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Game Cheats » Sony PSP Cheat Codes » Games Starting with the Letter T » Tokobot - Strategy Guide (Page 03)

Tokobot - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for Tokobot - Strategy Guide (Page 03).

So instead of going to the left, go on straight ahead. Kill the two enemies
(one with STAMP or THROW, the other with SPIN). You will arrive to a split up
of the corridor.

Take the right path and go through the door: you will arrive to a broken
bridge that blocks the way. Ruby thinks that you should find a method of
repairing the bridge so you can reach to the other side. It will be a long
time until you can lift it up, but remember this broken bridge.

Go back to the split up, and now take the left path. Break the jars & boxes to
find some objects. Go through the door: there's another bridge. But this one is
not broken like the one before. Cross it to the other side.

You will arrive to a quite tricky room. Make a THROW to the magnet, and go up
to the platform. You will see an enemy (kill it with a well timed THROW), a
wide space full of water and a platform far away. In order to reach that
platform, you need to perform various consecutive SWINGS from bar to bar,
which is a difficult task because the bars are moving away from your target.
The best moment to JUMP to the first bar is when it reaches the nearest columns
which are drawn in the walls. 

Once you are swinging from the first bar, you just need to correctly time the
next JUMPs & SWINGs. But be quick, or the bar will take you back to the
platform where you began. When you arrive to the final platform, drop onto it.
Make a STAMP to press the BUTTON in the ground. Doing so will break the bridge
you crossed in the previous room and also lower the water level.

Now JUMP & SWING to one of the bars, and let it take you back to the entrance.
Exit this room. In the bridge room, fall to the part of the bridge that you
have just lowered. Don't be afraid, you won't get hurt. Now you will see a
cube which is an elevator that can take you back to door leading to the split
up corridor (a good idea if you want to save your progress again).

In the opposite direction of the elevator, the lowered bridge leads to a door.
Go through it and you will arrive to yet another tricky room. As soon as you
enter, you will notice various columns with platforms in the top (and some of
them also have MAGNETs). This line of columns leads to a high platform far
away.

Switch to the O FORMATION. Then JUMP to the first platform ahead (with the O
FORMATION, Tokobots will follow you without falling). This column will begin to
go down, and the column in front of you will begin to go up. Quickly switch to
the V FORMATION and joint. JUMP and THROW the Tokobots before the platform with
the magnet is too high to reach. Now JUMP & THROW the Tokobots to the next
platform. Note that it is possible that the platform which went up, is not high
enough to reach the next one if you jumped too early.

If you fail a JUMP, or columns are not at the desired height, drop to the
corridor in the pit below (but be careful not falling to the sections with
water). You will find one elevator at each side that will take you back to the
entrance. Exit and re-enter the room to reset the columns to their initial
positions, and try again.

Standing on the third column, switch to the O FORMATION again. JUMP to the next
platform. Like before, it will start to go down and the column ahead will start
to go up. Quickly switch to V FORMATION, joint and time once again your JUMP &
THROW before it's too late to reach the next magnet. Now you will have to JUMP
to a bar, and from it, SWING and THROW to the magnet of the final platform.

STAMP to press the BUTTON in the ground. Doing so, will lower the bridge and
the water level from the previous room for the second time. So drop down to
the corridors below, cross the room to one of the two elevators on the sides 
and go up to the previous room. Now drop down (you will not get hurt) to reach
the lowest part of the room. There you will find some boxes with food & parts,
an elevator to the top (use it if you want to save your game in the split up
corridor), and a door.

Go through it and you will find a quite tough enemy called Fadotron. It moves
constantly, being transparent, and protected by wind. It stops sometimes,
becoming solid, to throw a bomb at you. And then it starts moving again. It is
only vulnerable when it stops and becomes solid, so don't lose time trying to
hit it when it's moving and transparent, just prepare to THROW at the incoming
position.

Its usual, most frequent pattern for stopping is like this (it may change from
time to time):

    exit
    door
____|  |____
|           |
| 5       4 |
|    0/2    |
| 3       1 |
|___    ____|
    |  |
  entrance
    door

Knowing this pattern will help you to predict where Fadotron will stop next. Be
quicker than it, so you can THROW the Tokobots as soon as it becomes
vulnerable, and luckily before it shoots a bomb at you. Attacking with Karakuri
Combinations is not recommended here because most of them don't move fast
enough. Just stick to THROW the Tokobots and it will not take long to beat
Fadotron.

Once it is dead, gather the food it leaves and go through the door that has
just opened. Inside the new room you will find a SAVE POINT and an altar with
the MECHAN-O-WHEEL slate.

Taking this SLATE will finally trigger the broken bridge you met in the first
place. Ruby was right, there was a way to lift it up again. Now you have to
make all the way back to the split up corridor. This time take the right path
and go trough the door. Now you will be able to cross the bridge and make it
to the other side. Exit by the door.

You will arrive to the backside of the castle. It's time to make use of your
new Karakuri Combination, MECHAN-O-WHEEL. Access the Karakuri Combinations
menu while standing on the tile, and use the MECHAN-O-WHEEL. It's rather easy
to perform it: after the countdown, just rotate the analog stick clockwise and
quickly, until the orange bar fills up. If you're successful, the bridge
leading to the castle will come up from the water. Cross it and you will
automatically enter the castle.

Inside the castle, you will see a corridor with boxes. Break them for some
parts. As soon as you turn right, you will notice two EYE SLATES rotating and
protecting an altar with an ability SLATE. In front of them, you can also see
three Helibombers. Take care of them performing THROW to the magnet on your
right, so you can hop to the high platform with a LAUNCH-A-BOMB tile on it. Use
this Karakuri Combination to take down the three Helibombers.

Now you must get to the altar with the SLATE. Take in mind than when the EYE
SLATES are facing towards you, lots of spikes will lift from the ground and
hurt you. It is a good idea to be in U FORMATION, and quickly JUMP & GLIDER
to avoid the spikes, so you can land again on the ground when they are gone.
Even though, you should hurry to the altar. The SLATE there will give you the
Karakuri Combination SUPER TANK.

Keep crossing the spiky ground with the JUMP & GLIDER method until you reach
the other side. Break the boxes on the left for some parts, and then go through
the door on the right. Here you will find a SAVE POINT, and four boxes with
more parts and food.

After going through the door, the castle guards will detect you. You will have
to beat four robots, two small (Clunkers) and two big (Chocoroc). Take care of
the small ones first with your prefered method (SPIN, THROW, STAMP). These
Chocorocs are different from Flames' one because they are not just vulnerable
to THROW after launching a rock, but also when holding it with SPIN. After
various successful SPINS and THROWS to their front side, each of the robots
will fall down, and the barrier of rocks will disappear.

On the right wing of this wide room, there's a throne and a portrait of the
King behind it. On the left wind, there are two steps leading nowhere. Climb to
the top of the steps and use the first person view to check the platform with
jars and a magnet in the front that is located above the entrance of the room.
Near this platform, you will also see a chandeler hanging from the ceiling,
with a second magnet.

Now drop from the steps. Use CIRCLE to LIFT them, and carry them so you can now
reach the high platform you just saw. From the top of the steps, THROW the
Tokobots to the magnet. Once standing in the platform, don't worry about the
jars (they're usually empty). Instead, face the chandeler, JUMP and use THROW
to its magnet. This will make the chandeler fall down, and the portrait of the
King rise up, revealing a secret passage that was behind it. Go through it.

In this new room, you'll find two giant gears already rotating, a platform
going up & down, a bar in the highest part of the room, two Helibombers
and also the exit in the upper part. Drop to the lower gear, and wait for the
platform to come down. THROW to its magnet and climb up. Now wait for the
platform to reach the highest level and THROW to the bar, so you can SWING from
it to the higher gear. The bombs of the Bittas shouldn't make much trouble.
From the higher gear, JUMP and THROW to the magnet that leads to the platform
with the door. Exit the room.

You're now outside. There are two towers connected by two moving bridges.
There's a bar in front of the first bridge, and a magnet in the edge of the
second one. There are many enemies flying around. Move to the edge of the first
bridge, and wait for it to reach the middle point of its trajectory, so you can
JUMP and THROW to the bar. Be careful not to collide with the enemy that is
guarding the bar. Keep the SWING until the second bridge reaches its middle
point, right in front of the bar, so you can THROW to its magnet. Now just
cross the bridge. Either kill the enemies or avoid them with a couple of JUMPS.
Enter the new tower through the door.

Inside, you will find a circle room, with a SAVE POINT and a strange glass
covering the floor, with the picture of some kind of warrior or samurai. It
looks like a rosette. Ruby will inform you that the Tokobots are in the lower
part of this tower. STAMP against the rosette to break the glass. You will fall
to another room with another rosette. STAMP again. You will fall to a third
room like the previous ones. Repeat the STAMP, and you will fall to the room
where a new Boss is waiting for you.

You will meet Bart, who will introduce you to his robot, Torcherer. It looks
harder than it actually is. If you're far from the robot, it will charge
against you. And if you're near, it will just hit the floor with its head,
trying to hurt you. After each attack, Torcherer will be vulnerable if you
attack the big gear in its back. A simple THROW will hurt it. Be careful
because after being attacked, the robot will throw flames from its mouth. So
run away before they can touch you. Once Torcherer stops throwing flames, just
wait for it to attack again with its head, and repeat the process until you
beat him. Note that there are parts and food around the room, don't hesitate to
gather them when you need it.

With Bart's robot defeated, you will get "Bart's Memo" (File). Also, the door
of this room will be opened. It leads to another room, where you will finally
get back the two remaining Tokobots. Now you've got eight of them again.
There's a SAVE POINT at your right (be sure to save your progress), and another
door. Exit the room through it.


     -----------------------------------
     h) KINGDOM OF CRANK BELT #2 [WAL08]
     -----------------------------------

The door you just crossed will now be closed. Break the boxes for a piece of
MEAT, and a part. Approach the door in the opposite side. You will get a
message of alarm: all the gates of the castle will close in six minutes. Ruby
asks you to find a way of escape, quickly. A countdown of six minutes will then
begin: if the time runs out, it will suppose a Game Over. When the last minute
is running, the countdown will go red and and an alarm will sound. This will be
by far the toughest challenge you have met in the game by now. Not only the
rooms ahead are tricky, but also the time limit is very narrow and there are no
SAVE POINTS along the way, so there is no place for mistakes. But don't
surrender. As soon as the countdown begins, exit the room through the door.

You will arrive to a new room, with a winding, thin passage surrounded by pits.
Don't worry about Tokobots falling right now. Just make sure that Bolt doesn't
fall. Walk carefully by the thin passage. In the right wall, there's an Airon
coming in cycles. You need to JUMP over it when it's coming to you. Get going
by the thin corridor. Watch for the Airon going up and down. Don't lose time
killing it. Just pass through when the enemy is up. Now in the wall in front of
you, there's another Airon coming in cycles. Wait for it to pass by. Stand near
the right corner of the corridor, facing the wall. Call back your Tokobots
until you've got at least four of them. Wait for the Airon to come back and,
while still JOINTING, make a sided JUMP to the right. You should be now
standing near the final edge of the corridor. From here, don't stop JOINTING,
walk to the edge. Quickly GLIDER to the next section in the right, a lower
corridor. Stop jointing and walk towards the door. Before entering it, switch
to V FORMATION.

As soon as you enter the room, JOINT and walk to the edge of the platform.
Don't move to either side. Just wait for the platform ahead (that is moving
back and forth) to be near you, and perform a THROW to the side of its magnet.
Climb up quickly, and while approaching to the last part of the Tokobot-ladder,
move slightly to the left so when going from the ladder to the moving platform,
you won't fall down. There's another Airon coming back and forth. Don't lose
time killing it. It will soon move towards the right wall, that's when you have
to cross the platform, approaching the upper left corner. Switch to U FORMATION
and JOINT. To the right, there's a lower platform moving back and forth. As
soon as it starts moving towards you, GLIDER to it. Be quick, or you will fall
down. Now stand near the edge, in the middle of the platform, call back your
Tokobots and perform a THROW to the magnet of the high platform in front of you
when you're aligned with it. Climb up. SPIN to the enemy here until it falls
down. Now you must STAMP the platform you're standing on. It will go down, and
the one in front of you will rise. STAMP the platform again, so the other one
is higher. Face the next ahead. JOINT, and get to the edge. JUMP and THROW to
the magnet of the platform ahead. Climb up, get to the middle section of its
edge and JUMP and THROW to the last, tiny magnet. Climb up and exit the room
through the door.

In the next room, you will notice a drawing in the floor. It's the pattern of
the puzzle that you will solve very soon. (If you hold L BUTTON to use the
first person camera and check the left wall, you will see a hole there. But you
won't be able to reach it until you get the TOSS ability much later; for now
just remember the hole.) Go to the platform ahead with two squares on the
sides and a BUTTON on the ground. STAMP it. The two squares at the sides will
rise revealing two pillars, and the 4 pieces of the puzzle will appear in the
room. After the cut-scene, you will be at the center of the room, standing on
the drawing. Notice that the pillars are going down again: they are like a
secondary countdown for this puzzle. To refresh the time you've got to solve
this puzzle (but NOT the 6 minutes countdown to escape), just STAMP again the
BUTTON, and the pillars will rise again. If the pillars go totally down, you
will have to restart the puzzle. So be quick, and don't hesitate to STAMP the
button whenever you see the pillars are very low.

This is the pattern of the puzzle:

A    C
  dc
  ba
B    D

With A, B, C and D being the blocks of the puzzle, and a, b, c and d being the
places where you must have to bring the blocks to. I personally recommend you
to place the blocks in this order: D, C, STAMP the BUTTON, A, STAMP the BUTTON,
finally B. (Remember that in order to PULL or PUSH an object you just have to
be close to it, press CIRCLE and then back or forth with the ANALOG STICK
depending if you want to PUSS or PUSH it. To stop and release, press CIRCLE
again.)

Completing the puzzle will open the door behind the BUTTON. Exit the room. You
will be at the outside of two towers connected by two moving bridges again.
Kill the enemy ahead with a THROW (note that STAMP is dangerous here because of
the moving bridges). Wait for the bridge to stop in the middle section of its
trajectory and then JUMP & THROW to the bar. Because of the camera angle, it 
will seem that the bar is not centered with the bridge, but it is: just be sure
to JUMP when the bridge is right in the middle section, not after, not before.
Now SWING from the bar and THROW to the magnet. Take care of the enemy here.
You can enter safely the door ahead. 

Once inside, STAMP the rosette in the ground: it will break, and the countdown
will finally stop. You can breath back again. It was tough, wasn't it? Anyway,
in the new room, there are six parts around you. Gather them all and walk to
the MONO CHOO-CHOO tile. Transform into the MONO CHOO-CHOO  Combination to 
start a new mini-game. It is rather easy, but in the next paragraph I will 
shortly cover what you need to do to get to the end of the railway.

First there will be three enemies: one at each side, one front. Either destroy
or avoid them. Jump over the gap. Two new enemies, one at each side. Avoid the
pillar by moving to either right or left. Jump the bridge. Jump over the gap.
One enemy straight ahead. Later, one at the right side and one pillar in the
middle. Now, here comes a series of pillars, gaps and enemies: move right,
shoot, move left, shoot, move right, jump over the gap, move left, jump over
the gap, move right, shoot. Quickly shoot the enemy in front of you and jump to
reach the end.

Note that if you fail the mini-game, you will be back at the MONO CHOO-CHOO
tile, with no life loss, and still parts around the room, so you can keep on
trying until you manage to beat it.

As soon as you arrive to the new room, another annoying Fadotron will be
waiting for you. Good news are that its usual pattern is exactly the same than
before:

    exit
    door
____|  |____
|           |
| 5       4 |
|    0/2    |
| 3       1 |
|___    ____|
    |  |
  entrance
    door

Just remember to THROW to Fadotron your Tokobots when it stops and becomes
vulnerable. It won't be long until it dies. Exit through the door. There you
will finally meet a SAVE POINT. It was about time. Save your game, and destroy
the four boxes around the room to get some food and parts. Exit through the
next door.

You will get to the outside of the castle. Here Ruby will tell you to run
accross the rooftops to the meeting point near the factory. For now, just go
right and JUMP (but not in V FORMATION, or most of the Tokobots will fall).
Kill the Clunkers there. Also, kill the Helibomber with to well-timed THROWS.
JUMP and GLIDER to the lower rooftop of the right. Don't fall to the space
between. Now perform a THROW to the magnet ahead, and climb. Kill the next
Helibomber with another two THROWS. Walk to the right, and then walk to the
camera to enter a new area.

Kill the Helibomber there with two THROWS. Then GLIDER to the rooftop at the
left. Kill the Clunkers and the Helibomber. JUMP to the left rooftop and kill
the Clunkers and the Helibomber that are waiting here. Now GLIDER to the lower
rooftop at the left. Approach to the left edge in V FORMATION. JUMP and THROW
to the bar ahead. SWING to the next bar.

You will authomatically appear at a new area, with a SAVE POINT to the right
and some boxes which contain food and parts. Cross the corridor until you reach
the hole in the wall. Enter.

Once inside, you will meet Fuel. During the conversation, you will learn some
facts about the characters and the story. When the dialogue ends, you must
defeat Fuel's robot Tornader. It seems tougher than it actually is.

In the first phase, Tornader follows you, so guide him to the bombs about to
explode that appear from the robot's back. When Tornader touches a bomb, it
will get hurt. After three hits, there will be some changes in the room, and a
new phase will begin.

You will notice that there are a new platform at each side of the room. The
robot will stand in front one of the platforms to charge and throw and attack
of wind and thunder. Also when the alarm lights are on, it means that the floor
is about to be full of spikes for a while.

The strategy here is to quickly head to the platform opposite of the place
where Tornader is standing at. THROW your Tokobots into the magnet at the edge
of the platform. Climb and then face the other side. You must cross the bars
using the SWING ability, but be sure to do it so you can arrive safely to the
opposite platform without colliding with the robot. Once you arrive to the
other platform, get close to Tornader from behind, and perform a THROW to its
head in order to hurt it. If you fail or are too late, it will leave for the
other side of the room.

After two successful hits, the platforms will move back. You will have to guide
Tornader into the bombs again. After three hits, the platforms will move
forward again and you will have to repeat the previous strategy, and hit the
robot two or three times more. After this, it will be destroyed.

You will get the COLONEL'S KEY (Key Item), the SLATE of the TOSS ability and
the "About Tossing" File. Now, return to the Lab. There will be a conversation.
After this, the Enemy Encyclopedia will be updated. Now, you must return to
"Grinder Valley". Note that there's no access to other places from the
Deployment Hatch.


     ====================================
     = 04-3. LOOKING FOR THE PASS CODES =
     ====================================

     -------------------------------------
     i) GRINDER VALLEY (Revisited) [WAL09]
     -------------------------------------

You will arrive at Grinder Valley with just four Tokobots again. But don't be
afraid: this is a very easy and short level, and you will gain back your
missing Tokobots once you finish it.

Cross the corridor and enter the main gate. You will authomatically appear at
the last room you visited before.

Check the door ahead. It will now open thanks to the COLONEL'S KEY. Use the
elevator in the narrow room after the door. You will arrive to Fuel's private
room. Break the boxes at your left to get a LIFE POTION. Now check the map on
the wall. Then check the desk to get Colone'ls report. You will get: "Power
to Control the World" (File) and "5 Earthquakes" (File). Then go check the
library on the wall to get: "About Master Gear and the Two Keys" (File),
"Pass Code" (Key Item), "Pass Code Finder" (Key Item) and "About P.C. Finder"
(File Item). After the earthquake, you will authomatically return to the lab.

Your mission is now to revisit some of the previous levels to gather the five
PASS CODES that you're still missing to complete the Circular Slate, which is
necessary to access the very last level, Master Gear Cave. Fortunately, you
will be assisted by a green radar which will turn orange whenever you are
really close to a PASS CODE, or blue when there's no other PASS CODE in the
level you currently are.

So in the first place, select to revisit "Valve Air Ruins" from the Deployment
Hatch. Note that I won't be giving much details about certain sections of these
levels, as you should already know them from your previous visits. If needed,
you can check previous sections of this walkthrough to refresh your memory
about the levels. Fortunately, the puzzles you already solved will keep solved,
but most of the enemies have been replaced by stronger versions, red in the
case of standard enemies and purple in the case of bosses or mini-bosses.

(You can alternatively beat the Side Quest at "Kingdom of Crank Belt" before
all this to get the last LIFE POTION and the remaining Karakuri Combination
OCTO-PULSE, or also leave it until you have already gathered the Pass Codes.
The Side Quest is covered in the 04-4. subsection of this walkthrough. You
choose.)


     -----------------------------------------
     j) VALVE AIR RUINS #1 (Revisited) [WAL10]
     -----------------------------------------

This time, take the working elevator ahead to access the upper level. Go to the
left to enter the room full of pillars and platforms, and drop down to the
ground. Leave through the door near the gears. From here, face to the left.
GLIDER to the platform below. Kill the red Speedy if you want, and get some
Parts from the boxes here. When you're done, enter the door nearby.

You will find a maze full of Eye Slates in the walls. If you face any of them,
you will be teleported back to the entrance of the maze. You must use the same
method as one of the previous times: do not face any of the nearest Eye Slates,
JOINT while in O FORMATION and walk until you get to a safe zone. Then repeat
the process until you get to the end of the corridor. Either kill or avoid the
enemy. STAMP the button at the end, and a door will open, revealing the first
PASS CODE.

Now you will be automatically teleported back to the door that leads to the
room with gears on the wall. Enter, and get to the top again magnet by magnet.
Exit back to the are where the elevator first took you. Now go ahead, destroy
the boxes, THROW the Tokobots to get to the door. Save your progress in the
Save Point inside, and break the boxes around for some Parts. Walk into the
next room, take the parts around if you want and activate the MONO CHOO-CHOO.


     -----------------------------------------
     k) VALVE AIR RUINS #2 (Revisited) [WAL11]
     -----------------------------------------

After the MONO CHOO-CHOO ride, kill the two enemies in the room and leave
through the right door. PULL the highest pillar and bring it below the hole
in the wall. TOSS to reach the top of the pillar. Now call back your Tokobots
and TOSS again to reach the hole in the wall.

Once outside, you will meet a wide pit full of bars. THROW and SWING from one
bar to another, and finally THROW to the magnet. Climb. Now check the altar
ahead to get the second PASS CODE. The radar will turn blue, because there is
no other PASS CODE in Valve Air Ruins.

You will automatically return to he room right after the MONO CHOO-CHOO ride.
Leave through the left door. Use the Save Point there to get back to the Lab.
Save your progress and select to revisit "Damper Rock Ruins" from the
Deployment Hatch.


     -------------------------------------------
     l) DAMPER ROCK RUINS #1 (Revisited) [WAL12]
     -------------------------------------------

Proceed through the whole level as normal, until you get to the first Save
Point. Kill the Spikey to the left, and enter the door. Go ahead, and ignore
the button in the ground. Walk through the hole ahead. You can kill the three
Spikeys here with SPIN. Now approach the left wall, and you will notice a hole.
TOSS to reach it.

Inside the room, kill the two Spikeys there. Now STAMP the lower nail that
comes out one of the gears in the floor. Then PULL the box in the corner near
one of the higher nails. From the ground, joint in V FORMATION. JUMP onto the
box and THROW to the nail. THROW again. Drop to the ground to make the last
THROW to the nail. Repeat this very same process with the remaining nail. Once
the three or them are as down as possible, the gears will be activated, thus
opening the door. Leave through it.

You will meet a purple Morphbot. Kill it with the usual method (check Bosses
Section if you need to refresh your memory). Once it is dead, you will get the
Information Slate "The End of the World" (File). The door ahead will now be
open. Enter it and check the altar to get your third PASS CODE and the
Information Slate "The Power" (File).

Now get back, cross all the previous rooms until you get to the Save Point
outside again. Use it to return to the Lab. Save your progress. Select "Damper
Rock Ruins" once more, but this time instead of going through the level, enter
the main gate ahead to access "Damper Rock Ruins #2".


     -------------------------------------------
     m) DAMPER ROCK RUINS #2 (Revisited) [WAL13]
     -------------------------------------------

Get through the whole level until you get to the room with a LAUNCH-A-BOMB tile
and a button in the wall in front of it. Ignore them and leave through the left
door, now activated.

You will meet a MECHAN-O-WHEEL tile. Activate this Karakuri Combination and
beat the easy mini-game (rotate the analog stick until the power bar is
filled). A bridge will rise. Cross it and go ahead the passage until you meet a
disactivated door. There is a CRANE-O-MATIC tile next to it. Activate this
Karakuri Combination.

Now you need to complete the puzzle. There are 8 pieces missing. The completed
puzzle has the same picture as the "Emblem Slate" (check it under Key Items, in
the Collected items section of the Pause Menu). The blocks that you must
grab to complete the puzzle will be sliding in a platform above the panel.
Because of the speed, you will easily miss some of them when trying to grab
them, but they will re-appear after the 10-pieces cycle is completed. Just
don't fail too often grabbing or placing blocks, because the energy for a
Karakuri Combination is limited.

This is the puzzle panel that you must fill, with each hole marked with a
letter:

xxxxxxAx
xxxBxxxx
Cxxxxxxx
xDxxExxx
xxFxGxxx
xxxxxxxH

This is the list of the pieces, in the order in which they will appear in the
sliding platform.

Piece 01: c
Piece 02: b
Piece 03: d
Piece 04: f
Piece 05: e
Piece 06: g
Piece 07: a
Piece 08: h
Piece 09: does not belong to the puzzle.
Piece 10: does not belong to the puzzle.

Obviously, you must place the piece c in the hole C, the piece b in the hole B,
etc.

Completing the puzzle will open the door ahead. Enter it. Inside you will find
the fourth PASS CODE. You will also get the Information Slate "God of Damper
Rock" (File).

Now go back outside and walk ahead until you arrive the room with the
LAUNCH-A-BOMB tile and the button in the wall. Leave through the door located
at your left to get to a Save Point. Return to the Lab. Save your progress.
Select to revisit "Grinder Valley" from the Deployment Hatch.


     -------------------------------------
     n) GRINDER VALLEY (Revisited) [WAL14]
     -------------------------------------

Walk through the passage and enter the door. Get to the room with moving
platforms, but this time use the left ones to get to the left magnet and climb
to the left door. Leave through it and you will meet a MECHAN-O-WHEEL tile.
Activate this Karakuri Combination and beat the easy mini-game (rotate the
analog stick until the power bar is filled). A platform ahead will go down to
the next section.

There are 5 swing bars in front of you. The last PASS CODE can already be seen
far away, in an altar at a lower platform. THROW and SWING from bar to bar.
When you release from the last bar, you will start falling because there is no
place to get to. Don't panic. THROW just when you reach the magnet's height
that waits down the pit. Climb up and check the altar to get the last PASS
CODE. You will get the File "The Power and the Prototype". An earthquake will
happen and you will automatically return to the lab.

After some conversations, you can revisit "Valve Air Ruins" to access the very
last level of the game. But before that, it is strongly recommended that you
revisit "Kingdom of Crank Belt" to get the last LIFE POTION and the powerful
eighth Karakuri Combination, OCTO-PULSE.


     ===================
     = 04-4. SIDEQUEST =
     ===================
     
     -----------------------------------------------
     o) KINGDOM OF CRANK BELT #1 (Revisited) [WAL15]
     -----------------------------------------------

As soon as you enter the level, go to the elevator behind the undestroyable
right box. Go down to the Save Point corridor. Turn left and leave through the
door. Cross the door ahead, that Ruby didn't let you enter in your first visit
to Crank Belt. 

You will meet Flames again, controlling a purple Chocoroc. Before the fight
starts you will get the "Flames' Poem" file. To defeat this robot, stand in
front of it, JOINTING in V FORMATION. JUMP over the lasers when they get close
and then THROW against Chocoroc. Too bad that you can't deactivate the robots
this time, like in the first combat. Repeat this JUMP & THROW method until
Chocoroc explodes. Note that it's not an easy fight, and you will most likely
lose a lot of energy. Karakuri Combinations are not recommended here, as they
will run out of energy too quick because of the lasers.

After defeating the purple Chorococ, get the last LIFE POTION. Now you have the
maximum life: ten hearts.

Return to the Save Point, and then proceed through the level. Note that the
bridge in the right room is already risen, so you can cross it without facing
the challenges in the left rooms. Reach to the end of the level. You won't face
Bart's Torcherer either. Access the room with the capsule where you found the
Tokobots and leave through the door ahead.


     -----------------------------------------------
     p) KINGDOM OF CRANK BELT #2 (Revisited) [WAL16]
     -----------------------------------------------

Cross the whole level until you get to the room with the four-blocks puzzle
(which is already solved). Good news are that there won't be any countdown this
time. In the puzzle room, JUMP the steps to reach the platform to the left of
the entrance. In the middle of the ledge, you may notice a hole in the wall.
Use the Tokobots to TOSS into it.

You will arrive to a new room, with two Helibombers and an Airon. Take care of
the Airon with a well timed THROW. You can't hit the Helibombers, so do your
best to avoid their bombs. Now watch the two moving bars ahead. You need to
JUMP and THROW into the first one when it is about to reach the middle. Then
SWING until the second bar is properly aligned and JUMP and THROW into it. Then
JUMP and THROW to the magnet ahead.

From the top of this platform, you may see a pit and a hole down in the wall in
front of you. You must GLIDER into this hole to reach a little alcobe. Be
careful with the bombs from the Helibombers, and also with the walls: if the
Tokobots collide with them when GLIDERING, you will fall to the pit. It is
quite a tricky challenge, but it is possible to do it. The best thing is to
GLIDER straight down, and only start moving towards the alcobe when you are
about to reach it. Inside, you will find the altar with the OCTO-PULSE Slate.
You will get the last and powerful Karakuri Combination, and the "About
Octo-Pulse" file. Check the Karakuri Combinations section for further
explanations about OCTO-PULSE.

You will be automatically teleported to the puzzle room. Exit through the door
ahead. Cross the moving bridges as normal, STAMP the rosette in the next room,
gather the Parts and activate the MONO CHOO-CHOO. Beat the MONO CHOO-CHOO
mini-game once again. After it, you won't face the Fadotron. Leave through the
door ahead to finally reach the Save Point. Use it to return to the Lab. Save
your progress and select your next destination, "Valve Air Ruins".


     ==============
     = 04-5. ZERO =
     ==============

     -----------------------------------------
     q) VALVE AIR RUINS #1 (Revisited) [WAL17]
     -----------------------------------------

Ignore the elevator, and go through the whole level until you reach the zone
with the first Save Point to the left. Do you remember the strange big Statue
that was in the wall in front of it? It is gone now. There is a strange tile in
the ground. Check it with all the Tokobots with you and you will be teleported
to the very last level of the game.


     -------------------------------------------------------------------
     r) MASTER GEAR CAVE (The Being which Stalked the Star Core) [WAL18]
     -------------------------------------------------------------------

Another Earthquake will take place as soon as you arrive this level. There is a
Save Point right there (I recommend to save your progress because this level is
very hard). The ice blocks around the Save Point actually are breakable boxes
which contain some Parts and Food. Leave through the door ahead.

JUMP and THROW to the bar ahead. THROW to the magnet. While climbing, Ruby will
notice a rotating Eye Slate in the opposite side of the room. Don't move when
it facing towards you, or it will hurt you and push you back (making you fall
to the pit most of the time). So continue climbing when the Eye Slate is not
facing towards you. Now SPIN to activate the gear to the left, which will rise
a platform in the pit ahead. Walk to the edge (take care of the Eye Slate).
GLIDER to the platform that has just risen. Note that you need to be exactly at
the edge, and with no Tokobots falling from it, to reach it safely. As soon as
you stand on the platform, it will start going down again. The good news is
that the Eye Slate can't hurt you when standing in this platform. But you must
hurry to get to the other side. If the platforms goes down too much, you won't
be able to reach the magnet ahead (in this case, face to the platform from 
where you glidered, THROW to the magnet on its edge, and repeat the process).
Stand near the edge of the lowering platform, be aware that you must JUMP when
the guillotine is far from your side. JUMP and THROW to the magnet. Wait for
the Eye Slate to be facing away, and hurry to get the door at the left corner
(but without walking in front of the Eye Slate face, of course).

This is an empty room. There is a bid door to the right. Open it and leave.
Inside the next room you will meet Dongle again. The strategy to beat this
robot is exactly the same as before. Check Bosses section if you need to
refresh your memory. Once it is dead, gather the bread that appears, and leave
through the elevator that has just been activated in the opposite side to the
door.

Another empty room. Cross it. Open the door ahead and leave. Inside the next
room you will meet Sonic again. The strategy to beat this robot is exactly the
same as before. Check Bosses Section if you need to refresh your memory. Once
it is dead, leave through the elevator that has just been activated in the
opposite side to the door.

A Save Point room (it is recommended to save, of course) and four ice boxes
with some parts and Meat. Cross the room and leave through the elevator.

STAMP the button that you will meet at the start of the new room. It will show
you an invisible path that will let you cross through the pit. It is something
like this:

---
 x
xx
x
x x
  x
 xx
 x
---

The best way to cross this path is to JOINT while in O FORMATION. This way, you
and your Tokobots won't fall to the pit, but you will know when you reach the
edge of the invisible path because the Tokobots will be lower than the place
where you are. When you get to the end of the first section of the path, change
to U FORMATION and shortly GLIDER to the left. Then switch to O FORMATION again
and cross the remaining path with the same method from before until you get to
the door. Open it and leave.

Inside this room you will face Tankaloo once more. The strategy to beat this
robot is exactly the same as before. Check Bosses section if you need to
refresh your memory. However, this time you can also beat it using OCTO-PULSE.
Activate this Karakuri Combination, lock on Tankaloo and shoot repeatedly to
kill it in a matter of seconds. Once it is dead by any method, get the bread
it leaves and exit through the elevator that has just been activated in the
opposite side to the door.

You will meet a room with another wide pit, and three buttons right in front of
you. You must press the buttons in the right order to rise some pillars that
will let you cross to the opposite side of the room. Pressing the wrong button,
will teleport you to the previous room with one heart less. The correct order
to press buttons is: right, left, center, left, right.

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