Rocket: Robot On Wheels - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Rocket: Robot On Wheels - Strategy Guide (Page 02).
ENTRANCE TO MINE BLOWING: Requires: Double Jump
This entrance is located on the right side of the main chamber. You'll need
fifteen tickets to enter this world. Hit the 15 Ticket switch and watch the side
of the mine flip open. Climb up to it and enter via the teleportation pad.
ENTRANCE TO ARABIAN FLIGHTS: Requires: Freeze Ray
Freeze the water on the left end of the Main Chamber to reach the 25 Ticket
Switch. Tripping this switch will open the Whoopie Statue's mouth and hat. Go in
the mouth and the wind (wherever it comes from) will lift you up to the clouds.
Circling around the main cloud is a carpet with the teleportation pad.
ENTRANCE TO PYRAMID SCHEME: Requires: Grapple
This teleportation pad is easily found in a passage in the Dome Room. But first,
you'll have to get to the Dome Room. Simply activate the 40 Ticket Switch in the
back of the Main Chamber by using your Grapple technique. As strange
transportation contraption will appear near the Whoopie statue. Take this to a
Chamber above known as the Dome Room. Take a right a follow the grassy passage
to this new level.
ENTRANCE TO FOOD FRIGHT: Requires: Grapple
Inside the Dome Room is another level, but the entrance is well hidden. The
small checkered hill does actually have a reason for being there. Jump on top of
it and get out you Grapple. Search the ceiling for a handle. Once you find one,
Grapple to it and swing across to the tunnel. Inside is the teleportation pad.
ENTRANCE TO JOJO'S WORLD: Requires: Nothing
The entrance to Jojo's idea of a great theme park is opposite the passage you
went into to find Pyramid Scheme. All you need to do is to bring along 65
Tickets to be able to activate the switch. Once activated, the switch will make
the teleportation pad appear.
-Ticket Switch Guide-
1 TICKET SWITCH: Found- Starting Chamber Requires- Nothing
15 TICKET SWITCH: Found- Main Chamber Requires- Double Jump
25 TICKET SWITCH: Found- Main Chamber Requires- Freeze Ray
40 TICKET SWITCH: Found- Main Chamber Requires- Grapple
65 TICKET SWITCH: Found- Dome Room Requires- Nothing
-Other Items-
BOOSTER PACK #1: Found- Main Chamber
In the back of the small pool with the 25 Ticket Switch is the Booster Pack. Use
your freeze ray to create a path to it.
BOOSTER PACK #2: Found- Main Chamber
Using the Grapple, grab onto the handle near the 40 Ticket Switch. Don't drop
down, but swing from side to side. Double Jump up to the top and get the Booster
Pack.
________________________________________________________________________
- - - - - - - - - - - - - LEVEL 1: CLOWNY ISLAND - - - - - - - - - - - -
Vehicle: Dune Dog, Galaxy 2000 Car Difficulty (1-10): 1
Enemies: Security Robot, Clowny Clowns, Gopher
Main Attraction: Galaxy 2000 Secondary Attraction: Midway
Areas: The Beach, Bee Ware, Galaxy 2000 area, Bee Ware Entrance Area,
Garden/Dinosaur Area, The Midway, Midway Entrance Area
Clowny Island is the typical carnival-style amusement park. With a towering
roller coaster that you design, a long, sandy beach, and a midway full of games,
clowny island is a nice, calm area that's good for an introduction into the
game. The two main location are the beach, which is found beneath the platform.
The platform is where the attractions are.
-Ticket Guide-
TICKET A: STOP AND SMELL THE ENORMOUS FLOWERS
Found: Garden Area Requires: Nothing Difficulty: 1
In the Garden Area above the Roller Coaster but below the Midway (across from
the Dinosaur), the first ticket will be found. To get to it from the start pad,
go up the ramp, past the clowns up the second ramp (towards the dinosaur), then
take a left into the grass. Watch out for the Gopher, because he'll throw you
far away if you get near him. Go through the Garden to get to the enormous
flowers. It's just a matter of jumping up them to get the ticket.
TICKET B: SWING INTO ACTION ON SOME FLOATING PLATFORMS
Found: The Beach Requires: Nothing Difficulty: 1
Ticket B can be found underneath the platforms on the beach. To find it, either
jump down from the Midway (don't worry, unlike other platformers, long falls
will not hurt you in this game) or follow the coastline. Either way, look for a
lamp and Tinker's image. Use the lamps as hooks for your tractor beam, and swing
across the boxes until you reach the last one with the ticket.
TICKET C: THE BATTLE OF MIDWAY
Found: The Midway Requires: Nothing Difficulty: 1
The Midway is not hard to find, it's at the very top of the park. Inside you'll
find a few mini-games.
Chick-Tac-Toe: It's just Tic-Tac-Toe, with a chicken. Just place your shot right
and it shouldn't be too hard. You may also want to throw some eggs at your fowl
opponent.
Alley Cats: In Alley Cats take your time. Make sure that your shot is lined up
good, because you're not timed. It's the easiest mini-game in here.
Feed the Presidents: A few classic presidents will spout quotes when you throw
apples into their mouths. If you need to rushmore, then make sure your aim is
flat inside the presidents mouth (on the bottom/parallel to the ground) to get
the apples in on time.
TICKET D: A HIDDEN ENTRANCE? BEE OBSERVANT!
Found: The Beach Requires: Nothing Difficulty: 1
Memorize the location of the closed BeeWare on the platform, and go down beneath
it on the beach. If you forget where it is, look for the pillars and a small
hive with a bee (it's near the ramp connecting the beach and platforms). The
largest pillar (near the bee) will have a door in the back. Go in to get into
the secret entrance of BeeWare. The place is filled with tricky platform things
such as winding paths and spinning flowers. A few pesky bees try to block your
path. Also, look for some gold tokens on the logs. At the end is Ticket D, your
prize for surviving the bees.
TICKET E: WHO'S UP FOR A RACE? YOU MAY NEED A LITTLE HELP
Found: Galaxy 2000 Area Requires: Dune Dog Difficulty: 1
Don't even try to race the Corn Car, who is waiting near the Galaxy 2000, only
on your wheel. Instead, take the Dune Dog, found beneath the Roller Coaster area
on the Beach, and drive it up the ramps to the Midway Area. Then take it on the
walkway down to the Roller Coaster area where the Corn Car waits. Challenge it
to a race, then go to the starting line. Follow the dotted line around the beach
and up the ramps and the walkway. It's just a matter of following the line and
staying ahead. Some advice: don't hold down the accelerator the entire time. Tap
it when taking turns and be careful, especially on the walkway above the park.
Even if you go slowly, you'll easily beat the slow Corn Car.
TICKET F: PICK UP SOME RINGS AT THE DRIVE THROUGH
Found: The Beach Requires: Dune Dog Difficulty: 3
Your next challenge with the Dune Dog will take you back down to the beach. Look
underneath the ramp leading up to the park, and you'll notice some red and green
rings. If you don't remember the little blinking lights on the corners of
streets, then green is good and red is bad. So only go through green rings. The
red ones tell you which ring is next. Unlike the race, you can't take your sweet
time while doing this, so go faster. It may take a few times, but if you're
somewhat coordinated you'll make it through all the rings and grab the sixth
ticket of Clowny Island. If you mess up, press A to jump out of the car and
restart. This is probably the hardest Ticket to get at Clowny Island.
TICKET G: HELP THE SCREWS THEN TAKE A SPIN. ONCE AROUND IS ENOUGH
Found: Galaxy 2000 Area Requires: 4 Screws Difficulty: 1
The main attraction of Clowny Island is the Galaxy 2000, the huge roller coaster
that... is no longer in operation. It appears to need a designer and test-rider.
You can take that job, but four screws are needed for the control console to
work properly. These screws are hidden across the park.
1. Behind the Enormous Flowers
2. Near the Corn Car
3. Held in the Clown's Tractor Beam
4. Down at the Beach (It may jump into the water, so be sure to check there too
if you can't find it)
The screws may drill themselves into the ground when you come near, and the only
way to get them to come out is to go away. Be quick about getting them. After
you find these screws, take them up to the little area with four holes besides
the Galaxy 2000 sign. Throw the screws in this area, and they'll bounce into
position. Once all four screws are returned home, the control panel will fall
into place and you'll be able to design your own roller coaster.
TICKET H: COAST THROUGH FIVE TARGETS. CROSS THE TRACKS IF YOU DARE
Found: Galaxy 2000 Area Requires: Galaxy 2000 Car Difficulty: 2
If you didn't know that you can cross the tracks, chance are you'll be screaming
and swearing at the game. After you ride the Galaxy 2000 Roller Coaster, some
numbered targets will appear. It's actually not very difficult, you just have to
be sure to cross the tracks by making one part low and the other high. To get
it, stay up high to get the 1, then turn around (while you're low) to get the
two, continue to be low while heading towards the three, go up to get the three,
turn around and cross back over near where the two is to get the four, then just
finish it off (be sure to be low at the very end). Go for a ride, and if you
need to adjust it.
TICKET I: THE DINOSAUR NEEDS A FEW PARTS
Found: Garden/Dinosaur Area Requires: Machine Parts Difficulty: 1
After collecting all of the machine parts (look at the machine parts guide to
find out where they are), head to the tree by the out-of-order dinosaur. If you
place your machine parts in the mechanical tree, it'll get the dino to work
again. Ticket I will appear beneath it.
TICKET J: CHECK OUT THE VIEW FROM THE CARNOSAUR'S CRANIUM
Found: Garden/Dinosaur Area Requires: Machine Parts Difficulty: 2
After you collected Ticket I, you probably noticed the little opening appearing
when the dinosaur lifted his foot up. Go in it. You'll be inside the body of the
dinosaur, and you'll have to climb to the top to claim the next ticket. To get
up the first part, grab the block in the center of the room with your tractor
beam. Haul it over to the area you wish to ascend and throw it. It'll make a
nice step to help you up. The rest of the climb is basically tricky jumps and
grabbing onto things with your tractor beam. At the end, time your jump so you
can clear the two electrically charged rolling pillars. After you get past them,
go up onto the Carnosaur's head where the ticket waits.
TICKET K: GET A HANDLE ON THE MIDWAY
Found: Midway Entrance Area Requires: Nothing Difficulty: 1
On the right side of the midway are some handles you can grab on to. But they
seem to be just out of reach. Us the nearby block as a stepping stone and you'll
be able to reach them. Swing up to the roof of the midway and head to the end to
find Ticket K.
TICKET L: TOKENS ARE ALWAYS USEFUL
While I can't possibly tell you the location to every token, here are some of
the most commonly missed ones:
*16 Tokens rest on the Dino's back. After getting Ticket J, slide down and grab
'em.
*The trash cans throughout the park can be slammed open to reveal tinker tokens.
Most of these are silver, but a gold one waits in the trash can by the Galaxy
2000.
*11 Tokens Rest in circles on the beach.
*Inside the dinosaur, near the end (and the rolling pillars), you'll see a
handle off to the right. Grab onto it and swing up to find a gold token.
*On the Midway roof, there's two gold tinker tokens hidden behind the sign.
*On the Galaxy 2000, there's a purple tinker token high in the air near the
upper left corner and two gold ones near the end of the ride.
*The logs in Bee Ware have gold tinker tokens above them. Tilt them upwards to
reach the tokens.
-Machine Part Guide-
PART 1: Found- Garden Area
The top piece of the machine can be found near the enormous flowers. Its near
the wall of the Midway area, and shouldn't be too hard to spot.
PART 2: Found- Beach
When you enter Clowny Island from Whoopie World, take a right and continue down
the beach. There's a Machine part above the sand, but you'll have to get a
running start and jump off the dune to grab it.
PART 3: Found- Beach
Near where you find the Dune Dog, they'll be a summoning pad. Right next to it
is the third part. It's hidden behind a large sand dune.
PART 4: Found- Midway Entrance Area
On the left side of the Midway is the fourth part.
PART 5: Found- Beach
If you go underneath the ramp (where the rings you pass through on the Dune Dog
are) you'll find this part.
PART 6: Found- Galaxy 2000 Area
Inside the actual area where you build, the sixth part is found behind the ramp
that leads you to the Galaxy 2000 Car.
PART 7: Found- Bee Ware
The seventh and final part can be found in the second room of Bee Ware. Jump
from the higher section of the walkway to the lower, or you may fall into the
pit.
-Other Items-
VEHICLE #1: DUNE DOG
Found: Beach Area Token Requirement: 50 TT
Speed- 8 Handling- 5 Special- Small Hop (Z)
VEHICLE #2: GALAXY 2000 CAR
Found: Galaxy 2000 Area Speed- N/A Handling- N/A
BOOSTER PACK: Found- Beach Area
The Booster Pack for Clowny Island isn't difficult to find if you fall in the
water while trying to collect Ticket B. It's underneath the dock on the beach
near Ticket B. Simply dive into the surf and go under the platform, and the
booster pack will be waiting.
________________________________________________________________________
- - - - - - - - - - - LEVEL 2: PAINT MISBEHAVIN' - - - - - - - - - -
Vehicle: Hoversplat, Finbot Difficulty (1-10): 3
Enemies: Stinger Bug, Piranha Bot, Roman Clowns, Gopher
Main Attraction: Aqueduct Secondary Attraction: Palace
Areas: Entrance Area, Paint Pools, Palace Area, Cave, Cave Entrance, Pillar
Area, River Area, Quarry, Machine Area, Aqueduct
Paint Misbehavin', a Roman-styled world, is full of colorful fun. Much of it is
(or can be) filled with color, and even Rocket himself can take a dip and paint
himself. Paint Misbehavin's large water system is particularly well designed, as
the aqueduct connects the park. This flows into the beautiful river that runs
through the forest, filled with sheep and... more sheep. A deep, dark cave sits
in the back with a giant statue of Whoopie in appropriate Roman garb. While it
is possible to get through this level without the aid of the double jump, it
helps a lot to have Rocket equipped with this move.
-Ticket Guide-
TICKET A: YOUR TRUE COLORS AREN'T ALWAYS ENOUGH
Found: Paint Pools Requires: Nothing Difficulty: 2
The first Ticket will require you to take a left from the entrance area. You'll
arrive at a Whoopie statue, but what's this? It's MOVING? In fact, it's been
working on its discuss throw (he's gotta be involved with something that doesn't
require legs), and if you grab onto his ball, he'll throw you across the pool
and into the Paint Pool Area. You can also make it across using the Double Jump.
Once you arrive, a poor0sighted guard won't let you into the outpost, and hints
that only imperial guards can be let in. The paint pools nearby should do the
trick. Copy his clothes by using the skills you learned in kindergarten; mixing
colors. Here's the order you should go in: Put your entire body into Blue and
Yellow, then wash off your bottom half at the clear pool (by standing on the
ledge). Then get that lower half into the red and yellow pools. Approach the
guard and he'll give you access to Ticket A.
TICKET B: SPRUCE UP SOME STATUES
Found: Palace Area Requires: Hoversplat Difficulty: 1
Continue on the path and you'll come to a wide open courtyard filled with trees,
statues, and shallow pools. You'll need the Hoversplat to get this Ticket, so if
you haven't gotten it, return to the Entrance area. Use your tractor beam on the
sheep and throw them against the vines near the Hoversplat. The wool will stick,
and you can climb to the new vehicle. Take it back to the courtyard and use its
paint gun (easier if you press top C) to color each of the statues. Just use
logic: the heart's red, the carrot's orange, the tree's green, and the banana's
yellow. The ticket will appear. After collecting it, a large palace will rise
from the ground.
Funny Event- Before collecting Ticket B, try this out. After painting the
statues and making the ticket appear, leave the Hoversplat in the courtyard.
Collect the ticket, and the vehicle will rise with the palace, and may even fall
off the roof.
TICKET C: MORE ELECTRICITY! MORE LIGHTNING! MORE!
Found: Cave Requires: Hoversplat Difficulty: 2
Inside the caves, you'll notice that the orbs circling above make an electric
bond when they line up with the same color. Is there a way to get them all to go
off at once? Certainly, but you'll need the Hoversplat to do it. If you were
letting the orbs rotate, color them in this order: Green, Red, Yellow, Blue, and
Purple. This will set them all off at once, and Ticket C will appear underneath
the Whoopie statue.
TICKET D: YOU RAISED IT, YOU CLIMB IT
Found: Palace Area Requires: Nothing Difficulty: 2
It's strange that this one isn't after Ticket B, seeing as you'd most likely
climb it right after it appeared. Oh well. Enter the palace, then use your
tractor beam to grab onto the handles in the back. The gears will rotate, taking
you up to the first level. From there, jump onto the top of the Whoopie statue's
toga. Follow it around and climb the stairs. Jump off the arm and wait for the
torch to come around. Get on that and climb to the head. From there, grab a hold
of the swinging lights. Swing over to the exit. You'll emerge on the roof, and
use the knotted rope to get to the ticket.
TICKET E: PUT SOME MEDALLIONS TOGETHER AND WATCH THE FUN
Found: Entrance Area Requires: Slam Difficulty: 1
The large gate in the entrance area has some half-completed medallions on it. To
open it up, you'll have to find the other halves. Here's their locations:
Red: Slam the Pillar in the Entrance Area
Green: Slam the Pillar near the Red Paint Pool
Orange: Slam the Larger Pillar in the Cave Entrance Area
Bring each of the medallions back to the door and it will open up. Not only will
you get Ticket E, but you'll now be able to access the River Area.
TICKET F: SWING THROUGH THE TREES (OKAY, TREE)
Found: River Area Requires: Nothing Difficulty: 1
Ticket F is guarded by an electric fence, and the only way you'll be able to get
it is to shut it off. Go down near the dock where the Finbot is, and you'll see
a stump. Jump on top of, then use your tractor beam to grab onto the tomato-like
buds of the tree. Swing across, then grab onto the handle on the side of the
structure holding Ticket F. Swing to the top and hit the switch to lower the
fence. It's much easier to do this with the double jump.
TICKET G: YOU'RE UNDERWATER, BUT THINGS ARE LOOKING UP
Found: River Area Requires: Nothing Difficulty: 2
Another one of those annoying electric fences guards Ticket G underwater in the
river. If you look up at the dock, you'll see a switch with a sheep on it. Only
one logical thing to do... grab a sheep and take it underwater. When you let go
of it (use R), it'll float up and trip the switch, lowering the fence. Take your
time to position yourself before letting go. What do you do with the sheep
afterward? Leave it there; it has waterproof wool.
TICKET H: YOUR TURN TO FIX THE MACHINE
Found: Machine Area Requires: Machine Parts Difficulty: 1
Place the machine parts in the spot beneath the water pump and the area will
fill with water. Take the Finbot over to the beginning of the aqueduct course
and collect this Ticket.
TICKET I: RINGS + FINBOT = TICKET
Found: Machine Area Requires: Finbot Difficulty: 3
Next to the machine sits a green and red ring, indicating the beginning of a
ring challenge. Take the Finbot though he rings, and remember to hold back on
the control stick to jump out of the water. If you miss more than one ring, you
won't be able to make it.
TICKET J: HMMM... LOTS OF WATER. WHY NOT SEE WHERE IT GOES?
Found: Aqueduct Requires: Finbot Difficulty: 3
The aqueduct was previously guarded by an electric fence, but now that the water
has been refilled, it's been deactivated. Why not see where it leads to? Take
the Finbot with you, or you won't be able to complete the course. The first
section is filled with whirlpools. While you're in the Finbot, you can go over
the sides, but be sue to avoid going directly over the whirlpools. If you do,
you'll be transported to the river area. A handy whirlpool there will lead you
back to the entrance of the aqueduct. If you make it by the raging waters, swim
over the fountain, which will lift you up. Hold back on he control stick and
swim. You'll slide down a slope, to another fountain. Continue this until you
reach the large chamber. On the left wall is a switch with a picture of a
Dolphin. Logically ram the switch with the Finbot, and a pillar will allow you
access to the red switch. Hit it, and another rising pillar will appear on the
right side of the room. Climb it and continue along the course until you reach a
handle moving up and down. If you don't have the double jump, grab on to it and
take it up to the blue switch. Then the rest of the path will start moving,
allowing you to reach the yellow switch. If you do have the double jump, you can
hit the yellow switch first, bypassing the moving platforms. After you've hit
all the switches, ride the Finbot up the fountains and into the next room. Hit
the Finbot switch to be taken down a quick-moving stream. Sit back and enjoy the
ride. You'll appear in the Palace area, where the large Dolphin statues are. On
the other side of the high pool is Ticket J.
TICKET K: IT'S IN THE BACK
Found: Machine Area Requires: Finbot Difficulty: 1
This is very simple. Simply ride the Finbot and jump off onto the machine
platform. Behind the machine is Ticket K.
TICKET L: 200 WILL GET YOU 1
There are many odd locations for tinker tokens in this level.
*Outside of the cave, stack up two pillars to reach the purple token on the
ledge. It's easier to use the R button to drop the pillars rather than tossing
them and praying they land right.
*The smaller pillars outside the cave each hold a gold token
*In the cave, there's two silver tokens hidden behind stalagmites.
*Behind the rotating Whoopie statue in the palace is a gold token, but it's
rotating along with the statue.
*After grabbing on to the gears in the Palace, you'll see a purple token, but it
seems out of reach. Either climb on the top of the gears, or double jump when
the handle is at its maximum height.
*Once you reach the top, don't go outside. Stay near the wall and follow the
narrow path to find a gold token on each side.
*In the aqueduct, there are many tokens, but there is a purple one after the
first slide you go down with (after the whirlpools). Turn around and claim it.
-Machine Part Guide-
PART 1: Found- Paint Pools
To the right of the discuss-throwing Whoopie statue is the first machine part.
It's hidden in the corner, so its easy to overlook.
PART 2: Found- Palace Area
Behind the palace beneath the dolphin statues is a large, shallow pool. On the
very right side is the second component of the machine.
PART 3: Found- Cave
Near the stalagmites on the left side of the cave is the third part to the
machine.
PART 4: Found- Cave Entrance
Near the ledge with the purple token is the fourth part, hidden away behind a
large, unmovable pillar.
PART 5: Found- River Area
The left end of the river is where this part can be found, but what's this? It's
above water? Because Rocket isn't a great swimmer, take the Finbot to get it.
You can also jump from the ledge on the left bank.
PART 6: Found- Quarry
The little rocky area known as the quarry is the home of this part. It's at the
very bottom in a little alcove, guarded by a Stinger bug.
PART 7: Found- Machine Area
Right in front of the machine is the final part. Either bring the Finbot over or
use the Double Jump.
-Other Items-
VEHICLE #1: HOVERSPLAT
Found: Entrance Area Token Requirement: 225 TT
Speed- 4 Handling- 8 Special- Paint Gun (Z)
VEHICLE #2: FINBOT
Found: River Area
Speed- 3 Handling- 1 Special- Jump (Hold Back on Control S.)
BOOSTER PACK: Found- Palace Area
You can find this behind the palace courtyard in the pools (beneath the giant
dolphin statues). Go all the way to the left side and jump to claim
it.
________________________________________________________________________
- - - - - - - - - - - - LEVEL 3: MINE BLOWING - - - - - - - - - - -
Vehicle: Beamlift Difficulty (1-10): 4
Enemies: Security Robot, Mischievous Mushroom, Miner Clowns, Bomb Cannon,
Electric Zappers
Main Attraction: Mine Ride Secondary Attraction: Giant Machine
Areas: Waterfall Pit, Underground River, Beamlift Room, Machine Area,
Underground Tunnel, Underground Room, Gem Tunnel, Mine Ride Area, Whoopie Tunnel
Deep in the underground caves of Mine Blowing are many strange secrets, just
waiting to be discovered. There's bombs, lava, and even a wild mine ride.
Speaking of bombs, you'll have to master using them if you want to complete the
level. You'll need bombs to destroy many walls that block your path. Sometimes
you won't find a bomb around. Then precious gems of the same color will have to
do. If you survive, you'll come out with more tickets and tokens.
-Ticket Guide-
TICKET A: THERE'S A FUNGUS AMONG US
Found: Undrgrd. River Requires: Nothing Difficulty: 2
You'll quickly realize what a pain Mischievous Mushrooms are... and also how
helpful they can be. After bombing your way out of the starting control center,
fall down the large pit in the center. Go behind the waterfall and you'll appear
in the underground river. In there, you'll spot a Mischievous Mushroom on the
shore and many strange rock formations. Use the triple jump to get up all the
platforms. Each one will have a Mischievous Mushroom on it. Use them to get to
the last platform, with Ticket A on it.
TICKET B: I'M ONLY A TICKET IN A GILDED CAGE...
Found: Beamlift Room Requires: Beamlift Difficulty: 2
This is the only ticket that you directly use the Beamlift to acquire, and it
also gives the physics engine room to shine. To get the ticket that's hidden
inside the gilded cage, you'll need to get to the ticket. But how? First you'll
need the Beamlift. Just use one of the small blocks as a step to get onto the
larger blocks. After acquiring the Beamlift, move the blocks out of the way,
then use the beam to pick up the cage. Move the cage so it goes over one of the
large blocks. It won't get over it, but instead will get stuck. Release the cage
by pressing R, and it'll tumble to the ground, but the open side facing upwards.
Exit the Beamlift and claim your reward.
EXPLODING GEMS? YOU CAN GET A TICKET FOR THAT
Found: Gem Tunnel Requires: Nothing Difficulty: 3
The Gem Tunnel is easily accessible from the Beamlift Room. Just go up a few
steps garnered with Tinker Tokens and you'll go to this colorful tunnel. When
you enter, use the nearby bomb to activate the bomb switch, forming a bridge. Go
across and swing on the lanterns. You'll come to a room with a yellow gem on the
wall and another on the floor. Tinker explains that connecting two of the same
colored gems together will create and explosion. It basically has the same
outcome of throwing a bomb. Blast the wall and continue to the next room. Inside
they'll be a bomb, a Miner Clown, a passage leading to the gem destination, and
a green gem. Here's a map of the area:
___________________
| | | |Ticket| |
| | |__Blue Gem_|
| |____Red Gem__|
| |__Green Gem__| FIGURE 1: GEM TUNNEL
| | []= Lantern
|___________________| }= Bomb Wall
| | MC= Miner Clown
| [] | ()= Purple Tinker Token
| |
| [] |
______|_________|____
______ | | _______
| |__| Green Gem |__| |
| Blue() { } Red |
| Gem __{ MC Bomb }__ Gem |
|______| | | |_______|
|_____________________|
|Yellow Gem|
To get the Ticket, you'll have to throw the gems of the same color at each
other. First get the Green Gem, and throw it across the pit. Swing across, pick
it up, then detonate it with the other stone. The first layer will fall apart to
reveal the Red layer. Go back and bomb the right wall to get the red gem. Watch
out for the clown, because if he steals the bomb from you it'll explode! Repeat
the process for the red and blue gems, and the ticket will be yours.
TICKET D: GET A BOMB UP WHERE IT WILL DO SOME GOOD
Found: Beamlift Room Requires: Beamlift Difficulty: 2
After collecting the previous Ticket, you'll appear back in the Beamlift Room.
You'll need the Beamlift to make stairs up to a wall that can be bombed open.
Take a big and medium block over to the area underneath this (it's near the
entrance to the room). Exiting the Beamlift should give you enough height to get
onto the medium block, but you'll need to instead get a small block and bring it
over. Don't place it right next to the medium block, but a little farther away.
Go get a bomb and climb up the blocks. When you're on the top of the large or
medium blocks throw it to destroy the wall. Jump into the ruins to collect the
ticket.
TICKET E: GET BEHIND WHOOPIE, BUT WATCH FOR BOMBS
Found: Whoopie Tunnel Requires: Nothing Difficulty: 3
You'll have to do a lot of work with bombs to get this one, and that means you
run the risk of an explosion many times. You should be in the Beamlift Room, and
go over to the far end. You may see a passageway above, but no way to reach it.
The stalagmites must first be removed. Use bombs to destroy their upper halves.
Jump up them and go down the passage, above the jumping lava, and you'll
emerge... high above the waterfall pit! Jump across the moving platforms to the
center, then turn left towards the Mining Whoopie statue. Swing across the
lanterns to get into the Whoopie tunnel. Inside this tunnel are many dangerous
bomb cannons. But these cannons can also be quite helpful. Gab the bombs they
fire at you with your tractor beam and use the to clear away the rock walls.
There are two different routes, and you have to take both of them in order to
get all the Machine Parts and Tinker Tokens. Both paths will lead to a room with
a soft floor. This should indicate that you'll need to bomb it. Go back and
steal another bomb from the cannons, and use it to break open the ground. Inside
you'll not only find the Ticket, but also a switch that moves a platform from
the top, middle, bottom, and underground parts of the Waterfall Pit.
TICKET F: MINE CARTS WILL TAKE YOU TO SOME HELPFUL CLOWNS
Found: Mine Ride Area Requires: Nothing Difficulty: 4
In the upper part of the Waterfall pit you may have noticed a sign with a mine
cart on it. Take the elevator up to the top (or go back there from the Whoopie
Tunnel) and enter that place. You'll soon see a track with mine carts frequently
rolling by. Jump into one, sit back, and enjoy the ride... for now. After
passing by the waterfall, get ready to jump out. When you go by another room
with more mine carts, leap out (press R) onto the ledge. Jump from there to the
platform, where you can board another mine cart. Don't get to comfortable,
because the mine cart will throw you out when it tips over (the yellow sign will
indicate this). The only place to go is up an incredibly steep slope and to a
platform where the mine carts are not tipped over. After getting there, ride
until you pass another room with MORE mine carts. Jump into here and board the
next set of mine carts. These ones will throw you out into the pit, but before
they do jump and grab onto one of the lanterns. Swing across, and fall into the
mine cart. Ride it until you get to another area, then jump off. In there you'll
see a strange goo coming from the wall and a Miner Clown. Whenever you pull the
goo, a door will open, revealing the Ticket! But, the door is too far away and
the goo won't stretch that far. The clown, for once, can help. Because they love
to steal stuff, let it steal the goo when you have it outstretched. Now you can
go grab Ticket F.
TICKET G: BEWARE OF ROLLING ROCKS
Found: Underground Tunnel Requires: Nothing Difficulty: 2
You've been to the top, middle, and bottom parts of the Waterfall Pit... so why
not go to the underground part? Ride the elevator down to the last stop, then
hop off and go through the door (after collecting the many goodies in this
room). Continue down the tunnel until you come to a large room with boulders
falling down. Leap across the pit and grab a bomb. At the top of the slope is a
wall you can use it on. Avoid the Zappers on the side of the tunnel but stay
away from the center where the boulders drop. When you blast away the wall,
it'll crumble into a bunch of boulders. They won't hurt you, so there's no need
to worry. If you go by them you'll see another wall. Repeat the bombing process
until you've cleared all the rock out of the way. At the end in the Ticket
you've been looking for.
TICKET H: PUT THOSE PARTS TO USE
Found: Machine Are Requires: Machine Parts Difficulty: 1
Take the Machine Parts you've collected and go to the Beamlift Room. A large
bombable wall if found near the Beamlift. Take a bomb and blast it open, then
enter it to find where you can put the components of the machine. It'll start up
and you'll get a Ticket.
TICKET I: GEARS AND PISTONS AND PITS, OH MY!
Found: Machine Area Requires: Machine Parts Difficulty: 2
After the machine starts up, why not do like the chicken and get to the other
side? Jump up onto the gears and grab onto the handles. These handles will swing
around. Jump down and grab onto another handle, then swing across the handles
over the pit (whew! There sure are a lot of handles). After completing your
handle journey, you'll see a spinning platform- with another handle! Grab onto
it and let go when the platform is underneath your wheel. Be patient and wait
for every section to be facing up before you cross. The next area will have
swinging handles, which shouldn't prove to be too difficult. The next part will
have giant metal things shooting up into the air. After one has just shot up,
jump on it and wait for the next one. Jump across and you'll eventually come to
a speedy moving platform that'll take you to the Ticket.
TICKET J: FEELING BOXED IN? CLIMB THE WALLS
Found: Beamlift Room Requires: Nothing Difficulty: 2
High up on the left wall is a place with topsy-turvy platforms leading Ticket J.
If you just got Ticket I, you'll appear already up there and will simply have to
go up the platforms and get the Ticket. If you haven't just gotten Ticket I, Get
in the Beamlift and take a block over to the right corner. Place it down and get
on the block. A lamp moving up and down will appear. Ride it up to the platforms
and the Ticket.
TICKET K: THERE'S NEVER A BOMB WHEN YOU NEED IT
Found: Underground Room Requires: Nothing Difficulty: 3
How true... I can think of many instances in daily life when I need a bomb. But
in Rocket, you'll need a bomb where there are no bombs. You may have noticed the
bombable wall in the Underground Room. What should you do? Get a bomb, of
course. First clear out the Waterfall Pit of Security Robots, then go to the
Beamlift Room and grab a bomb. Take it back to the Waterfall Pit and ride the
elevator down to the Underground Room. Use the bomb on the wall and voila!
Ticket K is yours.
TICKET L: TRADE A FEW DINGY TINKER TOKENS FOR A NICE SHINY TICKET
If you look a little bit, it shouldn't be too much trouble to find these tokens.
*Use the triple jump on the sides of the waterfall pit to find two gold tokens.
*In the Beamlift Room, there are some soft spots in the wall that can be
identified by their different colors. Throw a bomb at them to clear away the
rock guarding three gold Tinker Tokens.
*In the Gem Tunnel, after hitting the bomb switch, you'll go through a doorway.
Turn around once you go through it to find a gold token.
*In the large cave at the end of the Gem tunnel, go into the room to the left
(blue) that you bombed. Turn around and above the entrance is a purple token.
Joy!
*The third room of the Mine Cart ride has lanterns that you need to swing
across. Between the last two is a gold token. Use your Double Jump to grab it.
*In the Underground Room, a purple token sits out of reach above a rock. To
snatch it, jump from the elevator as it's going up.
-Machine Part Guide-
PART 1: Found- Waterfall Pit
At the very bottom of the waterfall is the first machine part. Fall down the pit
to get it.
PART 2: Found- Beamlift Room
The second machine part is found in the Beamlift room to the right of the
Beamlift (if you're facing it and the wall). The part of the wall that can be
bombed (because of its different color) holds the machine part inside.
PART 3: Found- Whoopie Tunnel
In the tunnel behind the giant Mining Whoopie are two machine parts. The third
part is on the left path in the second room.
PART 4: Found- Whoopie Tunnel
This part is on the right path of the Whoopie tunnel in the second room. Use the
bombs from the bomb cannons to clear out the rock.
PART 5: Found- Gem Tunnel
This one's very hard to miss if you travel down the gem tunnel. While swinging
on the lanterns, you'll collect this part.
PART 6: Found- Underground Room
In the underground room you can take the elevator to (from the Waterfall Pit),
this item can be found. Just search around the walls and you'll find this behind
a rock.
PART 7: Found- Underground River
In the Underground River swarming with Mischievous Mushroom is the last part
you'll need. Find it near the end of the river.
-Other Items-
VEHICLE: BEAMLIFT
Found: Beamlift Room
Speed- 1 Handling- 3 Special- Giant Tractor Beams
BOOSTER PACK: Found- Underground Room
In the room below the Waterfall Pit you can find this addition to you health
meter. It's right next to the pipe near the door.
________________________________________________________________________
- - - - - - - - - - - LEVEL 4: ARABIAN FLIGHTS - - - - - - - - - -
Vehicle: Shag Flyer Difficulty (1-10): 5
Enemies: Advanced Security Robot, Carpet Clowns
Main Attraction: Central Tower
Secondary Attraction: Tower of 1,000 Secrets
Areas: Red Section, Blue Section, Purple Section, Green Section, Central Tower
The ultra-unique Arabian Flights is filled with many marvelous wonders and
sights. It's nice to get out of the confined mines and into the open skies. The
Shag Flyer plays a key role in getting around this level, and without it, well,
you're not going to be getting that far. This may be one of the most fun levels
because of the freedom you have while riding among the buildings in the Shag
Flyer. Enjoy the Arabic style way up in the sky.
-Ticket Guide-
TICKET A: STEPPING STONES: CAN'T TOUCH JUST ONE
Found: Red Section Requires: Shag Flyer Difficulty: 2
After entering this level and hopping in the Shag Flyer, head to the Red portion
of town and look for little platforms suspended in the air. Go to the tower at
the beginning and get out of the SF. Hopping across these stepping stones may
seem easy, but a few seconds after you touch them they fall. Even worse, you
must touch all of them. Here's the directions which you should go in: Up, Up,
Left, Left, Up, Right, Down/Right, Down/Right, Right, Up, Left, Up/Left, Up.
Jumping all of the platforms will make the glass guarding Ticket A slide down,
and it's only a hop, skip and a jump away.
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