...............................................................................
      _______
     /  ___  \ _____ ____  _______  _____   ___
    /  /___\  \\_  _\  _ \ \      \ \_  _\ / __/
   /  /     \  \ \ \ \\_\ \ \ \\/\ \ _\ \_ \ \__
  /__/       \__\ \_\ \____\ \_\  \_\\____\ \___\

            _______                           __  __
           |       \ ____  ____  _____       |  |/  / _____ _____
           |   _   /\  _ \ \   ) \  _ \  __  |  |  / \_  _\\   _\
           |  | \  \ \\_\ \ \  \_ \\_\ \ \_| |     \  _\ \_ \ \_\\
           |__|  \__\ \____\ \___) \____\    |__|\__\ \____\ \____\
...............................................................................
                                ATOMIC ROBO KID:
                                FAQ/WALLTHROUGH






CONTENTS
  A) Disclaimer
  B) Version History
  C) About this Guide
      i)   What is this game?
      ii)  How do I use this Guide?
      iii) Oops, I found an error...
  D) Gameplay
      i)   An Overview
      ii)  Controls
      iii) Power Ups
      v)   Options
      vi)  Tips
  E) Walkthrough
      i)   Act 1
      ii)  Act 2
      iii) Act 3
      iv)  Act 4
      v)   Act 5
      vi)  Act 7
      vii) Act 8
      viii)Act 9
      ix)  Act 10
      x)   Act 11
      xi)  Act 12
      xii) Act 13
      xiii)Act 14
      xiv) Act 15
      xv)  Act 16
      xvi) Act 17
      xvii)Act 18
     xviii)Act 19
  F) The Plot
  G) Miscellaineous
  H) Credits





=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[A.    Disclaimer       ]---------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

     This document was created and maintained by Goryus, the author.  It is 
  the sole property of its author, who bears the copyright and reserves all 
  rights.  It is protected by the "United States Code:  Title 17 - Copyrights", 
  the "Berne Convention for the Protection of Literacy and Artistic Works 
  (Paris Text 1971)", any and all copyright and patent laws applicable and/or  
  International Treaties.  It may not be hosted, used, or displayed without the
  express consent of the Author.  As of this moment, the only sites with such
  permission are:

                  www.GameFAQs.com
                  www.NeoSeeker.com

     It may not be altered, edited, or formated, nor may any materials be added
  or removed from this document, without the express written consent of the
  author.  It may not be offered for money and/or compensation (even 
  if profit attempt fails) or offered as a bonus or gift for accessing a web 
  page or purchasing an item.  It may not be added to an archive of any type.
  It must always remain in the English Language.  It will not be translated 
  to any language for any reason whatsoever.  It will not appear in any 
  publication.  This document was in no way intended for commerical, 
  promotional and/or profitable uses.  This guide is limited to personal and 
  private use only.  Any other uses MUST be priorly approved by the author, 
  Goryus <goryus@hotmail.com>.
     If this copyright is trangressed, the violators will face immediate civil 
  and/or criminal penalties to the fullest extent possible.  Any breach of
  copyright (which includes acts of stealing, plagiarism, pirating, uses not
  private and personal, posting without permission, etc.) is considered a 
  felony, and will be punished accordingly.
     For the latest version of all of the Author's guides, check out
  www.chancellor.freehosting.net/faqs.html.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[B.  Version History    ]---------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  v1.0
    

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[C.  About this Guide   ]---------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=-=-=-=-
 What is this game?
=-=-=-=-=-=-=-=-=-=-
     Atomic Robo-Kid is an ancient Genesis side scroller, one of the first to
  ever come out.  For the time it was created, the graphics are considered
  very impressive.
     Compared to todays games the translation is poor, there aren't enough
  weapons, and the graphics are stone-age.  That being said, it remains a
  classic and well worth playing.  So if you're ever struck suddenly with a
  rush of nostalgia and want to drag that dusty old genesis out of the
  closet, consider plugging this cartridge in.  Who knows, maybe this time
  you'll win!

=-=-=-=-=-=-=-=-=-=-=-=-=-
 How do I use this guide?
=-=-=-=-=-=-=-=-=-=-=-=-=-
     The first section of this guide covers game play issues - the controls,
  the various weapons, maneuvering, that sort of thing.  Its meant for people
  who have never played this game before, so if you're just looking for help
  with a particular part, I suggest you skip ahead.
     Which brings me to the next part of this guide: the actual walkthrough.
  Don't be fooled by the table of contents, the game is actually fairly short.
  The walkthrough is divided into the Acts the game itself is divided into.  In
  the areas where you have a choice how to progress, the appropriate acts are
  labeled (a) and (b).  Refer to the section just before them to figure out
  which one to use.
     After that comes a brief plot synopsis for those you interested.  If you
  want to find it out for yourself, don't read this section.  The last section
  is just miscellaineous, unsolved stuff, usually that I need help with.  Check
  it out and see if you have something to add.  Finally, we come to the Credits
  - if you or someone you know contributed to this guide in some way, this is
  where their name will appear.

=-=-=-=-=-=-=-=-=-=-=-=-=-=
 Oops, I found an error...
=-=-=-=-=-=-=-=-=-=-=-=-=-=
     Hey, we all make mistakes, and often me more than others.  If you note a
  typo or some incorrect information somewhere, or if you have something to
  add, or just some critique - good or bad - please feel free to email me at 
  goryus@hotmail.com.  Looking forward to hearing from you.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[D.     Gameplay        ]---------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-
 Overview
=-=-=-=-=-
     Hello, and welcome to the Gameplay section of my guide!  If you're reading
  this, then you're new to Atomic Robo-Kid and wondering what the heck the
  controls do, or what those funny bouncing power ups actually _do_.  Well, you
  came to the right place.  Read on.
     The first part of this section deals with the games controls: how to fly,
  flee, and flay with equal gusto.  The second part handles the various power
  ups in the game, few though they may be.  The third is for the Options menu,
  and covers the various difficulty settings.  The fourth and final part is a
  series of general tips for playing the game that you should keep in mind
  while going at it...especially if you're new, these will really help out.

=-=-=-=-=-
 Controls
=-=-=-=-=-
     A Button:  Fires your gun.
     B Button:  Jumps while walking/changes weapons while in air.
     C Button:  Does nothing

     Start:     Confirms selections/pauses game
     L/R:       Does nothing

     Dirctional Pad:
     ^          Move upwards/fly if on ground
     v          Move downwards/walk if flying
     <          Move to the left
     >          Move to the right

=-=-=-=-=-=
 Power-Ups
=-=-=-=-=-=
     Ocassionally as you play through Atomic Robo-Kid, you'll not metallic
  dragonflies with large, red crystal eyes flying by.  Shooting one of these
  will cause it to drop a power-up.
     Shooting the power-up will cause it to randomly turn into a different one
  and alter color slightly.  Be warned, this also moves it forward, and it does
  _not_ respect terrain - you can actually embed these power-ups in walls.  Be
  careful.
     There are generally two types of power-ups, guns and "items."  I call them
  that for lack of a better term.  Guns stay with you until you die, at which
  point you lose the one you had equipped (but keep the rest), while items can
  do anything from dissipate with time to give you extra points.  See below.
     The complete list of power-ups is as follows:

     F           Fire          A much larger, more powerful version of the
                               original beam.  Most importantly, it does not
                               stop on collision with an enemy, and so can be
                               used to shoot down entire groups of them.

     3           Three-Way     A bluish version of your first beam that shoots
                               forward, diagonal up, and diagonal down every
                               time you fire it.

     M           Missile       A powerful explosive with limited range.  This
                               weapons advantages are two-fold: it can be shot
                               in any direction - including the diagonals -
                               and it wipes out enemy shots in the range of its
                               blast.  Be warned, it's slow to reload.

     S           Spread        A huge wave of the shot you started with.  Weak,
                               but great area coverage.  Its range is just
                               slightly shy of the edge of the screen, which is
                               annoying, and its pretty useless against normal
                               enemies.

     R           Rapid         For about the next thirty seconds, hold down
                               the fire button.  Rapid Fire, ooo baby!  I
                               usually don't bother with this, but it can
                               sure be fun.

     S           Speed         YOU WANT THIS!  It doubles your maneuvering
                               speed, and without it you'll never get by later
                               bosses.  Lasts until you die.

     Red         Red           1000 Points - better than a sharp stick in the
                               eye...

     Yellow      Yellow        A force shield.  Survive that first hit!  4 of
                               these gives you one free shielding.

=-=-=-=-=
 Options
=-=-=-=-=
     In the Options screen you can set the difficult.  This is really very
  superficial (Really very?  Really very!), as all it does is change the number
  of lives and continues you're allowed.  Here they are anyways.

                  Easy:       7 lives/6 continues
                  Normal:     5 lives/4 continues
                  Hard:       3 lives/2 continues

  Whee...hit down to select exit and "start" to confirm once you're done.

=-=-=-
 Tips
=-=-=-
     Whats a walkthrough without some tips and tricks?  Here you'll find a
  "vast" compilation of my accumulated strategical knowledge about this game.
  Its cavernous, but for a different reason...=)

          - Why walk when you can fly?  Its faster, and your movement range is
            better.  Just hit up after getting one of those two power-ups at
            the very begininng of Act 1.

          - You die in one hit.  Dodging is, therefor, key.  Dodge, but DO NOT
            run.  Enemies regenerate once they're off screen, and heading is
            often tantamount to signing your own death slip.

          - Enemy shots may kill you, but enemies won't.  They just slow you
            down for as long as you're in contact with them.  The beauty of
            this is that they (meaning that specific enemy) can't fire at you
            while its busy colliding.

          - The F beam lets you shoot _through_ the backs of Governers (Robo
            Kid's bosses) to hit their eyes.  Make good use of this!

          - Make sure you have a speed power up before every Governer fight.
            This is important!  They come every four stages, and man do they
            get nasty, to the point where you can't readily dodge the things
            they shoot without one.

          - Take your time with power ups, if you can afford to, to get the
            one you want.  Just keep on shooting them until you see what you
            want to.  (NOTE:  The random number generator stinks, so this could
            be awhile).

          - You get a free life at 30,000 points.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[E.    Walkthrough      ]---------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=
 Act 1
=-=-=-=
     When Act 1 begins, you are beset by a hoard of green blocky-things.  This
  is where you first learn that collisions don't kill.  Whew.  Shoot a couple
  for practice and snatch up the two power ups for a cool two thousand points.
  Head to the left, where you'll encounter a small metallic dragon fly.  Shoot
  it for the power up, and juggle that until you see the one you want.
     Watch out, because just slight after this you run into your first enemies:
  big green star things that shoot both regular shots and tracking missiles.
  Keep them about half off screen (so they can't shoot) and blast them into
  oblivion.  Behind them is another pair, which you can use the same tactics
  on, followed by some enemies that actually move.
     These squid things die in one shot from anything, so you shouldn't have
  too much trouble with them.  Shoot them (and the second power-up bug), but
  take care not to accidentally get hit by a stray bullet.  Procceeding to the
  left you'll find another group of them, followed by two more of the star
  things.  Kill them all, but progress slowly from there, as there is another
  group of stars around the corner.  Still continuing left, kill off yet
  another group of those squid things, much larger than the last, and grab up
  the power up in their midst.
      Kill the following group of star things, followed quickly by a group of
  squids and then a fan.  Shoot the fan for a while in its big eye and it'll
  fall apart.  Watch out: there's another!  Behind this one is a power up,
  and the exit.

=-=-=-=
 Act 2
=-=-=-=
     GO UP!  The creators of this game were kind enough to provide you with
  three enemies right in front of you, almost point-blank, firing when the
  level begins.  Head straigh up while firing, then go backwards to dodge the
  following volley and use the time you gain to obliterate the two that remain.
     Head straight right across the very top of the screen until you hit a
  wall.  Wait for the two enemies below to fire a shot that'll collide with it,
  and use the time this gains you to drop down and obliterate them.  If you've
  got the fat beam, fire it through the bottom edge of that wall mentioned
  above to destroy two of the four next enemies you'll fight.
     Once again, wait for them to shoot and then soar upwards while shooting.
  You should be able to take out these four without too much trouble.  Once
  again hug the ceiling while progressing forward, and then drop down once the
  enemies are committed to avoid their shots.  Continue right and fly up just
  high enough that your shots can take out the enemies on the slightly raised
  floor ahead.  Nows when it gets tricky.  Remember, everything you kill will
  come back once you go backwards.  Fly forward and up, and get a small cloud
  of shots from the enemies on the floor coming at you.  Swing around them
  and dive for the power-ups.  Hop up slightly and wipe out that group on the
  floor, and then head up.  Change to either the missile or the three-way.
     Shoot diagonally to get at those annoying eye things while they can't
  shoot you.  Proceed with caution, and do NOT head back.  Once you get to the
  top, change to the Missile and shoot straight up to clear off the enemies
  clinging to the ceiling.  Failing that, rush the two firing things on the
  left and destroy them (not as easy as it sounds, I'm afraid) and then come
  at them from the left side.
     Kill off the two blocking your path - Missiles help a lot here - and
  Continue left.  Use either the Missiles or the three-way to clear out the
  four eyes blocking your path.  STOP.  Do not proceed just yet.
     Swap in the fat beam, if you have it, and go forward slowly.   A big
  robot will greet you by openening fire.  Go backwards (yes, now its OK) and
  hide behind that big rise those four eyes were perched on.  Shoot through
  the top of it with the fat beam to annhilate him or, failing that, shoot,
  drop down, rise up, shoot, repeat...
     Behind him are two exits.  The top one takes you to chapter 3(a), and the
  bottom to 3(b).

=-=-=-=
 Act 3
=-=-=-=
(a)  When this section opens up, they're kind enough to provide you with a
  powerup.  Continue right to find a group of fly-like things.  Kill them.
  To the right is another group of flies and another power up, and then
  another with two.  Yet another group will dog your steps as you try to
  progress rightwards, followed by those green things from the first Act.
     After that comes a fan, and the exit to Act 4.  Shoot its eye until it
  collapses.

(b)  Its a jungle out there!  Don't worry, its not the _hard_ kind of jungle,
  just the leafy one.  A group of fly like things and a single green block
  from Act 1 will dog you as you head right initially.  Use the fat beam to
  wipe them out.  Grab up the power up that appears with the second green
  block and take a breather.
     A small group of flies followed by a large group of green blocks will
  further impede your progress, but aren't really a big deal.  Kill them to
  find some grey robot-looking things and another power up, and a fly or two
  (ok, there's three of them).  A large group of flies follows, and out of
  the blue a larger version zooms up and shoots at you.  Kill it and dodge
  as best as you can.  It takes two hits.
     Five of these total will zoom at you as progress, so move slowly.  Ah,
  respite: green blocks.  KILL!  And more flies, afterwhich comes the now-
  familiar fan.  Shoots its eye out to gain access to the exit to Act 4.

=-=-=-=
 Act 4
=-=-=-=
     This is your first, and easiest governer battle.  Start off by heading
  straight down and letting it lower itself a bit, and then circle behind it.
  Blow off its guns to uncover its eye.
     If you have the fat beam, you can blow it out from here.  Otherwise,
  you're going to have to run around it and get in front of it.  Lure it lower
  and go over the top for the kill.  Speed helps, but isn't required for your
  victory - yet.

     AAAARGGGHH!  If you're anything like me, you'll hate this level.  You're
  one-on-one with the computer in a room where you're seperated by a curtain
  of shot-blocking blocks.  First hit wins.
     Your best bet is to set up a large range of fire.  Shoot repeatedly while
  moving up or down, and do your best to force his shots to collide with the
  wall, eating it up so yours get through.  Other than that, good luck.

=-=-=-=
 Act 5
=-=-=-=
     This aztec-temple type stage opens up with three squids firings on you.
  Drop to the floor and shoot like mad to take 'em out.  A huge group of them
  will meet you as you progress right wards, and if you're stuck with the
  regular gun will give you hell.  Otherwise, you should be fine.
     You'll come to a straight, sheer drop.  Fly down it, armed (ideally) with
  the fat beam.  When you approach the corridor again, start shooting like mad
  and drop all the way to the floor, firing all the way.  Head back up a bit
  to dodge the shots, and continue to the the right.
     Another drop off, but this one is a little more...dangerous.  Head down,
  once again with the fat beam in toe, and obliterate the small group of squids
  down there.  Continue to the right, blowing up the occasional squid, until
  you meet big bad robo dog thingy.  Shooting it will knock it back a little
  and cause it to flash.  Don't even bother trying to kill it; its impossible.
  Just fly over its head and down its back - straight into the exit. =)

=-=-=-=
 Act 6
=-=-=-=
     This purple stage is covered with some really bizarre enemies.  Head to
  the right upon entrance and you'll see a strange, metallic object poking out
  of the ceiling, and another on the floor.  Get too close and they fly out,
  shooting at you.  They're good points, if you manage to blow them up (don't
  bother trying with the original gun).
     After that first pair comes another, this one alone.  Bait it, make it fly
  out and shoot it as it comes down, watching for the occasional shot.  Shortly
  after come two more, protruding pretty heavily - run in towards the top,
  use the fat beam or grenade to destroy them, and head slightly diagonally
  up to avoid their fire.  Right after them comes yet another set, but more
  conviently spaced.  Kill them one at a time.  Another, identically grouping
  will follow.  Lather, rinse, maim.
    At this point you should start running into two of them sort of fused to
  together, longer and with a lot more life.  They follow the same rules the
  others did, but they shoot a lot more.  They're worth a lot of points, but
  don't even think of trying to blow them up without the aid of the fat beam.
  Anything else just won't work.  After this group comes another, followed
  by one more in rapid succesion; dodge in, trigger them, and (if you have the
  fat beam) destroy them.  Otherwise, just head backwards slightly and dodge
  their shots as best as possible.  A final set of them guard the exit.
    What, no power ups?  Yep, that's right.  no power ups.  Why?  Act 7 has
  you covered.

=-=-=-=
 Act 7
=-=-=-=
     Watch out, its an enemy!  Well, not really.  Actually, that harmless
  seeming grey thing is the Merchant the CPU mentioned early, and he's happy
  to sell you a couple of power ups.  Walk up to him and press C to speak with
  him.  I highly reccomend - highly - the fat beam and the speed boost.  You'll
  need it.  Be warned: each deal costs you a life...
     Kill him when you're done with him and blow up the block on the right.  In
  them are hiding three of those eye enemies; kill them with the blocks.  Head
  on right, and then go straight down, but slowly.  If you have the missiles,
  swap them in and start firing down, slightly on the right side.  Blow the
  eye things at the bottom away, and proceed left to find a power up.
     If you don't have the missiles, it gets tricky.   Drop down and shoot out
  the blow-up-able blocks on the right.  Hide in the crevice you create, and
  wait for those eyes to shoot.  You can now pick them off with the three-way.
  Don't have it?  This will sound silly, but it works. Wait for them to fire,
  and then ram them.  They can't shoot you while you're colliding with them,
  but YOU can.  Wipe them out that way.
     Look familliar?  Head right, and run straight into the wall.  Drop down
  after they fire and blow that group to kingdom come.  Head right and play
  agressively, shoot-duck-and-run, to wipe out the secound group (NOTE: three
  way makes this alot easier, as does missiles).  Continue to the right firing
  diagonally to get around the corners, or running in and killing one thing
  and running out a bunch if you don't have the appropriate weapons.  Run into
  the wall at the top and drop down, as above, to clear out the next group,
  and sail up the thin passage after.
     Fire a missile diagonally up, if you can, or time their fire and rush in
  to destroy them.  If all else fails, try and ram them.  Hug the down drop
  that follows, right above the next set of three eyes.
     Drop down quickly to blow them up, and then go back up equally quickly.
  Drop and shoot those green laser things, go back up, and repeat, or stay
  down there and use the missiles to counter their shots.  Ahh, the exit -
  and two power-ups, to boot!

=-=-=-=
 Act 8
=-=-=-=
     Ah, the second Governor.  Grr!  Sink to the floor to lure it down, and
  then circle around its back.  If you have the fat beam, then dodge its shots
  and rip it apart by firing through its back.  Speed really helps, also.
     If you don't, then lure it down and proceed behind it as normal, but then
  finish the circle and swing around in front.  Fire at the eye, dodge some
  shots, and head back down again.  Go around its back and over the top, and
  keep firing at it when able.  BOOM!

    What, another one-on-one?  And this one's _red_.  He's also much faster
  and shoots more rapidly, although one hit will still kill him.  Try to set up
  a decent spread to your shots, and use the holes he creates in the wall to
  shoot him.  Don't worry if you die - you get to keep all you guns, anyways.
  Make sure the first thing you do is to back up against the wall.  This helps
  immensely by giving you much more time to maneuver away from his shots.

=-=-=-=
 Act 9
=-=-=-=
     When this map opens up, do not move forward.  Shoot that edge of a green
  star first until it blows up.
     Look familiar?  Yep, its just like the first map, or at least the texture
  set is.  Don't worry, its not that map again.  Its much, much harder.  Head
  right slightly and eradicate the green blocks that swarm to try and protect
  the second of the green stars, and then take out the star itself.  Head right
  and sail down the tunnel.
     Run into the blocks down there and shoot the snot out of them.  Head a bit
  to the right and you'll be greeted by a group of flies.  Shoot them up, as
  well.  A power up should appear, followed by a disturbingly quick group of
  flies.  Watch out, and be agressive.  Head down the passage that appears in
  the floor, but stop before going into the next passage.  Pause and get the
  timing on their shots down, and drop down and open fire.  Go back up (you
  won't kill all 4 stars) and repeat until you get them all.  Your first trip
  should probably concentrate on those green blocks.   Proceed right, but don't
  go straight down the next fall.
    Take this one slowly, as there are two green stars _in the passage_.  Kill
  one and then ram the other, so it can't shoot you, and hack it apart.  Head
  down and to the left, where you'll encounter another group of flies.  Tear
  them apart, but watch out for those shots!  Immediately after these are two
  stars and a power up.  Down and to the left you'll find four more star things
  with robo-kid-bending on their minds.  The three way shot helps a lot here -
  kill off two at once, or take out the two in the corridor and then sit up and
  snipe at the two below.
     Continue down and to the left and you'll run into two more.  Like in the
  first level, keep these just half off of screen so they can't shoot at you
  and fire diagonal shots into them.  Another group appears in the downward
  passage following these, and in _just_ the wrong spot.  Either zip straight
  down to them, on level, and shoot them really fast with the fat beam, or
  hover above them and drop missiles on them.  If you have neither, just run
  past them; it takes them awhile to shoot.
     Next, you'll encounter a group of flies and a green block as you head
  right.  Nothing to be scared of.  Ah, a fan!  Blow out its eye, and proceed
  Further.  Take the passage leading up, and be _very_ prepared for an ambush
  by a couple hundred of those flies.  Head upwards and you'll run into two
  more stars blocking your way, but fortunately in a position where they're not
  hard to blow up.  Go up and you'll encounter a single fly, followed by a
  single star.  Go up, and you'll find tons more flies in the worst position
  possible: above you.  Run straight up very quickly, and rain death on them
  from above.
    To the right is a fan and an exit to 10(a); to the left, another fan and
  the exit to 10(b).

=-=-=-=-
 Act 10
=-=-=-=-
(a)  Look familiar?  yep, this level is just like the previous.  It opens off
  with two of those drop thingies on the right.  Hover right at their bases
  and shoot rapidly, both to keep them from shooting you and to collect the
  massive points they offer.  (I had 188100 at this point).  A lone one
  follows, and then a group of two.  Two more groups of two will follow, after
  which comes an immensely long group of flies.  Shoot your way through them
  to gain access to a weird, multi-chain-bot-thingy that will _not_ leave you
  alone.  Either run by it, or be prepared for a grueling fight.
     All of its parts fire at you, and the can do so while you're shooting
  them.  Try and blow up one piece at a time, and then dodge.  Immediately
  after it comes a fan, and then the exit to Act 11.

(b)  Ah, what do we love more than enemies at the very begininng?  Slay the
  squids quickly, before they become a problem, and grab up the two power-ups
  that follow.  Afterwards, you'll run into a multi-chain-bot-thingy.  For
  a little strategy on it (not that I can offer much) see the part about it in
  (a) above.  After that, there's...another one.  Erg.  That one's followed by
  a third, and then (thankfully) a group of squids.  This place is a death
  trap!  Three more follow, in rapid succession, of differing lengths.  Just
  run by them; you'll probably die if you try to kill them.  At the end is one
  of the dog-guard-bots; lure it away from the exit, and then run over it's
  head and quickly into the exit to get to Act 11.  Whew.

=-=-=-=-
 Act 11
=-=-=-=-
     You start off this one surrounded by enemies.  Fun, eh?  Kill them and
  snatch the power-up.  Drop down and hug those little undulations in the roof
  - they let you get in a shot at those metallic bots while they can't shoot
  at you.  Clear off the two of them in the passage and continue into the
  firing corridor.  I highly reccomend hovering at the top and firing down
  diagonally into them, if you can.  If you can't, try to run through and take
  them from the right side.
     Start heading upwards, but be careful.  Once again, diagonal shots come
  in handy.  You should run into four bots followed by a lone fly that's stuck
  in a corner.  Hop over the ridge in the middle and proceed downwards, once
  again cautiosly.  Kill off the blocks at the top and start firing missiles
  downwards to kill off the irritating flies and bots.  The exit lies below.
     Make absolutely certain you have the speed upgrade for this upcoming
  battle, or (failing that) the missiles.  This one's shots track.

=-=-=-=-
 Act 12
=-=-=-=-
     This one's tough, and almost impossible without the speed.  Once again
  head straight down to lure it down, but this time you've got two added 
  complications: a deadly tracking laser and a long, metallic foot.  Sail
  around the foot and up around his back and shoot through his body (if you
  can) with the fat beam.
     Continue up and around him and come to the front.  Look him in the eye
  and poke it out, if you can.  repeat until he's dead (or you are).

     Ah, another of those irritating duels. As usual, faster and stronger than
  the last two (but, on the plus, cooler looking).  Back up against the walls
  and try to fan your shots - and pray.

=-=-=-=-
 Act 13
=-=-=-=-
     This level is _hard_.  I won't detail the enemy fights for you in quite
  as much detail, because frankly if you take that approach you _will_ die.
  The enemies here are many and well armed: they fire that tracking laser.  To
  your immense relief, they hesitate slightly before doing so; this provides
  your opportunity.  _Run straight past them_, all the way to the fan.  Blow
  its eye out.
     Two more fans will follow, and then exit.  Short, eh?  Don't worry.  I
  died alot too, at first.

=-=-=-=-
 Act 14
=-=-=-=-
     Look familiar?  Saying "Not this again!"?  Well, this again, I'm afraid.
  Like its predecessor, it opens up with two of those strange elongated enemies
  embedded in the roof and floor.  Hover at base level and kill them as they
  come out.  You'll find four groups of these, followed closely by a group of
  squids.  In fact, this whole section of the corridor is swarming with them.
  And after, one of those really annoying chain-bot-enemies.  My suggestion:
  ignore it.  Dodge its initial volley, run by, kill the fan and dive for the
  exit.

=-=-=-=-
 Act 15
=-=-=-=-
     A governor?  Here?  Its a level early!  Yep.  And this one has eyes
  _everywhere_, and they all shoot at you.  Plus the tracking laser.  SPEED IS
  A MUST.  If you lost, you're doomed.  If you didn't, you're in for a hard
  fight.  Run straight up this time and destroy its first set of green eyes.
  THEN lure it downwards.  Head behind it and use the fat beam (if available)
  to wipe out its eyes from either side of the body.  Its real eye won't appear
  until they're _all_ gone.
    If you have the fat beam, it gets easy.  Get behind it, and it can't shoot
  you.  Shoot through it until its dead.  Otherwise, you'll have to live with
  getting in only one or two shots a cycle, as it has a _great_ fire spread
  and is very, very fast.

    Ah, another duel.  And harder than the last, as well.  Run up against the
  back wall spread your fire out.  Try to shoot through the holes it creats in
  the wall, and dodge like mad.  Good luck!

=-=-=-=-
 Act 16
=-=-=-=-
     Just like Act 2, this starts out with enemies on identical steps.  Zoom
  up and shoot them like mad.  Switch to the three way and kill the two eyes
  that greet you while hugging the ceiling.  Go all the way up to the wall,
  time the enemy fire and drop down to eradicate them.  Go on through, and
  you come to a fork in the road.
     Take the right brack for a power-up.  You'll be greeted by green laser
  things that teleport in, so watch it.  Head back and take the downward
  passage.  Two more laser things teleport in, and in VERY annoying positions.
  Once again, the three-way becomes vital for wiping them out without dying
  yourself.  Head right and hug the ceiling, and run up to the wall.  Time the
  enemy shots and drop down, killing the eyes.  Head to the right.  Look
  familliar?
     Once again your at a fork, but this time the right is just a dead end, so
  head down.  Where the green laser things teleported in last time are eyes
  this time.  Kill them, and chuckle as you do so.  Its OK, really (or, so I
  keep telling myself).  Head left.  Watch out; those things track!  Kill them,
  blast the eyes behind them, and ram into the ceiling to avoid their shots.
  Kill the one eye after them.
     Yeah, another fork!  This time, go left.  Erg, more tracking things!  Hang
  out against the ceiling on that wall with the three way to kill them from
  safety.  Behind them is a power up.  Head to the right and down.  Ah, more
  eyes, and on both sides, and (to top it off) a fork!  Well, to the right is
  exit 17(a), guarded by eyes, two teleport-in-laser-thingies, and a big dog.
  Same enemies on the left, guarding the second 17(b) exit, and our friendly
  merchant, whom you will NOT have time to talk to.

=-=-=-=-
 Act 17
=-=-=-=-
(a)  Same enemies, different back ground.  Two elongated enemies buried in the
  surroundings right next to you, to start with.  Hover around their bases and
  shoot them full of holes as the pull out.  Next is a really deadly brain
  thing.  Hard to kill.  Good luck to you, and remember to be aggressive.  Once
  you blow off its front, its back starts shooting at you.  Fortunately, that
  part is weak.  Just don't let it take you by surprise.  Behind it is the
  exit.

(b)  Weird, weird background.  Start out by heading right and running into a
  group of flies.  Kill them, and grab the power up.  You'll be beset by much
  larger flies...at this point, _run_.  Go to the top of the screen, and run
  right as fast as possible, or you WILL die.  Once you reach the fan, your
  safe.  Kill it, and the one behind it, to reach the exit.

=-=-=-=-
 Act 18
=-=-=-=-
     This level is really, really easy.  Start off by killing the group on the
  left and heading straight down.  Once you reach the floor (killing the odd
  fly or two) head right.  Follow the bottom until you can go downwards, at
  which point do.  Head left.  You'll find more flies and two green stars, but
  the three way makes short work of them, right after a fan.  Continue left
  and you'll run into another fan.  Kill it, and take the exit.

=-=-=-=-
 Act 19
=-=-=-=-
     The Head governor.  One mean bugger.  First off, you MUST have the Speed
  and fat beam if you want to so much as have a prayer against this guy.  Start
  off by going straight up and blasting off his front three eyes.  Drop like a
  rock to the bottom, and wait there until it gets close.  Quickly run off to
  the right, and begin circling it as fast as you can, firing away.
     Don't try to aim, just fire spreads.  Once all the eyes are gone, you can
  blow off the cover on the right side.  He'll release some tracking shots, so
  run.  Blow off the eyes inside him, preferably from behind, and then go for
  the big eye.  Circle around, fire like mad, and wait.  He'll die - 
  eventually.

  CONGRATULATIONS!  YOU WON!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[H.       Plot          ]---------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

SPOILERS
     Heh, spoilers.  Anyways, you play as Robo-Kid, a strange elephantine child
  in a robot suit.  You were a normal citizen of Terra 12, a colony of earth,
  until it was blasted by solar radiation and everything mutated into god-like
  super-beings (as we all know things exposed to radiation are wont to do, as
  opposed to, say, developing cancer).  In the meantime, nasty aliens moved in
  an took over.
     Your job is to kill the aliens and locate Eve, the super female Biodroid
  that can somehow un-mutate everything (and who, incidentally, falls in love
  with Robo-Kid after he saves her).  Eve is being held in a tube for some
  reason by the Head Governer (I.E, big bad alien dude).  Once freed, Eve
  restores Terra 12 to its former self and Robo-Kid rides off into the sunset,
  er, star-set.  Yay!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[H.      Credits        ]---------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

     Treco Entertainment (sadly gone)
         The creators of Robo-Kid.  Thanks for creating this game, without
       which this FAQ could never have existed.  Thanks for the great gameplay
       and stellar graphics (for the time) and a plot that, when published,
       made sense. =)

     GameFAQs (www.GameFAQs.com)
         Thanks go out also to CJayC, operator of www.GameFAQs.com, for
       providing the inspiration to get this FAQ off the ground and offering
       an easy means to make it public.

     Peter Judson <ptlj@neoseeker.com>
         Representative of NeoSeeker who politely asked my permission to
       use this Guide.  Thanks both for being polite and for making it
       available to a larger audience.

copyright 2001 Goryus