Robotrek manual




















Quintet reported that Robotrek ultimately sold only 45, copies in Japan and 20, copies in North America. Select the COPY command.

In the system was in the prime of its life cycle. It was a time when the genre was a niche market in North America, the only place you could learn about a ….

Items may have a unique quality like Cure or Repair. Or they may have tiers like armor pieces, e. And they may have tiers and levels like weapons, e.

As a rule of thumb the higher the tier or the higher the level the better the item. But there are exceptions to that rule, too. The upside is you will never get lost or not know where to go on the smallish world, most certainly a design choice that came about when directing this game for a younger audience. The varieties of locations you will visit range from everything you can think of.

On your journey you will explore forests, caves, a haunted house, the city sewer system, a secret enemy base inside a tropical island volcano, a snowy mountain research facility, time travel and even space.

There is also a whole range of characters you meet are just as colorful and animated as the environments. One of the more well known characters even among casual fans is the giant talking man crab named Meta Crab, who is also depicted on the Japanese box art.

One town has an NPC that shamelessly acts as an advertisement for other Enix games. However each environment does have a few of its own unique enemies which help keep things fresh. Bosses are large and often creative in design but lack any sort of threatening AI.

More often than not, simply overpowering them by a few levels while using a head on attack will be enough to get the job done. There are the simple tools like the drill, which allows you to dig through rock walls, and the SurpriseHorn that lets you alert Hackers. There are high tech items such as Infared Glasses to see invisible objects or enemies, or the Relay device that allows you to talk to animals.

The game length clocks in at around twenty five hours, which makes it easy to pick and beat from start to finish. Explore Wikis Community Central. Register Don't have an account? View source. History Talk 0. Do you like this video? Play Sound. This page is a stub. Robotrek [ Edit ] [ Talk ]. This section requires an expansion. This SNES -related article is a stub. You can help the Nintendo Wiki by expanding it.

That annoying "earthquake" effect is back The treasure in a southwest corner of your entry room is a Cure. Take the west-most of the 2 exits on the south side; the eastern one just leads to one monster in a dead end. Keep going, and leave through the stairs in the southeast, but if you're willing to get through a few more fights you can notice an altar-like structure on the northeast side of this room before you leave.

Now there are two small rooms with invisible monsters. These things are rather nasty, and can easily cause you to lose the game bet you didn't know that you lose when all of your robots are junk! A Masker is worth 2. Most of the time they run away if you inflict damage, and you get 0.

Best strategy is to Escape, then run away from them while they are visible and shaking their heads. There are two in each room. If you're lucky, you'll make it through both rooms without meeting any of them. To be fair to those of you playing without cheating, I didn't hang out here and get even more levels. But after these 2 rooms, you return to the outside world in the Shaman's House! So ignore all the villagers thinking you're a ghost, and just go back to Rococo to rest up from your "vacation".

The Volcano area now has Powermole monsters, and the rope is back so you can climb into and out of the Volcano Cave. The guard that wouldn't let you out of the "Bio Lab Ent.

So if you want to go scouting and build up levels, go ahead! I strongly suggest you be at least level 16 before starting up with following the story again.

It makes combat easier, and you can avoid retracing your steps to find books. When you talk to the Elder of the village, you begin a long sequence back in the Bio Lab.

Basically, you're forced to walk into a wooden box decorated with a green scarab, and be carried to the Shrine, then the Director's Office. And Mint is in there with you!

Einst shows up and tries to mack on Mint before mutual recognition occurs. Search the room: read the level 16 book Quick Pack , notice yet another mouse hole, take the Key treasure, try talking to the skull device on the wall it's DeityCom!

One strange thing but pointless thing about that scarab box is that while it appears wider than one "square", you can walk through the "half squares" on the sides. Hopefully you were level 16 already, and can now leave this room behind. If not, you'll either have to come back to read the book, or go to Kirara later, if you really must get them all.

Walk out of the "Chief's Room" and find yourself on the far side of the Hacker bathrooms. The Hacker guard that looked at your Stamp earlier now can tell you that the Chief was chased to the Toilet.

So, dodge patrolling guards, ride conveyors and press buttons as necessary to get to the big toilet where you got your hand stamped and met Kotetsu. Mint will be in there, and asks you to follow Einst further into the mens' room some reporter! The Hacker inside will tell you Kotetsu is the cleaning person, mention the Lunchroom, and tell you to check the Exec. Go in, and walk a step towards the toilet, and this small room which has a mouse hole of its very own does something strange, like move in an elevator fashion.

Don't worry, you can walk out, into another bathroom and one other exit, and back in to get back where you started. By the way, the last place you could save the game was just outside the toilet where Mint is now.

Those flashing lights on the side of the walkway are alarms; trip one and 4 groups of Cmdrs will show up! Brave the alarms and go through the southeast exit to find a Secret Lab room with a hole and "Boss" design, but no door! So return back to Mint and tell her it was a dead end.

She'll run off, and you can go try out your Key on the only other locked door you can now get to: northeast of the big bathroom, where there's a mouse out in plain sight told you to remember that! You'll have to travel through this room with 2 Turbo monsters several more times, but for now head north. This is the Lunchroom. Go in the opening to the left of Kotetsu, and you'll find the Hacker Cook. If you like, go to the southeast opening and listen to Hackers order food.

If you followed my instructions back at the Cook, you'll be let in here. Glasses should be your first priority; the game will only let you make one, and you can't discard them either!

Retrace your steps and keep heading right, and through the door to the E. In here, ignore the door to the S for now. Go to the N first to find Scrap4 treasure. Go back and do the door to the S that you passed up before. Go on the bathroom elevator and go to the room called Secret Lab, wear the Glasses, press A at the "door" then walk in. Read the level 14 Celtis 1 and 17 Bomb 2 books in the bookcase, and finally, the red book on the table. Oh no! You're a mouse! Well, while you can just walk around like normal, why don't we start exploring all those mouse holes?

Note that you can't change equipment or do most other things besides pressing A to talk or Y to use Equipped item and the usual moving around, while you are in the mouse tunnels.

So let's go back through that alarm and over to the mouse hole next to the Earthquake Device Room door. At first, it looks like you're in the same set of tunnels again, but they just look the same; the mouse tells you something different, and the other room is the long-sought Earthquake Device Room! Inside is Mint, getting nowhere with the controls.

She's so scared of you, she babbles "Wait!! Don't come over here! Or maybe that's just another bad translation Luckily, a little while after you try to puzzle out what to do you may have to try touching the buttons or talking to Mint several times , Kotetsu shows up again, and eventually decides to talk to you instead of freaked-out Mint. Try talking to Mint several times, until she has enough and leaves.

Well, you know where that is, so let's start heading back that way. You can walk out the door now actually, you could as soon as you got in through the mouse hole and go back to the bathroom where the elevator is.

The mouse holes here connect the "real" bathroom, and the elevator one, on both levels, so nothing interesting there. One good thing about being a mouse is that the patrolling guards will literally walk right over you without sending you back to the "Factory Experience" Room.

However, monsters will still come after you, with the slight disadvantage that now the "you" command doesn't work in combat! You can also go through the tunnels between the hole formerly blocked off by a mouse, just south of the Turbo room, and the Lunchroom, but this doesn't get you anything. The tunnels from the Gunrobot room don't go far before 2 mice block your way, and ask you to do something about the Soldier in the Lunchroom.

OK, now go back to the Lunchroom, which is overrun with mice! The only Soldier will fight you when you talk to him may need to equip Horn and use it once first. One of the mice on the far right of the room at first is a former Soldier; talk to it to learn the self-destruct sequence press right 3 times, left twice for the Earthquake Machine.

Although Nagisa's hint will now talk about destroying the Machine, there's a little something you need to take care of first - becoming human again! Now the mice will let you pass, and you can go to the Money Room! But if for some strange reason you haven't successfully read the 3 Inventor's Friend books here in the Bio Lab yet levels 14, 16 and 17 , go gain enough levels in combat, and go read those books, before you go back to Kotetsu.

GorfiousBafoon asked me if the treasures from the volcano treasure room were random, because besides the GP there was a Sword 4; that seemed to be too strong for that early in the game. But since I got one when I played, and I haven't found anything noticeably different from the first time I played the game, I'd say the treasures are not random, and the Sword 4 is there to help you spank this game into submission.

He will NOT be happy if you have nothing, which you could only do by making or buying things, so just Recycle something and try again.

Now you go to the Secret Lab room where you were turned into a mouse and found the level 14 and level 17 books. Either equip the Glasses and open the secret door, or walk through the mouse tunnels to get in. Talk to Kotetsu and you'll be a human again!

He'll also give you the hint to talk to mice, if you don't already know how to get rid of the earthquakes. Since you already do, just go back to the Earthquake Machine and press A at the right front side of the machine 3 times, then press A at the left front side of the machine twice. If you've done it right, the machine starts blowing up. Leave the room.

Mint shows up, and you're suddenly out in the Volcano Cave. She says something about a forest and leaves you to get out by yourself. So go out the south exit of this room, then get to the northeast corner and up the rope. Leave the Volcano area. Again, you have an opportunity to flee South Isle for the safety of Rococo.

Back in the Village, you'll see the two tourists and some mice. All the natives which doesn't include the shopkeeper except the Elder and his 2 guards and the Shaman are now mice. Well, scratch the 2 guards Now talk to the Elder, and then one of the 2 guards. You'll next be in the Shrine you last visited while inside a box. This Shrine is that altar you saw while escaping the Bio Lab and Volcano Cave a while ago, but now the door is open. Anyway, explore inside the Shrine. When you go to the exit revealed by the dance, Einst shows up, pushes you aside, and rushes in.

In the next room, the block on the floor switches the walkway between left and right. While on the right side, there's just a message and a dead end. Toggle the floor switch, then go through the left side exit to get to a Clean treasure, then go to the west to see your first Poison monster.

If you keep going, you'll find you're at a dead end though. Head back to that treasure, and press A while next to the alcove nearby. This one will open a door. The others will summon groups of annoying Gelgel monsters or send you back to the door of the Shrine.

Keep going, and trip the floor switch in the middle of another room, which moves another walkway so you can proceed. Uh oh! Boss fight coming up! You must walk all the way out of the Shrine before you can save, then flip the switches again on the way back in, but there are no monsters on the way unless you go looking for them. Anyway, go in, and you'll find Einst running around that gold robot you saw in your dream at the Village's Inn.

Tap him on the shoulder, and he whips out his "Big Eye" robot to fight you. Remember to Guard if you can't hit with your weapon, it will save you a lot of damage.

Attacking from behind does a lot more damage. Even using 2 Level 26 robots, I used up 3 Repairs and 5 Cures on this, even after a few back shots with the Axe that did about damage each. Arcanine tells me that you can stand directly "under" the Big Eye lowest row, same column on the battle map and use a Sword 4, and it will stay put and probably do less damage to your robots.

As with other boss fights, a special move sequence will do more damage if you can figure out which ones are the most effective. Einst is in denial after his robot loses, and runs away. Actually, I think you can escape now, but you'll wonder about that gold robot Talk to the front of the gold robot, and Napoleon gives you Stone 3. But now you're stuck without the walkway. Talk to Napoleon, then follow it. The Drill won't help so talk to Napoleon again and walk away until it busts a hole in the wall.

And again. At no time will using the Drill work, or offering a Repair to Napoleon. Until finally Napoleon collapses and leaves a ScrapA behind. After you get it, exit north. You're now in the second Volcano Cave, the part that you went through after escaping through the garbage chute.

Go to the left, and exit through the far western exit on the south wall remember these 2 exits, where the "middle" one is a dead end? Then go south. You can take a detour to the northeast part of the next room to see the Shrine in ruins, or just go up the stairs in the southeast part of the room. Now 2 rooms with invisible Maskers and Berets wear the Glasses to see them , and finally you're in the Shaman's House again.

The native at the door will ask you to go see the Elder again. Talk to the Elder and the Shaman is still a mouse , but then you have to talk to the native in front of the Inn. When he says something about a strange boat, you can now leave the Village and the path to the Inlet area is revealed.

Now you can go to the Inlet, optionally talk to Mint, and get Change. The story makes more sense if you talk to her first. Either way, back to Rococo darn! I was going to try out Change right away to scare Mint again! Note that Change is another of those items you can't build yourself. Don't lose it! It's needed many times in the game from now on to switch between human and mouse form.

Back in Rococo, Grandma Coker is in bed wanting a household helper. Talk to her, and you learn how to make Little Robot! I didn't see any immediate reward.

If you equip a Little Robot, it will appear and follow you around in "nice" areas like Rococo. Stella is also back home.

If you go into your own house, or go to the Mayor's Office, or talk to the Policeman at the Police Station, you get put in jail. But don't worry, this is how we advance the story!

If you're stumped about how to get out of jail, there's a hint on the middle of the north wall. For those who need it spelled out, equip the Horn and use it to attract the Policeman to the cell, and before the Policeman opens the cell door, equip the Change. He'll let you walk out and you're now free. Just don't talk to any Police while in human form, or back to jail you go!

Flavon finally gives you a useful hint if you visit him. Either as a human or mouse, talk to that stray dog, and it will follow you in to see the Mayor. Except that Carl's mom, the Receptionist, won't let you in to see the Mayor, even as a mouse - with or without the dog.

However, Carl is also gone from his house, and is waiting in yours. He'll tell you that he's waiting at a secret way to the Mayor's, south of the Police Station.

That turns out to be that closed-off tunnel entrance SW of the Police Station. Go in there, talk to Carl, then get behind him and move north or press A several times. You can now enter the Tunnel dungeon. There are two interesting things about the first room that has monsters those "house crabs" or Shells. First, the door to the north is to a shop run by a mouse; equip Relay or Change to talk.

The mouse gives you one useful piece of information, and sells Scraps 1, 4, 5, and 7, plus Cure. Prices are 1. The second thing is sort of a spoiler: the Shells are difficult to damage unless you are using certain weapons - Axe 3 and Punch 3 worked for me.

A Shell takes over damage to kill, but it's worth They have a very annoying tendency to run away though. I didn't find this out when first playing, Paladius sent me an email about it. Gollum says a Sword 2 L9 is also enough to kill crabs quickly. The advice from Nagisa is useful when in the tunnel - try out all your available weapons. My default of a Celtis1 got replaced by a Punch3 even though it took longer to walk around - doing a guaranteed kill each time is worth it.

You don't need to be a mouse to walk across the narrow bridges, but there is one place where you have to go through mouse tunnels to proceed. There's one place where the old Drill comes in handy, to get to a Scrap2 treasure. Find an Axe 3 treasure near where you use the second Key on another locked door. Finally you'll come to a ladder, which leads up to the hole in the atrium of the Mayor's House.

Inside, you'll find a Hacker guard preventing you from getting to the Rococo employees. But notice that there's a mouse hole in a room nearby.

You can go talk to the fake Mayor with no ill effect. You can also walk out to the Receptionist and see Mint. If you need any supplies or more books can be read, go do it now because there's a Boss fight coming up after 2 easy ones. Go through the mouse hole, then switch back to human to talk to the town employees.

Talk twice to the Hacker guard "after" the employees to fight him, and now you can explore more. Through another mouse tunnel you'll find the "real" Mayor locked in a room. There's a Scrap6 hidden in the room with him; search the furniture. If you've avoided using the Scraps that you've found for anything which can hurt your progress if you're too careful , you should now have 2 each of Scrap1, Scrap2, Scrap4, Scrap5 and Scrap6, plus one each of Scrap3, Scrap7, Scrap9, ScrapA and ScrapB!

But the employees must have used their amazing Civil Service power of "Avoid Work", because they've gone! Oh well, even if you're ahead of the plot and try getting the dog to follow you in to see the Mayor now, nothing happens. You have to talk to Mint in the Receptionist room , then wait until she comes back, and talk to her again so she can tell you to get the dog.

Now have the stray dog follow you to the Mayor's office, but save outside of it. When you talk to the Mayor, you'll get into a Boss fight with Papamecha. It wasn't too tough for me, but my robots were already at level 34 using Axe 2 or Punch 3; only used 2 Cures and 1 Repair. Now go to the locked door that should lead to the real Mayor.

Equip the Key and open the door, then go in and talk to him. He'll tell you about the Fireplace in the next room down the hall. Even if you tried looking before, now you can remove the grating and go inside. When you get the Stone 1 treasure, it is invisibly taken from you Glasses don't help. Mint says she wants a picture, but you should go up to the Roof to find Rose. When you get there, she disappears again Glasses don't help. The government workers are back from their break, and the one with the mustache tells you only the first time you talk to him to look in the NE corner of the room with the fireplace for GP NOW you can find it.

This whole part is bogus! As in "why couldn't I do that earlier? Go near your house, and you'll see 3 boys talk about a talking Crab at the Harbor and then run off.

So go to the Harbor, and talk to any kid and the crab, then any kid again. They won't be satisfied until you equip the Horn and talk again, and they take it and leave the crab alone with you. Talk to the former Meta Crab, and learn where your father is. You must talk to the fisherman in the house before the second Ship appears on the right east side of the pier, which takes you to Snow Mountain when you board it.

The other ship still goes to South Isle. In fact, now's a good time to go to South Isle again, because you'll find there is a heat wave and drought going on. It wasn't there until you finished the "fake Mayor" sequence. This is optional, but it's free stuff for you and there's no point in waiting. Tran says that if you talk to the natives, they ask for rain. As you're the messenger from the gods, it's your job to make it rain.

Use Weather, then talk to the Chief in the Elder's House, and he tells you to take stuff from the two boxes. These are a Celtis 3 L1 and Laser 1 L1. Thanks also to Pfritz, Odie and Gollum While the shop is shut down during the drought with a text glitch on my copy too , when it reopens it sells Scrap5 and Scrap6! And the prices have gone down to "normal" too! Let's tie up one more loose end before we go off to the Snow Mountain and Hacker HQ: get the Horn back from those kids.

The first time I played, I thought the Horn was gone for good. Bearcouncl said you could get it back, but didn't tell me how. ASoftDS explains how to get the Surprise Horn back: "after giving it to the three blue haired brats, put on a Vanish, and talk to the one walking in front of the gate of Rococo a few times, then he'll give it back, crying. Take the ship to Snow Harbor, and when you leave that area by land, the path to the "Snow Mt.

The footprints in the snow is a cool effect! Before going to the Hacker Base, go to the left on the first Snow Mt. No monsters in here, but you need the Drill and Glasses: at the eastern "There's no one here! Now put on the Glasses, and you can see and talk to the little robot named "K" hiding in the little room that's otherwise empty.

It says "Scrap9 and Scrap10 are the strong parts. They make up the core. When you find them don't be in a hurry to combine them find the best combination. Climb around, and eventually you'll exit the area and reveal the path to the "Base Ent. You can talk to the Hacker at the snowman, but it's optional. When you get inside the Air Base, the robot moving around is an alarm that summons 8 groups of Cmdrs.

Only works once each time you visit the screen though. In the second room there are 3 people you can talk to, but other than mentioning the Tower, Blimps and a memory loss punishment they're not much help. Keep going and get the Key. Go back to the first room, and open the locked door in the northeast corner with the Key.

I can't tell what to make of the Hacker in the bathroom, maybe he's shy or jealous. Go through to the group of Hackers outside, but you can't get past the guard unless you Change into a mouse using a Vanish doesn't work - guess he can see the footprints. You can wander around the Crab dinner, but without being a Hacker Leader you can't go further than one room inside. At the crab boiling, go stand next to the plate at the bottom right corner of the left table, and turn to face the table.

After a speech, the Hackers fight you rather funny because in my case there was only one on the battlefield! And after defeating them you can talk to the former Meta Crab yet again, which gets you the Leader's Badge. Now, with it equipped, you can get past that guard in the next room, and go on to see Carl's father in the Design Room too bad that Leader's Badge means nothing to the monsters along the way.

Agree to give Carl a message, and you get the Letter. Now travel all the way back to Carl in Rococo, and give Carl the Letter. On the way out of the Air Base, notice that the Hacker that was working on one snowman is now up to 3.

When you leave Carl's house, he gives you the Litho remember that from beating Meta Crab a long time ago? The Hacker outside the Air Base is now up to 4 snowmen Return to Carl's father, and equip the Litho when you talk to him, and you'll eventually get the Blimp.



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