FAIL
FAIL
Hot Girls
Party Girls
FAIL
FAIL
Condom Fashion
Streetcar Accident
Game Cheats » Nintendo 64 (N64) » Games Starting with the Letter R » Rocket: Robot On Wheels - Strategy Guide (Page 01)

Rocket: Robot On Wheels - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Rocket: Robot On Wheels - Strategy Guide (Page 01).

          ___________
         /  _____    \
        /  /     /   /        A FAQ/Walkthrough Created By: Croco  
       /  /     /   /                        __
      /  /_____/   /                        /  /                  __
     /        ___ /    ________  _______   /  /       _______  __/  /_
    /    __   \       /  __   / /  ____/  /  / __    / ____  //_    __/
   /    /  \   \     /  / /  / /  /      /  /_/  /  / /___/ /   /  /
  /    /    |   \   /  / /  / /  /      /     __/  /  _____/   /  /
 /    /     |   |  /  /_/  / /  /____  /  /\  \   /  /____    /  /
/____/      |___| /_______/ /_______/ /__/  \__\ /_______/   /__/   
             
             -  -ROBOT- -      - -ON- -       - -WHEELS- -              
________________________________________________________________________

This Document is Copyrighted 2000 by Croco. Any reproduction of this document in 
part or in whole without the author's consent is strictly forbidden (excluding 
private use).

This FAQ Includes: *Walkthrough Explaining the Locations of the Tickets
                   *Guide to the Machine Parts 
                   *Tough to Get Tinker Tokens
                   *Vehicle Guide
                   *Codes
                   *Lots more! Read on!

Contact Me: croco64@yahoo.com (see later for details)


-VERSION HISTORY-
------------------------------------------------------------------------
This is the Final Version of the Croco FAQ/Walkthrough of Rocket: Robot On 
Wheels, Created 9/5/2000.

Final Version- Created 9/5/00
Yes, I know I said "no more updates" two updates ago. But alas, this isn't 
really an update. I'm just changing my name (like it?) and making this known as 
the "Final" version. That's all. Cheerio (for real this time).

Version 1.5- Created 6/26/00
Well, I wasn't going to update, but someone recently pointed out to me that I 
was missing Ticket J in Food Fright! I couldn't let my guide go incomplete, so 
I'm putting it in. Also, I've got the first Frequently Asked Question and some 
other stuff I did a really long time ago that I probably forgot. This is 
probably the last update. Cheerio!

Version 1.4- Created 4/18/00
It looks like the FAQ is complete. I've got the final Level in here, Jojo's 
World, with all the help you need to get by all of the difficult parts. Even 
greater, I've got a few Gameshark codes! How very nice! Do I expect to update 
this FAQ again? Yes, if I have a reason to. If I get some more questions, some 
more Gameshark Codes, or requests for Maps, I'll be sure to put them in. 

Version 1.3- Created 4/15/00
Well, I haven't got the last level in here yet (Jojo's World), but I do have a 
very nice surprise. I've got some lovely codes (not Gameshark) that can be 
entered into the game to alter things. They're pretty cool, and you should 
definitely try them out. Go to Section 4, Part 1 to see them. Enjoy!

Version 1.2- Created 4/8/00
Only a week since the last update, and now Food Fright is entered into the 
levels featured here. There also are a bunch of new Enemies, Special Things, and 
Vehicles, so have fun with this nice update. Only one more level to go!

Version 1.1- Created 4/1/00
Just in time for April we have another update, which adds the level Pyramid 
Scheme onto the list. Tickets, Machine Parts, Vehicles, and secrets of this 
level are all revealed. This is no April Fool! 

Version 1.0- Created 2/21/2000
Here we are, the first part of the Rocket FAQ made by me, Croco64. Parts 1, 2, 
and 4 all finished (but will be added upon later), and these levels in Part 3 
have also been completed: Whoopie World, Clowny Island, Paint Misbehavin', Mine 
Blowing, and Arabian Flights. Fill up on the goodness and get ready for more 
soon!

------------------------------------------------------------------------

UPDATE NOTICE: Here we are! Jojo's World help is here! Finally, after all this 
time, I've got the complete guide. Every Level, every Ticket, everything in the 
game is recorded here. I've even got a few new gameshark codes, too (thanks to 
DragonHunter7911)! But that doesn't mean I have to stop there, though. I can 
still add Frequently Asked Questions, more Gameshark Codes, and Maps. So don't 
worry, there may be a version 1.5 after all.   
________________________________________________________________________

~TABLE OF CONTENTS~

I. Part 1- Introduction to Rocket
   A. Introduction
   B. Author's Comments
   C. Story
II. Part 2- Rocket Guides
   A. Meet the Characters 
   B. Collectibles
   C. Basic Moves
   D. Advanced Moves
   E. Vehicle Guide
   F. Enemy Guide
   G. Special Places/Things
III. Part 3- Walkthrough
   A. Overworld: Whoopie World
   B. Level 1: Clowny Island
   C. Level 2: Paint Misbehavin'
   D. Level 3: Mine Blowing
   E. Level 4: Arabian Flights
   F. Level 5: Pyramid Scheme 
   G. Level 6: Food Fright    
   H. Level 7: Jojo's World
IV. Part 4- Additional Help
   A. Cheats
   B. Gameshark Codes
   C. Tips
   D. FAQs
   E. Contact Info/Credits/Special Thanks
   F. Closing Statement

Where Should You Go?
Part 1- Generally just an Introduction and not much information that will help 
you beat Rocket or collect items. Look here for fun, not for info.
Part 2- This describes the basics, but also has some guides to other things such 
as vehicles, enemies, and characters.
Part 3- Here's where the real meat is. Want to find tickets, hard-to-get tokens, 
booster packs, or machine parts? This is where it's at.
Part 4- If you've looked in the other sections and haven't found anything, this 
is where some additional tips are located. If they don't help you, feel free to 
send in an e-mail, but first check this part for details on how to do so.
Recommendation: If you're confused about a ticket, try reading about a ticket 
before it. It may help you to find that ticket and some of the directions apply 
to both.



| \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\|||///////////////////////////////// |
|----------------------------------------------------------------------|
|- - - - - - - - - - - PART 1: Introduction To Rocket - - - - - - - - -| 
|----------------------------------------------------------------------|
| ////////////////////////////////|||\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ |



       - - - - - - - - - - - - INTRODUCTION - - - - - - - - - - - - 

     Whether it's because of the realistic physics engine or the outstanding 
gameplay, Rocket is a hit. Rocket looks simple and common enough: platformer, ok 
graphics, and a sort of cute character. It's strange how much Rocket seems to 
have in common with other platformers, yet, somehow, it's so unique, so 
different. And although the highly-acclaimed physics engine is great, it's not 
just that- it's also a great platformer. There's lots of tough puzzles, 
vehicles, and fun that you never thought would be in a platformer; building a 
Roller Coaster? Flying around on a magic carpet? Painting walls and sheep with 
some contraption called the "Hoversplat"? Rocket is very innovative, and even 
may outshine the big DK himself in some platforming areas. Rocket isn't 
necessarily about beating the game... it's about having fun. Never before have I 
seen myself return to a previous level to do something besides collect all of 
the stuff there. In Rocket, I went back for FUN. Isn't that what a game should 
be like?


     - - - - - - - - - - - - AUTHOR'S COMMENTS - - - - - - - - - - - -


  A while ago, I decided to make a Rocket FAQ, because it was in high demand. 
Someone quickly took that position of having the first FAQ, and the demand died 
down. So, I stopped working on my FAQ. A couple weeks ago I came back to my 
half-finished FAQ. I decided "what's wrong with two?" and pushed aside some of 
the work I was doing on my Harvest Moon FAQ to work on this one once more. And 
now, here it is. And now here it is, all complete. I'm so proud of myself.
  Well, I've found all the tickets now. Every last one is in this guide to help 
you out. Yup. All 84 of 'em (84? What a strange number...). I'm actually quite 
pleased that I've found them all, and thanks for waiting so patiently while I 
got them. This is it, the complete Rocket FAQ. 
  


         - - - - - - - - - - - - THE STORY - - - - - - - - - - - -  

  Rocket's story is the basic "save the theme park from crazed raccoon who stole 
the walrus mascot" plot. Gee, couldn't they at least try to come up with 
something new? In detail...
     
  It was the night before the grand opening of the wondrous new amusement park 
titled "Whoopie World". Dr. Gavin, the park's creator, stashed away all of the 
parks tickets and tokens in his orbiting command center. Going to the big party 
before the opening, he left his new creation, Rocket (a robot on wheels), to 
make sure everything would be just peachy and that the mascot Whoopie (with his 
sidekick Jojo) was well fed and happy. As the Dr. was leaving, however, Rocket 
discovered Jojo was tired of being the sidekick and instead wanted to create a 
park where HE was the head mascot. To do this, he stopped Whoopie World from 
opening; doing this by stealing all of the tickets and tokens needed to operate 
it. Rocket was too late to warn Dr. Gavin about the raccoon's mad scheme, as he 
had just left for the party. Jojo quickly escaped from the cage and knocked out 
Rocket. As Rocket came to, he caught a glimpse of Jojo hauling Whoopie off, with 
all of the tickets and tokens. Now Rocket's mission is to find all of the 
tickets and tokens that are needed for the park, save Whoopie, and stop Jojo!

  

| \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\|||///////////////////////////////// |
|----------------------------------------------------------------------|
| - - - - - - - - - - - - PART 2: Rocket Guides - - - - - - - - - - - -| 
|----------------------------------------------------------------------|
| ////////////////////////////////|||\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ |



 
   - - - - - - - - - - - - MEET THE CHARACTERS - - - - - - - - - - - -

    Here are the characters presented in Rocket that are good toward the 
understanding of this game. These are just the big ones, so I'm not going to 
include the corn car or the chicken from chick-tack-toe. So, without further 
ado...

Rocket: This little robot is the guy you control. He gets around on his single 
wheel, and is the guardian of the tickets and tokens. He didn't do a very good 
job, so now he has to collect all of them that Jojo has spread throughout the 
park. 

Whoopie: Whoopie the walrus is the mascot of Whoopie World and was kidnapped by 
Jojo. He's lazy and not too bright, so he won't do much to help you.

Jojo: The evil raccoon was tired of being the 2nd guy, so decided to ruin the 
park and instead introduce his own "Jojo's Werld". To make the park a success, 
Rocket must stop him from his mad ideas.

Tinker: Tinker is the repair robot who, with enough tokens, will fix Rocket up 
with some new moves. He's really busy trying to get the park back up into 
operation, so he can't help Rocket with everything.

Dr. Gavin: The genius who invented Rocket and Tinker. He also created the great 
theme park Whoopie World.

________________________________________________________________________

         - - - - - - - - - - - COLLECTIBLES - - - - - - - - - - -

Like in every platform game, there's many different items to collect in Rocket. 
These are what you need to obtain certain goals and ultimately stop Jojo.

Tickets: 
Tickets are the main thing to collect in the game, and are the reward for every 
difficult task. You need these to activate Ticket Switches, which require you to 
have a certain amount of Tickets. These in turn will open up new levels to 
explore. 

Tinker Tokens: 
Tinker Tokens are the Rocket equivalent of Mario Coins or Banjo Notes, but they 
have a different use. With enough Tinker Tokens, Tinker will be able to program 
new moves into your system, and with enough tokens you can drive around in cool 
vehicles. Finally, if you collect all of the tokens in a level you'll be 
rewarded with a ticket. There are three colors of tokens:
     Silver: The standard token. Not hard to find and are worth a 
             single token.
     Gold: These nifty little tokens give you five tokens, but are 
             harder to come across than their silver counterparts.
     Purple: The violet token will snag you ten Tinker Tokens, but
             these are very rare.

Machine Parts: 
Machine Parts are strewn about each level. If all of these parts are put 
together and put in the proper place, the machine will start and some event will 
occur. You'll also get a ticket for activating the machine.

Booster Packs: 
You start the game with a measly three energy icons. If you want to be able to 
withstand more hits, you'll have to hunt down booster packs. Booster Packs will 
add on another icon to your health. Also, when you collect one, your health will 
be totally refilled.

________________________________________________________________________

        - - - - - - - - - - - - BASIC MOVES - - - - - - - - - - - -

Rocket's basic moves are known right from the start of the game.

Jump:              Use it by- Pressing A 
Rocket's most simplistic move. Simply press A, and he leaps into the air. 
Probably the most used move.

Tractor Beam:      Use it by- Pressing B
This is a unique little feature that compensates for Rocket's lack of arms. He 
can grab onto things such as poles and enemies, but this doesn't have a very 
long range. Press B again to throw certain items. 

First Person View: Use it by- Pressing Top C
It's not really a move, but to get a better look at things (particularly things 
above or below you) press top C. This will change the view from third person to 
first person (first robot to be correct).

Move Camera:       Use it by- Pressing Left or Right C
Another camera changing thing that really isn't a move, press either left or 
right C to move the camera in its respective direction.

Camera Distance:   Use it by- Pressing Bottom C
The final Camera modifier will move the camera either farther from you or closer 
to you, depending on how many times you press it.

Drop/Exit:         Use it by- Pressing R
If you've grabbed something and would like to set it down gently, press R. You 
can also evacuate a vehicle (and if you're in the middle of a ring challenge, 
stop) by pressing this.

________________________________________________________________________

       - - - - - - - - - - - - ADVANCED MOVES - - - - - - - - - - 

These Advanced moves are programmed into you by Tinker later in the game once 
you've collected many Tinker Tokens. (TT= Tinker Tokens)

Slam:         Token Requirement- 80 TT
This is pretty much the only way to defeat enemies. After you've caught them in 
your tractor beam, jump into the air, then press Z to smash 'em into the ground. 
Not a normal hero's attack to defeat enemies, huh? This can also be used to 
destroy objects, and may reveal some health.

Double Jump:  Token Requirement- 250 TT
Rocket gets his boosters working after he gives Tinker the required amount of 
tokens. After you jump once, press A again to get a little boost and some extra 
distance to your jump. Unfortunately, it doesn't function underwater.

Freeze Ray:   Token Requirement- 450 TT
The freeze ray is another uncommon weapon that Rocket has in his arsenal. By 
holding down Z and pressing A, rocket will shoot a cold beam of ice. This can 
freeze some enemies, but is more useful as a stepping stone maker. By standing 
right above water and using this, rocket will create a block of ice that'll help 
him across the water. However, this ice will melt quickly, so o Rocket will need 
to make them continuously in order to make it to the other side. 

Grapple:      Token Requirement- 650 TT
The grapple will add extra distance to the length of your tractor beam, but 
you'll have to stand still to use it. Hold Z and press B to activate it, then 
press B again to fire it. Grapple Pads will indicate areas that you should use 
this, but always keep your eyes open.

Triple Jump:  Token Requirement- N/A
Rocket doesn't really learn this move; instead, an enemy helps him to achieve 
it. In a couple of levels (particularly Mine Blowing) little fungi known as 
Mischievous Mushrooms will grab onto Rocket's wheel. Rocket will need to jump 
three times to escape its grasp. Desperately trying to get away, his third jump 
will send him soaring high into the air. With this jump, Rocket can reach new 
areas and locales.

_________________________________________________________________________

       - - - - - - - - - - - - VEHICLE GUIDE - - - - - - - - - - - - 

One of the coolest aspects of Rocket is that there are so many cool vehicles to 
ride around in. Who could resist flying through the air on the Shag Flyer or 
around the dunes of Clowny Island in the Dune Dog?
(Ratings are on a scale of 1-10, 1 being the low and 10 being the high)

Dune Dog: Level- Clowny Island            Token Requirement- 50 TT
          Speed- 8       Handling- 5      Special- Small Hop 
          A- Brake       B- Accelerate    Z- Hop        R- Exit
The Dune Dog is the first vehicle you'll find. It's not very special, just a 
standard race car. It lays on the beaches of Clowny Island underneath the Roller 
Coaster, hidden behind some large dunes. You can race the corn car with this 
speedy hot dog and can also drive through the rings. It's good at going off the 
dunes for spectacular jumps. But watch out, because this car flips over rather 
easily.

Galaxy 2000 Car: Level- Clowny Island
          Speed- N/A     Handling- N/A     Special- Goes on Galaxy 2000
This isn't in actuality a controllable vehicle. Rather, it rides on the roller 
coaster tracks you design. Because you can't control it, I can't really rank it 
in speed and handling. It magically appears after you've placed all of the 
screws into there place.
  
Hoversplat: Level- Paint Misbehavin'       Token Requirement- 125 TT
          Speed- 4       Handling- 8      Special- Paint Gun
          A/B- Switch Paint Color         Z- Fire Paint  
The Hoversplat is probably the most crazy (and maybe most fun) vehicle in the 
game. It hovers gently above the ground, and other than providing transportation 
for Rocket, can also paint a beautiful landscape... of purple hills, orange 
sheep, and green walruses. You can paint nearly anything you see, and sometimes 
this is the key to solving puzzles.

Finbot:    Level- Paint Misbehavin'       Token Requirement- 175 TT
           Speed- 3       Handling- 1      Special- None
           A- Swim        Tap A- Speed Burst      CS Back- Jump
The Finbot the only underwater vehicle in the game, and will help you navigate 
the aqueduct of Paint Misbehavin'. The bad news: Finbot has many problems. 
Turning takes about 15 seconds (no joke) and it doesn't go a whole lot faster 
than Rocket running. The good news: you'll have to use it to jump up to some 
high rings and to go in the aqueduct. Or maybe that's bad news...

Beamlift:  Level- Mine Blowing          
           Speed- 1      Handling- 3      Special- Giant Tractor Beam
           A- Hop        B- Lift Item     Z + Control Stick: Turn Beam
The Beamlift is quite a unique contraption. Like Rocket, it is outfitted with a 
tractor beam. The difference is these dual beams can lift very heavy objects. 
While it isn't used for much (and moves very poorly), it can be helpful if you 
want to reach high places.

Shag Flyer: Level- Arabian Flights
           Speed- 10     Handling- 6       Special- It Can Fly
           A- Accelerate   Z- Brake        B + Control Stick: Back Up
The Shag Flyer, in my opinion, is the most fun vehicle in the game. There's 
nothing like cruising around the skies of Arabian Flights with this baby. You 
can just go around for hours... but enough of that. It's quite fast, probably 
the fastest vehicle in the game. It's absolutely necessary if you want to get 
anywhere in Arabian Flights, but it's not hard to find at all.

Glider Bike: Level- Pyramid Scheme
           Speed- 7      Handling- 6        Special- Can Glide
           A- Accelerate   B- Brake         Z- Move Wings In/Out (Glide)
The Glider Bike is a very cool but hard to control vehicle. It's speed and 
handling are somewhat similar to the Dune Dog, but it has an awesome feature: it 
can glide through the air. Press Z and the wings will come out, and with enough 
speed it will start to fly. To keep the bike in the air, try dipping down 
quickly then going back up. Otherwise you will slowly fall to the ground.

Spider Rider: Level- Food Fright 
           Speed- 7      Handling- 3         Special- Can drive in Swamp
           A- Accelerate   B- Brake         Z- Brake
The Spider Rider isn't very special. Sure, it's the only vehicle that can easily 
drive on water (even murky, swampy water!), but it's poor handling and no 
special abilities make it not the top choice. However, it's speed is decent and 
it's easy to find.
________________________________________________________________________

        - - - - - - - - - - - - ENEMY GUIDE - - - - - - - - - - - -

The enemies in Rocket aren't very threatening, but sometimes you might get 
stomped or zapped by one. Here's the lowdown on all of the baddies in the game.

SECURITY ROBOTS: Damage- 1        Energy- 1        Difficulty (1-10)- 4
                 Attack- Electric Shock            Appearance: Common
Security robots appear in much of the game and it would be safe to say they are 
the most abundant creature in Whoopie World. Designed to keep the park safe, 
these robots went haywire after Jojo's takeover. Now they will attack anyone in 
the area. The shoot beam of electricity, but it takes them a second to recharge. 
That's your cue to slam them. However, be careful not to get shocked; they can 
shock you even when you have them in your tractor beam!

CLOWNS: Damage- None         Energy- N/A           Difficulty- 5
        Attack- Beam Grab               Appearance: Common
Clowns will appear in nearly all of the levels; and will have the appropriate 
clothing to go with the area's theme. Instead of attacking you, clowns tend to 
do something else: try to be as annoying as possible. They roll along on balls 
and try to prevent you from passing. If this weren't enough, they are also 
equipped with tractor beams. If you're carrying an item, you can bet that 
they'll try to steal it. However, clowns will do no damage to you, but cannot be 
killed themselves.

GOPHER: Damage- None          Energy- N/A          Difficulty- 4
        Attack- Beam Throw              Appearance: Uncommon
Gophers inhabit some of the grassy areas of Rocket's destinations. By burrowing 
on the ground, they try to get Rocket away without violence. Instead, they are 
fitted with tractor beams and try to get Rocket in their grasp, afterwards 
throwing him far away.

ROBOT SHARKS: Damage- 1      Energy- N/A           Difficulty- 3
              Attack- Electric Bite    Appearance: Rare
The Robot Sharks, whose only home is Clowny Island's dinosaur, will try to make 
a missed step regrettable. If you fall in their water, quickly go over to the 
left and try to get out. Fortunately, these sharks are quite slow and there's a 
good chance you'll make it out of the water without losing any health.

STINGER BUG:  Damage- 1      Energy- 1             Difficulty- 4
              Attack- Sting            Appearance: Common
Though a little bit more agile, these bugs are very similar to the 
security robots. The same advice and warnings go for them as well.

PIRANHA BOT:  Damage- 1      Energy- None          Difficulty- 3
              Attack- Self-Destruct    Appearance: Rare
These fish swim in the cool waters of Paint Misbehavin'. I f you intrude into 
their territory, they'll sacrifice themselves for the security of the river. 
When you start to see them flash, get away before they explode.

MISCHIEVOUS MUSHROOMS: Damage- None     Energy- N/A   Difficulty- 2
              Attack- Charge & Grab    Appearance: Uncommon
Mischievous Mushroom are annoying little Fungi that are both good and bad. The 
good part is that you'll get a super boost added to your jump if you jump while 
they've caught you. The bad part is that they'll stop at nothing to get you in 
this grip. And you don't move very good while you're in it. They are harmless, 
though, so no damage will be done (unless you happen to be holding a bomb at the 
time).

BOMB CANNON:  Damage- 1      Energy- N/A             Difficulty- 5
              Attack- Bomb Shot        Appearance: Common
We all know how annoying it is to get blown up with a bomb. But what if these 
bombs were being shot at you from a cannon? The bomb cannon does just this, and 
is a used as a way to get bombs for more advanced players. Catch the bomb it 
shoots and it's yours! Miss and you'll be losing some energy.

ELECTRIC ZAPPERS: Damage- 1     Energy- N/A           Difficulty- 1    
              Attack- Electric Shock    Appearance: Uncommon
These guys appear in strange places (where you may be vulnerable) and try to 
shock you. It's a good thing their reaction time is very slow, and as long as 
you don't dawdle, you'll make it by them before they get a chance to hurt you.  

ADVANCED SECURITY ROBOTS: Damage- 2    Energy- 1       Difficulty- 9
              Attack: Electric Shock     Appearance: Uncommon
These more advanced versions of the security robots are first found in Arabian 
Flights. Causing two icons of damage, these guys are a menace, and it doesn't 
help that they're very quick. To make things even worse, after you slam them, 
they become two small security bots! Each of the smaller ones only does one icon 
of damage. Try to catch these guys off guard. They all will give you one energy 
refiller.

SUPER STINGER BUGS: Damage- 2    Energy- 1             Difficulty- 7
              Attack: Sting              Appearence: Uncommon
These insects are very much similar to Advanced Security Robots, but are found 
out in nature. They cause two icons of damage and give you 1 energy refiller in 
return, but fortunately do not break up into two smaller parts. They are very 
quick, even more than the Advanced Security Robots. Avoid them if you can, but 
if they attack, dodge and use your tractor beam to slam them into the earth. 

SUPER SECURITY ROBOTS: Damage- 2    Energy- 2          Difficulty- 7
              Attack: Double Shockers     Appearence: Uncommon 
These are very similar to the Super Stinger Bugs, but they're a little slower 
(but will notice you more easily). Despite these minute differences, the only 
real difference is that these guys will give you two life icons when you defeat 
them. Unlike the Advanced Security Robots, they do not split into two smaller 
robots. They'll deal out two icons of damage with their double shockers.

MARSHMALLOWS: Damage- None     Energy- N/A              Difficulty- 2
              Attack- Charge & Grab    Appearance: Rare
Marshmallows are the Food Fright equivalent of Mischievous Mushrooms. They will 
act in the same way, and will also provide triple jumps. They're only found in 
the Peppermint area, thankfully.

EYES:         Damage- 1        Energy- N/A              Difficulty- 6
              Attack- Shock             Appearence: Rare
Eyes live in swamps (in Food Fright), but only a certain kind found inside of 
the giant Monster's belly will shock you. They can't attack you from afar, but 
any contact with them will jolt Rocket.

EYE CANNONS:  Damage- 1        Energy- N/A              Difficulty- 8
              Attack- Eye Bombs         Appearence: Rare
Eye Cannons disguise themselves as normal eyes. However, they will open up and 
start firing eye bombs at you! In the Spider Rider, you'll be very vulnerable to 
this fire.

PAINT CANNONS: Damage- None    Energy- N/A               Difficulty- 5
               Attack- Paint Shot        Appearence: Rare
Paint Cannons are one of Jojo's creations designed to mess up the colors that 
you're wearing. It shoots out random colors at you. Fortunately, if you move 
quickly, you can avoid their shots easily.

________________________________________________________________________

  - - - - - - - - - - - - SPECIAL PLACES/THINGS - - - - - - - - - - - -

Throughout Rocket you'll find many interesting things that'll aid you in 
completing your quest. Be sure to take notice of these, as they're big helps!

Recharge Station: Use- Fills Your Energy to the Max.
  These large contraptions are found only in the overworld, Whoopie 
  World. If you jump into their center, all of your energy will be 
  refilled. Stop by if you're traveling between worlds.

Tinker's Image:   Use- Gives You Hints/Clues
  When you see a holographic image of Tinker's face coming from the 
  ground, get next to it and press B. Tinker will give you some advice,
  or maybe a hint on how to get an item in the area. These are mostly 
  found in the earlier levels, where Tinker will teach you the basics.

Handles:          Use- Hang/Swing
  Handles are found all over the park, but are often disguised as part 
  of the environment. By using your tractor beam, you'll grab onto them.
  Most of the time you'll use them to swing over a pit or to another 
  handle, but other times you'll just ride them (when they're connected 
  to gears). 

Teleportation Pads: Use- Transport to Levels
  These pads are the gateways between Whoopie World and each of the 
  individual levels. Step on one to enter. You usually have to activate
  a Ticket Switch for these to become accessible. 

Grappling Pads:   Use- Grapple
  While you can grapple anywhere, these pads indicate areas where you'll
  need to grapple to get somewhere. If you see one of these, search 
  around for a handle to grapple to.

Summoning Pads:   Use- Summon Vehicle
  Wherever you need to use a vehicle, there is usually one of these 
  nearby. It will warp the vehicle it pictures to you from wherever it 
  may be. However, for these to work, you must have found the vehicle
  first. It won't transport it if it doesn't know where it is.

Bombs:            Use- Explosion
  Bombs are a very plentiful item, and first appear in Mine Blowing. 
  Bombs are mostly used to destroy walls, but there are also special
  bomb targets that require bombs to activate.

Bomb Switches:    Use- Various Activations
  As said earlier, bombs can be used to activate these switches.
  They're usually moving, making it more difficult to make the bomb
  explode on them.
  
Energy Atom:      Use- Refills 1 Energy Icon 
  These are found by destroying items or enemies that can be lifted with 
  your tractor beam. These will refill one of the icons on your power 
  meter, which will allow you to take another hit.

Spider Handles:   Use- Transport Up/Down
  Some Spider Handles are just normal handles found in mid-air. Other, 
  more special Spider Handles travel up and down after short periods of
  time. You can ride them to reach higher areas.

Spinning Handles: Use- Transport Long Distances
  These special handles will spin around the central axis, giving you
  momentum to leap farther. They sometimes go upwards to let you climb 
  to high places.

________________________________________________________________________


| \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\|||///////////////////////////////// |
|----------------------------------------------------------------------|
| - - - - - - - - - - - - PART 3: Walkthrough - - - - - - - - - - - - -| 
|----------------------------------------------------------------------|
| ////////////////////////////////|||\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ |


Ahhh, finally. This is what you've been waiting for, right? Guide to the 
Tickets? Locations of commonly missed Tinker Tokens? Machine Parts? Vehicles? 
That's a lot of stuff, right? Here it is, the goodness of Rocket.


- - - - - - - - - - - - OVERWORLD: WHOOPIE WORLD - - - - - - - - - - - - 

When you first start the game, you'll be in Whoopie World. Whoopie World is the 
central area that connects to all of the levels. To access the levels, you'll 
need a certain amount of tickets. Not much of it can be accessed from the start, 
but you can enter the main entrance and go down the hall, to find tinker and a 
giant clown head. Here's the main areas that you'll find inside Whoopie World:

Starting Chamber: Where you first begin, with the giant Whoopie head. 
Entrance Chamber: Where the entrance to Clowny Island is.
Main Chamber: The large chamber with levels 2-4 in it. Includes the clouds, too.
Dome Room: Upstairs is the final room where the most difficult levels are.


-Ticket Guide-

TICKET A: GRAB IT ON YOUR WAY IN
Found: Starting Chamber       Requires: Nothing        Difficulty: 1
This one is too easy to get. It's just basically introducing you to the idea of 
collecting tickets. You can't miss it, just grab it before you enter the 
Entrance Chamber at the beginning of the game.

TICKET B: GET TO THE BOTTOM OF THINGS
Found: Main Chamber           Requires: Nothing        Difficulty: 1
This one's a little hard to find, but getting it is simple. As the clue 
suggests, get to the bottom part of the Main Chamber. Beneath the giant Whoopie 
and Jojo statues is a circle that you can go in. There's a gold token here, but 
more importantly, a ticket. At the very back, you'll notice an oddly colored 
tile. Hit it with your tractor beam and it'll lift up, revealing a ticket.

TICKET C: LEARN THE SECRET STRAIGHT FROM THE RACCOON'S MOUTH
Found: Main Chamber           Requires: Nothing         Difficulty: 2
After entering the Main Chamber, you'll need to head behind the giant Jojo 
statue and climb the stairs in his back. Jump up to his hat, then use your 
tractor beam to grab onto his nose. You'll swing into his open mouth. Inside, 
there's a challenging puzzle, with five pillars. To reach the Ticket (and all of 
the tinker tokens), start by activating the blue pillar that is to the right of 
the yellow pillar (right if you're facing the back of the room). Then go in a 
clockwise direction (away from the yellow pillar) and hit all of the switches. 
The last pillar should be the yellow one. After that, just climb up and the 
ticket's yours! 

TICKET D: JUST KEEP "ROMAN" AROUND
Found: Main Chamber           Requires: Nothing         Difficulty: 2
Head towards the entrance to Paint Misbehavin', but don't go in. Instead, head 
around to the back and change your view. Drop down, but quickly use your tractor 
beam to grab a handle. Use this to swing into a tiny space holding the fourth 
Ticket of  Whoopie World.

TICKET E: THE SECRET'S MINE! ALL MINE!
Found: Main Chamber           Requires: 15 Tickets       Difficulty: 3
When you activate the 15 Ticket Switch, the wall on the side of the mine will 
swing open, revealing the entrance to the next level. However, the part that 
swung open can be used as a staircase to reach the hole in the top of the hill. 
Jump inside. Once inside, you'll notice some catwalks with Tinker Tokens. Be 
sure to collect the 17 TT's, but don't dawdle. Each section of the walk will 
fall in a short time, so scamper across as quickly as you can. On the other side 
awaits Ticket E. 

TICKET F: GET INTO THE CLOUDS AND HANG AROUND
Found: Main Chamber           Requires: 25 Tickets       Difficulty: 2
Tinker's Freeze Ray should come in handy when you want to hit the 25 Ticket 
switch. Jump up Jojo's back after you've hit it and then into Whoopie's mouth. 
The air stream will lift you up to the large cloud above the Main Chamber. Up 
here you'll find two small clouds next to the large one. One of them will lower 
you down beneath the large cloud, where you can swing around on handles. 
Underneath the last handle is the Ticket, cleverly hidden in a cloud.

TICKET G: SECRETS ARE OFTEN VEILED IN CLOUDS
Found: Main Chamber           Requires: 25 Tickets        Difficulty: 3
The other small cloud will take you over to a medium-sized cloud. Jump on it to 
teleport to the Screw Arena. You have a short amount of time to throw the screws 
from the platform over to the screw places. Throw one screw in each, but it 
doesn't matter which screw goes in which place. If you happen to have extra 
time, pick up the tokens in the center.

TICKET H: THREE TOKENS POINT THE WAY
Found: Dome Room              Requires: Grapple           Difficulty: 2
This cleverly hidden ticket shows that not everything is as it seems. Inside the 
Dome Room, Grapple up to the entrance to Food Fright. Instead of entering the 
tunnel, turn left and jump across the platforms to the other side of the room. A 
cleverly hidden tunnel is actually there. Go into it, but when you see three 
tokens, stop. To the left there really is no wall. Pass through it and you'll 
soon come to Ticket H. If you've already gotten the tokens, just search along 
the left side of the tunnel until you find it.

TICKET I: CAN YOU HANDLE THE DOME ROOM'S SECRET?
Found: Dome Room              Requires: Grapple           Difficulty: 4
Go back into the checkered tunnel opposite of the entrance to Food Fright and 
continue down it all the way. Drop down and you'll enter a passage. The first 
part has hot boulders spinning in a rotating pipe. Avoid the boulders and go 
onto the next part. There is another rotating pipe, but there's also platforms. 
Wait until the platforms are right-side-up, then leap across. The final 
challenge requires is in yet another rotating pipe. Avoid the high walls and 
jump the low ones until you reach the other side. There you'll find the next 
ticket.

TICKET J: SWINGERS ARE WELCOME ON THE CEILING
Found: Main Chamber           Requires: Double Jump      Difficulty: 3
Remember when you opened the gate to the Main Chamber? Well, just to the right 
is a platform. Jump out to it, and you'll spot some handles. Use the Double Jump 
to get across them and to Ticket J.

TICKET K: JOJO'S WAITING...
Found: Main Chamber           Requires: Everything        Difficulty: 10
Defeat Jojo in Jojo's World to collect this Ticket (read the section "Jojo's 
World" for details on how to beat it).

TICKET L: 200 TINKER TOKENS ARE SURELY WORTH A TICKET
There's a few cleverly hidden Tinker Tokens in this place, and finding them all 
will gain you a ticket. 
*There's a gold token behind the Mine Blowing Stage.
*Many tokens can be found at the bottom of the main chamber.
*A purple token rests on the cloud that transports you to the Screw Arena.
*The passage at the end of the checkered tunnel has many tokens. The purple one 
in the second pipe is hard to get, but you can always sacrifice some life to get 
it.

-Level Entrance Guide-

ENTRANCE TO CLOWNY ISLAND:          Requires: Nothing
The clown head adorning the entrance chamber actually is the door to Clowny 
Island. Talk to Tinker over by the door, and he'll gladly open it up for you. 
The giant clown's mouth will swing open, revealing the teleportation pad. 

ENTRANCE TO PAINT MISBEHAVIN':      Requires: Slam Ability
This roman level of colors can be found very easily after you unlock the door 
the main chamber. Just follow the path until you get to the small arena and tree 
area. The teleportation pad is easily in view.

 Next Page »