Tokobot Walkthrough :
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TOKOBOT (KARAKURI)
FAQ/Walkthrough
By Alex "Lleonard Pler" Oliveres (lleonardpler@yahoo.es)
Version 1.06
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INDEX
00. Versions History [VER00]
01. Introduction [INT00]
02. Basic Information [BAS00]
a) Story [BAS01]
b) Characters [BAS02]
03. Gameplay [GAM00]
a) Basic Gameplay [GAM01]
b) Controls [GAM02]
c) Formation & Joint Basics [GAM03]
04. Walkthrough [WAL00]
04-1. Ruins Research
a) Valve Air Ruins #1 [WAL01]
b) Damper Rock Ruins #1 [WAL02]
c) Damper Rock Ruins #2 [WAL03]
d) Valve Air Ruins #1 (Revisited) [WAL04]
e) Valve Air Ruins #2 [WAL05]
04-2. Taking back the Tokobots
f) Grinder Valley [WAL06]
g) Kingdom of Crank Belt #1 [WAL07]
h) Kingdom of Crank Belt #2 [WAL08]
04-3. Looking for the Pass Codes
i) Grinder Valley (Revisited) [WAL09]
j) Valve Air Ruins #1 (Revisited) [WAL10]
k) Valve Air Ruins #2 (Revisited) [WAL11]
l) Damper Rock Ruins #1 (Revisited) [WAL12]
m) Damper Rock Ruins #2 (Revisited) [WAL13]
n) Grinder Valley (Revisited) [WAL14]
04-4. Sidequest
o) The Kingdom of Crank Belt #1 (Revisited) [WAL15]
p) The Kingdom of Crank Belt #2 (Revisited) [WAL16]
04-5. Zero
q) Valve Air Ruins #1 (Revisited) [WAL17]
r) Master Gear Cave [WAL18]
05. Karakuri Abilities [KAR00]
a) Joint Actions [KAR01]
b) Karakuri Combinations [KAR02]
06. Enemy Encyclopedia [ENE00]
a) Standard Enemies [ENE01]
b) Bosses [ENE02]
07. Items [ITE00]
a) Common Items [ITE01]
b) Life Potions [ITE02]
c) Slates [ITE03]
d) File Items [ITE04]
e) Key Items [ITE05]
08. Original Time Attack Mode [ORI00]
a) Valve Air Ruins #1 [ORI01]
b) Valve Air Ruins #2 [ORI02]
c) Damper Rock Ruins #1 [ORI03]
d) Damper Rock Ruins #2 [ORI04]
e) Grinder Valley [ORI05]
f) The Kingdom of Crank Belt #1 [ORI06]
g) The Kingdom of Crank Belt #2 [ORI07]
h) Master Gear Cave [ORI08]
09. Extras [EXT00]
a) Movies [EXT01]
b) Illustrations [EXT02]
c) Concept Art [EXT03]
d) Stories [EXT04]
10. Closing [CLO00]
a) Thank you & Credits [CLO01]
b) Legal Stuff [CLO02]
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00. VERSIONS HISTORY [VER00]
Version 0.15 - 20/02/2006: Started to write a guide for "Tokobot". Lots of
contents missing yet.
Version 0.16 - 02/04/2006: Continued with the walkthrough. Added at the
Copyright section a list of authorised websites that can feature this
FAQ/Walkthrough.
Version 0.17 - 26/05/2006: Continued with the walkthrough. Added the tips on
how to defeat the last boss of the game (where many people seems to be stuck
at). Added info about some Karakuri Abilities.
Version 0.21 - 11/06/2006: Completed the first level of the walkthrough. Added
tips on how to defeat the first boss of the game. Updated the Enemy
Encyclopedia. Added how to get the first LIFE POTION. Updated the Original Time
Attack Mode section, with general tips, and the walkthrough and instructions
for the first level. Updated the Extras and Items sections. Added codes to
enhance the navigation through the guide.
Version 0.22 - 13/06/2006: Added "Concept Art" and "Stories" to the Extras
section. Updated the Extras section. Updated the Original Time Attack Mode
section with more general tips and details on how to get the best rank in
the first level. Updated the Enemy Encyclopedia. Added websites with permission
to post my walkthrough at Copyright section.
Version 0.23 - 14/06/2006: Added half of the walkthrough for "Damper Rock Ruins
#1". Updated the Original Time Attack Mode section. Added more items to the
Extras section. Updated Karakuri Combinations and Enemy Encyclopedia sections.
Version 0.25 - 16/06/2006: Completed the walkthrough for "Damper Rock Ruins
#1" and started the "Damper Rock Ruins #2" one. Updated the Original Time
Attack Mode section. Updated the Enemy Encyclopedia. Corrected some mistakes in
the whole guide. Added websites with permission to post my walkthrough at
Copyright section.
Version 0.50 - 18/06/2006: Continued the walkthrough ("Looking for the Pass
Codes" section is now complete). Original Time Attack Mode is almost complete
now (I need help with some missing Coins, write me if you have any information
about them, thank you). Standard Enemies Encyclopedia is now complete.
Version 0.75 - 19/06/2006: Finished the "Master Gear Cave" walkthrough. There
are only three and a half levels left to completely finish the guide. Corrected
some mistakes through the whole guide. Updated the Karakuri Combinations
section (which is almost complete). Updated the Bosses Encyclopedia section.
Updated the lists at Items section Updated the Original Time Attack Mode
section. Added new items to the Extras section.
Version 0.76 - 20/06/2006: Updated the Original Time Attack Mode section.
Added new items to the Extras section.
Version 0.77 - 21/06/2006: Completed the Bosses from the Enemy Encyclopedia.
Updated the Original Time Attack Mode section.
Version 0.78 - 22/06/2006: Updated the Original Time Attack Mode section
(almost complete). Added new items to the Extras section.
Version 0.80 - 24/06/2006: Continued the walkthrough. It is almost complete now
(only three and a half levels missing). Updated the Karakuri Abilities section.
Updated the Items section. Corrected some mistakes in the whole guide.
Version 0.85 - 24/06/2006: Continued the walkthrough. Only one and a half
levels missing now. Updated & corrected some little things in the whole guide.
Version 0.90 - 25/06/2006: Continued the walkthrough. Onle one level missing
now. Added new things to the Items section. Corrected and added some little
things through the whole guide.
Version 0.91 - 26/06/2006: Completed the Items section, including Life Potions,
Slates and Files. Updated the Original Time Attack Mode section. Corrected and
added some little things through the whole guide.
Version 1.00 - 28/06/2006: Finally completed the whole walkthrough. Added new
details and corrections through the whole guide. It is now complete, except for
some details at "Original Time Attack Mode" and "Extras" sections. These will
be added in further updates of this FAQ / Walkthrough. Enjoy!
Version 1.05 - 29/06/2006: Updated the Original Time Attack Mode and Extras
sections with new details and items (I finally found the 3rd Silver Coing at
KoCB1!). Corrected and added some little things through the whole guide.
Version 1.06 - 30/06/2006: Updated the Original Time Attac Mode, with a warning
about a bug in KoCB1.
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01. INTRODUCTION [INT00]
Tokobot is a game developed by Tecmo for the PSP. Its original japanese name
is Karakuri.
Tokobot features an original mix of platforms, action and puzzles.
It was released Mid december 2005, both in Japan & USA. It was released by Take
2 in Europe past March 2006. There will be a PS2 version with new additions.
This is my first walkthrough ever. I will try to do my best, and I hope you
like it and most of all that you find it useful either to beat the game or to
enhance your skills at it. I won't be giving too much details about the
development of the plot, so I don't spoil it to you.
I have written this guide from my own experience with the game. But I have
taken some gameplay, story & characters explanations from the manual that comes
with the game. Also, at certain difficult parts of the game, I had help from
the friendly people of the Gamefaqs.com boards. They all (and the part where
they helped me) are mentioned in the "Thank you" paragraph of the "Closing"
section. Without them, this walkthrough wouldn't surely have been possible.
You can use the Search function (CTRL+F in English navigators, CTRL+B in
Spanish ones, etc) to quickly navigate to any section and subsection of this
FAQ/Walkthrough by using the character codes between brakets [ ] in the index
above (i.e. "[ABC00]").
This is a brief description of each section of this guide:
In "Versions History", you will learn about the building process of this guide
in different versions. "Introduction" is this text that you are reading now.
In "Basic Information" there are some details about the story and the
characters of the game, without spoiling too much.
In "Gameplay", I teach the basic controls and gameplay features of Tokobot.
However, I also explain each movement at least once in the walkthrough,
generally the first time that you need to perform it. There are further details
about the Joint Actions and the Karakuri Combinations in the "Karakuri
Combinations" section.
"Walkthrough" is the main section of this guide, with a full level-by-level
description to help you through the game. It includes strategies of every room
and area, how to beat bosses and enemies, where to find all the objects, how to
solve the puzzles, etc.
"Enemy Encyclopedia" compiles every enemy and boss from the game, with a basic
description and a reminder of how to beat each of them.
In "Items", you will find lists, properties and locations of every single
object that you may find through the game. They are also mentioned in the
walkthrough, but this list may prove useful to locate faster a certain object,
such as a LIFE POTION or the SLATE of any Karakuri Combination.
Check "Original Time Attack Mode" for detailed strategies on how to get the
best rank in these time trials. It features locations of Silver & Golden Coins,
the times needed for an Overall Rank S, and the items that you will unlock.
In "Extras", you will find lists of the special items that you will unlock in
Original Time Attack Mode, including the unlocking method and a brief
description.
"Closing" is the final section, with special thanks, credits to people who has
helped me with some points of this walkthrough, and a copyright reminder,
including the websites with permission to host this FAQ / Walkthrough.
English is not my first language (I'm from Spain), so please excuse me for
any mistake or grammatical error.
Don't hesitate to write me at lleonardpler@yahoo.es for any correction,
suggerence, comment or question.
Thank you for reading my FAQ/Walkthrough.
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02. BASIC INFORMATION [BAS00]
====================
= a) STORY [BAS01] =
====================
Bolt is 14 years old and has just started working as an agent of Canewood's
Lab.
This Lab was founded by Mr. Canewood, the Lord of the Kingdom, in order
to research the Prehistoric Ruins which are spread all over the country.
In his first mission, Bolt finds 6 robots which were pressumably constructed by
the ancient civilization Karakuri. Bolt also finds a wrist-band. Thanks to this
item, Bolt is able to control the robots.
After returning to the Lab, Mr. Canewood thinks that "Tokobot" will be a
fitting name for these robots. He entrusts Bolt in a mission to research the
Karakuri ruins and to discover new things about the Tokobots and their utility.
=========================
= b) CHARACTERS [BAS02] =
=========================
BOLT: 14 years old. Canewood Lab's newest agent. He is the character controlled
by the player.
MR. CANEWOOD: Lord of the Kingdom, and founder of Canewood Lab. His wisdom will
help Bolt, and teach him about the history of Karakuri civilization and ruins.
RUBY: 17 years old. She is Canewood Lab's transmission operator. She will help
Bolt in his missions thanks to a communication device, giving him clues and
also explaining him any new moves and abilities acquired.
FUEL: A former Canewood Lab's agent. Two years ago he joined the army. Now a
colonel, he knows many secrets about the Karakuri ruins and is looking for the
Tokobots. He intends to overthrow the government.
FLAMES: Fuel's right hand. She is a dangerous opponent.
BART: A samurai-looking man. He is from the eastern country O-EDO, where he
used to hold a key position. Now he is helping Fuel because of unkown reasons.
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03. GAMEPLAY [GAM00]
============================
= a) BASIC GAMEPLAY [GAM01]=
============================
Tokobot is an original game which mixes platforms, action and puzzles. Because
of this, you will have to test your abilities on jumping, attacking and solving
puzzles.
The game is divided in various stages. You will gain access to each of them
when progressing through the game.
In order to beat each stage, you will have to face different challenges with
the help of your Tokobots until you reach the end.
You will usually find new abilities in the ruins. But while exploring them,
also be sure to gather parts (necessary if you want to use a Karakuri
Combination) and energy recovery items from boxes, jars, and beaten enemies.
The Karakuri ruins are full of ancient mechanisms. Your Tokobots will usually
be able to interact with them. You can know if mechanisms such as magnets,
doors and BUTTONs are functional by checking if they are grey with orange
patterns. If they are only grey (or grey and dark blue), it means that they are
deactivated, so you must find a way of making them work again.
You can save your game at the shining yellow circles (SAVE POINTS) that you
will find at specific places. Here you can also go back to the Canewood Lab. It
is very recommended to save the game anytime you find one of these yellow
circles. They are usually located before or after a difficult challenge.
If you happen to lose all of your energy hearts (by being hit by an enemy or
falling to a pit), a "Mission Failed" message will appear, and you will have
to load from your last save. If after falling to a pit you still have at least
one energy heart, you will go back to the entrance of the last room you
visited.
Besides of platforms, mechanisms and puzzles, there are many enemies all around
the ruins. Also, at the end of each stage, there is at least one Boss waiting
for you. It is often very tricky to find to the correct strategy to beat these
Bosses.
Between each stage, you will usually visit the Canewood Lab. Here you can save
your game ("Research Record"), check the files and items you have collected
("Tokobot's Vault"), check the Enemy Enciclopedia ("Sources"), chat with Ruby
and Mr. Canewood ("Headquarters") and finally select your next mission
("Deployment Hatch").
You can revisit places where you have been before to collect more parts.
Also, sometimes you will be forced to return somewhere, so you can use a new
ability and reach a new zone.
=======================
= b) CONTROLS [GAM02] =
=======================
ANALOG STICK: It is used to move Bolt.
D-PAD: Opens the menu of Karakuri Combinations. When using a Karakuri
Combination, with the D-PAD you can deactivate it.
L (press): Centers the camera behind Bolt. There are some places where this is
not possible.
L (hold): Activates Bolt's point of view. Use the Analog Stick to move it.
There are some place where this is not possible.
R (hold): JOINT. Needed for the Joint Actions. While jointing, you can't fall
from platforms.
R (hold for a long period): Calls back any lost Tokobot.
X: JUMP. Also used to accept commands or select options from the menus.
SQUARE: While jointing with R, performs the Joint Action of the current
Formation.
CIRCLE: Used to open doors, activate elevators, check things & places, cancel
selections. Also to PULL, PUSH and LIFT some moveable objects.
TRIANGLE: Switch between the 3 Tokobot FORMATIONS.
START: Opens the Options Menu.
SELECT: Switch between a close and a far camera angle.
=======================================
= c) FORMATION & JOINT BASICS [GAM03] =
=======================================
Jointing is the main feature of the Tokobots. While holding the R BUTTON to
joint, press the SQUARE BUTTON to perform a different joint action, depending
of the current FORMATION you are on.
There are three FORMATIONS: O (Tokobots surrounding you), V (Tokobots
aligned after you) and U (Tokobots split in two groups, one at each of your
sides).
The joint actions (and other abilities) can be unlocked when you find their
Slate, usually after solving a puzzle or beating an enemy or a boss. If you
have not find yet the Slate of an ability, you will not be able to make use of
it even if you know how it works. You can check the Slates you already own at
the "Super Chip" option of the Options Menu.
You can only use the joint actions with a minimum of 4 (four) Tokobots near
you. If not, then you will have to call them back holding the R BUTTON. Note
that when you exit a room, all the Tokobots come automatically back.
These are the main joint actions that you will need to use since the initial
stages (but there are a lot more):
STAMP: While in O FORMATION, JUMP with X and press SQUARE. Don't joint before,
or you will not perform the STAMP. If done correctly, Bolt and the Tokobots
will hit the ground harder than usual. It is useful to hit BUTTONs in the
ground, to hit enemies from above, and to destroy objects.
THROW: While in V FORMATION, joint with R and press SQUARE. You will THROW the
line of Tokobots right in front of you. It is useful to hit high enemies, press
BUTTONs on the wall, to destroy objects and also to create ladders and bridges
(when hitting a magnet).
SPIN: While in U FORMATION, joint with R and press SQUARE repeatedly. You will
start to SPIN with the help of the Tokobots (slowly first, then faster). In the
slow phase, be sure not to collide with anything or you will not reach the
fast phase. You can stop from spinning by not pressing SQUARE anymore. If you
have been spinning for a long time, Bolt will faint for a moment. In the fast
phase, SPIN is useful to activate some gears, to destroy objects and to hit
enemies from the side.
In order to progress in the game, you will need to learn which Join Action is
necessary or more convenient in each situation. You will also need to be quick
switching between FORMATIONS and get used to hold the R BUTTON for jointing
before performing the necessary Joint Actions. I won't usually remind you to
switch formations before perfoming an ability, and I won't remind you the
controls of a certain ability: I will just do it when you need to be really
quick or precise, or also while explaining a specially difficult section.
However, you can check Section 5 ("Karakuri Abilities") of this FAQ /
Walkthrough for further explanation of these abilities. Remember that while
playing the game, Ruby will teach you how to use any new ability you have
acquired, and that you can read again any tutorial file in the pause menu, at
the "Collected Items" section.
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04. WALKTHROUGH [WAL00]
========================
= 04-1. RUINS RESEARCH =
========================
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a) VALVE AIR RUINS (The Aquatic Land In The Jungle) #1 [WAL01]
--------------------------------------------------------------
After the intro movie and the conversation at Canewood Lab with Mr. Canewood,
you will automatically appear in the first level. This is a rather easy,
straightforward tutorial level.
When the level begins, your operator, Ruby, will introduce herself. She will be
giving support and advises throughout the levels.
Soon after you start walking ahead, Ruby will tell you about Formations and you
will get two files: "About Formations" and "About Jointing". You can press
START and select COLLECTED ITEMS to check all the files and key items that
you got so far. It is recommended to read the files at least once. You will
often get stuck at some points of the game because of forgetting that you can
perform a particular movement or ability.
Now press the R button to perform your first JOINT. Ruby will cheer about it.
Walk ahead. The elevator doesn't work yet. So turn left for now. Ruby will tell
you about magnets, and you will get the file "About Throwing 1". Facing the gap
and the magnet, JOINT while in V FORMATION and press SQUARE to perform a THROW
against the magnet, so you can climb the Tokobots and cross the gap. Ruby will
cheer once again. Go ahead and repeat the process: face the gap, JOINT and
THROW to the magnet. Now Ruby will tell you about THROWING right after a JUMP
to reach higher places. So go ahead until you reach the high magnet. JOINT,
JUMP with X button, and THROW to the magnet. Climb to the platform. Repeat the
process with the next magnet ahead to reach a new platform. Ruby will tell you
then about the Prehistoric parts. You can get three of them, one of each type,
at your left. They have no use at this point of the game, but from now on it is
important that you collect as many as you can.
Keep walking ahead. JUMP to get over the two little steps. Ruby will tell you
about the pots ahead. Break them with THROW to get a new part. Go ahead the
corridor. Ruby will tell you about STAMP, and you will get the file "About
Stamping". Jump the little step. While in O FORMATION, JUMP and press SQUARE
to perform a STAMP against the button in the ground. You will press it, and the
bridge will lower. Cross it.
Ruby will talk to you once again, and you will get two new files: "About the
Number of Tokobots" and "Calling Back Tokobots". Basically, if you keep pressed
the R button, you will call back any near Tokobots. And if you keep pressed the
R button for a longer time, any missing or left behind Tokobots will be
teleported back to you. Don't do it when standing right at the edge of a
platform, or the Tokobots will fall.
JUMP over the little step. Turn right. There are three jars. Destroy them with
either THROW or STAMP to get a part. There is a magnet to the left. THROW to it
and climb. There are two boxes. Break them like the jars to get another part.
Keep walking ahead. Ruby will soon introduce you the first enemy of the game.
It is an egg-like creature called Beepers. You will get the file "About
Throwing 2". Kill Beepers with THROW.
Go ahead, near the end, there is a ruined wall at your right. Enter the hole.
The camera will switch to an air point of view. Get the part inside. Back
outside, keep walking through the passage. You will see a Beepers ahead. Before
you can attack it, Ruby will you introduce you a new enemy surrounded by spikes
and called Prickles. You will get the "About Keepers & Workers" file. First
kill Beepers with THROW, and then attack Prickles with either THROW or STAMP.
You will have to hit it a few times before it dies.
Now reach the strange wall ahead. Ruby will send you the "About Pull & Push"
file. Stand near one of the cages of the wall. Press CIRCLE button to start
pulling it with the help of the Tokobots. Move back until the cage is far
enough from the wall. Press CIRCLE to release the cage. Cross the hole left by
the missing cage.
You will appear in a new area, surrounded by four Beepers. Ruby will teach you
about a new move, SPIN. You will get the "About Spinning" file. While in U
FORMATION, press SQUARE many times. First you will spin slowly, and later you
will SPIN very fast, hurting the enemies and activating the gears on your way.
Don't touch any obstacle or wall when spinning slowly, or you will stop and not
reach the fast phase. SPIN is only useful in the fast phase; whether you want
to hit an enemy or activate a gear, you need to reach the fast SPIN. So when I
mention SPIN in this guide, I am refering to fast SPIN.
Kill the four Beepers surrounding you with SPIN. Note that you can kill them
with THROW or STAMP as usual, but SPIN is recommended here because there are
four of them surrounding you. Once they are dead, go to the right of this area.
There are two boxes with food inside. Break them. Then THROW to the nearby
magnet. Climb to the next platformw. JUMP over the little step. Go to your
right. JUMP the big step. It is better to do it while in O or U FORMATION so
there are no Tokobots left behind. Remember that you can call back any missing
Tokobots pressing the L button for a long time, anyway.
Now turn to the left to reach a big new area. There is another Prickles and
an annoying flying enemy called Sashi waiting for you. Kill Prickles as usual
(THROW or STAMP). To take care of Sashi, first you need to avoid its bombs.
Perform a well-timed THROW to make it fall to the ground. Then you will be able
to hurt him with either THROW, STAMP or SPIN. It is possible that you need to
repeat the process, because Sashi has a lot of energy.
After killing the enemies, destroy the four boxes in the middle of the area to
get some food and parts. Check the strange obelisk at the right: it is a save
point. Ruby will send you the "About Save Points" file. You can press CIRCLE
while standing on the shining orange symbol in the ground to save your
progress or return to the lab.
Then head to the big statue in the opposite side of the save point. Check it.
Ruby will comment about it. Remember this place, you will need to return here
later in the game.
Once you are done in this big area, go to the big door ahead. Open it with
CIRCLE. There is a tile in the middle of the new room. It is an elevator. Stand
on it, and press CIRCLE to activate it. As soon as you arrive to the new area,
SPIN to destroy two jars behind you (almost hidden by the camera angle) to get
another part. Go ahead. Ruby will send you the "About Jointing 2" file. While
in U FORMATION, JOINT and reach the edge. Neither you or the Tokobots will
fall thanks to being JOINTED. Be careful with these pits; if you fall you will
lose one heart, and will appear in front of the last door that you crossed.
While standing near the edge and still JOINTING, JUMP to the magnet and quicky
THROW to it. Climb to the platform. There, a new enemy called Speedy is waiting
for you. It is similar to Beepers, but bigger and more dangerous. It will
charge at you, and it will hurt you and also make you fall to the pit if you
are still close the edge. Either THROW or SPIN will hurt him, but STAMP is more
powerful against it.
Now walk to the next edge. JOINT, reach the edge, JUMP to the magnet and THROW.
Climb to the platform. From here, you will see a new area far ahead, with some
boxes and another Speedy walking around. Don't bother about it yet, you won't
be able to reach this area until later in the game. For now, cross the big door
at your left.
Inside the room, check the strange tile in the floor. Its meaning is rather
obvious, isn't it? SPIN against the gear in the left wall to rise some
platforms in the opposite side of this room. Now SPIN again to activate the
gear in the right wall to rise even more platforms. Start walking to these
platforms. They have divided the room in two. Choose the right path. Go ahead
until you reach a magnet. THROW to it and climb. There is another magnet at
your left. THROW to it and climb. There is yet another magnet ahead. JUMP and
THROW to climb. From here, drop to the lower platform at your left. Face the
next magnet. THROW and climb. The last magnet awaits at your right. THROW,
climb to the last platform and leave the room through the door ahead.
You will be outdoors again. There are two Beepers and one Speedy waiting for
you. Take care of them with the usual method: STAMP. The elevator at the left
of this platform connects with the one you saw at the entrance of the level.
But as I mentioned before, it isn't working yet.
So go ahead until you reach some boxes blocking your way. Destroy them to get
some parts, and also to be able to pass through. Be careful with the gap: THROW
your Tokobots to the magnets in order to construct a bridge and safely cross
the gap. Enter the door in front of you.
Here you will find a second save point (it is recommended that you save your
progress now because of the challenge ahead). There are also four jars around
the room. Destroy them to get some parts. Leave the room by the door in front
of you.
Get close to the weird block in the middle of the new room. Ruby will send you
the "About Carrying" file. While standing near the block, press CIRCLE to lift
it with the help of the Tokobots. Move to either side, until you have fully
uncovered a button in the ground. Drop the block with CIRCLE. Now get to the
button that was hidden below the block and STAMP it to activate the next door,
as Ruby will notice. Open it with CIRCLE.
Now Ruby will introduce you the first boss of the game: Morphbot. But don't
worry: it's rather easy to defeat it.
First, note the part and the FRUIT at your left, and the part and the LIFE
POTION at your right. Get the FRUIT whenever you need to replenish your energy.
But while fighting the boss, be sure to gather the parts and, most important,
the LIFE POTION. It will add one small heart to your life energy maximum. The
LIFE POTIONS are limited, and only appear at specific places that I will be
mentioning in this walkthrough. You should get all of them if you want to
increase your survival possibilites throughout the game.
Now get to the combat. In the first phase, the boss looks like a pillar with
three sections and a head. Each section has a cannon and they will rotate
trying to aim at you. Be quick perfoming a SPIN against the lower section to
eliminate it. If you're fast enough, the boss will not even have time to shoot
you. Repeat the process until the three sections are gone.
After this, the second phase will begin. It's as easy as the first. The boss
will morph into a robot. It will face you, and then charge at the direction
where you were standing until he reaches a wall and charges again. Don't stop
moving around (now it's a good time to gather the parts or even the LIFE POTION
if you hadn't done it yet), and it won't hurt you. After two charges, Morphbot
will charge again against you but will stop in the middle of the room to rest,
becoming vulnerable. Perform a THROW or a STAMP to hurt it. He will start
charging again. When you hit it two or three times, it will be history.
After this victory, Ruby will talk to you. An altar will rise in the middle of
the room, and you will automatically get two Key Items: "Unknown Piece" and
"Emblem Slate". While Ruby checks this items, you must walk to the door in
front of you. Open it with CIRCLE to get to a room with four boxes in each
corner. Destroy them to get four parts. Now check the tunnel and the tile at
the end of the room. Ruby thinks that it may be an abandoned mine with a
monorail. You still lack the ability which is needed to go further, so Ruby
will tell you to go back to the Lab. You will be automatically teleported
there. A conversation with Ruby and Mr. Canewood follows. It seems like the
Emblem Slate may be related to an are calle Damper Rock. When this conversation
ends, the Enemy Encyclopedia will be updated with all the enemies that you
defeated in the first level.
Take your time to check the different sections of Canewood Lab menu. You can
talk to Ruby and Mr. Canewood for a piece of advice ("Headquarters"), you can
save your progress ("Research Record"), you can consult the Enemy Encyclopedia
("Sources") and also the lists of files, super chips and items that you have
obtained so far ("Tokobots' Vault"). Once you are done, select "Deployment
Hatch" to select the next mission: "Damper Rock Ruins".
-------------------------------------------------------------------
b) DAMPER ROCK RUINS (The Ancient Temple Under The Sand) #1 [WAL02]
-------------------------------------------------------------------
As soon as you enter this level, you will notice a large gate right in front of
you. It's not active yet, so it won't open. Ruby will ask you to look for
another way in, while two mysterious characters are watching.
Once you gain control of Volt, turn left and go straight ahead. Kill the
Beepers there with the usual method. Turn right and keep walking. You will soon
meet a platform. Perfom a THROW to its magnet, and climb it. Now, make a second
THROW to the magnet ahead and climb. Walk for a while, and drop down the two
large steps until you arrive to the sand ground. JUMP to the lower platform.
Quickly, take care of the Prickles that was waiting here. Now THROW to the
magnet ahead, and cross to the other side. There's another magnet to the right.
THROW to it, cross to the other side. From here, go to the left and drop down.
Kill the Beepers there. Walk ahead until you find the first save point. There
are also two jars with some food and a part. To the right, the path goes on.
Kill the Spikey that you will soon find. Open the door with CIRCLE.
Cross the room. STAMP the button in the floor to activate the elevator block.
JUMP to any of the side platforms, and JUMP to the elevator. Press CIRCLE to go
to the upper level. Then drop down: there was a hole hiding behind the elevator
block. Access the new room. Kill the three Spikeys inside, and destroy the two
jars for some parts. Go back to the button in the floor and STAMP it once more
so the elevator comes down again. JUMP onto it, use it to go to the upper
level. Leave through the door, but not before Ruby talks about the ruins.
In the new room, there is a Sashi to your right. Kill him as usual: THROW to
make it fall, then STAMP or any other attack to kill it. It is not necessary to
kill it, and it will rarely leave a part behind, but it is helpful to eliminate
his nasty attacks to perform the next tasks safely. Now, go to the left of the
room and make a THROW against the button on the wall. This will make appear a
new portion of this room floor, but it will only last 10 seconds. You must be
quick: STAMP the two buttons in the ground of the new section, so another part
of the floor appears, letting you safely cross to the other side before the
time is over. Don't bother about the Sashi at your left. Just leave through the
door at your right.
As soon as you enter the new room, THROW to the magnet at your right and climb.
Now THROW to the magnet located in the far left corner, and climb. Destroy the
jar in this new platform for a part. Walk to the edge of the platform, standing
besides the magnet you just used. From here, THROW to the next magnet. Climb
and cross the platform, then turn right. THROW to the magnet ahead. Climb.
Destroy the jar for another part. Leave through the door at your left.
Now, you will have to kill two Speedys that are waiting inside the room.
Remember that STAMP is the strongest method against Speedy. Once you kill them,
an altar with a Slate will rise in the middle of the room and you will acquire
your first Karakuri Combination, SAMURAI HOVER. Ruby will send you the "About
Karakuri Combinations" and "About Samurai Hover" files. Basically, to access
the Karakuri Combinations Menu, you have to press any direction in the D-Pad
(don't forget about it!). Then select the Karakuri Combination that you want to
use. Note that in order to activate a Karakuri Combination, you need to have
collected enough parts. For example, Samurai Hover requires 2 green parts and
4 blue parts to be activated. Once Volt and Tokobot form a Karakuri Combination
there will appear an energy bar that will last for a certain time (and will go
down if you use an special move or attack, or if get hurt). You can disengage
a Karakuri Combination anytime before the energy is over by pressing any
direction in the D-Pad and accepting. Samurai Hover is controlled with the
analog stick, just like Bolt, and with SQUARE you will slash your enemies.
If you are short of parts and you need them to activate a Karakuri Combination,
you can get them by replaying any past level. But there is an easier way to
gather parts. Kill any enemy near a door, get the part it leaves. Then exit and
reenter the room. Kill the enemy again for another part.
You will try your new Karakuri Combination soon. But for now, leave this room
through the door in the wall opposite to the altar. You will meet a ramp with
rolling pillars coming down once and again. It's easy to avoid them, though, by
zigzagging around the ramp and taking profit of the free spaces. Turn right
when you get to the end of the ramp. JUMP and STAMP the button in the floor.
Use the elevator block that comes down to access the upper level. There is a
jar with some food, destroy it if you need to refill your energy. Leave through
the door ahead.
A rather big room here. The elevator at your left is not working, and although
the elevator at your right is activated, don't use it yet. Instead, cross the
room and kill the two Beepers there. Now, activate Samurai Hover with the
method that I mentioned in the previous paragraph, and slash the new jumping
enemy, called Stompy. This is a rather nasty enemy that is always moving and
has a lot of energy. But thanks to Samurai Hover, you will soon take it down.
Other recommended ways to kill Stompy if you haven't got enough parts to
activate Samurai Hover are: THROW (if Stompy is about to jump at you, you will
interrupt its jump) and STAMP. Once Stompy is dead, and before checking the
altar that has just appeared, feel free to gather new parts by destroying the
two pots that are hidden behind two of the columns that fill the room: the 3rd
at the right, and the 4th at the left. Now walk to the altar at the end of the
room and ckeck it to acquire the Karakuri Combination CRANE-O-MATIC. While Ruby
checks its functionality, you must return to the entrance of this room, and use
the working elevator that I mention before.
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
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