Million Hooters
Million Pixels - Million Hooters
Game Cheats » Nintendo GameCube Cheat Codes » Games Starting with the Letter C » Chibi-Robo! Plug Into Adventure! - Strategy Guide (Page 02)

Chibi-Robo! Plug Into Adventure! - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Chibi-Robo! Plug Into Adventure! - Strategy Guide (Page 02).

You'll first meet the Free Rangers on your first trip to the Foyer.  They'll 
assume you're a threat and attack.  Get the Mug from the Kitchen (explained 
in the walkthrough in Chapter 2) and run to the basement.  Once you come back, 
the Rangers won't fire on you, but will begin their training for their assault 
on Tao.

Hop into the empty spot in the lineup and roll call will start.  Once all eyes 
are on you, say anything, and they'll accept you into the platoon.  Also, go 
over to the table next to the stairs and climb up the string on the boot and 
take the photo off the top, and hand it to Sarge.  He'll remember about 
Memphis and what he's fighting for.

At some point during the training missions, you'll find a bunch of soldiers 
hanging around the the outlet in the Foyer.  They'll be discussing their 
distaste with the Sarge.

Come back later and you'll begin all the training missions:

Spy Training - There are four Rangers here.  Only one is "the spy".  They'll 
 shuffle around and you'll have to find which one identified himself as the 
 spy.  Talk to him, and if you're right at least three times in a row, you'll 
 pass the training.

Handrail Training - Pick up the plug and haul your metal butt all the way down 
 the railing and back.  I imagine you have to beat 32 seconds or something to 
 pass the training.

Jungle Training - This one's kinda cool.  Hoist your self up the vines and 
 copter across if you can't climb anymore.  Once you reach the vine rack on 
 the ceiling, you need to start gunning down enemies, but avoiding animals.  
 Once you take out all the shooters, jump over the west end of the vine rack 
 and copter down to the bullseye.  I don't know what time you have to beat, 
 but I went a few seconds over two minutes and made it.

Waterfall Training - This is another timed run.  Climb up all the way the 
 curtain cord, then up to the starry passage (you have plenty of time to hit 
 the Chibi-Door up here, too).  At the end, copter as far as you can over to 
 the waterfall, then climb up the right-hand wall, and copter over to the 
 left to find Frisco, who's waving his hands.  Get a decent time to pass.

The training itself is for getting Sarge's attention.  The real story begins 
once you return Captain Plankbeard's ship back to him (see below).  Seven 
members of the platoon go AWOL.  When you come back the next day, Sarge will 
be in quite an emotional mess.  Go talk to the remaining Rangers.  They'll be 
moping about Sarge.  To get them motivated, go to the Kitchen, to Tao's house.  
Climb on top of the counter and drop down the hole in Tao's house to find 
dog tags.  These are Memphis'.  Give them to the soldiers and they'll show 
them to the Sarge.  His resolve will return.

While you're at it, go talk to three of the guys who went AWOL.  One's on the 
second floor, next to the Hot Rod, the other two are on the southeastern shelf 
on the first floor, next to the Space Scrambler.  You'll need the respective 
vehicle bought from the Online Store to play each of their minigames.

Chicken Race - All you have to do for this is to slam on B to hit the brakes 
 before you reach the end.  Just flying off is no good (although it gives you 
 50M).  You have to hang off the edge just barely and get an S ranking.  The 
 place I got it from was hitting B juuust before hitting the ruler that 
 stretches over the end of the track.  Getting the S rank gets you the Chicken 
 Race Sticker.

Space Scrambler - This one's tougher.  All you have to do is hit A to hit 
 the targets.  Take down as many as you can for a high score and reach the end 
 (the basement) before time runs out.  The trick is that shooting takes away 
 some of your speed, so even if you get a really high score, if you don't 
 reach the end in time, it's worthless.  You also get points for extra seconds 
 on the clock, but they're useless, really.  There are a couple of tips, 
 though.  First, take out all the red targets, which are done in three shots.  
 They're worth 100 pts compared to the 20 pts that the yellow ones are worth.  
 Second, take out groups of targets, leave lone targets, because you never 
 slow down more than a set amount, so if you shoot a lot in a small amount of 
 time, you lose less time overall than if you shot sparingly over a large 
 stretch.  Get 1250 pts in a run to get an S ranking and the Space Scrambler 
 Sticker.

Oh, and you only get three tries on each of these every half-day.  If the guys 
say that you've been doing it too much, just come back the next half-day.  
These races aren't required to end this sidequest, but you'll be getting the 
stickers anyway, right?

Now, talk to Sarge about a new mission:

Anti-Tao Training - Sarge will give you the Tao Suit.  The object of this 
 training is to bark (Z button) and subdue all the soldiers.  Don't forget, 
 though, that barking takes 30 energy, so try to get as many soldiers near you 
 as possible when you bark.  If you drop below 31, you won't pass, so make 
 sure you get all soldiers down before then.

Once that's done, Sarge will try to cook up a plan.  To help him on your end, 
find Plankbeard's four crew members.  See below for those.  Once they're all 
assembled, go talk to Sarge once more the next day.

Final Assault - Put on your Tao Suit and bark three times to get Tao coming.  
 Watch the cutscene where they surround Tao, then pull out your blaster, go 
 into Chibi-Vision to aim carefully, and shoot the object on Tao's collar to 
 release Memphis.

After all is said and done, here, you'll finally get the Free Rangers Sticker.

========================
6B. Captain Plankbeard =
========================

This scurvy pirate dreams of living the life, as it were.  You'll first meet 
him just after you pick up the Giga-Battery down in the Basement.  Once you do 
that, he'll mainly tell you about Giga Robo, but also mention his own 
problems.  Return to the Basement some other time to speak with him, and he'll 
tell you all about his lost ship, the Scurvy Splinter.

Get the Spoon (see the walkthrough) and go outside in the backyard.  The ship 
should be obvious: it's the only thing sticking out of the ground like it 
doesn't belong.  Dig near it three times to make it rise, then stuff it in 
your head.  Don't worry, plenty of room.

Hand the ship back to Plankbeard and he'll mention something missing.  I guess 
his ship isn't a one-manner.  You need to find a crew for it.  Four men, 
specifically.  The next day, you'll find that members of the Free Rangers have 
gone AWOL (you MAY need to at least do roll call for this to happen).  Four of 
them want to be pirates.  They've all relocated to various parts of the house, 
and you'll have to track them down:

Bedroom - On one of the hanging lights in the center of the room.  Climb up the 
 desk in the southwest corner, then climb onto the speaker and copter over to 
 the center.  Climb up one of the light cords to the ceiling beam, then drop 
 down to the one he's on.
Jenny's Room - In her bookcase looking in the mirror.  Climb up the plant in 
 the south area, then from the shelf head towards the bed and climb up the 
 straps on her handbags to the highest shelf, then copter over to him.
Backyard - On top of the swing.  Climb the small ladder, copter over to the 
 swing, and climb up the rope.
Kitchen - Underneath the table on the glass.  You'll need to copter either 
 from the table itself or possibly the hutch on the east wall.

Now, return to Plankbeard and he'll set sail, giving you his three Treasure 
Maps.  The clues on these lead to three treaures:

A: Revive Giga Robo, a Tamagotchi will be underneath.
B: Go to Jenny's Room and walk on the piano's keys to find Primopuel.
C: Dig at the soft spot high in the tree to find Kid Eggplant.

Finding Kid Eggplant will get you the Super Eggplant and the Kid Eggplant 
Sticker.

As for the other two, turn them in to Dad while he's in the Kitchen.  Primopuel 
will appear on the Kitchen counter.  Play with him to get the Prmiopuel 
Sticker.  The Tamagotchi will show up on the Living Room coffee table.  Play 
with it to get the Tamagotchi Sticker.

After finding all three treasures and helping Sarge find Memphis (see the 
Free Rangers section), go to the Backyard at night to see Plankbeard sail off 
into the great beyond and get the Captain Plankbeard Sticker.

===========================
6C. Mort and the Princess =
===========================

This sidequest is almost entirely centered around Jenny's Room.  Once you get 
the Foyer Ladder, Drake will mention trouble upstairs and will head up there.  
Once in Jenny's Room, Drake will mention the Princess trapped in her castle.  
Go under Jenny's bed and open the sarcophagus to talk to Mort.  You'll find 
him to be one depressed mummy.

Come back to Jenny's Room later and you'll find him in front of the castle.  
Follow him back to his sarcophagus and he'll mention the Princess' missing 
shoe.  Go to the stump in the northwest corner and climb on top of it to get 
the shoe.  Bring it back to Mort and he'll put stairs in front of the castle 
so you can begin the ascent.

I can't stress this enough: make sure you have the Range and Charge chips for 
the Blaster.  You'll need them.

Now, to climb the castle.  I'm warning you now: this is a very draining task 
(energy-wise), so make sure you have at least 200 before proceeding.  Start at 
the stairs, then take the right door.  Copter over the two gaps to the right 
and grab the AA Battery.  Now, go back to the stairs and the left door.  Cross 
the gap to the left, pull out the drawer and hop up.  Hop up on the peg on the 
right, then copter over to the platform.  Climb up to the socket and place the 
AA Battery.  This will cause the red soldier to your right to start moving.  
Copter over to him and climb up.  Once he reaches the far right, copter over 
to the right.  Keep moving right, climbing and coptering, until you reach 
drawers.  Blast the stickers off them and keep climbing up to the D Battery 
socket.  You have nothing to put in there, yet, so copter over to the left 
(where the Heart Box is), then to the doorway.  Go through, then through the 
next doorway.  Copter to the left and pull the drawers to climb up.  Copter 
over the thin platforms, then to the clock face.  Shoot the long hand with 
the Blaster to drop it next to the ladder and climb up to the top, where all 
the soldiers are.  Pick up the D Battery and Mort will cheer you on.  This will 
open up the door behind you on the wall.  This is a shortcut between here and 
the entrance.  USE IT, because you're probably low on energy right now, and 
return to an outlet.  Now, you need to return to the D Battery socket.  The 
most energy efficient way is to go to the roof, then float down to the drawers 
on the right, then climb on up and place the Battery.  Now, float back down 
to the entrance and return to the roof using the shortcut.  Get the C Battery 
from near the yellow soldiers that just moved and place it near the blue 
soldier.  Now you have all three soldiers on tracks moving.  This is the hard 
part.  You need to climb up on the red soldier and wait patiently for you and 
the yellow soldier to draw alongside each other so you can hop onto it, then 
the same with the blue soldier.  Once on the blue soldier, ride it all the way 
to the right and copter over to the ladder area.  Just as a note, use a charged 
blast on the wall behind the ladder to get a Chibi-Door, because it's a pain 
coming back here after finding the Radar.  Anyway, climb the ladder and face 
over to the Princess' tower.  You should see a switch on there.  Fire at it 
with the Chibi-Blaster (here's where you needed the Range Chip) and a bridge 
will extend.  Cross it and give the Princess her shoe.  Phew!

After the cutscene, leave and come back.  You'll find Mort on Jenny's desk.  
Climb up to him and he'll mention a Nectar Flower.  Go buy a Nectar Flower 
Seed from the Online Store, then come back.  Dig a hole in the pot Mort's 
standing next to with the Spoon, then press A near the hole and you'll be able 
to plant the seed.  Now, leave and come back the next half day.  You'll find 
the flower in bloom and Mort will attempt a rather clumsy pass at the Princess.

Your task now is to speak to the Princess.  She needs to overcome her easy 
fright.  Don the Ghost Suit (you have it, right?) and use the Z button to 
repeatedly spook the Princess.  After five times, she'll be okay.

Now, the next step can only be done after you give Dad the letter from Mom and 
she shuts herself up in her room.  At that point, Jenny won't be carrying 
around her bear Sunshine.  Talk to Sunshine if you haven't already and give 
him Nectar from the Squirter.

Then, come back the next day and Sunshine will be going on a rampage on the 
castle.  Did you know the kanji for "crisis" is the same as "opportunity"?  
Go get Mort.  Follow him to the castle and he'll tell you to hit the switch 
on his back.  Shoot it with the blaster.  Long story short, you get the Mort & 
Princess Sticker.

==========================
6D. Dinah and Funky Phil =
==========================

This whole thing starts with the frogs in the yard, so go their section in 
6F to get that going.  Once you get the Frog Suit and speak to Fred in the 
Bedroom, Dinah will appear.  She'll try to bite you, but break her teeth on 
your metal body.  Give them back to her and she'll be okay.

Come back later and talk to her and she'll mention Funky Phil being trapped 
behind the blinds.  Go up to him on the southwest window sill and he'll knock 
the blinds cord loose for you.  Climb up it to open the blinds.  Talk to Phil 
and Dinah will show up.  The show will start soon after, and Phil will drop a 
seed behind him.  Take the Funky Seed and also use the Squirter to soak up 
some Funky Sweat.  Cross the center shelves to the window sill behind the bed, 
dig a hole in the planter with the Spoon, then press A and select the seed to 
drop it in.  Dinah will mention using Funky Sweat to make it grow, so squirt 
some on the seed.  Three sprouts will grow.  Pick them all up.

Bring the three Phillies over to Phil and he'll mention a Drake Redcrest 
record.  Go down to the Living Room and grab it off the record player in the 
northwest corner.  Take it back upstairs for another show.  Another seed will 
pop out, so grab that one.  On your way to the planter, Dinah will tell you to 
come up to the loft, getting your attention by dropping a block on your head.  
Climb up the central shelves and use one of the lamps to reach the top rafter.  
Copter down to get over to the loft and she'll mention needing blocks.  We'll 
take care of that in a bit, but first...

Go back to the planter and do the same thing with the Funky Seed you did the 
last time.  You'll notice one of the kids isn't looking as ripe as the others, 
but take him anyway.  Return them to Phil.

Now, the next step can only be done at night, I believe, so you'll have to 
advance the story so that you can be in the room at night with no awake 
adults.  Talk to Dinah and she'll mention the Freaky Phil practicing in the 
corner.  Go and use the Drake Redcrest pose near him.  He'll take off.  Follow 
him to Funky Phil and the next cutscene will begin automatically.

After the rather long cutscene, it's now time to go find the blocks for Dinah.  

Purple Block: She dropped it on your head when she first brought it up.
Red Block: In the Foyer, on the southwestern shelf on the first floor.  Copter 
 down from the second floor to the vine garden, then down to the shelf.
White Block: In the Backyard.  Climb up the tree, then give the Bluebird 
 something to move it, then cross the gap in the roof overhangs by shimmying 
 across the board in between.
Green Block: In Jenny's Room.  Climb up to the highest shelf using the plant 
 and the handbags near her bed.  You'll find it in the northwest corner.
Blue Block: Tao has it after you beat the Queen Spydor.  Give him a Bone to 
 make him drop it.
Yellow Block: Peekoe has it.  Find him during the day on the swing (when Dad's 
 not there) and he'll tell you to visit him in the basement at night, where 
 he'll sell you the block for 1000 M.  You can only find this particular block 
 after doing all the Phil stuff up until now.

Give all six blocks to Dinah and she'll give you the Block Layout.  Give it to 
Dad, and come back to his room the next day to find the completed project on 
the table in the Bedroom.  Copter down to it from high up and talk to the new 
Dinah.  She'll tell you to come back that night, so do so.  Talk to Dinah 
once again to get the party started.  The next day will automatically begin.  
Go talk to Dinah upstairs and you'll get the Dinah Sticker and the Funky Phil 
Sticker.

=================
6E. Chibi-Doors =
=================

Yes, these doors are everywhere.  Once you reach one, pick up the plug, insert 
it in the nearby socket, and pull the Stick to the right to open it.  Inside 
you'll find a trippy place with Moolah.  Once you've opened the door, the eyes 
on it will close, meaning you've "found" it.

---

Living Room - 9 Doors

1: Northeast corner of the room, ground floor-ish.  You don't really need 
 anything special to get there, just open the nearby drawers, climb up, and 
 copter over to the door in the storage shelf.

2: Southeast corner of the room, on the shelf to the left of the door to the 
 Foyer.  Open the drawers and climb up to it.

3: Northwest corner of the room, on top of the furniture piece.  Climb the 
 record player's cord, copter over to the lamp (with the steps) and climb to 
 the very top of the lamp, using its switch cord.  From there, copter over to 
 the furniture.

4: This on the couch seat on the right side.  It's invisible to everything but 
 Radar, but if you know where it is, just slam a charged blast into the couch 
 to make it appear.

5: Once you buy the Living Room Ladder, extend it up to the shelf in the 
 southwest corner, where you'll find the Door.

6: Once you buy the Living Room Ladder, extend it to the cubic cubby holes on 
 the south wall.  On top of the lowest cube is the Door.

7: Once you buy the Living Room Ladder, either extend it up to the telephone 
 on the south wall, or just on the top cubic cubby holes and copter over to 
 the door next to the phone.

8: You need the Living Room Bridge.  Extend it over to the corkboard, then 
 use it to climb to the top of the fireplace, where you'll find this door.

9: From #8, climb up the string to the lip under the ceiling, and work your 
 way ALL the way around the room to the big hutch.  Drop down on top of it.  
 The door you're looking for is inside the hutch, (not hard to see from the 
 ground floor) and the only way you can get to it is dropping off the front and 
 floating to it.

---

Kitchen - 9 Doors

1: Right in front of you as you first enter the kitchen.  Painfully simple.

2: On the hutch on the east wall, climb the drawers, then the beaded chain 
 up to where the toaster is.  Push the Happy Box up next to the toaster and 
 climb on top.  Copter over to the left and climb up to the door.

3: Go up the same hutch as #2, only copter over to the right this time, and 
 climb up to the top platform.  Normally you'd need the radar to find this, 
 but fire a charged blast just to the right of the spice jars to find this one.

4: You need the Kitchen Ladder.  Extend it up to the platform with the Spoon 
 on it, and you'll see this door easily accessible.

5: You need the Kitchen Ladder.  Extend it all the way up to the cupboards.  
 From there, float off the north edge of the wall, where there's a door on 
 the back of the cupboard.

6: You need the Kitchen Ladder.  Extend it all the way up to the cupboards.  
 From there, go over to the planter's hood, where you'll see a door on the 
 inside.  Float down to it.

7: You need the Kitchen Ladder.  Extend it all the way up to the cupboards.  
 Blast the sticker on the wall, which will allow you access to the south side 
 of the Kitchen.  Drop down to the shelf above the fridge.

8: You need the Kitchen Ladder.  Extend it all the way up to the cupboards.  
 Blast the sticker on the wall, which will allow you access to the south side 
 of the Kitchen.  Make your way around to the oven, float down to the hood, 
 and you can reach the door on the other side.

9: You need the Kitchen Bridge.  Extend it to the east to grab this rather 
 obvious door.

---

Backyard - 8 Doors

1: Just to the left of the glass doors, right near where you come in.

2: Around back of the tree at ground level.

3: Normally, you'd need the Radar to find this one, but I can tell you it's 
 just to the right of the right-hand glass doors.  Fire a charged blast to make 
 it appear.

4: Climb up the small ladder on the tree, then copter over to the swing and 
 climb up one of the ropes.  The Door should be right in front of you on the 
 trunk.

5: Past Door 4, use a charged blast to remove the spider web, then proceed 
 up the branches.  Walk by the Bluebird, near the Heart Box, and around the 
 trunk clockwise to find this door on the west side of the trunk.

6: You need the Squirter and the Frog Suit.  Get the Bluebird out of the way 
 on the branch by giving it something it wants, then hop from the branch onto 
 the roof overhangs.  The first door is right in front of you.

7: Same as #6, except this door's on the next overhang.  Grab onto the wood 
 plank in the gap and shimmy across.

8: Same as #6, except this door's between the two overhangs below.  Copter down 
 to it.

---

Foyer - 11 Doors

1: Under the chair next to the basement door.  Pretty obvious.

2: On the platform near the basement door.  Open the drawer and climb on up.

3: You need the Foyer Ladder.  Set it near the shelf on the east wall and 
 climb up.  Shoot the east wall with a charged blast to make the Door appear.  
 You'd normally need the Radar to spot this.

4: You need the Foyer Ladder.  Set it near the southeast shelf (with the 
 Space Scrambler) and you'll find the door nearby on it.

5: You need the Foyer Ladder.  Set it near the north shelf alcove and climb up 
 to the door in that alcove.

6: You need the Foyer Ladder.  Either set it near the door to the Living Room 
 or drop down from the second floor (near Jenny's Room) to this door.

7: You need access to the second floor.  Go to the door to Jenny's Room and 
 drop off to the left, where you'll find a door on the way down (it's just 
 above Door #6).

8: You need access to the second floor.  Go to the door to Jenny's Room and 
 fire a charged blast to the right of the door to make it appear.  You'd 
 normally need the Radar to spot this.

9: You need access to the second floor.  This is in the northwest corner of 
 the second floor near the hot rod.

10: This is on the road during Waterfall Training.  You have plenty of time to 
 get it during the run, but if you forget, climb up the string on the Bedroom 
 door, then copter over to the starting point for that training run.

11: Climb up the string at the top of the stairs to reach the railing.  Copter 
 over (and down) to reach the other railing, then go all the way up and to the 
 northwest corner.  From there, you can walk over to the top of the wood 
 molding, then to the west wall.  Climb up the shelf and the plant, then 
 copter over to the corkboard.  From there, the door's easy.

---

Basement - 4 Doors

1: Climb up to the rafters using the shelves, bricks, and boxes.  There's a 
 Door at the top, here.

2: There's an alcove on the north wall, which you can reach by floating down 
 from the rafters, which has a Door in it.

3: In the alcove on the east wall, with all the boxes, you can find a hidden 
 Door with the Radar.  Blast the spot to the right of the green box with a 
 charged blast to make it appear.

4: There's another hidden door found with the Radar which is up to the 
 rafters.  It's on the east wall of the south rafter.  Blast it with a charged 
 blast to make it appear.

---

Jenny's Room - 7 Doors

1: In her bookcase, behind a book.  Copter down to the second shelf in the 
 case and blast the book in its way.

2: On the lower of the two shelves in the southwest corner (climb up the 
 plant), right in front of you.

3: On the highest shelf along the west wall (climb up the plant, then the 
 handbags near the bed), hop onto the train's smokestack, then hop or copter 
 to the door as it passes by.

4: On the northwest shelf below the highest shelf.  It's invisible and marked 
 by a sticker.  Use a charged blast on the sticker to reveal the door.

5: On Jenny's bed.  You'll need to drop down from one of the shelves to get 
 to it.

6: In the glass cupboard to the right of Jenny's bed.  Drop down into it 
 from above (the stump works fine) and cross the hat boxes to the door.

7: On the side of the castle.  After climbing up the moving soldiers, you can 
 fire a charged blast at the wall behind the yellow ladder to make this one 
 appear.

---

Bedroom - 12 Doors

1: On the floor beneath the bed.

2: Climb up the dresser in the northeast corner using the drawers, and find the 
 door at the top.

3: Climb up the desk and then to the center shelves.  Copter over to the 
 window sill in the northwest corner, then copter over to the shelf on the 
 north wall with the baseball cap.  Fire a charged blast at the west wall, 
 here, to make the door appear.  You'd normally need the Radar to spot it.

4: Climb up the desk in the southwestern corner, then to the window sill.  
 Climb up the speaker, then to the door beneath the dartboard.

5, 6, 7, 8: There's another way to do this: by climbing up the south wall's 
 alcoves and spinning them around using the crank, but the easiest way by 
 far is to get the Bedroom Bridge, get to the top of the central shelves using 
 the lamps and their cords, and extend the bridge all the way south so you can 
 get onto the rafter in the south wall.  From there it's easy, even if it may 
 take a lot of energy.

9, 10, 11, 12: Do the same for above, only point the bridge to the north.  
 Boom.  Lots easier than climbing up all those coatracks, cuckoo clocks, and 
 hangers on the north wall, right?

Finding all the doors will give you the Chibi-Door Sticker.  You also get a 
fast 1000 Happy Points.  Pretty sweet, eh?  The next day, the doors will reset 
and refill with Moolah for you.

==================
6F. And the Rest =
==================

These are all the stickers not covered in other sections.

---

Telly

Go to either the doorstop in the Foyer or the small mushroom on top of the 
stump in Jenny's Room after you buy the Foyer Ladder.  Sit down on either and 
eventually Telly will drop down to speak to you.  Wait after he speaks to you 
once and he'll talk again.  Each time he'll talk about something slightly 
different.  You can get a new subject from him every day (not every half-day).  
After the eighth day of listening to his stories and about winning the Robot 
Idol show, you'll get the Telly Sticker.

---

The Frogs

There are two frogs: one in the Backyard and one in the Bedroom.  Both are 
flat on their backs.  First, get the Squirter from Jenny's Room, then find a 
water puddle and suck it up.  Spray the water on the frog outside a few times 
and she'll wake up and give you the Frog Suit.

Now, head up to the Bedroom and talk to Fred the Frog with the suit on.  
Dinah will show up.  Survive her attack, then give her back her teeth.  Once 
that's done, go talk to Fred again.  He'll ask if you can take him back to 
Freida.  Give him to Freida, and she'll take him off to give him a thrashing.  

Come back after you buy the Radar to find the both of them in the backyard.  
Talk to them in the Frog Suit and they'll ask you to help with their rain 
dance.  To successfully perform it, wait until both frogs are crouching before 
you hit Z.  Do it three times and you'll get the Frog Sticker.

---

The Bluebird

This guy nests in the tree in the Backyard.  To even start this, you need the 
Frog Suit from Frieda (see above).  Climb the tree with the Suit on and 
squirt him with water to wake him up.  He'll take off and come back the next 
time you return, mentioning his hunger.  Bring him Cookie Crumbs to feed him.  
This will make his throat dry, so go get some nectar with the Squirter from one 
of the flowers in the Backyard and give it to him.  Lastly, give him the Super 
Eggplant that you get from Kid Eggplant (see the Captain Plankbeard section) 
and you'll get the Bird Sticker.

---

Mr. Prongs

Once you buy the Chibi-Radar, use it in the Living Room.  If it points to the 
TV, get further away and use it again.  Once it points to something that's not 
the TV or a hidden Chibi-Door, track down the exact spot and use the Spoon.  
You'll unearth Mr. Prongs, who craves sound.  So, what you need to do is 
repeatedly use the Spoon against the floor to make music.  Once he grows to 
full size, you'll get the Mr. Prongs Sticker.  If you leave him to wither away, 
track him down at a new spot in the Living Room the next day.

---

Drake Redcrest

After meeting the aliens, Drake will attempt to take them out, but will run 
out of Gunpowder.  There's a bottle of it down in the Basement (you've 
probably had it for a long time, now).  Go back to Drake and give it to him.  

Later, after defeating the Queen Spydor, talk to Drake in the Backyard at 
night.  You'll see him next to the aliens, and he'll want to perform his new 
technique.  Just as he says "Justice for all!", press Z and you'll perform the 
Twin Blizzard, and get the Drake Redcrest Sticker.

---

Sophie

Sophie's quest for love cannot begin until Mom locks herself in her room.  
You'll see her crawling around the upper Foyer.  Leave and come back and 
she'll be at the top of the stairs.  Talk to her and she'll jump down them, 
leaving behind a Love Letter on the floor.  Take it and give it to Drake.  
Leave and come back to the Living Room to find Sophie hiding.  Approach her 
and she'll chicken out.  Go back to Sophie on the second floor Foyer and she'll 
drop another letter on the stairs.  Repeat the process, giving it to Drake and 
finding Sophie scared.  Go one more time and she'll drop a third letter on the 
chair near the basement door (copter down to it from the second floor).  This 
time, get the letter and talk to her.  She'll ask to meet in the Kitchen.  Go 
to the Kitchen, then come back and go in again to make her appear behind the 
fridge.  Talk to her and hand over her letter.  Now, go to the Living Room 
(then out and in again) and she'll be near the easy chair.  Don the Ghost Suit 
and pose near her to spook her.  Drake will show up and come to her rescue, and 
you'll get the Sophie Sticker.

It's possible to do all the end stuff first, giving her back her letter and 
all, but Sophie will still chicken out until the third letter.  However, each 
time you return a letter to her, you get 1000 M, which is good for a relatively 
quick 3000, total.

---

The Great Peekoe

After reviving Giga-Robo, come to the Kitchen at certain nights and you may 
find Peekoe in the fish bowl in the Kitchen.  Get the Snorkle & Goggles from 
Jenny's Room (northwest corner on the shelves) and give them to Peekoe while 
he's in the fish bowl to get the Great Peekoe Sticker.

---

Sunshine

To help Sunshine, you first need to have delivered Mom's Letter to Dad so that 
Jenny ends up leaving Sunshine behind.  Go to her room and talk to him near 
the stump and you'll learn about his little problem.  Get some Flower Nectar 
using the Squirter and he'll be temporarily okay.  The next step can only be 
done after you complete the Mort & Princess sidequest.

After Sunshine's run-in with those two, talk to him and he'll give you the 
Legendary Flower Seed.  When you go to the past (see the Main Walkthrough), 
plant it in the flower box in the northwest corner of the Bedroom.  When you 
come back to the present, take the nectar from it using the Squirter and 
squirt Sunshine with it to (more or less) cure him of his addiction and get the 
Sunshine Sticker.

---

Cooking

Once Mom locks herself in the Bedroom, Dad will start cooking in the Kitchen 
every alternate day.  Talk to him to help him cook.  It's relatively simple.  
First, you need to grab three buns and toss one on each plate.  Next is a 
bit harder.  Dad will toss meat on the grill.  The meat has a number on each 
side.  That number increases as it's left on the stove (on the down side).  
When you see steam pop out of the meat, the number has increased.  Once the 
number gets to 3, flip the burger with the Spoon.  Once both sides are three, 
toss the meat on a bun.  Lastly, take three more buns to top them with.  Do 
this and you'll get the Cooking Sticker.

*******************************************************************************
7. ITEMS
*******************************************************************************

There's a veritable ton of items to collect in this game.  I've listed them 
all here by group.

==========================
7A. Chibi-Gear and Tools =
==========================

These are in the Equip Menu, top row.  You can only have one out at a time, 
and having one out may restrict your movement and interaction capabilities.

Chibi-Copter
Found: Begin the game with it.
Use: With this equipped, you will gently float down from any kind of drop, but 
 use power in the process (roughly equivalent to walking).  You can also press 
 A while using it to float in midair for a couple of seconds, allowing you to 
 cross small gaps.  This takes a decent chunk of power, though.

Toothbrush
Found: Right by Dad near the couch in the Living Room.
Use: With this equipped, you pity the stain that gets in your way!  Press A 
 and you'll scrub the floor.  You can clean up most any footprint, pawprint, 
 or spilled liquid on the floor.  You can't get stains on walls, though.  
 Also, for some strange reason, you can use it to defeat Spydorz.

Chibi-Blaster
Found: Purchased from the Online Store for 1110 Moolah.
Use: This is your only offensive weapon.  It can be used to blast stickers of 
 small bears to open new avenues of travel, and can blast certain other types 
 of walls as well.  Of course, it can also be used to blast enemies.

Mug
Found: On the counter of the Kitchen near the sink.  You can only get up there 
 during the day after seeing Sophie talk to it at night.
Use: With this equipped you're invulnerable to attack, but you can't really 
 do much else besides walk around.  Press A to fully hide under it, although 
 I haven't found a use for that, yet.

Spoon
Found: In the Kitchen, in a small tray above the sink.  You need to buy the 
 Kitchen Ladder to reach it.
Use: With this, you can dig holes in soft dirt, or dig up buried objects.  It 
 also makes a cool piano sound when you hit something solid.

Squirter
Found: In Jenny's Room, on the table with her TV on it.
Use: With this, you can pick up just about any liquid lying on the ground.  
 For best results, use small puddles, not large bodies (for instance, don't 
 use the waterfall or the drain for water, just puddles).  By the way, once 
 you get some liquid, it will be in there indefinitely until you switch 
 liquids. 
 - Water: You can find this near Tao's dish, the door outside, or the hose.  
    Use it to refresh dry things or clean stains off walls.
 - Honey: You can find this in the jar on the kitchen counter, or dripping 
    out of the stove's grill for some reason.  Haven't found a use, yet.
 - Oil: You can find this in spots all over the place (a telltale sign of 
    Spydorz).  Haven't found a use beside reactions from some people.
 - Nectar: Pull this out of a flower in the backyard.  Some animals love it.
 - Funky Sweat: Found near Funky Phil.  It helps his kids grow.
 - Legendary Nectar: Found in the Legendary Nectar Flower.  Give it to Sunshine.

Chibi-Radar
Found: Buy in the Online Store for 1730 M a day or two after Mom locks 
 herself in the Bedroom.
Use: Use this and you'll pinpoint the location of something hidden.  This most 
 often will point to invisible Chibi-Doors.

====================
7B. Chibi Costumes =
====================

These are in the Equip Menu, bottom row.  Having one on will not restrict 
your movement nor your interaction capabilities, and all come with a pose if 
you press Z.  However, the pose is a very draining use of power, so use it 
wisely.

Drake Redcrest Suit
Found: Talk to Drake Redcrest in the Living Room.  You need it to advance.
Pose: This will let anyone know you're a fighter for justice.  Drake and Sophie 
 in particular react to this.

Trauma Suit
Found: Either let your battery run out or just purchase it from the Online 
 Store for 911 M after finishing the game.
Pose: You'll collapse on the ground as if out of power.  Wait a few seconds and 
 Telly will automatically take you back to the Chibi-House with no time spent.

« Previous PageNext Page »