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    FAQ/Walkthrough by Joe the Destroyer

    Version: 4.5 | Updated: 12/29/03 | Search Guide | Bookmark Guide

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    \ \ \L\ \    ___\ \ \____    ___\ \ ,_\  _ __    __\ \ \/'\    
     \ \ ,  /   / __`\ \ '__`\  / __`\ \ \/ /\`'__\/'__`\ \ , <    
      \ \ \\ \ /\ \L\ \ \ \L\ \/\ \L\ \ \ \_\ \ \//\  __/\ \ \\`\  
       \ \_\ \_\ \____/\ \_,__/\ \____/\ \__\\ \_\\ \____\\ \_\ \_\
        \/_/\/ /\/___/  \/___/  \/___/  \/__/ \/_/ \/____/ \/_/\/_/
    For play on Super Nintendo Entertainment System
    Presented by BoredGamer
    Version: 4.5
    Last Updated: 8/27/03
    Phase: Technically Complete.
    GameFAQs (www.gamefaqs.com)
    IGN (www.ign.com)
    If you are e-mailing me about feedback, questions, or anything having 
    to do with any FAQ, please send it to BoredGamerAdvanc@cs.com.  If any 
    e-mail is sent to BoredGamerAdvanc@cs.com that does not concern a FAQ, 
    it will be deleted/ignored, as I primarily use this address for FAQ-
    related stuff.
    Another new note: DO NOT put my name in your address book.  I'm not 
    doing this to be mean, and I extend my full apology to those of you who 
    know how to take care of your computer who have had my name in their 
    books.  The person you can blame is whoever it is that just will not 
    get rid of their klez problems (as well as other e-mail viruses). I'm 
    sick and tired of opening my e-mail and seeing more than a dozen 
    messages from MAILER DAEMON saying that e-mail I set was not accepted, 
    especially when it was to somebody I've never sent mail to in my life; 
    or when I get mail from newsletters I've never signed up for. If you 
    are reading this and know you're responsible, PLEASE GET SOMETHING TO 
    TAKE CARE OF YOUR VIRUSES.  I don't mean to come off as sounding mean, 
    but it's seriously irritating the bejesus out of me.
    After the Monster Rancher 3 FAQ, I'm going to say this.  If you don't 
    have anything nice to say, don't say it at all.  I know that not 
    everyone is instantly going to listen to this, but if you wish to flame 
    me for something on a FAQ, please don't even bother e-mailing because 
    you will be instantly ignored and added straight to my e-mails' 
    blocking lists, so that you can never e-mail me with that address 
    again.  Also with the last one, if you feel the need to falsely accuse 
    me of plagiarism, please only do so if you are the author of the item 
    that you felt was plagiarized.  If you are not, you will be instantly 
    Please stop sending me files.  I will not download them unless they are 
    someone I know, and by this I mean someone I know -personally- like 
    family or best friends.  I have suspected that some files that have 
    been sent to me are viruses (with good justification after being 
    persecuted) and did not download them.  This also means not to send me 
    FAQs or any other material to critique.
    It has come to my attention recently that some of you out there have 
    been putting my name in your address books.  This is all fine and dandy 
    by me.  However, one, maybe more, amonst you have contracted the Klez 
    virus (or something similar).  I know this because I'm constantly 
    getting e-mails sent back to me by MAILER-DAEMON and the like that 
    certain e-mails that I didn't personally send are not going through 
    because they have viruses in them.  This is usually how viruses like 
    Klez operate; they get into your address book, find a name, and begin 
    sending e-mails using that name.  I will say this loud and clear... 
    CLEAN YOUR SYSTEMS!!!  Download FixKlez or AVG Virus Scanner Free 
    Edition.  They're free, much emphasis on FREE, which means costs you 
    nothing but time and hard drive space.  You can probably find them on 
    Download.com, if not do a Google search for them.  
    If you have something you would like to contribute to this FAQ, do send 
    it in.  That does not mean it will be definitely accepted, though. 
    2/7/02- I recent withdrew from my Astronomy class.  Usually, I don't 
    withdraw from classes, but this combined with my already heavy work 
    load from my History and Math classes has had a heavy toll on me and my 
    stress level.  I've decided to wait until next quarter to do my 
    Astronomy class and now have some free time to FAQ write again.  I've 
    decided then to do a FAQ for this game.  Legal Bit is up.  Combination 
    list for combining items is up.
    -11:00 AM Update
    Woohoo!  Head baggers elections start at the Commissary today!  I can't 
    wait to vote!  I just added a little to the walkthrough.  Not very 
    much.  I also added a little info in there about distributing ability 
    points for your robots.  
    -5:30 PM Update
    3A Completed.  Added some characters to section 1C.
    -6:30 PM Update
    Section 1D Complete.    
    -8:30 PM Update
    Added some weapons to Section 3B.  Info given for Sword 1 and Shot 1.  
    Walkthrough goes through Forest.  That's enough FAQing for one night.  
    It's off to play me some Silent Hill 2.
    -4:30 PM Update
    Did some title Updates.  IE- Changed Martians to aliens.  Don't know 
    why I put Martians, but oh well...  Section 1 completed.  That brings 
    the FAQ (in Rich Text form) up to 60K.
    -7:00 PM Update
    Section 2 complete.
    -11:30 PM Update
    Section 4 complete.  Added a little to the walkthrough. It now covers 
    up to the point where you get the Drill.  Enough of this.  Sleepy time 
    for me...
    -10:20 PM Update
    Added a little to the walkthrough.  Got up to the part where you first 
    see Meta Crab and that's it.  I probably won't be adding too much more 
    until either later tomorrow night or Tuesday before I go to work.  
    -6:45 PM Update
    Major reconstruction to the Item section, at least to most of the 
    equipment.  Full stat information given for Sword 1 and Shot 2.  There 
    was also a little added for Bomb 1, Hammer 1, and Shield 1 (I will keep 
    you posted when their stats are complete in the FAQ).  I would do more 
    stat updates, but right now I have a big headache and would like to 
    rest for a little while. 
    -1:00 PM Update
    Full stat information for Hammer 1.  Added a little stat info to Axe 1 
    and Punch 2 as well.  Added Kotetsu to the character list.  Walkthrough 
    goes through the first boss battle and covers a minute amount of info 
    afterward.  5A is nearly complete.   
    -6:40 PM Update
    Section 5A is declared complete.  Full stat information for Punch 1, 
    Axe 1, and Shield 2 available.  Added a little stat information for 
    Punch 2, Punch 3, and Sword 2.  Walkthrough is up to the point where 
    you have to go to the Forest of Illusion.
    -2:00 PM Update
    No school today thanks to President's Day. To salute our past leaders, 
    I've decided to spend today writing my Robotrek FAQ and playing GTA3 
    and Gunman Chronicles.  Full stat information for Shot 2, Sword 2, 
    Punch 2, and Punch 3 available.  Walkthrough spans through the Forest 
    of Illusion. 
    -7:30 PM Update
    Added a little to the walkthrough. 
    -12:00 PM Update
    Only added a bit to the walkthrough and added some more information on 
    Stone 1, as well as added Light to the item section, and full 
    information for Boots 2.  I also threw in just a bit to the section 
    when fighting Meta Crab.  It just dawned on me that you can have Shield 
    2 before you even fight the creature.  
    -4:00 PM Update
    A bit more added to the walkthrough.  Right now, it's up to the point 
    where you gain access to the Breaker Room in the well.  
    -6:30 PM Update
    Full stat information for Axe 2, Shield 3, and Power Pack available. 
    Walkthrough goes up to the beginning of the Clock Tower. 
    -1:45 PM Update
    Section 5B of the walkthrough complete (5B covers up to the battle 
    against Mamurana and a few small cutscenes thereafter).  Getting a 
    start now on Section 5C: Tropical Getaway.  Full stat info for Boots 3 
    and Boots 4.
    -4:00 PM Update
    Looking back on past updates, I noticed the dates said, "5/XX."  How 
    that came to be, I have no clue.  They've been changed to reflect 
    truthful date, though.  Walkthrough covers up to the part where you 
    first enter the volcano.  
    -11:20 AM Update
    Completed my last college final today and I'm officially on Spring 
    Break!  I also have to work like hell these next two weeks, doing 
    express work... Bah!  Decided to take "Difficulty Rating" out of the 
    boss battles.  My reason being that difficulty really varies as an 
    effect of your level.  Walkthrough covers up to the point where you 
    enter the Hackers' base in the Volcano.  I'm off to eat lunch and there 
    should be another update directly after.  
    -10:00 PM Update
    Yeah, I said "after lunch."  I didn't say how long after lunch.  What?  
    You have a problem with 10 hours?  Did some odds and ends in the 
    Hacker's Volcano Hideout as far as the walkthrough goes.  
    -7:30 PM Update
    I started work today... 6:35 AM.  I got done with work today... 6:25 
    PM.  That's the longest workday I've ever had.  I'm aching like hell 
    and nothing sounds more tempting right now other than relaxing and 
    adding to this FAQ until Yu-Yu Hakusho comes on.  
    -12:00 PM Update
    A small update to pass the time.  Just added a tiny bit to the 
    walkthrough.  I'm not even putting this update online.  
    -8:30 PM Update
    Another small update.  The walkthrough covers up to the point where you 
    enter the Volcano Hideout the second time. 
    -1:14 PM Update
    It's been a while since I've actually updated this.  I've had a very 
    busy quarter this month involving Astronomy and Abnormal Psychology.  I 
    think I'm doing very well in both classes.  Finally, back to the 
    walkthrough.  Added a little more to the walkthrough.  Right now, I'm 
    going to head off to mail something that's needed mailing since last 
    month and I'll probably be heading off to do a little gaming (the 
    things I do with my days off...).
    -7:10 PM Update
    Fixed the mistake in the walkthrough section that I just added and also 
    added more to the walkthrough.  It now covers up to the point where you 
    develop the Chameleon Glasses.  
    -2:40 PM Update
    Full information for Quick Pack and Celtis 1 available.  Added to the 
    walkthrough.  It now covers up to where you must steal money for 
    Kotetsu.  Also just added partial info for the Sword 4.  I'll probably 
    have full info for it by the next update (if all goes well).  
    -4:50 PM Update
    Added a tiny amount to the walkthrough.  Full data for Sword 4 up.  I 
    would have added more, but dinner's callin'.  Just wait until I'm done.
    -5:57 PM Update
    Full information available for Sword 3, Axe 3, and Shield 4.  Added 
    more info for Bomb 1.  Walkthrough now covers up through the third boss 
    battle.  I've put an ample beginning for the fourth section of the 
    walkthrough (which has no real information) uncleaverly entitled 
    "Framed!!!"  I couldn't think of anything more original, so that will 
    just have to do.  
    -7:40 PM Update
    Found that I'm not done with the 5C portion of the walkthrough and 
    added what little needed to be added.  Got a start on Section 5D: 
    Framed!!!  Added to the walkthrough.  It's about halfway through the 
    Rococo Sewers.  
    -8:00 PM Update
    It's been almost two months, I figure I should update my FAQ.  Heh, I 
    thought the Summer would bring more opportunities to write.  It's only 
    kept me away from writing, what with all the free social time I get!  
    Added to the walkthrough.  Some info for Bomb 4 is up.
    -1:35 PM Update
    Yep, you heard me!  I'm updating more today!  Just a tad bit more to 
    the walkthrough right now.  Maybe more after I take a shower.
    -6:01 PM Update
    It's been months since this FAQ has been touched.  I apologize for it 
    not being complete by now.  I figure now that the Cel Damage FAQ I was 
    writing is complete, I can finally go on to finish this.  There will 
    not be any other FAQs going into creation until this one is technically 
    complete, or at least the walkthrough is complete.  Walkthrough is up 
    the Air Base
    -10:15 PM Update
    Sidetracked a bit by a phone call.  No biggie.  Section 5E of the 
    walkthrough complete.  Also a few items added to the item secion.  I 
    also decided to stay up 1/2 hour later just to finish a section for a 
    side quest (5F).  
    -10:24 PM Update
    Beginning work almost right away.  I may not be adding too much 
    tonight, though.  I would like to play a little Vice City before going 
    to bed.  Added a little to the walkthrough.  Started on the Fortress 
    for Section 5G.  
    -1:35 PM Update
    Added a tiny amount to the walkthrough.  Partial information given for 
    Laser 1 (will probably have full info on the next update), Blade 1, and 
    Blow 1.  Full information up for Celtis 2 and Turbo Pack.  
    -8:28 PM Update
    The Fall quarter ended more than half a week ago.  It's finally time to 
    try to finish this FAQ before the next quarter starts.  I'm only hoping 
    that I can, otherwise... Oh well... Full information available for Shot 
    3 and Laser 1.  Added a sparse amount to the walkthrough.
    -12:00 AM Update
    Walkthrough now covers the first battle with Bugbug.  Also updated the 
    definition of Speed. 
    -1:33 PM Update
    I know, I've really been slacking.  Then again, I've got about 121 
    uncompleted games I've been trying to complete (I've completed four in 
    the last couple days).  Full information now available for Shield 5, 
    Blade 1 (with a correction on level 8), and Blade 2.  Walkthrough 
    covers up to the Blacktank boss battle.
    -8:35 PM Update
    Updated the walkthrough some more.  Section 5G complete.  Walkthrough 
    covers up to the point where you have to enter the Forest of Illusion 
    in the past.
    -10:00 PM Update
    My apologies to anyone who was waiting for updates to this FAQ or any 
    FAQ-related e-mail.  The main reason that nothing has been done in 
    terms of FAQs is that I have been going to school full time and I 
    finally got a break for summer.  This has been the roughest year of 
    college yet. I did poorly the last couple of quarters, however, I feel 
    I recovered quite strongly this quarter.  Enough musing, on with the 
    updates.  The walkthrough is coming along well.  As of this update, 
    it's about halfway through the cave in the past.  Currently taking a 
    break to watch Family Guy.
    -12:40 AM Update
    Back to updating...  Walkthrough is past the situations involving the 
    -3:40 AM Update
    Advanced the walkthrough a bit further.  It's now at Choco Lab. 
    -4:40 PM Update
    Thanks to Karsanow, the weapon section information will be complete.  
    -12:40 PM Update
    Every night, I say to myself that I'm going to update, then I get a 
    call saying, "Hey, let's hang out tonight!"  I haven't had much time to 
    myself in the last week.  Finally, here's an update.  I used Sacred 
    Hero/Solomon Warrior's guide (with permission, of course) to verify 
    what Karsanow already had, just to be extra safe.
    -3:30 PM Update
    Got sidetracked on other things while doing the previous update (phone 
    call, other FAQs, Arc the Lad 3), and didn't add much consequently.  
    -4:30 PM Update
    Did a little more for the walkthrough.  It's currently to the early 
    events in the Hackers' Space Fortress.  Would have put more up if not 
    for the needs of the body.  Must have dinner, but will update again 
    after I'm done.
    -7:20 PM Update
    Added Section 1E: General Tips.  I completely forgot to put one of 
    these in this guide.
    -8:30 PM Update
    A little more to the walkthrough added.  At the point where you can use 
    the elevator in the Space Fortress.  
    -10:00 AM Update
    More added to the walkthrough.  Getting closer and closer to finished.  
    -1:30 PM Update
    Added a little bit about the yellow doors to the walkthrough.  I was 
    going to add a whole lot more, but I am on-call for work today and I 
    just got called (I don't have to come in if I get called, but I do 
    really need the extra money).   
    -6:00 PM Update
    Meager update.
    -10:00 PM Update
    Guess what... This FAQ is finally complete!  Walkthrough complete, 
    final boss strategy down, etc.  Have a nice day...
    Oi vey... This was a long-lasting project...
    -10:17 PM Update
    New e-mail, and a new message involving the e-mail.  
    Reference credit goes to:
    The chart that came with the game 
    Karsanow and Solomon Warrior for information on the following pieces of 
    Bomb 1-4, Blade 3 and 4, Hammer 2 and 3, Celtis 3, Blow 1-3, Laser 2 
    and 3, and a few of the packs.
    Contents According to Joe
    Section 1: Introduction
    1A: Goofy Aspiring Inventor vs. Aliens: Details at 11
    1B: Gameplay
    1C: Characters
    1D: The R&D
    1E: General Tips
    Section 2: Building Robots
    2A: The Act of...
    2B: Gaining Levels and Inventor's Friends
    Section 3: Items
    3A: Regular Usage
    3B: Weapons
    3C: Basic Equipment
    3D: Event/Special Items
    Section 4: Generating/Combining Items
    4A: How to...
    4B: Combination List
    Section 5: Walkthrough
    5A: In the Beginning... 
    5B: Home of the Haunted
    5C: Tropical Getaway
    5D: Framed!!!
    5E: Maximum Penetration
    5F: The Fever Flower (optional)
    5G: Into the Fray
    5H: Connection to the Past
    5I: Danger is My Middle Name
    5J: Final Showdown
    Section 6: FAQ
    Section 7: Legal Bit
    Section 8: Thank You and Goodbye
    Walkthrough Notes:
    5A: In the Beginning...- Covers the beginning through the first boss 
    5B: Home of the Haunted- Covers the events after the first boss through 
    the second boss battle.
    5C: Tropical Getaway- Covers the events after the second boss through 
    the third boss battle.  
    5D: Framed!!!- Covers the events in Rococo leading up to the fourth 
    boss (that would include the sewers and exposing the fake Mayor).
    5E: Maximum Penetration-   Starts after you defeat the fourth boss and 
    ends when you obtain the Blimp.
    5F: The Fever Flower- Optional side quest.  
    5G: Into the Fray- Starts after you get the Blimp.  Still under 
    5H: Connection to the Past- Covers all the events in the past.
    5I: Danger is My Middle Name- Begins after you return to the present 
    and ends after the first battle with Gateau.  
    5J: Final Showdown- Final evens and final boss.
    For the last couple decades, Enix has brought us some of the best 
    RPG's.  Many would argue that they are the end all greatest RPG 
    company, even more so than SquareSoft.  Personally, I really don't 
    think I could fully decide on who makes the best RPG's, but I will 
    agree that Enix has brought us some of the best from Dragon Warrior to 
    Star Ocean.  Robotrek is no exception.  While it may not be the best 
    RPG created (in my opinion), it is definitely a worthy game.  
    A small continent not too far away is home to a very famous inventor.  
    His name is Akihabara.  His inventions are considered some of the 
    greatest ever thought.  After a while, Akihabara decides to take his 
    son and assistant, Nagisa, to a new town.  It is around this time that 
    his son can finally start that career as an inventor, just like his 
    father.  Akihabara's son (who is not given a default name, which means 
    you'll have to name him) does not fully know the situation he is about 
    to fall into.  Akihabara decides it's time to take a trip to a little 
    retreat he has in the forest.  His son decides to visit him and upon 
    arrival finds a strange figure speaking with his father.  It is now 
    that a group of evil aliens known as the Hackers make their appearance.  
    Not much is known about the Hackers aside from the fact that they are 
    ruled by a strange individual named Blackmore.  Their intentions are 
    obviously evil (as they so blantantly point out), but what could their 
    plans for the human race be?  
    If you've played this game before, then you can obviously tell that 
    this is an RPG.  If not, then well... Look at the last word on the last 
    sentence!  The game layout is a bit like this... You have a regular, 2D  
    plane-based environment which your main character moves around on. In 
    the regular environment, you character can inspect various things 
    around him with the A button.  This can be helpful as you can find 
    items and even special books called Inventor's Friends (see Section 
    As you leave an area, you will be placed on the world map.  The world 
    map looks a lot like Super Mario World's world map.  You see various 
    dots next to different structures or land features.  You can then walk 
    to those dots and push A to enter the area.
    Pushing X brings up your character screen.  Here you can work with 
    various different features.  Each of them are indicated below.  
      _____ _____ _____ _____ _____ _____ 
     |     |     |     |     |     |     |    
     |  1  |  2  |  3  |  4  |  5  |  6  |    
    This is where your items are stored.  Please not that you CANNOT use 
    healing items from this selection.  Here is where you can equip special 
    or event items to use during the game.  To do so, pick the item you 
    wish to use and push A to select it and make sure its icon appears at 
    the top of the screen.  Then, push Y when and where you wish to use.  
    This is where you can use healing items and such.  There are a few 
    selections on this screen as well.  The capsule is the arrange icon.  
    That allows you to arrange your robots in whatever order you wish to 
    have them in.  The next one is Cure.  This allows you to use your Cure 
    items, assuming you have any.  After that is Clean, which takes care of 
    any adversive effects on your robot.  Finally, there's Repair, which 
    fully restores you robot to one whole piece.  
    3: STATUS
    This is where you can check on your status and the status of your 
    robots. Your status will display a variety of things.  Experience in 
    this game is expressed in terms of Memory (Megs of data).  Just below 
    your character's picture is the experience he has gained and the 
    experience remaining.  This place also displays the amount of money you 
    have (in GP's), your program points (which go towards your robots' 
    stats), the item you have equipped, and the items you can develop.
    Viewing status for your robots is a bit different.  Below them is their 
    base stats.  They are:
    Energy: The more energy, the more HP your robots have.
    Power: Decides the amount of damage your robot does.
    Guard: Decides the amount of damage your robot can absorb.
    Speed: Decides how often your robot will evade attacks.  I also think 
    this might be your robot's luck, as far as hit rates and critical rates 
    (although I'm not sure on that).
    Charge: This is how fast your robot's action meter fills up.
    This just in on the definition of speed.
    "SPEED:  inaccurately named, should be DEXTERITY (DEX).  This stat 
    affects the robot's turn order in battle (initiative), chance to 
    hit/critical hit  (THAC0), and its chance to evade physical and 
    status/effect attacks (saving throw). 
    The higher the SPEED number, the better your robot's chances are for 
    first turn in battle, fewer misses when attacking, more critical hits 
    and fewer successful enemy hits.  Also increases % resistance to status 
    effects like RUST and STOP.  Useless under 10 points."
    Thanks to virgo1869 for that. 
    To the right is also your robot's current stats:
    Energy: Robot's HP
    Left/Right Arm Strength: The amount of damage that arm can cause with 
    its current weapon.  
    Back Strength: Assuming a Bomb is equipped, this would be the damage it 
    can cause.
    Move: How much space your robot can use to move during battle.
    Guard: Robot's over-all defense.
    Evasion: Robot's dodging ability.  
    Finally, there's the robots equipment below the current stats.  
    4: RUN
    This allows you to program different attack sequences that you can run 
    during battle.  These are a MUST in this game!  One of the best, in my 
    opinion, is having a triple attack with a melee weapon.  Let's say you 
    have a sword in your right hand and you want to use that to attack 
    three times.  You would then select a space and enter the program RRR.  
    This will allow you to attack three times, but only with a melee 
    weapon.  Experiment with different attacks and different weapons, as 
    different ones can generate different attacks.  
    This allows you to set different preferences you have for this game.  
    Message: Your message speed during the game.  The faster your set it, 
    the faster text will go.  I recommend fast.
    Sound: Set it to stero or mono.
    Button Setting: Set the buttons as you wish.
    The battle system of this game is quite unique.  The layout is a bit 
    like early Final Fantasy games like FF6.  You character will throw a 
    robot out (somewhat like Pokemon, except that this game came out before 
    Pokemon) and the battle will commence.  There will be several different 
    things you see here on the screen.  One of them you might first notice 
    is the timer.  Should you win the battle before time runs out, you get 
    extra experience!  There are several capsules on the battle field.  If 
    you hit the capsules with a melee weapon, they will open and give you 
    various different goodies.  You usually, if anything, get items or 
    extra experience.  Once in a great while, you can have your equipment's 
    level increased by 1.  Sometimes, though, the capsules will just 
    explode.  If they explode near you, they will cause damage (very 
    little, but still damage nonetheless).   
    When you enter battle, you will see a meter building up.  When that 
    meter is full, your turn has arrived and you can execute your actions 
    (to make the meter fill up faster, push B repeatedly).  Attacking an 
    enemy depends on what you have equipped and where it is equipped.  You 
    can just walk up to the enemy, push A to bring down the action list, 
    select attack, then pick your weapon, but that's a bit redundant.  
    Instead, get into proper position and push either L, R, or X.  L will 
    execute an attack with your left hand, R will do the same for right, X 
    will do an attack with your pack (assuming a weapon is equipped).  You 
    don't even need to bring up the menu when doing an automatic attack 
    with L, R, or X.  Just push the button and you're set!  Also in the 
    menu is Guard, which allows you to defend for a round.  Escape allows 
    you to run away from battle if need be.  Finally, there's [Insert Main 
    Character's name here].  This allows you to use items for healing and 
    such.  There are a few different regular usage items (see Section 3).  
    Finally, to execute a run get in proper position, bring up the menu, 
    select Attack, then select Run and pick the program you wish to use.  
    Button Breakdown
    D-Pad: Move character
    A: Inspect, advance text
    B: Run
    X: Bring up character screen
    Y: Use equipped item
    L: Inspect, advance text
    R: No use
    Select: Bring up character screen
    Start: Pause game
    World Map
    D-pad: Move character
    A: Enter level
    B: Run
    X: No use
    Y: No use
    L: Enter level
    R: No use
    Select: Toggle view mode
    Start: Pause game
    Character Screen
    D-Pad: Move cursor
    A: Make selection
    B: Cancel
    X, Y, L, R, Start, Select: No use
    Battle Screen
    D-Pad: Move robot when initiated, move menu cursor
    A: Make selection
    B: Cancel/Move back one menu
    X: Attack with pack
    Y: No use
    L: Attack with left hand
    R: Attack with right hand
    Select: No use
    Start: Pause game
    Main Character: Our unnamed hero.  Well, unnamed until you finally name 
    him.  He aspires to be a famous inventor like his father, Akihabara.  
    Akihabara: The Main Character's father.  He's a famous inventor.  
    Teaches his son how to build robots.
    Nagisa: The Main Character's mother figure.  Not his true mother, 
    although she does bear a strange resemblance to her...  Hmm...
    Kurogane: Akihabara's cat.  Doesn't go far from his master.  
    Mayor of Rococo: Has a strange infatuation with his new intern.  Um... 
    Clinton much?
    Rose: The Mayor's new intern.  She's been making jaws drop lately 
    around Rococo.  
    Carl: A little boy living in Rococo.  He and some others get lost at 
    one point and it's up to you to find them.  
    Dr. Einst: A pompous inventor.  Believes he's so much better than the 
    Main Character.
    Kotetsu:  A young man who enjoys exploring and adventure.  He is 
    captured early on in the game by the Hackers and it's up to you to set 
    him free.  
    Mint: A reporter from Rococo.  She goes whereever she can find a top 
    story to report on.  
    Flavon: An old man who is a partner of Akihabara.  He is injured while 
    running from Hackers and winds up at Count Prinky's Mansion
    Parsley: Flavon's dog.  
    Count Prinky: The owner of the "Old House."  His house appears to be 
    haunted by some supernatural force.
    Igor: Count Prinky's servant.  
    Mamurana: A possessed doll that dwells within Prinky's abode.  It 
    teleports through the different areas of his mansion.
    Blackmore: The leader of the Hackers.  Has a major evil scheme to 
    unleash on the Earth.
    Meta Crab: A higher ranking member of the Hackers with a crab for a 
    head.  Strange guy who loves to boss around his subordinates.  
    Shaman: A powerful shaman of a village on a tropical island.  He seems 
    to speak highly of some deity that needs appeasing in the volcano.  
    Napoleon: A mysterious being indeed... You learn more about him later 
    in the game and that's all that I'll say.  
    Dr G: A Hacker scientist who's developing innovative computer equipment 
    including a helmet that allows you to go inside a computer.
    Polon- A young woman who helps you out in the past.  She finds the main 
    character injured and nurses him to health.  
    Rask- One of the space travelors.  When his ship crashed, he was badly 
    injured and taken in by Polon.
    Cookie- One of Rask's companions.  
    Gateau- Accompanied by Napleon and Cookie, he came with strange 
    interest in the Tetron.  Hmm... 
    Tira- Princess of Choco and descendant of Cookie.
    1D: THE R&D
    Ahh... Research and Development!
    Scattered throughout the game are various R&D rooms where you can 
    maintain your robot and do many different functions that are quite 
    necessary to the game.  Needless to say, you should be getting -quite- 
    familiar with this place before you even complete the first dungeon.  
    In the R&D is a huge computer that looks like an SNES gamepad.  If you 
    investigate the very middle of the gamepad/computer thing, it'll take 
    you to another screen with some choices at the top.  They should look 
    something like this (numbers will indicate what each selection does):
      _____ _____ _____ _____ _____ _____ _____
     |     |     |     |     |     |     |     |
     |  1  |  2  |  3  |  4  |  5  |  6  |  7  |
    Have a new invention that you need to make for a special event?  Or, is 
    there an item you need to build for your robots?  This is where you do 
    it.  Throughout the game are various inventor's helpers and special 
    events that will give the Main Character ideas as far as new items to 
    create.  So, I would strongly recommend you search just about every 
    bookshelf you see.  
    2: COMBINE
    Very useful section.  There are quite a number of items and weapons 
    that are very useful for given parts and require you to combine.  See 
    Section 4 for details.
    3: RECYCLE
    Basically, this game's version of selling.  You can't sell items at 
    shops, so you must recycle them here and get a little GP in return. 
    This selection allows you to build a robot.  You can only have up to 
    three robots.  Each robot progressively costs more money.  Try to build 
    your robots as soon as possible (yes, all three of them).  It can make 
    things a lot easier having three allies to mess with.  
    With this function you can fully repair robots, but at a cost.
    6: PROGRAM
    This allows you to program different attacks into your robots, 
    depending on what they have equiped.  See Section 2D for better 
    details.  This also allows you to distribute ability points your robots 
    get when they are created and when you gain a level.  See Section 2B 
    for more details.
    7: EXIT
    Figure it out...
    -The further in the game you'll get, the more you'll start to see 
    enemies who are weaker/stronger against different types of weapons than 
    others.  This is why it's a great idea to give you robots different 
    types of weapons.  Aside from just projectile weapons (Shot, Laser), be 
    sure to carry some magical weapons (Sword 4, Blade 4) and some melee 
    weapons (Axe, Hammer, Punch).  
    -While engaging a boss, try to get behind them to attack.  You can do 
    more damage that way, especially if you hit with a critical shot.  
    -Try not to leave your back open.  This is like saying, "Okay, you can 
    kill me now."  This especially applies to bosses.  A good number of 
    boss attacks will kill you instantly if you leave your back open.  
    -Big Bombs eventually become obsolete.  In fact, they do become so 
    quite early in the game.  I recommend recylcing them, but if you really 
    like them that much, then whatever...
    -Always keep a fresh stock of Cures, Repairs, and Cleans.  Cleans are 
    not completely important, so don't overstock on them.  If you have too 
    many, recycle them to make room for Cures and Repairs.
    -Keep your old weapons.  You never know when you'll need them in a 
    combination.  Even if the combinations that weapon makes are little 
    ones, little ones can eventually become big ones if you become literate 
    enough with combining.
    -After a while, using your bomb pack becomes obsolete.  So, equip 
    whatever on your pack you feel would be best for your robot.  Always 
    take into consideration what stats you are emphasizing on your robot.  
    You may want to put something to accentuate your stat emphasis and make 
    it higher, or to try to compensate for one stat that isn't as 
    -Try to end battles as quickly as possible.  Quicker end = More 
    experience = Faster levels.
    -If you just cannot beat a boss, try one of two things: 1) Buy more 
    Cures and Repairs or 2) Build levels.  The recommended levels is only 
    the MINIMUM level that I've been able to beat the boss with.  This 
    doesn't mean that everyone else will be able to, as playing styles in 
    this game could vary.
    -Don't give up until you've been defeated.  There was one battle when I 
    was fighting De Rose where she maliciously kicked the crap out of me.  
    I was down to the last hit on my last robot with no more healing items 
    and I said, "Only a miraculous act of God can save me now..."  I took 
    one more shot on De Rose and destroyed her.  Just because you think 
    you've gotten your ass handed to you does not mean that you're 
    completely out of the ball game.  Keep dishing out until all of your 
    robots are dead.
    -Always check frequently to see if you can make newer, more powerful 
    weapons.  When you get a new weapon, see if there's a way you can 
    create more or create components to combine to make more.  For example, 
    if you have an Axe 1, check if you can create more Axe 1s.  If not, 
    then see if you can create the components to make an Axe 1, combine 
    those to make another Axe 1, then combine the two Axe 1's.  Combining 
    the same weapon repeatedly can make it stronger.  That and it cuts down 
    on the time spent having to wait for Equipment Level Up capsules.  The 
    only downside is money.  If you don't have much money, this can be a 
    problem.  So, fight battles often enough so you can get some money to 
    use for such projects.
    -SAVE OFTEN!  If you have anything equipped often, MAKE IT YOUR 
    TRANSCEIVER!  Save before you make really big decisions, save before 
    boss battles, save every time you make some progress in the right 
    direction.  Save, save, save.  This is the only time I'm going to 
    emphasize it.  I will not remind you throughout the FAQ.  Of course, if 
    you're using an emulator and save states, then I probably don't have to 
    remind you that much.  
    2A: THE ACT OF...
    Building robots is the core of the game.  In most RPG's, your party is 
    comprised of various characters who join you on your quest or someone 
    you recuited.  This game is somewhat like recuiting, except instead of 
    actually recruiting, you actually BUILD your party.  The best part is 
    that you can build just about any time in the game.  Yes, you can even 
    try to go through the game with only one robot (for a good challenge).  
    The most robots you can create is three.  While I do recommend that you 
    create them as soon as possible, I do indicate in the walkthrough where 
    you -should- have X number of robots built.  
    Upon building your robot you will be asked to do two things.  The first 
    is to name your robot.  The name really doens't matter, but this helps 
    you to distinguish your robots from each other.  After naming them, you 
    can then allocate the program points (or ability points as I sometimes 
    refer to them).  Allocating these really depends on your preferences.  
    If you want an all out powerful robot, then of course your major 
    emphasis will be on Power.  I usually like to have one balanced robot, 
    one all out power robot, and one that has a good emphasis on Power and 
    Charge [see Section 1B for details on stats; They can be found under 
    the explanation of the Status explanation]
    This does not, however, mean that you should completely undermine any 
    stats.  You should regularly boost every stat, even Speed.  Each stat 
    helps very much in battle.  When leaving main emphasis on one stat, 
    that means you should give a bit more to the stat(s) that you wish to 
    emphasize.  After that, allocate the rest about evenly to the rest of 
    your stats.  Each level brings 10 more program points, so allocate 
    Be sure your robot is equipped with some of the best equipment and give 
    the best Run Programs.  See the Section 1B and look under the section 
    on Run explanation to get more info on Run Programs.  Both good 
    equipment and good Runs are helpful.  Powerful weapons can cause good 
    damage and using runs to execute more powerful attacks and combos can 
    increase the damage you do drastically.  I've found that a triple hit 
    combo with a melee weapon from behind can cause massive damage on a 
    critical.  Weapon levels also can help.  While it may not be economical 
    to go for the highest weapon level, sometimes actually building up a 
    weapon can helpa bit.  
    As you win battles, you gain megs of data.  This is the game's 
    experience system.  As you gain more and more data, you eventually gain 
    a level.  Upon gaining levels you gain two helpful edges in the game.  
    One is that you get 10 more program points and the other is that you 
    can read the next level of Inventor's Friend and learn how to develop 
    something new.  
    What is Inventor's Friend?  Inventor's Friend is a book that appears on 
    various bookshelves throughout the game.  You can only read an 
    Inventor's Friend that corresponds with your level or lower.  So, if 
    you're level 5 and you read level 4, you will still get the data from 
    it.  Reading them allows you to gain ideas for developing weapons and 
    items.  Items can be developed in any R&D.  They can all be found in 
    these places:
    [locations credited to Enix on their chart that came with the game]
    Level 1- Father's home; In the back.  Teaches you Boots 1.
    Level 2- Your house.  Teaches you Sword 1.
    Level 3- Your house.  Teaches you Shot 1.
    Level 4- Your house.  Teaches you Bomb 1.
    Level 5- Your house.  Teaches you Shield 1.
    Level 6- Your house.  Teaches you Hammer 1.
    Level 7- Your house.  Teaches you Punch 1.
    [the following will have specific locations as this guide progresses, 
    except for ones indicated with *]
    Level 8- Haunted House. Teaches you Boots 2.
    Level 9- Haunted House. Teaches you Axe 1.
    Level 10- Haunted House or Fortress. Teaches you Shield 3.
    Level 11- Haunted House or Fortress. Teaches you Power Pack.
    Level 12- Bio Lab. Teaches you Sword 2.
    Level 13- Bio Lab. Teaches you Punch 2.
    Level 14- Bio Lab. Teaches you Celtis 1.
    Level 15*- Father's home; In the back. Teaches you Shield Pack.
    Level 16- Bio Lab or Fortress.  Teaches you Quick Pack.
    Level 17- Bio Lab or Hacker Hideout.  Teaches you Bomb 2.
    Level 18- Your house or Hacker Hideout.  Teaches you Turbo Pack.
    Level 19*- Your house. Teaches you Weather.
    Level 20*- Your house. Teaches you Vanish.
    Level 21*- Rococo Tool Shop.  To the left of the manager.  Teaches you 
    Level 22*- Rococo Tool Shop.  To the left of the manager.  Teaches you 
    Level 23*- Rococo Tool Shop.  To the left of the manager.  Teaches you 
    Level 24*- Your house.  Teaches you Repair.
    Level 25- Hacker Hideout. Teaches you Laser 1.
    Level 26- Hacker Hideout.  Teaches you Blade 1.
    Level 27- Hacker Hideout.  Teaches you Blade 2.
    Level 28- Rococo's Past or Polon's House.  Teaches you Bomb 3.
    Level 29- Rococo's Past or Polon's House.  Teaches you Shot 3.
    Level 30- Choco Lab.  Teaches you Shield 5.
    Level 40- Choco Lab.  Teaches you Boots 6.
    Level 50- Choco Lab.  Teaches you Bomb 4.
    /  SECTION 3: ITEMS  \
    Restores a little HP to your robots.
    Eliminates adversive conditions from your robots.
    Automatically allows you to run from battle.
    -Big Bomb-
    Throw this out during battle to damage all enemies on the screen.  
    Fully restores a destroyed robot.
    Can be used in combinations to make other items.
    One thing you should know about weapons is this: They all have a rank 
    and a level.  The rank is expressed within the name (Bomb 1 is a rank 1 
    Bomb).  The level is not expressed in the name and all new weapons 
    start at level 1.  Weapons can go no further than level 9.  Each level 
    is shown on the status screen of the game.  The higher the level, the 
    stronger the weapon.  
    In this section, I list the weapon's strength ranking at level 9, so 
    that way you can see what the best ones can be at their highest level. 
    Building levels on weapons isn't hard if you have enough money. 
    Long range weapons that take a lot of energy to use.  They are capable 
    of causing pretty good damage to enemies, but I usually tend to stop 
    using them after the first boss or so.   
    Bomb 1:
    Creation Cost: 400GP
    Can be learned from Inventor's Friend Issue 4
    Lv 1: +10
    Lv 2: +15
    Lv 3: +20
    Lv 4: +25
    Lv 5: +30
    Lv 6: +35 
    Lv 7: +40
    Lv 8: +45
    LV 9: +50
    Bomb 2:
    Lv 1: +23
    Lv 2: +28
    Lv 3: +34
    Lv 4: +41
    Lv 5: +49
    Lv 6: +59
    Lv 7: +71
    Lv 8: +85
    LV 9: +101
    Bomb 3:
    Lv 1: +28
    Lv 2: +33
    Lv 3: +39
    Lv 4: +46
    Lv 5: +54
    Lv 6: +64
    Lv 7: +76
    Lv 8: +90
    LV 9: +106
    Bomb 4:
    Lv 1: +36
    Lv 2: +41
    Lv 3: +47
    Lv 4: +54
    Lv 5: +62
    Lv 6: +72
    Lv 7: +84
    Lv 8: +98
    LV 9: +114
    These are really basic weapons.  However, I'll tell you that Sword 4 is 
    one of the best for a while.  
    Sword 1:
    Creation Cost: 200GP
    Can be learned from Inventor's Friend Issue 2
    Lv 1: +5
    Lv 2: +6
    Lv 3: +7
    Lv 4: +8
    Lv 5: +9
    Lv 6: +11
    Lv 7: +13
    Lv 8: +15
    LV 9: +17
    Sword 2:
    Creation Cost: 400GP
    Can be learned from Inventor's Friend Issue 12
    Lv 1: +10
    Lv 2: +13
    Lv 3: +16
    Lv 4: +19
    Lv 5: +22
    Lv 6: +26
    Lv 7: +30
    Lv 8: +34
    LV 9: +38
    Sword 3:
    Lv 1: +20
    Lv 2: +25
    Lv 3: +30
    Lv 4: +35
    Lv 5: +40
    Lv 6: +45
    Lv 7: +50
    Lv 8: +55
    LV 9: +60
    Sword 4:
    Lv 1: +40
    Lv 2: +45
    Lv 3: +50
    Lv 4: +55
    Lv 5: +60
    Lv 6: +65
    Lv 7: +70
    Lv 8: +75
    LV 9: +80
    Your basic, long range, gun weapon.  Very useful for getting those far 
    away enemies without having to waste a lot of energy on a Bomb.  The 
    only advantage a Bomb has over a Shot is the fact that Bombs are 
    generally stronger.  
    Shot 1:
    Creation Cost: 200GP
    Can be learned from Inventor's Friend Issue 3
    Lv 1: +4
    Lv 2: +6
    Lv 3: +8
    Lv 4: +10
    Lv 5: +12
    Lv 6: +15
    Lv 7: +18
    Lv 8: +21
    LV 9: +24
    Shot 2:
    Creation Cost: N/A
    Lv 1: +10
    Lv 2: +12
    Lv 3: +14
    Lv 4: +16
    Lv 5: +18
    Lv 6: +21
    Lv 7: +24
    Lv 8: +27
    LV 9: +30
    Shot 3:
    Lv 1: +32
    Lv 2: +34
    Lv 3: +36
    Lv 4: +38
    Lv 5: +40
    Lv 6: +43
    Lv 7: +46
    Lv 8: +49
    LV 9: +52
    Very strong sword-like weapons.  Blade 4, if memory serves me 
    correctly, has the potential of becoming the strongest weapon in the 
    Blade 1:
    Lv 1: +10
    Lv 2: +12
    Lv 3: +14
    Lv 4: +16
    Lv 5: +18
    Lv 6: +21
    Lv 7: +24
    Lv 8: +27
    LV 9: +30
    Blade 2:
    Lv 1: +15
    Lv 2: +17
    Lv 3: +19
    Lv 4: +21
    Lv 5: +23
    Lv 6: +26
    Lv 7: +29
    Lv 8: +32
    LV 9: +35
    Blade 3:
    Lv 1: +20
    Lv 2: +22
    Lv 3: +24
    Lv 4: +26
    Lv 5: +28
    Lv 6: +31
    Lv 7: +34
    Lv 8: +37
    LV 9: +40
    Blade 4:
    Lv 1: +55
    Lv 2: +65
    Lv 3: +75
    Lv 4: +85
    Lv 5: +95
    Lv 6: +105
    Lv 7: +115
    Lv 8: +125
    LV 9: +135
    Very strong weapons.  These actually have potential of becoming some of 
    the strongest early in the game.  If you do get these, I advise 
    building them at least a little bit early in the game.
    Axe 1:
    Creation Cost: 400GP
    Can be learned from Inventor's Friend Issue 9
    Lv 1: +10
    Lv 2: +20
    Lv 3: +30
    Lv 4: +40
    Lv 5: +50
    Lv 6: +60
    Lv 7: +70
    Lv 8: +80
    LV 9: +90
    Axe 2:
    Creation Cost: N/A
    Lv 1: +20
    Lv 2: +30
    Lv 3: +40
    Lv 4: +50
    Lv 5: +60
    Lv 6: +70
    Lv 7: +80
    Lv 8: +90
    LV 9: +100
    Axe 3:
    Lv 1: +40
    Lv 2: +50
    Lv 3: +60
    Lv 4: +70
    Lv 5: +80
    Lv 6: +90
    Lv 7: +100
    Lv 8: +110
    LV 9: +120
    Also fairly tough.  I really haven't used these ones too much, so there 
    really isn't much for me to report. They're probably not one of my 
    favorite weapons.
    Hammer 1:
    Creation Cost: 200GP
    Can be learned from Inventor's Friend Issue 6
    Lv 1: +8
    Lv 2: +11
    Lv 3: +14
    Lv 4: +17
    Lv 5: +20
    Lv 6: +24
    Lv 7: +28
    Lv 8: +32
    LV 9: +36
    Hammer 2:
    Lv 1: +10
    Lv 2: +12
    Lv 3: +14
    Lv 4: +16
    Lv 5: +18
    Lv 6: +21
    Lv 7: +24
    Lv 8: +27
    LV 9: +30
    Hammer 3:
    Lv 1: +24
    Lv 2: +27
    Lv 3: +30
    Lv 4: +33
    Lv 5: +36
    Lv 6: +40
    Lv 7: +44
    Lv 8: +48
    LV 9: +52
    I actually used these a lot.  They aren't the best weapons in the game, 
    but for some reason I noticed they have a high critical hit rate.  I 
    don't know if it's just me or if they really do have a high critical 
    rate, but I still like punches just fine.  Recommended early in the 
    game, but by the latter scenes, you should have some bigger and better 
    guns, so to speak. 
    Punch 1:
    Creation Cost: 200GP
    Can be learned from Inventor's Friend Issue 7
    Lv 1: +12
    Lv 2: +15
    Lv 3: +18
    Lv 4: +21
    Lv 5: +24
    Lv 6: +28
    Lv 7: +32
    Lv 8: +36
    LV 9: +40
    Punch 2:
    Creation Cost: 500GP
    Can be learned from Inventor's Friend Issue 13
    Lv 1: +24
    Lv 2: +27
    Lv 3: +30
    Lv 4: +33
    Lv 5: +36
    Lv 6: +40
    Lv 7: +44
    Lv 8: +48
    LV 9: +52
    Punch 3:
    Creation Cost: N/A
    Lv 1: +48
    Lv 2: +51
    Lv 3: +54
    Lv 4: +57
    Lv 5: +60
    Lv 6: +64
    Lv 7: +68
    Lv 8: +72
    LV 9: +76
    I'll give you a description later.  I haven't played the game in a long 
    time and have pretty much forgotten exactly what a celtis is.
    Celtis 1:
    Lv 1: +12
    Lv 2: +14
    Lv 3: +16
    Lv 4: +18
    Lv 5: +20
    Lv 6: +23
    Lv 7: +26
    Lv 8: +29
    LV 9: +32
    Celtis 2:
    Lv 1: +24
    Lv 2: +26
    Lv 3: +28
    Lv 4: +30
    Lv 5: +32
    Lv 6: +35
    Lv 7: +38
    Lv 8: +41
    LV 9: +44
    Celtis 3:
    Lv 1: +36
    Lv 2: +38
    Lv 3: +40
    Lv 4: +42
    Lv 5: +44
    Lv 6: +47
    Lv 7: +50
    Lv 8: +53
    LV 9: +56
    These are basically fists that you can shoot off.  I don't know why I 
    thought these were trumpets and tubas, but hey, if the shoe fits...
    Blow 1:
    Lv 1: +16
    Lv 2: +18
    Lv 3: +20
    Lv 4: +22
    Lv 5: +24
    Lv 6: +27
    Lv 7: +30
    Lv 8: +33
    LV 9: +36
    Blow 2:
    Lv 1: +32
    Lv 2: +34
    Lv 3: +36
    Lv 4: +38
    Lv 5: +40
    Lv 6: +43
    Lv 7: +46
    Lv 8: +49
    LV 9: +52
    Blow 3:
    Lv 1: +64
    Lv 2: +66
    Lv 3: +68
    Lv 4: +70
    Lv 5: +72
    Lv 6: +75
    Lv 7: +78
    Lv 8: +81
    LV 9: +84
    Strong gun-based weapons.  I think that's about all I can say.  I say 
    just use them with swords to make various blades.
    Laser 1:
    Lv 1: +25
    Lv 2: +27
    Lv 3: +29
    Lv 4: +31
    Lv 5: +33
    Lv 6: +36
    Lv 7: +39
    Lv 8: +42
    LV 9: +45
    Laser 2:
    Lv 1: +35
    Lv 2: +37
    Lv 3: +39
    Lv 4: +41
    Lv 5: +43
    Lv 6: +46
    Lv 7: +49
    Lv 8: +52
    LV 9: +55
    Laser 3:
    Lv 1: +45
    Lv 2: +47
    Lv 3: +49
    Lv 4: +51
    Lv 5: +53
    Lv 6: +56
    Lv 7: +59
    Lv 8: +62
    LV 9: +65
    These add a little defense and can also completely block different 
    shots with a certain probability.  It should be noted that Shields 
    cannot be combined.  
    Shield 1:
    Creation Cost: 400GP
    Can be learned from Inventor's Friend Issue 5
    Added to Defense: +8
    Shield 2:
    Creation Cost: N/A
    Added to Defense: +12
    Shield 3:
    Creation Cost: 1000GP
    Can be learned from Inventor's Friend Issue 10
    Added Defense: +16
    Shield 4:
    Creation Cost: N/A
    Added to Defense: +20
    Shield 5:
    Creation Cost: 3000GP
    Can be learned from Inventor's Friend Issue 30
    Added Defense: +34
    The better the boots, the further you can walk during battle on a turn. 
    Boots 1:
    Move: 4
    Creation Cost: 200GP
    Can be learned from Inventor's Friend Issue 1
    Boots 2:
    Move: 6
    Creation Cost: 1000GP
    Can be learned from Inventor's Friend Issue 8
    Boots 3:
    Guard +2
    Creation Cost: N/A
    Boots 4:
    Move: 8
    Guard +4
    Creation Cost: N/A
    Boots 5:
    Move: 6
    Guard: +16
    Boots 6:
    Move: 8
    Guard: +6
    Packs can provide different stat improvements or just give your robots 
    an extra edge.  It varies with each pack.  The thing is in order to 
    equip a pack, you must sacrifice your Bombs.  I believe it's worth it, 
    depending on the type of robot you have.  
    Empty Pack
    Creation Cost: N/A
    Boosts Guard +1
    Power Pack
    Creation Cost: 3000GP
    Can be learned from Inventor's Friend Issue 11.
    Boosts power on both arms +10
    Turbo Pack
    Creation Cost: 3000GP
    Can be learned from Inventor's Friend Issue 18
    Boosts guard +2 and movement +2
    Quick Pack
    Creation Cost: 5000GP
    Can be learned from Inventor's Friend Issue 16.
    Boosts guard +5
    Solar Pack
    Creation Cost: 4000GP
    Boosts Guard +5
    Also said to regain HP
    These are items that serve special purposes or can be used a specific 
    times in the game.  
    This allows you to get hints from Nagisa and save in many areas of the 
    game.  You can pretty much save anywhere, but there are some areas that 
    won't allow you to save at all. Given to you by Nagisa early in the 
    -Surprise Horn-
    A new invention of Akihabara that makes a really loud boom.  Given to 
    you by Akihabara when you go to visit him after building your first 
    -Rusty Drill-
    Looks like if it were cleaner (hint hint), it would be able to drill 
    through rock.  Found in the Cave Mouth.  
    A little hand drill that can break through weak spots in the wall.
    -Kotetsu Key-
    They only call it "key" in the game, but I wanted to give it a distinct 
    name.  This is the key you get from the Hacker's base in the Cave Mouth 
    to unlock Kotetu's chains.  
    -Stone 1-
    Can be used to open the family shrine.  Note that you don't even have 
    to equip it, just inspect the shrine after you obtain the Stone 1.  Can 
    also be used to lure Parsley out of a room in the Old House. 
    Adds a bit to your light radius when equipped.  
    Allows you to speak with animals.  Can only be developed.  Idea is 
    given to you by Flavon in the Old House.  Costs 20GP.  
    -Stone 2-
    Gained from your battle against Mamurana.  
    -Chameleon Glasses-
    Help you to see what cannot be seen (such as hidden doors or even 
    motion detection sensors).  
    -Stone 3-
    Obtained from Napoleon
    -Scrap A-
    Pieces of a familiar robot friend...
    Transforms you into a mouse while equipped.  
    -Leader's Badge-
    Allows you to get into a classified area in the Air Base.  Obtained by 
    helping Meta Crab when he's about to be eaten.  
    A note from Carl's father.  Give it to Carl.
    Given to you by Carl.  It's for his father.  
    -Red Flower-
    Is said to cure fevers.  Needed during a side quest.  
    A helmet that allows you to go inside computers.  Learned from Dr. G's 
    book on his desk after he disappears into the computer.  
    -Little Robot-
    Something to give to the old bed-ridden woman in Rococo.  
    An item that let's you change the weather.  
    Allows you to travel between planets.
    -Red Jar-
    Used to stop the Engine Room.
    -Blue Jar-
    Used to stop the Engine Room.
    -Yellow Jar-
    Used to stop the Engine Room.
    4A: HOW TO...
    Generating... Developing... Creating.  No matter how you put it, it's 
    all the same.  In this game, you can (and must) develop items for your 
    later usage.  Developing can actually produce some special and event 
    There are two ways to generate items in this game.  One of them is 
    through development.  As I've explained a few times before, after you 
    read and understand each Inventor's Friend, you can develop new items 
    by going into the R&D and selecting the first selection on the menu.  
    Pushing R while on this menu can bring up another menu to make robot 
    equipment.  No matter what you create, though, it will cost money. Some 
    things are flat out cheap to create, others can be expensive (but may 
    still be worth it).  
    Another way to generate items is through combining.  When you go into 
    the R&D, you can select the second selection and this will take you 
    into your inventory screen.  From here, you can choose from two items 
    which may be put together to make another item.  Not all items work 
    together (the game will indicate, don't worry).  
    One thing interesting about combining is that combining like weapons 
    can increase the power of the stronger weapon.  I think you've noticed 
    almost every weapon in the game has a number after it.  This number is 
    the weapon's rank (so Sword 1 is a rank 1 sword).  Each weapon also has 
    a level (from 1 to 9).  The higher the level, the stronger the sword.  
    With combining weapons, there are two principles exerted here.  
    1) Like weapons with like rank will wind up having a level that is the 
    sum of both weapons' levels.  
    For example: Celtis 1 (level 6) + Celtis 1 (level 2) will yield Celtis 
    1 (level 8).
    2) Like weapons with different ranks will wind up having a level that 
    is the sum of the higher ranked weapon's level and the 1/2 the lower 
    ranked weapon's level.
    For example: Blade 1 (level 6) + Blade 2 (Level 4) will yield Blade 2 
    (level 7).  If the level of the lower weapon is not even, then it will 
    be rounded down.  Higher ranking weapons take precedence over lower 
    rank weapons, so your final product will always be a higher rank.
    So, with both of those stated, it is apparent that like weapons can 
    only improve from combining. 
    I have just discovered that Bombs cannot be combined to make stronger 
    This list comes with the Robotrek game.  I'm mainly reprinting this for 
    anyone who lost the list or has never seen it.  Hence, the contributor 
    credit here goes to Enix.
    Sword 1:
    Scrap 1 + Scrap 1
    Sword 2:
    Sword 1 + Scrap 1
    Sword 3:
    Sword 1 + Scrap 9
    Sword 2 + Scrap 9
    Sword 4: 
    Sword 3 + Scrap 7
    Axe 1:
    Sword 1 + Hammer 1
    Sword 2 + Hammer 1
    Sword 3 + Hammer 1
    Sword 1 + Hammer 2
    Sword 1 + Hammer 3
    Scrap 1 + Scrap 6
    Axe 2: 
    Sword 2 + Hammer 2
    Sword 3 + Hammer 2
    Axe 1 + Scrap 1
    Sword 2 + Hammer 3
    Axe 3: 
    Sword 3 + Hammer 3
    Axe 1 + Scrap 9
    Axe 2 + Scrap 3
    Blade 1:
    Sword 1 + Laser 1
    Sword 2 + Laser 1
    Sword 3 + Laser 1
    Sword 1 + Laser 2
    Sword 1 + Laser 3
    Scrap 1 + Scrap 10
    Blade 2:
    Sword 2 + Laser 2
    Sword 3 + Laser 2
    Sword 4 + Scrap 1
    Sword 2 + Laser 3
    Blade 3: 
    Sword 3 + Laser 3
    Blade 4:
    Blade 3 + Seed
    Scrap 8 + Smoke
    Hammer 1:
    Scrap 6 + Clean
    Hammer 2:
    Solar Pack + Scrap 6
    Hammer 3: 
    Scrap 6 + Scrap 6
    Punch 1:
    Scrap 4 + Scrap 4
    Punch 2:
    Punch 1 + Scrap 4
    Punch 3: 
    Punch 1 + Scrap 9
    Punch 2 + Scrap 4
    Celtis 1:
    Hammer 1 + Shot 1
    Hammer 2 + Shot 1
    Scrap 2 + Scrap 6
    Celtis 2:
    Hammer 2 + Shot 2
    Hammer 3 + Shot 2
    Celtis 3:
    Scrap 6 + Scrap 9
    Shot 1:
    Scrap 2 + Scrap 2
    Shot 2:
    Shot 1 + Scrap 2
    Shot 3:
    Shot 2 + Scrap 2
    Blow 1:
    Punch 1 + Laser 1
    Punch 2 + Laser 1
    Punch 3 + Laser 1
    Punch 1 + Laser 2
    Punch 1 + Laser 3
    Blow 2:
    Punch 2 + Laser 2
    Punch 3 + Laser 2
    Punch 2 + Laser 3
    Scrap 4 + Scrap 9
    Blow 3:
    Punch 3 + Laser 3
    Scrap 4 + Scrap 10
    Laser 1:
    Scrap 2 + Scrap 7
    Laser 2:
    Scrap 7 + Laser 1
    Laser 3:
    Scrap 7 + Laser 2
    Shield 1:
    Scrap 5 + Scrap 5
    Shield 2:
    Shield 1 + Clean
    Scrap 5 + Clean
    Shield 3:
    Scrap 5 + Scrap 9
    Shield 4: 
    Weather + Scrap 9
    Scrap 7 + Scrap 9
    Shield 5:
    Shield 4 + Scrap 9
    Scrap 9 + Scrap 9
    [NOTE: According to the list, there is no given combination for Bomb 1]
    Bomb 2:
    Bomb 1 + Scrap 10
    Bomb 3: 
    Scrap 10 + Weather
    Bomb 4:
    Bomb 1 + Boots 6
    Boots 1:
    Scrap 3 + Scrap 3
    Boots 2:
    Boots 1 + Scrap 3
    Boots 3: 
    Boots 1 + Scrap 7
    Boots 2 + Scrap 3
    Boots 4:
    Scrap 3 + Scrap 5
    Boots 5:
    Scrap 3 + Scrap 9
    Boots 6:
    Boots 5 + Scrap 10
    Scrap 3 + Scrap 10
    -Regular and Special Items-
    Cure + Scrap 7
    Clean + Smoke
    Cure + Big Bomb
    Cure + Clean
    Clean + Big Bomb
    Repair + Big Bomb
    Repair + Repair
    Big Bomb + Big Bomb
    Smoke+ + Big Bomb
    Smoke + Repair
    Clean + Clean
    Repair + Clean
    Cure + Cure
    Cure + Repair
    Big Bomb:
    Bomb 1 + Smoke
    Scrap 7 + Scrap 7
    Smoke + Cure
    Rusty Drill + Clean
    Solar Pack:
    Empty Pack + Weather
    Quick Pack:
    Empty Pack + Repair
    Know one thing.  I may be referring to directions in terms of north, 
    south, east, and west.  In case you're not very keen on your directions 
    (not to be condescending, but some people do have trouble with that), 
    here's a compass.
       (aka Left) W______|______E (aka Right)
    As the game starts, it will ask you to input a name.  Any name will do.  
    After that, you will see some text saying you name followed by a bang.  
    You will see the main character in bed with his father, Akihabara, and 
    the father's cat, Kurogane.  He will tell you to get up and talk to 
    Nagisa.  Before going to speak with Nagisa, go up to the dresser next 
    to the bookshelf and inspect the right side to get 500 GP.  Now, go up 
    and into the next room.  Upper right corner should be a crate for you 
    to inspect with a Cure inside of it.  Also go inspect both sides of the 
    dresser to the far left to pick up a Cure and a Clean.  
    Now, head all the way down into the room Nagisa is in and speak with 
    her.  She will tell you to pay your respects to the mayor.  You can't 
    go through the door on the right yet, so just head out of your house
    Rococo Information
    Shops: (only one shop in town)
    Smoke: 20GP
    Cure: 60GP
    Clean: 100GP
    Repair: 300GP
    Big Bomb: 200GP
    Items Hidden:
    In your house: Clean, Cure (x2), 500 GP.
    Shop: Cure, Repair, Scrap 2, Scrap 5.
    City Hall: Scrap 6 (in a hidden room; see the Framed!!! section for 
    details), 2000GP (also in Framed!!! section)
    Inventor's Friends
    In your house: 2-7, 18-20, 24.
    Shop: 21-23.
    Back to the objective.  Head north of your house and there should be a 
    huge building to the right of the poice station.  This is city hall.  
    Go inside and you'll see the receptionist at her desk.  Go past her 
    into the next room.  You can go right if you want after climbing the 
    stairs to talk to some other people, but they really don't say much.  
    Go into the mayor's room and you can speak with the mayor, Rose, and 
    Dr. Einst.  You'll notice Dr. Einst is quite the pompous... You know... 
    Anyway, once you're done here, go back home.  Once you're back in, you 
    should notice Akihabara at the table with Nagisa.  Speak to Akihabara.  
    He will say a few words to you; Telling you he's leaving with Kurogane 
    and that you are basically on your own with Nagisa as your assistant.  
    After he leaves, read the book on the table.  After reading it, you 
    will be able to develop robots!  You will also get 2000 GP!  Now, speak 
    to Nagisa and she will take you into that room on the right you 
    couldn't go in before.  
    This room is the R&D.  You will be seeing a lot of this room through 
    the course of the game.  Walk up to the huge control pad and 
    investigate it.  There will be a horizontal list along the top.  Select 
    the one with the robot head to build a robot.  
    After the robot is created, you will be given the option to name it and 
    distribute its ability points.  Distributing ability points is mainly a 
    matter of preference and planning.  This really depends on what kind of 
    robot you want.  Usually, I go with a balanced robot.  I take 20 points 
    away from energy (they start you off with 40 points on energy and none 
    anywhere else) and give five points to each other category, but that's 
    only if you want a balanced robot.  I do recommend that you give your 
    robots at least average power.  In giving them low power, it may become 
    harder for them to defeat later, stronger enemies and even bosses.  
    If you want an all out powerful robot, then beefing power (duh) would 
    be your angle.  One with high defense would require high guard.  If 
    you're going with high defense, then at least make the power rating 
    average.  Guard can help you live longer, but what advantage is it to 
    live longer if you can't defeat your enemies (particularly bosses)?  
    Speed and charge are also quite helpful, although I usually don't raise 
    robots dominantly on either.  The major advantage is that they can get 
    off attacks faster and more often.  This does not mean that charge and 
    speed are not important.  They are -very- important.  So, here are some 
    good combinations for you...
    Power and Guard- If you emphasize these a lot, then you'll be more 
    resistant to damage and do some decent damage.
    Power and Charge- What could be better than hitting hard and hitting 
    Some other considerable ideas...
    Speed and Guard- Just make sure you have good enough Power here.  This 
    will make it so that you resist more damage and have a better chance of 
    dodging other attacks.  
    Guard and Energy- Again, with good enough Power.  Stay alive longer 
    this way.  
    After you're done messing around with the robot, Nagisa will give you a 
    Transceiver.  This will allow you to save when you want to.  Of course, 
    there are some areas that it won't allow you to save in, but oh well...  
    Nagisa will now tell you to go see your father and show him your new 
    robot.  Head out of the R&D and out of the house.  Before you leave, 
    Nagisa will test out the Transceiver to see if it works.  After that is 
    over, leave.  Don't leave town just yet.  Head to the right and do 
    yourself some shopping.  Talk to the shop keeper and he'll offer to 
    give you some junk.  Accept and then take the door on the left.    
    As you reach the room in the very back with the dressers and the 
    bookshelf, search the crate at the far right side to get a Cure.  Now, 
    head down and inspect the capsules to get some more items (Scrap 2 and 
    Scrap 5).  Also check the crate behind and to the right of the capsule 
    that had the Scrap 5.  You'll get a Repair.  
    Before leaving, I suggest buying a few Cures, but don't spend all of 
    your money unless you want to.  It's probably best to conserve just a 
    bit, though.  There really isn't much you can currently do with the 
    scraps you've just received.  Now, it's time to leave.  Head out of the 
    village and onto the world map.  A pathway will clear to a new area.  
    That's your father's house.  Head there.
    Father's House Information
    Items Hidden:
    Inside the house: Clean
    Invetor's Friends:
    Inside the house: 1, 15.
    Once you've made it to your father's house, you can explore if you 
    want.  There isn't much to see except the tomb at the bottom right 
    corner of the area.  Anyway, once you're ready to progress the 
    storyline, go through your father's door and you'll see him with a 
    rather peculiar figure.  That, my friends, is a Hacker (see Section 
    1A). A little scene will ensue here.  [This scene has one of my 
    favorite lines: "...But evil is good."]  Akihabara will scare the hell 
    out of the Hacker and he'll make his way out of the house.  
    Before talking to Akihabara, inspect the left side of the dresser 
    behind him to get a Clean.  Then, go into the back room and inspect one 
    of the bookshelves and you'll find Inventor's Friends 1 and 15 (you 
    should be able to learn how to make Boots 1 with IF1).  Now, talk to 
    Akihabara.  After a little talking, he'll give you a Surprise Horn. 
    Now, leave the house.  As you leave, the Hacker that was there earlier 
    will approach you.  At that moment, you'll have to fight him.  He's a 
    pushover really.  If you want to see what's in any capsules on the 
    screen, be my guest.  I recommend using Bomb 1 (push X when your turn 
    comes) on this guy.  It shouldn't take too incredibly long to finish 
    him.  Now, leave the place and head back to Rococo.
    As you enter, there will be a little scene between a cop and some 
    citizens of Rococo.  Apparently, some of the town's children have 
    decided to go on a Goonie-esque adventure through the riverside.  Has 
    anyone ever told these kids not to emulate what they see on television?  
    Ugh... Anyway, you may have noticed the house to the right of yours was 
    impossible to get into before because a kid there named Carl kicked you 
    out after you entered.  He's gone now, so you can enter his house.  
    You'll find there's no point to it right now.  If you need to stock up 
    on some items (which you really shouldn't need to right now), then do 
    so and leave Rococo.  To the right of Father's House a new path opens.  
    This leads to the Forest.  Go there now.
    Forest information
    Items Hidden:
    Enemies Present:
    Mushroom- Killer fungai lookin' to make you die-die. Pathetically weak. 
    Attack using their caps or even throwing explosives at you.
    Mine- A strange wind-up robot.  Stronger than the Mushrooms, but very 
    much weak.  Pinch you with their claws or attack with the drills on top 
    of their heads.
    Commander (Cmdr.)- Hacker soldiers ready to give their best attempt at 
    destroying you.  These are actually the weakest of the bunch.  Use 
    their hard hats as weapons.  
    This early in the game, you really don't need any strategies towards 
    killing the enemies, especially not these ones.  Just hit them once 
    with your sword and they are history.  
    This is the first area you'll really begin to encounter enemies.  This 
    is also the area I would recommend you build your levels.  You should 
    notice that you don't gain any money from winning battles.  The only 
    way to get money from battles is if you get a capsule with money in it 
    from a dead enemy.  Head up and to the left will be a mushroom.  Fight 
    it and get whatever you can out of the battle.  I do recommend that you 
    try to open the capsules in battle, as they can increase your equipment 
    level.  Past that is another Mushroom.  Destroy that one and keep 
    making your way upward.  After that is a Mine.  Attack that one and 
    destroy them as well.  You should notice that this area is quite 
    linear.  Not like the other areas later on.  After killing the Mine, go 
    up, but then head back down past the row of trees that were blocking 
    you from the capsule.  Head towards the capsule.  You'll most likely 
    have to fight the mushroom on the way.  Kill it and go straight for the 
    capsule.  You'll find 300GP inside.   
    Head back upward and fight the Mine that blocks your path.  After it's 
    been defeated, head through the small gap in the trees and out.  A new 
    area will open for you.  I recommend buidling some levels before going 
    there, though.  I'd say gain up to about level 3 to 5.  After you have, 
    head home and read the Invetor's Friends for the levels you've gained.  
    After this, you can use the Scrap 2 you found at the shop to combine 
    with a Shot 1 that you can make to create Shot 2.  This may or may not 
    be better than the Shot 1 you started with, all depending on what level 
    your Shot 1 is at.  
    If you did decide to go all the way to five, go back home and look at 
    Inventor's Friend #5 to learn how to make Shield 1.  I highly recommend 
    grabbing a shield early on.  Equip it in place of the weapon of your 
    choosing.  While Shot 1 is more powerful, Sword 1 doesn't use as much 
    Are you really wanting to know which weapon is the best?  Well, trial 
    and error goes a long way in this game (or save state if you're using 
    an emulator).  In combining like weapons, you can build your weapon's 
    levels.  See the section on combining for more detail and see the 
    weapons list for details on what weapons have potential for being the 
    strongest or the best.  One thing I should also note that if you choose 
    to have a Shot weapon with a shield, you will be inable to open 
    capsules during battle.  Capsules can only be opened with melee 
    After you've done a bit of this and that, head to the River.
    River Information
    Items Hidden:
    Enemies Present:
    Gel- Gelatinous beasts that rain down on your robot. 
    Rushbird- Probably among the toughest here (and that still isn't saying 
    much).  These are quick birds that can hit from long range.  On lower 
    levels, they're quite powerful.
    Strategies: Gel is a push over, so no need to worry there.  The 
    Rushbirds can be a pain if you're lower than level 4 or 5.  If you are 
    a low level, I suggest taking them out with a Bomb.  At a higher level 
    (with some decent weapon levels) you should be able to whoop them with 
    regular melee weapons.  
    As you enter, you will be instantly greeted by a Mine.  After battling 
    that, you can head up and to the left on the small stretch of land to 
    fight a Gel as well.  Climb the stairs to the right.  There should be a 
    Mine there and a Rushbird.  Battle them if you wish, but do move up the 
    next staircase and make your way right.  Chances are, you'll have to 
    fight the Rushbird before grabbing the capsule.  Inside is 200GP.  
    After that, you can defeat the Mine up there if you wish as well.  Head 
    back down the stairs and make your way left.  Make your way across the 
    bridge and you will see a Mine that you can fight if you wish.  After 
    crossing the bridges, head downward.
    Head all the way down, even down the stairs.  If you want, you can kill 
    the Rushbird on the right.  Either way, head left and upward.  As you 
    are doing so, a Gel should pop up out of the ground.  Careful around 
    these parts, unless you're like me and you fight everything in sight.  
    Keep heading upward and another will appear.  After that one, you 
    should be in the clear and out of the stage.  You really don't need to 
    do too much level boosting yet.  Upon completing the River, a new path 
    should open.  Head directly to that or go back to Rococo and take care 
    of business (buy items, develop stuff, read IF's) first.  
    Cave Mouth Information
    Items Hidden:
    Outside: Cure
    Inside Cave: Rusty Drill, Cure (x2), Clean, 250GP, Scrap 4, Key, Scrap 
    Enemies Present:
    Spider- Dangerous arachnids that are actually quite powerful for early 
    Cmdr. (Commander)
    Cmdr. (Commander) (2)- This one can attack from long range with a gun.  
    Cmdr. (Commander) (3)- Same as the first one, except he attacks with a 
    Meta Crab (boss)
    Strategies: If you really find that using single attacks doesn't cut it 
    on the Spiders, then use Runs on them (i.e. three hit combo with melee 
    weapon, etc.).  They shouldn't be too much trouble if you have your 
    levels past 5.
    Before you fight the boss in this dungeon, I highly recommend you have 
    a second robot built.  It will cost you 3000GP, but if you fight enough 
    (or recycle enough items), you should be able to pull out enough money 
    to create a robot.  
    You will actually start the area outside.  To the right as you enter is 
    a Rushbird for you to fight if you wish.  Either way, head left.  As 
    you are doing so, a Gel will jump out of the ground.  After it's 
    defeated, head up toward the cave entrance.  Inside will be some people 
    with Dr. Einst walk around.  If you stand on the far left side of the 
    people a small scene will ensue.  They will eventually ask you to step 
    back.  Make sure that when you do, you are still facing foward (the 
    scene will only advance once you're facing forward).  Everyone will 
    leave and you should too.  
    Head left again and confront the Mine.  After destroying it, head up 
    into the next screen, then right to pick up a Cure from the capsule.  
    Hmm... Now what to do... Well, they did say that they needed a way into 
    the cave, but the explosives obviously failed.  Why not run into the 
    hole in the ground?  Ah... Gotta love video game logic!  Well, run into 
    the big hole and you will fall into the cave.
    Once inside, head up.  Inside this room are two Gels.  Fight if you 
    wish, run if not.  Go through the door on the upper right.  Squeeze 
    through the tight spot and go left.  Open the capsule here and obtain 
    the Rusty Drill!  If you want, you can go across the stream.  There's 
    nothing really there of use, but you can fight the Gel there if you 
    want.  I recommend letting the river carry you out from here.  There 
    will be another stream in another room and just let that one carry you 
    too.  This should lead back outside.  Leave the area and go back to 
    Rococo or Father's House and into an R&D.  Combine the Rusty Drill with 
    a Clean and you will get the item Drill.  This can drill through those 
    weak areas in the wall.  
    Once the Drill is made, head back to the Cave Mouth. Now, go back to 
    the large hole in the ground (near where you found the Cure earlier) 
    and drop down again. 
    So, once you have dropped down the hole, make your way back to the 
    stream, but this time attempt to cross it.  This can be done if you run 
    straight across the stream, keeping far enough right that you won't be 
    swept into the wall.  Do not stop.  Once you're across, use the Drill 
    to open the wall.  Remember, there will be a Gel in this area for you 
    to fight as well.  After all is clear, go through the new passage and 
    open the capsule to get a Cure.  Inside this little area is another Gel 
    if you wish to fight.  You should notice another weak spot here.  Open 
    it and the children will be inside.  Talking to them and you'll just 
    get some whining and crying.  There's another weak spot at the north 
    wall.  Drill through that and the kids will suddenly be extatic.  
    They'll push you out of the way, leaving Carl behind.  Carl says that 
    he will eventually find his way home.  Head out the cave through the 
    new path you've created.  This will take you outside.  Exit the area 
    and head back to Rococo.
    Once you're here, head directly home.  Nagisa will mention your recent 
    rescue and says that the mayor now wants to see you.  Exit your house 
    and go to city hall.  Talk to the mayor and he will reward you with 
    1000GP.  Now, leave city hall.  As you're leaving, the secretary 
    (Carl's mother) will say something.  Go speak to her and she'll say 
    that Carl still hasn't come back.  Hmm...
    As you exit city hall, Nagisa will page you and say that your father is 
    on his way home.  Head back home right away.  When you get home, 
    Akihabara and Kurogane will be standing there.  Speak with Akihabara.  
    He will congratulate you one your recent accomplishment.  After that, 
    he'll say that he and Flavon are going on a trip.  With that, he 
    leaves, leaving Kurogane behind this time.  Well, now time to find 
    Carl.  Head back to Cave Mouth (the initial entrance).
    This time, enter the small cave entrance at the beginning of the area.  
    You should be in the same place Dr. Einst messed up at.  There should 
    be a cop inside talking about someone taking the explosives from 
    earlier.  That's not important right now, though.  Drill through the 
    area that Einst tried to blast through (take that, Egghead!) and go 
    through the passage and head north across the small stream and finally 
    through the door.  To the northwest of this next room should be a 
    weakened wall for you to drill through.  In front of it is a hidden 
    Gel, so be careful (not that Gels are really anything to be worried 
    about).  Go up through the hole and open the capsule for another Cure.  
    Head back out and now through the northeast hole.  There might be 
    another Gel in the room before going through the hole, so stay alert.  
    Heading north through the hole, you will most likely encounter a 
    spider.  They can be tough if you're a low level, so stay on your toes.   
    Head right after the spider and there will be a path heading south.  
    Directly right of that first spider is a hidden Gel, followed by 
    another Spider.  Just head down until you come to a right turn with a 
    Spider near it.  Head right then up through the narrow passage.  Before 
    making it to the door, a Gel should appear.  Fight that if you wish, 
    then go through the door.  
    In this room, you can head right immediately to engage a Gel if you 
    feel like fighting it.  If not, then head up (either fight or dodge the 
    Spider) and through the door.  Head right and you should come to a few 
    passage ways linked together with some Spiders in the main passage.  Go 
    up, then take the first right.  Go down and through the door and a Gel 
    will appear.  After fighting it, open the capsule for a Clean.  Head 
    out and drill a hole through the wall across the way (should be north 
    of the little chamber that had the Clean in it).  Open the capsule in 
    there now for 250GP.  Head out and make your way towards the door to 
    the left.  
    It doesn't matter which way you take here.  Both sides are guarded by 
    Spiders.  Again, you'll have to cross the stream.  Just don't get swept 
    too far left.  As soon as you cross you'll hear an explosion.  Head up 
    and a Gel will appear.  Get past that and head through the door.  In 
    the next room should be a hole in the ground.  It really doesn't matter 
    how you get down, either climb the rope or fall, just get down.  
    Head west.  The door is shut tight and cannot be opened until later.  
    Continue west and you will see a Hacker and a Spider at the very end of 
    the passage.  Engage them or not, but just head down through the door.  
    Here, you will see a scene with a rather peculiar creature.  He is 
    called Meta Crab.  He isn't a real major character, but he does fill a 
    little spot early in the game and even in a few lesser parts later on.  
    He'll announce that he's going to take a shower and then leave the 
    area.  Go out the door he did.  If you actually paid attention to the 
    conversation between Meta Crab and the two Hackers, you might have 
    noticed they said something about a Tetron.  Hmm... Buildling a plot 
    Have you got a lot of money and some extra time?  If you're at least 
    level 6, I suggest you try to learn Hammer 1.  After that, develop some 
    Hammer 1's and combine them.  Soon as you've gotten a rank 8 Hammer 1, 
    combine it with a rank 1 Sword 1 (Apply math if you have any other 
    Sword 1's; So if you have a Sword 1 that's rank 5, you only really need 
    to build your Hammer 1's up to rank 4.  Build such that their combined 
    ranks make 9.)  Why do I ask you to do this?  To get a rank 9 Axe 1.  
    It's probably the strongest weapon you can get right now and it should 
    be incredibly useful from here on.  If you can, try to make enough to 
    supply your current number of robots.  Anyway, back to the walkthrough.
    From the room where you saw Meta Crab, head down through the door.  
    Walk around the corner here and head west.  There should be a Hacker 
    and a Spider along the way.  Eventually, you should see some water with 
    a spider next to it.  Run across the water and you'll most likely have 
    to fight a Hacker.  Whoop its tail and head through the door.  You 
    should now be at the base entrance.  This is where the Hackers are 
    stationed in this area. There is a Hacker at the entrance.  If you run 
    up along the left side, you'll see a Hacker guarding the entrance.  You 
    can't get him to move, it seems.  Hmm... What to do, what to do...
    There should be a little cubby hole to the right of him.  Equip the 
    Surprise Horn and blast it in the cubby hole (okay, that sounded a bit 
    nasty...).  The Hacker will start moving.  You should then run down 
    toward the rock formation to the lower left and wait (make sure you're 
    not in his line of vision).  Once the Hacker starts heading right, run 
    down, left, and through the narrow passage quickly.  Run to the door as 
    fast as possible.  If you are seen, you can just as easily start over 
    When you enter, a Hacker will ask you if you're one of the new workers.  
    It doesn't seem to matter which one you say (yes or no).  After you've 
    answered run past him and he'll run downward to block the entrance.  
    Head up and around the corner and through the narrow passage.  Don't 
    worry about the Hacker here, he's not an enemy (you can talk to him 
    though).  Walk up and talk to the blonde haired prisoner.  This guy is 
    Kotetsu.  You're going to be seeing quite a bit of him throughout your 
    adventure.  After talking to him, he'll throw you on a trolley while he 
    distracts the guard.  Upon getting off, open the capsule to the right 
    to get a Scrap 4.  Head through the door. 
    As you enter, there will be a spider right above you.  Head right and 
    around this area a Hacker will appear.  That might prompt you to fight, 
    so be careful.  After him is another Spider; Keep heading right.  
    Another Hacker just might appear after that Spider.  Continue on.  At 
    the end of the tunnel should be a Hacker guarding a door (another 
    Hacker can appear way below the door).  Talk to him twice and he'll 
    attack.  When you head into the next room, head to the upper right and 
    through the door.  Meta Crab will say something to you.  He wants you 
    to turn up the heat on his shower.  Do so, but not just once.  Keep 
    doing it until he is silent (.......).  The door will automatically 
    open.  Head up to the shelves and grab the key!
    Head back to Kotetsu.  Before exiting the computer will fire up and ask 
    for Meta Crab.  Walk up to it and push A.  Whoever it is, he thinks 
    you're Meta Crab due to the faulty screen.  He/She/It will ask you if 
    you've found the Tetron.  It doesn't matter what you answer, just do so 
    and head back to Kotetsu (the guy with the blonde hair).  When you get 
    back to him equip the key and talk to Kotetsu.  Follow Kotetsu's path.  
    Remember when you went down the rope in this cave?  Near that is a door 
    that was locked when you first got here.  There's now a Hacker in front 
    of it.  Talk to the Hacker twice and he'll attack you.  Go through the 
    door, then head east.  There will be a door with a somewhat evil 
    lookign insignia in front of it.  Hmm... Remind anyone of Zelda: LTTP?  
    Go through that door.  
    You'll see Carl throwing bombs at Meta Crab, who seems to have 
    recovered from the shower debacle.  Meta Crab will eventually notice 
    that you're in the room.  All the mounting frustration has brought MC 
    to the snapping point.  He's finally decided that he's taken enough 
    crap and it's time to buckle down on a certain pest... YOU!  
    Suggested Level: 6-7
    If you're finding this guy too tough, then you should try to build up a 
    really good weapon (one of the best weapons you can easily get right 
    now is Axe 1 by combining Hammer 1 and Sword 1; I've noted this earlier 
    in the walkthrough).  Building levels will also do you some good.  At 
    this point, you should also be able to make Shield 1.  Combine Shield 1 
    with a Clean to get Shield 2.  You may not need the extra defense if 
    you're levels 6-7, but it's nice to have anyway.
    Meta Crab has some weak offenses.  He shoots different kinds of 
    projectile out that sweep across the screen.  Some of them have a 
    random chance of putting you in Stop.  He can also shoot out little 
    crabs at you which will either generate baby crabs or explode.  Don't 
    even worry about the baby crabs.  They really shouldn't be much 
    The best way to defeat him is to get behind him.  Do not use a triple 
    attack run.  A single, close range shot should do it.  If you think 
    it'll help you at all (which it probably won't), you can use Big Bombs.  
    I highly recommend either Hammer 1 or Axe 1 when fighting this guy (try 
    to get them as high as you can in ranks).  If you can get behind Meta 
    Crab, you can cause quite a bit of damage.  I recommend doing so, but 
    if you have to settle for the front, then that's the way it goes.  The 
    guy probably has around 200-275 HP (the 275 part is probably a bit 
    exaggerated).  It shouldn't take too long to take him down if you've 
    got a strong enough weapon and a high enough level.
    After you've defeated Meta Crab (I keep wanting to call him Meta Crap), 
    he change into a crab (!?!?!?!).  That's when the brown-nosing and the 
    butt-kissing starts.  After MC pulls his crabby head out of you... 
    Um... You know... He'll crawl away.  He'll give you 1000GP.  Carl will 
    thank you and ask you to follow him.  Go on, now.
    Once outside the room, head toward the left and through the door that 
    was previously closed.  Carl will look around and notice the remaining 
    capsules have been opened. AWW!  Oh well...  You'll get your choice on 
    which of the two remaining capsules you wish to open.  It doesn't 
    matter which you do open, you'll get a Scrap 1 either way.  Carl gets a 
    Litho.  Well, you've done your duty.  Good work!  Now, leave the 
    dungeon and head back for Rococo...
    NOTE: The Scrap 1 can be combined with Axe 1 to make Axe 2.  If you 
    have A LOT of GP (relative to this part of the game), then you can try 
    to build Axe 2 up to level 9 and have a fairly powerful weapon early in 
    the game.  Remember, combining Sword 1 and Hammer 1 can make Axe 1.  
    Continually combining Axe 1's with Axe 2 will build up Axe 2's level.
    NOTE: I recommend having a third robot before fighting the second boss.
    Once you're in Rococo, go straight home.  Nagisa will greet you.  She 
    says that a "cute customer" is waiting for you.  Go to the back and 
    Carl will be in front of one of your bookshelves.  Speak with him.  
    Carl will give you Stone 1.  If you wish to mess around a bit with 
    weapons and junk, now is a good time to do so.
    When you're done at home, leave.  Before you can, Nagisa will tell you 
    that she hasn't seen Kurogane around for a while.  She says to look at 
    Father's House.  So, leave Rococo and go to Father's House.
    Right as you get there talk to Kurogane.  The cat will move you away 
    from the house.  Some Hackers will come out.  Hmm...  After they leave, 
    follow Kurogane into the house.  You should see the cat at the top left 
    of the screen in front of the dresser.  Inspect the dresser and you 
    should get Father's Note.  He'll leave you a not-so-heart-warming 
    letter.  Ah... Unemotion at its best!  
    Walk out of your father's house and head down to the family shrine (it 
    should be the tombstone-like structure to the southeast of the house).  
    Inspect it and it should open this time, thanks to Stone 1.  
    Family Shrine Information
    Items Hidden:
    Shield 2, Axe 1, 1000GP
    Enemies Present:
    Monk- Flame creatures.  They seem to be immune to bomb attacks.  They 
    can attack using a flamethrower-esque attack or cause a rain of fire 
    that can damage your robot and destroy all capsules on the field.  
    Strategies:  I arrived here around level 9 or so. Against the Monks, I 
    recommend you try to use melee weapons.  Bombs don't seem to have much 
    of an effect on them.  I've never tried shoot-based weapons, but I 
    guess it's worth a try.  
    Head up the far left path.  At the end is a Monk (the fire creature) 
    with a capsule next to it.  Open the capsule for Shield 2.  Now, go 
    back to the beginning and head along the far right path.  As you're 
    going along, a Monk will pop out. If you wish to advance, you must 
    fight it.  Defeat it and get to the capsule at the end of the path.  
    Open it for an Axe 1.  Now, back to the beginning again and through the 
    middle path.  Bypass the door that you come to (if you want the item, 
    that is) and head through the path to the lower right of the door.  
    You'll probably have to fight a Monk near there, too.  Defeat it and 
    open the capsule for 1000GP.  Head back up and go through the door you 
    just passed. 
    Go up through the next door into the small room.  A person will appear.  
    The man is Rask.  Apparently, he claims you are his descendant.  He'll 
    tell you a bit about the Tetron and say that he entrusted one of the 
    pieces of the Tetron to a man named Count Prinky, who lives in the 
    Forest of Illusion (which is east of Father's House).  Exit the shrine 
    and leave Father's House.  A new path will open to the right.
    Forest of Illusion Information
    Items Hidden:
    Mole- Burrowing rodents.  You can't see them on the screen until they 
    dig out of the ground and head for you.  Can't be harmed while under 
    Cmdr. (Commander)
    Strategies: The Moles are really nothing if you're a high enough level.  
    I recommend being about level 8 or so here.  Only attack the moles when 
    their heads are sticking out.  They've got 26 HP (I found this out when 
    I killed one with 26 damage, but one survived with 25 damage), so use 
    only attacks that do that much or less.  If a mole does go underground, 
    try not to stay in the same row as it, so as to save a little HP.    
    Right as you enter, head up and almost immediately you will be attacked 
    by a Mole.  If you're a high enough level, they shouldn't be too much 
    of a bother.  Kill it/them and continue upward.  Two more Moles appear 
    at the top of the screen.  After battling, go up into the next screen.  
    You can go one of two ways here: Left or Right.  Do not go right unless 
    you want to fight the different enemies that are over there.  If you do 
    go right, there will be three paths you can take from there, each of 
    which takes you back to another path and leads you around in circles 
    (the south path will take you to the beginning, the north path will 
    take you to the T-shaped intersection right after the beginning, and 
    the east path will just keep sending you to the four-way intersection 
    that it is currently found on.
    Anyway, back to the T-shaped intersection (the second screen on the 
    Forest of Illusion), you can fight a Mole here towards the middle of 
    the intersection.  Whether you fought or not, head left.  The next 
    screen is just a one-way curve towards the south.  There should be two 
    Spiders and a Rushbird here.  Avoid or fight; Either way, head south.  
    Another straight forward path here. There should be a couple Moles 
    here.  Head down and curve east.  Another curve like earlier with a 
    Rushbird and two Spiders.  Head up.  
    You should see a blonde-haired woman here.  After this point, she'll 
    become a regular character in this game.  Walk up an talk to her.  Her 
    name is Mint.  When she asks if you want her to join you, say yes.  
    From there, head up continually.  There will be several striaght 
    forward paths head north.  Mint will add comments here and there.  
    Eventually, she'll say that she can see a house.  At that moment, she 
    will leave you and head for the house.  Head up out of this screen and 
    that's it for the Forest of Illusion.  A path will open to the huge 
    mansion above.  Head there.
    NOTE: The Old House and the Clock Tower will be divided into two 
    separate sections since they practically are different dungeons.  
    Old House Information
    Items Hidden:
    Cure, Repair (x2), Clean, Light, 500GP, Sword 2
    Inventor's Friends:
    8- Hallway where you have to follow Igor without being seen.
    9- Found near the library in the west wing. 
    10- Found in the library in the west wing. 
    11- Found in the library in the west wing.  
    Enemies Present:
    Ho Ho- Ghost creatures that can hit from a long range.  They can be 
    fairly tough if you don't have a strong enough weapon or high enough 
    level.  They can also use ice magic.
    Cmdr. (Commander; past types)
    Cmdr. (Commander- with machine gun)- This is a newer type of Commander.  
    He can hit you from afar with his machine gun blasts.  If you're not 
    very high in defense, he can do some good damage.
    Plasmoke- Very tough smoke creatures.  Can absorb life or shoot long 
    range, projectile attacks.  
    Elesmoke- A bluish version of Plasmoke.  Has a bit higher attack and 
    defense than Plasmoke.
    Cmdr. (medic)- Gives health to your enemies.  
    Strategies: There isn't a whole lot of strategy to apply here.  Ho Hos 
    are pretty much the type of creature you can easily kill when you are 
    powerful enough.  If you are not, I suggest avoiding them or at least 
    making sure your robots have Shields.  Melee weapons seem to be enough 
    to dispatch them, or you could use a Bomb if you're not close enough.  
    My only suggestion on the new Commander is to have high defense.  
    Hopefully, you have a high enough rating on your equipment to take out 
    the Plasmoke.  Those guys have fairly high defense.  Melee weapons can 
    destroy them, as can Bombs, but you'll need to have a necessary power 
    rating to be able to take them out.  The same principle should be 
    applied to Elesmoke, aside from the fact that the Elesmokes are a bit 
    more powerful.  I did just find that Elesmokes can use lightning magic, 
    which strikes random areas of the screen.  The medics are really no 
    problem.  They can give health to your opponents or even use a light 
    attack which damages your robot and destroys all capsules, but it can 
    be easily blocked (if it isn't blocked, I've had robots gain status 
    afflictions and even take much damage from that attack).
    Right as you enter the Old House the door will mysteriously open.  Walk 
    through it.  It will appear dark, but slowly a man will appear.  This 
    is Igor.  He says he and Count Prinky have been expecting you.  After 
    he steps through the door, follow him.  You should appear in another 
    room with a staircase just above you.  Walk forward a bit and Igor will 
    appear on the right and tell you to use the room near him to rest.  
    Ah... In this room, we get our first appearance from Mamurana.  She is 
    a possessed doll that you'll be seeing a lot in this section of the 
    game.  You can see her up on top of the dresser.  When you get too 
    close, she disappears.  Search both front sections of the dresser to 
    get a Cure and a Repair.  Crawl in bed and you will have a dream 
    involving Rask, Igor, and Prinky (with Mamurana in the back).  When you 
    leave the room, you should see Igor walk in front of a door and 
    disappear.  Go through that door.  Note that there is a staircase to 
    the left of the door that takes you to another door on the west wall.  
    You cannot go through this door yet, though.  You will be able to later 
    After you've gone through the door Igor went through, you will appear 
    in an elaborate hallway.  You should see Igor walking.  DO NOT FOLLOW 
    CLOSELY BEHIND HIM.  If you do, he may spot you and send you back to 
    your room. Wait in front of the door until he is about to round the 
    second corner.  Before rounding the second corner, he will look behind 
    him.  Once he starts moving again, round the second corner and wait 
    (make sure Igor is still in your sight).  He should take a right turn 
    and when he reaches the corner on that right turn, he will look behind 
    him again.  From there, he should move upward through a narrow hallway.   
    Wait just around the corner of the hallway.  He'll head left now.  Head 
    just a ways up the narrow hallway, but do not round the corner.  Wait 
    around the corner again because he will be looking back once again.  
    Now, he should head up to a door and look behind him again.  Then he 
    will disappear.  This gives you free reign over the hallway. 
                                              _____   __ 
                                             |  D  | | I|
                                        __   |     |_|  |
                                       | M|  |________ C| 
                                       |  |           | |
                                       |  |           |4|
                                       |  |    _______| | 
                                       |  |   |         |
                                       |  |___|    3    |
                                       |______         B|
                                              |     ____|
                                        ______|    |
                                       |        2 A|
                                       |    _______|
                                       |   |
                                       |   |        ____
                                       |   |       |    |
                                       | 1 |       | S  |
                                       |___|       |____|
    Above is an ASCII rendition of the hallway you follow Igor through.  
    Letters A-D are places that Igor will stop in alphabetical order.  
    Numbers 1-4 are the places you should stand correspoding with each 
    number (When Igor gets to A, you stand at 1.  When he's at B, you stand 
    at 2 and so on...).  M is a special book you can read.  Nothing 
    special, just builds the story a bit. S can be reached through a door 
    and gives you a Shot 2.  I is Inventor's Friend Issue 8.
    Before you go through the door Igor went through, you'll here him and 
    Prinky talking.  Go through the door.  Walk up to the middle of the 
    room and Mint will walk in.  She'll tell you to go back to your room.  
    Do so.  On the way back you'll hear Mint yell. Go back inside.  You 
    should see a couple different books that are a different color from the 
    rest.  The one on the left isn't anything special, but does set the 
    story a bit.  Read the one on the right and it will take you to a cut 
    scene where Prinky gives you a tour of the mansion, so to speak.  After 
    it's over, a hole will open in the middle of the room.  Drop down the 
    You will fall down the hole.  Mamurana will appear and head towards you 
    and speak.  After she leaves, you will be surrounded by Monks.  
    Usually, you would be given the option to fight or run, but in this 
    situation you must defeat the Monks.  So, kill all four Monks (they all 
    seemed to drop items for me, but I don't know if that's guaranteed or 
    not).  There is a capsule to the right, but you can't grab it yet.  
    After you defeat the Monks head up to the door and press A.  Mamurana 
    will be a bit surprised that you won, then she will open the door for 
    As you head through the door, you will see Mink and an elderly man.  
    When you get close enough, Mint will speak to you.  It seems the old 
    man needs his dog.  Now, walk up and speak to the old man.  He is 
    Flavon, a friend of your father.  He'll tell you that he's hurt and 
    needs medicine from his dog's pack.  His dog is named Parsley and he 
    likes shiny objects.  Hmm...
    Head left and step on the button.  This will lower the barricades in 
    front of you... and elsewhere.  Head back to the previous room real 
    fast (where you saw the blocked-off capsule).  You can get to the 
    capsule now; Open it for a Clean.  Head back into the room with Flavon 
    and go out the door just north of the button.  You'll come into a long 
    hallway (with a small room to the right with a capsule in it).  As 
    you're running along, a skull will appear.  These skull-creatures are 
    called Ho Hos, and they're actually ghosts (as you will see when you 
    fight them).  Run up the hallway and through the door.  You should 
    notice that the door just above you is blocked (as was the capsule you 
    saw the the right).  Head right.  Before you can quite head up, a Monk 
    will appear.  After you've killed or avoided it, head up.  As you head 
    through the door, you may notice a button on the left.  You cannot get 
    there yet.  Head all the way north, towards the door up that way.  You 
    will most likely be attacked by a Monk on the way there.  The next room 
    is very small, but there is a chain on the north wall.  Climb the chain 
    and into the next screen.
    You should be in the middle of Prinky's Mansion, exiting via the well.  
    Up north is a door for you to head through.  Do so.  Head up the 
    staircase and once you reach the top, you will be approached by Count 
    Prinky.  He'll tell you that there is a white pest in the room.  It's 
    your turn to go in and take care of it.  You'll see a small, white dog 
    in there.  That is Parsley!  Remember that he likes shiny objects?  
    Equip Stone 1 and talk to Parsley.  He'll say BOW WOW WOW!  With that 
    profound statement made, he'll begin to follow you.  Take Parsley back 
    to Flavon.  As you approach Flavon, Parsley will be happy and join his 
    master.  Talk to Flavon.  A bit more story info will be given (nothing 
    you really haven't heard before except that the Hackers are at the 
    mansion doing something).  Mint will leave and you and Flavon will 
    continue talking.  After he's done, speak to him again and he'll give 
    you a Light.  Equipping the Light will increase your light radius, so 
    you can see more.  Flavon will tell you where he can be found from here 
    on.  Now, head back to the staircase where you saw Count Prinky. 
    Once at the stairs, Prinky will appear again.  He will ask you if 
    you've looked at the well, then saying that looking at the source of 
    light will take you to a new path.  He says your friend lies waiting 
    there.  He also warns you of Mamurana (even though he says "dolls," but 
    it could be that either this is a translation error and Mamurana is 
    truly the only doll or that there are many dolls and Mamurana is the 
    leader).  According to Prinky, there is also something Rask left behind 
    around here.  Head up through the door behind him (where you found 
    Parsley), and finally through the door at the north wall in there and 
    you will be at an R&D!  If you need anything developed, don't hesitate.  
    If you haven't yet gotten Shield 2's for all your robots or Axe 1's or 
    2's, then I suggest trying now.  The next objective I have in mind for 
    you right now is saving up your money to build a third robot (if you 
    haven't already and want to).  A third robot may prove helpful in 
    future battles, both regular and boss battles.  
    [THIS JUST IN: Some technically useless information.  Okay, so there is 
    more than one doll.  Whether or not any or all of the dolls you have 
    been seeing are Mamurana is questionable.  The reason I forgot that 
    there was multiple dolls was that I haven't played this game in so 
    long.  I found this out through a small scene in the Clock Tower.]
    Anyway, go back to the room where you spoke with Prinky and head left.  
    You'll be in a long structure connecting the north part of the east 
    wing to the north part of the west wing.  Just head straight, there's 
    nothing here except Mamurana watching you.  When you're in the next 
    room, you will notice that Hackers are about.  You will most likely be 
    attacked since one is so close and they moves so fast.  There should be 
    a bookshelf above you with another book written by Rask.  It'll tell 
    you of Rask naming a doll Mamurana (!).  Head left and then down 
    through the door.  There will be two more Hackers in here, and just 
    beyond them is the door you should head to to go the next room.  
    You will appear in a hallway with a library on the other side of the 
    wall on the left.  Head down the hallway and eventually a Monk will 
    appear.  After that, head all the way down and into the next room.  You 
    should notice a Ho Ho to the right as you enter.  The big question here 
    is what to do first.  I recommend heading directly left.  You should go 
    into a small room where there are two other doors, one to the north and 
    the other to the west.  In this small room a Plasmoke will appear just 
    to the south as well.  Head through the west door and into the bedroom.  
    Inspect both front portions of the dresser at the top left.  There 
    should be 500GP and a Repair inside.  Now, head back out, but this time 
    go north.  You should appear in a hallway with a bookshelf at the upper 
    left and a door on the other side.  If you want to read what's on the 
    bookshelf, you'll have to fight a Plasmoke first.  It's worth it as 
    this does teach you Axe 1.  Now, go back down and take the right turn, 
    heading for the northeast door.  A Ho Ho should appear, so remain 
    alert.  Walk up through the door and into the library.  A Ho Ho will 
    appear.  Also found in this library is a Plasmoke.  So, what's so 
    special about the library?  More Inventor's Friends!  In here should be 
    Issues 10 and 11, which teach you Shield 3 and Power Pack respectively.  
    There's also another volume of "My Life with Prinky."  Not necessary to 
    read, but if you want a little plot builder, be my guest.  
    Head out of the library and back to the area where you first saw the 
    Plasmoke (or at least where I first mentioned it in this FAQ).  Head to 
    the right and get out of that confined area and head down.  Just beyond 
    the overpass (on the other side of the overpass are a couple Monks and 
    a Plasmoke and a door to the bottom right that leads you to the east 
    wing).  to the right, a Monk should appear right before you make it to 
    the staircase.  If you head left and down after that, you will see a Ho 
    Ho and a door leading to a room.  This room is empty now (sorry if you 
    came here reading my directions; I just wanted to make you aware of 
    this place).  I recommend heading down the stairs.  Take a right after 
    that and go up, passing under the overpass.  A Plasmoke should appear 
    just before you reach the door.  Head for the door and enter it.  
    Inside, you'll see a little robot.  Talk to it a few times and it'll 
    say a few different things.  Search the pillar in the middle of the 
    room for a Sword 2.  After you've done all this, head back to the 
    inside of the well.  Near the north end of the well should be a door on 
    one side of a wall, but nothing on the other side (note that there is a 
    Monk nearby).  Search the wall directly in-line of the door with the 
    Light equipped.  A passage will open.  Once inside walk on the button 
    and the barricades will go down.  Head south to the previously blocked 
    off capsule with a Scrap 3 inside (there's also a Ho Ho to the left of 
    the capsule).  Head back up, go left and up through the previously 
    blocked door.  
    As you walk into the next room there will be three Hackers talking 
    amongst themselves.  You need them to get out of your way and they seem 
    to be scared out of their wits by their exchange of ghost stories.  
    Equip the Surprise Horn and give it a blast.  They'll all practically 
    crap their pants and run away.  Now, walk into the door that they had 
    blocked off and into the next room.  Just a small, one-way room leading 
    to another door. Go through that and you're in the breaker room.  Just 
    above you should be a small room.  Enter it and a cut scene will ensue 
    between Mint and a Hacker in another small room.  The only way in is 
    locked, though.  In the room you went into to initiate the cut scene 
    should be a small switch on the north wall.  Continually flip the 
    switch with the A button until finally the Hacker comes out (you will 
    hear the door open).  Now, turn the light on and go talk to Mint.  She 
    will tell you that Parsley seems to have something the Hackers want.  
    After that, she will take off looking for Flavon.  Now, time to find 
    First, you want to look for Flavon.  You want to be in the south part 
    of the west wing (where you have the overpass and the room with the 
    robot).  Flavon should be in the room directly to the left of the 
    entrance to the south portion of the west wing (assuming you came from 
    the north).  Go into that room and you should see Flavon in bed with a 
    Hacker right next to him.  After the Hacker speaks with him a bit, he 
    will notice you and attack.  Defeat the Hacker, it shouldn't be a 
    problem.  After you have, he'll suck up to you and you'll be able to 
    get some info out of him.  He'll tell you that his boss, Blackmore, has 
    plans to grab something called the Tetron.  After that, the selection 
    will pop up again.  From there, you just need to select the second 
    selection and let him by.  Now, go talk to Flavon.  
    Flavon will tell you that Parsley hid an item called the Clock Tower 
    Key.  Flavon then gives you and idea for an invention called Relay.  
    This will allow you to speak with animals.  Now, head out of here and 
    go to the R&D and develop a Relay.  Now, equip the Relay and go outside 
    to area with the well.  You will see Parsley walking around.  With 
    Relay equipped, you can talk to him and he'll tell you where the key 
    is.  It should be right in front of the well.  Inspect the area and you 
    will obtain the Clock Tower Key.  Now, you can head to the Clock Tower.   
    Before going to the Clock Tower, there are a few things you should do.  
    First is beef up. Get yourself to about level 9 or so (I was level 12 
    by this point, but I had also done a bit extra leveling on the side).  
    Also, be sure you have your third robot ready to go.  If you don't 
    already have any Axe 1's (at least) for your robots, I highly recommend 
    you get them.  If you saved the Scrap 1, you can combine that with Axe 
    1 to get Axe 2, although it really isn't worth taking the time or 
    spending the money to boost this up to level 9 to replace a level 9 Axe 
    1 since there is only a 10 point difference in strength between the 
    two.  By now, all you robots should have at least Boots 2.  If you 
    want, you could make a Power Pack for a Power-centered robot, but for 
    3000GP to raise Power only 10 points is a bit like highway robbery in 
    my opinion.  Therefore, I don't highly recommend it.  I would also 
    recommend your robots have Shield 3.  
    Once you have everything read, go back to the beginning of the Old 
    House and leave out the front door.  Head all the way around the house 
    to the back and you'll see a locked up structure.  This is the Clock 
    Clock Tower information
    Items Hidden:
    Cure, Scrap 1, Scrap 6
    Enemies Present:
    Mummy- Wrapped undead beasts.  Fire projectile shots.  They can also 
    become invisible.  
    Franken- Creatures that look like Frankenstein's monster.  
    Ho Ho
    Strategies: The Mummies can be taken down with a Bomb if you're close 
    enough and strong enough.  I recommend using melee weapons, though.  
    Those can do more damage (assuming they're strong enough, and they 
    should be by now) and don't use up as much charge time.  When/If 
    Mummies go invisible, remember their position because they will stay 
    still.  They cannot be harmed when in this state, however.  Frankens 
    can be tough if you're a low level.  If one hit cannot make them 
    succumb, use a triple-hit combo. 
    No, there's no Scissorman in this Clock Tower.  Just Mamurana.  Equip 
    the key and use it on the locked door to get into the Clock Tower, then 
    go inside.  You'll see a locked door with a switch to the left.  Hit 
    the switch to open the door and go through.  This place can be somewhat 
    complex, but not extremely.  Anyway, here is the layout to this part.  
    In the small room you're currently in, there are paths to the left and 
    right.  There's also a couple of Mummies in this room.  To the left is 
    a locked door with an Elesmoke in front of it and to the right is a 
    blocked off area behind a door (and a Mummy in front of the door).  The 
    only place to go is straight up (through the door with the plaque next 
    to it).  In this little area should be an Elesmoke to the left and a 
    Mummy to the right.  After you've finished them off or retreated, go up 
    through the door on the left (which should take you to the second 
    You should see a door on the north wall.  Go through it and it will 
    take you to a very small ledge with a capsule and an Elesmoke.  Open 
    the capsule for a Cure.  Head back out and start heading south.  There 
    should be a couple of Frankens that appear in your path.  Go through 
    the door on the right.  A Ho Ho should appear in this small section.  
    Head down through another door.  There should be a locked door to the 
    right and a blocked off path directly to the south.  Head right and 
    down, taking the path in front of the locked door (there should be a 
    Mummy that appears) and go through the door here.  This should lead to 
    a very straight-forward path heading left with a Plasmoke in your way.  
    Through the door to the left here and you will be brought to an O-
    shaped room.  There should be a plaque on the wall and a switch next to 
    it.  Flip the switch and head back the way you came.  Remember that 
    last locked door you saw?  It's now open!  This is the only locked door 
    that is currently open.  The other at the beginning is still closed.  
    Head through the newly unlocked door and you will see a Ho Ho appear 
    and a drop-off on the left side of the ledge.  Drop off the drop-off 
    (novel idea!) and you will land in the area on the first floor that was 
    previously blocked off.  Step on the button and it will lower the 
    barricades below.  Go north through the door.  
    You will see Mint is cornered by a mouse.  If you speak with Mint, 
    she'll ask you to get rid of the mouse.  Equip the Relay and speak with 
    the mouse and she will tell you one of her babies is trapped inside 
    Mint's bag.  Mint will let the baby out and the mice will leave.  Mint 
    will soon leave and that will be your cue to flip the switch to the 
    left and head out of the room.  That will open the locked door to the 
    left of the entrance.  Go through it and you will get a Scrap 1 from a 
    capsule (upon opening the capsule, a Monk and an Elesmoke should 
    appear).  Head back up to the second floor- You should be able to get 
    past the barricades that were there.  If you return to this room, 
    you'll see the young mouse.  Speak to him with the Relay and he will 
    tell you to search the left wall.  Go through it and you'll see a 
    capsule with Scrap 6!
    Cross the downed barricades (they should be right after you get past 
    the two Frankens and the Ho Ho) and head left through the door (note 
    the Mummy that appears just below the barricades.  You should be heaing 
    left down the path and a Mummy will appear near the top of the path.  
    There should also be a locked door on the west half of the path.  Head 
    through the door on the west wall.  You should come to another O-shaped 
    room with a plaque and a switch.  Go back out and up through the locked 
    door (which should be open now) and through the door to the third 
    Here on the third floor, a Plasmoke should appear to the right.  Hit 
    the switch to the right of the plaque and go through the door.  A small 
    cut scene will happen and the dolls will prevent you from going 
    further.  You will be thrown out of the room.  Re-enter and the mouse 
    you helped earlier will help you out in turn (If you haven't helped the 
    mouse out yet, then I suggest you look about two paragraphs up).  You 
    can now go through the door.  In this room, you can climb down using 
    the left chain.  Walk over to it and climb all the way down.  Head up 
    through the door into a strange-shaped hallway.  Here, go up through 
    the narrow hall on the right and push the switch to open the door.  
    Now, go through the door and watch the small cut scene between Mamurana 
    and the Hacker.  Walk up to the middle of the room.  Mamurana will 
    speak.  She seems to know why you're here... And she seems pretty 
    pissed off!
    Recommended level: 11-12; Although higher definitely wouldn't hurt. 
    Our sweet and lovable doll from Hell has become a gigantic killer bee-
    butterfly-moth-monster-...thing.  She has some odd attacks... If you're 
    robots aren't very powerful, then Mamurana will just walk- er... fly 
    all over them.  One ability she possesses is the ability to clone 
    herself. Her clones are significantly weaker than her, but can range in 
    stats.  If you're high enough of a level and have good weapons 
    (again... Axes!), you should be able to take out the clones with a shot 
    or two.  I've also noticed that if she spawns a clone where you're 
    standing, it will automatically die.  Mamurana also loves to do her 
    lightning attack, so if you have to guard, then do not remain in the 
    same line with her.  She also has a pollen attack that she shoots out 
    in front of her which can put status (I believe) afflicitions on your 
    robot.  All over her attacks can do quite a bit of damage.  That is why 
    I recommend having the best defense possible before initiating this 
    Notice a few things to your advantage.  First off, she is much weaker 
    when hit from behind.  Also, she cannot change lines.  She is 
    apparently confined to a line and her only true means of changing lines 
    is when she clones herself. So, if she does no cloning, then she can 
    not change lines.  Hit her with single shots using a melee weapon.  
    Using a robot that is Power-centered might also help. Using my Power-
    centered robot, I was able to do about 100 damage (of course, I was 
    level 13).  Just be sure that your Power robots have decent enough 
    It is not necessary to try to kill both clones.  Just work on one 
    Mamurana at a time; The others can't hurt you.  If one dies, then move 
    to another one.  
    Bombs have little effect on Mamurana, so I recommend not using those.  
    Triple shots and most Run attacks also seem to do nothing.  You'll get 
    ~50 megs of data for defeating Mamurana.  
    Mamurana will speak... Then shut the living hell up!  Inspect her 
    inanimate body and you will get Stone 2!  The Hacker you just saved 
    will thank you, announce that he is quitting the Hackers, and leaves.  
    Leave the room and Mint will be just outside.  She'll say that she's 
    got a top story to write now and leaves.  Follow her and as you leave 
    you'll see Prinky and Igor appear behind you and say a few things.  
    Outside this room you will see Flavon.  He will speak to you and the 
    two of you will automatically go back to Rococo...
    You will be in Flavon's house.  He'll speak with you and a cutscene 
    will ensue.  After it's over, Flavon will say something about a South 
    Island.  Hmm... There's nothing in Flavon's house, just leave.  Head 
    back home and Nagisa will tell you that you got an invitation to an 
    island resort and that the boat leaves shortly.  Now, do anything that 
    you really need at the moment (such as buy supplies or make items) and 
    get ready to leave.  As you leave, a new path will clear to the left of 
    Rococo.  Head there.
    There is no information for this place because there really isn't much 
    here.  Head toward the docks to the left and make your way to the boat.  
    There should be a tribal guy standing in front of the boat.  Speak to 
    him to make him move, then board the ship.  You're well on your way to 
    the South Isle.
    Much like before, nothing much here.  You will exit the boat as it 
    docks at the pier.  Speak to the tribal as you get off and he'll escort 
    you to the village.  Just leave this place, there's nothing special 
    here except the boat (which can take you back to Rococo whenever need 
    be).  As you exit the pier, a new path will open to the right.  Go to 
    the village, now.
    Village Information
    Smoke Bomb: 30GP
    Cure: 90 GP
    Clean: 150GP
    Repair: 450GP
    Big Bomb: 300GP
    The first duty I place in your hands is to explore.  There are only 
    four buildings here: The tool shop and inn at the south end of town, 
    the shaman's house at the northwest corner, and the elder's house at 
    the northeast corner.  You may also notice that the Rococo mayor and 
    Mint are also here.  Mint will tell you that all who have received 
    invitations have turned up missing.  Hm...
    After you've explored and normed yourself with the area (which 
    shouldn't take long), head to the elder's house.  You will see a 
    conversation between the elder and the shaman.  When they are done 
    talking the shaman will leave and push you out of the way.  Now is the 
    time to speak with the elder if you really wanted to (although he 
    doesn't say a whole lot).  Exit the elder's house.  You can also go to 
    the shaman's house, although there really isn't much there, either.  
    When you've had enough, head to the inn and hop into bed (your bed 
    should be the one on the left).   
    You will have another of those dreams.  You should see a strange, 
    robot-like figure on what appears to be the nearby volcano.  He'll say 
    a few intriguing things, then a tribal will come up and scream, then 
    run away.  The dream sequence will end and...
    Head outside the inn and just to the right and a bit below should be a 
    red-haired tribal.  Speak to him and he'll escort you now to the 
    volcano.  Leave the village and a pathway will open to the volcano.
    Volcano Information
    Items Hidden:
    Outside Volcano: Celtis 1, 300GP 
    Inside Volcano Cave: 500GP, Repair
    Trash Chute Area: Cure
    Enemies Present:
    Powermole- A suped-up version of the original mole.
    Gator- Small, but fierce alligator monsters. 
    Bosstoad- Giant, toads that hop around upright.  
    Turbo- Suped up version of the Mine. (See Volcano Base section for 
    Gold Cmdr.- (see Volcano Base section for details) 
    Quickbirds- High powered versions of Rushbirds.
    Maskers- They appear invisible on the regular screen.  
    Beret- Invisible like the Maskers.  Guys with cannons.
    The Powermole is basically just a powered up version of the regular 
    Mole.  So, just apply the same prinicples, except taking into 
    consideration higher stats.  I've noticed that higher forms of boots 
    are quite helpful this early in the game.  I don't quite remember the 
    regular Moles having this attack, but it seems the Powermoles have the 
    ability to cause great fissures that damage you and all capsules.  So, 
    if you really want to open capsules, go for those first.  Gators can be 
    a bit nasty.  When you first encounter them, they may be able to do 
    loads of damage if you havne't been leveling up.  They have one attack 
    in which they drop a weight on you that can do damage even in 
    relatively higher levels.  They don't have very high defense, though, 
    and can be take out just as easy as any other enemy.  They also use 
    projectile attacks that really aren't much to worry about.  Pray they 
    use those more than the weight attacks. 
    The Bosstoads have one aspect to them that makes them a bit formidable, 
    but one fatal flaw.  They have high defense and relatively high attack 
    (they can do a bit of damage), but they are just so damn stupid!  I 
    think their AI might have been programmed stupid on purpose.  I was 
    actually allowing one to get hits off on me and he just kept 
    maneuvering around me and stopping in completely different rows than I 
    was or pointlessly attacked capsules.  Use this stupidity to your 
    advantage.  Just make sure your attacks do a good amount of damage or 
    you're screwed.  The Quickbirds can be very deadly.  Even at level 17 
    with some relatively good stats, they were taking off half of my HP.  
    They still died with one hit, though.  If you're not ready for 
    Quickbirds, RUN!  Just one peck almost dropped one of my 'bots.  I've 
    also noticed that their pecks CAN destroy your robots quite easily.  
    Level 17 and one of my robots was hit for 45 damage when most enemies 
    around this time were doing 1-5 damage.  Maskers are probably the 
    deadliest of them all.  You cannot see them when walking around, but 
    when you do initiate more than one, run.  They can easily decimate your 
    group with their powerful water balloon attack.  On the flip side, they 
    have just under 30 HP, so if you can cause that much damage and you're 
    only fighting one, give it a try.  Two is a bit iffy and three you 
    should just run unless you feel like repairing your robots.  I've also 
    noticed that bombs do very little against them.  Berets are even worse 
    than Maskers.  These guys have high defense AS WELL AS high power.  
    They do have low HP, however.  I was able to take one out with about 18 
    damage (two blows of 9 damage each).  I recommend leaving these guys 
    alone all together, though.  
    Soon as you arrive at the volcano, head right.  Open the capsule that 
    you should eventually come to and you will get a Celtis.  Head back to 
    the beginning, only this time head north.  Pass the stairs and head 
    toward the capsule that should appear.  Open it for 300GP.  Now, head 
    up the stairs.  Head right and up another set of stairs, then up and 
    left toward the tribal.   Speak to him.  He'll give you access into the 
    volcano.  Descend into it.  Walk around a bit.  In fact, purposely walk 
    to far and the tribal will take away the rope.  Don't worry, this is 
    supposed to happen.  
    If you feel like challenging everything in sight, you could head down 
    the path to the left and battle the Powermole in the small, confined 
    area.  Just for experience and whatever you could get from the battle, 
    I do recommend it.  That and it's a good way to test the waters of this 
    area; A good way to assess your robots' power against modern enemies.  
    Either way, you're going to have to head right (which is the direction 
    in which you trigger the rope to disappear). 
    Okay, there should be several different pathways to go.  If you head 
    straight down from the spot that triggers the rope event, you will come 
    to a Spider and a door leading to a pathway heading east.  You will see 
    a capsule at the end of the pathway, but there's also a Powermole 
    guarding it (it's hidden underground, so you can't immediately see it).  
    Battle the Powermole, then open the capsule for 500GP.  Head back out.  
    It seems your only option is to go right of the area that triggered the 
    rope event.  There are two pathways to the right: Up and Down.  Down is 
    only for the sporty types.  It leads to a confined area with a couple 
    Spiders.  Up will take you to a narrow path, followed by a small room 
    with a Spider and a door.  Kill the Spider if you wish and head through 
    the door.  
    After heading through the door, know that there is a Powermole hidden 
    to your left.  Before doing anything on the left, though, go across the 
    land bridge just up above you.  On the other side, a Powermole should 
    appear, so stay alert.  There's another land bridge just to the north, 
    but it leads to nothing so just leave it alone.  Take the path to the 
    far right and head up.  You should notice a capsule at the end of the 
    path.  Guarding the capsule is another hidden Powermole.  It doesn't 
    look like you'll be able to avoid this one easily, so just kill it.  
    After you've finished off the pesky rodent, open the capsule for a 
    Repair.  Head back to the start of this area.  Head toware the path 
    that is west of the first land bridge.  You should notice that there 
    are actually two paths west of the land bridge: One heading left and 
    the other heading up.  The one heading left is another for the sporty 
    people.  There's nothing there but a few Powermoles.  Up takes you to a 
    strange, metal wall with a door in it.  Go through the door and... 
    Volcano Base Information
    Items Hidden: 
    Cure (x2), 600GP (x2), Key, 800GP, 400GP (x2), Scrap 4, 298GP (x2), 
    Scrap 7, Clean, 5000GP (don't get too excited, you'll be losing it 
    soon), Sword 4
    Inventor's Friend
    12- R&D
    13- R&D
    14- Secret Room
    16- Dr. Einst's room
    17- Secret Room
    Enemies Present:
    Gold Cmdr. (Commander)- Same Commanders as before, but stronger.  These 
    ones are also more likely to call reinforcements, so stay alert.  
    Minicom- Small Hackers.  Can pack quite a punch for their size.  They 
    also have a highly damaging attack that occurs when you kill them.  Be 
    thankful they don't have a whole lot of HP (< or = 30)
    Gunrobot- Bouncing, one-eyed robots.  They can do a bit of damage if 
    they hit you from behind, so don't leave yourself too widely open.  
    Biolion- Mutated lions.  
    CannonX- Robots with huge cannons on their backs.  
    Strategies: Noting much to apply to Turbo except the usual level rule.  
    They basically have the same attacks as a Mine, except with higher 
    stats.  Good levels and weapons will dispatch them with one shot.  The 
    new Commanders (the gold ones) are a bit of the same.  No new attacks 
    and they can be easily taken out.  Be sure you have good equipment for 
    this area.  The Minicoms can pack one hell of a punch if your robots 
    are weak.  They're bomb attacks can be devestating and they can be pain 
    to take out if you don't have high levels (if you don't, then I 
    recommend running).  The one thing I recommend the highest when 
    fighting Minicoms is long range weapons.  Why, you ask?  When they die, 
    they crumble apart and their parts do TONS of damage to your robots.  
    Even at level 16, they were tearing my robots apart with their crumble 
    attacks.  Bombs may not be the best choice, but if you're a high enough 
    level they can take them out.  So, I do recommend having at least one 
    robot in this area with a long range weapon.  Gunrobots are fairly weak 
    for the most part, especially if your levels are high.  They have two 
    attacks: a charge attack (the more powerful of the two) and a laser 
    attack.  If you really want to cause some damage, wait until they get 
    close enough to you, then hit them from behind.  I've also found that 
    they are fairly strong against bomb attacks.  The Biolions are much 
    like Gunrobots, except a bit weaker.  Just apply the same basic 
    strategy to these guys as Gunrobots.  Same thing goes for CannonX.  The 
    only difference with CannonX is that these guys can absorb life.  They 
    also tend to absorb relatively good sized amounts.  
    You'll be inside what appears to be a Hacker base.  How do you know 
    it's a Hacker base?  Well, there is a Hacker standing right there 
    talking to you!  He'll recognize you as "the new sacrifice guy."  
    Sounds like a Rob Zombie song title, no?  Well, you're in the new 
    "shop" and if you try to run, you'll be thrown into the volcano 
    according to the Hacker.  From here, head down.  You will see a Turbo 
    with a long pathway heading south.  There's nothing down there, but if 
    you want to kill the other two Turbos down at the end of the path, be 
    my guest.  It's nice to gain some experience.  Anyway, you should 
    notice a door to the left.  Go through it to enter a room with a Turbo 
    and a capsule.  Open the capsule for a Cure.  
    Head back up into the shop where you were sent to earlier.  You should 
    notice a switch to the right of the right treadmill.  Press the switch 
    and the treadmills will reverse.  Walk on one of them through one of 
    the doors and into the next room.  You will come to a very complex room 
    indeed.  You should see Hackers pacing around throughout this area.  If 
    one sees you, you will be sent back to the beginning.  
    First thing's first.  Go into the path to the right of the sign 
    proclaiming this month to be Work Build-Up Month.  Wait out of the view 
    of the Hacker pacing above.  He should pass you on his way to the left 
    and then pass you again while heading right.  After he passes you while 
    heading right, run out from behind him (press the button if you want, 
    but you won't be needing it just yet) and head down into the hiding 
    place created by the crates.  Run around to the far right side of the 
    crates and when he begins heading left, run out and up the corridor to 
    the right of the button.  Keep heading up until you come to a room with 
    a Hacker patrolling in a rectangular pathway.  Try not to let him see 
    you (possibly even follow right behind him or just run when he's not 
    looking left), but head to the upper left.  Run down the stairs and 
    head right.  Pass the door and keep going past the overpass.  You 
    should come to a capsule in a corner.  Open it for a Cure.  Head back 
    to the door you just past and go through it. 
    You'll be in a bathroom.  A couple of Hackers will be taking a leak and 
    talking.  Eventually, one of them will turn around and run towards you.   
    He seems a bit panicky because he slipped something he shouldn't have.  
    You will be given two choices.  The first one does nothing at all and 
    just causes him to repeat the process.  Pick the second choice and 
    he'll put a stamp on your hand.  With this stamp, you can be admitted 
    into various secret rooms and labs throughout the base.  Head back out 
    of the bathroom.  Head back to the first guy I had you sneak past (the 
    one guarding the button).  If you haven't pressed the button yet, do so 
    now and head up the treadmill.  You'll notice that you will stop with 
    another treadmill to the left of you and a Hacker patrolling just 
    above.  Head right because there's nothing above, it's just a trap.  
    Now, you will be caught in an area with three treadmills around.  The 
    one to the right you just came from.  One below you leads down and 
    another leads to the left.  Take the one leading the left.  You can 
    only head down from here.  Sneak past the guard and head straight down 
    and through the next treadmill (which should be heading down).  There 
    should be another switch to the right.  Be quick, though.  There is a 
    Hacker running around in this area.  Hit the button and make it go red, 
    then head back up through the treadmill you just came on.  Sneak back 
    up to the treadmills above and take the one that leads up.  Run across 
    the overpass and into the room.  There should be a Hacker guarding a 
    door to the left.  If you have a stamp on your hand, he will let you 
    pass.  If you've been following the walkthrough, you should have a 
    stamp by now.  Go through the door.
    Notice the new enemies?  Hackers as usual, only one of them is gold and 
    the other is a tinier version of the regular Hackers.  Careful for the 
    Minicom (the small Hackers that run around).  They can be very powerful 
    if you're not very strong.  If you do plan to fight Minicoms, use long 
    range weapons.  It seems that when you kill them, they break apart and 
    can do massive damage to your robots.  After you get past the first two 
    enemies you see in this area, head down the hallway that you see just 
    below the door you entered.  You should come to a little area with 
    another Gold Hacker and a Minicom patrolling the area.  To the left 
    should be a door leading to a little room with a capsule in it.  
    Whenever you can, get to the capsule and open it for 600GP.  If you 
    haven't destroyed the enemies and would like to, go right ahead, then 
    go through the door on the far left wall.  
    You'll see a locked door with the evil looking insignia you saw before.  
    You really can't do much, but run up to the door and inspect it.  
    You'll actually spy some words of a conversation between a couple 
    different villains in the game.  After a while, they'll kick a Hacker 
    out and sentence him to 100 years of toilet cleaning and he'll scramble 
    out of the area.  Nothing more you can do here after that.  Head back 
    to the area with all the treadmills and head straight to the bathroom 
    you were in earlier.  There should be a Hacker in there walking around 
    (quite possibly the one that was sentenced to toilet duty).  Speak to 
    him and he'll walk into the other room.  After he comes out it's... 
    Kotetsu!  Talk to Kotetsu and go follow him into the next room.  He'll 
    be standing on the right side of the screen.  He'll tell you that if 
    you wish to escape, you have to use the door just behind him.  It's the 
    trash chute.  Go through the door and down the chute.  
    You're back in the Volcano, and you've got to escape.  For information 
    on this area, just look back at Volcano Information.  Items will be 
    listed under "Trash Chute Area."  Anyway, after falling down take a 
    left.  You'll see some strange crocodile-like creature bouncing around.  
    These are Gators.  Defeat that then head left some more.  Another new 
    creature.  It should look like a giant, biped toad hopping around.  
    These are called Bosstoads.  There's not much to worry from them.  They 
    have probably the worst AI program in the game (I think they were made 
    that way on purpose, too).  After the first Bosstoad, head down.  Along 
    your way down should be another Bosstoad and a Spider to the right.  
    Don't go right just yet though.  Go down.  Battle the Bosstoad on the 
    way down may be inevitable.  Battle your way past it and just to the 
    south should be a capsule being guarded by a Gator.  Again, battle may 
    be inevitable.  Kill the Gator and take the Cure from the capsule.  
    After you've gotten the Cure, head back up and go right (where you see 
    the Spider walking around).  There's nothing in taking the path just 
    south of the Spider, so ignore it and continue right.  The pathway will 
    curve downward and along the path heading down are a Spider and a 
    Bosstoad.  Get past them and... Two more Bosstoads!  From here, the 
    path begins to move left.  So, after the Bosstoads here, head left and 
    you'll come upon another Gator.  You should notice that just down from 
    the Gator is a door.  Also, just to the left is another Spider and a 
    door just down from it as well.  Only take the one below the Gator if 
    you really badly want to battle the Bosstoad on the other side.  Other 
    than that, there is nothing there.  So, after getting past the Spider, 
    head through the door just below it.  
    You should be to the left side of a lava flow dividing the room in 
    half.  You will be instantly greeted by a Bosstoad as you enter.  Get 
    past this one and continue downward.  The path will curve right for a 
    few steps, but there is a Gator impeding your way with another Gator 
    just south of it.  Fight or whatever, just keep heading down until you 
    reach the door.  Run through it.  You'll appear in a small room with a 
    Spider nearby.  Get past that and head down through the door.  There's 
    nothing to the right.  Head down, fighting or passing the two Spiders 
    that will appear, then head right.  Head to the right now and you'll 
    see a Gator and a Spider patrolling.  There's nothing to the north but 
    a strange, sealed temple of sorts.  You can't get inside... yet.  
    Continue right and through the door.  
    Right here is where you want to be careful.  You cannot see them, but 
    there are enemies in this room.  They're invisible, and quite powerful.   
    They're called Maskers.  Even at high levels, they can take your team 
    out easily.  Even at level 18, they were able to kill one of my 'bots 
    with just one attack. I highly suggest running if you are attacked by 
    one.  If you feel gutsy, give it a try but save first.  Head straight 
    to the door and you will be taken to another room.  This one also has 
    an invisible surprise.  It's called Beret and it's -worse- than the 
    Maskers.  I recommend just running from these guys as well.  Head 
    straight for the door.  Ah, finally out!
    You should appear in the Shaman's Hut.  Walk out of the hut and you'll 
    scare a villager.  Guess he's never seen a dead guy walk before... Head 
    to the elder's hut and speak to the elder.  After a bit of talking, 
    Mint will walk in.  Before long, the villagers will be packing you and 
    Mint into the crate and offering you as a "sacrifice."  
    Back here again.  This time you'll be in a shrine-like area, still in 
    the box.  Before long, some Hackers will come along and take you back 
    to the base...
    Yep, you're here again.  You and Mint will walk out.  Mint will inspect 
    the area a bit.  Take a few steps and Dr. Einst will appear.  He'll go 
    face-to-face with Mint and run off, prompting Mint to follow him.  Open 
    the capsule at the top of the room for a key.  To the left is also a 
    bookshelf with Inventor's Friend 16 (which teaches you Quick Pack).  
    For giggles, you can also run over to that strange knob in between the 
    two statues and inspect it.  The Shaman will note that "the Diety's 
    voice sounds different."  Get out of this room.  
    This should all look familiar from here.  This is the door you couldn't 
    get through earlier.  Heading through the door to the lower right will 
    take you back to the hallway full of gold and tiny Hackers.  Once 
    you're in that hallway, head north and through the door at the upper 
    left.  Yep, now you're back in the huge room full of conveyer belts.  
    If the button you see after entering this is red, push it so that it is 
    white and make your way through the belts again.  You'll want to move 
    as if you're heading toward the bathroom from earlier.  Yep, that's 
    your destination.  
    Head inside and talk to Mint.  After that, head into the next room and 
    you should see a Hacker walking around.  Don't worry, he's benevolent.  
    Go into the Exec. Toilet.  Inspecting the toilet should take you to a 
    new area.  Head out and you should see some rather unfamiliar 
    surroundings.  First, head right.  You won't be able to go into the 
    room above.  There is a sign saying that it's the room with the 
    Earthquake Machine.  Awkward... Head down.  Open the capsule for 400GP.   
    Head back out of this room.  To the south should be a narrow walkway 
    with some white things on it.  You cannot see it with the naked eye, 
    but there is a motion detection beam streaming between the two.  Should 
    you walk between the two detectors when the beam is active, the door 
    above you will open and some Hackers will come out and attack you, so 
    be careful.  Head across the bridge of sorts and into another room.  
    You should see the familiar boss insignia on the floor.  Inspect the 
    wall near it and it'll mention something strange.  Head back to the 
    Exec. Toilet.  After you land back where you came from, head out and 
    speak to Mint.  She'll wander off again.  Head out of the toilet.  Do 
    you remember the locked door with a mouse near it?  It should be just 
    to the right of the bathroom (it's on the upper level).  Go there, 
    equip the key in your inventory, and use it on the door.  Head through.
    The first thing you should see is a couple of Turbos walking around.  
    Do with them as you wish.  You should also see a sign at the top of the 
    screen.  This sign should read that the door next to it leads to the 
    lunchroom.  Enter this area.  You can talk to any Hackers here, but 
    most importantly talk to the one on the very far right.  It's Kotetsu.  
    He'll tell you that you can benefit from owning a pair of Chameleon 
    Glasses.  He won't give them to you, either.  He says you must head to 
    the R&D.  So, how do we get there?  Simple.  Head back out of the lunch 
    room, but this time go right.  You should be in an area with railings 
    in different locations.  There should also be mini-Hackers and gold 
    Hackers all over the place.  Just head right.  At the end of the hall 
    should be a sign.  It will give you directions to different areas of 
    the base.  Notice the top one shows that there is an R&D just to the 
    north!  Head through the door.
    The first thing that will most likely catch your eye here is the new 
    type of enemy.  The one-eyed jumping robots are called Gunrobots (very 
    original and mindblowing name, no doubt).  To the right of the first 
    Gunrobot you fought should be a capsule with 800GP.  Head up.  You 
    should see a couple of motion detectors on either side of the walkway. 
    If you really want, you can head left although there isn't anything 
    that way except a couple of Gunrobots.  Instead, go through the door 
    (you'll have to open it with the A button).   
    As you enter this new area you will see some new enemies yet again.  
    The new one will look like some weird, deformed lion with fly wings.  
    These are called Biolions.  They shouldn't be incredibly strong, so 
    don't worry.  Another thing that should be brought to your attention is 
    the new type of robot in this area that looks just like the Gunrobot on 
    the field screen.  These guys are called CannonX. After getting past 
    the first Biolion and CannonX that you see, head left and then up.  
    After the narrow walkway should be some more motion detectors.  Just 
    north of the detectors is a capsule guarded by a couple of enemies.  
    The capsule contains 400GP if you can reach it.  You should know that 
    the way you want to go is northwest of the motion detectors; Through 
    the door.  
    Running all the way left and... YOU'VE MADE IT TO THE R&D!!!! ...Only 
    to be told that you're not allowed in.  Feh.  You'll have to deliver 
    lunch to these guys.  Before you do, though, there's a few things I 
    recommend doing first...
    There should be a staircase just west of the door you came through 
    (there should be a Biolion just near it).  Notice that all around this 
    staircase on the floor you're on, there really isn't anything but 
    enemies.  If you'd like some experience, jog around this area and take 
    out the enemies as you go.  Then, head down the staircase.  To the left 
    should be a CannonX and a door right beyond it.  After the door should 
    be a capsule with 600GP inside.  Go back out the door and head right.  
    Go through the door and into the next room.
    You should have already been in this room before, just not on this 
    level of the room.  There's a Biolion just near you, and just to the 
    north of it, beyond the overpass, is a capsule.  Inside is a Scrap 4.  
    After that, head east past the overpass.  You should see another 
    Biolion and a closed door here.  Open the door and enter.  3 capsules 
    await you inside.  Open them: Two have 298GP (nice round number, no?) 
    and one has a Scrap 7.  Go back outside.  Head back towards the door 
    you came through originally (where you saw the first Biolion in this 
    room and head down into the next room.  
    Head right.  After the CannonX should be some Hackers in a straight 
    line.  Ignore them for the time being and grab the capsule just to the 
    south.  There should be a Clean inside.  The Hackers to the right will 
    not let you in or even budge, so just ignore them.  
    What you want to do right now is head to the kitchen in the lunchroom 
    and speak with the cook.  He'll give you lunch to give to the guys in 
    the R&D.  Now, head all the way back to the R&D.  He'll let you in now.  
    In here, Inventor's Friend Issues 12 and 13 can be found.  Read the big 
    red book to learn how to develop the Chameleon Glasses.  Now, head into 
    the R&D and make some Chalemeon Glasses (they should only cost 10GP to 
    Once you have the Chameleon Glasses made, equip them.  Everything will 
    go to a redder tint, but you should now be able to see certain 
    invisible things in the game (such as the motion detector rays and even 
    the invisible enemies from before like Masker and Beret).  Your next 
    goal is to get all the way back to the Exec. Toilet and warp back to 
    the hidden area, then go to the room where you saw the boss insignia on 
    the floor.  This time, if you have your Chameleon Glasses on, you 
    should notice the bright red outline of a secret door.  Open the door 
    and walk through.  A small, empty room.  First thing you should do is 
    read the two Inventor's Friends on the bookshelf (14 and 17).  Those 
    will teach you Celtis 1 and Bomb 2 respectively.  Now, read the red 
    book on the table.  After you've thumbed through it a bit, Dr. Einst 
    will walk in.  He'll walk over and push the white button on the back 
    wall, turning you into a mouse.  Bah!  You should see a small slot to 
    the left of the bookshelf.  That is a mousehole.  Enter it.  
    Run up and take a right.  You can't go through the pipe heading north, 
    though.  Head all the way right, then south into the next screen.  You 
    can take the west turn here and go up to talk to the other mouse here.  
    He'll tell you about the manager of the Earthquake device, mentioning 
    that he must be a mouse as well.  Head back out and go along the route 
    you were just on; Heading south, west, then south again into the next 
    screen.  You should now be in the area with the hidden door.  You won't 
    be able to go back inside through the door, so just leave this area.  
    Go through the door on the left and continue until you come back to the 
    narrow walkway with a couple of motion sensors.  All the same stuff 
    you've seen before.  However, if you remember properly, there should be 
    a door at the top right side of this room that leads to a locked door.  
    Now that you're a mouse, you can sneak through the mousehole here.
    The passage ways look just like they did before, so just follow that 
    same basic design.  There is also another mouse in here you can talk 
    to, but he really doesn't say anything to incredibly important (you can 
    still talk to him if you wish).  As you come out on the other side of 
    this passage, you should see Mint in front of the Earthquake device.  
    Talk to Mint when she's done talking.  Continue to talk to her until 
    Kotetsu comes in.  Kotetsu will then ask you (as he believes you are 
    another human victim of the Chief) to chase Mint.  Repeatedly talk to 
    Mint until she runs away.  Kotetsu now wants you to steal him some 
    The first thing you're going to need to do is find a particular 
    mousehole. This hole is found on the way to the R&D.  Basically, go to 
    the room just before the lunch room, head right and go all the way to 
    the end of this area and into the next room.  Finally, you should see a 
    mouse hole in this room (where you first met Gunrobot).  Go into the 
    hole and speak with the mice in there.  I'm not sure if you have to 
    speak to them twice or speak to a certain one, but one of them will 
    tell you "1000 times no" and not let you pass.  However, he will also 
    say that he'll let you pass if you go to the lunchroom and get some 
    food.  Go to the lunchroom.  You'll see that it's overrun with mice, 
    all of them scared out of their wits.  Speak to the Hacker and he'll 
    challenge you.  Defeat him and he'll leave the lunchroom, giving free 
    reign to the mice.  Now, go back to the hole where you met the two mice 
    and speak to them.  They'll rejoice in your victory and run off to chow 
    down.  Make your way through the tunnel now.  There will be 3 capsules.  
    The one at the top will have 5000GP.  Don't get too worked up.  This is 
    the money you'll be parting with by giving it to Kotetsu.  You will 
    also get Scrap 9 and Sword 4!  Both of these items are highly useful.  
    I recommend equipping Sword 4 onto one of your robots (most likely the 
    well balanced one).   You may find that it's a bit weaker than what 
    you're using, but not only can it become very strong, but it hits all 
    enemies in battle with a bolt of lightning.  This thing can be highly 
    effective when used with a triple attack on enemies, as it can wipe out 
    an entire entourage.
    Head out of this area and walk all the way back to where you met 
    Kotetsu.  For a brief overview, that's back to the bathrooms, through 
    the Exec. Toilet, into the hidden area, and where you found the 
    Earthquake machine.  Speak to Kotetsu.  You'll give him the money, and 
    then he'll tell you to meet him at the secret lab.  Remember where that 
    is?  It's the place where you needed the Chameleon Glasses to see the 
    door; Where Dr. Einst turned you into a mouse.  It's not too far away 
    from the Earthquake machine, in fact.  Once you enter, Kotetsu will be 
    standing there.  Kotetsu will turn you back into a person, then give 
    you some info on shutting down the Earthquake machine.   
    Head to the lunchroom.  On the far right should be a mouse.  Equip 
    Relay and speak to him.  He'll tell you how to shut down the Earthquake 
    device.  He says to turn the right switch 3 times and the left switch 
    HAVE EVERYTHING YOU WANT FROM THIS AREA.  After you've destroyed the 
    Earthquake machine, you can never return to this base.  Anyway, make 
    your way to the Earthquake machine.  There should be two little white 
    buttons on it.  Push the button on your right three times, then the one 
    on your left twice.  The machine should explode.  Exit the room and 
    Mint will be outside.  She'll take you out of the area and a cave-in 
    will occur, blocking off the entrance to the Volcano Base.  Mint will 
    walk off after some talking.
    Exit the Volcano by heading south.  Once in this room, head to the 
    right and climb up the rope.  You should know your way pretty easily 
    from here.  Just be aware of the moles that are now around the volcano 
    premises.  Exit here and head to the village.
    Right now is actually a golden opportunity to powerup any weapons you 
    have or even build new, more powerful stuff.  You will be encountering 
    the third boss soon, just so you know.  If you have the opportunity, I 
    highly suggest upgrading Sword 4, making at least one Axe 3 (Axe 
    2+Scrap1), and possibly making a Shield 4 (Scrap 7+Scrap9).  You'll 
    find that the Sword 4 will be incredibly helpful when powered to level 
    9.  Be sure that if you do make an Axe 3, that you bring it to level 9 
    as well.    
    As you can see, the villagers have been turned to mice.  There's 
    nothing much here, so head to the Elder's hut.  The shaman will be 
    holding a conversation with the Elder.  You'll notice that the Elder's 
    guards will be turned to mice.  Eventually, the shaman will turn his 
    attention to you, and no much later will he mysteriously be turned into 
    a mouse while the guards are changed back.  Speak to the Elder and 
    he'll tell you what to do next.  Now, speak to one of his guards, it 
    doesn't matter which, and they'll take you to the temple.
    Temple information
    Items hidden:
    Clean, Stone 3, Scrap A
    Enemies Present:
    Poison- A highly powered mushroom that can poison your robots.  
    Gelgel- High powered gels.  
    Strategies: Both Poison and Gelgel are nothing to fear.  However, both 
    can also poison your robots.  Use a Clean if you need to.  I recommend 
    using basic attacks on these guys.  Assuming you went through with my 
    heedings and gave a robot a high-powered Sword 4, you can easily take 
    these ones out. 
    They'll do a dance and open the entrance to the ruins, where the 
    treasure is.  You can leave this area if you wish.  You also don't have 
    to go through all the trouble to find your way back if you do leave.  
    Simply speak to the guards again and they'll bring you back here.  
    Enter the door that just opened. 
    Before you can, someone will speak out.  It's Dr. Einst!  He'll speak a 
    bit, then walk up to you and do some really lame looking kick and push 
    you aside.  With you out of the way, he enters the room.  Follow him.  
    You'll enter into a room with two doors and a switch.  Currently, you 
    can only really go anywhere through the right door.  That will only 
    take you to a plaque.  This should give you a clue to the puzzle you 
    need to solve.   Head back to the switch and step on it to move it to 
    the left.  Now, go through the left door.  
    You should eventually come to a capsule with a Clean in it.  There are 
    also a few doors near the capsule.  None of them are open.  You have to 
    pick the right (as in "proper", not right as in "right or left") door.  
    You could head left, but that will take you to a dead end (for now, 
    let's worry about the doors).  I think it is worth mentioning that a 
    Poison and a Gelgel lie in that direction though.  Anyway, back to the 
    doors.  If you pick the furthest left door, you will be attacked by 
    Gelgels.  The middle door will just take you to the beginning.  The 
    furthest right door is what you want.  Search it and you'll hear a 
    ding-dong.  The door will then open.  Go through it and into the next 
    area.  Make your way to the door to the very north.  The plaque is 
    almost pointless.  I'm sure you can guess what to do in this room.  
    Just step on the switch and that will bring up a piece of floor back 
    outside.  Exit and cross.  You should see the familiar boss insignia.  
    Open the door and enter.
    Dr. Einst will be searching some strange thing (person?  armor?)  If 
    you think back, you may actually recognize this from the dream that the 
    main character had a while back.  After a while, Dr. Einst will stop.  
    Walk up and talk to him.  It seems he's been prepared for a showdown 
    with you for some time.  He's created his own robot.  He named it... 
    Big Eye.  Okay, so he didn't exactly go all out with the name, but he 
    did create a solid robot.  
    Recommended Level: 20, possibly higher
    Big Eye can really be a pain in the ass.  If you aren't prepared, he 
    can rip your robots to pieces.  I highly recommended having one robot 
    use Sword 4.  You may notice this sword is pretty weak against him.  
    However, it seems to do more damage if you use a triple-hit Run.  Just 
    hope that Big Eye doesn't block one of the attacks.  However, do not 
    (or at least try not) use close-range robots.  I'll tell you why in a 
    minute.  I should also note that Bombs seem to be useless.  
    Big Eye has a few attacks that are all pretty devestating.  First, he 
    has his laser attack.  This only hits two rows, and the row he tends to 
    miss is random.  So, all you can really do is pick a row and hope it 
    doesn't it.  Should it hit and bypass your shield, it'll inflict a bit 
    of damage.  Big Eye also has a medium range attack in which he throws 
    his hands at you.  This does just slightly more than the lasers, 
    assuming he hits.  The attack can also knock you all the way back.  The 
    worst attack he has is a close-range one (hence the reason I told you 
    to avoid close-range robots).  It isn't so much that the attack does 
    more damage than the others.  This attack sends Big Eye flying across 
    the screen... Putting him right behind you!  This means your incredibly 
    vulnerable.  He'll then fire a laser, which can do TWICE the damage 
    from behind as it can from the front.  This can quickly put your robot 
    down for the count. 
    My suggested strategy is to get a robot with Sword 4 or another 
    incredibly powerful long-range weapon and power it up.  Then, beat the 
    living crap out of Big Eye with it.  When your robot drops below 30 HP, 
    heal.  Make good use of charging up your meter with the B Button.  You 
    may not be satisfied to know that only one hit with the Sworld 4 does 
    about 1-3 damage, however, hitting more times (using Runs, again) can 
    increase the damage quite a bit.  Another strategy I have involves a 
    lot of repairs.  
    Say screw off to the long-range robot and bring out your best short-
    ranger.  Send him head on with Big Eye.  Assess your own HP.  Should 
    you have a high enough amount of HP (over 30), then attack Big Eye.  
    Should you have less than 30, use a Cure.  If that robot is destroyed, 
    then use a Repair when your next robot is spawned.  Repeat the process, 
    except try to keep all your melee robots in for the most part.  If you 
    run out of Repairs and your melee robots are dead, then you'll have to 
    depend on the long-range robot.  
    Keep alive and perservere and Big Eye should be brought down and ready 
    for the junkyard.  Remember, if any of your robots fall in battle, you 
    always have repairs.  You can also build levels if you can't seem to 
    defeat Big Eye. 
    Dr. Einst will storm out, furious.  Speak to the armor thing in the 
    middle of the room.  It'll reveal itself as a character named Napoleon.   
    He'll then give you Stone 3, which is another part of the Tetron.  The 
    room will shake and Napoleon will lead you out.  Follow him.  He'll 
    find that the pathway out is blocked and the floor you once had that 
    left you there has been moved.  He'll then go back inside after you 
    speak to him.  He'll stand in front of a peculiar door that you may 
    have noticed at the back of the room.  Napoleon will break through it.  
    Follow him again.
    Keep following and talking to Napoleon all through this area.  Napoleon 
    will break through each wall.  On the last one, he'll explode in an 
    attempt to open the door.  Search his remains and you'll get Scrap A.  
    Now, head back out.
    You should be inside the volcano once again.  Finding your way out 
    shouldn't be too hard.  You may know it by now, but just in case: Head 
    all the way left from your position and south through the door.  Keep 
    heading south from here, past the Bosstoad, and through the door all 
    the way down.  Continue downward and head east until you see a door.  
    From here, it's pretty obvious (just wear the Chameleon Glasses so you 
    can see the invisible enemies).  
    You're back here again.  Exit the hut you're in.  A man outside will 
    tell you to go see the Elder.  Head to the Elder's hut and speak with 
    him.  He'll tell you someone in front of the inn saw a strange man 
    leaving.  Speak to the villager in front of the inn.  He'll tell you 
    someone escaped using the hidden bay behind the volcano.  Leave this 
    area.  A new area should open up to the north.
    Inlet information
    Items Hidden:
    As you enter, you should see Mint and a capsule.  You can speak to 
    Mint, but you really don't have to.  She'll basically tell you that Dr. 
    Einst has escaped.  Open the capsule for a Change (see item list for 
    details).  Now, Nagisa should call you up and tell you to head back to 
    Rococo...  Thus concludes this section of the walkthrough (after having 
    a good-sized fallacy in the last version of this FAQ).
    5D: FRAMED!!!
    Obvious as this sounds, head back to Rococo.  Return home and there 
    should be a police officer inside your house.  Before much else 
    happens, you are placed under arrest and sent to the jail.  The officer 
    also takes away all three Stones!  Crap!  First, we've got to work on 
    getting out.  If you search the walls along the back, you'll find 
    something written that gives you a clue to solving this part.  It'll 
    say something about "wishing I were a mouse."  Here's what to do.  
    Equip the Surprise Horn (that thing that makes the loud blast) and use 
    it.  Quickly, go back into your inventory and equip the Change device 
    taht you just found.  This will instantly turn you into a mouse while 
    it is equipped.  The police officer will walk in and note that you're 
    not in your cell.  He'll then walk out of the way, leaving your exit 
    clear.  Run through the door and out the police station.
    When you are outside, be sure to stay in mouse form.  For the hell of 
    it, you can speak to the boy in front of City Hall and the dog on the 
    far right and they'll both chase after you.  At any rate, head home.  
    You should see Carl inside your house this time.  Turn back into a 
    human and speak to him.  Carl will tell you that a room south of the 
    police station can lead you to the Mayor.  If you're really careful, 
    you won't need to change back into a mouse to get there.  Head along 
    the southwest side of town, then head north.  You should see a very 
    small building (I believe it used to be blocked off and is now open).  
    Head inside.  Carl will be standing in front of a blocked off doorway.  
    He'll tell you that he needs a push to open it.  Help him push the door 
    open by pushing up along with him.  After a few tries of doing this, 
    the door should finally open up.  Carl will step out of the way, 
    allowing you to enter.  
    Rococo Sewers information
    Items Hidden:
    Scrap 5, Cure, 1500GP, Scrap 2, Empty Pack, Axe 3
    Scrap 1- 1500GP
    Scrap 4- 1500GP
    Scrap 5- 1500GP
    Scrap 7- 1500GP
    Cure- 90GP
    Enemies Present:  
    Shell- Crab-like creatures that carry their "homes" on their back.  A 
    bad pun of nature.
    Cmdr (Harpoon)- A new type of commanding Hacker.  Appear in wet suits 
    with diving helmets and all the gear.  Use harpoons as weapons.  
    Cmdr (Laser)- Just like the others, except they have a laser weapon. 
    Apply the same strategies.
    Angler- Big killer fish.  Attack with electricity.
    Luckstar- Seastars that appear out of nowhere like the Gels.
    Urchin- Another sea creature.  Appear as little spiked balls with eyes.  
    Octopus- Giant octopus creatures with a jug on their head. 
    Strategies: Shells are quite annoying little creatures.  A lot like the 
    last boss you faced, Big Eye, they can randomly block an attack.  They 
    also seem to be a bit hard to hit.  Top it off, they love to run away.  
    Getting a hit off on these guys is next to impossible.  I recommend 
    possibly trying to defeat these guys if you can, but maybe not going to 
    such great lengths to do so.  However, should you succeed, a good 
    amount of experience will be your reward.  I was able to kill one once 
    using a melee weapon.  I got a critical shot using a three-hit Run.    
    Commanders can be easily taken out with the Sword 4's attack.  Anglers 
    seem to be strong against just a single attack from a Sword 4.  Anglers 
    can also slowly tear you down, as they can do anywhere from 10-20 
    damage, depending on where they hit.  Kill them either with multiple 
    Sword 4 shots (as in a Run) or a single melee weapon shot.  Luckstars 
    seem to be incredibly strong against Sword 4, even in multiple hits.  
    These guys can be formidable, but one solid melee weapon shot will take 
    them down instantly.  One thing I recently found that is worth noting 
    is that they do a star rain attack that seems to vary greatly in damage 
    depending on which side of your robot it hits.  It seems to do much 
    more damage from the front (most of my 'bots took 26 damage from 
    frontal hits).  Another thing I found worth noting is that it seems the 
    Luckstars can drop capsules during battle.  I still haven't been able 
    to see if they give you any goodies or if they just explode on you.  
    Urchins are of practically no threat defense-wise.  Even one shot from 
    Sword 4 or other melee weapons can easily take these ones down.  Octopi 
    can be killed using a three-hit run for a Sword 4 or a single melee 
    shot.  These guys are not incredibly strong, but they can blow you 
    back.  They also have the ability to darken the battlefield and move 
    yours and their positions in that short instant.  
    In the beginning, you'll see a lot of crab-like creatures called Shells 
    around.  These guys are pathetic, but actually almost impossible to 
    kill because of how timid they are.  They do, however, have a new type 
    of Hacker with them that will randomly appear.  You should notice a 
    closed door at the very top of the screen when you first enter this 
    area.  Go up to the door and open it.  There will be a mouse inside.  
    Either equip change or Relay and speak with the mouse.  He actually 
    sells items!  The only items he sells are Scraps 1, 4, 5, and 7, which 
    is good if you can find a good combination with those scraps (let's 
    also not forget the Cures you can buy from this guy).  Sword 4 can be 
    combined with Scrap 1 to make Blade 2 (although I wouldn't recommend 
    using your current Sword 4 to do so; Make a second if you can).  Scrap 
    2 (assuming you have one) can be combined with Scrap 7 to create a 
    Laser 1.  You can also buy more Scrap 7's to make Lasers 2 and 3.  
    Boots 4 can also be made by combining Scraps 3 and 5.  Grab whatever 
    you need.  You can also ask for information from this little guy.  
    Leave the shop and get past all four shells in this area.  You'll want 
    to head left and through the door.  You'll come to a little area with 
    an Angler right in front of you.  Continue left from here.  You'll bump 
    into another Angler and along the way left a Luckstar should appear.  
    Luckstars can be a bit annoying, as they just seem to appear out of 
    nowhere.  Heading left a little more and you'll see a door near another 
    Angler and a Luckstar that appears within the same screen of the door.   
    Head up through the door.  You'll see an Urchin hopping along.  These 
    guys really aren't much to worry about.  Head right now.  Along the 
    way, a Luckstar should appear, so stay alert.  
    You should see a door on your way to the right.  There should also be a 
    door just south of it with three Urchins in front of it.  Head toward 
    the south, but don't go through the door just yet (also note that there 
    is a Luckstar to the right of the door before you enter).  Head left, 
    making your way past the Urchins previously mentioned.  Go through the 
    narrow walkway and open a capsule beyond it to receive a Scrap 5.  Now, 
    go back and head through the south door.  You'll be greeted by two 
    Anglers.  After them, head right and a Luckstar will appear.  There 
    will also be a door just above you.  Go through the door.  There will 
    be a small room through it with a Luckstar, an Angler, and a capsule.  
    Open the capsule for a Cure.  Now, head all the way back to the door 
    that you weren't yet told to enter.  To the right is nothing. Just go 
    through the door.  
    There will be a capsule in here with 1500GP in it.  Grab it and turn 
    yourself into a mouse and got through the tight area above the capsule. 
    Go through the piping and you'll emerge in a new area with some giant, 
    purple octopi.  These creatures, naturally, are called Octopus.  
    Although they look powerful, they're nothing.  Just get past them.  
    Head up through the door.  There's another Octopus beyond it, with two 
    more just beyond that in the back of this room.  There is a door 
    directly to the right, but there's nothing beyond it but a couple of 
    Shells.  Only enter if you're a sportsman type.  There are two other 
    doors here.  One at the very top and one to the right of that.  The one 
    at the top leads to a locked door, so don't worry about that one yet.  
    Head through the one just to the right of that.  
    Walking along this path, you should bump into a Shell and an Angler 
    along the way.  There's also a door for you to go through.  Do so.  
    Through the door are three Hacker commanders.  They're easy to kill, so 
    no real frets needed.  Even though the walkway here is narrow, it can 
    easily be crossed.  Cross it and enter the door beyond it.  Two more 
    Anlgers here, and a capsule right after them.  This capsule contains a 
    key.  Get the key and head back to the room that I told you had the 
    locked door.  There should be some Urchins in this room.  Equip the key 
    and use it.  
    You should now be in what appears to be a small area.  This actually 
    leads a nice route up north.  Before you are a Shell, a Luckstar, and 
    an Angler.  If you look up, you should see that there is a door and a 
    weakened part in wall (door to the left, weakened part on the right).  
    Head up the right first, equip the drill, and drill through the wall.  
    You may have to fight your way through the Anlger and the Luckstar.  
    Drill through the wall and head through the opening.  There should be a 
    Hacker just after that.  After taking out the Hacker, open the capsule 
    for Scrap 2.  Head back down and take the door to the left of the hole 
    you just drilled.  After going through it, you should bump into a 
    Luckstar.  Get past it and cross the bridge.  Another Shell?  Avoid or 
    fight, you choice.  Get past it and head through the door that to the 
    north of the Shell.  Heading right, you will see various octopi 
    scattered about this area.  As you get all the way right, there should 
    be another situation with a door and a weakened area in the wall (same 
    positions, too; Door on the left and weakened area on the right). 
    Which one to take first?  The right, of course.  Drill through the 
    right and head along the pathway.  It should be pretty straight 
    forward, complete with two octopi along the way.  Take them out and 
    keep going.  You should eventually come to a capsule with a weakened 
    wall near it.  Open the capsule for a key.  Now, drill the weakened 
    part.  Heading through it should reveal a small room with an Angler and 
    a mouse hole in the back.  Kill the Angler and equip Change, then go 
    through the hole.  Make your way through the piping and eventually into 
    another small room.  In there should be a capsule with an Empty Pack in 
    it.  Head back out, all the way back to the door that was to the right 
    of the hole you had to drill (two holes ago).  
    Head back up through the door and meet the Octopus on the other side.  
    Another pretty straight forward winding path.  Along the way, you 
    should come across three more Octopi.  Eventually, after a short trek 
    you should come to a door.  Head through it.  You'll come out in a 
    small closed area with another Octopus there.  Just head through the 
    door to the right.  Entering will take you back into a room you've been 
    in before.  There should be a couple Hackers and an Angler.  In any 
    case, head through the door on the right.  A nicely composed and large 
    room awaits you on the other side.  The first thing you'll see is a 
    Luckstar.  There is nothing to the right except an Angler and a 
    Luckstar for those of you looking for a fight.  The place you really 
    want to go is up.  There should be an abrupt turn left.  Head that way 
    and go past the bridge heading up with a Shell in front of it (you will 
    have to backtrack there after you get the next item, though).  Head all 
    the way left and up.  Past the Shell and through the door, then past 
    the Hacker is another capsule with Axe 3 in it.  Now, head back to the 
    Cross the bridge and you'll meet an Angler.  Get past it and equip the 
    key, then unlock the door.  Go up through the door and you'll see a 
    Shell (it should be back in the corner) and a Hacker.  Cross the bridge 
    there and another Hacker should be just to the left.  Go through the 
    door. Finally, THE WAY OUT!!!
    You'll be back in Rococo. Notice that you're near City Hall.  Go 
    through the door and enter City Hall.  There really is no reason to go 
    back outside from here unless you want to go the store and stock up on 
    items.  First, allow yourself some time to explore the facilities again 
    and talk to any NPC's you see.  Mint will be at the front office.  You 
    should notice that there's a Hacker blocking a room.  Head right of the 
    Hacker and into the door.  Head up and left through a door and you 
    should see a mouse hole.  Equip Change and go through it.  
    There should be a couple distressed workers to the right.  They say the 
    Hackers are impeding there work.  Head left and you should see another 
    Hacker guarding a door. Unequip change or all he'll say is, "Mice are 
    cute." Keep talking a few times to him and he will get pissed and fight 
    you.  That should open the door behind him as well.  Walk through it.  
    There should be a door just to the north of you.  To the left of it is 
    a hallway with a mouse hole in between some plants and a door even 
    further left that leads to an empty room.  The door to the lower left 
    side that will eventually take you to the roof.  Now that you're 
    familiar with the area, equip Change again and go through the mouse 
    hole.  After you come out the other side, check the dresser to the 
    right for a Scrap 6.  Now, unequip Change and speak with the Mayor.  
    Equip Change again and head back out through the mouse hole.  Go back 
    to the front desk (where Mint is) and talk to Mint.  Mint will then 
    head through the door to the Mayor's office.  She will then come back 
    frustrated...  Head outside of City Hall. There should be a dog to the 
    right of the buliding.  Speak with the dog and it will follow you.  
    Take it into City Hall and Mint will come up with a plan to expose the 
    fake Mayor for what he really is.  Take the dog into the Mayor's 
    Mint will conduct the interview.  Talk to the fake Mayor.  He'll slip 
    up and say the dog you have with you is cute.  The original mayor hated 
    dogs.  He'll come clean and say that he is the Vice-Commander of the 
    Hackers (and Rose's biggest fan).  And it is in the name of Rose that 
    he plans to kill you...
    Recommended Level: 23-25
    Papamecha has a couple different attacks up his sleeve.  First is the 
    torpedo attack.  It's pretty weak, so there really isn't much worry in 
    that attack.  The one that does more damage is the jump attack.  That 
    will not only knock you back, but does almost 20 damage (that's with my 
    main character at level 25).  The one that you really want to worry 
    about is his rapid fire attack, which will hit all rows with bullets.  
    This attack actually hits criticals quite often, ranging from 20-40 
    damage, depending on your robots' guards.  Try not to allow him to hit 
    your robots from behind with this attack. 
    Single hit Sword 4 attacks do VERY little damage.  By very little, I 
    mean 1-2 damage.  Triple hit Sword 4 does a bit more, but 20+ damage 
    isn't exactly the ideal type we're striving for.  So, if you have a 
    Sword 4 toting robot, either put the Sword 4 away or keep the robot out 
    of battle.  Hopefully, you have a very powerful melee weapon.  Get 
    behind him and give him a nice single hit with an Axe or even a more 
    powerful weapon (assuming you've happen to come across one by now).  I 
    usually try not to use Cures very often, since those can take up a turn 
    that you could be using to whoop him.  If a robot breaks down, repair 
    it.  If you have no repairs, use Cures.  Papamecha may be a bit tough, 
    but he's not impossible.  Stay persistent and keep hitting him and 
    eventually he'll bite the dust. If you find Papamecha too hard, head 
    back to the sewers and build levels, or just get yourself some better 
    After you've defeated Papamecha, Mint will run off. It's time to find 
    the real Mayor.  Search the desk where he was just standing to find the 
    key.  I should note that the Hacker blocking the small office can be 
    defeated if you defeat the guard that was to the right of the two 
    scared employees.  Find the locked door with the Mayor behind it and 
    unlock it.  Enter and talk to the Mayor.  He'll tell you the 
    whereabouts of the stones.  Head out and to the left and through the 
    door.  Remember he said they were in the fireplace.  Search the 
    fireplace for a secret passage.  This will take you to Stone 1. The 
    screen will then go black and Rose will steal Stone 1.  Head out and 
    Mint will be standing there.  She'll tell you where Rose is.  Head to 
    the roof.  
    Rose will be on the roof.  She'll say a few departing words and then 
    just leave.  Head back inside.  Walk to the place where the two men are 
    sitting in desks (it should be on the way out).  Talk to the one with 
    the facial hair and he'll tell you where you can get some easy money.  
    Go back to the room where the fireplace is and search the dresser to 
    the right of the fireplace for 2000GP.  
    Now that you've foiled the plans of the Hackers in Rococo, it's time to 
    hit 'em good where it counts; On their own home stadium!
    Head south from City Hall and some children will be gathered near the 
    front of Rococo.  Get close enough and they'll talk about some crab and 
    run off.  Hmm... Take care of what ever crap you can right now and 
    leave Rococo.  Head to the Harbor.
    Take notice just to the upper left.  You should see some kids gathered 
    around a crab.  Talk to the crab and he will not only call you 
    "master," but ask you to help get get kids away.  Speak to the kids and 
    they will agree to leave him alone... For a price!  Equip the Surprise 
    Horn and talk to the kids.  You'll lose the Surprise Horn, but the crab 
    will not be free!  In case you haven't guessed by now, It's Meta Crab 
    (the first boss).  He'll give you a little info on the Hacker's HQ.  
    Now, head up and walk into the house.  Talk to the fisherman.  He'll 
    tell you that he'll take you to Snow Mountain.  All you have to do now 
    is head out to the dock and take the boat on the right.
    Nothing here at all.  Exit through the south.  You should appear on the 
    world map.  A pathway will open to Snow Mountain.  Head there.
    Snow Mountain Information
    Items Hidden:
    Secret Cave: Bomb 3, Boots 3, Cure (x2)
    Enemies Present:
    Tackler- Huge football player-like Hackers.
    Quickbird- Golden birds that chase after you very quickly if they see 
    you on the main screen.
    Cmdr. (Commander)
    Strategies: Tacklers seem very weak.  In fact, I was able to take an 
    entire group of them out with one Sword 4 (level 9, of course) attack.  
    They all took 60+ damage and died (I've noticed that their HP is 
    between 64 and 67, because 63 damage didn't kill one, but 67 did).  Not 
    much there.  They also use a tackle attack (imagine that) that pushes 
    you backward.  The Quickbirds are also just as weak. They can be easily 
    taken out with one attack, even Sword 4.  I've noticed they have a peck 
    attack that can do a bit of damage when hit from behind.  If you have a 
    good enough shield, then the projectile attack they also do should be 
    of no worry to you whatsoever since it seems to get blocked quite 
    As you enter, there should be two Tacklers and a Quickbird there to 
    greet you.  Also notice that there's a path leading up and a path 
    leading left.  The left path is the one you want to take first (it'll 
    lead to some hidden items).  Naturally, head left.  You'll meet another 
    Quickbird and a Tackler along the way, just so you know.  See those 
    little mounds on the ground?  Running on those will slow you down.  
    Hey!  I'm a poet and didn't give a- Shut yo' mouth!  Anyway, when you 
    need to head upward, do so.  At the very end of that path (where the 
    next Quickbird is), you can turn left onto a new screen.  Keep heading 
    left.  There should be three Tacklers and a couple Quickbirds leading 
    to a cave.  Go into the cave.
    There's three capsules in this cave.  Head straight up.  Notice to the 
    left that there is a weakened part in the wall.  Drill there and enter.  
    Wait a minute!  The capsule at the end doesn't open!  Sorry to lead you 
    here, but I just wanted to bring it to you attention.  Leave this 
    little area.  From the cave's entrance, head all the way right and up.  
    Drill through the wall there as well and enter.  You should see a 
    Hacker in front of a capsule.  Talk to him.  Talk to him a couple times 
    and he'll give you some info on the Hackers.  Now, open the capsule 
    behind him for a Bomb 3, and head to the left of him and down into a 
    small room for Boots 3 in another capsule.  Now, the Hacker told you 
    that there's a "Jeweled Box" that you can open.  Remember the capsule 
    that wouldn't open?  You can open it now... For a Cure!  That's it?  A 
    sealed capsule and it's just a Cure!  Also, not that it's of any 
    importance, but it's something to do, you can find a hidden NPC in this 
    room.  From the entrance, head up and there should be a hole to the 
    right.  Go through it and equip the Chameleon Glasses and there will be 
    a hidden robot in the middle of the room.  All he does is tell you 
    about scraps 9 and 10 and that they have special powers.
    Exit the cave and head back to the entrance of Snow Mountain.  
    From the entrance of Snow Mountain, head north.  Up that way will be 
    two more Tacklers and two more Quickbird.  Get past them however you 
    wish and further up north will be two ropes on the side of a cliff.  
    The question is which one to pick... Take the right as the left will 
    lead you to a dead end.  Heading up the right rope will take you to two 
    more ropes.  Head up the left rope here and open a capsule for a Cure.  
    Climb back down and take the right rope now.  Right away you should be 
    on a screen with three Quickbirds and a couple ledges and ropes; 
    nothing too comlex, though.  Get by the first Quickbird, climb down the 
    first rope, get past the other two and make your way up.  After 
    climbing that, you should be done with Snow Mountain.
    Out on the world map, a pathway will clear heading up.  This should 
    take you to the Base Entrance.
    -AIR BASE-
    Hacker Base information
    Items Hidden:
    Key, Leader's Badge
    Enemies Present:
    Cmdr (Commander)- All the different types of Hackers will be present.  
    The only difference is that the Hackers here will be wearing berets.  
    Strategies: The commanders are, as always, the usual wash, rinse, 
    repeat strategy.  There are, however, commanders with a golden blade 
    that cannot be killed with the same routine.  I've found that these 
    ones can be killed with multiple hit combos.
    Welcome to the deluxe, luxurious Air Base!  The home of 16-bit 
    monsters, prisoners on dinner menus, and (of course) evil!!!  Just how 
    hard is it to get into a huge complex like this?  You must be thinking, 
    "Utterly impossible.  I'm probably going to have to sneak in Metal Gear 
    Solid style, beat the crap out of a bunch of Hackers, possibly have to 
    develop some strategy involving an event item, and raise my stress 
    level..."  So, how do you enter?  Well, through the front door, of 
    course!  As you head up and search around, you should see a Hacker 
    building a snowman.  He doesn't give a flying crap that you're here to 
    storm the base and attempt to score a victory for the good guys, he's 
    just going to sit there and build his snowman in peace.  In the 
    meantime, you can head right through the open door into the base.  Ah, 
    bad guys that obviously spare no expense when it comes to security!  
    Gotta love Hackers! [thus concludes my obvious sarcasm at what was 
    somewhat meant to be not-so-obvious sarcasm in this fine game...]
    The base acutally is quite complex by the looks of it.  Don't worry, 
    though.  It's still fairly easy to get through.  You don't have a whole 
    lot of options to go to just yet.  To the right and up is a locked 
    door.  Head left and up.  All the way left leads to nothing at all.  
    You should see a strange UFO type creature as you're heading up.  These 
    are not enemies.  Rather, they are the defense system of the base.  
    While the Hackers may not have all that great of exterior security, the 
    security for the inner sanctums is impeccible.  What you want to do is 
    not get too close in front of this thing's eyes.  Just creap on past it 
    while it's not looking, heading all the way left and up through the 
    You should be in a room with some people in it.  If you talk to the 
    people, you should learn that someone is building blimps for the 
    Hackers.  Hmm... Head out of this room.  There will be a rather small 
    room behind the people with a capsule in it.  Open the capsule to 
    receive a key.  Now, remember the locked door I told you about when you 
    first entered the Air Base?  Go there and unlock it using the key.  
    After heading through the door, you should be in an area with a couple 
    Hackers wandering around.  Get past them however you can, and head 
    right.  Now, more decisions.  Heading up just takes you into a bathroom 
    with a Hacker taking a leak.  Talking to him is pretty much useless, as 
    all he says is, "Hey, wait your turn!"  If you stand in front of the 
    urinal next to him, he'll look at you in wonderment (a message will 
    even pop up that says something along the lines of "................").  
    I guess you can enter the bathroom if you really feel like dinking 
    about.  At any rate, heading through the south door just below the last 
    Hacker in this area is where you want to go.  
    You should see a Hacker stading guard with a bunch of other Hackers 
    sitting down to a big feast.  He'll tell you he can only let soldiers 
    buy.  Here's where you use Change and transform into a mouse.  All 
    he'll say then is, "Mice are cute."  Succinct and utterly brainless.  
    Just sneak past him from there.  Notice that the Hackers are about to 
    sit down to a CRAB dinner.  Not just any crab, but poor old Meta Crab.  
    Well, it looks like you're going to have to save him.  Unequip Change 
    and you should become a regular human again.  The Hackers will not even 
    notice you.  In fact, the cook will tell you to sit down.  On the right 
    side of the left table should be a place for you to sit.  Stand there 
    and the Hackers will begin to speak of Meta Crab as their former leader 
    turned traitor.  After a bit more talking, the Hackers will recognize 
    you as the inventor and attack.  
    Stupid thing about this scene: In my playthrough while writing this 
    FAQ, the random battle I got was a single commander.  After killing 
    just one commander, all the Hackers in the area are magically gone!
    Anyway, after you win the battle Meta Crab will crawl over to you.  
    After a bit of talking, he will give you the leader badge.  Enter the 
    door to the furthest right of this area.  Head straight up along the 
    walkway with the computers everywhere and there should be a Hacker 
    guarding a door.  He'll tell you only leaders can go in.  If you 
    haven't already done the above stuff to get the leader's badge, then 
    please scroll up and read it, then come back to this.  If you have, 
    equip the leader's badge and talk to him.  He'll move aside and let you 
    More Hackers in this area.  At first, you should only see a mini-Hacker 
    and a regular Hacker walking around.  Get past them and head right.  
    Two more Hackers should show up before you reach the door at the end of 
    the hall.  Do as you wish with the Hackers and walk through the door.  
    There should be a man in here.  He will reveal himself to be Carl's 
    father.  Speak to him.  He'll tell you this and that.  Talk to him 
    again and he'll find out that you know Carl.  He'll then type up a 
    letter to Carl for you to deliver.  Well, now this just might piss you 
    off a little, but you have to head to Rococo and come back... So, leave 
    the base and get where you need to go.
    Go to Carl's house and give him the letter.  After reading it, he'll 
    just say you're very nice.  Phooey... Leave his house.  Carl should 
    give you the Litho that he found earlier.  He wrote a letter to his 
    father on it.  Nice!  Now, head back to the Air Base.
    -AIR BASE-
    Make your way through all the of the Air Base again.  You shouldn't 
    need to be walked through it since it's all pretty straight forward.  
    Get back to Carl's father, equip the Litho, and speak to him.  He'll 
    reveal that the Litho itself is plans for an engine!  You will now be 
    transported outside.  Carl's dad will be out there, too.  Speak to him 
    and he'll give you the Blimp, which you can use to reach the tower.  
    You now have this game's version of the airship in your possession!
    NOTE: There is a side quest available right now.  
    5F: THE FEVER FLOWER (optional side quest)
    If you really don't feel like doing the side quest, then skip to 5G.  
    Note that I'm not adding any information for the new areas available.  
    Using the blimp, head to the secluded island to the southeast.  On this 
    island should be a hut with Dr. Einst inside.  He'll be pissed off at 
    you for defeating him.  Oh well.  Now, get out of here and head to the 
    other secluded island to the southwest.  There should be a couple from 
    Rococo.  The woman is sick with a fever.  Her husband says the only way 
    to get rid of the fever is with the Fever Flower.  Head back to Dr. 
    Einst's island and speak to him.  He says he'll give you a fever flower 
    if you get him a Scrap 7.  Where exactly can you get a Scrap 7?
    If you don't already have one, head to the show in Rococo Sewers and 
    buy one there.  It should be only 1500.  Now, take it to Dr. Einst.  
    Yes, you will have to equip it.  After doing so, Einst will run away 
    and tell you that it grows on a tree behind the house.  Go out behind 
    the house and there should be two trees protruding from the rest.  
    Search the one on the left and you should get the Red Flower.  Take it 
    to the couple, equip it, and speak the husband.  You will get 3000GP 
    for your reward.  
    The quest itself almost isn't worth your time, especially if you had to 
    buy a Scrap 7 (in which case you truly only made 1500GP).  Oh well, 
    it's nice to actually have a side quest, though.
    Whereever you are, equip the Blimp and use it.  Head jsut west of the 
    Air base and you should see a huge tower with a dot below it enclosed 
    in mountains.  That's where you need to be.  Land on the dot and enter 
    the area.
    Fortress Information
    Items Hidden
    Celtis 2, Scrap 3, Cure (x2), Key, 1200GP, 2500GP, 2000GP, 5000GP, 
    Blade 2, Scrap 9, 1500GP, Scrap 5
    Inventor's Friends
    10, 11, 16-18, 25-27
    Enemies Present
    Cmdr. (commander)- Same old, same old.  The only new ones are one with 
    a rocket launcher and one with a mortar that brings down ice crystals 
    when he shoot it. 
    Pumpy- A strange tire creature that inhabits the Fortress.  
    Faceman- Soldiers with large heads. 
    Knight- Armored terrors that attack with a mace and spear.  They can do 
    a devastating jump attack (a la Kain from FFIV). 
    Beret- Invisible enemies with cannons or ground-shakers.  Can be 
    disposed of with melee weapons.
    Masker- More invisible enemies that appear with either jackhammers or 
    Redpixy- Annoying little faeries.  Use trumpets to damage your robots.
    Strategies: The Hackers with rocket launchers are pretty much the same 
    as all the others, save for the fact that you may have to hit them a 
    few times before they go down.  Same goes for the one with the mortar.  
    Pumpy is quite a pushover.  I recommend using Sword 4 above all, 
    though.  Melee weapons seem to do just a bit less damage than it.  
    Pumpy also has a regular attack that's virtually useless and a laser 
    attack that does moderate damage if you're hit from behind.  It 
    shouldn't be too much of a problem unless you're almost dead and 
    incredibly cocky.  If you're going to nail the Facemen with Sword 4, do 
    so with a triple shot.  A single shot only seems to do 1-5 damage where 
    a triple shot does around 300+ damage.  They have a couple different 
    attacks.  The heart attack is nothing to worry about.  However, should 
    they nail you with their sword from behind, it can cause a bit of 
    damage, so be careful and don't leave yourself open.  The Knights are 
    actually a bit more powerful.  My advice as far as getting rid of them 
    is to use a triple shot Sword 4 or a single shot from a really powerful 
    hand weapon like an axe.  Their spear is nothing to fear (hey hey a 
    rhyme!), but their mace and jump attack (the latter, especially) are 
    both pretty powerful (the latter incredibly devastating if it hits you 
    from behind).  Berets can be much more formidable.  Their attacks can 
    be quite devestating, but don't seem to hit too often if your speed is 
    high enough.  They can be easily dispatched with melee weapons like 
    axes.  The same strategy applies to the Maskers and RedPixies.
    It's finally time to take some names, kick some booty, and chew some 
    bubble gum.  If you're all out of bubble gum, though.  Chew some snow, 
    it's all around.  From where you start, you can head upward the 
    entrance to the fortress.  Along the way are a couple Hackers and a 
    mini.  Do whatever you wish, but at any rate enter the fortress.  
    Despite the fact that you see Hackers all around, you can do nothing 
    except run straight up.  So, head north and into the door there.  
    Before doing much else here, I highly recommend running left, climbing 
    the stairs, then running right to get a Celtis 2 from the capsule.  As 
    you search this room out, you may notice that there are four doors 
    being guarded by four Hackers in the positions listed below:
         4   3      1
    Hacker number 1 can be easily removed by just talking to him.  However, 
    doing so will block your only way out. 2-4 will not be shaken by way of 
    idiocy.  Just talk to 1 and go through the door he was once guarding.  
    Open the capsule he was guarding for a Scrap 3.  Exit and equip the 
    Leader's Badge.  Now, talk to number 2 and he will move out of the way.
    You should now be in a meeting room.  In here should be Dr. Akihabara, 
    Rose, a bunch of Hackers, and Jack Pumpkinhe- I mean, Blackmore.  Talk 
    to Dr. Akihabara a couple times.  He'll tell you to leave him alone.  
    Now, stand in the very middle spot of the bottom row of Hackers and 
    Blackmore will give a speech.  You will be automatically pulled out of 
    the room.  All of the Hackers that were guarding doors are now gone, so 
    you can go through doors 3 and 4.  It really doens't matter which you 
    go through because they both connect, although 4 will take you to an 
    area of the room closest to the capsule.  There should be enemies set 
    up as follows: Lower level- Minicom and a Hacker; Upper Level- Two 
    Hackers and two Minicoms.  Do as you wish, but definitely open the 
    capsule on the west side of the room for a Cure.  The only thing left 
    to note about this room is the locked door on the east side, as well as 
    an open door below it.  Go through the open door. 
    Not surprising to find Hackers, is it?  Get past the first Hacker, 
    heading right.  There should be a Minicom in your way now.  Just get 
    past that and head up, winding around the square in the middle of the 
    room.  Take a left and another Hacker should be there.  Head up again 
    and take another right.  The last Hacker in the room should be there in 
    front of the door.  Get past him and through the door.  The next room 
    should have a door that's locked from the inside.  Don't gripe, you can 
    still get in.  Equip Change and go through the mouse hole to the right 
    of the locked door.  The pipes should be a straight shot to get 
    You should enter a room now with Dr. Akihabara, Rose, and Blackmore 
    holding a conversation about the Tetron.  After it's over, you have 
    free reign over this room!  If you missed Inventor's Friends 10, 11, 
    and 16, they are on the bookshelves in this room.  Also, don't forget 
    to open the capsule to receive a key.  Now, make your way back to the 
    locked door (not the one next to the mouse hole, as you are in that 
    room already, but the one a couple rooms ago where you found the Cure).  
    Equip the key and unlock the door.  Behind it should be another Hacker 
    and a capsule with 1200GP in it.  Now, go through the doorway to the 
    Two more Hackers here.  Take care of them and go through the door at 
    the bottom left of the screen.  There should be another of those UFO 
    things hovering around.  Sneak past it and run all the way to the 
    right.  Open up another capsule there to receive a Cure.  Now, go down 
    the stairs and stay clear of the next UFO thing.  Get past it and creep 
    through the door to the right.  
    From strange to stranger... A new enemy appears here.  Those tire 
    creatures are called Pumpy.  Kill it and proceed north.  Here is where 
    you're torn on several different areas to go.  You have the road behind 
    you, but we're not going to worry too much about that.  If you really 
    want to just proceed ahead, head directly north past the next Hacker 
    there and through the door.  Just skip on from here to the next 
    paragraph.  However, if you really want to explore (highly recommended, 
    seeing as how you're going to need to go through a couple of those 
    areas later anyway), stay on this paragraph for now.  Head east instead 
    of straight north.  There are a couple of paths along the way, but 
    they're just dead ends.  You want to reach the furthest east where the 
    Pumpy is and head up from there.  Go up the stairs.  Taking a left from 
    here will take you to a couple Hackers and a capsule with 2500GP 
    inside.  Now, head back to the stairs and you can go through the door 
    just above them.  That will take you into a small lab with some Hackers 
    in there.  They aren't malevolent, so don't worry.  You can speak with 
    them.  However, notice the door at the upper left side of the screen.  
    That takes you to an R&D.  If you really need to do some development, 
    etc., then go in there and get it taken care of.  Head back out and 
    take a right.  Wind your way all the way around the room, fighting 
    Hackers and Pumpies along the way.  There should be a door on the far 
    west side of the area.  Go through it.  There should be a few 
    bookshelves.  Investigate them for Inventor's Friends 17, 18, and 25.  
    Head out.  When you're done exploring all there is about this area, 
    head back to the doorway that I told you would advance you along in the 
    Heading into this new room should reveal a small area with two Hackers 
    and a set of stairs.  Do the usual and head through the door after the 
    stairs.  Next room will have a door and a couple new enemies called 
    Faceman.  Choose whatever you wish with the Facemen.  Yet another 
    small, straight-forward room with two Pumpies in it after that.  Just 
    kill them and go through the door.  We finally come to a much larger 
    room.  Initially, you should see two Hackers and a Minicom lurking 
    about.  Head right since down is a dead end.  You should notice now 
    that there are several different ways to go.  There is a locked door 
    just ahead with an open door to the right of it and a Hacker guarding 
    it as well.  Below that door is another door, but you can't get to it 
    yet.  A ways below that one is yet another door that you can go through 
    with another Hacker in front of it (there's also another Hacker on the 
    way to it).  The topmost door that isn't locked should be avoided 
    unless you want to fight the Pumpy that's behind it (that's all there 
    is).  The southern door is where you want to go for now.  The only 
    thing after that is a single Minicom and that's it.  Head through the 
    A familiar room.  A couple Pumpies and a door.  Do just the same as you 
    did before and head through the door.  Yet another semi-familiar room 
    with Facemen and a door just ahead.  Go through that door now.  You 
    should see a Hacker guarding a door.  To the far east of this door is 
    another door.  Talk to the Hacker twice to get him to move.  In here, 
    you can read Inventor's Friends 26 and 27 to learn Blade 1 and 2.  Dr. 
    Akihabara is in there wandering around, but you won't get much out of 
    Leave this room and head right (if you want some money right now, about 
    7000GP; otherwise you can just skip this paragraph, but do keep in mind 
    that there is a locked door in this room).  There should be a couple 
    enemies in the next room that look a bit like Shredder from Ninja 
    Turtles in this room.  These are Knights.  Finish these guys off and 
    advance into the next room.  Explore around a bit.  You should notice 
    no enemies, a locked door, and two capsules with money (one with 5000GP 
    and the other with 2000GP). 
    After you've raided this room, if you chose to (you can do it later), 
    head back to the lab that came right before the R&D where the Hackers 
    were gathered around a computer.  Speak to the middle Hacker (Dr. G) 
    and he'll tell you he's looking for a test subject, preferably a mouse.  
    Change into a mouse and speak to him.  Dr. G will grab you and place a 
    contraption on your ears that will send you into the computer.  
    You should now be in the computer.  There's nothing to do here.  Run 
    around a bit, then run back onto the black dot.  That should take you 
    back out of the computer.  Dr. G will be amazed that you came back out.   
    Dr. G and his assistant will then go into the computer.  Read the book 
    on the desk now and you will learn how to make Cyberjack.  Now, go into 
    the R&D and make a Cyberjack.  It's only 100GP.  After you have, speak 
    to the remaining Hacker in the lab and he will say that Dr. G hasn't 
    come back yet.
    Now, exit the R&D and the lab.  Head back to the room just to the west 
    of here with all the Inventor's Friends in it and you should see a 
    computer there.  Equip the Cyberjack and enter that computer.  As you 
    walk around, you should notice some different black circles like 
    before, except these ones have what look like pillars of ice or 
    something.  These are your warp points.  You use them by examining them 
    (that is, pushing A while facing them).  
    Now, starting from this point, take the furthest right warp point.  
    Head up and use the left warp point.  Head left and you should see Dr. 
    G and his assistant.  Speak to Dr. G and when he gives you a choice of 
    what you want, say information.  Now, they want you to show them the 
    way out.  Take them left and go through the warp point.  This will take 
    you back to the circle that leads to the lab.  Go through the circle.  
    After a bit of chatter, Dr. G will say that Akihabara's memory is 
    stored in the computer and you can get it back if you defeat the 
    computer's "protector."  You'll have have to jack in to a different 
    computer (jack in... I feel like I'm talking about Mega Man Battle 
    Network).  Dr. G will give you a key before you go (make sure your 
    inventory's got an open spot).   
    Now, remember the locked door near here that's next to the flooded 
    floor?  Not the one after the two Knights, but way before all that.  
    Head back to that locked door, equip the key, and use it on the door.  
    You should now have access to this room.  Equip the Cyberjack and enter 
    the computer.  Use the red warp point to the left, then work your way 
    around the corners in the next room to enter the only other warp point 
    here.  In this room should be a rather interesting looking character.  
    This is the next boss.  His name is Bugbug.  Speak to him and after a 
    little chit-chat he'll battle you.
    BUGBUG (Round 1)
    Recommended level: Late 20's-30's
    This boss really isn't that hard if you're in the level range given 
    above and you have very powerful weapons.  I noticed fully powered Axe 
    2 and 3 can deliver major punishment.  What's more is that this is one 
    fo the few bosses that takes more damage from a triple shot than a 
    single shot.  If you have a Sword 4 character with the weapon fully 
    powered, you can do about 100 damage (which isn't bad considering 
    Bugbug's got about 1000HP; that's 1/10 of his life).  When Bugbug's 
    attacks do land they can cause good damage.  That means you should 
    stock up on Cures and Repairs before this battle.  I recommend mostly 
    using melee characters.  It may take a few hits, but if you're lucky 
    enough to land a critical, he's toast.  
    The only really hard part about Bugbug comes in the form of his 
    attacks.  His zap attack does major damage, even if it hits you from 
    the front.  A behind attack without guarding is practically fatal.  
    Same goes for his cannon attack, which isn't nearly as powerful as the 
    zap but does supply a good amount of damage.
    On a side note, one of my robots had a Guard rating of 61 when I fought 
    this guy and Bugbug's zap attack only did 1 damage from the front.  So, 
    if you don't have really good shields, I suggest finding a way to get 
    them or just beef up your robots' guards. 
    Pretty much stick with what's above.  Late 20's or so as far as levels 
    (I'd say about 28 or 29) and really powerful melee weapons like the axe 
    are enough to defeat eater of memory.  On top of that, do not leave 
    your back exposed.  If you have a shield equiped, it helps a lot.  
    Bugbug's attacks don't hit nearly as often (or for as much) if you 
    don't leave yourself open.  
    Just like other villains in RPG's, Bugbug will give a quick excuse for 
    his shortcomings in battle, then disappear.  He will leave behind a 
    warp point.  Go through it.  Head back around the elaborate corners 
    again and through the other warp point here.  The yellow block things 
    that kept you from going anywhere are now gone.  You can freely roam 
    about without being held back.  With that said, head right two warp 
    points over.  In this area should be a warp point to the north with a 
    crystal and one without.  Go through the one without.  This should take 
    you to a secret room with a capsule.  Open it to receive a Blade 2.  
    Exit out and back to the warp point that takes you to the main computer 
    (should be just to the left).  
    Go back to the room where you saw Dr. Akihabara and speak to him.  
    Defeating Bugbug has restored his memory to normal.  After explaining 
    what has happened recently, he'll ask you to follow him.  Exit the room 
    and head to the right.  You should see him in front of a door.  Speak 
    to him and he'll continue on.  Get through the Knights in the next room 
    and work your way to the next one.  If you haven't already come into 
    this room, there are a couple capsules with money in them (as indicated 
    earlier).  After you've secured a little more green, speak to Akihabara 
    in front of the door.  He'll open the door and continue on.  The next 
    room has a couple of Pumpies guarding a staircase, which is where you 
    should go next.  
    The next room is... empty?  No, if you put on the glasses, you should 
    notice a couple of invisible enemies here.  These are Berets.  They can 
    be a bit more powerful, but not too hard.  If you are attacked by one, 
    use melee weapons to destroy them.  Heading into the next room, head 
    around the corner and make your way upward.  Akihabara should be there 
    in front of another door.  Speak to him and he'll tell you the plan.  
    Now, head as far down as you can, then right.  You should eventually 
    bump into two doors.  One of them (the south one) leads to an empty 
    room with a capsule holding Scrap 9.  Grab that, then head into the 
    east room.  It's pretty much a straight shot from there to the 
    waterworks controls.  Flip the switch on the right side of the room to 
    lower the water level in the base.  Head out.
    On the way out, in the hallway, you should notice that Hackers are 
    matieralizing in front of you.  There doesn't seem to be an easy way to 
    avoid the first two in the hall.  After the hall, another appears to 
    the right.  This one is easier to avoid though (if you choose to 
    avoid).  I usually just fight anyway.  Heading back to where Akihabara 
    was, there should be quite a few more Hackers just popping up.  Head to 
    the staircase near the room you last saw Akihabara and head down them.  
    Even down here, more Hackers pop up.  Head around all the corners and 
    open the lone capsule at the end for 1500GP.  Head back up the stairs. 
    Remember where the main computer was?  The one you entered to fight 
    Bugbug... Head back to that.  If you remember, there was a staircase 
    leading down that was originally blocked by water.  It's now open.  
    Head south and to the left to get to another room with a Knight in it.  
    Past the Knight is another room with Scrap 5 in it.  Grab that and head 
    back to the stairs only this time head right, through the door.  Head 
    up the stairs and get past the Pumpies.  There should be a door just up 
    north.  This should be a familiar room, despite the fact that you've 
    never been on this level of the room.  Work your way around the corners 
    and defeat the Hackers that pop up.  To the northwest corner of this 
    area should be a door you can go through.  The next room should have 
    one of those little UFO things.  Try to get up the stairs and sneak 
    past it.  It may seem almost impossible, but if you're patient enough, 
    you can do it.  
    Head past the room with the Knights.  You should be in another room 
    with inivisible enemies, only this time it's Maskers.  Get past those 
    and head through the door.  This should be the last room before 
    reaching the next boss.  It's got four Facemen in it.  Get past them 
    and save just before the next door.  Now enter.  A cutscene should 
    automatically ensue with Blackmore and Rose.  Head upward after it is 
    over and Blackmore will approach you.  After a few words from him and 
    Rose, Blackmore will spout out some bad translating and attack you.
    Recommended Level:
    To this point, this should be the hardest boss you've faced.  He has 
    some rather devestating attacks that actually hit more than often.  One 
    of them is a huge bomb attack where he drops gigantic bombs on you.  
    This can take off more than half of your life, should it hit.  Another 
    one that's just as devestating is one where he drops a bunch of 
    exploxive robotic troops.  Don't worry, only the first one that hits 
    you does damage.  To top it all off, you really can't get too many good 
    melee hits on him because he has a bash attack that can totally destroy 
    your 'bots (he damaged me for about 90 damage on robots that were level 
    31 with HP in the mid 70s).  The unfortunate thing to this is that 
    melee weapons seem to be quite effective against him.  
    There are several different strategies to use against him.  I found 
    that using a fully powered Sword 4 can do about 100+ damage.  However, 
    this can take quite a bit of time to wear him down.  When your robot 
    takes damage, use some cures or wait until he dies and use a repair.  
    The other strategy I used was to send my melee characters in and have 
    them take a good shot at Blacktank.  Try to take a shot behind him, if 
    you can.  This can actually cause a bit more damage.  After taking that 
    shot, your character will more than likely be dead.  After your 
    character dies, just have the next one revive the last.  This can be 
    inefficient and costly, but can get the job done.  
    If you can efficiently wear down Blacktank, more power to you.  There 
    are more powerful bosses coming in the future.  
    After you've defeated Blackmore, head into the door behind him.  In the 
    next room are a Knight and a Faceman.  Head progressively to the left, 
    where you will meet Knights along the way.  You should eventually come 
    to a door heading south.  Go through the door into a familiar shaped 
    room with a couple Knights in it.  Get past that and into the next 
    room.  Another familiar room.  Put on your glasses in this one so you 
    can see the invisible enemies.  Head straight up through the hall and 
    along the walkway.  You should eventually come to a door with the boss 
    insignia in front of it.  Don't worry, there isn't a boss behind the 
    door.  You've already fought both of the bosses in this area. 
    Enter the next room and you will see Rose with the Tetron laying in 
    front of her.  Speak to her and she'll tell you a little of her plans.  
    Blackmore will walk in and interrupt Rose.  The next thing you will see 
    is a big explosion as your character phases off the screen.  
    Yes, in case you couldn't have guessed, that's supposed to be a 
    reference to Zelda.  
    No, you haven't gotten a game over.  Yes, it looks like the game over 
    screen, but you haven't lost.  Just watch.  You should appear in 
    familiar surroundings.
    Past Rococo Information
    Inventor's Friends-
    Level 28 and 29 (both in Polon's House)
    Yep, you're in Rococo of the past.  You should appear right in front of 
    a child, in fact.  The kid will get scared and run off.  The place is 
    now yours to explore.  The first thing you should probably do is enter 
    the shop at the bottom right of the town (same place it's in in the 
    present Rococo) and talk to the shopkeeper.  He'll say he can't open 
    his shop and he needs about 5000GP.  If you have the money (which you 
    should if you've been fighting regularly and finding money as a result 
    of extensive exploring), spot him the cash.  You can also head up to 
    the northern part of town and give up to 1000GP each time to the 
    construction of the Mayor's House.
    Now, remember where your house was?  That is now Polon's house in this 
    time.  She's the one who rescued you.  Enter the house to the left of 
    Polon's and speak to the woman inside.  This will open a passage to 
    another area.  Exit the town once you feel you'v explored enough and 
    head to the next area.  
    Forest Information:
    Items Hidden:
    Scrap 10
    Enemies Present:
    Poison- Just like all the mushrooms from before.
    It's the same old forest you went through before, except new enemies.  
    As such, there really is no new strategy to apply.  All the enemies are 
    actually very easy to kill.  Like before, this should be a straight 
    shot.  There will be a few Quickbirds and Poisons on the way.  Do not 
    pass up the opportunity to open the capsule on the right.  It's got 
    something new in it this time (Scrap 10).  Exit at the top to open yet 
    another area.  
    -RIVER (PAST)-
    River Information:
    Items Hidden:
    Enemies Present:
    Same story here.  Same old area, new enemies and items.  As before, 
    there is no use for new strategies.  You should be able to tromp all 
    over the baddies in this area.  
    Defeat the Gator as you enter.  Shouldn't be much of a challenge and 
    it's easy experience.  You can also see Quickbird up the stairs, if 
    you're interested.  Other than that, there's nothing up there.  Don't 
    climb the stairs (unless you want to fight the Quickbird) and head 
    left, crossing the log.  Along the way to the left side of the area, 
    some Gelgels should appear out of the ground.  When you've made it to 
    the left section of land, head down and left again.  You can climb the 
    staircase and fight the Gator and Quickbird on the way to a capsule.  
    Open it for a Cure.  Head back down the stairs and all the way left, 
    then up.  Kill the Quickbird and Gelgel along the way and you should be 
    safely to the goal of the area.  Another road should open.
    Cave Mouth Information:
    Items Hidden: (inside the cave)
    Repair (x3), Clean, Scrap 8, Scrap 5, Light, Drill, Blow 2, 3000GP
    Enemies Present:
    Big Fan
    Cmdr. (commander)
    Big Fans are not just your typical Hackers, but ones that are 
    infatuated with Rose.  These guys can be killed almost like normal 
    Hackers, except for the fact that they can block some attacks.  They 
    shouldn't be incredibly tough, but their attacks can add up to some 
    good damage after a while of fighting them.  
    There should be some more Gators as you enter.  Deal with them as you 
    like and head left.  Yep, more Gators along the way.  No matter, they 
    should be major pushovers.  Now, enter the cave.  Once inside, you 
    should see Polon talking to a Hacker.  The Hacker will eventually turn 
    around and attack you, claiming to be a member of a "theft ring."  You 
    have no choice but to win.  After that, Polon will take you back to her 
    Polon will speak of rest and chicken soup and all that other healthy 
    crap.  After that, she'll disappear into the back room and scream.  
    There will be a guy in her bed that looks "just like you" (in a super-
    deformed sort of way).  After that, she'll leave the house.  You can 
    speak to the guy, but you don't get much out of him.  While you're at 
    it, you can read the Inventor's Friends on Polon's shelf in the upper 
    right of the room.  Now, exit the house and head to the shop once 
    again.  You should see a woman inside.  Speak to her and she'll call 
    you Rask.  She will also mention one name that you will hear a lot of 
    from here on: Gateau.  I won't tell you exactly why... You'll find out.  
    After that, she'll leave.  By now, a new road should have opened up for 
    you.  Exit here and head to the Forest of Illusion.
    Forest of Illusion Information:
    Enemies Present: 
    Cmdr. (commander)
    Look familiar?  Well, it should!   This one is actually easier than the 
    original.  So much that you can almost question its name...  Head up 
    and past the three Powermoles into the next screen.  This is pretty 
    much a straight shot.  From the beginning on, you should notice that 
    this place (as in the forest as a whole) is practically crawling with 
    Powermoles.  The worst part is you don't even know where they are.  
    They'll just pop up out of nowhere and great with you a lovely punch to 
    the face.  Just in this one screen, you should bump into three.  Head 
    up and into the next screen.  The only way you can go here is to the 
    right.  Beware the Quickbirds as you do.  Another straight shot after 
    that, except this time you're surrounded by Spiders.  Fight or flight, 
    whatever, just head up.  That's it.  Your done with the level.  This 
    should open a path to... Another Forest of Illusion?  WTF?
    As soon as you enter the world map, head down to the second Forest of 
    Forest of Illusion Information:
    Nothing to detail... Nothing at all...
    Nothing to be scared of here.  There are not enemies.  You may, 
    however, recognize the two men you see when you enter.  Yes, it's Igor 
    and Count Prinky.  If you talk to them, they'll tell you that there is 
    something odd about the area you're currently in.  If you walk up, you 
    may notice at several areas that you cannot pass, as if something 
    invisible is in your way.  Hmm... Put on the glasses in your inventory 
    and a spaceship can be seen on the ground.  Enter the ship.  
    You won't be able to enter the two rooms on the right and left.  So, 
    enter the center door.  In this room, you should see some people having 
    a conference of some kind.  Sit back and watch the conversation.  They 
    will mistake you for Rask.  After the conversation, you can talk to 
    them.  Once you're done, leave.  As you attept to, Cookie will stop 
    you.  They'll ask you to do something for them.  Afterwards, exit the 
    ship.  Prinky and Igor will say a few more unimportant things, then 
    leave.  Why don't you follow suit and head back to Rococo?
    As soon as you enter, go straight into Polon's House (the house right 
    in front of you as you enter, in case you couldn't remember).  Head 
    into the back and Napoleon will immediately run to Rask.  Talk to 
    Napoleon and Polon will enter the room as well.  Watch the cutscene and 
    Polon should eventually leave.  Talk to Napoleon. He will lead you into 
    another bout of dialogue, then leave.  After that, speak with Rask as 
    well.  He'll ask a favor of you.  Now, leave Rococo.  If you head back 
    to the spaceship, Cookie will tell you that Gateau and Napoleon went to 
    the cave.  Time you should do the same.  
    Once you're back, enter the cave immediately.  You should have free 
    entrance the conventional way.  Head north, past the flowing current 
    and into a room where a couple of Big Fans are spinning around.  Kill 
    them and equip the drill and break through the wall on the upper left 
    corner.  Head straight through the wall and deal with the Big Fan on 
    the other side.  Tread through the water, heading left, and a bunch of 
    Big Fans should running around near there.  No matter, continue your 
    progression left.  There should come another small body of water.  Head 
    to the south through the narrow walkway (yes, there're more Big Fans 
    here after being barraged with them just a second ago), and head 
    straight to the door.  
    Another narrow walkway... Head up and meet the Big Fan there.  Head 
    right and another will greet you.  Continue heading all the way to the 
    right and through the walkway heading down.  From here, go through the 
    door into a small room where a capsule and a Big Fan are waiting.  
    Punish the victim and open the capsule for a Repair.  Head back out and 
    straight up, taking on another of Rose's fans.  After that, you should 
    come to another couple of weak spots in the wall.  Drill through them 
    to obtain a Clean and another Rpeair.  After that, head left of the 
    weak spots and head up.  You should see a Hacker running around and 
    another off color weak spot in the wall.  Talking to the Hacker doesn't 
    seem to reveal much.  The Hacker won't do anything while you're 
    apparently present.  So, turn into a mouse and wait for a bit.  
    Eventually, he will walk up to a certain point in the wall just to the 
    left of the weak spot and the spot itself will open like a door.  
    Change back and push the hidden switch on the wall where the Hacker 
    did. Head through the weak spot.  
    Walk upward a little bit and a cutscene should ensue.  Rose will speak 
    to you, mutter a few angsty things, then you'll drop into a pit.  From 
    here on, you'll have to do without your Light and Drill.  They are gone 
    for now.  You'll first be treated to a double attack by Big Fans.  Head 
    up through the right path and take the long route left, fighting more 
    Big Fans along the way.  Head straight down when the time arises and 
    open the capsule there for a Scrap 8.  If you have the ability to 
    create a Smoke or have a Smoke on you, then I HIGHLY recommend you 
    combine the Smoke with Scrap 8 to make Blade 4, which is (or can be) 
    the strongest weapon in the game.  Head back to the beginning, only 
    this time take the left route.  On the way back to the beginning of 
    this screen, you may have noticed a hole in the northern wall.  Ignore 
    this hole, unless you just want to go in there and fight a couple of 
    pointless battles.  Fight your way to the hole at the end of the path 
    and fall down it.  
    Fight the enemy at the bottom, then head to the right and up through 
    the narrow walkway.  Cross the body of water near the next enemy and 
    open the capsule for a Repair.  Head through the door to the right of 
    the water, kill the enemy if it's in your way, and head through the 
    door on the northern wall.  Inside, you should see Napoleon and a 
    Hacker conversing.  After a little yapping, the Hacker will turn around 
    and notice you, then engage you in battle.  It's a pretty easy one.  
    Pretty much all that you've been fighting all through this level.  
    Dispose of him and speak with Napoleon.  He says that he's been 
    damaged.  Equip a repair and speak to him again (do not try to use it 
    on him, it won't work that way).  When the choice comes up to fix him 
    or give him sympathy, fix him.  As long as you have a Repair equipped, 
    it should fix him.  Napoleon will follow you around now and act as not 
    only your Light, but your Drill as well. 
    Head down along the east wall, past the Big Fan and enter the room down 
    there.  There should be another of those pests.  Do what you will, but 
    examine the weak spot at the bottom left of the screen.  Napoleon will 
    destroy it for you, giving you access to a capsule with Scrap 5 inside.   
    Exit back out and work your way to the place you landed when you fell 
    down the hole a few minutes ago.  From there, continue left and work 
    your way to another weak spot.  Once again, Napoleon will open it for 
    you.  This should lead to a tiny, closed-off room with a capsule 
    containing your Light!  Move past yet another Big Fan while you 
    continue north into the next room.
    Pretty much just a straight shot here.  Work your way left amidst all 
    the Big Fans in the room.  Go through the door once you get there. 
    Another small cutscene will ensue.  Napoleon will head upward and begin 
    to speak a bit.  After that, he'll walk away.  Head up and open the 
    capsule to get your Drill back as well!  Napoleon is no longer with 
    you, but you do (or should) have your Light back.  Equip that.  Work 
    through the winding tunnel and through the door.  The next area has a 
    good amount of Big Fans littered about it.  Just work your way through 
    the winding tunnels some more and kick ass every step of the way.  When 
    you come to the crossroads, you can head up to go to an R&D (in a 
    cave?).  Once you're done there, head back down.  You should recognize 
    this place.  This is where you dropped down the last hole.  Head 
    directly right as you enter and you might notice the fallen rocks on 
    the northern wall (it's all the way right).  Drill 'em and head 
    through.  Another enemy waits you behind the wall, and a doorway with 
    the boss insignia in front of it.  Hmm...  Go through the door and you 
    should come to a small area that looks like a normal, striaght shot.  
    Just a warning that there are invisible enemies in here.  Do what you 
    can and head down through the door.
    Gateau and Rose will be having a conversation here, with the Tetron in 
    between them.  After a little cutscene, Gateau will run off with 
    Napoleon following him, and Rose will shut the door and once again 
    proclaim her hatred for you.  I hope you're prepared for a slightly 
    frustrating battle.  
    RECOMMENDED LEVEL: Mid 30's-Mid 40's 
    De Rose has a devestating close-range attack in which she launches her 
    head at you.  If you're back is turned, look forward to this attack 
    doing nearly 100 damage.  She also has a decent long-range attack 
    (dropping bombs) that does not do quite as much.  She also has a very 
    devestating blast attack that she emits from her mouth.  If any of your 
    robots are hit with this, it should take off about 2/3 of their life.  
    From the git-go, you should notice that Sword 4 does not do much.  At a 
    fully powered level with average Power, my Sword 4-toting robot was 
    doing about 60 damage per hit with single strikes and a mere 1-2 damage 
    on triple shots.   What I suggest is getting out your best melee 
    attackers and doing only single shots.  I was able to do about 90 or so 
    damage to her.  The trick is to position yourself such that she will 
    not back up.  In other words, put yourself on the screen to where she 
    will leave herself wide open after attacking, then hit her from behind.  
    This actually does quite a bit more damage.  If your robots die or are 
    dying, repair/heal them.  If you're finding this battle just a bit too 
    hard, try gaining some levels or buying a ton more repairs. 
    Rose will piss and moan a little more, then leave the room.  
    Afterwards, you should here (or rather read) a satisfying scream, 
    followed by a loud THUMP!  Heh, serves her right.  Open the capsules 
    for a Blow 2 and 3000GP.  Head down through the door and you should be 
    in familiar surroundings.  From here, head ouf the caves.  Once you're 
    out on the world map, head back to Rococo.
    Enter Polon's house and into the back room where Rask is.  Cookie will 
    leave after speaking with Rask.  Speak to Rask and he will give you yet 
    another favor.  Now, leave Rococo and head back to the ship.
    Enter the ship (use the glasses if you need to) and talk to Napoleon.  
    He'll move out the of the way of the door.  Enter it and speak to 
    Gateau.  He will attempt to use the Tetron, but all will backfire...
    You should wake up in bed with Dr. Akihabara right next to you.  After 
    a bit of speaking to you, you can get out of bed.  Try to exit your 
    house and a quake will start.  Nothing really, just a factor of drama.  
    Exit the house.  A short cutscene will take place just outside in which 
    a policeman announces that he's going to check a strange light that 
    crashed near the river.  
    After they're done talking, explore the place.  If you want, you can 
    head over to second far west house from the bottom and speak to the old 
    lady in the bed.  She will say she needs a little helper.  You will 
    then learn how to create a Little Robot.  Head back to an R&D and make 
    one.  Equip it and talk to her.  When the choice comes up, pick "I'll 
    loan it to you," or something to that effect.  
    Note: If you haven't already, I would advise you use the Scrap 8 that 
    you got (assuming you picked it up) in the cave in the past to create a 
    Blade 4, then take it into battle and boost it up to level 8.  By that 
    time, it becomes the strongest weapon (though maybe not the best) and 
    can hit all enemies on the screen. 
    Leave Rococo and head for the Cave Mouth.   
    -Cave Mouth-
    By now, the enemies here should be incredibly pathetic.  Anyway, in 
    your human form the cops will not let you into the cave.  To get into 
    the cave, change into a mouse and enter.  Equip the Drill and break 
    through the rocks.  Head up.  Before you even get to the current, you 
    will be stopped by someone just ahead of you.  The girl is Princess 
    Tira and the guy who pops out behind her is Space Butl- I mean... 
    Valet.  You will be instantly taken back to Rococo.
    You, Akihabara, Valet, and Tira will all be having a discussion.  You 
    will be given a Spaceship.  Tira and Valet will then both leave.  Talk 
    to Akihabara and tell him you believe.  He will then give you all three 
    Stones.  Equip the Spaceship, exit your house, and use it.  Fly to 
    Choco, which should be far east and a little north. 
    Choco Information:
    Cure- 90GP
    Clean- 150GP
    Repair- 450GP
    Scrap 9- 1500GP
    Scrap 10- 1500GP
    Items Hidden:
    Scrap 7
    Inventor's Friends: 
    30, 40, 50
    Once you land keep heading upward until you come to an intersection.  
    The first thing you should do is head left (you could also head right, 
    but for the sake of the FAQ, my fingers, and my sanity, let's just say 
    left).  Head through the door that you see there.  This will take you 
    into a room with a couple of people just wandering around.  Head 
    through the door at the top of this room into one that's a bit more 
    important.  In here, there are a couple shelves, an item capsule, and a 
    door in the back that leads to an R&D.  You can also see Gateau here, 
    for you information.  The shelves here have Inventor's Friends volumes 
    30, 40, and 50.  Read those and then open the capsule for a Scrap 7.
    Once you're done with everything here, you can head back to the 
    intersection near the beginning and to the right.  There really isn't 
    much here aside from a load of people to talk to and a door leading to 
    a shop with some pricy items.  Once you've thoroughly explored this 
    way, head back to the intersection once again, only this time head up.
    This will take you to the meeting room.  It's all a pretty easily laid 
    out area.  Near the upper-left corner should be a guard.  Walk up to 
    him and he'll move out of your way (you don't even need to speak with 
    him).  Enter the door that he was blocking.  You should see Tira and a 
    couple others in the next room.  Speak to them all.  Speaking to the 
    guy on the far left will cause you to lose the pieces of the Tetron.  
    Worry not, you're supposed to.  The guy will also ask for Scrap A.  
    Tell him that he can examine it and he'll walk off.  Tira will follow 
    Head to the lab where you found the Scrap 7 and the Inventor's Friends.  
    Talk to everyone in here.  Now, head back to the place where you met 
    Tira and the others just a moment ago.  The Consul will be sitting in 
    Tira's throne.  Speak to him.  The chief will come in and report some 
    bad news.  With that he and Valet will leave.  Leave this room.  Head 
    back to the intersection near the beginning and head down towards the 
    way you came from and speak to the guard just standing there.  He will 
    explain everything involving Gateau and Tira.  Valet and another guard 
    will walk in and read a telegram that Gateau sent.  After that, 
    everyone will congregate in the meeting room.
    After some words, Valet will ask everyone to draw straws to see who 
    will go to the Hacker Fortress to rescue Tira.  When your turn comes, 
    you will get the choice of the "Left Straw" or the "Right Straw."  It 
    doesn't matter which one you pick, because you will always draw the red 
    straw.  Some of the men will leave.  Finally, you can move again.  
    Speak to Valet and he will tell you what to do and give you 5000GP.  
    Exit here and head for the R&D.  If you don't have Shield 5 on all your 
    robots, make some now.  Head to the shop and buy what you need as well.  
    Once you're done, head towards the place you landed at and talk to the 
    guard blocking the way.  Tell him you're ready and you'll be put on a 
    spaceship on its way to the Hackers' Fortress.  
    Wander around and talk to everyone.  You're pretty much confined to 
    this room.  Speaking to the guy with bluish-green hair will cause a 
    little cutscene to ensue.  Your ship will be blown to bits.  
    After a while, you'll wake up in bed with Kotetsu right next to you 
    (not in bed with you, silly).  After Kotetsu leaves the room, you'll be 
    free to explore his ship, The Metal Iron.  Well, okay, there really 
    isn't much to explore, but anyway, exit your room and head up.  Kotetsu 
    should be standing there all by his lonesome.  Talk to him.  After he's 
    done speaking, talk to him again.  During your conversation, Mint will 
    come out of hiding.  Don't ask me how, but she somehow managed to sneak 
    onto Kotetsu's ship.  It does sound somewhat like a plot hole, but I'm 
    sure someone could reason it somehow.  After they're done talking, 
    speak to them both.  Kotetsu will ask you to sit next to him.  Walk 
    over to the chair and stand in front of it, facing the control panel.  
    Kotetsu will put the ship into Warp.  With that done, you should dock 
    at the fortress in no time.  A short conversation will take place on 
    The Metal Iron.  After it's done, Kotetsu will leave.  You should do 
    the same (head down two screens).  From here, you will enter the 
    Hackers' Fortress.
    Hackers' Space Fortress Information
    Items Hidden:
    First visit: Scrap 4, Repair, Scrap 5, Shield 3, Cure, Shield 4, Scrap 
    6, Scrap 7, 3000GP, 2000GP
    Second visit: Scrap 8, Cure
    Iventor's Friends:
    Enemies Present:
    GoldPixies- Cute little angels of death.  They can be quite a pain to 
    bump off, too, considering that Sword 4 and Blade 4 are pretty much 
    useless against them.  
    Bumpy- Just like Pumpy, except stronger.
    Bighead- Is as the name implies...
    Master- Rather powerful knights that you'll find after gaining the red 
    Ninja- Invisible stealth killers.  Not the type you'd likely see at a 
    church picnic. 
    Cmdr. (commander)
    WhitePixie- Just like any other Pixie, except white.
    Strategies: At this point in the game, you should pretty much know how 
    to take care of enemies on your own.  I should have discontinued the 
    strategies section a long time ago, as it has become more of an 
    exercise in redundancy for this FAQ than anything else.  The previous 
    ones will be saved on this FAQ, but outside of that I think you should 
    be able to wipe your own butt from here on, so to speak.  
    Note: Before you even start the next boss battle, which won't be the 
    last one, you should be around level 50.  So, while you're here do some 
    beefing up.  
    :::First Floor:::
    After you've exited the ship, head up.  Kotetsu will tell you to follow 
    him.  Do so right into the next room.  Kotetsu will be speaking with a 
    Hacker.  Ride the conveyor belt to the left.  There will be a few other 
    conveyor belts, one heading up and the other heading right.  Ride the 
    up one, but try to get off instantly to the right so you can hit the 
    switch.  The second conveyor belt that was heading right should be 
    heading left now.  Get on it and make your way to the capsule.  Open it 
    for a Scrap 4.  Hit the switch next to the capsule to reverse the 
    direction of the belts yet again.  Now, ride on the conveyor belt 
    heading right and skip across the conveyor belts heading up.  Hit the 
    switch again to reverse the directions of the belts.  Cut across the 
    vertical belts and make your way up (you should be on the left side of 
    the belts here).  You will see a Hacker standing there.  You can't get 
    past him now.  Head right now, riding the conveyor belt that should be 
    heading that way (if it isn't, then press the switch to make sure it 
    is).  Get off the belt before too far and head down towards another 
    capsule that contains a Repair.  Finally, take the last conveyor belt 
    heading up and through the door.  
    Equip Change to become a mouse and go into the hole between the crates.  
    Work your way through the pipes.  You should stumble upon some Hackers 
    having a conversation.  After a little basic conversing and telling bad 
    jokes, the alarm will go off and the Hackers will scramble out of the 
    room.  From here, you can either head down or up through the stairs.  
    Heading down only begets one advantage in that you'll gain a Scrap 5 in 
    the process, but then you have to make your way back around to this 
    room (you cannot simply go back the way you came, because in one room a 
    red door will close behind you and the only way you can get through it 
    is with a password, which you don't know yet).  For the sake of the 
    matter, let's just say you did head down...
    You'll first be in a long hallway with a couple of GoldPixies.  These 
    things are incredibly annoying.  Get past these blond-haired beasts and 
    head into a small room.  You'll fight a suped-up version of Pumpy 
    called Bumpy here.  Kill it and veer to the left to get the Scrap 5 in 
    the capsule.  Exit to the east.  You'll be back to the room with the 
    conveyor belts.  From here, head back to the room where you saw the 
    Hackers holding the conversation and head up the stairs in that room.
    :::Second Floor:::
    You should appear in a room with a couple of Bumpies.  Get past them 
    and head south.  Yet another large area full of Bumpies.  Along the way 
    you will bump into a Bigface.  These guys can be deadly if you let them 
    be.  I've noticed hitting them with a triple hit from Sword or Blade 4 
    can take them out easily.  You can't go into the red door just yet, so 
    go directly into the door near the bottom left.  
    A room with three doors: One to the upper right, one to the upper left, 
    and one to the lower left.  Walk up into the upper left door first.  
    Open the capsule for a Shield 3... Which should be obsolete by now...  
    No matter.  You can use it in a combination or for recycling.  Avoid 
    the lower left door for now.  You will be coming back to it later, 
    though.  Try to go through the upper right door and a Hacker will walk 
    in and stop you.  Don't worry, it's actually Kotetsu.  He'll give you a 
    little useful information, so pay attention.  After that, he'll teach 
    you the password to the red doors.  Nothing to fear, you don't have to 
    enter it manually at each red door.  Just examing the doors and they 
    automatically open.  After Kotetsu leaves, don't go through the door 
    you were about to go through.  This just leads you to a blue door, 
    which you don't have a password for just yet.  Instead, exit out the 
    way you came.  Remember that red door you saw before coming in here? 
    Yeah, that's right.  That's where you want to go right now.  
    Going through the red door, you should wind up in a room with some 
    GoldPixies in it.  I usually tend to avoid these things.  Head on to 
    the next room and you'll find yourself with a couple of Bumpies.  Do 
    whatever you wish and head into the next door.  The enemies in here are 
    called Masters (tips a hat to the legendary reviewer).  They shouldn't 
    be too big of a hastle.  Use the same technique you did on the Bigheads 
    and they're through.  Head down and through the door.  The next room 
    has a Hacker just kind of standing there (and rather spastically) while 
    the princess is being held prisoner.  Talk to the Hacker and he'll 
    battle you.  Whoop his pathetic ass and step on the button he was just 
    on.  You now have access to the princess.  Go speak to her.  Follow her 
    into the room to the right.  Watch the cutscene.  That bastard!  Gateau 
    will drop you down into the Trash Chute!
    Exit the room.  Head down into the next room, don't worry about going 
    left just yet.  Put on your Chameleon Glasses so you can see the 
    invisible Ninjas in this room.  The new kind of enemy you see here 
    (that you could have seen earlier, if you ignored me when I said don't 
    worry about the lower left room when you last saw Kotetsu) is called 
    Gagarian.  They can be a bit mean, but the usual triple shot seems to 
    do the trick.  At 2.8 Megs each, I recommend you do a mass genocide on 
    these guys to gain a few levels, if you need to (killing three within 
    the time limit would provide you with 8.6 Megs!).  Head down going past 
    all the Gagarians and Ninjas.  There should be a Gagarian out on one 
    little piece of floor sticking out near the top on the right.  Also, 
    after meeting your first Ninja, there should be a walkway leading to a 
    capsule guarded by another Ninja.  Open it for a Cure.  Keep heading 
    down, but don't go through the door on the left just yet.  Head back 
    down and to the left, past the Gagarian to open a capsule with a Shield 
    4 in it.  Now, head back to that door on the left.
    The only reason I told you to go to the Shield 5 first was in case you 
    wanted to use it at the R&D, which is the first door down the hallway 
    you have just entered (it's got the two Bigheads right in front of it).  
    Enter and do as you please, then exit and continue left.  There should 
    be a Gagarian and a capsule at the lower left room.  Open it for a 
    Scrap 6.  Exit the room again and continue back on the route you were 
    going.  Instead of going to the left, head right, past the Ninja.  
    Continue on past the Gagarian right into the next door.
    Mint should be here, and she's surrounded by mice.  Talk to Mint.  
    Then, equip either Change or Relay and talk to the mice.  Now, talk to 
    Mint again and she'll move, giving the mice access to their home.  Talk 
    to Mint again, then equip Change and go through the mousehole into the 
    next room.  Step on the button on the floor here, then exit.  Remember 
    back to when you first entered the chute?  I told you not to take that 
    one left turn just yet.  Well, head that way now.  You should find Mint 
    there at the entrance.  Speak to her and then head inside.  From here, 
    you can head to three different floors.  You've already seen all you 
    can on the second floor.  
    :::Third Floor:::
    Head to the 3rd floor.  Head down and to the right, fighting all the 
    Bigfaces along the way.  Just past the Gagarian in this room should be 
    the door you go through.  You should now be in a room with two 
    Gagarians and a few different doors.  You can't go through the yellow 
    door yet, so there's no need to worry about that one.  Go through the 
    door above the one you just entered through.  This will take you to 
    another blocked off area with a Gagarian guarding a door.  Go through 
    the door and you should see a couple of capsules.  Open them both for 
    Scrap 7 and 3000GP.  Head back to the room with all the doors and the 
    Gagarians.  Head through the door at the lower right (the higher one, 
    not the one that leads to the two Bigfaces).  
    You will be in a room with green crates everywhere.  Equip Change and 
    go through the mousehole.  Make your way through the tunnels and you 
    should appear in a small area of a room where some Hackers are 
    conversing.  Listen to what they have to say.  After they're done 
    talking, head back to the room with all the doors and the Gagarians yet 
    again.  This time, take the lower door on the lower right, which leads 
    you to the two Bigfaces, get past them, then head south through the 
    Push past the Masters and head to the left.  Open the capsule nearby 
    for 2000GP.  Nothing left in this direction, except the yellow door.  
    Head to the right now.  Go through the door.  The room you're in now 
    should have a Master and a Gagarian, plus a couple other doors.  Get 
    past the menaces and head towards the northern door.  You should see a 
    cutscene involving Blackmore.  After he's done talking, talk to him 
    again and listen to his "hard-luck story."  After he's done talking 
    about that, talk to him again and he'll teach you the Yellow Password.  
    Exit the bathroom.  There is no need to use the door on the right just 
    yet.  It's time to find the computer that has the No-Run Program and 
    delete the program.  
    OLD YELLOW DOORS: We'll now take the time to revisit some of the yellow 
    doors we missed.  You do not have to go to these doors, really, so just 
    read on and decide whether or not you'd like to visit some of these 
    places in particular.
    Basement (Trash Chute):
    To the left of the R&D, in the long hallway- Computer room.  Gives you 
    access inside the computer that you need once you get the yellow 
    1st Floor:
    Conveyor Belt room- Computer room.  Gives you access inside the 
    computer that you need once you get the yellow password. 
    2nd Floor:
    3rd Floor:
    Multi-door room with 2 Gagarians- This one leads you to a room you can 
    access through a mousehole on this floor.  Ultimately, there is nothing 
    here.  However, enter through the mousehole and you can see a small 
    Hallway with the Masters- Computer room.  Gives you access inside the 
    computer that you need once you get the yellow password.  
    4th Floor:
    None that can be accessed at this time.
    Well, isn't that special?  Well kids, it's beef-up time.  If you 
    haven't already, beef up to level 50.  I suggest fighting Gagarians and 
    Bigfaces (which you can just go back and forth through the first two 
    rooms of the third floor to find all that you need) since you can 
    easily dispatch them with triple shots from Blade or Sword 4.  Even the 
    second floor elevator room has a lot of Gagarians for you to pick at.  
    I've also noticed that area seems to have a better chance for you to 
    face three of them in a battle.    If you're feeling up to the task, 
    however, you could send out someone with a decent melee weapon to kill 
    some of the tougies on the fourth floor or some of the Ninja's in the 
    basement.  Either way, get yourself to level 50 (or at least bring 
    yourself up high enough such that your stats are all maxed out).  
    Stay on the third floor.  Go into the hallway where you saw all the 
    Masters.  Go to the end of the hallway, equip the Cyberjack and enter 
    the computer.  This is all a straight shot from here.  Head towards the 
    left and walk onto the teleporter.  From here head up, make your way 
    wall the way left, and go down.  Walk onto the teleporter.  You should 
    be in a room with a very familiar figure... Yes, Bug-Bug!  Talk to him. 
    He'll tell you he has the No-Run Program, but in order to do anything 
    about that, you'll have to defeat Bug-Bug.  After he's said his piece, 
    you'll be taken into battle
    BUGBUG (Round 2)
    Recommended level: 50 (or have maxed out stats, sans life)
    Be sure you also have the best Shields and Boots equiped by now.  If 
    you fought Gagarians and Bigfaces, you should have gotten a ton of 
    Bugbug has all the same attacks he did before, except now his cannon 
    attack can confuse you.  This can make the battle that much harder, 
    especially since there aren't any status ailment blocking equipment 
    items in this game.  
    Follow the usual routine as you did in the last battle.  Use a melee 
    weapon, avoid using Sword or Blade 4 as those only do 1 damage.  Nail 
    him with only one-shot attacks at a time and try your damndest to hit 
    him from behind to maximize damage.  With your stats maxed and a fully 
    powered Axe 3 or any melee weapon of comparable power, his attacks 
    shouldn't hit very often or for very much (assuming he hits from the 
    front, which he usually does unless you've been confused).  With my 
    guard maxed on one robot, his cannon did only about 5 damage and his 
    shock attack did only about 20.  That and your action meter should fill 
    up fast.  In short, you should quite literally tear him to pieces.  If 
    you find you're having problems with this battle, make sure you are at 
    a very high level (close to 50, since you should be able to max you 
    stats around that level) and you have a good melee weapon.  If your 
    life is low, use Cure.  If you die, use repair, etc. etc. etc...  I'm 
    starting to sound like a broken record, so let's move on.  
    After you've defeated Bugbug, he'll mutter something incoherent and 
    disappear, leaving a crystal behind.  Examine the crystal and you'll 
    move on.  Exit the computer and head back to Blackmore.  Speak to him 
    and he'll do some inbecilic dance.  Don't forget to talk to him again 
    to get the key.  He'll then leave the john.  Exit yourself, in fact, 
    and head through the door on the right.  You should see some of those 
    stupid UFO-looking things in here.  Remember, if they see you, they'll 
    call the guards.  Oh no!  Don't call a pack of weak-ass commanders!  Do 
    as you wish, but the consequences shouldn't be too intimidating.  Exit 
    to the south.  Equip the key and make your way right, up, then right do 
    a locked door.  Use the key on the door.  Enter and you should see Tira 
    in there.
    "It's big full of people and interesting."  Yet another memorable quote 
    due to lack of grammar/proper use of English (not that I'm one to 
    comment after reading my own work, heh).  Talk to Tira twice.  The 
    first time she'll spout some air-headed mumbo-jumbo.  The second time, 
    she'll finally put 2 and 2 together.  Now, she'll ask you to guide her 
    out.  Do so and Gateau will enter.  I don't know what the hell Tira's 
    packing, but she lays the smackdown on Gateau.  Talk to Tira and here 
    more incoherent mistranslations, then leave the room.  Equip the 
    Spaceship and use it.  From outer space, head back to Choco.
    Once you're here, enter and Valet will greet you immediately.  Now, sit 
    back and watch a decent length cutscene (no, the game isn't over yet).  
    Once it's over, exit the room you are in and head to the lab.  Talk to 
    the guy at the north end of the table, say yes, and he will give you 
    the Red, Blue, and Yellow Jars.  Make your way back to the entrance and 
    talk to the guard.  Tell him you're ready, he will move out the way, 
    and Tira will come out to say a few important words.  When she's done, 
    equip the Spaceship, exit, and leave for the fortress yet again.  
    You should arrive near the room you found Tira in.  Enter it, equip the 
    Cyberjack, and examine the computer.  From here, it's a straight shot 
    to another warp pad to the left.  Walk on it and exit the room you wind 
    up in.  Head to the right past the Bumpies and the Bigface and enter 
    the room to the north.  This should be the Red Reactor.  There will be 
    a bunch of Masters, Gagarians, and Ninjas in this room, so equip the 
    Chameleon Glasses.  Make your way up, then take the right down the 
    little narrow path.  This should take you to a door at the very bottom 
    right of the screen.  Once inside, walk on the button near the machine 
    just a ways up from you.  This should release the prisoners that are in 
    this room.  You can talk to Mint if you want, but if you want to 
    advance, talk to Kotetsu.  After that, Blackmore will walk in, have the 
    two escorted out, then tell you the Blue Password.  Now you can enter 
    blue doors!  Exit here.  
    Move all the way up and take a right.  Open the capsule for a Scrap 8.  
    Head back to the blue door you just saw and enter it.  Push the button 
    on the right and walk between the two blue lines you see just ahead.  
    You'll have to fight the Master you bump into.  Head all the way up and 
    work your way left.  Avoid the RedPixies as often as you can.  Start on 
    your way down.  Remember to have the Glasses on so you can see the trip 
    laser when it comes on.  Take the first left turn you see on your way 
    down.  Halfway down should be a Master that will pop up.  Dispose of it 
    and continue on.  At the intersection, head up and equip the Red Jar.  
    Examine the reactor to place it in.  Now, head down (don't turn right, 
    go straight down).  If you can't progress along the blue lines, hit the 
    switch to the right.  When the chance comes up to head right, do so.  
    Do the same now with the Yellow Jar that you did with the red one once 
    you reach the Yellow Reactor.  Now, do you remember that door you saw 
    not too long ago before all the RedPixies?  Go back to it and enter it.  
    Go all the way up.  If you need to, push the button on the right first.  
    Put the Blue Jar in its place and the ceremony should be done.  Hit the 
    button on the left.  From here, head south as far as you can go, from 
    room to room.  You should pass a Bigface along the way.  Head south of 
    him and you should be in familiar territory.  This is where you met 
    Kotetsu when you first started at this fortress.  Continue down and 
    head to the left into another familiar room.  Get past all the 
    Gagarians and get into the elevator.  Select the fourth floor.
    :::Fourth Floor:::
    Finally, the ominous fourth floor!  Equip your Glasses before going too 
    far.  You should find some Berets and Maskers riddled throughout this 
    place.  Head down and take a right.  About halfway down the hall, go up 
    to where you see two doors.  Avoid the left door, as it leads to a dead 
    end and go through the right door.  Follow this up past the RedPixie 
    and you should come to an intersection.  Hang a right into a room with 
    a Red Pixie and a Master.  Go through the door just above the one you 
    just came from.  This will take you to a capsule with a Cure, which is 
    being guarded by a measly Bumpy.  Go back to the intersection and go 
    left this time.  
    You will bump into none other than Gateau.  Imagine that.  Watch the 
    cutscene.  Napoleon will make a surprise appearance.  Gateau will 
    destroy part of the bridge, forbidding your passage.  Save and talk to 
    Napoleon.  He'll throw you across.  Only do so when you are perfectly 
    ready.  Head left and go into the door.  You should come into a room 
    guarded by two Ninjas.  Do what you can to get past them, then head 
    down.  You should be outside now.  Head up the stairs and through the 
    door.  Head left past all the Bigfaces and through the door.  Now go 
    straight up.  You will come to the familiar emblem in front of the 
    door.  Heal up and save and get ready for battle soon.  Enter the door.  
    Gateau will give you a short speech and challenge you to a duel.
    GATEAU (Round 1) (Accompanied by two Soldiers)
    Recommended level: 50 and beyond
    If you're at max. stats. this battle should be a breeze.  The soldiers' 
    attacks are really basic, so there's almost no need to worry.  Just 
    don't leave your back exposed to often.  When Gateau's back is exposed, 
    however, go straight for the throat.  The best thing about this boss is 
    that triple hit combos actually work!  So, when you can, use a triple 
    shot from a fully powered Axe 3 or Blade 4 (Blade and Sword 4 can both 
    work fairly well, since they hit multiple targets).   
    The only things you really want to worry about are Gateau's attacks.  
    Some of them can drop over 100 HP with a critical.  They also have Run 
    blocking attacks, so be careful of those.  
    Once the Soldiers are disposed of, go after Gateau with a melee 
    assault.  Use the three hit combo as much as you can.  If you can ever 
    be so lucky as to get his back exposed, go for it.  You can sometimes 
    do this by strategically placing yourself a bit away from him when he's 
    in the corner.  For instance, if he's in the lower right corner, you 
    can place yourself near the middle bottom rather than right up against 
    him.  From here, he'll usually move near the very middle (maybe 
    slightly to the left of it).  Since you're positioned near the middle 
    and not near the bottom right corner, you should have a shot at his 
    back.  Use this luring tactic against him often.  
    Gateau will blurt a few more lines out after you've defeated him and 
    ask you to enter the machine before you.  Do so.  Before you can, 
    Nagisa will stop you.  You will have your last chance to save right 
    here.  Enter the machine...
    Welcome my son... Welcome... to... the machine... 
    Where have you been?
    It's alright, we know where you've been!
    Sorry, couldn't resist!  Walk up along the trippy background.  You 
    should bump into lots of familiar people along the way.  Most of this 
    is just character development and backstory.  Anyway, keep heading up.  
    At the top, you should be greeted by not one, but four Gateaus.  It's 
    all the same guy, just "special effects" I guess... He'll tell you 
    exactly what the Tetron has done for him.  Not only does he plan to 
    rule the universe, but over all time and fate of man.  The long and 
    short of it is he's pretty much become a god (or so he thinks).  I hope 
    your robots are rarin' to go and you've got plenty of supplies.  This 
    is it.  
    GATEAU (Round 2)
    Recommended level: 50's and beyond
    There are no soldiers to help him this time.  He doesn't need any.  
    Depending on what background he selects, he will do a different attack.  
    I really don't recommend using melee weapons unless you're daring (the 
    on advantage melee weapons can bring here is that you can land a 
    critical if you're lucky).  You may want to consider staying with Blade 
    4 or Sword 4 to a lesser extent.  Only use triple hit combos, as single 
    hit won't even make double-digit damage.   The main reason I say to 
    keep away from melee is that he can ram you for a decent amount of 
    damage if you're too close.  If you're lucky, he may not ram your robot 
    at all.  If you can get him going on changing background and not 
    ramming your robot, then melee fighting may be worth it.  One advantage 
    to taking a ram is that you won't get hit with the fire attack as much, 
    which means less chance of confusion.
    Anyway, attacks will change in accordance to background, as mentioned 
    previously.  Pay close attention...
    War scenery- He'll summon soldiers to shoot you.  Low damage attack, 
    but devestating critical.
    Icy background- Large chunks of falling ice.  Moderate damage.  
    City exploding- Bombs dropped on your robots.  Moderate damage. 
    Erruption scenery- Lava rocks fall on your robot. Moderate damage.  
    Aside from what was mentioned above, Gateau also has a fire attack that 
    does moderate damage.  This can also confuse your robots, so be 
    careful.  You may only really need to keep two of your robots alive.  
    Mainly focus on only healing your best robot when it's damaged or 
    All in all, it's difficult to guage whether or not you should go with 
    melee or long-range attacks.  Personally, I stuck with melee attacks 
    since my 'bot avoided becoming confused that way.  Also, hitting him 
    with a fully powered Axe 3 did 790-800+ damage criticals!  Do those 
    enough and you can dispose of him easily.  Just to break down the 
    events, continually hit him with triple shot attacks, try to focus on 
    keeping one robot in paricular alive (you may need one other in case 
    that one dies), and take which ever you think is the less of the evils 
    (doing criticals, but possibly taking more damage; or not doing 
    criticals and possibly becoming confused). 
    You've done it.  You've defeated Gateau and saved not only the 
    universe, but all time.  Enjoy the ending...
    /  SECTION 6: FAQ  \
    Q: What do I do if the enemies in an area are way too strong?
    A: Level up.  However, there are a few areas where they purposely put a 
    major leap in enemy strength, but these areas usually don't have a 
    whole lot of enemies.  
    Q: Are there any combinations for Bomb 1?
    A: Other than actually using a Bomb 1 in the exchange, no.
    Q: What would you suggest is the best distribution for my robots' 
    ability points?
    A: This really depends on your strategy.  I usually take either a major 
    Power robot, or one that has main emphasis on Power and one other stat.  
    Some like Guard, as that can help you absorb damage.  Other like 
    Charge, which makes sense since it allows you to hit more often.  
    Q: How do you save?
    A: You'll need an item called the transceiver first.  When you have 
    that, equip it and use it.  Nagisa will ask you if you wish to save; 
    Just say yes.  
    Q: Would you recommend beefing every weapon to level 9?
    A: Not really.  While this may sound like a good idea, this can make 
    the game a whole lot more tedious than need be.  There are basically 
    two ways to boost equipment.  One is through constant combination, 
    which can sap your money.  The other is through battle, assuming you 
    open a capsule that boosts equipment level (these are quite rare).  
    Either way, it's not worth the time because you'll eventually advance 
    the game and eventually find better items that you'll also have to 
    build.  That and some weapons can pretty much only be boosted through 
    battle, since you either can't develop them or the fact that combining 
    them can be a royal pain.  
    Q: How do I use event items? 
    A: Push X and go into your inventory (first selection), then push A on 
    the item you wish to use and make sure that its icon appears at the top 
    of the screen.  When you want to use it on the screen, push Y.  
    Q: How do I use healing items?
    A: Push X and go into maintenence (second selection).  From there, 
    there will be a few different selections for different items you want 
    to use and which robot you want to use them on.  
    Q: When I build a robot, does it start with lower stats than the 
    original to allocate?
    A: No, their stats are based on your program points.  This is not 
    influenced by how many robots you have, but by what level you are.  So, 
    if you are building your second robot and have 100 program points, 
    that's 100 points you can allocate on each robot.  This means, when 
    building a robot you can give it the same stats as the first if you 
    Q: What is the "ultimate weapon?" 
    A: The one that can get the strongest, if I remember correctly, is 
    Blade 4.
    Q: How come when I use a Run that hits three times with the same 
    weapon, it does less damage than hitting only once with the weapon?
    A: I'm not 100% sure, but I think many enemies (bosses especially) are 
    made to withstand multiple shots from a weapon.  It almost makes it 
    inefficient to program a triple hit combo.  
    Q: If I combine two weapons that aren't the same, but can combine, how 
    is the level decided?
    A: It still just takes the sum of the two levels if they're the same 
    Q: Why do you indicate where enemies are in the FAQ?  Does it matter? 
    A: It's mainly for the type of people who like to kill about every 
    enemy they find (the "sporty type," as I call them), a bit like myself. 
    While it's not necessary, sometimes it can help. 
    Q: Then why later in the FAQ do you stop mention every enemy so often?
    A: Because by that time, you should be so powerful that it really 
    doesn't matter.
    Q: Why do some weapons have N/A as a creation cost? 
    A: Not all weapons can be developed.  Some must be either found or 
    created through combining.  
    Q: Why don't you recommend developing packs very highly?
    A: Because they only give a very small increase to stats for a very 
    high price.  I'm not saying you absolutely should not do it, it's 
    totally up to you.  I usually go without them unless I happen to find 
    one while running around in the game.
    Q: Do you know of any place where I can emulate this game?  
    A: I'm not telling you.  Use a search engine.
    Q: How about a place where I can buy this?
    A: eBay or GameStop if you don't mind getting it used.  I have no idea 
    where to get this still packaged.  
    Q: Parsley said he hid the Clock Tower Key in front of the well.  I 
    searched the area and can't find the key.  Where is it?
    A: Be sure you're touching the bottom part of the well while also 
    facing the well.  In short, it's against the bottom side of the well.  
    Q: Is it truly necessary to kill every enemy?
    A: No, but it is HIGHLY recommended.  This is a chief means of gaining 
    experience.  Higher experience=Stronger robots.  Stronger robots=easier 
    bosses.  Easier bosses=less stress.  Also, it doesn't hurt to build 
    levels every now and then either.  
    Q: What's a good way to gain experience?
    A: See above...
    Q: Does it matter what order the items are in when you combine them?
    A: No.
    Q: I spoke to a character who was supposed to give me an item, but 
    he/she didn't give it to me.  What do I do?
    A: If you read the message carefully, sometimes the other characters 
    will say something along the lines of, "I have an item to give you, but 
    you're inventory is full.  Please rearrange it."  This means you'll 
    have to use, discard, or equip something (assuming nothing is equipped) 
    in order to get the item.  
    Q: What took you so long to update/read e-mail?
    A: This delightfully powerful and soul-sucking force called college.  
    This was my senior year and I'm still not graduated, as I need to 
    complete a few more classes (people involved in the Ed. department as I 
    am usually take 5 years to complete at the school I'm going to, or so 
    I'm told).  
    Q: How do I reform my party?
    A: Go into your menu screen.  Enter the maintenence screen and select 
    the first icon (the far left one) that looks like a capsule.  From 
    here, pick whichever robot you want to be first, then second, etc.  
    Q: Are you ever going to complete this FAQ?  If not, I'd like to 
    continue it.
    A: Sorry, I'm in the process of completing it, albeit the fact that I'm 
    inching slowly across.  
    Q: I put the jars into the generators, but nothing happened.  What do I 
    A: Either, A) You didn't put them in in the right order.  It has to go 
    Red-Yellow-Blue, B) Forgot to put one in (I made this mistake while 
    writing this FAQ), or C) I can't think of anything for C.
    /  SECTION 7: LEGAL BIT  \
    This FAQ is copyright 2002-2003 to Joe Shaffer, aka BoredGamer.  Any 
    use of this FAQ for commercial purposes in any way, shape, or form 
    without confirmed consent of the author is strictly prohibited.  This 
    can be used for personal use and freely distributed, as long as there 
    is no profit being made off the FAQ without my approval before hand 
    (this includes magazines).  This also cannot be posted on any websites 
    without my solid approval.  Any failure to comply with said premises 
    can, and probably will, result in legal actions.
    Thanks goes to the following people and such...
    Jeff "CJayC" Veasey and everyone at GameFAQs
    Enix for this game
    Die Hard Game Club back when it was in existence.  Probably one of the 
    best used game dealers in Spokane and unfotunately, gone for good. 
    virgo1869 for the speed defintion. 
    Karsanow and Solomon Warrior for the equipment information.
    There is one thing I would like to leave with saying before submitting 
    the final version of this guide into GameFAQs.  I have learned a few 
    things from writing this guide.  Maybe I should outline them.  This is 
    not only getting a bit off my chest, but also this can serve as a word 
    of advice to any future FAQers.
    1) Choose wisely the game you do a FAQ for.  This FAQ took me over a 
    year to complete because I had so much work to do in college.  One thin 
    you will see all over GameFAQs are FAQs that aren't complete.  I won't 
    name any names, but seeing ones that haven't even been touched in years 
    and aren't even close to finished it depressing.  Especially so if it's 
    the only FAQ.  What I'm getting at is it's always best to finish what 
    you start.  Don't leave something incomplete to rot on the net, and 
    definitely don't give up.
    2) Doing a FAQ for an RPG was somewhat of a mistake for me.  I didn't 
    have the time to do it.  Folks, if you aren't devoted or don't have 
    time, don't do a large FAQ.  This FAQ is well past due because of that.
    3) Avoid redundancies.  They can make a FAQ seem very dry.  This FAQ is 
    covered with them.
    Thank you, and thank God.  This FAQ is finally... FINALLY... complete.
    I guess my last thanks goes to Skin of Skunk Anansie.  Why?  Because 
    she has a beautiful voice.  
    (C) Joe Shaffer 2002-2003

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