............................................................................... _______ / ___ \ _____ ____ _______ _____ ___ / /___\ \\_ _\ _ \ \ \ \_ _\ / __/ / / \ \ \ \ \\_\ \ \ \\/\ \ _\ \_ \ \__ /__/ \__\ \_\ \____\ \_\ \_\\____\ \___\ _______ __ __ | \ ____ ____ _____ | |/ / _____ _____ | _ /\ _ \ \ ) \ _ \ __ | | / \_ _\\ _\ | | \ \ \\_\ \ \ \_ \\_\ \ \_| | \ _\ \_ \ \_\\ |__| \__\ \____\ \___) \____\ |__|\__\ \____\ \____\ ............................................................................... ATOMIC ROBO KID: FAQ/WALLTHROUGH CONTENTS A) Disclaimer B) Version History C) About this Guide i) What is this game? ii) How do I use this Guide? iii) Oops, I found an error... D) Gameplay i) An Overview ii) Controls iii) Power Ups v) Options vi) Tips E) Walkthrough i) Act 1 ii) Act 2 iii) Act 3 iv) Act 4 v) Act 5 vi) Act 7 vii) Act 8 viii)Act 9 ix) Act 10 x) Act 11 xi) Act 12 xii) Act 13 xiii)Act 14 xiv) Act 15 xv) Act 16 xvi) Act 17 xvii)Act 18 xviii)Act 19 F) The Plot G) Miscellaineous H) Credits =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ---------------------------[A. Disclaimer ]--------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This document was created and maintained by Goryus, the author. It is the sole property of its author, who bears the copyright and reserves all rights. It is protected by the "United States Code: Title 17 - Copyrights", the "Berne Convention for the Protection of Literacy and Artistic Works (Paris Text 1971)", any and all copyright and patent laws applicable and/or International Treaties. It may not be hosted, used, or displayed without the express consent of the Author. As of this moment, the only sites with such permission are: www.GameFAQs.com www.NeoSeeker.com It may not be altered, edited, or formated, nor may any materials be added or removed from this document, without the express written consent of the author. It may not be offered for money and/or compensation (even if profit attempt fails) or offered as a bonus or gift for accessing a web page or purchasing an item. It may not be added to an archive of any type. It must always remain in the English Language. It will not be translated to any language for any reason whatsoever. It will not appear in any publication. This document was in no way intended for commerical, promotional and/or profitable uses. This guide is limited to personal and private use only. Any other uses MUST be priorly approved by the author, Goryus . If this copyright is trangressed, the violators will face immediate civil and/or criminal penalties to the fullest extent possible. Any breach of copyright (which includes acts of stealing, plagiarism, pirating, uses not private and personal, posting without permission, etc.) is considered a felony, and will be punished accordingly. For the latest version of all of the Author's guides, check out www.chancellor.freehosting.net/faqs.html. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ---------------------------[B. Version History ]--------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= v1.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ---------------------------[C. About this Guide ]--------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=- What is this game? =-=-=-=-=-=-=-=-=-=- Atomic Robo-Kid is an ancient Genesis side scroller, one of the first to ever come out. For the time it was created, the graphics are considered very impressive. Compared to todays games the translation is poor, there aren't enough weapons, and the graphics are stone-age. That being said, it remains a classic and well worth playing. So if you're ever struck suddenly with a rush of nostalgia and want to drag that dusty old genesis out of the closet, consider plugging this cartridge in. Who knows, maybe this time you'll win! =-=-=-=-=-=-=-=-=-=-=-=-=- How do I use this guide? =-=-=-=-=-=-=-=-=-=-=-=-=- The first section of this guide covers game play issues - the controls, the various weapons, maneuvering, that sort of thing. Its meant for people who have never played this game before, so if you're just looking for help with a particular part, I suggest you skip ahead. Which brings me to the next part of this guide: the actual walkthrough. Don't be fooled by the table of contents, the game is actually fairly short. The walkthrough is divided into the Acts the game itself is divided into. In the areas where you have a choice how to progress, the appropriate acts are labeled (a) and (b). Refer to the section just before them to figure out which one to use. After that comes a brief plot synopsis for those you interested. If you want to find it out for yourself, don't read this section. The last section is just miscellaineous, unsolved stuff, usually that I need help with. Check it out and see if you have something to add. Finally, we come to the Credits - if you or someone you know contributed to this guide in some way, this is where their name will appear. =-=-=-=-=-=-=-=-=-=-=-=-=-= Oops, I found an error... =-=-=-=-=-=-=-=-=-=-=-=-=-= Hey, we all make mistakes, and often me more than others. If you note a typo or some incorrect information somewhere, or if you have something to add, or just some critique - good or bad - please feel free to email me at goryus@hotmail.com. Looking forward to hearing from you. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ---------------------------[D. Gameplay ]--------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=- Overview =-=-=-=-=- Hello, and welcome to the Gameplay section of my guide! If you're reading this, then you're new to Atomic Robo-Kid and wondering what the heck the controls do, or what those funny bouncing power ups actually _do_. Well, you came to the right place. Read on. The first part of this section deals with the games controls: how to fly, flee, and flay with equal gusto. The second part handles the various power ups in the game, few though they may be. The third is for the Options menu, and covers the various difficulty settings. The fourth and final part is a series of general tips for playing the game that you should keep in mind while going at it...especially if you're new, these will really help out. =-=-=-=-=- Controls =-=-=-=-=- A Button: Fires your gun. B Button: Jumps while walking/changes weapons while in air. C Button: Does nothing Start: Confirms selections/pauses game L/R: Does nothing Dirctional Pad: ^ Move upwards/fly if on ground v Move downwards/walk if flying < Move to the left > Move to the right =-=-=-=-=-= Power-Ups =-=-=-=-=-= Ocassionally as you play through Atomic Robo-Kid, you'll not metallic dragonflies with large, red crystal eyes flying by. Shooting one of these will cause it to drop a power-up. Shooting the power-up will cause it to randomly turn into a different one and alter color slightly. Be warned, this also moves it forward, and it does _not_ respect terrain - you can actually embed these power-ups in walls. Be careful. There are generally two types of power-ups, guns and "items." I call them that for lack of a better term. Guns stay with you until you die, at which point you lose the one you had equipped (but keep the rest), while items can do anything from dissipate with time to give you extra points. See below. The complete list of power-ups is as follows: F Fire A much larger, more powerful version of the original beam. Most importantly, it does not stop on collision with an enemy, and so can be used to shoot down entire groups of them. 3 Three-Way A bluish version of your first beam that shoots forward, diagonal up, and diagonal down every time you fire it. M Missile A powerful explosive with limited range. This weapons advantages are two-fold: it can be shot in any direction - including the diagonals - and it wipes out enemy shots in the range of its blast. Be warned, it's slow to reload. S Spread A huge wave of the shot you started with. Weak, but great area coverage. Its range is just slightly shy of the edge of the screen, which is annoying, and its pretty useless against normal enemies. R Rapid For about the next thirty seconds, hold down the fire button. Rapid Fire, ooo baby! I usually don't bother with this, but it can sure be fun. S Speed YOU WANT THIS! It doubles your maneuvering speed, and without it you'll never get by later bosses. Lasts until you die. Red Red 1000 Points - better than a sharp stick in the eye... Yellow Yellow A force shield. Survive that first hit! 4 of these gives you one free shielding. =-=-=-=-= Options =-=-=-=-= In the Options screen you can set the difficult. This is really very superficial (Really very? Really very!), as all it does is change the number of lives and continues you're allowed. Here they are anyways. Easy: 7 lives/6 continues Normal: 5 lives/4 continues Hard: 3 lives/2 continues Whee...hit down to select exit and "start" to confirm once you're done. =-=-=- Tips =-=-=- Whats a walkthrough without some tips and tricks? Here you'll find a "vast" compilation of my accumulated strategical knowledge about this game. Its cavernous, but for a different reason...=) - Why walk when you can fly? Its faster, and your movement range is better. Just hit up after getting one of those two power-ups at the very begininng of Act 1. - You die in one hit. Dodging is, therefor, key. Dodge, but DO NOT run. Enemies regenerate once they're off screen, and heading is often tantamount to signing your own death slip. - Enemy shots may kill you, but enemies won't. They just slow you down for as long as you're in contact with them. The beauty of this is that they (meaning that specific enemy) can't fire at you while its busy colliding. - The F beam lets you shoot _through_ the backs of Governers (Robo Kid's bosses) to hit their eyes. Make good use of this! - Make sure you have a speed power up before every Governer fight. This is important! They come every four stages, and man do they get nasty, to the point where you can't readily dodge the things they shoot without one. - Take your time with power ups, if you can afford to, to get the one you want. Just keep on shooting them until you see what you want to. (NOTE: The random number generator stinks, so this could be awhile). - You get a free life at 30,000 points. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ---------------------------[E. Walkthrough ]--------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-= Act 1 =-=-=-= When Act 1 begins, you are beset by a hoard of green blocky-things. This is where you first learn that collisions don't kill. Whew. Shoot a couple for practice and snatch up the two power ups for a cool two thousand points. Head to the left, where you'll encounter a small metallic dragon fly. Shoot it for the power up, and juggle that until you see the one you want. Watch out, because just slight after this you run into your first enemies: big green star things that shoot both regular shots and tracking missiles. Keep them about half off screen (so they can't shoot) and blast them into oblivion. Behind them is another pair, which you can use the same tactics on, followed by some enemies that actually move. These squid things die in one shot from anything, so you shouldn't have too much trouble with them. Shoot them (and the second power-up bug), but take care not to accidentally get hit by a stray bullet. Procceeding to the left you'll find another group of them, followed by two more of the star things. Kill them all, but progress slowly from there, as there is another group of stars around the corner. Still continuing left, kill off yet another group of those squid things, much larger than the last, and grab up the power up in their midst. Kill the following group of star things, followed quickly by a group of squids and then a fan. Shoot the fan for a while in its big eye and it'll fall apart. Watch out: there's another! Behind this one is a power up, and the exit. =-=-=-= Act 2 =-=-=-= GO UP! The creators of this game were kind enough to provide you with three enemies right in front of you, almost point-blank, firing when the level begins. Head straigh up while firing, then go backwards to dodge the following volley and use the time you gain to obliterate the two that remain. Head straight right across the very top of the screen until you hit a wall. Wait for the two enemies below to fire a shot that'll collide with it, and use the time this gains you to drop down and obliterate them. If you've got the fat beam, fire it through the bottom edge of that wall mentioned above to destroy two of the four next enemies you'll fight. Once again, wait for them to shoot and then soar upwards while shooting. You should be able to take out these four without too much trouble. Once again hug the ceiling while progressing forward, and then drop down once the enemies are committed to avoid their shots. Continue right and fly up just high enough that your shots can take out the enemies on the slightly raised floor ahead. Nows when it gets tricky. Remember, everything you kill will come back once you go backwards. Fly forward and up, and get a small cloud of shots from the enemies on the floor coming at you. Swing around them and dive for the power-ups. Hop up slightly and wipe out that group on the floor, and then head up. Change to either the missile or the three-way. Shoot diagonally to get at those annoying eye things while they can't shoot you. Proceed with caution, and do NOT head back. Once you get to the top, change to the Missile and shoot straight up to clear off the enemies clinging to the ceiling. Failing that, rush the two firing things on the left and destroy them (not as easy as it sounds, I'm afraid) and then come at them from the left side. Kill off the two blocking your path - Missiles help a lot here - and Continue left. Use either the Missiles or the three-way to clear out the four eyes blocking your path. STOP. Do not proceed just yet. Swap in the fat beam, if you have it, and go forward slowly. A big robot will greet you by openening fire. Go backwards (yes, now its OK) and hide behind that big rise those four eyes were perched on. Shoot through the top of it with the fat beam to annhilate him or, failing that, shoot, drop down, rise up, shoot, repeat... Behind him are two exits. The top one takes you to chapter 3(a), and the bottom to 3(b). =-=-=-= Act 3 =-=-=-= (a) When this section opens up, they're kind enough to provide you with a powerup. Continue right to find a group of fly-like things. Kill them. To the right is another group of flies and another power up, and then another with two. Yet another group will dog your steps as you try to progress rightwards, followed by those green things from the first Act. After that comes a fan, and the exit to Act 4. Shoot its eye until it collapses. (b) Its a jungle out there! Don't worry, its not the _hard_ kind of jungle, just the leafy one. A group of fly like things and a single green block from Act 1 will dog you as you head right initially. Use the fat beam to wipe them out. Grab up the power up that appears with the second green block and take a breather. A small group of flies followed by a large group of green blocks will further impede your progress, but aren't really a big deal. Kill them to find some grey robot-looking things and another power up, and a fly or two (ok, there's three of them). A large group of flies follows, and out of the blue a larger version zooms up and shoots at you. Kill it and dodge as best as you can. It takes two hits. Five of these total will zoom at you as progress, so move slowly. Ah, respite: green blocks. KILL! And more flies, afterwhich comes the now- familiar fan. Shoots its eye out to gain access to the exit to Act 4. =-=-=-= Act 4 =-=-=-= This is your first, and easiest governer battle. Start off by heading straight down and letting it lower itself a bit, and then circle behind it. Blow off its guns to uncover its eye. If you have the fat beam, you can blow it out from here. Otherwise, you're going to have to run around it and get in front of it. Lure it lower and go over the top for the kill. Speed helps, but isn't required for your victory - yet. AAAARGGGHH! If you're anything like me, you'll hate this level. You're one-on-one with the computer in a room where you're seperated by a curtain of shot-blocking blocks. First hit wins. Your best bet is to set up a large range of fire. Shoot repeatedly while moving up or down, and do your best to force his shots to collide with the wall, eating it up so yours get through. Other than that, good luck. =-=-=-= Act 5 =-=-=-= This aztec-temple type stage opens up with three squids firings on you. Drop to the floor and shoot like mad to take 'em out. A huge group of them will meet you as you progress right wards, and if you're stuck with the regular gun will give you hell. Otherwise, you should be fine. You'll come to a straight, sheer drop. Fly down it, armed (ideally) with the fat beam. When you approach the corridor again, start shooting like mad and drop all the way to the floor, firing all the way. Head back up a bit to dodge the shots, and continue to the the right. Another drop off, but this one is a little more...dangerous. Head down, once again with the fat beam in toe, and obliterate the small group of squids down there. Continue to the right, blowing up the occasional squid, until you meet big bad robo dog thingy. Shooting it will knock it back a little and cause it to flash. Don't even bother trying to kill it; its impossible. Just fly over its head and down its back - straight into the exit. =) =-=-=-= Act 6 =-=-=-= This purple stage is covered with some really bizarre enemies. Head to the right upon entrance and you'll see a strange, metallic object poking out of the ceiling, and another on the floor. Get too close and they fly out, shooting at you. They're good points, if you manage to blow them up (don't bother trying with the original gun). After that first pair comes another, this one alone. Bait it, make it fly out and shoot it as it comes down, watching for the occasional shot. Shortly after come two more, protruding pretty heavily - run in towards the top, use the fat beam or grenade to destroy them, and head slightly diagonally up to avoid their fire. Right after them comes yet another set, but more conviently spaced. Kill them one at a time. Another, identically grouping will follow. Lather, rinse, maim. At this point you should start running into two of them sort of fused to together, longer and with a lot more life. They follow the same rules the others did, but they shoot a lot more. They're worth a lot of points, but don't even think of trying to blow them up without the aid of the fat beam. Anything else just won't work. After this group comes another, followed by one more in rapid succesion; dodge in, trigger them, and (if you have the fat beam) destroy them. Otherwise, just head backwards slightly and dodge their shots as best as possible. A final set of them guard the exit. What, no power ups? Yep, that's right. no power ups. Why? Act 7 has you covered. =-=-=-= Act 7 =-=-=-= Watch out, its an enemy! Well, not really. Actually, that harmless seeming grey thing is the Merchant the CPU mentioned early, and he's happy to sell you a couple of power ups. Walk up to him and press C to speak with him. I highly reccomend - highly - the fat beam and the speed boost. You'll need it. Be warned: each deal costs you a life... Kill him when you're done with him and blow up the block on the right. In them are hiding three of those eye enemies; kill them with the blocks. Head on right, and then go straight down, but slowly. If you have the missiles, swap them in and start firing down, slightly on the right side. Blow the eye things at the bottom away, and proceed left to find a power up. If you don't have the missiles, it gets tricky. Drop down and shoot out the blow-up-able blocks on the right. Hide in the crevice you create, and wait for those eyes to shoot. You can now pick them off with the three-way. Don't have it? This will sound silly, but it works. Wait for them to fire, and then ram them. They can't shoot you while you're colliding with them, but YOU can. Wipe them out that way. Look familliar? Head right, and run straight into the wall. Drop down after they fire and blow that group to kingdom come. Head right and play agressively, shoot-duck-and-run, to wipe out the secound group (NOTE: three way makes this alot easier, as does missiles). Continue to the right firing diagonally to get around the corners, or running in and killing one thing and running out a bunch if you don't have the appropriate weapons. Run into the wall at the top and drop down, as above, to clear out the next group, and sail up the thin passage after. Fire a missile diagonally up, if you can, or time their fire and rush in to destroy them. If all else fails, try and ram them. Hug the down drop that follows, right above the next set of three eyes. Drop down quickly to blow them up, and then go back up equally quickly. Drop and shoot those green laser things, go back up, and repeat, or stay down there and use the missiles to counter their shots. Ahh, the exit - and two power-ups, to boot! =-=-=-= Act 8 =-=-=-= Ah, the second Governor. Grr! Sink to the floor to lure it down, and then circle around its back. If you have the fat beam, then dodge its shots and rip it apart by firing through its back. Speed really helps, also. If you don't, then lure it down and proceed behind it as normal, but then finish the circle and swing around in front. Fire at the eye, dodge some shots, and head back down again. Go around its back and over the top, and keep firing at it when able. BOOM! What, another one-on-one? And this one's _red_. He's also much faster and shoots more rapidly, although one hit will still kill him. Try to set up a decent spread to your shots, and use the holes he creates in the wall to shoot him. Don't worry if you die - you get to keep all you guns, anyways. Make sure the first thing you do is to back up against the wall. This helps immensely by giving you much more time to maneuver away from his shots. =-=-=-= Act 9 =-=-=-= When this map opens up, do not move forward. Shoot that edge of a green star first until it blows up. Look familiar? Yep, its just like the first map, or at least the texture set is. Don't worry, its not that map again. Its much, much harder. Head right slightly and eradicate the green blocks that swarm to try and protect the second of the green stars, and then take out the star itself. Head right and sail down the tunnel. Run into the blocks down there and shoot the snot out of them. Head a bit to the right and you'll be greeted by a group of flies. Shoot them up, as well. A power up should appear, followed by a disturbingly quick group of flies. Watch out, and be agressive. Head down the passage that appears in the floor, but stop before going into the next passage. Pause and get the timing on their shots down, and drop down and open fire. Go back up (you won't kill all 4 stars) and repeat until you get them all. Your first trip should probably concentrate on those green blocks. Proceed right, but don't go straight down the next fall. Take this one slowly, as there are two green stars _in the passage_. Kill one and then ram the other, so it can't shoot you, and hack it apart. Head down and to the left, where you'll encounter another group of flies. Tear them apart, but watch out for those shots! Immediately after these are two stars and a power up. Down and to the left you'll find four more star things with robo-kid-bending on their minds. The three way shot helps a lot here - kill off two at once, or take out the two in the corridor and then sit up and snipe at the two below. Continue down and to the left and you'll run into two more. Like in the first level, keep these just half off of screen so they can't shoot at you and fire diagonal shots into them. Another group appears in the downward passage following these, and in _just_ the wrong spot. Either zip straight down to them, on level, and shoot them really fast with the fat beam, or hover above them and drop missiles on them. If you have neither, just run past them; it takes them awhile to shoot. Next, you'll encounter a group of flies and a green block as you head right. Nothing to be scared of. Ah, a fan! Blow out its eye, and proceed Further. Take the passage leading up, and be _very_ prepared for an ambush by a couple hundred of those flies. Head upwards and you'll run into two more stars blocking your way, but fortunately in a position where they're not hard to blow up. Go up and you'll encounter a single fly, followed by a single star. Go up, and you'll find tons more flies in the worst position possible: above you. Run straight up very quickly, and rain death on them from above. To the right is a fan and an exit to 10(a); to the left, another fan and the exit to 10(b). =-=-=-=- Act 10 =-=-=-=- (a) Look familiar? yep, this level is just like the previous. It opens off with two of those drop thingies on the right. Hover right at their bases and shoot rapidly, both to keep them from shooting you and to collect the massive points they offer. (I had 188100 at this point). A lone one follows, and then a group of two. Two more groups of two will follow, after which comes an immensely long group of flies. Shoot your way through them to gain access to a weird, multi-chain-bot-thingy that will _not_ leave you alone. Either run by it, or be prepared for a grueling fight. All of its parts fire at you, and the can do so while you're shooting them. Try and blow up one piece at a time, and then dodge. Immediately after it comes a fan, and then the exit to Act 11. (b) Ah, what do we love more than enemies at the very begininng? Slay the squids quickly, before they become a problem, and grab up the two power-ups that follow. Afterwards, you'll run into a multi-chain-bot-thingy. For a little strategy on it (not that I can offer much) see the part about it in (a) above. After that, there's...another one. Erg. That one's followed by a third, and then (thankfully) a group of squids. This place is a death trap! Three more follow, in rapid succession, of differing lengths. Just run by them; you'll probably die if you try to kill them. At the end is one of the dog-guard-bots; lure it away from the exit, and then run over it's head and quickly into the exit to get to Act 11. Whew. =-=-=-=- Act 11 =-=-=-=- You start off this one surrounded by enemies. Fun, eh? Kill them and snatch the power-up. Drop down and hug those little undulations in the roof - they let you get in a shot at those metallic bots while they can't shoot at you. Clear off the two of them in the passage and continue into the firing corridor. I highly reccomend hovering at the top and firing down diagonally into them, if you can. If you can't, try to run through and take them from the right side. Start heading upwards, but be careful. Once again, diagonal shots come in handy. You should run into four bots followed by a lone fly that's stuck in a corner. Hop over the ridge in the middle and proceed downwards, once again cautiosly. Kill off the blocks at the top and start firing missiles downwards to kill off the irritating flies and bots. The exit lies below. Make absolutely certain you have the speed upgrade for this upcoming battle, or (failing that) the missiles. This one's shots track. =-=-=-=- Act 12 =-=-=-=- This one's tough, and almost impossible without the speed. Once again head straight down to lure it down, but this time you've got two added complications: a deadly tracking laser and a long, metallic foot. Sail around the foot and up around his back and shoot through his body (if you can) with the fat beam. Continue up and around him and come to the front. Look him in the eye and poke it out, if you can. repeat until he's dead (or you are). Ah, another of those irritating duels. As usual, faster and stronger than the last two (but, on the plus, cooler looking). Back up against the walls and try to fan your shots - and pray. =-=-=-=- Act 13 =-=-=-=- This level is _hard_. I won't detail the enemy fights for you in quite as much detail, because frankly if you take that approach you _will_ die. The enemies here are many and well armed: they fire that tracking laser. To your immense relief, they hesitate slightly before doing so; this provides your opportunity. _Run straight past them_, all the way to the fan. Blow its eye out. Two more fans will follow, and then exit. Short, eh? Don't worry. I died alot too, at first. =-=-=-=- Act 14 =-=-=-=- Look familiar? Saying "Not this again!"? Well, this again, I'm afraid. Like its predecessor, it opens up with two of those strange elongated enemies embedded in the roof and floor. Hover at base level and kill them as they come out. You'll find four groups of these, followed closely by a group of squids. In fact, this whole section of the corridor is swarming with them. And after, one of those really annoying chain-bot-enemies. My suggestion: ignore it. Dodge its initial volley, run by, kill the fan and dive for the exit. =-=-=-=- Act 15 =-=-=-=- A governor? Here? Its a level early! Yep. And this one has eyes _everywhere_, and they all shoot at you. Plus the tracking laser. SPEED IS A MUST. If you lost, you're doomed. If you didn't, you're in for a hard fight. Run straight up this time and destroy its first set of green eyes. THEN lure it downwards. Head behind it and use the fat beam (if available) to wipe out its eyes from either side of the body. Its real eye won't appear until they're _all_ gone. If you have the fat beam, it gets easy. Get behind it, and it can't shoot you. Shoot through it until its dead. Otherwise, you'll have to live with getting in only one or two shots a cycle, as it has a _great_ fire spread and is very, very fast. Ah, another duel. And harder than the last, as well. Run up against the back wall spread your fire out. Try to shoot through the holes it creats in the wall, and dodge like mad. Good luck! =-=-=-=- Act 16 =-=-=-=- Just like Act 2, this starts out with enemies on identical steps. Zoom up and shoot them like mad. Switch to the three way and kill the two eyes that greet you while hugging the ceiling. Go all the way up to the wall, time the enemy fire and drop down to eradicate them. Go on through, and you come to a fork in the road. Take the right brack for a power-up. You'll be greeted by green laser things that teleport in, so watch it. Head back and take the downward passage. Two more laser things teleport in, and in VERY annoying positions. Once again, the three-way becomes vital for wiping them out without dying yourself. Head right and hug the ceiling, and run up to the wall. Time the enemy shots and drop down, killing the eyes. Head to the right. Look familliar? Once again your at a fork, but this time the right is just a dead end, so head down. Where the green laser things teleported in last time are eyes this time. Kill them, and chuckle as you do so. Its OK, really (or, so I keep telling myself). Head left. Watch out; those things track! Kill them, blast the eyes behind them, and ram into the ceiling to avoid their shots. Kill the one eye after them. Yeah, another fork! This time, go left. Erg, more tracking things! Hang out against the ceiling on that wall with the three way to kill them from safety. Behind them is a power up. Head to the right and down. Ah, more eyes, and on both sides, and (to top it off) a fork! Well, to the right is exit 17(a), guarded by eyes, two teleport-in-laser-thingies, and a big dog. Same enemies on the left, guarding the second 17(b) exit, and our friendly merchant, whom you will NOT have time to talk to. =-=-=-=- Act 17 =-=-=-=- (a) Same enemies, different back ground. Two elongated enemies buried in the surroundings right next to you, to start with. Hover around their bases and shoot them full of holes as the pull out. Next is a really deadly brain thing. Hard to kill. Good luck to you, and remember to be aggressive. Once you blow off its front, its back starts shooting at you. Fortunately, that part is weak. Just don't let it take you by surprise. Behind it is the exit. (b) Weird, weird background. Start out by heading right and running into a group of flies. Kill them, and grab the power up. You'll be beset by much larger flies...at this point, _run_. Go to the top of the screen, and run right as fast as possible, or you WILL die. Once you reach the fan, your safe. Kill it, and the one behind it, to reach the exit. =-=-=-=- Act 18 =-=-=-=- This level is really, really easy. Start off by killing the group on the left and heading straight down. Once you reach the floor (killing the odd fly or two) head right. Follow the bottom until you can go downwards, at which point do. Head left. You'll find more flies and two green stars, but the three way makes short work of them, right after a fan. Continue left and you'll run into another fan. Kill it, and take the exit. =-=-=-=- Act 19 =-=-=-=- The Head governor. One mean bugger. First off, you MUST have the Speed and fat beam if you want to so much as have a prayer against this guy. Start off by going straight up and blasting off his front three eyes. Drop like a rock to the bottom, and wait there until it gets close. Quickly run off to the right, and begin circling it as fast as you can, firing away. Don't try to aim, just fire spreads. Once all the eyes are gone, you can blow off the cover on the right side. He'll release some tracking shots, so run. Blow off the eyes inside him, preferably from behind, and then go for the big eye. Circle around, fire like mad, and wait. He'll die - eventually. CONGRATULATIONS! YOU WON! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ---------------------------[H. Plot ]--------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SPOILERS Heh, spoilers. Anyways, you play as Robo-Kid, a strange elephantine child in a robot suit. You were a normal citizen of Terra 12, a colony of earth, until it was blasted by solar radiation and everything mutated into god-like super-beings (as we all know things exposed to radiation are wont to do, as opposed to, say, developing cancer). In the meantime, nasty aliens moved in an took over. Your job is to kill the aliens and locate Eve, the super female Biodroid that can somehow un-mutate everything (and who, incidentally, falls in love with Robo-Kid after he saves her). Eve is being held in a tube for some reason by the Head Governer (I.E, big bad alien dude). Once freed, Eve restores Terra 12 to its former self and Robo-Kid rides off into the sunset, er, star-set. Yay! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ---------------------------[H. Credits ]--------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Treco Entertainment (sadly gone) The creators of Robo-Kid. Thanks for creating this game, without which this FAQ could never have existed. Thanks for the great gameplay and stellar graphics (for the time) and a plot that, when published, made sense. =) GameFAQs (www.GameFAQs.com) Thanks go out also to CJayC, operator of www.GameFAQs.com, for providing the inspiration to get this FAQ off the ground and offering an easy means to make it public. Peter Judson Representative of NeoSeeker who politely asked my permission to use this Guide. Thanks both for being polite and for making it available to a larger audience. copyright 2001 Goryus