January 18, 2000, Version 0.6 , Jamie,
[email protected]
ROCKET: ROBOT ON WHEELS
The reason for this walkthrough is pretty simple. No one else has done
one, and that may keep a lot of people from playing this game. It's
pretty easy to get stuck, not knowing what to do next. This is a great
game, and the best way to experience it is to try to solve all the
puzzles yourself. This walkthrough is intended to be used as a last
resort, when you absolutely have given up all hope of finding the
ticket for yourself.
Please feel free to email me with any questions or comments on this
game, and if you're writing with a question, please include what level
you're asking about, and which of the tickets you're trying to find.
Any suggestions are always welcome. If you're interested in seeing a
fan page on this game, I suggest this one:
http://rocketrobot.tripod.com/home.htm
Version history: Version 0.1 completed 1/18/00. Pretty much added all
the tickets I had. Version 0.2 (1/21/00), added last of the tickets in
Food Fright, added some token help. Version 0.3 (1/22/00), found the
last tokens and tickets, finished the game, saw the ending and credits.
Version 0.4 (2/2/00), added more information on vehicles, and tinker
tokens. Version 0.5 (2/14/00), added info on booster packs. Version
0.6 (2/22/00), added machine parts, purple tokens and gold tokens.
Section 1. The Moves/ Vehicles
Section 2. The Items
Section 3. Whoopie World
Section 4. Clowny Island
Section 5. Paint Misbehavin
Section 6. Mine Blowing
Section 7. Arabian Flights
Section 8. Pyramid Scheme
Section 9. Food Fright
Section 10. Jojo World
Section 1. The Moves/ Vehicles
A total mastery of rocket's moves is required to get most of the
tickets. Visit Tinker frequently, he'll upgrade your moves for a
certain amount of tinker tokens.
If you're swinging on handles, you can always use the double jump to
reach the next handle easier. Once you learn the freeze move, use it
on the insects, and you'll be able to slam them easier. If you're low
on energy, almost anything you slam will give you a power cell. If
you're jumping from platform to platform, and you're being timed,
double-jumping slows you down. If you're in a race against time, try
to do as many single jumps as possible. Collect the tokens as soon as
you see them, don't put them off until later, and visit tinker
frequently to make your game easier.
(out of the manual)
Run: Move the control stick in the direction you want rocket to move
Jump: Press the A button to make rocket jump. Hold the A button for a
higher jump.
Pick up: Press the B button to turn on Rocket's tractor beam. You
must be near an object to pick it up. Once an object is picked up, you
can release the B button without dropping the object. To drop the
object, tap the R button.
Throw: Once Rocket is holding an object, tap the B button again to
bring up Rocket's aiming cursor. Use the Control stick to position the
aiming cursor and tap the B button again to throw. If you decide you
don't want to throw, tap the R button to cancel
Grab a handle: Rocket can grab on to many handles in the game, usually
over his head. To grab a handle, jump towards it and press the B
button. Press the B button again to let go of the handle. You can
also jump from a handle with the A button.
Swing: When rocket is holding on to a handle, moving the control stick
back and forth will make Rocket swing. Swinging can help you jump to
higher places.
Slam: pick up an object, push the A button to jump, and then the Z
button while in mid-air. This will cause the object in rocket's beam
to slam to the ground, possibly breaking it open. 80 tokens
Double jump: Press the A button to jump, the press it again while in
mid-air to fire your rockets and help you jump further. 250 tokens
Triple jump: let a mushroom or a marshmallow attach to you, then jump
3 times. If you time it right, you'll get a super jump.
Freeze: Hold Z, then push A to send a frosty spray. You can freeze
water in this way to walk on top of it, or freeze enemies by spraying
them also. 650 tokens
Grapple: Hold Z, then push B to activate the grapple. Aim until your
cursor lock on something and turns green. With this, you can reach
handles that are up higher. 450 tokens
Vehicles:
Dune Dog: You'll find this among some sand dunes in Clowny Island. 50
tokens
Hoversplat: Use the sheep to reach this vehicle in Paint Misbehavin'.
You can change the color you're shooting by pressing the A & B buttons.
125 tokens
Finbot: Also in Paint Misbehavin', you'll find this near the dock,
once you open the doors. 175 tokens
Beamlift: If you push the Z button, you can rotate the Beamlift.
You'll find this useful vehicle in Mine Blowin, hiding between some
crates. 325 tokens
ShagFlyer: I liked this one the most, it's always fun to fly around.
475 tokens
Gliderbike: Probably the most difficult to control. All I can suggest
is that you make subtle movements, and you'll be able to control it
easier. The faster you're going before takeoff, the longer you can
glide. Sometimes the wings will get stuck, just push Z to push them
back in. 750 tokens
SpiderRider: Handles like a drunken hippo, a bargain at a mere 850
tinker tokens. You'll find this one in the swamp area of Food Fright,
once you activate the machine.
Section 2: The Items
Tickets: There are 12 tickets per world, including Whoopie world.
They are in sequence from A to through L. As you go up the alphabet,
they get harder to find. You will need a certain number of tickets
before you can advance to the next level.
Tinker tokens: Each world has 200 tokens, including Whoopie world.
Use tokens to activate vehicles, to buy moves from tinker, and to get
the L ticket in each world. The silver ones are worth one, the gold 5,
and the purple 10.
Machine parts: (from the manual) on each land of Whoopie world, there
is a Big Machine that Jojo has broken. Each part looks different, and
the pause screen will highlight which of the pieces Rocket has
collected. To restart the Big Machine, Rocket needs to find all 7 of
the parts and then locate the Big Machine panel. By bringing the parts
back tot he Big Machine Panel, Rocket will repair the machine and open
up areas in the land.
Power cells: Replenish Rocket's life meter. If you grab on to an
enemy with your beam, then slam them, you will get a power cell.
Power Packs: Will increase the number of power cells you can hold.
Ticket Switches: These switches open up new areas in the park. The
number of tickets you need to open up the next area is on the ticket
switch.
Vehicle call buttons: Once you have found a world's vehicle, use the
call button to summon the vehicle to where you are.
Handles: grab on to the handles with your beam to reach higher places.
If they're too high, try using the grapple.
Bombs: grab on to these, and throw them at blocked entrances to make
your way through.
Bomb switches: can only be activated by throwing a bomb at them.
Grapple pads: If you see one of these, use the grapple while standing
on it.
Section 3: Whoopie World
This is where you start the game, and where you gain access to all the
other levels. Like all the other worlds, you will find 12 tickets and
200 tokens here. You'll also find Tinker, who will upgrade your moves,
and some energy Stations to fill up your energy. To access the second
part of Whoopie World, you'll need 40 tickets to bring down the
elevator.
Power Packs: The first one is on a pool of water, learn the freeze
move to get it. The second one is near the grapple pad. Stand on the
pad, use it to reach the handle, and swing up to get the pack.
A ticket: Grab it on your way in.
Pretty self-explanatory
B ticket: Get to the bottom of things
Once you learn the move from tinker, grab the key and put it in the
gate lock to reach the other part of Whoopie world. Go to the very
bottom, under the right hand ramp, and you'll see a door. Use your
beam to open the door and get the ticket.
C ticket: Learn a secret straight from the raccoon's mouth
Hop on top of the raccoon's head, and try jumping in his mouth, while
using your beam. It worked after a few tries.
D ticket: Just keep "roman" around
By the entrance to Paint Misbehavin', stand on the ledge behind the
entrance, and jump. Use your beam to hang on to a handle that will
help you reach the small cave where the ticket's sitting.
E ticket: The secret's mine! All mine!
Climb the little hill where the entrance to Mine Blowing is. At the
very top is a hole. Jump in to find this ticket.
F ticket: Get into the clouds and hang around
Climb up into Whoopie's mouth, and you'll be lifted to the clouds.
Zoom out with the camera, and you'll see some handles beneath the
clouds. Use them to get this ticket.
G ticket: Secrets are often veiled in clouds
Up on the cloud platform, look for a small cloud hanging in midair.
Hop onto it, and it will take you to a slightly larger cloud. Hop on
this cloud, and you'll be taken to an arena where you have to screw in
the screws onto 4 different platforms. To get this ticket, grab a
screw and just throw it onto the platform, it will screw itself in.
H ticket: Three tokens point the way
This one is a little involved. Once you have activated the elevator,
climb into it to go up to the next level of Whoopie world. Stand on
the Zebra rock, and grapple up to the entrance of Food Fright, but
don't go in. jump to the green ledge, and keep on jumping from ledge
to ledge, going left. Eventually, you'll reach the checkered ledge.
You'll see 3 tokens in this tunnel, pointing the way into a secret
tunnel. Walk right through the checkered wall to find this ticket.
I ticket: Can you handle the dome room's secret?
Go to the checkered ledge described above (where you found the H
ticket). Hop into the hole at the end of the checkered tunnel, and
pass this level to get the I ticket.
J ticket: Swingers are welcome on the ceiling
Near the entrance to the second stage to Whoopie world, at the top of
the ramp leading down to Paint Misbehavin', look to the right. You'll
see a tiny platform in midair. Hop on the platform, and use the
handles to reach the J ticket. (hint, when you jump from handle to
handle, do a double jump in midair to reach the next handle easier)
K ticket: Jojo's waiting
Beat Jojo, talk to Dr. Gavin, and the ticket will be yours.
L ticket: 200 tinker tokens are surely worth a ticket
Purple tokens: There's one inside Jojo's head, one on the cloud
where you enter the screw-toss, one upstairs as you fall down the pit
leading to ticket I, and the last one in this same area, on your way to
ticket I. There's some rotating steps that you must use to get across,
and if you time it right you can get the token.
Gold tokens: 1. At the start, there's 3 steps on the left. Hop
up to get this token. 2. Behind the entrance to clowny island. 3.
Where you find ticket E, use your jump to get 2 tokens. 5. Once you
take the elevator up, look for a tunnel leading to the 65 ticket
switch. 6. Above the entrance to the tunnel leading to pyramid
scheme.
Section 4, Clowny Island
Talk to Tinker, and he'll open up the entrance to Clowny Island. Step
on the pad inside the clown's mouth to be teleported to the level.
Power Packs: look in the water by where you learn to swing.
Machine parts: 1. Under the ramp, near the beginning. 2. Near where
you find the dune dog. 3. Explore the sand with the dune dog, next to
the B ticket. 4. Inside bee-ware, after the flowers. 5. Near the
gopher. 6. Next to the Midway. 7. In the roller-coaster sandlot.
A ticket: Stop and smell the enormous flowers
Climb the giant flowers for a ticket
B ticket: Swing into action on some floating platforms
In the water, you'll find some floating platforms. Swing from platform
to platform to get the ticket
C ticket: The battle of Midway
Go into the midway tent, and solve the 3 puzzles to get the ticket
D ticket: A hidden entrance? Bee observant!
You can't get into Bee-ware using the front entrance. Go down to the
beach, and you'll find the back entrance inside a post.
E ticket: Who's up for a race? You may need a little help
Once you find and activate the dune dog, go up the ramp, and look
around for the racecar. Race it and win to get the ticket
F ticket: Pick up some rings at the drive-through
Use the dune dog to go through all the green rings on the beach. If
you do it fast enough, you'll get the ticket
G ticket: Help the screws, then take a spin. Once around is enough
Gather all the screws, and take them in front of the big empty lot.
One of the screws is on the beach. Once you do, you'll be shown how to
build your own roller coaster! Finish the coaster, and take a ride in
it to get this ticket
H ticket: Coast through 5 targets. Cross the tracks if you dare
Build the roller coaster so that it goes through all five numbers.
There's 24 squares you can build the coaster on, six going left and
right (1 through 6), four going up and down (A through D). You start
on A3, but can't start building until A5. Here are the squares you have
to go through to get all 5. Starting at A5, go to A6, B6, C6, D6, D5,
C5, C4, C3, B3, B4, C4, D4, D3, D2, D1, C1, B1, A1, and finally A2.
Along the way, you might need to hold the B button to make the roller
coaster rise ( for numbers 1,3, and 4)
I ticket: The dinosaur needs a few parts
Collect all the machine parts to activate the dinosaur. One's hidden
in the rollercoaster sandlot.
J ticket: Check out the view from the carnosaur's cranium
Go inside the dinosaur's foot, climb up as high as you can, and you'll
be inside his cranium. Climb to the top to get the ticket. There's
also some tokens on the back of the dinosaur.
K ticket: Get a handle on the Midway.
To the right of the midway entrance, look for a crate and a handle
poking out of the side of the midway. Use the crate to reach the
handle, and explore the roof to find 2 gold tokens, and the K ticket.
L ticket: Tokens are always useful
Purple tokens: 1. Right before you exit Bee-ware. 2. Go up the
ramp near the start. 3. In the upper left corner of the roller-
coaster lot. 4. On the dinosaur's back.
Gold tokens: 1-4. Go through Bee-ware to find these. You have
to make the logs tilt to reach 2 of them. 5. Go up the ramp near the
start. 6-7. On the roller-coaster lot, near the end of the ride. 8.
Slam the column near the roller-coaster. 9-10. Inside the dinosaur,
one's on a handle, the other near the exit. 11-12. On top of the
dinosaur. One's on it's back. 13-14. Where you learn to swing .
15-16. On top of the midway, where you get the K ticket.
Section 5: Paint Misbehavin'
Once you collect 80 tinker tokens, visit Tinker to get the Slam move.
Find the key, slam it, and use it to open the gate, to gain access to
this world.
Once you're in Paint Misbehavin', you'll see small columns scattered
throughout. Slam the columns to get tinker tokens and other valuable
items. In the area where you start, you might notice the sheep stuck
to the wall. You can hop on top of it, and even throw more sheep on
the wall, to get you up to the top. The insects buzzing around can
cause you a lot of damage if you don't know how to take care of them.
To kill them, grab onto them with your beam, and slam them to get a
power cell. Once you learn the freeze move, you can also freeze them,
making them easier to grab.
Power Pack: In the courtyard where you find the B ticket, there's a
pool behind the waterfall. You'll find the pack there, guarded by an
insect.
Machine Parts: 1. Right before the colored pools. 2. Explore the
courtyard where you get the B ticket. 3. Right before the cave where
you get ticket C. 4. In the cave where you get ticket C. 5. Next to
the whirlpool, use the finbot to get it. 6. To the right of where you
find the F ticket, swing up the handles. 7. Near the machine.
A ticket: Your true colors aren't always enough
Explore the area, until you see a statue standing in front of a pool of
water. The statue will be throwing rocks into the next room. Grab
onto one of the rocks as he throws it to be launched into this room.
You'll find 4 pools of water, red, blue, yellow, and clear. The trick
is to match the color of the uniform the guard is wearing, green head
and orange body. On each pool, there are 2 levels, one paints you from
head to toe, and standing on the little ledge you only get painted from
the neck down. Go head to toe into the blue and yellow, to turn
totally green. Use the clear pool to wash just the lower part of your
body, leaving your head green. Now color just the lower part of your
body red and yellow, to turn it orange. Present yourself to the guard
to get the ticket.
B ticket: Spruce up some statues
Once you find the Hoversplat, go to the courtyard, where you'll find 4
statues. Color the carrot orange, the heart green, etc. to get the
ticket.
C ticket: More electricity! More Lightning! More!
You'll get to a cave with six colored balls floating in the air, and
when they get over their colors, they shoot electricity. Get in the
hoversplat, and paint them so that they are in the same color order as
the crystals on the ground. I can't believe it took me days to figure
this one out.
D ticket: You raised it, you climb it
When you get the B ticket, a small building will rise from the ground.
Go inside, and make your way to the top. Once you're on top of the
building, use the small balls on a string to swing up to the top and
get the ticket.
E ticket: Put some medallions together and watch the fun
Break open all the small columns you find, and you'll get the three
medallions. Bring them back to the gate to open it, and reach the
other part of this world.
F ticket: Swing through the trees. OK, tree.
There's a tree in the meadow, guarded by a stupid gopher. Grab onto
its handles and swing around to reach the top of the structure guarding
the ticket. Step on the green switch to get the ticket
G ticket: You're underwater, but things are looking up
Under the small dock where you first find the dolphin, use a sheep, and
release it underwater right under the dock. This will trigger the door
opening, and give you the ticket.
H ticket: Your turn to fix the machine
Find all the machine parts to start the machine and get the ticket
I ticket: Rings + Finbot = Ticket
Go through all the green rings with the dolphin to get the ticket
J ticket: Hmmm… lots of water. Why not see where it goes?
With the dolphin, follow the water as far as you can to get the ticket.
K ticket: It's in the back
"the "K ticket: It's in the back" in Paint Misbehavin' is in the
back left corner on the platform where the machine is." (Skeets)
L ticket: 200 will get you 1
Purple tokens: 1. to the right of where you find the F ticket,
swing up the handles. 2. At the entrance of the cave leading to
ticket C, kill the fly and use the nearby columns to climb up and get
the token. 3. After getting ticket B, go inside. Use the handles to
reach this token. 4. When you're riding up the aqueduct with the
dolphin, make your way past the whirlpools, and use the fountain to
take you over. Look around for the token.
Gold tokens: 1-2. At the entrance of the cave leading to ticket
C, slam the columns to get these tokens. 3. In the meadow, let the
statues swing you around to get the token. 4. On top of the building
housing ticket F. 5. In one of the pools where you get ticket A. 6-
11. After getting ticket B, inside you'll find 2 near the bottom, 2 on
the upper ledges, 1 high in the air, and the last 2 outside, on top.
12-16. Go through the aqueduct with the dolphin.
Section 6 Mine Blowing
You'll need to get the double jump from tinker before you can hit the
15-ticket switch. Once you have the double jump, and 15 tickets, the
entrance to Mine Blowing will open up.
Climb up the small hill to find the entrance to Mine Blowing. Once
inside, use the bombs to clear the way. In this world, you'll be
introduced to the mushrooms, and learn how to use the triple jump.
Power Pack: Once you activate the elevator, take it all the way down,
and look around the cave.
Machine parts: 1. Bomb the walls in the room with the beamlift to
find some tokens and this part. 2. On your way to getting ticket C,
between some handles. 3. In the pit with the mushroom. 4. In the
cave with the other mushrooms. 5-6. Once you get behind Whoopie's
head, explore the area to find these 2 parts. 7. Once you activate
the fish elevator, take it to the very bottom and explore the cave.
A ticket: There's a fungus among us
Go to the room where the Whoopie statue is pouring water down. Go in
the water, and follow the stream to find mushrooms. Use the triple
jump to hop from platform to platform, and get the ticket
B ticket: I'm only a ticket in a gilded cage
Use the Beamlift to lift the cage and turn it upside down (bang it
against the steps)
C ticket: Exploding gems? You can get a ticket for that
When you touch two gems of the same color together, they make a huge
explosion. Collect the green, red and blue gems, throw them across the
gap, and use the handles to get across yourself. Touch the gems to
their matching colors to clear the way to your ticket.
D ticket: Get a bomb up where it'll do some good
Use the Beamlift to move a big and a medium box by the entrance to that
area. Hop out, and drag a small crate there as well. Go get a bomb,
and climb onto the small crate, the medium box, and the big box. Once
up there, bomb the blocked entryway for a ticket
E ticket: Get behind Whoopie, but watch for bombs
In the room with the beamlift, use the bombs to shatter the
stalagmites. Climb them to reach a hidden ledge. Follow the path, and
you'll eventually wind up on the upper platforms. Use the lamp to get
behind Whoopie's head.
F ticket: Mine carts will take you to some helpful clowns
Once you get on the upper platforms, go into the entrance with the
clown on top, and ride the mine carts. You'll reach a door with a knob
that you have to pull. Pull the knob, then let the clown take the knob
away from you, so you can go through the door and get the ticket.
G ticket: Beware of rolling rocks
Behind Whoopie's head, you'll reach a room with a suspicious looking
floor. Bomb the floor and step on the switch to get the fish platform
in motion. (the fish is on the bottom of the area with Whoopie's head,
and once activated, will rise up and down to help you reach the upper
platforms faster). Go back to the main room, with Whoopie's head, and
at the bottom, wait for the fish platform to rise. When it does, hop
into the hole it leaves behind to find the rolling rocks. Make it
through the rocks, using bombs to clear a way through, and you'll get
the ticket
H ticket: Put those parts to use
Activate the machine to get this ticket. The machine is in the room
with the beamlift.
I ticket: Gears and pistons and pits, oh my!
Make your way through the machine to get this ticket.
J ticket: Feeling boxed in? Climb the walls.
In the room with all the boxes and the beamlift, use the handles to
climb up as far as you can to get this ticket.
K ticket: There's never a bomb where you need it
You're not gonna believe this one. Grab the bomb that's at the
entrance. Go to the fish ramp going up and down. Take it all the way
to the bottom (the very bottom), and look around for a wall that could
use some blowing up. Blow it up to get the ticket. In this same area,
there's a token high in the air. Bring down the mushroom to this
level, and use the mushroom to get the token.
L ticket: Trade a few dingy Tinker Tokens for a nice shiny ticket
"I had the same problem as you finding the last purple token in Mine
Blowing, try searching the room containing the blue crystal (its on top
of the entrance). The blue crystal can be found in the area where you
have to blow up 3 wall, each one with a different gem." (Bertius)
Thank you Bertius, that was it.
Purple tokens: 1. High in the air, across from the entrance to
the machine. 2. In the cave where you find the blue gem. 3. Right
above the fake floor hiding the E ticket. 4. Once you activate the
fish elevator, take the mushroom all the way to the bottom, and use it
to get the token.
Gold tokens: 1-2. Use the mushroom to reach these. 3-7. In the
room with the BeamLift, blow up all the walls to get 3, and use the
crates to get 2. 8. In the area with the colored crystals. 9-11. In
the cave with the other mushrooms, use them to get these tokens. 12-
13. One's in the second mine cart room, the other's in the last room.
14. Right before you get the G ticket. 15-16. Inside the machine,
near the end
Section 7: Arabian Flights
To hit the 25-ticket switch on the water, you'll need to learn the
freeze move from tinker. Once you learn the freeze move, and collect
the 25 tickets, you'll be able to reach the switch. Hit it to open
Whoopie's mouth. Climb into Whoopie's mouth, to get up in the clouds.
Look around, the entrance to Arabian Flights is gliding around the
giant cloud.
Take a magic carpet ride through the mystical Arabian Flights. There
are four colored platforms, and every time you enter the level, you
start at a different one. It is very easy to get disoriented and lose
all sense of where you are in this level. Try flying around to get
familiar with the surroundings before you explore in depth.
Power Packs: Once you activate the machine, there's one under the red
orb.
Machine parts: 1. On the steps, where you get ticket A. 2. Near
where you get the C ticket. 3. Inside a tower, in the area with the
red starting platform. 4. On the purple starting platform. 5. At
the start, where you get the D ticket. 6. On top of a building near
the red starting platform. 7. Behind "fun with magnets".
A ticket: Stepping stones: can't touch just one
Fly around, and you'll find the stepping stones hanging in midair. Hop
off the carpet, and hop onto these stones, making sure you step on all
of them. Once you do, you'll get the ticket
B ticket: Propellors aren't just for beanies
Find the propeller that you can go into, and step on the green switch.
This will activate another propeller, and you have a limited amount of
time to reach it with the carpet. Once you reach it, step on the
switch to go to the next, and so on.
C ticket: Hit the switches, win a prize!
After flying around, you'll find a column with some bomb switches.
Step on the hovering platform, and hit all the switches to get the
ticket
D ticket: Enter the tower of 1,000 secrets! OK, 2 or 3 secrets
Fly around, and you'll see a little canopy covering a hole. Dive in,
and bomb the wall. Get the key in the chest, go through the door, and
complete that small level to get the ticket.
E ticket: Fun with magnets
After flying around, you'll find a room with 2 boxes sticking to it on
the outside. Go in, and you'll see some curtains, a wall, a box, and a
green switch. Step on the green switch to activate the wall, and throw
the box at the wall, right in the middle. Using the box as a stepping
stone, climb to the top and step on the second green switch, to open
curtain number 2. Do the same thing here, use the box to get to the
top after you step on the switch. For the final curtain, I found it
easier to stack 2 boxes on top of each other before pressing the green
button. Then I threw the third box high in the middle, and used the
two stacked boxes to reach the third one, to reach the top. Explore
the top to find the tinker tokens and tickets.
F ticket: Give us a ring sometime
Fly through the green rings with your carpet to get the ticket in the
snake's mouth.
G ticket: Are you ready to Roc?
Snatch the ticket from Roc the eagle (you'll find him flying around)
H ticket: Repair the machine and meet your biggest fans
The last machine part I found was behind the entrance of "fun with
magnets".
I ticket: Where does all that air come from?
Once you repair the machine, fly up to the very top, and go under the
yellow crystal. Inside, you'll need to step on 3 switches. Fall all
the way to the left to get the red switch. Follow the yellow arrows to
the right to get the yellow switch. For the blue switch, stay in the
middle, a little towards the left. Hop across the red, yellow and blue
platforms, and make your way past the fans once they stop blowing. If
you step in front of a fan while it's still blowing, you'll have to
start all over. When you get to the five fans with the steps in front,
wait for the first fan to stop, then the second, then hop up the steps
to the right, and finally down to get the ticket.
J ticket: Four secret spots? Sounds good
Once you activate the machine, fly under the crystals in this order:
Red, Purple, Blue, and Green. The ticket will be next to the yellow
crystal at the very top.
K ticket: Circle around and look behind things
In one of the starting platforms (the blue one), fly around the
structure to find this ticket behind a column.
L ticket: Tokens always come in handy
Purple tokens: 1. On your way to getting the D ticket, you have
to make Ice platforms to get past some electrified beams. There's a
token here. 2-3. Fly around, and you'll find a purple token on top of
two small towers. 4. Inside the machine, near the end are five fans.
In between the upper two fans is the token.
Gold tokens: 1-4. As you're getting the B ticket, you'll find a
gold token next to each button. 5-8. In each of the colored starting
platforms you'll find a gold token. 9-10. On your way to getting the
D ticket, in the pool where you find the key. 11. After getting
ticket A, explore the tower to find the token. 12-13. Inside fun with
magnets, on top. 14-16. The first two are near the beginning, the
last one near the handles.
Section 8: Pyramid Scheme
To activate the 40-ticket switch, learn the grapple move from tinker,
then stand on the grapple pad to reach the switch. This will bring
down the elevator.
Once you activate the elevator in Whoopie world, take it to the upper
level. Go straight ahead, into the tunnel, to find the entrance to
pyramid scheme. Once you get the D ticket, you'll be able to enter the
lava world. Just step on the switches with the sun symbol to switch
between lava world and normal. The switches are activated only when
you step on them in the lava world. To get the machine parts, go to
the area with the small island, where you put in the screws. Near
there is a mound with a switch on it. Step on the switch to level out
the platforms in front of you. Hop across and hit the next switch,
then quickly hop from column to column to reach the last switch. This
switch activates the handles, but you have a very short time to swing
across, so forget the tokens until later. Once you swing to the other
side, you'll get a few more tokens and the last machine parts. To
handle the glider easier, get it going, push Z, then immediately climb
as high as you can. This gives you a longer glide if you push down
gently while gliding.
Power Packs: Every time you come out of a tunnel onto a balcony high
in the air, look around. There's usually a handle just within your
reach. There are three places like this, and each one has either
tokens or a power pack.
"In Pyramid Scheme, there are 2 power packs. One is the one you had.
The other one is in the ruined world. In the front half of the world
(Where the entrance is in the normal world) fly up really high and on
the opposite side where you find one of the purple tokens (In the vine
cage) you will find a power pack in a vine cage." Trent
Machine parts: 1-7. Go to the area with the small island, where you
put in the screws. Near there is a mound with a switch on it. Step on
the switch to level out the platforms in front of you. Hop across and
hit the next switch, then quickly hop from column to column to reach
the last switch. This switch activates the handles, but you have a
very short time to swing across. Once you swing to the other side,
you'll get a few more tokens and the last machine parts.
Tinker tokens: there's a purple one on a ramp up high in the air, use
the gliderbike to glide near it, then hop off and swing on a handle to
reach it. In the columns where you get ticket H, there's tinker tokens
along the sides, you have to reach them from the very top, and work
your way down (in the lava world).
A ticket: It's absolutely the top
As you go in, find the grapple pad. Climb up the handles to reach the
top and get the ticket
B ticket: Grapple with a tile-flipping problem
You have to have all the tiles facing the same way. The game should
start with all the tiles the same, except for the one in the upper
left-hand corner. There are nine tiles, the tiles going up and down are
1,2,3, and the tiles going left and right are A, B, C. The tile that's
different should be A3. Hit them in this order to solve the puzzle:
A3, C2, A1, B1, and C3
C ticket: Return of the screws
Find the four screws, and toss them up to the small Island. As each
screw goes in, the platform on the island will rise, until it gets high
enough to get the ticket. One of the tickets is high on a ledge, use
the floating platforms to get up there.
D ticket: A few simple parts can transform your world
Find the machine parts, and activate the machine right by where you
enter the level. Now you can step on the night and day switches, to
reach the lava world.
E ticket: Why go to the lava when the lava will come to you?
Once you turn into the lava world, there are some steps right above the
machine entrance. Climb the steps, and keep double jumping back and
forth to keep climbing higher. Once you get to the top, hop in the
hole under the tinker token. Now it's a race against time and the lava
to win the ticket, and the gliderbike.
F ticket: A ruined circle is better than no circle at all.
Go to the area with the spinning circle (in the daylight). Step on the
nighttime switch to stop the circle, making sure that the arrow is
pointing left and right, and not at the ticket. At night, use the
column to hop to the needle, and across. Jump from platform to
platform until you reach the second night/day switch. Step on it to
return to daylight. Get the token, and stop the spinning disk when the
arrow is pointing right at the ticket. Hop across to reach the ticket.
G ticket: Don't let a little lava stand in your way.
In the lava world, make your way around until you see lots of platforms
on the lava. Jump across them, to the entrance on the other side of
the lava lake. Jump from platform to platform to get this ticket.
H ticket: From restful to ruined and back again.
Once you have the gliderbike, use it to climb up to the ledge in the
lava world. Follow the ledge until you get to an opening. Go inside,
and use the columns to bounce yourself up. Keep switching between lava
and normal to get the ticket.
I ticket: This "rock in mouth" situation is explosive!
Go to the raccoon with a rock in its mouth. Flip the four tiles on top
so that they are Blue, Red, Green, and Blue from left to right. This
will shatter the rock in the raccoon's mouth to let you get the ticket
inside.
J ticket: Ring around the lava
Use the gliderbike to get all the green rings.
K ticket: How high can you fly?
Use the gliderbike to fly from pink ramp to pink ramp. When you get to
the third pink ramp, look around, and you'll see an extension that you
can hang on to. Use the bike to get you there, hop off the bike, and
grab on to one of the handles attached to the extension. Swing from
handle to handle to get the ticket.
L ticket: Tokens, tokens everywhere! On the ground! In the air!
Purple tokens: 1. Use the same technique you used to get the K
ticket to get a purple token high up in the air. 2. Jump on the small
balcony where you find one of the screws, and follow the tunnel. At
the end, use the handles to get this token. 3. While you're getting
ticket F, eventually you'll get to a light/dark switch enclosed in a
force field. Right next to the switch is the purple token. 4. Once
you reach the very top of the columns, after getting ticket H, explore
the top of the walls to find this token.
Gold tokens: 1. In the same area where you get ticket B. 2.
Next to where you get ticket B, use the springs to launch yourself up
to the token. 3. When you start the world, look around for a tunnel.
Follow it all the way, and use the handles to get the token. 4. Find
the giant Whoopie head, and swing up and around it. On the left side
is an opening in the head, use it to get the token. 5. To the left of
where you get ticket B is a tunnel. Follow it, and go along the tree
tops to get the token. 6-8. In the area where you get ticket H,
there's 2 on the columns right at the beginning (light world) and one
on the wall on the left. Reach it by jumping down to it from the very
top (dark world). 9. When getting ticket F in the dark world, use the
rotating platform to reach this token. 10. In the area where you get
ticket G. 11-12. As you're getting ticket E and the gliderbike,
you'll find 2 tokens on the way up. 13-16. You'll find a token
suspended over 2 of the volcanos in the dark world, and two more over
the huge lava pool.
Section 9: Food Fright
To find the entrance of Food Fright, take the elevator up to the upper
level of Whoopie World. You'll see a small checkered hill. Stand on
the small hill, and use your grapple move to reach the blue handles
high above you. Swing across to reach the entrance to Food Fright.
Find all the machine parts to get the machine going. Next, hitch a
ride on those spiderlike arms that come down (you can grab on to the
ends with your beam). Let the arm take you to the green platform, and
use the grapple pad and spiderweb platforms to reach the upper level.
Once inside the machine, climb as high as you can, and you'll be on a
platform with a funnel above you. Hop up inside the funnel to go to
the swamp region. Once in the swamp, find the spider rider,
familiarize yourself with this area, and then raise the monster head.
To raise the head, bomb the targets on their platforms.
Power Pack: In the same area you find ticket A, you'll see the power
pack sitting on top of a cage. You can jump down on it from the green
platform, once you activate the machine.
Machine parts: 1. Right above the entrance. 2-4. In the area with
the marshmallows. 5-6. In the area with the scale. 7. Hovering near
the river.
A ticket: The marshmallows obviously have met the mushrooms.
Use the marshmallows to hop up to the ticket inside the cage.
B ticket: What kind of clown would work for scale?
Go to the scale, and put in one red and white ball, two medium brown
balls, and hop in holding a small rock. That should give you the
ticket.
C ticket: Get to the teeth of the problem
Collect all the machine parts to open up the mouth, activate the
machine, and get the ticket
D ticket: Do handles have you spinning in circles?
Look around for some handles spinning in circles. Use them to swing
across to the ticket. You'll find these handles once you reach the top
level
E ticket: Ring a ding ding
Go through all the green rings
F ticket: Troll for a ticket
Once you get inside the top level, look for a hole in one of the pipes.
Jump in and meet troll. Feed troll whatever he wants to get the ticket.
G ticket: Get to the top of things
Climb up the top of the machine to get this ticket
H ticket: Those are some big flipping bugs!
In the swamp region, use the Spider rider (after you raise the monster)
and go up the pink ramp. Flip over the ladybugs to get this ticket.
To flip the bugs, just bump up to them.
I ticket: Get inside the monster's head, literally.
In the swamp region, use the Spider rider (after you raise the monster)
and go up the monster's tongue and inside his head. Get past the eyes
and tentacles to get the ticket.
J ticket: Monsters hate having something in their eyes
Get to the level where the green lava is (climb to the very top of the
inside of the machine, and hop up into the funnel). Once you bomb the
bomb target, the huge monster head will rise. Use the monsters
sticking their tongue out (near the entrance) to climb up to a platform
with bombs. Use the bombs to bomb the monster's eyes. When both eyes
are closed, the head will lower. Quickly jump on top of the submerged
monster head, and when it rises back up you'll get this ticket.
K ticket: The eyes have it
Once you activate the machine, use the arms to take you up to the eyes,
and the ticket will be on top.
L ticket: Tokens: collect the whole set!
Purple tokens: 1. In the area with the scale, right above the
scale. 2. On top of one of the handle platforms leading to the D
ticket. 3-4. In the swamp area, use the tongues to reach the tokens
(2 separate places).
Gold tokens: 1. On top of a marshmallow mountain, in the area
with the marshmallows. 2-3. In the area with the scale, the first
one's in a window. The second one is on a small ledge next to the
green platform. Activate the machine to reach it easier. 4-5. Once
you reach the small platforms surrounding the huge red/white hat, hop
around the hat to find these tokens. 6-7. On top of the handle
platforms leading to the D ticket. 8-10. On your way up to the swamp
area.
Section 10: Jojo World
If you think the game's gonna let up just because you managed to
scrounge up 65 tickets, think again. You have to go through Jojo's
grueling obstacle course, applying every single thing you learned in
the game. It's a nerve-wracking experience. You start out swinging.
Once you reach the other side, use the flowers to hop up. Make your
way past the seesaws. When you get to where you have to paint
yourself, I found it easier to paint yourself at the fountains, and
hopping as fast as you can up the columns so that the paint guns don't
get you. To paint yourself at the fountains, first paint yourself
orange (red and yellow). Then, paint your head green by standing in
the middle of the paint grates, and timing your jump so that just your
head gets painted green (blue and yellow). If you make it to the fan
area, use the bomb to blow up the Jojo wall, then quickly bomb one of
the propellers, and jump through.
The next area is the grapple area. Freeze the water to get
across the small pool, and from the frozen water grapple the handle
above you. Next, to get across the next pool, keep making frozen
platforms. Once you get to the bar, make a platform, wait until if
floats to the other side of the beam, then hop over the beam and onto
the platform. Once you make it past the magnet platforms (it's easier
if you stand in the middle of them, and slowly move either left or
right), you'll come to a switch and a huge magnet. Find the box, step
on the switch, throw the box at the magnet, and grapple onto the box to
pass this area. Keep jumping to the right, and you'll come to another
magnet puzzle. This second one involves 2 boxes. To pass it, throw
one box on the platform, then use the same technique with the second
box to get onto the platform, then quickly throw the box on the
platform to the magnet. If you're fast enough, you'll have time to
grapple it and make it across.
If you somehow manage to get past this to the lava part, jump
across to the column in the middle, swing up, and use the spring-loaded
platforms to hop from platform to platform, into Whoopie's mouth. I
found jumping around this way easier if I jumped onto the spring,
rather than rolling onto it. Land on the side of the spring closest to
you, and as it's launching you into the air, push forward. Right
before you reach the other side, wait until the last instant to fire
your double jump.
"As for Jojo's world and the lava jumps, it's best to take a short jump
then when you land on the spring platform push forward. You'll get just
enough momentum to move forward and make the next platform. The last
platform is the toughest, as it's really hard to judge, just push
forward all the way and don't let up, you'll make it just
fine."(Philbert)
Once you get inside Whoopie's mouth using the handle on his nose,
you'll find a couple of platforms on the other side, and one of them
has a mechanical arm. The arm doesn't do anything; you have to make
the platform spin around to reach the other side. What worked for me
is, I stood at the end of the platform, and kept shooting grapple beams
at it until it started moving. I shot the beams in the direction the
platform was moving, and eventually it swung around to the other side.
"If you place yourself in the arm/fork, you can cycle INTO the side of
the fork, forcing the underlying platform to swing. It won't swing all
the way round the first time, so turn Rocket around and cycle into the
other side of the arm/fork, which makes the platform gain enough
momentum to swing 180 degrees so you can jump off it onto the next
section." (CSW)
Once you make it to the spider, you're home free. Use the bombs
to destroy the spider legs and make it easier for you to reach the
head. Jump right in front of its eyes, then over them, up its back,
and to the next platform. Next Jojo will try to plead and bargain,
don't listen to him. Instead, use the handles around the green column
of light to reach the top. Once there, climb on top of the ball, and
make it roll. After it rolls for a while, that will be the end of
Jojo, and the park will be back to normal. After Dr Gavin talks to
you, you'll get the ticket.
When you have all the tickets and all the tokens, you'll see the
ending, which Whoopie wasn't too happy about. This game is cool, even
the credits are a mini game. Hope you enjoyed it as much as I did.
The only thing I missed was some cool bosses, or maybe some more
enemies. Other than that, great game.
As you can see, this walkthrough is far from complete. I would
appreciate any input I receive. I hope that this walkthrough will help
those hopelessly stuck somewhere. This is a fantastic game, full of
fun challenges and clever puzzles. It would be a shame if people got
to the point where they don't enjoy playing it anymore because they
can't get further.
Acknowledgements:
I want to thank:
http://www.gamefaqs.com
GameFAQ's, they maintain a great site totally devoted to helping
gamers, and they were kind enough to post my submissions.
Ubi Soft, Suckerpunch, and Nintendo, for releasing this great game.
Anyone else associated with Rocket: Robot on Wheels. I am in no way,
shape or form associated with Nintendo, Suckerpunch, etc., nor claim to
be or ever have been associated with those companies and or
organizations mentioned above.
A special thanks to all those who have been writing in with
suggestions.
This document copyright 2000, Jamie Aceves