Robotrek game genie codes snes




















By Skinnypetestreet Updated: 7 Feb pm. Intro 2. GG codes 3. Intro Hi. I'm Peter Her. I wrote this faq on gamegenie codes that I know. This faq is very short because I have no more info on this game's gamegenie codes. GameGenie codes 1. Very true code. Max stats,40 energy and more than points to program Robots. Now the mice will let you pass, and you can go to the Money Room! But if for some strange reason you haven't successfully read the 3 Inventor's Friend books here in the Bio Lab yet levels 14, 16 and 17 , go gain enough levels in combat, and go read those books, before you go back to Kotetsu.

GorfiousBafoon asked me if the treasures from the volcano treasure room were random, because besides the GP there was a Sword 4; that seemed to be too strong for that early in the game.

But since I got one when I played, and I haven't found anything noticeably different from the first time I played the game, I'd say the treasures are not random, and the Sword 4 is there to help you spank this game into submission. He will NOT be happy if you have nothing, which you could only do by making or buying things, so just Recycle something and try again.

Now you go to the Secret Lab room where you were turned into a mouse and found the level 14 and level 17 books. Either equip the Glasses and open the secret door, or walk through the mouse tunnels to get in.

Talk to Kotetsu and you'll be a human again! He'll also give you the hint to talk to mice, if you don't already know how to get rid of the earthquakes. Since you already do, just go back to the Earthquake Machine and press A at the right front side of the machine 3 times, then press A at the left front side of the machine twice. If you've done it right, the machine starts blowing up. Leave the room. Mint shows up, and you're suddenly out in the Volcano Cave.

She says something about a forest and leaves you to get out by yourself. So go out the south exit of this room, then get to the northeast corner and up the rope. Leave the Volcano area. Again, you have an opportunity to flee South Isle for the safety of Rococo. Back in the Village, you'll see the two tourists and some mice.

All the natives which doesn't include the shopkeeper except the Elder and his 2 guards and the Shaman are now mice. Well, scratch the 2 guards Now talk to the Elder, and then one of the 2 guards.

You'll next be in the Shrine you last visited while inside a box. This Shrine is that altar you saw while escaping the Bio Lab and Volcano Cave a while ago, but now the door is open. Anyway, explore inside the Shrine. When you go to the exit revealed by the dance, Einst shows up, pushes you aside, and rushes in. In the next room, the block on the floor switches the walkway between left and right. While on the right side, there's just a message and a dead end. Toggle the floor switch, then go through the left side exit to get to a Clean treasure, then go to the west to see your first Poison monster.

If you keep going, you'll find you're at a dead end though. Head back to that treasure, and press A while next to the alcove nearby. This one will open a door.

The others will summon groups of annoying Gelgel monsters or send you back to the door of the Shrine. Keep going, and trip the floor switch in the middle of another room, which moves another walkway so you can proceed.

Uh oh! Boss fight coming up! You must walk all the way out of the Shrine before you can save, then flip the switches again on the way back in, but there are no monsters on the way unless you go looking for them. Anyway, go in, and you'll find Einst running around that gold robot you saw in your dream at the Village's Inn. Tap him on the shoulder, and he whips out his "Big Eye" robot to fight you. Remember to Guard if you can't hit with your weapon, it will save you a lot of damage.

Attacking from behind does a lot more damage. Even using 2 Level 26 robots, I used up 3 Repairs and 5 Cures on this, even after a few back shots with the Axe that did about damage each. Arcanine tells me that you can stand directly "under" the Big Eye lowest row, same column on the battle map and use a Sword 4, and it will stay put and probably do less damage to your robots.

As with other boss fights, a special move sequence will do more damage if you can figure out which ones are the most effective. Einst is in denial after his robot loses, and runs away. Actually, I think you can escape now, but you'll wonder about that gold robot Talk to the front of the gold robot, and Napoleon gives you Stone 3. But now you're stuck without the walkway. Talk to Napoleon, then follow it. The Drill won't help so talk to Napoleon again and walk away until it busts a hole in the wall.

And again. At no time will using the Drill work, or offering a Repair to Napoleon. Until finally Napoleon collapses and leaves a ScrapA behind.

After you get it, exit north. You're now in the second Volcano Cave, the part that you went through after escaping through the garbage chute. Go to the left, and exit through the far western exit on the south wall remember these 2 exits, where the "middle" one is a dead end?

Then go south. You can take a detour to the northeast part of the next room to see the Shrine in ruins, or just go up the stairs in the southeast part of the room. Now 2 rooms with invisible Maskers and Berets wear the Glasses to see them , and finally you're in the Shaman's House again.

The native at the door will ask you to go see the Elder again. Talk to the Elder and the Shaman is still a mouse , but then you have to talk to the native in front of the Inn.

When he says something about a strange boat, you can now leave the Village and the path to the Inlet area is revealed. Now you can go to the Inlet, optionally talk to Mint, and get Change.

The story makes more sense if you talk to her first. Either way, back to Rococo darn! I was going to try out Change right away to scare Mint again! Note that Change is another of those items you can't build yourself. Don't lose it! It's needed many times in the game from now on to switch between human and mouse form. Back in Rococo, Grandma Coker is in bed wanting a household helper. Talk to her, and you learn how to make Little Robot! I didn't see any immediate reward.

If you equip a Little Robot, it will appear and follow you around in "nice" areas like Rococo. Stella is also back home. If you go into your own house, or go to the Mayor's Office, or talk to the Policeman at the Police Station, you get put in jail. But don't worry, this is how we advance the story! If you're stumped about how to get out of jail, there's a hint on the middle of the north wall.

For those who need it spelled out, equip the Horn and use it to attract the Policeman to the cell, and before the Policeman opens the cell door, equip the Change. He'll let you walk out and you're now free. Just don't talk to any Police while in human form, or back to jail you go! Flavon finally gives you a useful hint if you visit him. Either as a human or mouse, talk to that stray dog, and it will follow you in to see the Mayor.

Except that Carl's mom, the Receptionist, won't let you in to see the Mayor, even as a mouse - with or without the dog. However, Carl is also gone from his house, and is waiting in yours. He'll tell you that he's waiting at a secret way to the Mayor's, south of the Police Station. That turns out to be that closed-off tunnel entrance SW of the Police Station. Go in there, talk to Carl, then get behind him and move north or press A several times.

You can now enter the Tunnel dungeon. There are two interesting things about the first room that has monsters those "house crabs" or Shells. First, the door to the north is to a shop run by a mouse; equip Relay or Change to talk. The mouse gives you one useful piece of information, and sells Scraps 1, 4, 5, and 7, plus Cure. Prices are 1. The second thing is sort of a spoiler: the Shells are difficult to damage unless you are using certain weapons - Axe 3 and Punch 3 worked for me.

A Shell takes over damage to kill, but it's worth They have a very annoying tendency to run away though. I didn't find this out when first playing, Paladius sent me an email about it. Gollum says a Sword 2 L9 is also enough to kill crabs quickly.

The advice from Nagisa is useful when in the tunnel - try out all your available weapons. My default of a Celtis1 got replaced by a Punch3 even though it took longer to walk around - doing a guaranteed kill each time is worth it.

You don't need to be a mouse to walk across the narrow bridges, but there is one place where you have to go through mouse tunnels to proceed.

There's one place where the old Drill comes in handy, to get to a Scrap2 treasure. Find an Axe 3 treasure near where you use the second Key on another locked door. Finally you'll come to a ladder, which leads up to the hole in the atrium of the Mayor's House. Inside, you'll find a Hacker guard preventing you from getting to the Rococo employees. But notice that there's a mouse hole in a room nearby.

You can go talk to the fake Mayor with no ill effect. You can also walk out to the Receptionist and see Mint. If you need any supplies or more books can be read, go do it now because there's a Boss fight coming up after 2 easy ones. Go through the mouse hole, then switch back to human to talk to the town employees. Talk twice to the Hacker guard "after" the employees to fight him, and now you can explore more. Through another mouse tunnel you'll find the "real" Mayor locked in a room. There's a Scrap6 hidden in the room with him; search the furniture.

If you've avoided using the Scraps that you've found for anything which can hurt your progress if you're too careful , you should now have 2 each of Scrap1, Scrap2, Scrap4, Scrap5 and Scrap6, plus one each of Scrap3, Scrap7, Scrap9, ScrapA and ScrapB! But the employees must have used their amazing Civil Service power of "Avoid Work", because they've gone!

Oh well, even if you're ahead of the plot and try getting the dog to follow you in to see the Mayor now, nothing happens. You have to talk to Mint in the Receptionist room , then wait until she comes back, and talk to her again so she can tell you to get the dog. Now have the stray dog follow you to the Mayor's office, but save outside of it.

When you talk to the Mayor, you'll get into a Boss fight with Papamecha. It wasn't too tough for me, but my robots were already at level 34 using Axe 2 or Punch 3; only used 2 Cures and 1 Repair. Now go to the locked door that should lead to the real Mayor.

Equip the Key and open the door, then go in and talk to him. He'll tell you about the Fireplace in the next room down the hall. Even if you tried looking before, now you can remove the grating and go inside. When you get the Stone 1 treasure, it is invisibly taken from you Glasses don't help.

Mint says she wants a picture, but you should go up to the Roof to find Rose. When you get there, she disappears again Glasses don't help. The government workers are back from their break, and the one with the mustache tells you only the first time you talk to him to look in the NE corner of the room with the fireplace for GP NOW you can find it.

This whole part is bogus! As in "why couldn't I do that earlier? Go near your house, and you'll see 3 boys talk about a talking Crab at the Harbor and then run off. So go to the Harbor, and talk to any kid and the crab, then any kid again. They won't be satisfied until you equip the Horn and talk again, and they take it and leave the crab alone with you.

Talk to the former Meta Crab, and learn where your father is. You must talk to the fisherman in the house before the second Ship appears on the right east side of the pier, which takes you to Snow Mountain when you board it. The other ship still goes to South Isle. In fact, now's a good time to go to South Isle again, because you'll find there is a heat wave and drought going on. It wasn't there until you finished the "fake Mayor" sequence. This is optional, but it's free stuff for you and there's no point in waiting.

Tran says that if you talk to the natives, they ask for rain. As you're the messenger from the gods, it's your job to make it rain. Use Weather, then talk to the Chief in the Elder's House, and he tells you to take stuff from the two boxes. These are a Celtis 3 L1 and Laser 1 L1. Thanks also to Pfritz, Odie and Gollum While the shop is shut down during the drought with a text glitch on my copy too , when it reopens it sells Scrap5 and Scrap6! And the prices have gone down to "normal" too!

Let's tie up one more loose end before we go off to the Snow Mountain and Hacker HQ: get the Horn back from those kids. The first time I played, I thought the Horn was gone for good. Bearcouncl said you could get it back, but didn't tell me how. ASoftDS explains how to get the Surprise Horn back: "after giving it to the three blue haired brats, put on a Vanish, and talk to the one walking in front of the gate of Rococo a few times, then he'll give it back, crying.

Take the ship to Snow Harbor, and when you leave that area by land, the path to the "Snow Mt. The footprints in the snow is a cool effect! Before going to the Hacker Base, go to the left on the first Snow Mt. No monsters in here, but you need the Drill and Glasses: at the eastern "There's no one here!

Now put on the Glasses, and you can see and talk to the little robot named "K" hiding in the little room that's otherwise empty. It says "Scrap9 and Scrap10 are the strong parts. They make up the core. When you find them don't be in a hurry to combine them find the best combination. Climb around, and eventually you'll exit the area and reveal the path to the "Base Ent. You can talk to the Hacker at the snowman, but it's optional. When you get inside the Air Base, the robot moving around is an alarm that summons 8 groups of Cmdrs.

Only works once each time you visit the screen though. In the second room there are 3 people you can talk to, but other than mentioning the Tower, Blimps and a memory loss punishment they're not much help. Keep going and get the Key.

Go back to the first room, and open the locked door in the northeast corner with the Key. I can't tell what to make of the Hacker in the bathroom, maybe he's shy or jealous. Go through to the group of Hackers outside, but you can't get past the guard unless you Change into a mouse using a Vanish doesn't work - guess he can see the footprints.

You can wander around the Crab dinner, but without being a Hacker Leader you can't go further than one room inside. At the crab boiling, go stand next to the plate at the bottom right corner of the left table, and turn to face the table. After a speech, the Hackers fight you rather funny because in my case there was only one on the battlefield!

And after defeating them you can talk to the former Meta Crab yet again, which gets you the Leader's Badge. Now, with it equipped, you can get past that guard in the next room, and go on to see Carl's father in the Design Room too bad that Leader's Badge means nothing to the monsters along the way. Agree to give Carl a message, and you get the Letter. Now travel all the way back to Carl in Rococo, and give Carl the Letter.

On the way out of the Air Base, notice that the Hacker that was working on one snowman is now up to 3. When you leave Carl's house, he gives you the Litho remember that from beating Meta Crab a long time ago? The Hacker outside the Air Base is now up to 4 snowmen Return to Carl's father, and equip the Litho when you talk to him, and you'll eventually get the Blimp. But it wipes out the snowman-making Hacker and most of his work!

The Blimp is so useful for getting around the entire planet though, that it's worth it. With the Blimp, here are some new places you can go: Fortress Ent. Investigate all the others before you go into the Fortress.

At the Chicken Farm, equip the Relay to talk to the chickens. The man misses Katrina, so go outside and talk to the different chickens until one tells you that Katrina's hiding behind the house. Go there, talk to Katrina although you can't see her, and she'll follow you into the house. Talk to the man, and he'll give you a Blade 2! When you leave the Chicken Farm area, even if by walking instead of the Blimp, the path from it to the rest of the island with Rococo is revealed.

Of the two Island areas, go to the southwest one first. The couple that eloped is here, they want a Fever Flower. Go to the southeast island, and Dr. Einst will want Scrap7. Equip it and talk to him, and he'll take it, then leave you with the advice that the flower grows "behind a tree".

To avoid searching all over, that means look at any part of the left tree directly behind the house. Return to the southwest island with the Red Flower, and equip it when you talk to the man. Now that the other areas are out of the way, it's on to the Fortress, the last visible area on the planet Quintenix! Believe me, I checked with the Blimp, and there's nothing else.

Inside the Fortress, talk to the Hacker guard on the south side of the second room to get him to move over to the entry door instead. Now you can go get the Scrap3 in there. There's also a Celtis 2 treasure in that second room of the Fortress remember the blinking screen nearby for when you have the Cyber Jack. The guard on the north side will move out of the way if you wear the Leader's Badge, and you can enter a Hacker meeting.

Your father is there, but claims not to know you. And you see two people at the front of the room that you'll see even more of later: Blackmore and Rose.

I had to wander around the room for a while, talking to everyone, and then suddenly about the 5th time I stopped in the "empty" position in the middle of the back row, the game finally had Blackmore pumpkin head make a speech about having 3 Tetron. Then everybody leaves and carries you along with them, and when you go back the room is empty, but the other guards are gone. So explore a bit; you'll see one locked door, then come to another one with a mouse hole nearby.

It's time to use Change again! You'll come out of the ductwork and see your father being harassed because the Tetron don't work.

They decide to literally throw him away, something about a Laser being ready. Rose is suspicious of you as a mouse, but everybody leaves, and you can grab the goodies in this room. You can walk out of this room stop being a mouse unless you like the challenge in combat and head back to that first locked door. It gets complicated here because there are 3 other exits from this room. The one in the northeast corner on the upper level is Dr.

G as a mouse, not much else of use here the red book is off limits for now. Hold off on talking to Dr. G as a mouse until you've explored the other exits all the way. The one in the northwest corner on the upper level is a room with level 17 Bomb 2 , 18 Turbo Pack , and 25 Laser 1 books, plus another blinking screen. You'll be doing your computer exploring through here or screens connected to here.

The exit in the northwest corner on the lower level leads to your first Faceman monsters the first ones that wouldn't die from one hit by my "super" robot. Keep going and you'll get to a big room with some blue glowing parts that you can't enter; that's water. Remember the locked door on the north side for later. The east exit just past the locked door quickly dead-ends. The south exit will eventually lead you to a Hacker guard; talk to have him let you in to see your father.

He's got level 26 Blade 1 and 27 Blade 2 books in there, but he's still on the Hacker side. OK, go back to Dr. G's Lab, which is the northeast corner upper level exit of a big two-level room. After talking to all the people as a human, use Change and then talk to Dr. G once while you're a mouse. You'll be sent into the computer. You can't do much in there; notice that except for the A button, nothing else works! Just walk back into the "bullseye" to leave. After Dr. G leaves, become a human again and read the book to learn how to make a Cyber Jack.

When equipped, all you have to do is walk up to one of the blinking screens to enter the computer, but each screen goes to a different place. The screen in Dr. G's Lab still goes nowhere really. But the one in the room off the northwest exit of the upper level the one with 3 bookcases has several different places to go.

At bullseye locations with large crystals, you have to press A to enter. Here are directions to quickly get out of the Fortress using the Cyber Jack: enter the computer from the screen in the 3 bookcase room, then go through the next bullseye with crystal you come to.

That one has only one other place to go, but it's the west part of a large room - go through the bullseye with crystal in the southwest corner to get to the screen near the Fortress entrance. That's a handy exit and reference point for exploring. You can also use the Cyber Jack at one other computer. Unfortunately, it doesn't do anything for the computer at the house in Rococo, or the one with Carl's father in the Air Base.

But at your father's house near Rococo, it puts you in a special programmer's area. Talk to the first girl in there to hear about the Suppon Hammer, after she mentions "K". I believe they mean the Hammer 2 when it reaches Lv9 possibly earlier , because at that point it gains the ability to heal a Robot for the amount of damage it just did to a monster! Tomo Fujita explained that "Suppon" means "turtle", a Japanese symbol of energy.

Thanks to Geomedus and Steelkiel! Explore the Fortress computer, and you'll eventually find Dr. G and his assistant you can't get past them unless you talk to them. I put off doing anything about those losers until I'd found a Blade 2 treasure in an otherwise inaccessible room. Then I talked to Dr. G and let them follow me to his Lab keep going the way you were going when you met them, and the next bullseye crystal will take you one-way to the bullseye leading to the Lab.

But the story makes more sense if you ask for information instead; your father is mentioned and a protection routine in the computer. G's Lab. The locked door is in the northeast corner of the first water room.

It leads to the Computer Room what Dr. G and Assistant call the Mainframe. Save the game, then Cyber Jack in there only through the middle of the big panel , and you'll find you can only go to meet Bugbug. Now the yellow barriers are gone inside the big computer room, so on your way out you can go to the SW corner of it only a short walk from the orange crystal to exit the Fortress quickly.

If you've already got that Blade 2, there's nothing more to see here. To save time, leave the computer through the Computer Room exit SE of the orange crystal , and go through the south exit of the water room to get to your father. With Bugbug gone, he now will be closer to his usual self. Follow him he'll wait at a doorway if there's a choice of where to go and he'll open that closed door so you can enter some new rooms.

One of them has invisible Beret monsters. How he gets past all those monsters is a mystery. In the next room, a big one with water, your father is at the NW corner. But go to the exit on the south to get a Scrap9 first or remember to get it later when you're leaving. If you go through the exit on the east side, you'll get to the Waterworks. Flip the switch there to lower the water, but turn on popup monsters on your way out; while there's a screen on the north wall, nothing happens with a Cyber Jack.

Same thing for the screen in the Laser Room. Why monsters appear out of nowhere even with the Glasses on after you shut off the water is another mystery. And the directions your father gives you are wrong. Go explore the places formerly covered in water. Head back the way your father brought you, and explore from the stairs near the Computer Room go south and west first, because there's a Scrap5 treasure to the west.

Going east from the bottom of the stairs will lead you to lots of new rooms, including one with invisible Maskers, and finally to a big "I"-shaped room with Blackmore and Rose puzzling over the Tetron. Until you walk close enough to see them on the screen, you can always back out of the room and save the game.

But once Blackmore says "Who's there?! This Boss was rather nasty to my "regular" Robots until I fiddled with their equipment. After some trial and error, my first Robot did incredibly well mostly through not being hit and practically took down the Blacktank single-handed, at level 43 using a Shield 3, Axe 3 L9, Shield Pack and Boots 2.

I only had to use 2 Cures on it, and 1 Repair on the third Robot that got knocked into a heap with only 2 hits early on. Previous tries with different arrangements of weapons and equipment resulted in using up all my Repairs very quickly, forcing my "super" second Robot to do the honors.

I tried moving up to the side of the Blacktank and doing a Guard so a back shot would be easier the next turn, but that didn't always work. With a high enough defense, your Robot can just walk up to the front of the Blacktank and hit it, and often suffer no damage and no knockback from the counterattack.

If you find things aren't going well, and you aren't the kind of player that reloads a saved game, you could Escape or use a Smoke, and come back and try again later. Anyway, after defeating the Blacktank you get nothing but having to walk through more rooms full of monsters. Eventually you will get to a Boss door last chance to save! Rose betrays Blackmore, Blackmore pushes the button on the Laser that your father has been tinkering with, game over.

But somehow you wake up in what looks much like Rococo, just more rustic. You're in the past! I can't explain why your Transceiver still works, but the Blimp doesn't. There's a girl named Polon living in "your" house, she even has a letter from a Secret Admirer in the mailbox. If you give it to him, then leave and return, he sells some items plus Scrap2 at half normal prices! Pops has a Jewel out on the table, and his daughter upstairs wishes it was gone so she could get more attention.

Stella is a gossip as usual, and mistakes you for somebody else staying at Polon's house. The Mayor's House is being built, and you can come by and donate funds any time until you come back from defeating De Rose.

So be charitable and give! Leave Rococo and the path to the Forest will be revealed. While it's laid out the same, the monsters are different, and the treasure is a Scrap There's also a second Seed here. Leave the Forest through the north exit to reveal the path to the River area. The River is laid out a little different, but leave through the northwest exit to reveal the path to the Cave Mouth area.

This Cave Mouth area doesn't have the upper level, but you can still go in the Cave or try to go in the waterfall. Go in the Cave, and a guy who looks a lot like a Hacker is trying to put moves on a woman Polon. You'll have to defeat a Big Fan. He runs off mentioning Rose. You're next in Polon's house, and should go in the north room after she screams. In addition to the level 28 Bomb 3 and 29 Shot 3 books, there's an injured look-alike for you in the bed. Outside, the kid in front of Polon's house will now tell you a woman asking for you is in the Tool Shop.

And the little girl with the dog will now ask for flower seeds, so you can give her one Seed. You can now do the "missing Jewel" subplot. Pops had the Jewel, and Coker the Grandma later will now be missing from her house and over at his.

Go talk to Pops and watch Coker get ejected, then go back to her house and use Relay to talk to the cat. You'll learn about the mouse hole between the drawers in Pop's house.

Go back there, look at the wall between the two pieces of furniture on the north wall, and a hole will appear. Talking to the little girl upstairs in Pop's house may also give you a hint. Now you can use Change and go in there as a mouse. Go back, equip the Jewel and talk to Pops. He'll admit he was wrong, and now the boy and girl won't have feuding parents when they grow up. Quite a big reward for a little bit of work! Talk to the woman in the Tool Shop, who turns out to be Cookie; she thinks you're Rask and tells you to come to the spaceship in the Forest of Illusion.

She also mentions Gateau. When you leave Rococo, the path to the Forest of Illusion is revealed. Don't bother exploring the Cave yet. You can't get all the way in until later in the story.

This time through, the Forest of Illusion doesn't have that annoying fog. When you get through it once, the path to a southern "F. In there, Prinky and Igor are talking about the place being unlucky, and not a good building site. If they only had Glasses like you do, they'd see the spaceship taking up most of the clearing! Strangely, this first time only you can walk up the ramp in the middle, but can't enter unless you have the Glasses on.

Enter the ship, talk to everybody, then try to leave. You may have to try several times with different directions, for me it only happened when I went to the left at the intersection and found some Beret monsters. This time, a new path will open to Count's House. Return several times and the house will be a bit bigger each time. However, it doesn't seem like it finishes. And it still doesn't show in the Present. Go ahead, take out the final boss with a Sword 1 Lv 1!

This code will set and keep the timer at either , , or if there are 3 baddies, if there are 2 baddies, if there is only one and the first digit 10, 7, or 5 is about roughly how much of a bonus you get. So you can get regulary 5, 7, or 10 extra Megs per battle! Talk about going up in levels rapidly. On just a test game to the Old House I needed Boots 2 to find the movement address. I am already over level 20! And I was hardly trying. Try and you can be really hot stuff by the Old House, perhaps even earlier.

Item Codes Items are an important part of the game, very important part, you can't make your weapons or armor with out them. So with out further ado, the item codes. Both sets use the same item digits.



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