine-O-Max if you can afford it, it will double the value of scrap your pickup. Double jump and ledge grab in the southeast corner on to the platform with the 2 up arrows. Double jump and ledge grab to the platform above that one. Double jump to the ledge over where you first entered the room to get [*Electro Shot Blueprint #3*]. Double jump back to the previous platform. Roboglide to the platform with the spiked top robot and deal with it. Double jump to the platform to the east with a full heal and then further east to deal with another spiked top robot. Stomp the switch here to turn on a fan. Ride the updraft from the fan and enter the tunnel there. There are 3 Buzz Saw bots in the tunnel. Deal with them and follow the tunnel to an acid filled room with many moving platforms. Recharge you Magnobeam here. Jump to the first moving platform to the east and then to the second. Jump into the nook to the north for [*Electro shot Blueprint #4*]. From here jump to the platform to the southwest and the jump to the gear. Jump to the ledge to the south at destroy the Frogbot with 4 wrench hits. [*Electro Shot Blueprint #5*] is on this ledge. Roboglide to the moving platform to the east and again to one that heads north. Jump into the nook to the north, where there's a claw and shield robot talk you can take out with the wrench and [*Electro Shot Blueprint #6*] Backtrack to the room entrance and Jump east across the two moving platforms and them to a stationary platform. Jump to the next moving platform and destroy the 2 cannons with the scrap launcher as they are taking aim. Jump east on to the next platform and then to the large platform where one of the cannons was. From here jump on the moving platform to the south. You can get some scrap in the nook to the west and a full heal on the gear to the south. From the moving platform jump onto another to the east. Jump onto the ledge to the east to get [*Electro Shot Blueprint #7*] and deal with the claw and shield robot there. Jump up two platforms to the north and to the ledge to the east. Deal with the Frogbot. Make note of the Wonderbot switch by the door to the east before going into the hall to the north where there are two more frogbots to deal with. Use the remote control pad at the end of the hall and fly the wonder bot through the switch by the door to the east. This turns on a fan to the south of the door. Ride the fans updraft to get to a ledge where you find [*Electro Shot Blueprint #8*] and a vending machine that has the same selection as the first on this map. Use the zip line from this ledge to get to a bridge with 2 claw and shield bots and [*Electro Shot Blueprint #9*]. Use the zip line to get to the large platform and jump across the two platform to the east and on to the ledge. Take the eastern exit from this room. NOTE: There were more fishbots in the acid here. There are 4 Buzz Saw bots in this tunnel to deal with. Follow the tunnel as it turns north. A dogbot and two brute bots come to meet you in the room at the end. After dealing with them go to the northeast corner of the room and jump on the dumpster. Double jump and ledge grab to the ledge above. Use the Tinkerswitch to activate the lift beside you. Ride it up a level and deal with the brute bot. Roboglide to [*Electro Shot Blueprint #10*] from the ledge. Drop down to the floor and go to the remote control pad in the southwest corner. Use it and fly the Wonderbot into the furnace vent to the east of the pad. Time you movement to avoid the flame bursts. Fly through the switch in the are you emerge to from the vent. This activates a lift by the remote control pad. Jump on the dumpster and on to the moving lift. When the lift is at is apex double jump to get on top of a ledge with a recharge pad which you should use. Use the Magnobeam to move the crate to the up arrows. Recharge and jump on the crate and from there to the next ledge. Deal with the Buzz Saw Bot. Roboglide to the north and land on the platform with [*Electro Shot Blueprint #11*]. Jump to the platform with the full heal and double jump into the tube. Deal with the 2 Buzz Saw Bots in the tube and follow the tube west. Deal with the 2 cannons pointed at the door. Jump south to the ledge for [*Electro Shot Blueprint #12*]. Roboglide to the west and use the tinker switch to turn on a fan to the south. You can't get to the blueprint you can see in a tube to the northwest yet so drop down to the floor. Deal with the dogbot and the two brute bots there. There's a full heal here if you need it. The vending machine in this room has the same selection as the second machine on this map. You probably have enough scrap to buy the bonus feature now. (If you need to get back up jump on the dumpster under the entrance and then to the barrel. Double jump and ledge grab and your back up.) Go into the hall to the south. Rise up on the updraft from the fan. Deal with the Dog Bot and the Brute Bot. Take the tunnel west to a room with a Dog Bot and a Brute Bot. Use the spring pad to get to a ledge with a spiked top bot and [*Electro Shot Blueprint #13*]. Jump on the moving platform and into the tunnel to the north. Descend into the red room at the north end of the hall. Deal with the Buzz Saw Bot at the bottom. Take the exit north. The next room has two large security bots. A full heal is here if you're in need. Take the northern exit. There's more acid in this room. Destroy the cannon to the left when you enter. Jump to the first gear to the north and take out the next cannon to the left. Jump 2 more gears to the north to get [*Electro Shot Blueprint #14*]. Jump to the next gear to the east for a full heal. Jump one more gear east and 2 south and shoot the cannon, you will likely take damage here. Jump on to the last gear south and on to the ledge. Go into the tunnel and follow it to [*Electro Shot Blueprint #15*]. Make your way back to the room where you encountered the large security bots and take the western exit. A Buzz Saw Bot guard the short hall and 3 claw and shield bots are inside the room. [*Electro Shot Blueprint #16*] is in the northwest corner and a full heal is in the northeast corner. A cannon guards the vending machine to the south. This machine has the same selection as the 2nd and 4th machines on this map. You should have enough scrap to buy the Charge-A-Matic now. There's an opening in the floor in the center of the room which drops onto a spring pad surrounded by Frogbots. Deal with them and enter the hall to the north. Two Claw and Shield Bots and a Frogbot await in the hall. Deal with them and follow the hall as it turns west and then south. Talk to the robot by the door in the room the hall emerges into. He'll give you the electro shot and tell you the use it to charge up the electrode in this room. First recharge on the recharge pad. Shoot the big light bulb with the electro shot to cause more gear to appear. Take out the cannon of the left (if you want to deal with the second cannon on the left you'll need to make you way across the lower gears to it.) and jump or roboglide across the upper gears dealing with the cannon on the right. Finish crossing the gear and deal with the claw and shield bot to the south. Get the full heal here if needed. Go through the door to the south and deal with the frogbot. Jump up the 4 ledges and roboglide to the top into a tunnel to the south. Deal with the Buzz Saw Bots and follow the tunnel east to a room with a brute bot and a dogbot. [*Fender's Head*] and a full heal are in the south east. While you can use to the tinkerswitch to create an opening you can ground slide back to the starting point there's an alternate route you should take. Use the spring pad to get up to a platform with a spiked top bot. From there jump to a moving platform and jump into a tunnel with 2 Buzz Saw Bots and [*Wonderbot Trick Chip #8*]. Continue down the tunnel and drop into the starting room at the end. Talk to the green robot to end the chapter. Save the game when prompted to. ================ 5.6 City Raceway ================ The chapter starting in Jack Hammer's shop. Jack asks you to retrieve the Magnogrip blueprints from the freeway. Jack's inventory has been updated: Save Free Maxi-Scrap 500 100 Maxi-Scrap 1000 300 Scrap Launcher Sprayshot 50 Scrap Launcher Ricoshot 50 Scrap Launcher Homershot 50 Bonus Feature 100 (Voice Over) Charge-A-Matic 400 ------------- 5.6.1 Rematch ------------- The first thing you should to is talk to the yellow girls bought who says she's been practicing and wants a rematch. This race is virtually identical to the first on against her. Its a three lap race on the same track. The only this that makes it more difficult is that there is only a single full heal available so you'll need to be more careful in avoiding the other pod and oil patches that can damage you. Otherwise use the same tips as before: -take the corners on the inside -use you turbo burst judiciously (the turbo slowly recharges) -hit the glowing acceleration strips -avoid the oil patches, they'll slow you down and damage you -avoid running into the other pod, you suffer damage when you do. -grab the full heal if you've taken a lot of damage, i.e. down to 1 or 2 hit points. Try to save it for lap 2 or 3. You'll get [*Wonderbot Trick Chip #9*] as a reward of winning. --------------------------- 5.6.2 Magnogrip Construction --------------------------- Exit Jacks store to start the special race to gather the Magnobeam blueprints. You can be damaged by running into other pods or the oil on the track. Use your turbo in the longer gaps between scrap lines or if you're lined up with a blueprint piece to save some time. The are sixteen pieces to collect. There locations are indicated by the white dots on the map on the HUD. All of the blueprints and some full heals are located in the lines of scrap on the main track: [*Magnogrip Blueprint #1*] is on the left side of the 1st line. [*Magnogrip Blueprint #2*] is in the middle of the 3rd line. [*Magnogrip Blueprint #3*] is the last in the 5th line. [*Magnogrip Blueprint #4*] is in the middle of the 6th line which also has a full heal on the left. Watch out for the oil path on the left side of the track just past here. [*Magnogrip Blueprint #5*] is the last in the 7th line. [*Magnogrip Blueprint #6*] is on the right of the 8th line which also has a full heal on the left. [*Magnogrip Blueprint #7*] is the second from the left in the 9th line. [*Magnogrip Blueprint #8*] is on the left of the 10th line which also has a full heal 2nd from the right. [*Magnogrip Blueprint #9*] is on the left of the 11th line. [*Magnogrip Blueprint #10*] is on the left of the 13th line. [*Magnogrip Blueprint #11*] is on the left of the 14th line. [*Magnogrip Blueprint #12*] is on the left of the 15th line at the fork which also has a full heal in the middle. Backtrack to the left fork after getting these. [*Magnogrip Blueprint #13*] is in the middle of the 17th line. [*Magnogrip Blueprint #14*] is in the middle of the 18th line. [*Magnogrip Blueprint #15*] is in the middle of the 20th line. [*Magnogrip Blueprint #16*] is on the right side of the 22nd line. There's only 20 seconds on the clock but each blueprint you pick up added 3 seconds so there is more than enough time to get them all. Jack will give you the Magnogrip upgrade and will tell you it works when you jump under a metallic ceiling. Leave Jack's store again to end the chapter. Save when prompted. ================= 5.7 The Old Sewer ================= ------------- 4.1 Sewer Hub ------------- This chapter finds you looking for 50 spare parts (there are at least 52 so don't worry if you miss a couple) in the sewers which you'll navigate in a transport pod. I'll refer to the area you start in as the Sewer Hub. While there appear the be 10 exit from the hub there are only three you can use. Door #1 is the 4th on the northern wall. b c d 1 e a R f s3 sx s2 V | | | 2 X 3 Legend: a-f: sealed doors 1: Door #1 2: Door #2 3: Door #3 V: Vending Machine X: Area exit door s?: Switch to adjust ramp to door "?" To get to Door #2 you need to roll across the easternmost switch (s2) b c d 1 e a R f s3 sx s2 V / / / 2 X 3 To get to Door #3 you need to roll across the westernmost switch (s3) b c d 1 e a R f s3 sx s2 V \ \ \ 2 X 3 The vending machine to the east offers these selections: Save Free Super Health 20 Maxi-Scrap 1000 450 Wonderbot Magnofetch 150 Scrap Launcher Magnoshot 250 Scrap Launcher Homershot 250 Wonderbot Trick 300 [*Wonderbot Trick Chip #10] Buy the Wonderbot Trick. The are 5 spare parts in the sewer hub: [*Spare Part #1*]: Between Doors "a" and "b". [*Spare Part #2*]: Between Doors "c" and "d". [*Spare Part #3*]: Between Door "d" and Door #1. [*Spare Part #4*]: Between Doors "e" and "f". [*Spare Part #5*]: By Door #2 There are two full heals in the hub for future reference. ----------- 4.2 Door #1 ----------- NOTE: Use your turbo to destroy any enemies encountered in the sewer. You encounter a brute bot just inside the tunnel. After destroying it follow the tunnel until it emerges onto a small ledge at the south end of a large room. Drop to the floor of the room and destroy the 2 brute bots and the flame thrower. [*Spare Part #6*] is in a tube on the east side and [*Spare Part #7*] is under a ledge in the Northwest corner. The vending machine here has the same selection as the one in the hub. Head up the ramp to the south to get back to the room entrance. Go down the path leading north from the ledge using turbo near the end and jumping to the left to get to a ledge where you'll find [*Spare Part #8*]. Jump onto the platform in the corner for [*Spare Part #9*]. Get on the track to east and turbo through the flamethrower to the northeast corner for [*Spare Part #10*]. Go up the track to the south to get [*Spare Part #11*]. Use turbo to get over the gap further south. Turn west and follow the track as it turns north through [*Spare Part #12*] and [*Spare Part #13*]. The trace turns west and will drop you into the east side of a large round room with an acid pool in the center. Destroy the 3 brute bots and the 3 flamethrowers around the perimeter. There are full heals here if you need them. There's also a vending machine south of where you entered: Save Free Super Health 20 Charge-A-Matic 600 Refine-O-Max 800 Electroblast 50 Scrap Launcher Sprayshot 250 Scrap Launcher Ricoshot 250 Bonus Feature 700 (Meet Ratchet) Maxi-Scrap 500 180 Buy the bonus feature. Use one of the ramps around the room to get on the fan blades and ride them to get [*Wonderbot Trick Chip #11]. (If you miss and end up in the acid try to get out quickly.) A full heal can be obtained on the fan blades as well. The are four spare parts in cages you'll need to come back for later. Take the lift at the north end. Head counterclockwise around the perimeter. You'll run across a switch that lifts one of the cages over the spare parts below. Continue counter clockwise under the path dead ends at [*Spare Part #14*]. Return to the lift and go clockwise this time. You'll roll across another switch lifting a second cage. Continue clockwise going across a red crosspiece to get around some pipes that block your way. These pipe also serve as a hiding place for [*Spare Part #15*]. Continue clockwise to get to a switch tat lifts a third cage and get [*Spare Part #16*] just beside it. Continue clockwise past the southern lift to [*Spare Part #17*] and hit the forth switch to lift the final cage. Head down the nearest path to the center ring and go around clockwise to get [*Spare Part #18*], [*Spare Part #19*], [*Spare Part #20*], and [*Spare Part #21*]. Drop down to the bottom at get [*Spare Part #22*], [*Spare Part #23*], [*Spare Part #24*], and [*Spare Part #25*] now that the cages over them have been lifted. Go back to the northern lift and make your way back to the southern lift. Take it up to a tube with [*Spare Part #26*] at the opening. Follow the tube as it snakes to the south east returning you to the sewer hub through door "c". ----------- 4.3 Door #2 ----------- Follow the tat to a flame jet. Go by it while it's off. (If you've mistimed it take the left track down to a full heal.) Take the right track. At the next junction take the left track and turbo into the wall pad at the end. (If the track ends at a gap instead of a wallpad you missed the junction.) This rotates a track segment at a crossroads further on. Backtrack to the previous junction and take the other path. [*Spare Part #27*] is over the track segment that was just turned into place. Take the next junction on the right and go down the track to the left at the following junctions. Roll over the switch at the bottom of the track to lift a barricade. Go back up the ramp and continue on going right at the next junction past where the barricade was. Jump over a gap to get [*Spare Part # 28*] and continue avoiding the flame. Turbo into the wallpad at the end of the line which returns the track segment at the crossroads to its original position. Get back to the previous junction and take the left track this time. You'll get [*Spare Part #29*] as the path turns right. Avoid the flames as the path drops. The path turns right again and you'll find [*Spare Part #30*] and [*Spare Part #31*] over dips so you'll need to jump to get them. The path turns right again. You'll find [*Spare Part #32*] over a gap a short distance later, use turbo and jump to get it. (If you don't clear the gap. hit the switch below and ride the updraft of the fan it starts to get the spare part and get back on the track.) Continue along as the track turns right at the crossroads. Take the left trace at the next junction to get [*Spare Part #33*] and backtrack to the right branch. Take the next right to get [*Spare Part #34*] and backtrack to go left. Avoid the flames at the u-turn and again as the path turns left to [*Spare Part #35*]. Continue following the tracks to [*Spare Part # 36*] at the entrance to a large room. You'll end up in the rooms center. Only the eastern path isn't blocked. Follow it to the wall and turn right. [*Spare Part #37*] is at a junction. [*Spare Part #38*] is on the right path from the junction at a dead end. After getting it retreat to the junction and take the other path. Hit the switch to move party of the path closer to you. Get on it and ride it to the other side. The path north to the center is currently blocks so follow the path that corkscrews downward to a switch. Rolling over this switch lows the pistons blocking the other paths from the center. go back up the path to the center. Take the western path. Turbo across the rotating path when its in the safe position. Go to the wall for a full heal and get [*Spare Part #39*] on a dead end path to the left. Backtrack to a spur that leads north through [*Spare Part #40*] to a switch that opens the area exit. Go back to the center and take the north path. (Again you'll need to turbo over a rotating path when its safe.) [*Spare Part #41*] is at the end of the path by the wall. Don't go up here yet, instead backtrack to a path going east and get [*Spare Part #42*]. Now go up the corkscrew path. Take a dead end path to the right for [*Spare Part #43*] and another to the left to get [*Spare Part #44*]. The next dead end path to the right leads to a vending machine with the same selection as the second one behind "Door #1". Go through the area exit and follow the tunnel back to the hub, emerging through "door b". ---------- 4.4 Door #3 ----------- Follow the tube to a track in a room with a lot of flame jets. Jump over the lift gap to the east to get [*Spare Part #45*]. Go back to the lift and ride in down. Get [*Spare Part #46*]from the outer end of the lower path and turbo into the wall pad at the inner end to open the upper path inward. Ride the lift back up and go long the new open path. Avoid the flames after the U-turn and go by the lift to get [*Spare Part #47*]. Ride the lift down at head in the direction of the exit (away from the u-turn) to get [*Spare Part #48*]. Turbo into the wall pad to partial open the path above. Reverse directions and go past the lift and flames to [*Spare Part #49*] at the U-turn. Continue through a full heal to [*Spare Part #50*] and turbo into the wall pad to finish opening the path to the exit. Go back to the lift, minding the flames just before it, and ride it up to the upper track. Continue towards the exit. Take the lift before the exit down to get [*Spare Part #51*] and [*Spare Part #52*] from the ends of the lower track. Go back up the lift and follow the exit tunnel back to the hub through "door e". ---------------------- 4.5 Leaving the sewers ---------------------- Now that you have 50 spare part. Hit the middle switch at take the ramp up to the exit door to end the chapter. Save the game when prompted to. ================== 5.8 Sewer Showdown ================== You'll start the chapter in Jack's Store. He'll ask you to get the scrambler shipment back from an insane sewer maintenance bot in the sewer. Jack's inventory has changed again: Save Free Maxi-Scrap 500 50 Maxi-Scrap 1000 150 Scrap Launcher Sprayshot 50 Scrap Launcher Ricoshot 50 Scrap Launcher Homershot 50 Bonus Feature 200 (Aunt Fanny) Charge-A-Matic 400 Pick up [*Wonderbot Trick Chip #12] in Jack's back room. Leave Jack's to begin the showdown. You'll be facing off against the Maintenance bot across a river of acid. Each of you has 5 pump guns to fire at the other. The Maintenance Bots' guns will sometimes fire dogbots so be prepared to beat them off with your wrench. You also need to avoid the damaging acid with it splashes. Stepping in an acid puddle slow you down but doesn't hurt. You fire your guns by hitting them with you wrench. Pressure will build up for a couple of seconds and a shot will fire. The trick to hitting the maintenance bot is anticipating where it will be. You can try to get a cheep hit it when its charging its pump. Stand by the second pump from the right and hit it a half second after you head the first crank of the pumps being charged. If the bot goes for the second pump from the right first it will get hit. If you don't get the cheap hit in, wait as the maintenance bot fire four shots. Avoid the acid and deal with the dog bots as its does so. Hit the pump across from the remaining pump as it heads towards it. It will get hit either as its firing or beating its chest afterward. Hit it 10 times to defeat it. Afterwards, back in Jack's, you'll receive a full load on 10 scramblers from Jack. Leave his store to end the chapter. ====================== 5.9 Big Weld's Mansion ====================== ------------------- 5.9.1 Entrance Room ------------------- A female robot has supposedly come along to help you. All she does is stand there though. There's a vending west of where you start: Save Free Super Health 20 Charge-A-Matic 600 Refine-O-Max 800 Electroblast 50 Scrap Launcher Sprayshot 250 Scrap Launcher Ricoshot 250 Bonus Feature 800 (Meet Rodney) Maxi-Scrap 500 180 There's a "chair" south of the vending machine that will take you into jumping range of some scrap. In the northern part of the room are three Guard Dogbots, one patrolling each of the east, west and north sides. There a security bot by the exit to the west and a second on the center stage. Deal with all the enemies. After dealing with the security bot on the center stage you can shoot the large homing missile launch on a platform to the northeast from the center stage. Besides the exits to the east and west, the only thing of interest is the combination lock. This consists of four touch pads which have four settings each. You can try brute forcing the combo (there's only 256 combinations) or your can explore the level in search of it. (If you do brute force it, wander into the western room briefly to get the Wonderbot Trick.) The most efficient way to brute force, if we label to the buttons ABCD from left to right is to repeat the following sequence up to 4 times to hit all of the combinations in the minimal number of changes (255 as the final D will return you to the first combination). You'll hit the combination before you've tried them all. AAA B AAA B AAA B AAA C AAA B AAA B AAA B AAA C AAA B AAA B AAA B AAA C AAA B AAA B AAA B AAA D ------------------ 5.9.2 Eastern Room ------------------ Go through the eastern door. There's a full heal on some barrels to the north. Use the spring pad southeast of the entrance to get to another spring pad. Use this pad as cover from a bazooka bot and take it out after it firs. Further along the path is another bazooka bot. Take in out and stomp the button at the end of the path to drop a can to the floor. Drop to the floor and use the hand pad by the entrance to lower a lift. There a recharge pad northeast of the entrance if you need it. Use the magnobeam to move the can onto the red portion of the lift. Use the touch pad again to use the lift with the can on it. There a vending machine in the southeast if your interested: Save Free Super Health 20 Maxi-Scrap 1000 450 Scrambler 10 Scrap Launcher megashot 250 Scrap Launcher Homershot 250 Wonderbot Trick 300 [*Wonderbot Trick Chip #10] (assumed) Use the two spring pads to get up to the lift. Use the magnobeam on the can to move it onto the conveyor to send it to the western room. Note the tinkerswitch in the cut scene above the ledge to the left of the display and the Wonderbot trick under the stairs. Drop to the floor, recharge and leave the room. ------------------ 5.9.3 Western Room ------------------ Go through the entrance room to he western room. Take out the dogbot and the security bot. There's a bazooka bot on the ledge to the north, and a large homing missile launcher on the machine to the south. You can shoot both of there from the floor. Get [*Wonderbot Trick Chip #13*] under the stairs. There a full heal in the southwest corner if you need it. Use the magna beam on the can to move it to the southwest corner. You can double jump onto the can and double jump and ledge grab the lower portion of the machine from there. Double jump to get to the higher portion of the machine. Roboglide to the conveyor and roboglide again to the northern ledge. Shoot the bazooka bot in the northwest corner from there. Use the Tinkerswitch on the ledge to start a 1 minute countdown in which you must use the other 4 tinkerswitches in the room. Run up the ramp on the northwest corner and use the tinkerswitch there. Watch the steam an drop down to the can, and get back on top of the machine to use the third tinker switch there. Drop to the front of the machine an use the fourth tinker switch. Go to the southeast corner and use the final tinkerswitch. This activates a display with the combination on it. heidism on the IGN boards noted an easier way to get on the conveyor: -- Next to the machine there is a round platform, if you turn the tinkerswitch nearest to the entrance, it makes this platform go up and down. If you jump onto the can and then onto the machine, you can jump onto the round platform next to the higher part of the machine. This platform goes up high enough so that you can glide to the ledge against the opposite wall easily. -- With the above note from heidism in mind, instead of using the order of the tinkerswitches above, I'd use this order: 3rd, 4th, 5th, 1st, and 2nd. Numbering is according to the ordered mentioned above, you may need to make two attempts due to the bazooka bot, or just kill it, wait for time to expires and then do the switches in my original order. (It takes less time to brute force the combination.) -------------- 5.9.4 Big Weld -------------- Return to the main room and open the lock. (My combination was blue- yellow-blue-green). This raise three platform on the northern side of the room. Jump across them, getting the full heal if necessary. Use the touch pad on the last platform to free Big Weld and end the chapter. Save the Game when prompted to. =================== 5.10 Big Weld Chase =================== ---------------- 5.10.1 Obstacles ---------------- Your riding Big Weld here, think of him as a transport pod without the turbo. Pay attention to the instruction for ducking and jumping at the beginning (Xbox Y=duck, A=Jump). Watch for the arrows on the barriers and duck or jump accordingly. The sequence is Jump, Duck, Duck, Jump, Duck, Duck, Jump, Duck, Duck, Jump, Duck, Jump, Jump, Duck. ----------------------- 5.10.2 Against the Flow ----------------------- In the second segment you're going against the flow of traffic. Try to avoid the oncoming pods. There are several full heals on the side of the road, the first is to the right, you may want to grab that if you did poorly in the first segment. The remain four heals are on the left side, the last being just past the "Diversion" sign as the course transitions into a construction area. ------------------------- 5.10.3 Under Construction ------------------------- No traffic here. Avoid the oil patches and jump over the falling beams. If you take the shorter left fork there are rows of scrap beside stretches of oil in the center, there a full heal in on of these lines. You'll want to take the longer right fork however, There will be a full heal to the right in the first line of scrap. There are more falling beams to jump over. After a while a pipe will be swung into place. Go through it to get [*Wonderbot Trick Chip #14*] Save the game when prompted at the end of the run. ============== 5.11 Chop Shop ============== --------------------------------- 5.11.1 Delving into the Chop Shop --------------------------------- Drop to the floor below where you start. Watch out for flame burst over the fire pits. Deal with the 2 Frogbots and the Claw and Shield Bot. There's a recharge pad in the southwest and a Vending Machine to the north: Save Free Super Health 20 Maxi-Scrap 1000 450 Scrambler 10 Scrap Launcher Megashot 250 Scrap Launcher Homershot 250 Wonderbot Trick 500 [*Wonderbot Trick Chip #15*] Buy the Wonderbot trick. Take the exit to the south. You're was is blocked by the lava. A fishbot can be observed jumping out of the lava. Use the magnobeam on the hanging block in the middle to pull it close enough to jump on. Double jump to it and double jump to the far side. Deal with the Gun and Shield Mark II there by hitting it 5 times with the wrench. Jump on the blocks at the west end. Double jump to use the mangogrip. Move along counterclockwise until you see a ledge under you. Jump to disengage the magnogrip. Double jump to a small platform. shoot or magnobeam the Buzz Saw Bot on the next platform before jumping there. Follow the path counterclockwise jumping over the chains, avoiding the flame and dealing with the two Buzz Saw Bots. Stomp the switch at the end of the path to start some lifts moving. Drop to the ledge below and jump on the first lift. The electrical dischargers look nasty. Use scramblers on there so you can walk by. Jump to a conveyer and double jump to a ledge with a Gun and Shield Mark II. Jump on the next lift and turn and jump back clockwise the ledge above the one you just came from. Deal with the Gun and Shield Mark II and go clockwise to the end and shoot the cannon that's past the blocks and conveyor. Jump to the blocks and then double jump and ledge grab to the conveyor. Turn counterclockwise and double jump to the ledge above the one you came from. Go counterclockwise and turn right to a full heal. Use the magnobeam to pull the block into place to complete a bridge. Go back to the corner and drop onto the previous ledge. Jump on the blocks at this end and double jump to use the magnogrip. Move into the tube and release the magnogrip. Go through the door and deal with the two Claw and Shield Bots. Go to the door at the south end. Shoot the grenade lobber below. Use the magnobeam on the small weight above you to dump [*Wonderbot Trick Chip #16*] from the cauldron to the ground below. Drop down to get it. Two electrocutors will have maneuvered under the ledge you were on. You're in range of there attacks so quickly deal with them with 6 wrench hits each (and hope to hit both at the same time). Take out the cannon Mark II past the recharge pad. Use the recharge pad if you need to. Use the spring pad to get back to the entrance. Double jump at the west end of this ledge to use your magnogrip. Go west and disengage onto the rotating platform when its level. Quickly jump to the next platform to the west. Shoot the Gun and Shield Mark II that's under the electrode to the west. Shoot the electrode with the electo shot. to start the platforms in the lava moving. Jump over to the electrode, and drop down a few gears. Get on the nearest platform. Make your way across the three platform to the ledge on the south side. Use your magnogrip on the east end of this ledge to get to a platform o the east. Jump on the dumpster and then on to the platform to the west. Shoot the drill bot with the electro shot in the distance at the western end before using the magnogrip to get to the ledge where it was. There a vending machine here with this selection: Save Free Super Health 20 Charge-A-Matic 600 Refine-O-Max 800 Electroblast 50 Scrap Launcher Sprayshot 250 Scrap Launcher Ricoshot 250 Bonus Feature 1000 (Meet the Rusties) Scrambler 10 Buy the bonus feature. Jump on the block and onto the ledge to the east. Deal with the grenade lobber by the remote control pad, use the electro shot. Use the remote control pad. Collect as much of the unclaimed scrap as you can before flying through the switch to the east of Rodney to start a lift moving. Drop down from the remote control pad. Jump to the recharge pad and use it. From the jump to the structure to the south and then to the lift south of that. Use the magnogrip at the top of the lift. Move along the magnetic ceiling until you can see the platform under you. Release the magnogrip. Deal with the drill bot and shoot the Gun and Shield Mark II on the ledge to the north. If you need healing take the path up past the Wonderbot switch and the come back here. Roboglide to where the Gun and Shield Mark II was. Use the Zip line to get to the door to the west. In the next room deal with the 2 Cannon Mark II's and the 2 Claw and Shield Bots. Go west to the fan room Shoot the spiked bottom bot on the fan to the right. Jump to the lower fan blade and ride it to the fan. Jump into the updraft and ride it to the second fan blade. As you ride this fan black, shoot another spiked bottom bot on a fan. Ride this updraft to the third level. Repeat twice move to get to the fifth fan blade. Ride it around and jump into the entrance to the north. Talk to the bot there. He want 10 Gold Scrap to let you past so you'll need to collect some. Roboglide down to the green exit to the west. ------------------------------ 5.11.2 Golden Scrap Collecting ------------------------------ In the room through the green door, go down to your left and deal with the drill bot. The vending machine here has the same selection as the first in this chapter. (You can go through the door here and deal with the Cannon Mark II and jump up the platforms for some scrap. Go back up to the entrance and shoot the Gun and Shield Mark II below to the north. Use the magnogrip and go as far north as possible and release. (If you want you can go through the door to the northeast and deal with the Buzz Saw Bot and then jump up the platforms for some scrap.) Jump on to the rotating platform in the lava. Shoot the Gun and Shield Mark II in the blue area to the west. Double jump into the blue area when you're close enough. Go in the door to the northwest. Deal with the Cannon Mark II. Jump up the platforms to get [*Chopshop Gold Scrap #1*]. Get the full heal here if you need it. Leave the room and jump on the rotating platform on the right. Shot the Gun and Shield Mark II in the green area. Double jump to the green area when you're close enough. Enter the room to the southwest. Shoot the Buzz Saw Bot and jump up the platform the get [*Chopshop Gold Scrap #2*]. Leave the room, jump on the rotating platform to the right. Jump off by the vending machine. Go back to the entrance. Double jump to a platform to the north, make sure you delay the second jump long enough to avoid using the magnogrip instead. Use the magnogrip on this platform and move along the ceiling to a round portion at the other end that's over a platform. Release and double jump to the spring pad. Use the spring pad to get to the top of the path to the east. You'll need to start moving toward the platform as son as you start going up from the spring. [*Chopshop Gold Scrap #3*] is east along the path at a corner. Follow the path south then east. Jump the gap to the south. Use your magnogrip to get [*Chopshop Gold Scrap #4*]. Cross the moving block to west and release over the platform at the end. Double jump and ledge grab to get to the platform above to get [*Chopshop Gold Scrap #5*]. Carefully cross the moving blocks to the east and get [*Chopshop Gold Scrap #6*] from behind a switch. Use the switch to rotate a platform so its now horizontal. Go back across the block and jump on the new platform to the south. snipe the 2 drill bots below, one to the south, and the other to the west. Jump down to the path to the north and follow it around a corner to get [*Chopshop Gold Scrap #7*] beside a recharge pad. Use the recharge pad. Go back to the corner and drop to the platform to the west. Use the zip line to get to where the western drill bot was. Use you magnogrip at the west end of this platform to get [*Chopshop Gold Scrap #8*] and drop onto a small circulator platform at the end. Drop to the ledge to the south and use the zip line to get to the southern door. Deal with the two Claw and Shield Bots in this room. Get the full heal if you need it. Deal with the Buzz Saw Bot in the narrow hallway to the south. You'll emerge in a room with a nasty looking robotgrinder. Use the magnobeam to pull the crate towards the entrance. Jump on the crate. Use your magnogrip to get past the grinder and release on to a remote control pad. Get [*Chopshop Gold Scrap #9*] on a shelf to the left. Use the remote control pad. Fly the Wonderbot over the stationary blades and under the moving blade to get to the switch. Follow the conveyor and ground slide under the small opening. Go through the door to the east. Jump on the conveyor. Try to avoid the flames. Double jump through the rotating blade and deal with the Buzz Saw Bot. Avoid more flames and deal with the Cannon Mark II. GLITCH WARNING: I fell through the floor between the first flames and the rotating blades and had to reload. Shoot the explosive crate to get [*Chopshop Gold Scrap #10*] Continue following the path as it turns east. Deal with the Buzz Saw Bot and avoid more flames. Double jump through more rotation blades getting the full heal from the flame jet. Run down the conveyor and drop into a room with 2 Claw and Shield bots. Leave the room through the door to the north into the fan room. Make your way back up the fans and bribe the guard. Go by the guard. There a vending machine here that has the same selection as the second encountered on this map. Go through the door to the north to end the chapter. Save the game when prompted. ===================== 5.12 Ratchet Showdown ===================== ------------------------ 5.12.1 Ratchet's Machine ------------------------ It's time for the final showdown. It the spirit of fair play you'll be force to stand in one spot and given you scrap launcher as the only weapon choice. It does have infinite ammo though. You're facing Ratchet's machine, a large monstrosity consisting of five portals that will spew out waves of enemies that you've faced previously. Shoot them as they approach. Shoot full heals to heal yourself when they appear. Continue doing this until you hear a horn. On hearing the horn, immediately aim to the top of the machine and look for a blue light above one of the portals. Shoot it until it turns red. Repeat this until you've shot the lights above all five portals. -------------- 5.12.2 Ratchet -------------- Now it's time to deal with Ratchet himself. Aim for the top of the machine, Ratchet will by moving between the portals. When Ratchet stops over one of the portals open fire on him to hit him. If you hear him say "Coming at you", "Fix That", or a similar taunt he's going to throw a bomb at you. Shoot it down before it hit. There will still be enemies running along the floor at you, but it you keep Ratchet in your sights they won't have enough time to take you down before Ratchet has been finished off. Once Ratchet has been hit five time the game is complete. Save a final time when prompted and watch the credits. ********************************************************************** 6. Enemies ********************************************************************** There's are the names I've chosen to call the enemies in the game. I've including a brief strategy for them. For the most part the wrench is likely the weapon of choice since it doesn't consume you're spending money. I also highly recommend the Megashot upgrade. It can take out the brutes with a single shot. Once you acquire the Magnobeam its capable of lifting more enemies off the ground and dropping them to destroy them. The electro shot is capable of taking out most enemies with a short burst. Quicker and more energy efficient than the magnobeam. Dogbot ------ This canine robot has a nasty bite. It falls quickly to three hits from the wrench. Security Bots ------------- Watch out for these bots spinning attacks. There's a window of opportunity after there spin to hit them 4 times with the wrench to destroy them. Buzz Saw bots ------------ This small bot can take a slice out of you which its blade if it gets to close, but falls quickly to three wrench hits. Missile Launcher ---------------- This stationary target launches a missile that can be easily side stepped. After it fires there's sufficient time to close with it and hit it three times with the wrench to take it down before it recharges. Brute Bots ---------- These larger bipedal bots like to slam their fists into the ground, be at distance when they do so, and the charge them for 5 wrench hits to destroy them. Spiked Top Bot -------------- The spikes on this bots domed head can hurt on contact. 3 wrench hits at required. Shield and Gun Bots ------------------- There bots fire projectiles at you. The shield protects them from frontal attacks so get behind them and hit them four time with the wrench. Top Bot ------- The wrench is not recommended for this bot, while it will go down with three hits you'll get hurt as well. Instead try to stand somewhere safe and snipe them with the scrap launcher. You'll need to lead them a bit. Three hits from a normal launcher or a single megashot with take them out. If you do find yourself in close quarters with them, rapid fire from the scrap launcher (don't aim) can be effective. Fish Bot -------- These bots leap in and out of acid. Ignore them they're harmless. (I tried firing megashots at them but either I was missing or they can't be destroyed.) Dozer Bot --------- This small bulldozer is invulnerable to frontal attacks. Get behind them after they charge and attack them 3 times with the wrench. These bots seem to be immune to scrap launcher fire, except during their appearance in Ratchet Showdown. Drill Bot --------- These drill headed bots can hurt you if you get to close but fall quickly to 4 wrench hits. Spiked Bumper Car ----------------- Don't get to close to this bot that's surrounded by pointed spiked. Shoot it from a distance with the scrap launcher or mangobeam. Mobile Missile Launcher ----------------------- Avoid this small robots missiles and close with it to take it out with your wrench, three hits will be enough. Be careful, it also has a melee attack. Large Security Bot ------------------ This large round robot attacks with its clawed hands. After it attacks move it with the wrench and hit it 4 times. This bot is immune to the magnobeam. Homing Missile Launcher ----------------------- This bot looks like the large security bot but its fixed in place. Keep moving when it fires to outrun the missiles that turn towards you. Hit it 6 times with the wrench while it recharges. This bot is immune to the magnobeam and the electro shot. Bazooka Bot ----------- This bot carry a big gun and will launch a missile at you if you're it range. The first ones you encounter are across trenches and will need to be shot. Wait for their shot to miss before returning fire. Spiked Bottom Bot ----------------- This large bot has some rather point spikes on the bottom. As these land mines explode on contact it's best to shoot them from a distance. When in a transport bot try to avoid them or take your lumps. Guard Dogbot ------------ A black version of the regular dogbot. Otherwise they're the same. Round Robots ------------ When with bots emerge from there iris there can be stomp on. The long necked variety may also toss bombs. Frogbots -------- A bipedal bot with a frog's head. They have a whipping attack after with they're vulnerable to 4 wrench hits. Claw and Shield Bots -------------------- Watch out for the serrated edge on the shield which allows it to be used as a second weapon. 4 wrench hits are enough. Cannons ------- Shoot these quickly with the scrap launcher when they're taking aim. They're less vulnerable to projectiles in the upright position. If you can get close to them, they'll fall to three wrench hit regardless of the position they're in. This bot is immune to the magnobeam. Flamethrowers ------------ These bots shoot fire out there mouth. You'll first encounter them while operating a transport pod, so try to hit them from behind. If that's not possible, hit them quickly to minimize damage. Insane Sewer Maintenance Bot ---------------------------- This boss is brought down by being hit 10 times with acid. Gun and Shield Bot Mark II -------------------------- Much to same as its small cousin. The shield is spiked and can be used as a weapon at close quarters. 5 hits with the wrench will bring these down. Cannon Mark II -------------- This upgraded cannon shoot multiple projectiles at a variety of angles. It's more vulnerable to return fire than the earlier model. This bot is immune to the magnobeam and the electro shot. Grenade Lobber -------------- This bipedal robot lobs multiple explosive grenades in you direction, it's lob can reach significantly higher levels than the one its on so be careful. Return fire between its volleys to take it out. Electrocutors ------------- There behemoth shoot electricity out the front a fair distances. Best dealt with from afar. If you find you self at close quarters quickly take them out with 6 wrench hits. Ratchet Machine --------------- A large machine spewing out waves of enemies. Shoot the five light above the portals when they are blue. Ratchet ------- The final boss. Shoot him five times while shooting down the bombs he throws at you. ********************************************************************** 7. LEGAL ********************************************************************** This document is Copyright 2004, 2005 MysticWeirdo aka Warren Grieder. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Permission to host this document is given to the following: GameFAQs IGN Sites that DO NOT have permission and never will: fuska.nu cheats.de CheatCC.com cheatindex.com supercheats.de This file may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission, except GameFaqs or IGN. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. ********************************************************************** 8. Contact Information ********************************************************************** For suggestions and/or corrections for this guide please email: mystic.weirdo [at] gmail.com The most recent version of this guide will be on www.gamefaqs.com. Please check there before contacting me with additions/corrections. Please include Robots FAQ in the subject of any email regarding this FAQ. ********************************************************************** 9. Credits ********************************************************************** Thanks go to the following: Blue Sky, Eurocom Entertainment Software, Vivendi Universal, and 20th Century Fox for bringing us this great game. The following sites for hosting this FAQ: GameFAQs IGN Thanks to Gayle Murawski for providing the PS2 controls. Thanks to Galaxy4504 for providing the Gamecube controls. Thanks to Linda Langemaire for providing the PC Controls. Thanks to Wayne Olds for his help in location the last Wonderbot trick in the City Journey chapter. Thanks for pointing out the error in one of the trick descriptions as well. Thanks to heidism for the alternate solution to getting onto the conveyor in the Western Room of Bigweld's Mansion. ********************************************************************** **********************************************************************