 ____            __              __                 __         
/\  _`\         /\ \            /\ \__             /\ \        
\ \ \L\ \    ___\ \ \____    ___\ \ ,_\  _ __    __\ \ \/'\    
 \ \ ,  /   / __`\ \ '__`\  / __`\ \ \/ /\`'__\/'__`\ \ , <    
  \ \ \\ \ /\ \L\ \ \ \L\ \/\ \L\ \ \ \_\ \ \//\  __/\ \ \\`\  
   \ \_\ \_\ \____/\ \_,__/\ \____/\ \__\\ \_\\ \____\\ \_\ \_\
    \/_/\/ /\/___/  \/___/  \/___/  \/__/ \/_/ \/____/ \/_/\/_/
                                                               

ROBOTREK FAQ/WALKTHROUGH
For play on Super Nintendo Entertainment System
Presented by BoredGamer
Version: 1.5
Last Updated: 2/26/02
Phase: About 1/4 complete

THE FOLLOWING SITES HAVE HOSTING PRIVILEGES:
GameFAQs (www.gamefaqs.com)

The E-mail Dealy... Okay, I have two different E-mail addresses that I'd 
prefer you use for different purposes.

If you are e-mailing me about feedback, questions, or anything having to do 
with any FAQ, please send it to Blublublublu1129@cs.com. 
If, however, you are e-mailing me on something that does not concern a FAQ, 
e-mail me at Liverboyjoe179@cs.com. 

If any e-mail is sent to Blublublublu1129 that does not concern a FAQ, it 
will be deleted/ignored. Please try to refrain from sending FAQ information, 
etc. to Liverboyjoe179. 

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 ignored.

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.

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. 

_______________________________________________________________________

UPDATE HISTORY

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.

2/8/02
-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.

2/9/02
-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...

2/10/02
-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.  

2/11/02
-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. 

2/15/02
-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.   

5/17/02
-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.

5/18/02
-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. 

5/20/02
-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.  

5/22/02
-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.  

5/25/02
-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. 

5/26/02
-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.



Reference credit goes to:
The chart that came with the game


Contents According to Joe
-------------------------
Section 1: Introduction
1A: Goofy Aspiring Inventor vs. Aliens: Details at 11
1B: Gameplay
1C: Characters
1D: The R&D
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
Section 6: FAQ
Section 7: Legal Bit
Section 8: Thank You and Goodbye

  -------------------------- 
/  SECTION 1: INTRODUCTION   \
------------------------------

1A: GOOFY ASPIRING INVENTOR VS ALIENS: DETAILS AT 11

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?  

1B: GAMEPLAY

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 2B).    

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  |    
 |_____|_____|_____|_____|_____|_____|

1: INVENTORY

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.  

2: MAINTENENCE

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.  

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.  

5: CONFIGURATION

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

Environment
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

1C: CHARACTER

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.  

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  |
 |_____|_____|_____|_____|_____|_____|_____|

1: INVENT/CREATE

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. 

4: BUILD A ROBOT

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.  

5: MAINTENANCE

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...

  ----------------------------
/  SECTION 2: BUILDING ROBOTS  \
--------------------------------

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 wisely.

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.  

2B: BUILDING LEVELS AND INVENTOR'S FRIENDS

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 Hacker Hideout. Teaches you Shield 3.
Level 11- Haunted House or Hacker Hideout. 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.  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 Smoke.
Level 22*- Rococo Tool Shop.  To the left of the manager.  Teaches you Cure.
Level 23*- Rococo Tool Shop.  To the left of the manager.  Teaches you Clean.
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  \
----------------------

3A:REGULAR USAGE

-Cure-
Restores a little HP to your robots.

-Clean-
Eliminates adversive conditions from your robots.

-Smoke-
Automatically allows you to run from battle.

-Big Bomb-
Throw this out during battle to damage all enemies on the screen.  

-Repair-
Fully restores a destroyed robot.

-Scrap-
Can be used in combinations to make other items.

3B: WEAPONS

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. 

-Bombs-
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:
Lv 3: +20
Lv 4:
Lv 5:
Lv 6:
Lv 7:
Lv 8:
LV 9:

Bomb 2:
Lv 1:
Lv 2:
Lv 3:
Lv 4:
Lv 5:
Lv 6:
Lv 7:
Lv 8:
LV 9:

Bomb 3:
Lv 1:
Lv 2:
Lv 3:
Lv 4:
Lv 5:
Lv 6:
Lv 7:
Lv 8:
LV 9:

Bomb 4:
Lv 1:
Lv 2:
Lv 3:
Lv 4:
Lv 5:
Lv 6:
Lv 7:
Lv 8:
LV 9:

-Swords-
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
Bonuses
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:
Lv 2:
Lv 3:
Lv 4:
Lv 5:
Lv 6:
Lv 7:
Lv 8:
LV 9:

Sword 4:
Lv 1:
Lv 2:
Lv 3:
Lv 4:
Lv 5:
Lv 6:
Lv 7:
Lv 8:
LV 9:

-Shots-
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:
Lv 2:
Lv 3:
Lv 4:
Lv 5:
Lv 6:
Lv 7:
Lv 8:
LV 9:

-Blades-
Very strong sword-like weapons.  Blade 4, if memory serves me correctly, has 
the potential of becoming the strongest weapon in the game.

Blade 1:
Lv 1:
Lv 2:
Lv 3:
Lv 4:
Lv 5:
Lv 6:
Lv 7:
Lv 8:
LV 9:

Blade 2:
Lv 1:
Lv 2:
Lv 3:
Lv 4:
Lv 5:
Lv 6:
Lv 7:
Lv 8:
LV 9:

Blade 3:
Lv 1:
Lv 2:
Lv 3:
Lv 4:
Lv 5:
Lv 6:
Lv 7:
Lv 8:
LV 9:

Blade 4:
Lv 1:
Lv 2:
Lv 3:
Lv 4:
Lv 5:
Lv 6:
Lv 7:
Lv 8:
LV 9:

-Axes-
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:
Lv 2:
Lv 3:
Lv 4:
Lv 5:
Lv 6:
Lv 7:
Lv 8:
LV 9:

-Hammers-
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:
Lv 2:
Lv 3:
Lv 4:
Lv 5:
Lv 6:
Lv 7:
Lv 8:
LV 9:

Hammer 3:
Lv 1:
Lv 2:
Lv 3:
Lv 4:
Lv 5:
Lv 6:
Lv 7:
Lv 8:
LV 9:

-Punches-
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

-Celtises-
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:
Lv 2:
Lv 3:
Lv 4:
Lv 5:
Lv 6:
Lv 7:
Lv 8:
LV 9:

Celtis 2:
Lv 1:
Lv 2:
Lv 3:
Lv 4:
Lv 5:
Lv 6:
Lv 7:
Lv 8:
LV 9:

Celtis 3:
Lv 1:
Lv 2:
Lv 3:
Lv 4:
Lv 5:
Lv 6:
Lv 7:
Lv 8:
LV 9:

-Blow-
Same with celtises, except I could have sworn that these were like giant tubas 
or trumpets or something.  I will post a proper description on later updates.

Blow 1:
Lv 1:
Lv 2:
Lv 3:
Lv 4:
Lv 5:
Lv 6:
Lv 7:
Lv 8:
LV 9:

Blow 2:
Lv 1:
Lv 2:
Lv 3:
Lv 4:
Lv 5:
Lv 6:
Lv 7:
Lv 8:
LV 9:

Blow 3:
Lv 1:
Lv 2:
Lv 3:
Lv 4:
Lv 5:
Lv 6:
Lv 7:
Lv 8:
LV 9:

-Laser-
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:
Lv 2:
Lv 3:
Lv 4:
Lv 5:
Lv 6:
Lv 7:
Lv 8:
LV 9:

Laser 2:
Lv 1:
Lv 2:
Lv 3:
Lv 4:
Lv 5:
Lv 6:
Lv 7:
Lv 8:
LV 9:

Laser 3:
Lv 1:
Lv 2:
Lv 3:
Lv 4:
Lv 5:
Lv 6:
Lv 7:
Lv 8:
LV 9:

3C: BASIC EQUIPMENT

-Shields- 
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:


Shield 5:


-Boots- 
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:

Boots 6:

-Packs-
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.  

Power Pack
Creation Cost: 3000GP
Can be learned from Inventor's Friend Issue 11.
Boost power on both arms +10

3D: EVENT/SPECIAL ITEMS

These are items that serve special purposes or can be used a specific times 
in the game.  

-Transceiver-
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 game.

-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 robot.  

-Rusty Drill-
Looks like if it were cleaner (hint hint), it would be able to drill through 
rock.  Found in the Cave Mouth.  

-Drill-
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. 

-Light-
Adds a bit to your light radius when equipped.  

-Relay-
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.  

  ---------------------------------------
/  SECTION 4: GENERATING/COMBINING ITEMS  \
-------------------------------------------

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 items.  

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 Bombs. 

4B: GENERATING LIST

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.

-Swords-

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

-Axes-

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

-Blades-

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

-Hammers-

Hammer 1:
Scrap 6 + Clean

Hammer 2:
Solar Pack + Scrap 6

Hammer 3: 
Scrap 6 + Scrap 6

-Punch-

Punch 1:
Scrap 4 + Scrap 4

Punch 2:
Punch 1 + Scrap 4

Punch 3: 

Punch 1 + Scrap 9
Punch 2 + Scrap 4

-Celtises-

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

-Shots-

Shot 1:
Scrap 2 + Scrap 2

Shot 2:
Shot 1 + Scrap 2

Shot 3:
Shot 2 + Scrap 2

-Blows-

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

-Lasers-

Laser 1:
Scrap 2 + Scrap 7

Laser 2:
Scrap 7 + Laser 1

Laser 3:
Scrap 7 + Laser 2

-Shields-

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

-Bombs-

[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-
 
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-

Repair:
Cure + Scrap 7
Clean + Smoke
Cure + Big Bomb
Cure + Clean
Clean + Big Bomb

Smoke:
Repair + Big Bomb
Repair + Repair
Big Bomb + Big Bomb

Cure:
Smoke+ + Big Bomb
Smoke + Repair
Clean + Clean
Repair + Clean

Clean:
Cure + Cure
Cure + Repair

Big Bomb:
Bomb 1 + Smoke
Scrap 7 + Scrap 7
Smoke + Cure

Drill:
Rusty Drill + Clean

Solar Pack:
Empty Pack + Weather

Quick Pack:
Empty Pack + Repair

  ------------------------ 
/  SECTION 5: WALKTHROUGH  \
----------------------------

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.

 
                     N
                     |
                     |
   (aka Left) W______|______E (aka Right)
                     |
                     |
                     |
                     S

5A: IN THE BEGINNING...

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-

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.

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 often?

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-

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.

-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-

Forest information

Items Hidden:
300GP

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.  
 
Strategies:
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 power.  

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 weapons.

After you've done a bit of this and that, head to the River.

-RIVER-

River Information

Items Hidden
300GP

Enemies Present
Mine
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-

Cave Mouth Information

Items Hidden
Outside: Cure
Inside Cave: Rusty Drill, Cure (x2), Clean, 250GP, Scrap 4, Key, Scrap 1

Enemies Present
Gel
Rushbird
Mine
Spider- Dangerous arachnids that are actually quite powerful for early game.  
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 sword. 
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.

-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).

-CAVE MOUTH-

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 indeed.

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 again.  

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!  

BOSS
META CRAB
Difficulty Rating: Pathetic
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 trouble.   

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.

5B: HOME OF THE HAUNTED

NOTE: I recommend having a third robot before fighting the second boss.

-ROCOCO-

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.

-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-

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-

Forest of Illusion Information

Items Hidden
None...

Enemies
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 ground.
Cmdr. (Commander)
Rushbird
Spider
Mushroom
Mine
Gel

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.

-OLD HOUSE-

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
Monk
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 on.

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 hole.  

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 you. 

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 Parsley.  

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 Tower.

-CLOCK TOWER-

Clock Tower information

Items Hidden
Cure, Scrap 1, Scrap 6

Enemies Present:
Mummy- Wrapped undead beasts.  Fire projectile shots.  They can also become 
invisible.  
Elesmoke
Plasmoke
Franken- Creatures that look like Frankenstein's monster.  
Ho Ho
Monk


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 floor).  

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 floor.  

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!

BOSS 
MAMURANA
Difficulty Rating: Fairly easy 
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 fight.  

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 Guard.   

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... The 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...

5C: TROPICAL GETAWAY

-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. 

  ---------------- 
/  SECTION 6: FAQ  \
--------------------

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 your robot.  This means, when building a robot you can give it 
the same stats as the first if you wish.  

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 rank.  

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: 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.  

  ---------------------- 
/  SECTION 7: LEGAL BIT  \
--------------------------

This FAQ is copyright 2002 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.

  ----------------------------------
/  SECTION 8: THANK YOU AND GOODBYE  \
--------------------------------------

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.  

(C) Joe Shaffer 2002


