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Game Cheats » Sony PSP Cheat Codes » Games Starting with the Letter T » Tokobot - Strategy Guide (Page 02)

Tokobot - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Tokobot - Strategy Guide (Page 02).

You will access the lower level. Before you can enter the next room, Ruby will
send you the "About Crane-O-Matic" file. There is a save point to your left
(it's a good idea to save your progress now, because it can be difficult to
solve the next puzzle at the first try). Now keep walking. Ignore the cage that
occupies most of the room. Also ignore the first ramp that you will meet. Just
go ahead, turn right and check the screen that it's on the wall. You will be
shown an holographic image of a triangle. You need to remember the position
of the triangles' vertexes to solve the puzzle ahead. More or less:

________
|      O
|      |
|      |
|      |
O      |
|___O__|

Now return to the ramp that you just saw. Get to the top: there's a strange
looking tile in the floor. It's the symbol for CRANE-O-MATIC. This is a special
Karakuri Combination that, unlike SAMURAI HOVER, can only be activated at the
specific tiles with its symbol. So while standing in this tile, press any
direction in the D-Pad and select the CRANE-O-MATIC combination.

You will access the puzzle cage that was filling most of this room. The
controls for the CRANE-O-MATIC are: SQUARE to move right or left, TRIANGLE to
move up or down and CIRCLE to grab a block or release it. When moving with
SQUARE or TRIANGLE, the crane will move just in one direction until it gets to
the limit, and then the crane will start moving in the opposite direction. If
you pass the position you wanted, you must keep pressing the button, until the
crane moves back again to the right spot. For a higher precision, it's better
to move the crane bit by bit, instead of pressing TRIANGLE or SQUARE for a long
time, which makes it difficult to be precise.

To solve this challenge, you need to pick three of the blocks that are in the
left part of the puzzle room, and then release them in the three holes of the
puzzle in the right order. The goal is that the three orange dots which are
located in the same positions as the holographic triangle's ones, become
connected thanks to the blocks you move.

Hope that this graphic helps:

BLOCKS |    PUZZLE
           ..o.....
XaX    |   |xxxxxxO
XXb    |   |xxCxxx|
XXX    |   oxxxxxxo
cXd    |   oxxxxBx|
XeX    |   |xExxxx|
fXX    |   Oxxxxxxo
           ..o.O...

a, b, c, d, e and f are the blocks that you can pick. The correct ones are: b,
c and e.

B, C and E represent the holes in the puzzle where you must place the correct
blocks.

Different o's represent the orange dots that will not become connected, while
the three O's represent the orange dots in the same locations as the
holographic triangle's vertexes, and that will become connected thanks to the
blocks.

When grabbing or releasing the blocks, check that the shadow of the crane is
right in the middle of the block or the hole, to assure a correct grab or
release without wasting energy. Otherwise, you will fail to grab/release it
correctly and you will have to repeat it.

Obviously, the block b must be placed in the the hole B, the block C must be
placed in the hole C, and the block e most be placed in the hole E.

Once you solve this puzzle, you will see a cutscene where a ramp will appear
in the room full of pillar where you were minutes ago. Save your progress in
the near save point. You will notice that the elevator that you used to get
there is not working now. Cross the whole room by walking around the puzzle
cage, ignoring the first ramp, the holographic screen and the second ramp.
Destroy the jars near the end for some parts. Use the elevator ahead to go to
the upper level again.

Enter once more the large room with columns. The big ramp has rolling pillars
falling down. Once again, go zigzagging through the ramp and taking profit of
the free spaces. You can also get a Bread in the top of the 4th left pillar,
and a Part in the top of the 5th right pillar. If a pillar is coming too close
and you don't have space to avoid it, go to the closest pillar and wait until
the pillar passes by. When you get to the end of the ramp, turn right. JUMP the
two steps ahead, and leave through the door.

In the new room, destroy the six jars there (three at your right, and three at
your left) for some food and parts. Then go ahead. The camera will change to a
point of view from above. You can see two walls full of spikes moving forward
and back. They have a hole in the middle with the shape of a circle. Switch to
O FORMATION. When the walls move back, walk towards the middle of the room and
stay there. The walls will surround you and your Tokobots. When they move back
again, walk for the next room. There are two more walls moving back and
forward, this time with a hole rectangular-shaped. Switch to U FORMATION and
use the same method than in the previous room: wait for the walls to move back,
walk to the center of the room, wait, leave through the door.

You will now get to a large room with a thin winding corridor, and some strange
looking slates with a shining green symbol. They are called Eye Slates. If you
walk in front any of them, you will be hit by their blinding light, which will
take you to a lower room with two jars and connected with the elevator at your
right. (You can get there also by falling from the thin corridor.) Note that
all the paths of the corridor have at least one Eye Slate, making it impossible
to safely cross to the other side. For now, use the elevator at your left to
access the upper level.

Here you will find a replica of the corridor from the previous level (but you
can't fall, as it's only painted in the floor) and some fake Eye Slates, which
are almost transparent and have a special tile at their feet. There are also
some cages around the room with shining green symbols, similar to the Eye
Slates' ones. And two Sashis are flying around (they will keep regenerating if
you kill them, so don't bother about them and just try to avoid their attacks
the best that you can). There is also a LIFE POTION inside the box near the
south left corner. Get it to increase your maximum life.

Your goal in this room is to move the cages that are around the room, in front
of the fake Eye Slates. This way, the true Eye Slates from the previous room
will not detect you, and you will be able to cross the corridor. However, the
number of cages is limited to four. Look close to the paths of the corridor:
there are some paths with two consecutive Eye Slates, and alternative paths
with just one Eye Slate. These last paths are the ones where you must take the
cages to. PULL the first cage one block (remember: to PULL or PUSH, stand near
the object you want to move, and press CIRCLE, move forward or backwards to
pull or push, press circle again to release) until it blinds the first fake
Eye Slate. When the cage is properly placed, it will become almost transparent.
Now PUSH the next cage 4 blocks ahead to blind the second fake Eye Slate. PULL
the third cage (at the left of the room) four blocks down to blind the third
fake Eye Slate. And finally PUSH the remaining cage five blocks to the east of
the room and two blocks to the north to blind the last fake Eye Slate. Once you
are done, return the previous room by using the elevator.

Now you can safely cross the winding corridor, as the cages will be blinding
the Eye Slates in the path that you need to walk on by to get through. So walk
without worries across the room, taking the path where there are just single
Eye Slates blinded by cages: north, east, north, west, north, east, north,
east, south, east, north, west, north. Leave through the door.

There is a SAVE POINT here. Also, 6 boxes with parts. Once you have saved (soon
you will meet a boss, so it is highly recommended to save), walk to the next
door, and open it.

Now STAMP the button in the floor, right in front of you, to activate the door
above. A countdown of 10 seconds will then begin. You must hurry to get to the
door before the time is over, or you will need to STAMP the button again and
restart the whole process. Make a THROW to the magnet at the right of the
button. Climb. THROW to the magnet ahead and climb. Ignore the jar (it is
empty) and go to the left of the plaftorm. THROW to the magnet there and climb.
Turn right. THROW to the magnet ahead and climb. The jar here has some Meat
inside. If you have enough time left or you need to refill your energy, destroy
it and get the food. Anyway, THROW to the last magnet, climb and leave through
the door.

Ruby will introduce you the boss of this level, Flames' robot: Chocoroc. After
some conversations, the fight will begin. Chocoroc is standing in the middle of
the room, while two flying patrols spin around it and throw a blue laser beam
that will hurt you. Don't bother to attack Chocoroc yet. Instead, JUMP to your
left (the little walls will protect you from the lasers) and make a THROW to
the button on the left wall. This way, the flying patrols will stop for 10
seconds. Now approach Chocoroc. It will take a rock and try to throw it at you.
You can either avoid the rock or SPIN against Chocoroc to make the robot fail
the throw. Anyway, after this, Chocoroc will stand looking around. It is
vulnerable in this moment. Perform a THROW against him from the front to hurt
it. Repeat the process of avoiding the rock throw and attacking Chocoroc until
the countdown is about to get to 0. Then quickly get to the button in the wall
and push it again with THROW. Keep attacking Chocoroc with the same method, it
won't be long until the robot explodes (about 6 or 8 successful THROWs).

Ruby will cheer when you defeat Chocoroc, and Flames will promise revenge. Now
use the elevator that was just activated in the middle of the room. In this
new place, you will find a capsule with two Tokobots inside. After some
dialogue, you will automatically get them. Now you have a total of 8 Tokobots,
which will let you get to higher or further targets. Leave through the opposite
side of the room. Open the door ahead. Walk to the big mechanism in the center
of the room, and Ruby will use it to restore the main power of Damper Rock
Ruins. Cross the room. Before leaving, you can get some parts from the 5 jars
around. Leave through the door ahead.


     -------------------------------
     c) DAMPER ROCK RUINS #2 [WAL03]
     -------------------------------

You will be outside again. Ruby and Mr. Canewood will congratulate you for your
recent findings, and will ask you to keep researching the ruins. There is a
SAVE POINT in front of you. There are two jars with Parts at both sides of the
ramp. And the big gate at your right connects with the beginning of the
previous level. It is working now thanks to the restored main power, so you can
use it to quickly access "Damper Rock Ruins #2" when revisiting this level.

At the upper left corner, there is a path where a Stompy is jumping here and
there. Either kill this nasty enemy, or keep moving. You will get to a wide
corridor that turns south. Follow it. Soon, some rolling pillars will start
chasing you. Quickly get to the hole ahead. Drop into it and wait for two
pillars to pass by. Then JUMP and keep moving down the corridor. JUMP over the
next hole, which is full of spikes. Drop into the third hole and wait for two
more pillars to pass by. JUMP and keep moving. You will get to the end of the
corridor. It looks like a dead end, right? Just JUMP ahead to the section of
a platform that can be seen in the southern part, like if you were trying to
get into the camera... and the point of view will change, showing a better
angle of the level. (Many people, myself included, were stuck here because of
the bad camera which wrongly makes the corridor seem like a dead end.)

Drop down and then JUMP over the next few steps. Kill the Spikey there. Drop to
the right to break a jar with some Bread inside. THROW to the magnet to the
right. Climb. Now kill the Prickles and also the Stompy that is jumping just
a little further. Continue through the path. Kill the Prickles down there.
There is a part inside the nearby pot. Enter the door of the tower.

Once inside, kill the two Beepers that will appear. Destroy the four boxes
around the room (some contain parts, others are empty). Go ahead and kill the
Speedy that waits in the next section. THROW to the magnet ahead and climb.
There is a Save Point right in front of you. Turn right until you get to
a wall with a magnet. THROW into it and climb. The jar is containing a part.
THROW to the next magnet at your right. After climbing, STAMP the button in the
floor of the platform. Quickly switch to V FORMATION and walk to the edge while
jointing. JUMP and THROW to the magnet ahead as soon as the moving platform
reaches your height. Climb onto it and wait to reach the upper level. Jump to
the next section and leave through the door ahead.

Outside again, you will meet a four-legged tank called Beamod. Powerful and
with a lot of energy, could be seen as a mini-boss. It will mostly move forward
and backwards, but sometimes it stops to shoot a deadly laser all around, and
then creating an explosion that will hurt you if you're too close. THROW is the
way to go here. Walk between its legs to get to its back. THROW to him various
times until it rotates back at where you are. Then repeat the process. Remember
that when its head starts spinning, it means an incoming laser & explosion, so
walk away until the danger is over. If you've got enough parts, Karakuri
Combinations such as SAMURAI HOVER aren't a bad idea either.

You will get the third LIFE POTION of the game once you kill Beamod. Enter the
door ahead. Kill the two Prickles there. Ignore the gears in the middle of the
room for now. Destroy the boxes around the room for some parts. You will see
three doors, but only the central one is activated. Don't cross it yet, as it
will take you to a room where you can't proceed yet. Instead, SPIN into the
left gear to activate the left door. Enter it.

There is a fan in the floor of this new room. In front of you, two gears
forming part of a valve mechanism, and a deactivate button in the wall. You
need to hit the gears so their corresponding marker points up and the valve and
the fan in the floor become activated. Spin into the gears in this order:
right, left, left, right, left, left. If you fail, you can push the button in
the wall with a THROW to reset the valves & the gears.

Once you activate the fan, stand above it and start SPINNING. After a while,
the wind from the fan will take you into an upper room. Kill the Prickles and
the Spikey that will appear. Then you will receive a Super Chip Piece, half of 
a Slate. Now press CIRCLE to return to the room below, and exit through the
door. This time, SPIN into the right gear to activate the right door and enter
it.

You will meet yet another fan in the ground. This one is surrounded by four
coloured buttons, much like the popular "Simon Says" game. When you step into
the fan, the buttons will shine in a particular sequence. As soon as it
finishes, you must STAMP the buttons in the correct order: red, blue, green,
green, yellow, red. If you fail, you will return to the previous room and will
have to try again. If you are successful, the fan in the floor will be
activated. Stand above it and start SPINNING. After a while, the wind will take
you into the upper room.

Take care of the Sashi and the Stompy that will appear. The Karakuri
Combination SAMURAI HOVER is not a bad idea against Stompy. After you kill the
enemies, you will receive a second Super Chip Piece. In combination of the one
you found before, it will automatically give you the LAUNCH-A-BOMB slate. Now
press CIRCLE to return to the room below, and exit through the door. In the
gears room, you can finally leave through the central door. Before you leave,
Ruby will send you the "About Launch-A-Bomb" file.

This new room has two deactivated doors. There is also a button in the wall
ahead, protected by a glass which you can't break with your Tokobots. Just in
front of you, there is a strange looking tile. It's a LAUNCH-A-BOMB tile. Stand
on it and activate this Karakuri Combination.

LAUNCH-A-BOMB is useful to defeat enemies flying too high or too far, and also
for breaking some glasses. It may take some time to get used to it. Just
remember your trajectory lessons from physics class.

Use the analog stick to move the yellow arrow that corrects the trajectory. You
need to move it down until it points it to the center of the button in the
wall. Press SQUARE to fire the LAUNCH-A-BOMB and the glass protecting the
button will break.

Go ahead. JUMP and THROW to press the button in the wall. Doing so will rise an
altar in the middle of the room. Go check it to acquire the Joint Action
GLIDER. Ruby will send you the "About Glider" file. Now the two doors will be
activated. Ignore the left one, as it reaches to a place where you can't
proceed yet. Leave through the right one.

Save your progress in the Save Point there. Keep walking. Before you reach the
edge, Ruby will notice about the gap ahead. It's time time to perform your
first GLIDER. Switch to U FORMATION. JOINT and walk to the edge. JUMP ahead and
quickly press SQUARE repeatedly. You will spin through the air (GLIDER),
falling slower and further than normal. Land in the next platform.

Walk to the next edge and GLIDER into the platform ahead. Repeat this to land
in the lower platform in front of you. Now face to your right. Call back any
missing Tokobots. JUMP ahead and THROW to the magnet. Climb into the high
platform. Reach its left edge and GLIDER into the last platform to the left.
The pots contain some parts.

Follow the path until you arrive to a new area with platforms and also some
enemies, called Bittas, flying high in the air. You won't be able to hit them
with your Tokobots, but they can shoot their bombs at you, hurting you and
making you fall to the pit below. To kill them, you must use the LAUNCH-A-BOMB
(hence the tile for this Karakuri Combination right here).

Once you activate LAUNCH-A-BOMB, move the yellow arrow slightly to the right 
(pointing to the right Bitta) and slightly down. Shoot to destroy the Bitta.
Now move the arrow to the left until you point the central Bitta, and then
slightly down. Shoot again to destroy the enemy. Move the arrow to the left
to point the last Bitta, and then slightly down. Shoot to defeat it. Disengage.

JUMP ahead and THROW to the magnet. Climb to the platform. Ignore the jar there
because it's empty. Face to the left. JUMP ahead and THROW to the magnet. After
climbing, reach the right edge of the platform and GLIDER to the platform
ahead. From there, walk to the edge and GLIDER to the next platform. The jars
there contain some parts. Now switch to V FORMATION. Call back any missing
Tokobots. Joint and reach the edge. Wait for the moving platform with a  magnet
to get close to you. Quickly JUMP ahead and THROW to get it. Climb. Face the
left edge. GLIDER into the moving platform ahead when it gets close enough.
Call back any missing Tokobots. Now face the right edge of this new platform,
and wait for it to be in front of the pillar. JUMP and THROW to the magnet.
After climbing, get to the left edge and GLIDER into the last platform below.
Be careful with the occasional, automatic camera angle switch, as it can make
you miss and fall into the pit.

Kill the two Prickles that are waiting for you. The two pots to the left are
empty. Leave through the door to get to a Save Point room. Save your progress,
because you are about to meet a new boss. The jars to the right contain a Meat
and a Part. Open the door ahead, cross the room and open the last big door.

Ruby will introduce you the boss of this level: Dongle. This is a very easy
boss, although some people seem to get stuck with it.

The strategy to defeat Dongle is rather easy: first SPIN to its gear-like body.
Dongle will become unconscious for a little while. Quickly THROW to its head to
hurt it. If you hit the body, not the head, you won't hurt it. Repeat the
process until it dies.

If you aren't fast enough with SPIN, Dongle will hit the ground with its hand,
then sweep it for a while. Get away from the hand and you should be safe.

After the second or third successful THROW, Dongle will protect its gear-like
body with its hand. You won't be able to attack it with SPIN until the robot
moves away its hand again. Once it happens, repeat the method: SPIN to the
gear, THROW to the head (which will now be located at its stomach, making it
easier to hit). It won't take long to defeat it.

Ruby will cheer. An altar will rise, and you will get the MONO CHOO-CHOO Slate.
You will automatically get to the lab. After some conversation with Mr.
Canewood and Ruby, they will ask you to return to "Valve Air Ruins" and explore
the monorail that you found at the end of that level. The Enemy Encyclopedia
will be updated with all the new enemies that you met at Damper Rock Ruins.
When you are done at the Lab, save your progress and select "Valve Air Ruins"
from the Deployment Hatch.


     -----------------------------------------
     d) VALVE AIR RUINS #1 (Revisited) [WAL04]
     -----------------------------------------

As Ruby will notice, you can use the elevator in front of the entrance.
Activate with CIRCLE as always. Once in the upper level, turn right. Kill the
enemies if you want. Destroy the boxes blocking your way to get some parts.
THROW the Tokobots into the next magnet and cross the bridge. Leave through the
door ahead to get to the Save Point room. Destroy the jars around for some
parts and also save your progress if you want. Open the next door. Cross the
room with a deactivated button in the ground and enter the door ahead. Cross
the room with an altar in the middle and leave through the big door to reach
the second part of Valve Air Ruins.


     -----------------------------
     e) VALVE AIR RUINS #2 [WAL05]
     -----------------------------

There are boxes around the room with some parts. Ruby will notice you about
the monorail. Stand on the tile in front of the tunnel and Ruby will send you
the "About MONO CHOO-CHOO" file. This Karakuri Combination can only be
activated when standing on its tile, marked with a train symbol. So activate
the MONO CHOO-CHOO ride and a minigame will start.

You need to reach the end of the railway. Each hit (against an obstacle or an
enemy) will lower your energy. Falling to the pit below, will take you back
to the beginning of the railway. There are some parts through the path that
will partly refill your energy. If it reaches zero, you will get to the
room with the MONO CHOO-CHOO tile. The controls for this Karakuri Combination
are: analog stick to move right or left, X to JUMP and SQUARE to shoot.

Turn right. Turn left. JUMP above the obstacle. SHOOT to the enemy ahead. Turn
left. JUMP over the gap. Get a Part. SHOOT to the enemy ahead when you are
about to collide with it (otherwise, you will shoot to the air). Quickly JUMP
over the gap. Turn to the left to get a Part. Turn right. Turn left and SHOOT
to the enemy ahead. Turn right. JUMP over another gap. SHOOT the enemy far
ahead. Quickly JUMP over the gap. There will be four enemies to all sides.
SHOOT at least the ones to the right and turn right to get a Part. Now you need
to JUMP over five consecutive gaps. SHOOT the enemy after them. JUMP over the
last gap to reach the end of the monorail and automatically finish the
MONO CHOO-CHOO minigame.

Two Prickles and a Morphbot will be waiting for you in the new room. Kill the
Prickes first, and then defeat the Morphbot boss like you did with the one
you first met at the end of "Valve Air Ruins #1". Check Bosses section if you
need to refresh your memory.

Once you beat Morphbot, the two doors at both sides will be activated. An altar
with a Slate will also rise and you will get the Joint Action SWING. Ignore
the door to the right, as for now it directs to a dead end room. Leave through
the left door instead.

Use the Save Point there to save your progress. Now go right. Ruby will send
you the "About Swing" file. While in V FORMATION, JOINT and reach the edge of
the platform. JUMP ahead and THROW to the magnet bar. Tokobots will attach to
it and you will start swinging. When you are as forward as possible, press
SQUARE to release from the bar, and then THROW to the magnet. If you fail, you
will fall to the stairs below, just go up and try again. From the magnet,
climb. Go on, drop down. One of the jars contains a part, the other one is
empty. Drop down and kill the Stompy there. Go down the stairs and get the
fourth LIFE POTION from the middle jar. There is a part inside the right one,
the left one is empty. Go up the stairs again. Face the edge, looking to the
3 swinging bars. JUMP and THROW to the first one. And then SWING from one to
the other. Just remember to jump to the first bar perfectly aligned with it (or
you will swing in diagonal and will mostly fall sooner or later) and also to
release from a bar when you are in the most forward position, or you may not
reach the next bar. After the third bar, THROW to the magnet, climb and leave
through the door.

Cross the room until you are standing in the middle of the platform surrounded
by candles. Switch to U FORMATION and call back any missing Tokobots. Start
spinning and move slightly around to turn off the fire of the candles thanks
to the touch of the Tokobots. It's not difficult: just have the 8 Tokobots
with you while spinning, and don't move around too far from the center. If you
are too slow, the candles will turn on again. Repeat until you turn off all of
them. Once you do, the sliding platform and the spiked pole ahead will start
moving again. Stand in the sliding platform. Move to any position where a spike
has just passed by and there is still place for you to pass before the next one
comes. You will automatically get to the next room.

The jars to the right contain a Part and Bread. Save your progress in the Save
Point there. Now turn left. There are 3 swinging bars. JUMP and THROW to the
first one, SWING from one bar to the other. Be aware that if you fail this
time, you will fall down to the pit below. Just remember to release from one
bar when you reach the most forward position, otherwise you will fall. It may
take some time and some retries adapting to this process of releasing from bar
to bar. THROW to the magnet. Climb and leave through the door.

Turn to the left. There are some Parts inside the jars there. Kill the Sashi.
Approach the edge to the right. GLIDER to the moving platform far ahead when it
is getting close. Call back any missing Tokobots. Get to the left edge, near
the left corner. Wait for the moving platform with the magnet to be in front of
you. A well-timed JUMP & THROW from the left corner to the magnet will avoid
the Airon moving around. Climb and walk to the edge ahead. Wait for the next
platform to be aligned with you and the Airon to retire from your way. Then
quickly JUMP & THROW to the next magnet. Climb and reach the edge ahead. There
are 3 new swinging bars. The Airon moving between them shouldn't be much of a
problem, as it's easy to avoid it, but also if your Tokobots touch it when
swinging from bar to bar, it will be killed. So just JUMP and THROW to the
first magnet and SWING from one to the other. THROW to the magnet. Before
climbing, be careful with the bombs that the Sashi is throwing. Climb when it's
safe. Kill the Sashi and enter the door.

There are some boxes to the left with some parts. Cross the room, ignoring the
other elements, and save your progress at the Save Point there. Now return to
the CRANE-O-MATIC tile in the middle of the room. Activate this Karakuri
Combination. You need to grab a cage from the sliding platform above, and then
bring it and drop it onto the button below. Press the grab button before the
cage is under the shadow of the crane, at about one-cage distance; otherwise
you will fail the grab. Once you are successful, the released cage will push
the button. A platform will rise, and three guillotines will be activated.

Walk to the edge of the platform that has just risen. JOINT in V FORMATION and
get to the right corner. As soon as the guillotine starts moving from right
to left, quickly JUMP ahead and THROW to the magnet. (If you are not quick
enough, you will be hit by the guillotine, falling to the pit below.) Climb and
go through the thin corridor. It is not difficult to avoid the two next
guillotines, just walk through when they reach one of the extremes. The boxes
to the left of the door contain a Fruit and a Part. Leave through the door.

As soon as you walk into the next room, Ruby will notice about the new Eye
Slates. JUMP and THROW to the magnet ahead, and climb onto the corridor full of
Eye Slates and Airons. These Eye Slates will flash & hit you, making you fall
to the pit, if you face them. Switch to O FORMATION. Face to the left (west)
and JOINT. One of the good things about jointing is that it doesn't let you
change the direction you are facing, even when you are moving around.  Don't
stop jointing, and move past the two first Eye Slates and the two first Airons.
Now, right before the third Eye Slate, stop jointing. Face to the right (east)
and JOINT. Cross past the two next Eye Slates. Stop joiting again. Face to the
left (west) and JOINT to get through the three remaining Eye slates and the
last Airon. THROW to the magnet ahead (be sure not to face the Eye Slate to
your right when doing so). Cross to the other side. Turn right and leave
through the door.

You will meet a room with a wide pit in the middle which you can't cross. There
is a button in the floor to the left. Don't STAMP it, like you would normally
do. Instead, stand in the middle of the platform and from there make a THROW
to the button in the ground. It will activate the 4 swinging bars accross the
pit and a 10 seconds countdown (when it reaches 0, the swinging bars will move
down again and you will fall, so you better be quick). When you gain control of
Volt again, move forward to the pit (thanks to being in the middle of the
platform, you will easily and fastly align with the swinging bars). Reach the
edge while jointing, and JUMP and THROW to the first magnet bar. SWING from one
to another as quick as possible (but always remember to release from a bar when
you reach the most forward position, or you will not reach the next one). THROW
to the magnet, climb and leave through the door.

There is the last Save Point of the level. Save your progress. The six boxes
around it contain Meat and many Parts. Walk to the door ahead. Open it. Cross
the next empty room and open the big door, which will take you to the boss
room.

Ruby will introduce you the boss of this level, a pillar looking enemy, called
Sonic. This is a nasty boss. It's not difficult to beat, the strategy is not
that difficult to guess... but you must take care of so many things all at once
and it has some randomness factor, which overall makes it one of the tougher
bosses of the game.

Ignore the Prickles and the Spikey that will be crossing the room every now and
then. They won't attack you (although they can be in your way when you need to
attack the boss... just try that this doesn't happen).

Like I already mentioned, Sonic is the pillar-like figure in the middle of the
room. After a while, it will shoot a mine from its head. There is no way to
predict where the mine will be placed, but you must be quick to get near it.
Then you must SPIN to hit the mine so it is throwed against the pillar. Watch
for the alarm sound of the mine which indicates how much time there is left for
it to explode, and don't be near when this happens or you will get hurt.

Once you manage to hit the pillar with a mine (it's not difficult to miss the
proper trajectory, but just repeat with the next mines until you are
successful), four yellow buttons will appear around the pillar. You must get
close to one of them before they disappear and STAMP it to destroy it, and this
will hurt the boss.

Bad news, besides the randomness of the mines placement, are that this boss has
two more attacks: a sonic wave (notice the orange triangles apprearing at the
pillar body, JUMP to avoid it) and a blinding light that will switch your
formation. That's what I meant when I said that you had to take care of too
many things all at once.

After you hurt Sonic, repeat the process of performing a SPIN against a mine to
hit the pillar, then performing a STAMP onto one of the remaining buttons. When
the four of them are destroyed, Sonic will be dead.

Ruby will cheer. An altar will rise with another "Unknown Piece". There will be
a flash then. You will have only four Tokobots now. After the next
conversations, you will automatically return to the lab. Some more dialogues
will take place. Mr. Canewood and Ruby will ask you to go to Grinder Valley to
find back your Tokobots. The Enemy Encyclopedia will be updated. Save your
progress. Once you are don in the lab, choose "Grinder Valley" from the
Deployment Hatch.



     ==================================
     = 04-2. TAKING BACK THE TOKOBOTS =
     ==================================

     ---------------------------------------------------
     f) GRINDER VALLEY (The Waterless Cave Ruin) [WAL06]
     ---------------------------------------------------

This level is very difficult. Not only there are some complicated challenges,
but also having just four Tokobots makes it a lot harder. Your mission is to
find the Tokobots that Fuel & his companions have stolen from you.

Ruby will introduce you the "Forgotten Valley". Walk down the corridor. Soon,
a guard piloting a grey Chocoroc will notice you. He is custodied by 4
Clunkers. Kill them before attacking Chocoroc like you did before (SPIN when
it is about to throw a rock at you, THROW when it stands looking around). After
this robot dies, it will leave a Bread, and two buttons will become active.

Walk to the right platform. THROW to its magnet. Climb. Ignore the box to the
right (it's empty), and JUMP and THROW to the magnet at your left. Climb to the
top. Now it's quite tricky. Face the magnet you just used, with the button at
your back. JOINT and walk backwards to the opposite side (the Tokobots won't
fall thanks to being jointed). Then JUMP back (not too much), let you fall a
little, and THROW to the button to push it.

Go to the other platform. THROW to its magnet. Climb. The box to the left is
empty. JUMP and THROW to the magnet at your right. Climb to the top. Face the
wall. JOINT, move towards the right edge and finally JUMP sideways to the
right. THROW to the button to push it.

With the two buttons pushed, the main door of the building will become active.
Enter it. You will access a wide room, mostly an enormous pit with some
moving platforms, and a Sashi and two Airons moving around. There is a Save
Point near the entrance, to the right. Kill the Sashi if you want to prevent
its nasty bombs. JUMP to the first platform when it is near the entrance. Use
GLIDER for a better chance of reaching it. Wait until the platform is as far
as possible, and the next one is located to the right. GLIDER into it, but be
careful not to fall. Ignore the moving platforms to the left (they lead to a
place where you can't go any further yet). Instead, GLIDER into the moving
platform to the right when it is near your platform and the Airon has just
retired to either side. Quickly switch to V FORMATION and face to the platform
at your left. JUMP to the magnet when the platform is as near from it as
possible. THROW and climb. Leave through the door.

You will meet a room with a conveyor belt and 6 pairs of moving blocks that
will trap you if you get between when they are closing. When the first pair of
blocks opens up and the second one is still closed, JUMP ahead, advance. The
second pair will soon open. Pass through it (remember that JUMP is quicker 
here) and stand between the third pair. Wait for the fourth one to close and
open up. Then JUMP ahead, advance. The fifth blocks will be closed, but keep
JUMPING into them until they open and you can get through before the fourth
ones are closed again. Wait for the sixth pair to close and open up again, and
then go ahead until you reach the end. Leave through the door.

This quite a large room. The boxes to both sides, near you, contain some Parts.
The door to the opposite side is deactivated. Cross the room anyway and get
close to the strange pillar next to the door. PULL it with CIRCLE button and
a mini-game will start. Is like one of those fair games where you need to cross
an electric circuit using a ring, without touching the circuit itself. This is
quite a tricky section. Just be careful when controlling the pillar through
this circuit, and don't get too close to the yellow margin (because if you
touch them, you will lose some energy, and will have to restart the mini-game).
Be careful with the moving yellow margins that you will meet in the middle of
the circuit. Wait for them to stop and quickly get through to the other section
of the circuit; then ignore the right path (a dead end) and go left instead.
When you reach the end, release the pillar with CIRCLE button again to place it
above the ciruclar symbol in the ground.

A Beamod like the one you faced in "Damper Rock Ruins #2" will appear. Kill it
with the same strategy. Check the "Bosses" section if you need to refresh your
memory. Once you defeat it, an altar will rise and you will get the Karakuri
Combination MEGA-HAMMER. Ruby will also send you the "About MEGA-HAMMER" file.
This a powerful Karakuri Combination. It is controlled with the analog stick.
Press SQUARE to charge its attack (press it for a short time for a weak attack,
a medium time for a medium attack, and a long time for a really powerful
attack). Open the door, which has finally been activated.

Inside the new room, ignore the door to the right, but save your progress at
the Save Point next to it. When you're done, JUMP over the tall, garnet ledges
to the left. JUMP and THROW to the magnet you will meet in the top. Climb and
get through the sort-of-window. JOINT in V FORMATION and walk to the edge
ahead, facing the swing bars. JUMP ahead, THROW to the first bar and swing from
one to another. (If you happen to miss a jump and fall below, kill the Clunkers
waiting there, destroy the boxes in the center for some Parts and Food, and use
the activated door to reach the garnet ledges area again.) Release from the
last bar (when being as forward as possible, like always), fall for a little
while and THROW to the magnet when you reach its height. Climb and STAMP the
button there to activate a door in the room below. Drop there. Kill the
Clunkers and destroy the boxes if you hadn't done it yet. Open the door you
just activated. It leads to a small corridor. Cross it and leave through the
door ahead.

You will reach an area full of Helibombers and, as Ruby will notice, Search
Lights. You need to get to the next door without being detected by the Search
Lights (or you will be teleported back to the entrance of this room). You can
go for the hard method by using the LAUNCH-A-BOMB tile to the left to kill the
Helibombers and then trying to find a safe path between the Search Lights. Or
you can also use and easier, faster method. Here it is. As soon as you gain
control of Volt after Ruby's dialogue, exit the room by the door you just
crossed. Then re-enter the Search Lights room again. Quickly cross the safe
path that the Search Lights will be leaving when you re-enter the room: to the
right, to the left, straight to the door (JUMP ahead in this last section and
be fast opening the door to avoid being hit by the Helibombers' bombs).

Now, it is the turn for a room where some people seem to have some
difficulties. It has 4 conveyors belts, transporting some rocks. There are also
2 Airons and a Helibomber moving around. Ignore the enemies and concentrate in
getting through. As soon as you enter the room, switch to O FORMATION and
JOINT. Don't stop jointing until you reach the fourth conveyor belt (or your
Tokobots will most probably fall to the pit below). Be quick in going slightly
to the right, past the first Airon. Wait for the first block to pass by, and
then JUMP into the first conveyor belt. Now wait (and I mean wait, don't move
Volt, let you be slipped by the conveyour) for the two blocks on the next
conveyor to pass by and JUMP into it. A block will be about to pass by in the
third conveyor. Wait for yet another one to pass by and then JUMP into the 
conveyor. Now you must wait for the group of three blocks to pass by in the
fourth conveyor. Then quickly JUMP into it. Switch to V FORMATION, JOINT, walk
to the edge and JUMP and THROW to the bar ahead. From here, release when in the
most forward position to land in the last platform and leave through the door.
(Note that if you reach the end of a conveyor belt, you will be teleported back
to the entrance of the room.)

You will meet a room with a thin corridor full of enemies. Ignore the Sashis
flying around. Switch to U FORMATION and JOINT. Walk across the corridor.
Choose the path leading to the right, and reach the end. GLIDER to the next
section and don't stop SPINNING so you can kill the Spikey waiting near the
landing spot. Keep JOINTING and walk ahead. Choose the path leading to the
left. When you reach the end, GLIDER to the next section and, again, don't stop
SPINNING to kill the Spikey. Now walk through the remaining corridor and reach
the exit. Leave through the door.

There is a Save Point there (it is highly recommended to save). The boxes
around contain a Meat and some Parts. When you're done here, open the door
ahead. Cross the small corridor and leave through the last, big door.

Flames is waiting in the last room. She will introduce her new robot, Tankaloo.
Like its name tells, its a Tank. And a strong, tough one, to say the truth.

Tankaloo will charge from one side to another. It enters one of the doors (that
you can't access) on the wall, and randomly appears on another one of the
same side. In the second charge, Tankaloo will stop to rest in the middle of
its trajectory. You must take profit of this moment to attack the tank with a
THROW from its back. Once you hit it, be sure to move back before the tanks
restarts his charge.

If you fail, sometimes the tank will rise its stomach and will shoot some fire
balls from there that you must avoid. If you fail various times; the tank will
go mad and will start charging from one side to another, very fast and without
resting, for a while.

In order to have enough time to hit Tankaloo while it's resting, you must watch
from which door it will start its charge, calculate the trajectory, and then go
to the middle point (more or less), facing the place where its back will be
when Tankaloo rests. Like I said, it's quite tricky. It may take a few tries
before you get used to calculating the trajectory and predicting the place
where Tankaloo will stop.

The boxes in each corner of the room are empty, except the lower right one,
which contains a Part.

Once you defeat Tankaloo, a conversation will take place. Then the big door
ahead will become activated. Enter it. Check the capsule in front of you to
get back two of your Tokobots. Now you have six of them again. The boxes in
these room contain some Parts. Check the nearby closed door with some strange
symbols drawed on it, and shining blue lines in its lower part. It won't open.
Ruby will ask you to return to the lab. You will be automatically teleported
there. After some conversations, the Enemy Encyclopedia will be updated.
Save your progress and select your next destination: "Kingdom of Crank Belt"
from the Deployment Hatch.


     -------------------------------------------------------------------
     g) KINGDOM OF CRANK BELT (The Invincible Millenium City) #1 [WAL07]
     -------------------------------------------------------------------

As soon as you arrive to Crank Belt, Ruby will explain you some things about
this city, and will ask you to find the secret entrance to the castle. Your
mission is to find the two remaining Tokobots. Be prepared for a large, tough
stage.

Take care of the Helibombers first. A couple of THROWS to each of them will 
do. Then, destroy the boxes near the entrance. After destroying one of the 
boxes under the small porch, you may notice a different looking tile, like a 
circle. It's an elevator. It will take you to a lower room where you will find 
a LIFE POTION. Now go back to the entrance.

If you need additional parts, you may want to check three elevators that will
take you to three different rooms full of boxes and easy enemies. They are
located: at the right of the ramp, at the dead-end of the corridor on the 
right, and behind the undestroyable cage on the left. Once you are done with
each of these dead-end rooms, go back to the entrance.

To move on, go to the undestroyable cage on the right. Behind it, you will find
yet another elevator. This is the one leading to the secret entrance to the
castle. When you arrive to the lower corridors, you can save your game if you
wish so in the SAVE POINT near the entrance.

If you go through the door to the left, Ruby won't let you go any further
because, according to her data, the castle is not in that direction.

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