Steambot Chronicles FAQ/Walkthrough
Version 1.0
June 6, 2006
By Brian Nii (bnii at hawaii dot edu)
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$ Table of Contents $
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Version History
Basic Tips
Walkthrough
Side Quests
Frames
Album Outfits
Battle Mode
Frequently Asked Questions
Acknowledgements
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$ Version History $
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Version 1.0 (June 6, 2006) - Completed the walkthrough. Updated the side quest
section.
Version 0.2 (June 5, 2006) - Added a new section on album outfits and battle
mode. Updated the walkthrough and side quest sections.
Version 0.1 (June 4, 2006) - First version of FAQ. Walkthrough covers up to the
arrival at Happy Garland.
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$ Basic Tips $
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- Read the instruction manual. Even if you don't memorize the manual, it gives
you a good overview of the game. Don't worry if you don't understand some
parts of it. The game features an extensive help file in the menu with a great
deal of information.
- Go through the tutorial. You'll be spending a lot of time on a Trotmobile, so
you need to get to know them like the back of your hand.
- Examine everything. This might sound cliched, but you never know what you'll
find in the game if you don't look. Anything that you can examine will be
indicated by an orange W mark above Vanilla's head when he faces the area or
object in question. Some times you'll get a generic response. Some times you'll
get an item or an important piece of information.
- Talk to everyone. Everytime you talk to a person, he or she is added to the
album in the main menu. This might come in handy when you need to find a
particular person but you're not sure where you last saw them. The album is
updated in real time whenever you discover new information about that person.
- Save frequently. Another cliche in gaming. Some of the battles in the game
are pretty rough, and you don't want to replay the last few hours just because
you didn't save earlier. Fortunately, save points in the game are frequent, so
make sure to save early and save frequently.
- Pressing the L1 button increases the speed at which your Trotmobile moves in
the city. This will save you a considerable amount of time (not to mention
sanity) when you need to go across town.
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$ Walkthrough $
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TUTORIAL
If you've played Namco's Katamari Damacy before, the Trotmobile controls should
be quite familiar to you since they control just like a Katamari. I highly
recommend going through the tutorial for all the basics. The only part of the
tutorial you might have problems with is the last section where you need to
fend off five targets simultaneously. The key here is to not use the lock on
feature. Instead pivot in place and manually target the targets. When you clear
the tutorial completely you'll earn the Tutorial plate, which you can carry
over to the start of the game.
PROLOGUE
When the game starts you'll be asked four questions. For the first question if
you answer "Donate it to charity" it will increase the effectiveness of the
Donation Box, an item you can obtain late in the game. The second question on
style doesn't seen to have any effect. For the third question, the answer you
select determines what time of day you'll earn the most tips for street
performances. The last question effects the "hero" ending of the game. The
action you select here will occur at that particular ending.
SEAGULL BEACH
Be sure to remember your initial response here. It comes in handy later in the
game. Talk to the girl and then try to exit the beach. When she asks what
happened tell her a blue thing on the cliff shot a missile. Next check out the
fisherman's shack on the far end of the beach. You need to enter it so tell her
that you want to enter it. She'll reveal a hole on the side you can use to
enter the shack. Inside get the picture and default gloves from the chest. Exit
the opposite door. After the converstation get into the Trotmobile nearby. Move
the debris to open a path, and then proceed to the large rock and move it to
exit the area.
EGRET BROOK - DOWNSTREAM
Search the farm for a cowboy hat and the first volume of classic world
literature. Proceed onward to the Hayabusa Carpet Mill.
HAYABUSA CARPET MILL
Search the Hayabusa Carpet Mill for the cowboy clothes and cowboy boots. Talk
to Mr. Peregrine to recieve a free arm part of your choice. I recommend either
the Cannon or Sword arm. Talk to the mechanic upstairs on the bench. Ask him
about customization and plates and he'll give you the Hayabusa plate. Talk to
Basil (he's the one with the green shirt). Go around the other side through the
garage and talk to the suspicious man near the ladder going down. Go back to
Basil and talk to him. Go back downstairs and talk to Kain (the man in the
white tank top near the cone). He'll ask if you can deliver some carpets for
him and give you the Flatbed frame. Go into the garage and equip the arm part
you got from Mr. Peregrine (replace the Scrap arm but don't sell it, you can
use it late in the game to make a neat item) and the Flatbed. Talk to Kain
again and he'll load your Trot with carpets. Talk to Marjoram to leave.
EGRET BROOK - MIDSTREAM
Defeat the Killer Elephant member (just throw him). As you make your way
towards town the first boss of the game will appear.
Boss: Don Elephant
The Don Elephant looks intimidating, but it's actually a piece of cake. There
are many things in the area you can use to throw at it (including KE Trots).
Note that there are also quite a bit of explosive barrels on the deck of the
Don Elephant. There are also several chests filled with small amounts of UR on
the deck as well. Just throw stuff at the DE and shoot it or just jump on it
and start whacking away. You should have no problem defeating it no matter what
strategy you decide on.
When the Don Elephant is destroyed, continue onwards to Nefroburg. You'll
encounter Fennel at the front gate. If you told Connie about the blue
Trotmobile earlier she'll make a comment about it here. Enter Nefroburg.
NEFROBURG
Park your Trotmobile at the Nefroburg Bakery and follow Connie to her
apartment. It's marked on the map with a red dot. If you get totally lost
she'll appear in the upstairs window of the apartment to call you. After
meeting Rosemary and Ms. Echinachea go back to your Trotmobile and head for
Nefroburg Station (or you could just walk there if you prefer). When you reach
the center square the concert will begin. After the cut scene defeat the KE
units that appear. Afterwards head for the Vladmir Real Estate office. The
James Inn is right next to it. Go there and sleep in the second room on the
top floor.
The next morning go to the station to see the GlobeTrotters off. Your next
destination is Vision Ranch, but take the time to explore the town. Of
particular note is Fashion Ronde, where you can get the snobbish hat, clothes,
and shoes, as well as a pretty (expensive) dress. Also note that the Nefroburg
Bakery sells doughnuts (another important item later on).
Visit the Siberian Musk Hotel (Carpet Delivery side quest) and the Aphrodite
Bar downstairs. Make sure to try the hot chocolate from the girl in the lobby
at least once, and talk to the Cheerful Killer Elephant in the bar near the
piano for an application to join the KE (this saves some time since you need to
get it later anyway). Play the piano before you leave to get the notes.
Near the Hotel are the Nefroburg arena and police station. If you ask the
police at the station for directions he'll mark all the important locations in
town on your map for you. At the arena you'll be introduced to the manager Dino
and be thrown into a match against Chucky. He has no weapons at all so he's
really easy to beat. Afterwards, visit the theater (Nefroburg Movies side
quest) and museum (Nefroburg Museum side quest). When you're done exploring
head for the Vision Ranch Exit.
WAGTAIL CANYON
If you talk to the mechanic outside the gate he'll tell you that you can make a
Wide Flatbed by combining two regular Flatbed frames together. Keep that in
mind. Continue onwards towards Vision Ranch.
VISION RANCH
Visit the farm nearby and talk to the residents. The farmer inside will give
the Sheep plate after you try his cheese. Head up the hill towards Dr. Nutmeg's
for a scene. After that continue up the hill, park in front of the house and go
inside. Talk to Dr. Nutmeg. He'll give you medicine for Rosemary. Get the
Trumpet from the chest upstairs before leaving. Head back to Wagtail Canyon.
WAGTAIL CANYON
As you enter the area a large boss appears.
Boss: Millimotive
This boss consists of several elevated platforms with cannons on top of them.
These platforms move up and down. When they lower the blades below come into
view and block the space between the platforms. You need to jump onto each
platform and destroy the cannon on top of it. The blades will block your shots
so you need to wait until the platform rises before shooting it or jumping to
the next one. Once all the cannons are destroyed jump down and hit the boss one
more time to defeat it.
Destroying the Millimotive uncovers a large stratum where you can mine for
large fossils later in the game. Head back to Nefroburg.
NEFROBURG
After your Trotmobile is confiscated you'll end up in the church. Pablo the
artist is here and if you buy his paintings you can start his side quest (Pablo
the Artist subquest). Exit the church and return to Rosemary's apartment.
Give her the medicine. If you didn't get the KE application earlier you need to
go back to the Aphrodite Bar and get it now. Once you have the application go
to the museum and talk to the KE chief of personnel (the man with the cane). It
doesn't matter how you answer his questions, but when he asks you the final
question answer with "The moon". He'll accept your application and give you the
K.E. Logo plate. Go to your Trotmobile and switch to the K.E. Logo plate. Exit
town using the Seagull Beach exit and head for the Hayabusa Carpet Mill.
EGRET BROOK - MIDSTREAM
The area where you destroyed the Don Elephant is blocked off by a checkpoint.
Despite the fact that you joined the KE the enemies here will attack you. Grab
the KE Trotmobiles and throw them at the checkpoint to destroy it. Continue
towards the Hayabusa Carpet Mill.
HAYABUSA CARPET MILL
Go to the Suspicious Looking Man in the back that was guarding the ladder. Now
that you're a KE member he'll move out of the way. Go down the ladder and enter
the KE base. Go to the door with the two guards. Head downstairs via the
ladder. Before you enter the nearby door go to the bathroom at the far end and
get the second volume of classic world literature. Return to the door and enter
the kitchen. You'll get the chef hat from the chef inside. Now you'll need to
prepare a dish. The dish you prepare (and the recipe you obtain) effects a side
quest later on (Timid Charles side quest). There are multiple recipes you can
make but here are two that I made:
White Steak
- Pound the meat, grill it, use herbs and spices, and use white sauce.
- Gets an "okay" reaction from Boss Elephant.
- Charles makes steak at his stand.
Herbal Burger
- Chop the meat randomly, grill it, use herbs and spices, and put in on a bun.
- Gets a "great" reaction from Boss Elephant (calls you a genius).
- Charles makes hamburgers at his stand.
Bring the dish back upstairs to Boss Elephant's room. Regardless of what you
say you'll have to fight him.
Boss: Boss Elephant
Unlike his underlings, Boss Elephant is pretty tough. You can use the
Trotmobiles around the area as shields or weapons. Watch out for the Don
Elephant II's legs stomping up and down during the fight. Use the boost to
dodge his attacks by moving sideways, and then counterattack when you see an
opening. If you're having problems beating him you might have to upgrade your
Trotmobile parts back at Nefroburg with stronger legs or perhaps a Shield Arm.
Defeating Boss Elephant gets you the Boss Elephant windshield. You can now
purchase parts from the KE mechanic in the base. I recommend getting a
Ball-and-Chain arm before leaving. Head back to Nefroburg.
NEFROBURG
Go back to Rosemary's apartment. After talking to Connie go back to the James
Inn and sleep until morning. The next day go to the station and meet with her.
Take the Sabbia Desert exit. Note that you need to fight in the arena at least
once before you can leave.
ZIBALA HILL
Outside near the mechanic you'll get the Nefro Metro plate. Follow the road
past the first Dervish enemy and you'll come to the Zibala Orphanage (Zibala
Orphanage side quest). Vladmir the owner of the real estate office in Nefroburg
is sitting outside on a bench near the entrance (Vladmir Real Estate side
quest). Continue past the Dervishes until you reach Fort Raven.
FORT RAVEN
As you enter Fort Raven you'll immediately be challenged by a Trotmobile rider.
Boss: Dudley
Dudley has a powerful Spiked Ball weapon attached to his Trotmobile. Keep
moving to avoid it. If you have a Sword Arm get in close and let him have it.
The fight is a bit easier if you have the Ball-and-Chain weapon since you can
strafe around him and fire it at the same time.
After defeating Dudley you'll have a converstation with Jimmy (the one that ran
away from the Nefroburg Arena). Head for the gate at the opposite end of the
fort. A man named Delson makes you an offer to escort his caravan across the
desert. The caravan leaves in the morning, so for now you can shop at the
bazaar. The key items here are at the clothing stall. You can get the swimming
trunks, turban, desert garb (male), and desert garb (female). If you give the
desert garb (female) to Connie as a present she'll wear it later in the desert.
If you got the carpet receipt back in Nefroburg from Jacques you can give it to
Kain here by the carpet stall. You might have noticed the large cave entrance
to the right of the fort as you entered. This is the Fenn Ruins, an optional
dungeon (Dungeon Treasure side quest). You'll need to equip the Merchant plate
on your Trotmobile before you can leave the fort so do so. If you purchased the
Ball-and-Chain arm from the KE mechanic back at the Hayabusa Carpet Mill you
can combine it with the Claw arm (which you can purchase at Fort Raven) to
create the Spiked Ball arm, which is a powerful weapon. You might also want to
purchase and equip the Spider legs, which gives you better mobility in the
desert than the other leg types. When you're done making preparations go to the
bed at the bazaar and sleep until the next morning.
Talk to Delson to leave Fort Raven. As you make your way across the desert
you'll be attacked by a group of bandits. The bandits make a beeline for the
caravans so take care of them ASAP. The bandits will leave if you defeat the
leader in the red Trotmobile, so you might want to concentrate on him first.
When the bandits are dealt with the caravan will stop at the Kharija Oasis for
the night. At the oasis the story won't move forward unless you take a swim in
the oasis. Before you do that head around the oasis to the shack on the other
side. Inside is the first of seven sages (Seven Sages side quest). Also outside
the shack is a fallen palm tree. You can grab some leaves to make a new
swimsuit, but it's probably better to change into the denim swimsuit you
purchased at Fort Raven (you did get it, didn't you?). When you change into
your swimsuit Connie will change into hers as well. Enter the oasis from near
the entrance and swim back to the pier. Underneath the pier is a chest
containing another volume of classic world literature. Swim back and get out of
the oasis. The scene will shift to night. Walk along the path around the oasis
to trigger a scene. Reflect on Connie if you like. Connie will appear and ask
you some questions to see if it brings back any memories. You can ask her
questions as well. She'll ask if you've been practicing her song ("In Your
Voice"). Tell her you have and she'll ask you to perform a duet with her. If
you really want to impress her use the trumpet you got at Dr. Nutmeg's house
since it's the easiest instrument to play. Afterwards she'll complement you if
you performed well, then go to sleep for the night. You can wish her sweet
dreams if you want. When you go to sleep Connie will be abducted in the middle
of the night.
Follow Delsen's assistant across the desert to the Desert Hornet stronghold.
You'll be attacked en route. Enter the stronghold and park at the top of the
ramp. While you're sneaking around make sure to get the desert shoes and desert
hood (female) out of the chests along the way. When you reach the top you'll
automatically get captured. After a long cut scene you'll both be let go, but
not before Connie peforms a new song ("Impossible"). Give Connie the desert
hood as a present. Mingle with the Desert Hornets if you like, and then exit
the stronghold and head back to the oasis. Along the way you'll encounter a
mysterious machine.
Boss: Sand Castle
This boss pops out from beneath the sand. It doesn't move very fast but it
occasionally goes back under every so often. When it comes back up just
continue whacking away at it. It has a lot of HP so this battle might take a
while, but eventually it should run away after you've depleted all its HP.
Back at the oasis the next morning Delsen will ask what happened to his
assistant. Keep it a secret for now by telling the truth. The caravan continues
onwards to Alcazar de Condor. You'll be attacked again along the way (it's
nothing personal as Nora says). Once you reach Alcazar de Condor Delsen will
pay you for each part of the caravan that survived the trip, minus any damage
that they received. Once you get your reward exit to the other side.
ZIG ZAG WAY
As the name implies, the path here goes back and forth in a zig zag pattern. At
the top of the area are several powerful enemies. It's probably best to try to
dash past them rather than fight it out. Don't bother trying to throw them
since you can't. The bridge is currently blocked by a guard so enter Happy
Garland via the nearby gate.
HAPPY GARLAND
Head for the Lobster Inn. Turns out that Fennel has left the band for personal
reasons. Connie heads over to the Station Hotel to talk to him. Before heading
there be sure to explore the town a bit on foot. There are quite a bit of
stores here with lots of merchandise. The bakery here sells honey which is an
important food item for a certain individual. You can purchase a beach hat for
Connie, aristocrat suit, aristocrat boots, and silk gloves at the fashion shop.
At the stock exchange you can purchase stocks that give you a certain amount of
income each day depending on the daily value. Be sure to stop by the Urban
Times and give the staff there a hand (The Urban Times side quest). There's an
article you can read on the third floor that sheds some light on the tragic
accident that occurred here many years ago. For more backstory you can talk to
an employee at the train station, and then talk to the priest in the church. If
you talked to Joaquin earlier in Nefroburg you can get started on his side
quest (Ambitious Worker Joaquin side quest). Visit the university and talk to
all the students. The university is part of some of the side quests in the
game, such as the Zibala Orphanage and Pablo the Artist. Once you've explored
the city to your heart's content (you can save the arena for later), go to the
Station Hotel and meet Fennel and Connie in the banquet room.
Fennel explains that he wants to leave the group to pursue his own style of
music. Ask about his music and agree to help him out to start Fennel's side
quest (Electric Guitar side quest). Don't forget to get the chef's clothes in
the kitchen before you leave. Return to the Lobster Inn. It looks like
Connie is going to take Fennel's place with the guitar. She asks you to help
out with the concert tonight. You'll get to select any instrument with the
exception of the guitar (Connie), piano (Savory), Saxophone (Marjoram), and
base (Basil). If you want to maximize your performance I highly recommend
using the good old trumpet as you only need to press the analog stick in
three directions and it's very easy to rack up those valuable Bravo! with it.
After selecting your instrument the GlobeTrotters will play "Impossible",
which Connie performed at the Desert Hornet stronghold. After the song she'll
ask you if you want to continue. If you do the group will play "In Your Voice"
next. After the concert you will earn tips depending on the rating the
audience gave you (which is determined by the cheering and clapping, which in
turn is determined by how many Bravo! you receive) for each song you
performed. If you did well the audience will give you a standing ovation
ranking. Other rankings such as "Everyone liked it" are possible as well. If
you performed well during the concert the group will give you a poster of
Basil. The band will retire to their rooms for the night. At this time you can
continue exploring the city (perhaps an arena visit?). When you're done come
back to the Lobster Inn. Be sure to visit the girl's room next door before
you retire for the night. It adds Connie and Savory's night gowns to the
albums. Also be sure to give Connie any presents you might have (in particular
doughnuts, honey, or the beach hat). When you're done pestering the girls go
back to your own room and sleep until the morning. The next day meet up with
Basil at your Trotmobile and head for the Cuckoo Forest exit.
CUCKOO FOREST
Follow the path north until you see Dandelion's workshop. Park
and Basil will automatically enter. Before you follow him get the volume of
classic world literature in the chest under the workshop. Inside you'll meet
Dandelion, the former leader of the Garland GlobeTrotters. After a
converstation you'll get a letter to take back to Connie as well as some sheet
music. To kill time while he's repairing Basil's base, head upstairs and talk
to Dandelion's assistant Tonio. When you return downstairs the base should be
fixed. Head back to town and to the Lobster Inn.
HAPPY GARLAND
Give Connie the letter from Dandelion and the sheet music. You're going to
perform again. If you do well you'll get a poster of Marjoram as a reward.
After the concert Savory will ask you to meet her later that evening at the
Riverside Hotel Restaurant. Take a rest in your room upstairs until the
evening. When evening comes head for the resturant at the Riverside Hotel.
After dinner Savory will ask you questions about what you think of the band
members. At the end of the converstation you'll see Dr. St. John. Savory will
tell you to go see him afterwards about your condition. Head for the St. John
Ward and enter the director's room on the third floor. After talking with him
head back to the Lobster Inn and sleep until morning.
The next day head over to the Garland Station. The train doesn't have room for
your Trotmobile, so Connie will offer to ride with you to Neuhafen. At this
point you can start dating Connie if you have a rented room (Dating Connie
side quest). Take the exit to Neuhafen.
SKYLARK FARMS
After crossing the field stop at the nearby farm and talk to everyone. Be sure
to talk to Eric in particular. He'll give you a letter to give to Peter back
at the Vision Ranch. You can get the farmer clothes and boots in chests on the
farm. Continue onward towards Neuhafen. Dudley, the same person you fought at
Fort Raven, is blocking the gate. He'll give you a letter to take back to a
girl named Aloe at the Skylark farm. She's in the house in the back. Give the
letter to her and get her response letter. Give her letter back to Dudley.
Dudley will get angry at her response. A boss battle ensues.
Boss: Dudley
Dudley has a flamethrower now and he's not shy about using it. It covers a
large area so be sure to boost laterally to avoid it.
Once Dudley has been taken care of continue to Neuhafen.
NEUHAFEN
Head for Strand Pier and park your Trotmobile. You could head for the ship, but
take this moment to explore the shops in the immediate vicinity. You can get
the sailor cap and clothes from the tailor shop. When you're done shopping go
back to the ship. Don Puccini will introduce himself. There's free food at
the buffet so help yourself to some before the concert. When you're ready talk
to Marjoram to start the concert. This time you won't be able to play the
Trumpet since Basil will be playing it (curses!). For this performance I would
recommend playing the harmonica since it gets a lot of Bravo! but it's a bit
trickier than the trumpet. You'll be playing a new song ("I Cry") this time.
After the concert if you performed well you'll get the Savory poster. When you
leave the ship you'll be approached by a shady character. He'll ask you to
help him in a scheme to make loads of money at the arena by throwing a fight.
Refuse to help him and he'll threaten your friends if you don't. Head for the
Neuhafen Arena. You'll enter the arena and fight against Jimmy.
Boss: Jimmy
Jimmy doesn't really put up much of a fight, so take him down using the method
of your choice. Don't worry about throwing the fight. Just beat him down.
After the fight the shady man will threaten your friends again, but Don
Puccini will intervene and take care of things. Go back to the Blue Marine Inn
and sleep until the next day.
The next morning go to the Neuhafen Station. Park and go to the small shack
near warehouse 3. Try to open the door. Captain Ciboulette will appear. She'll
lead you inside the shack where Mallow is in bed. Talk to Mallow and you'll
discover your past via the choices you select in the converstation. When
you're done talking to him go back outside. Captain Ciboulette will ask you to
get her sailing license from the wreckage of the S.S. Juniper Berry. Go
outside and get the Water Resistant and Float frames from her wrecked
Trotmobile. Go back to the Blue Marine Inn and talk to everyone. Take Connie
with you. Go to the Neuhafven station and take the train back to Happy
Garland. From there go through Zig Zag Way to Alcazar de Condor. From there
cross the Sabbia Desert to Fort Raven. From Fort Raven head through Zibala
Hill and to Nefroburg. Continue to Egret Brook all the way to Seagull Beach.
Note: At this point in the game you can cross Lake Luminoso and begin the
Meme Village side quest.
SEAGULL BEACH
You need to have the Water Resistant M body equipped to retrieve the license
(the float part just lets you dash across the water). From the beach head
across to the wreckage of the S.S. Juniper Berry. Inside the captain's
quarters you'll find the sailing license. You can also find a Trident Arm in a
chest on the deck and a poster of Captain Ciboulette in a chest in one of the
rooms. Once you have the license make your way back to Happy Garland the same
way you came. Make sure to save before you enter the city.
HAPPY GARLAND
When you enter Happy Garland Fennel will approach you and ask you to enter the
Ultimate Trotmobile Championship (UTC). Equip your Trotmobile with a good
missile weapon (like the Sniper Arm) and melee weapon (like the Buzzsaw Arm).
UTC Round 1: Jimmy
Jimmy is much more aggressive than when you saw him last in Neuhafen. Keep
your distance or he'll throw you around the arena repeatedly. Nail him from a
distance with your missile weapon or respond with throws of your own.
UTC Round 2: Fennel
Fennel is armed with a long-range cannon which fires powerful missiles. He'll
boost around the area while trying to nail you with it. Throw some objects at
him or boost after him and try to corner him with a melee weapon.
UTC Semi-Finals: Schneider
Schneider likes to throw stuff at you in the arena. If you get too close to
him he'll throw you. Try to boost around him and hit him with a melee weapon
(like the Trident Arm).
UTC Finals: Elder
Elder is extremely fast and has the same long-range cannon as Fennel. When he
runs out of ammo for it he'll close in and use his extremely powerful
Excalibur sword. Dodge his attacks and counter when you see an opening. I
found it's much easier to hit him using the Buzzsaw Arm than the Trident Arm.
Winning the UTC Gets you the champion belt, 10,000 UR, and the S Rank plate.
Note that you are now have a K rank in the arena regardless of what rank you
previously had. After the UTC a man named Comfrey will approach you and ask you
to join the Bloody Mantis. The entrance to their hideout is located in the
Fashion Poseur shop in the right dressing room. Note that after you win the
UTC it's possible to clear the Quail Tunnels of bandits (Quail Tunnel side
quest).
HERO OR VILLAIN?
At this point depending on which decision you make you'll either go along one
of two storyling paths. If you choose to join the Bloody Mantis you'll go
down the "villain" storyline path. If you continue onward to Happy Garland and
give Captain Ciboulette the sailing license you'll go down the "hero"
storyline path. For the sake of the walkthrough I'll cover the "hero" path
first, and then the villain storyline.
[HERO PATH]
NEUHAFEN
Return to the shack and give Captain Ciboulette the sailing license. She'll
give you a mini engine in return. Mallow's father will appear and ask you to
take him to Eurydika. You'll get the Emergency Bed frame. Attach it to your
Trotmobile and return to the shack to pick Mallow up. Take the train back to
Happy Garland and take the Eurydika exit.
CUCKOO FOREST
Go past Dandelion's workshop and take a right. Keep following the path into a
large open area. Once you enter a giant Trotmobile appears.
Boss: Spiker
As long as you stay underneath the boss it can't hurt you. The weak point
emerges from the bottom every so often. Hit it with a missile or jump up and
use a melee attack. It might take a while but eventually the boss should go
down in defeat.
Continue heading east until you reach Eurydika.
EURYDIKA
As you enter Eurydika a familiar Trotmobile appears to attack you.
Boss: Dudley
Nothing has changed much about Dudley since the last time you fought him. After
a while he'll jump up onto the platform in the middle of town. Shoot him a few
times until the platform collapses.
When Dudley is dealt with park and bring Mallow to the abandoned school.
Bring him upstairs to the bed. Before you leave town talk to the man near the
hot springs and the man near the mine to start a few side quests (Eurydika Hot
Springs and Eurydika Mine side quests). Return to Happy Garland.
HAPPY GARLAND
At the gate you'll be met by Marjoram and Basil. Go get a Carriage frame
equipped to your Trotmobile and head for Alcazar de Condor.
ALCAZAR DE CONDOR
Accept conscription into the Civilian Army and you'll get the Civ. Army plate.
You'll be asked to escort a negotiator across the Sabbia Desert to the
refinery occupied by the Bloody Mantis. The Bloody Mantis have erected a
massive fence blocking the oil refinery so you'll need to find a entry along
either the north or south side of the fence.
OCCUPIED OIL REFINERY
Comfrey will appear again and ask you one last time to join the Bloody Mantis.
Refuse his offer. Explore the area a bit before taking the negotiator back to
Alcazar De Condor.
ALCAZAR DE CONDOR
Talk to Marjoram and you'll be asked to pick up supplies for the Civilian Army.
Select lumber and bring some back from the area south of where you fought the
Spiker. Return back to Alcazar de Condor and talk to Dandelion. Climb up the
S.S. Symphony and start the concert. If you do well you'll get the Connie
poster as a reward. Dandelion will give you a violin after the concert. Talk to
Marjoram again and bring back some steel beams from the GTW Factory in Happy
Garland. Talk to Marjoram again and you'll be asked to bring back a flag from
the Hayabusa Carpet Mill. Go to the mill and pick up the flag. Bring it back to
Alcazar de Condor. Once you do that the Civilian Army flagship S.S. Symphony
will be completed. Sleep on the mats nearby until the next morning. Save your
game, and then talk to Captain Ferguson in his Trotmobile to head out to the
final confrontation between the Bloody Mantis and the Civilian Army.
SABBIA DESERT
Boss: Dirge Cruiser
At the start of the battle you won't be able to do much except watch as the two
ships trade potshots at each other. When the captain gives the order to deploy
the Trotmobiles make an immediate beeline towards the Dirge cruiser. Although
the battle has a time limit, the real time limit here is how fast you can
destroy the Dirge Cruiser before the S.S. Symphony is destroyed. Jump on the
deck of the Dirge Cruiser and start attacking it for all you're worth. A good
melee weapon such as the Buzzsaw or Trident Arm will do the trick. While you're
attacking the Dirge Cruiser the Bloody Mantis Trotmobiles will probably be
swarming all over the S.S. Symphony. The Civilian Army Trotmobiles don't do a
very good job of protecting it, so it's basically a race against time to
destroy their ship before your own ship is destroyed.
After the battle you'll get a message telling you that Connie has left for
Nefroburg to see her mother. Attach the Emergency Bed frame to your Trotmobile
and head for Nefroburg.
NEFROBURG
Park at the bakery and go to Rosemary's apartment. You'll need to transport her
to Eurydika. Go to the station and take a train to Happy Garland, and then
proceed to Eurydika.
EURYDIKA
Take Rosemary to the house near the well. Go to the inn and sleep for the
night. During the night Connie and Mallow will be kidnapped. Follow the path
back to where the drawbridge was near Dandelion's workshop. Fennel will shoot
the drawbridge so that you can cross into Owl Woods.
OWL WOODS
Keep going through the woods until you reach the Bloody Mantis base. Fighting
the enemies along the way is optional. Continue through the tunnel until you
see Fennel and Dudley. Sneak cross the docks and enter the mysterious
facility in the distance.
MYSTERIOUS FACILITY
Climb up the ladder to be reunited with Connie. Vanilla will get captured and
thrown out. The mysterious facility turns out to be a giant blimp, the Grand
Finale. Vanilla will need to find a way to fly in order to reach it. Your
next destination is Vision Ranch.
VISION RANCH/SKYLARK FARMS
Find Eric at the ranch. Give him the letter you got from Pete from Skylark
Farms. If you didn't get the letter you need to go to Skylark Farms and get it
from him. Eric will give you some cheese to take back to Pete. Go to the
station and take a train to Happy Garland. Proceed to Skylark Farms. Give the
cheese to Pete (if it's night you'll need to sleep until the next day to find
him). You'll obtain the Paper Dragonfly from him. Go back to Vision Ranch and
give the Paper Dragonfly to Eric. Go to Dr. Nutmeg's house on the hill. After
a long cut scene you'll get the Propeller Front, two Wing Arm frames, and a
Tail frame. Go into the garage next door and attach all four frames. When
you're all set tell Dr. Nutmeg "It's go time!".
Boss: Gold Kingdom
Fly underneath the Grand Finale and a cut scene will play. Bergamot will order
the bottom of the blimp to rotate upwards. Fly to the top of the blimp and land
on the deck. Your Trotmobile has no weapons so the only way you can damage the
boss is by throwing objects at it. If you get hit by an attack you'll get
knocked off the blimp. Fly back to the deck if this happens. This battle is
tricky so be patient and you should eventually defeat him. When his HP is
reduced to zero target the plug on the blimp and throw it to deflate the Grand
Finale.
When the blimp crashes talk to Marjoram to repair your Trotmobile. You might
want to attach a missile weapon such as the Sniper Arm for the next battle.
Boss: Savory
Savory has a powerful Bowgun which can do some real damage. Retaliate with fire
of your own. She'll dodge quite frequently, making her difficult to hit. If you
do manage to pin her down, attack with a powerful close range weapon such as
the Buzzsaw or Trident.
MARTLETT FALLS
After the battle speak to Marjoram and Basil to get the Stage Arm and Clarm Arm
parts. Make sure to save the game. Head downstream for a boss fight.
Boss: Savory
This battle is unusual in that it occurs while the both of you are being
carried downstream. The current makes it difficult to use missile weapons with
any great accuracy, so get in close and hack away with the Buzzsaw or Trident.
When you reach Happy Garland Dandelion will appear to rescue Savory.
Boss: Dandelion
This battle is pretty much the same as the previous one, except Dandelion has a
much more powerful melee attack. When the battle ends the two of you will end
up at Seagull Beach for the final battle. The Requiem's Long-Range Cannon is
dangerous so make sure to avoid it by jumping or boosting out of the way. Try
to keep your distance and return fire. Since there's no current anymore he's
much more difficult to hit. When he runs out of ammo he'll switch over to
melee attacks. Try to fight defensively. It will be a tough battle but
eventually you should prevail. Defeating Dandelion gets you the "hero" ending.
During the ending Vanilla will comfort Connie by doing the action you selected
for the fourth question in the prologue. Also if you gave the beach hat to
Connie as a present she'll be wearing it during the credits.
EPILOGUE
Talk to Captain Ciboulette and head back to Happy Garland. Go to the food store
by the Lobster Inn and talk to Marjoram. He'll tell you to find Fennel at the
Station Inn. Go there and talk to him. Afterwards head to Eurydika and speak
with Rosemary (you might want to get the Excalibur at Dandelion's workshop on
the way there). Go back to Happy Garland and take a train to Vision Ranch.
Talk to Dr. Nutmeg and then head for Nefroburg. Find Basil beneath the overpass
between the station and museum. Go to Rosemary's old apartment and talk to Ms.
Echinachea next door. Tell her that you haven't seen Connie. She'll tell you
she went to Seagull Beach. Head for Seagull Beach. Connie will be waiting
there for you. Tell her "I challenge you!".
Boss: Connie
Connie is piloting the default Trotmobile you got when you first came here. The
only way she can really attack is by throwing you. If you keep your distance
you should be able to win fairly easily.
Once the climatic battle is over ask Connie if she's okay. She'll join you in
your Trotmobile afterwards. From this point on you can continue to play the
game as usual. Whenever you park in an area you can talk to Connie and she'll
make a comment about it. Be sure to visit the graves of Dandelion and Savory
with her. They're buried next to Chickory's grave south of where you get
lumber from at Cuckoo Forest.
[VILLAIN PATH]
HAPPY GARLAND
Instead of returning to Neuhafen and giving the sailing license back to Captain
Ciboulette, go to the Fashion Poseur shop and enter the right dressing room.
This will take you to the secret hideout of the Bloody Mantis. Talk to Comfrey
and join the Bloody Mantis. You'll get a Bloody Mantis uniform that you can't
remove. You'll also get a pocketbook that has information about your current
rank and missions as a Bloody Mantis member. You begin at the rank of private
and can move up ranks by either defeating police officers (who start patrolling
the areas between towns once you join the Bloody Mantis) or successfully
completing missions. You also get a daily salary depending on how high your
rank is. The first mission you'll get from Comfrey is to destroy a caravan
crossing the Sabbia Desert.
Note: Each mission has a time limit in days to complete. Also note in the back
of the hideout are various tunnels that lead to secret entrances in Happy
Garland (the dumpsters that you previously couldn't open before). The north
exit leads to Memorial Park, the west exit leads to the station, and the south
exit leads to the GTW Factory. You can use these entrances to quickly move
about the city.
MISSION 1: DESTROY THE CARAVAN
The caravan can be difficult to find in the desert since it doesn't appear on
your radar. You'll have to carefully monitor the area between Fort Raven and
Alcazar de Condor. When you do find the caravan the Desert Hornets will attack
you as well. Try to concentrate on destroying the caravan. If you bring along
two strong melee weapons it should be enough to take the caravan down. When the
caravan is destroyed return to the hideout for a promotion and your next
assignment.
MISSION 2: ELIMINATE QUAIL TUNNEL BANDITS
Go to the Garland Station and enter the loading area to the right of the
entrance. Enter the door and talk to the Restless Stationmanager. You'll be
asked to take care of the bandits in the Quail Tunnel. See the Quail Tunnel
side quest for more information. When the Steam Village is destroyed return
to the hideout.
MISSION 3: ABDUCT SHEEP
Head for Vision Ranch. If you take the train there you'll need to go back to
the area near the Wagtail entrance. A Bloody Mantis operative will meet you
there. You have a limited amount of time to steal as many sheep as possible by
picking them up and throwing them into the pen. You can pick up one sheep with
each arm. Once you're done return to base. Equip a Basket frame for the next
mission.
MISSION 4: STEAL EGRET POTATOES
Head for Egret Brook - Downstream. At night attempt to take some potatoes from
the field at the farm. The farmer will catch you in the act and attack you.
Defeat him and take the potatoes back to the hideout.
MISSION 5: STEAL DR. NUTMEG'S BLUEPRINTS
Equip two powerful missile weapons before heading out. Go to Vision Ranch.
Enter Dr. Nutmeg's house and take the blueprints on the wall nearby. As you
exit the area Dr. Nutmeg's lab will stand up and attack you.
Boss: Dr. Nutmeg's Mecha Lab
Stay a distance away from the lab and fire your missile weapons at it. The lab
can't attack from a distance so you're safe as long as you keep running away.
Once the lab has been defeated return to the hideout with the blueprints.
MISSION 6: GATHER RECONNAISSANCE ON Civilian ARMY
Take a train to Nefroburg and head to the oil refinery in the southwest of the
Sabbia Desert via the Fort Raven entrance (you can't enter Alcazar de Condor
since the Civilian Army is currently there). Talk to Comfrey and you'll be
asked to spy on the Civilian Army at Alcazar de Condor. Head for Alcazar de
Condor. When questioned by the guard use the recruit card. Head inside and talk
to Connie, Marjoram, and Basil. Connie will ask you to leave the Bloody Mantis.
Refuse and talk to the officers near the parking cone. They'll give you some
information on their flagship the S.S. Symphony. Return to the oil refinery and
tell Comfrey about the ship and the troops stationed there.
MISSION 7: GATHER SUPPLIES
You'll be asked to gather either wheat or salt for the Bloody Mantis army.
Equip a Flatbed frame. If you choose to bring back wheat go to Fort Raven and
speak to the Bloody Mantis operative standing outside the bazaar. If you choose
to bring back salt head for the Desert Hornet stronghold. Bring the foodstuffs
back to the oil refinery and talk to Comfrey.
MISSION 8: GATHER MORE SUPPLIES
You'll be asked to bring back either honey or milk for the Bloody Mantis army.
Equip a Tank frame. If you choose honey go to Honeybee Gardens located
northeast of Nefroburg. If you haven't visited there yet you'll have to fight
Dudley there (return the next day to get the honey). If you choose milk go to
Vision Ranch. Bring back the foodstuffs and talk to Compfrey.
MISSION 9: OBTAIN BLOODY MANTIS FLAG
Comfrey will ask you to bring back a flag from the Hayabusa Carpet Mill. Equip
a Flatbed frame. Head for the Hayabusa Carpet Mill and get the flag from Kain.
Return to the oil refinery and save the game. The next day the Bloody Mantis
army will engage the Civilian Army in the Sabbia Desert.
MISSION 10: DESTROY THE S.S. SYMPHONY
Wait until the order is given to deploy the Trotmobiles. Jump off and
immediately engage the S.S. Symphony head on. The Bloody Mantis army will do a
good job keeping the Civilian Army busy while you destroy the S.S. Symphony.
Just keep attacking with a strong melee weapon and the S.S. Symphony should go
down before the Dirge Cruiser is in any serious danger.
After the mission suggest something logical for the P.O.W.s. Comfrey will ask
that you get a report from the Desert Hornets as your next mission.
MISSION 11: GET REPORT FROM DESERT HORNETS
Head for the Desert Hornet stronghold and talk to Nora. After a converstation
she'll give you the investigative report. Read it if you want, and then return
to the Bloody Mantis hideout and give it to Comfrey.
MISSION 12: KIDNAP MALLOW AND CONNIE
Take the Eurydika exit and continue past Dandelion's workshop to a large
clearing. You'll be attacked by a large Trotmobile (Spiker). Destroy it by
targeting the weak point below it. When it's destroyed continue east to
Eurydika. Park and enter the house near the well. Connie will ask you to
leave the Bloody Mantis again. Refuse and you'll knock her out with some gas.
Carry her back to your Trotmobile. Basil will appear and attack you.
Boss: Basil
Basil has a Claw Arm as a weapon, but he's not much of a threat. Keep your
distance and blow him away with a missile weapon.
Head out of Eurydika and continue west to the drawbridge. Cross the drawbridge
and continue through the Owl Forest. There's a police blockade waiting for you
inside the base, but you can just blow past them without fighting. Talk to
Comfrey and enter the mysterious structure.
MISSION 13: BOMB HAPPY GARLAND
Before you get on your Trotmobile climb the ladder and speak to Connie. She'll
beg you to leave the Bloody Mantis. Tell her those three words and refuse to
leave. Then go back down and get on your Trotmobile. Pick up the bomb and
drop it down the shute. When you're finished climb back up the ladder and up
the next one to enter the private office. You'll have a run in with the true
leader of the Bloody Mantis. Enter "Savory" at the prompt. She'll ask you to
become her servant. If you agree to do so, you'll end up with the "bad"
villain ending. Instead refuse and challenge her for leadership. The Grand
Finale will set down and you'll fight Savory for leadership.
Boss: Savory
Savory is very fast and the fighting area is very large, so she can hard to pin
down. Try to boost next to her and get off a quick melee attack (Buzzsaw Arm is
recommended). She's too fast for missile attacks unless you unload on her at
close range.
Once Savory has been defeated Elder will appear to challenge you.
Boss: Elder
Like Savory, Elder is extremely quick. You'll need to boost next to him to
attack or he'll keep going in circles around you. Again, try to pin him down
near the parked Trotmobiles along the side of the area.
Once you've defeated both of them you'll assume command of the Bloody Mantis
and get the "good" villain ending. If you are defeated by either of them
you'll end up getting the "bad" villain ending.
PROLOGUE
You'll wake up in the Happy Garland jail. Talk to the jailer and then sit down
on the bed to reflect. After a while you'll be released from prison. Half of
your UR will be taken away for your bail. Once you're out you can find your old
Trotmobile waiting for you in the junkpile in the back of the GTW Factory.
You can then talk to the other Garland GlobeTrotters as in the "hero" ending.
@~~~~~~~~~~~~~@
$ Side Quests $
@~~~~~~~~~~~~~@
CLASSIC WORLD LITERATURE
There are ten volumes total that you can find in the game.
Classic World Literature 1: In a chest in the back of the house at the Egret
Potato farm near Seagull beach.
Classic World Literature 2: From Nefroburg take the Vision Ranch exit. At
Wagtail Canyon take the left exit to the Pantano Swamplands. Head for the
nearest entrance to Nefroburg which takes you to a material loading area. Talk
to the manager standing on some steel girders. Sell him either lumber or steel
beams (from GTW Factory) and he'll open up the gates to the area. Go to the
garage nearby and you can find the book in a chest inside.
Classic World Literature 3: In the Killer Elephant hideout downstairs in a
chest in the bathroom area.
Classic World Literature 4: At Kharija Oasis swim in the water to the pier on
the other side of the area. It's in a chest underneath the pier in the water.
Classic World Literature 5: In a chest at Dandelion's workshop.
Classic World Literature 6: At Happy Garland University in the literature
department talk to the Book-Loving Student. If you have at least one volume in
the collection he'll give this to you.
Classic World Literature 7: In the Bloody Mantis Hideout in Happy Garland you
can find it on a bookshelf in the office.
Classic World Literature 8: After completing the railroad to Meme Village and
performing a concert there talk to McCartney. He'll challenge you to a battle.
Defeat him and he'll give you the book.
Classic World Literature 9: In Eurydika in the abandoned school house inside a
chest.
Classic World Literature 10: Once you have volumes 1-9, go back to the
bookstore in Happy Garland and you can purchase it.
Once you have all ten volumes, go back to Happy Garland University and talk to
the Book-Loving Student again. He'll give you the book "Secrets of Your Room".
CARPET DELIVERY
When you talk to Kain at the Hayabusa Carpet Mill he'll give you a Flatbed part
and ask you to deliver some carpets to one Jacques at the Siberian Musk Hotel
in Nefroburg. You might have some trouble finding him at first since no one in
the lobby responds to that name. He's not upstairs and he's not downstairs in
the Aphrodite Bar. You might not have guessed it, but Jacques is actually the
man behind the counter in the lobby. He won't respond if you talk to him
normally, so go behind the counter and quietly ask him if he's Jacques. He'll
take the carpets off your hands and give you a Carpet Receipt. You can go back
to the mill and give Kain the receipt, or give it to him later in the game when
he appears at Fort Raven. Once you give him the receipt you'll be able to start
purchasing carpets at the mill for trade.
NEFROBURG MOVIES
When you first arrive at the Nefroburg Theater it's in pretty bad shape. It
seems they've lost all their films in a fire that was started when the Killer
Elephants attacked. With no movies to play it looks like the theater will close
unless you can help them. Talk to the manager and offer to help them out. He'll
ask you to find film reels and bring them back to him. In return he'll give you
some Nefroburg Theather stocks for each one you bring back.
Film Reel 1: Talk to the apprentice projectionist downstairs and he'll mention
that Dino at the arena likes collecting old stuff like classic films. Head to
the arena and talk to him downstairs. He'll give you a key to his room. It's
downstairs right before the Aphrodite Bar (the locked one with the sounds of
water behind it). Enter the room using the key and you'll get the film, but pay
a terrible price for doing so. *SHIVER*
Film Reel 2: After Rick moves out of the orphanage talk to Don Puccini to get
this reel.
Film Reel 3: Once the Bloody Mantis Hideout in Happy Garland becomes accessible
you can find it there in a chest.
Film Reel 4: In Eurydika in the abandoned store you can find it hidden in a
chest behind the counter. Go through the door behind it to get it.
Film Reel 5: Once you have Film Reels 1-4 talk to the apprentice projectionist
to get the final film reel.
PABLO THE ARTIST
This is a very long side quest consisting of many parts so I'll list them in
the order that they occur in. Note that you will have to wait until the next
day before the next step of the side quest becomes available.
1. Purchase both of Pablo's paintings when you see him in Nefroburg.
2. Pablo appears later at the Nefroburg NW bus stop. Give him a ride to Fort
Raven with the carriage frame.
3. Pablo reappears at Alcazar de Condor. Buy his painting.
4. Pablo is waiting at the bus stop at Alcazar de Condor. Give him a ride to
the Happy Garland SW bus stop. It's located next to the mechanic inside
the fenced in area near the entrance.
5. Pablo appears at Happy Garland Memorial Park during the evening. Buy his
painting.
6. At Happy Garland University talk to all the art students on the second
floor.
7. Talk to Lance at the Urban Times and tell him about Pablo.
8. At Happy Garland University sell back all the paintings to the art dealer
downstairs (KA-CHING!). Go upstairs to the art room and talk to Pablo. Buy his
latest painting and sell it back to the man downstairs.
9. After a period of time go back to the university and talk to the art dealer.
Buy back all the paintings. Go to the GTW Factory and talk to Pablo. He's next
to the scrap heap in the back with the strange looking robot in it.
10. At the Martlett Falls exit give Pablo a ride to the Shrike River Farm. It's
across the stream near the large Gorgon enemy.
11. Buy another painting from Pablo at the farm.
12. Talk to Pablo's mother the next day to learn that he's gone to the oasis.
13. At Kharija Oasis talk to the art dealer to get Pablo's last painting and
his beret.
14. Give Pablo's beret to Pablo's mother back at Shrike River Farm.
15. The next day talk to Pablo's mother to get the Pablo plate.
TIMID CHARLES
This side quest becomes available after you've defeated Boss Elephant. You
might have encountered a man by the name of (Timid) Charles walking near
Vladmir Real Estate. He's got the hots for a certain woman, but unfortunately
he doesn't even know her name. The only clue he has is that she's a "strong"
woman. The person in question is the Strong-Minded Woman. She's near the
Nefroburg Arena and has on a white top, blue bottom, and short brown hair. Talk
to her and ask for her name. Once you get her name (Sheryl) go back to Charles
and tell him her name. He'll wonder what he can do to impress her. Give him the
recipe you obtained in the Killer Elephant Hideout. He'll decide to experiment
with it. The next day Charles will open a stand selling the dish that you had
on the recipe (the stand will open next to the Nefroburg Bakery). Talk to
Charles and then find Sheryl and talk to her. She'll mention the stand. Go back
to Charles and tell him about Sheryl. The next time you visit the stand Sheryl
will be working along side Charles. Note that once the stand opens up you can
purchase stocks for it at the stock exchange in Happy Garland.
ZIBALA ORPHANAGE
At the abandoned house on Zibala Hill you'll find three orphans and a nun
living there. It's possible to help them all find new homes, but it requires
finding certain items to give to Sister Kate.
Robert: Talk to Robert. He'll tell you he enjoys reading and learning new
things. At Happy Garland University talk to the professor in the science room
and he'll tell you about a problem he can't seem to solve. Look at the board.
Return to the orphanage and talk to Robert. He'll give you the answer to the
problem. Return to the professor and give him the answer you got from Robert.
In appreciation the professor will give you a letter for approval to entroll at
the university. Return to the orphanage and give the letter to Sister Kate.
Rick: Talk to Rick. He'll tell you he dreams of becoming a Trotmobile rider. At
Neuhafen Arena talk to Don Puccini (he's in his private viewing room downstairs
next the pool tables). Don Puccini will give you a letter. Take it back to the
orphanage and give it to Sister Kate.
Flora: Talk to Flora. She'll tell you that she loves flowers and that she
planted some on the rooftop. Go to the roof and examine the flowers. Tell her
that the flowers are dead. Go to Honeybee Gardens via the Pantano Swamplands
with a Tank part attached to your Trotmobile. Get some Spring Water at the
spring, and then talk with the Beekeeper's daughter. Tell her about Flora and
she'll give you some seeds to take back to her. Give the seeds to Flora and
she'll plant them. The next day give her the water you brought back. After a
while the flowers will bloom. Talk to Flora and she'll give you a letter to
thank the girl for the seeds. Go back to Honeybee Gardens and deliver the
letter. The girl will give you another letter in return. Give the letter to
Sister Kate. If you talk to Flora at Honeybee Gardens she'll give you the
Flower plate.
After all three orphans have left the house speak with Sister Kate. The next
day Sister Kate will leave the orphanage and leave you a letter with the Weary
Nun plate, along with a Donation Box grill in a chest on the table. If you
attach the Donation Box to your Trotmobile, people will occasionally throw UR
into it while it's parked. If you chose the fourth answer for the first
question in the prologue, the amount you receive increases.
VLADMIR REAL ESTATE
Talk to Vladmir outside of the Zibala Orphanage. Tell him you saw a Trotmobile
with a long range cannon. He'll tell you about someone chasing after him. Agree
to help him. Go back to the James Inn and talk to the Man in Black. Tell him
that you saw Vladmir at the station. He'll leave the inn. Go back to Vladmir
and tell him you drove the man away. Return to the real estate office. You can
now rent a room in Nefroburg. When you try to leave the Man in Black will
return. He'll be chased off by a police officer. Afterwards Vladmir will offer
you a reward. He'll also tell you about a former Trotmobile arena champion
living in Nefroburg (First Champion Ginger side quest).
FIRST CHAMPION GINGER
After you complete the Vladmir side quest, talk to the man under the underpass
between the station and museum in Nefroburg. If you tell him you know who he is
and that you want to "learn mad skills" he'll tell you to meet him at the
Slope to Waterway at night. This area appears as a destination on your map
after you talk to him. At night follow the waterway around until you reach a
tunnel leading to a water filled pit arena. Ginger will challenge you to a
fight. If you win you'll get the Fin Roof windshield.
DUNGEON TREASURE
There are three optional dungeons you can enter to explore and find treaure.
Each dungeon consists of three randomly generated areas. You start out on the
1st floor (smallest and easiest) and make your way to the 3rd floor (largest
and toughest). Each floor has a boss somewhere in it. Defeating the boss
allows you to access the next floor. Once you've cleared a floor you can return
to it directly when you re-enter the dungeon instead of having to redo the
previous floors. Once you defeat a boss you can choose to go to the next level,
a previous level, or the same level over again. If you choose to keep exploring
the current level you will need to exit the dungeon to go to another level.
You can tell when a boss appears because the music will change. There are
treasure chests strewn about each level. Most of them contain bad food (such
as rotten meat or moldy bread). However, sometimes you can find rare artifacts
in them that you can keep in your room or sell back to the museum to put on
display. You can also find rare gemstones that you can use to complete another
side quest (12 Gemstones for Nora side quest).
Fenn Ruins
Gemstones Found: Amethyst, Aquamarine, Diamond, Garnet
Description: This is the first dungeon you'll encounter. It's located inside of
Fort Raven on the right side coming from the Nefroburg entrance. The 3rd floor
boss is pretty easy to defeat, as it is immobile in the center of the room.
Just shoot it with a missile weapon or a melee weapon with range such as the
Spiked Ball.
Eurydika Mine
Gemstones Found: Opal, Sapphire, Topaz, Turquoise
Description: This mine is slightly harder than the Fenn Ruins. It's at the top
of the hill at Eurydika. The 3rd floor boss can be a bit hard to find since it
stays hidden in the ceiling until you're directly underneath it. Try to move to
the center of each room to find it. Once it appears it drops a cage around you
and circles around firing at you. Wait till it gets close to you before you
attack.
Tempio di Lorimar
Gemstones Found: Emerald, Moonstone, Peridot, Ruby
Description: Most people miss this dungeon because it's out of the way. The
entrance is actually located at Lake Luminoso. You need to equip the Waterproof
frame to get to it. It's on the west side of the lake. The entire dungeon is
flooded with water. You'll find mostly spoiled fish in the chests, but also
some rare treasure as well. The 3rd floor boss is ridiculously easy to defeat
since it literally swims in slow circles. It does however have a large amount
of HP, so you might actually run out of weapons before you destroy it.
SEVEN SAGES
Throughout the world are seven mysterious sages hidden away in secret
locations. If you manage to find all seven of them you'll be rewarded with the
7 Wisemen plate and Scrap Arm.
Sage 1: He's at the Kharija Oasis in the shack next to the pier.
Sage 2: In the Cuckoo Forest after Dandelion's workshop is a drawbridge leading
to the Bloody Mantis base. Underneath the bridge is a waterfall. Jump down and
go into the cave behind the waterfall to find the sage.
Sage 3: Behind the waterfall at Martlett Falls.
Sage 4: At the top of the lighthouse in Neuhafen.
Sage 5: On an island in Lake Luminoso.
Sage 6: Once you have an A rank or higher in the arena, talk to the police
officer in Nefroburg and ask him to open the cave at Egret Brook - Midstream.
The sage is in a cave near the bridge crossing the area where you fought the
Don Elephant. The sage will challenge you to a Trotmobile battle. Win and
you'll get the Bubble Roof windshield.
Sage 7: Once you've found six sages, the last one will appear in Nefroburg.
Head around to the area behind the theather. There is an area with two cats.
Feed the white cat and the final sage will appear. He'll reward you for finding
all seven sages by giving you the 7 Wisemen plate and Scrap Arm.
NEFROBURG MUSEUM
Once the Nefroburg Museum reopens you can start selling fossils and artifacts
to Belmondo for large amounts of UR. You can find artifacts in treasure chests
in the three dungeons. Depending on its rarity you'll get anywhere from about
300-800 UR for each one. Fossils require a bit more work. To get fossils you
need to have a Pickaxe Arm and a Flatbed frame. You can find excavation sites
at Wagtail Canyon and under the waterfall at Martlet Falls. If you want to
mine for large fossils you need to have a Wide Flatbed frame (by combining two
regular Flatbed frames via development). A Wide Flatbed can carry three small
fossils or one large fossil. The giant fossils are found in the area where the
Millimotive first appeared (the fossiliferous stratum). Once you have the
fossils loaded you need to take them back to the museum. Outside of the museum
is the fossil cleaner. He'll clean the small fossils for a fee, which you can
then sell to Belmondo as normal. Sometimes you'll uncover an artifact instead.
For giant fossils the cleaner will automatically sell them back to the museum.
For each giant fossil you bring back you'll get either coal, amber, or a piece
of a giant fossil creature. The pieces need to be assembled in a puzzle mini
game (just like a jigsaw puzzle) in their respective display area in the
museum. There are two downstairs and two in the upstairs gallery.
12 GEMSTONES FOR NORA
When you visit Nora at the Desert Hornet stronghold you can give her the gems
you found in the dungeons as presents. If you manage to give her all 12 types
of gemstones she'll challenge you to a Trotmobile battle. If you win she'll
give you access to her room, which was previously locked all this time. Inside
you'll find a chest containing the Gatling Arm, which is a projectile weapon
with a ridiculously high rate of fire and a large amount of ammo.
THE URBAN TIMES
The Urban Times newspaper is currently in a slump when you reach Happy
Garland, but you can help them out by bringing them scoops to publish in their
paper. Talk to the staff and the Editor-in-Chief on the second floor. Whenever
you complete a significant event occurs you can talk to Ms. Betty and she'll
run a story on it. For each story that is published you'll get a reward from
the Editor-in-Chief (either UR or stocks).
Story 1: The Defeat of Boss Elephant
Since this event has already occured by the time you get to Happy Garland,
talk to Ms. Betty again in the office and she'll run the story in the paper
the next day.
Story 2: Defeat of the Quail Tunnel Bandits
If you defeat the bandits in the Quail Tunnel (Quail Tunnel side quest) talk
to Ms. Betty and she'll run a story on it the next day.
Story 3: Victory Over the Bloody Mantis Army
After you've defeated the Bloody Mantis army in the desert battle, talk to Ms.
Betty and she'll run a story on it the next day.
Note that if you join the Bloody Mantis army you can tell Ms. Betty about the
secret passages leading to the hideout, but she won't run a story on it. Also
she won't accept any new information from you until you leave the Bloody
Mantis. Also if you do not report at least one story event to the Urban Times
before the game ends the paper will go bankrupt and you can no longer do this
side quest. If you report all three stories to the Urban Times, talk to the
Editor-in-Chief after clearing the game. He'll give you a 10,000 UR reward.
AMBITIOUS WORKER JOAQUIN
This is the most convoluted side quest in the game, and the payoff is pretty
small for all the effort you put into it. But if you want to resolve the
fighting between the two rival hotels in Happy Garland this is the only way to
do so. Joaquin is at Nefroburg, but after you clear the game he'll move to
the GTW factory at Happy Garland. This quest is much easier to do when he
moves, so you might want to wait until after finishing the game before doing
this side quest.
1. Talk to Joaquin at Nefroburg. Tell him you'll think he'll be successful.
2. Talk to Algernon in the kitchen of the Station Hotel.
3. Talk to Rosa at the receptionist desk at the Riverside Hotel.
4. Talk to Rosa's father upstairs at the Riverside Hotel.
5. Talk to Algernon's father on the second floor of the Station Hotel.
6. Go to Memorial Park at night and talk to Rosa.
7. Talk to Joaquin on different days until he tells you he wants to buy some
stocks.
8. Find Rosa at night on the connecting walkway between the Station and
Riverside hotels. She'll give you the hotel stocks.
9. Sell the stocks to Joaquin.
10. Return to the walkway at night. Talk to everyone and give the check you got
from Joaquin to Rosa.
11. Talk to Joaquin at the Station Hotel.
12. Go to the Bloody Mantis hideout in Bergamot's old office and talk to
Joaquin. He'll give you your choice of rewards.
ELECTRIC GUITAR
At the Station Hotel talk to Fennel and agree to help him. Go to Grace
Instruments and purchase a Guitar. Talk to the owner for some advice. Go to the
GTW factory and talk to the George on the second floor of the City Motors
garage. You need to get a Mini Engine and Mini Generator. Captain Ciboulette
gives you a Mini Engine when you give her the sailing license. You can get a
Mini Generator from the man outside of Neuhafen near the river after removing
all the debris from the river with your Trotmobile. George will combine the
Guitar, Mini Engine, and Mini Generator to create an Electric Guitar. Return
to the Station Hotel and give the Electric Guitar to Fennel. Fennel will
perform "Music Revolution" and give you the Electric Guitar.
DATING CONNIE/SAVORY/CIBOULETTE
Once you rent a room in either Nefroburg, Happy Garland, or Neuhafen and have
Connie with you, you can invite her to visit your room later in the evening or
at night. Before you do so make sure you have a bed in your room and have
plenty of doughnuts (from Nefroburg Bakery) and Honey (from Garland Bakery).
Be sure to have a Lil' Swabby in your inventory as well. If you have a poster
of Connie make sure to post it on the wall. When everything is ready sleep on
your bed until the time you asked her to come. Go to the door and let her in.
If you have her poster up she'll make a comment about it. Chat with her and
talk about her. Tell her that she's cute. She'll get embarassed and ask you
about the first time you met her. Respond with the same phrase you told her
at the beginning of the game. If you got it correctly she'll be flattered. Chat
with her again and ask her what she likes. If you gave her doughnuts and honey
previously (filling in her "likes" in her profile) she'll tell you she likes
Vanilla (you not the spice). Give her a present (doughnuts and/or honey) until
you have at least five hearts. Sit down on the bed and ask her to clean your
ears. While she's doing so select "Make your move" to, ummm, make your move.
It's possible to invite Savory too, but it's hard to impress her since she
likes different gifts than Connie. If you have a room in Neuhafen you can
invite Captain Ciboulette as well while you're there.
MEME VILLAGE
To get to Meme Village you'll need the Water Resistant M body. Once you have it
equipped you can cross Lake Luminoso at Vision Ranch. As you cross the lake a
large Trotmobile will appear under the water to attack.
Boss: Deep Discovery
You can't attack the Deep Discovery while it's underwater. Keep close to the
periscope and avoid the torpedos that it launches. When it surfaces target the
bridge and attack it as much as possible before it submerges again. Once you
deplete its HP to zero you'll fall inside the Deep Discovery. Target the
swinging targets above to finally destroy the Deep Discovery.
Across the lake you'll find a small village. Talk to the mayor outside the
village. He'll ask you to take a letter to the Stationmaster in Nefroburg. Go
back to Nefroburg to the station and enter the room behind the ticket counter.
Give the letter to the stationmaster. Tell him to extend the railroad to Meme
Village and that it will bring in more traffic. Next equip a Flatbed frame and
pick up either lumber (Cuckoo Forest) or steel beams (GTW Factory). Go to
Vision Ranch and talk to the construction workers working on the rail line. The
next day the railroad should be complete, but there's a rock blocking the
tracks. Swim across the lake and move the boulder off the tracks on the other
side. After you clear the tracks talk to the mayor and you'll get the Meme R.R.
plate. Go to the back of the communal house and sleep on the hay near the
goats until the next morning. Talk to the mayor and he'll ask the Garland
GlobeTrotters to perform a concert in Meme Village. You'll perform a new song
("Just Shout It Out (1,000 Bricks)"). After that you can perform there again
in the future if you talk to the mayor.
QUAIL TUNNEL
After winning the UTC go to the cargo area on the left side of Garland Station.
Go through the door to reach the area behind the ticket counter. Talk to the
Restless Stationmaster and he'll ask you to take care of the bandits in the
Quail Tunnel. Go back to the cargo area and talk to Keith. You'll get on a cart
and enter the Quail Tunnel.
Boss: Steam Village
This massive Trotmobile is made up of three parts. The first part is Munitions.
The front part has four cannons and a central area. Destroy the side cannons
and then attack the central part. There are several large girders that thrust
out from the front to knock you back, so attack from the side instead. Once the
Munitions is destroyed you'll end up in the Coal Car. The weak point moves
around the Coal Car while the drills on the side attack. Once the Coal Car is
destroyed the Engine will reveal itself. The Engine fires large gears at you.
Stay back from a distance and shoot the weak point. If you run out of ammo
you'll have to get on top of the gears in front and attack the weak point with
melee attacks.
Once the Steam Village is destroyed you'll get the Tunnel Man plate. More
importantly you can now catch a train directly from Nefroburg to Happy Garland
without having to go through the Sabbia Desert.
EURYDIKA HOT SPRINGS
Once the hot springs are revealed at Eurydika talk to the man standing nearby.
Eventually he'll talk about building a hot springs resort in that area. Bring
him some lumber from the Cuckoo Forest nearby. He'll start working on the
resort. When it's finished talk to the man again and he'll give you the
Hot Springs plate and a book "History of Eurydika". Once you've finished the
game and reunited with Connie, return to the hot springs at night and pay the
entry fee. On the men's side examine the wall until you get a "?" response from
Vanilla. Switch to first person view with the O button to peek at Connie on the
women's side (you pervert!).
EURYDIKA MINE
Talk to the miner near the entrance to the Eurydika Mine. He'll ask if you can
run an advertisement in the paper for workers for the mine. Go back to the
Urban Times in Happy Garland and talk to the Editor-in-Chief to place an ad.
It doesn't matter which message you chose. When the ad is placed several
workers will apply for the mining position. If you completed the railroad to
Meme Village Gabe will apply for the position as well. Go back to Eurydika and
talk to the Mining Man who will give you some stocks as a reward.
SAFFRON
There's a mysterious arena fighter named Saffron who fights at the Garland
Arena at night. Talk to her in the arena and fight her. Afterwards go to the
GTW Factory and you'll see a woman walking to the small shack in the back of
the factory (this might occur anytime you enter from the southwest gate).
Follow her to the shack. When she's about to enter the shack talk to her.
Input her name as Saffron and she'll let you inside. Go down the ladder. You'll
meet her lover Ricky and get the Mask grill. Return the next day and you'll
find out that Ricky is actually using Saffron to get money. Demand that he give
the money back to her. Follow him up and Saffron will appear. Talk to her and
tell her everything. She'll give you the Saffron plate.
DEED TO THE DIRGE CRUISER
After completing the game the Dirge Cruiser will be on display at the former
Bloody Mantis facility near the oil refinery. If you go to Fort Raven you can
purchase the deed to the Dirge Cruiser from the dealer at Delsen's shop. It
costs a whopping 990,000 UR. There isn't really any use for it other than a
status symbol.
HERO OF NEFROBURG SCHNEIDER
After winning the UTC talk to Schneider in the Aphrodite Bar in Nefroburg
during the day. Tell him you're sorry you took his goal. Talk to him again and
ask about him. He'll tell you about his past. Keep talking to him and asking
about his past. Eventually he'll give you the Spiked Grill S part.
INDUSTRIALIZING THE HAYABUSA CARPET MILL
At Neuhafen enter Port Motors and look for the Awkward-Feeling Woman hiding
behind some boxes in the back. She'll give you some Weaving Machine Blueprints.
Take the blueprints back to Mr. Peregrine at the Hayabusa Carpet Mill. The next
day return to the mill and talk to Mr. Peregrine. He'll ask you to activate the
switch located upstairs in the windmill (the entrance is the door that was
previously locked). Once the machinery is activated you can now sell silk
directly to the mill.
@~~~~~~~~@
$ Frames $
@~~~~~~~~@
BODY FRAMES
Normal Body S: This body is smaller and lighter than the Normal Body M. It has
the least amount of HP of the body types. The only reason you would want to use
this body is to develop the Normal Body L, because you can only carry two
Normal Body M frames at a time and can't develop a frame if one part is
currently equipped. Or you could just wait until you get the Water Resistant M.
Normal Body M: The default body that comes with the Earl Grey II.
Normal Body L: This body has the most HP in the game. You can develop it by
combining two Normal Body M frames.
Water Resistant M: This body frame is unique in that it is the only one that
allows your Trotmobile to travel through deep water. You obtain it late in the
game during a certain event.
LEG FRAMES
Bird Legs S: The Bird Legs are quite maneuverable but don't have as much HP as
the Human Legs.
Bird Legs M: The default legs of the Earl Grey II. You can develop these legs
by combining two Bird Legs S.
Bird Legs L: These legs have the most HP and carrying capacity of the Bird
Legs. You can develop these by combining two Bird Legs M.
Powered Bird Legs: These Bird Legs have powerful thrusters attached to them to
increase boost speed. You can develop them at the GTW factory shop by combining
a Cannon arm and Bird Legs M.
Bird Flippers: These Bird Legs offer increased mobility while in the water. You
can develop them by combining Bird Legs M and Shark.
Human Legs S: These legs are less mobile than the Bird Legs, but have higher HP
and carrying capacity.
Human Legs M: Higher HP and carrying capacity than the Human Legs S. You can
develop them by combining two Human Legs S.
Human Legs L: These legs have the most HP and carrying capacity of the Human
Legs. You can develop these by combining two Human Legs M.
Powered Human Legs: These Human Legs have powerful thrusters attached to them
to increase boost speed. You can develop these legs at the GTW factory by
combining a Bazooka arm and Human Legs M. Note that you need to have completed
the Electric Guitar side quest to develop these legs. Talk to the man on the
second floor of the garage (the same one that helped you develop the electric
guitar) to develop these legs.
Human Flippers: These Human Legs offer increased mobility while in the water.
You can develop them by combining Human Legs M and Shark.
Horse Legs: These legs have the highest carrying capacity of any leg frame. It
has difficulty moving laterally though. You can only purchase these legs at the
Killer Elephant garage at the Hayabusa Carpet Mill.
Spider Legs: These legs offer maximum mobility on uneven or rough terrain such
as sand.
Four-Wheeler: These legs offer great acceleration and movement across smooth
terrain. Ideal for long distance travelling.
Three-Wheeler: Not quite as fast as the Four-Wheeler legs. Purchase at the
Neuhafen garage.
Six-Wheeler: These legs offer excelleng acceleration and movement across smooth
terrain. Ideal for long distance travelling.
Caterpillar: Very slow, but has incredible carrying capacity.
ARM FRAMES
Normal Arm: Default arm of the Earl Grey.
Scrap Arm: A weak Trotmobile arm.
Junker Arm: A weak Trotmobile arm identical to the Scrap arm. You can develop
this by combining two Scrap Arms.
Throwing Arm: After the Hayabusa Carpet Mill becomes automated, talk to the
Power-Hungry Killer Elephant at the Killer Elephant hideout (he's the one with
the red jacket looking at the Don Elephant III on the walkway. He offers to
build you a Throwing Arm using the Normal Arm and a steel beam. The Throwing
Arm can throw objects much faster than the Normal Arm.
Sword Arm: A close range melee arm.
Pickaxe Arm: An arm used for mining fossils.
Ball-and-Chain: A midrange melee arm.
Claw Arm: A strong close range melee weapon.
Spiked Ball: An upgraded Ball-and-Chain weapon with spikes.
Buzzsaw Arm: A powerful close range melee weapon.
Drill Arm: Purchase at the Shrike River shop.
Trident Arm: A powerful arm that strikes repeatedly. Has a limited attack
radius.
Blade Arm: A strong exotic sword. Obtained after defeating Margarita at Meme
Village after the railroad construction is finshed.
Iron Club: A very powerful close range melee weapon. A bit slow. Purchase at
Eurydika.
Tonfa Arm: A fast club weapon. Obtained at Neuhafen Arena for 60 medals.
Rapier Arm: A fast sword weapon. Obtained at Neuhafen Arena for 160 medals.
Axe Arm: A slow but powerful close range weapon. Either obtained during the
villain storyline or from the Happy Garland Arena for 150 medals.
Whip Arm: A long range melee weapon with a large radius of attack.
Excalibur: The most powerful melee weapon. Obtained at Dandelion's workshop
after the hero ending.
Cannon Arm: A projectile weapon that fires shells.
Bazooka Arm: An upgraded Cannon Arm. Obtained at Nefroburg Arena for 300
medals.
Watergun: Fires a high pressure stream of water.
Flamethrower: Fires a stream of fire.
Sniper Arm: Fires a single shot over long range.
Bowgun Arm: Fires three arrows at a time. Purchase at Meme Village.
Long-Range Cannon: Fires an extremely powerful missile at long range. Obtained
at Happy Garland Arena for 500 medals.
Gatling Arm: A rapid fire weapon with multiple barrels. Obtained by defeating
Nora.
Shield Arm: A defensive arm that reduces damage while blocking.
Stage Arm: A stage that can be used as a shield. Can be used during street
performances. You can get this arm from Marjoram during the hero ending.
KE Shield Arm: A shield developed by the Killer Elephants. Purchase at the
Killer Elephant hideout.
DH Shield Arm: A shield developed by the Desert Hornets. Purchase at the Desert
Hornet stronghold.
Mantis Shield Arm: A shield developed by the Bloody Mantis. Purchase at the
Bloody Mantis desert base.
Pile Bunker: A shield that can also be used offensively with the spike attached
to it. You can obtain it by selling hotel stocks to Joaquin.
Wing Arm: An arm developed by Dr. Nutmeg. Two of them need to be equipped to
make a Trotmobile fly. Obtained during the hero storyline.
@~~~~~~~~~~~~~~~@
$ Album Outfits $
@~~~~~~~~~~~~~~~@
During the game you'll find or have the opportunity to purchase several
different types of clothing and accessories to wear. If you wear a certain
combination of clothing and accessories an entry in the album will appear.
Default Vanilla: Appears in the album by default.
Default Coriander: Appears in the album by default.
Cowboy Vanilla: Wear the cowboy hat, cowboy clothes, and cowboy boots. You can
find the hat at the farm in Egret Brook - Downstream. The clothes and boots
can be found at the Hayabusa Carpet Mill.
Default Savory: Appears in the album after you meet her.
Snobbish Vanilla: Wear the snobbish hat, snobbish clothes, and snobbish shoes.
You can purchase all three from Fashion Ronde in Nefroburg.
Desert Coriander: Give Connie the desert garb (female) as a present. She'll
wear it while you're crossing the Sabbia desert. You can purchase it at Fort
Raven.
Swim Trunks Vanilla: Wear the swim trunks at Kharija Oasis. You can purchase
it at Fort Raven or Neuhafen.
Swimsuit Coriander: She'll change into this outfit when you change into the
swim trunks at Kharija Oasis.
Palm Leaves Vanilla: Wear the palm leaves at Kharija Oasis. You can find these
near the fallen palm tree near the sage's house at the oasis.
Desert Vanilla: Wear the turban, desert garb (male) and desert shoes. The
turban and desert garb (male) can be purchased at Fort Raven. The desert shoes
are in a chest at the Desert Hornet stronghold.
Aristocrat Vanilla: Wear the aristocrat clothes, silk gloves, and aristocrat
boots. You can purchase all three at Fashion Poseur in Happy Garland.
Cook Vanilla: Wear the chef hat and chef clothes. You automatically get the
chef hat at the Killer Elephant hideout. The chef clothes are in the kitchen
of the Station Hotel.
Pajama Coriander: Talk to Coriander in her room at the Lobster Inn at night.
Nightgown Savory: Talk to Savory in her room at the Lobster Inn at night.
Farmer Vanilla: Wear the straw hat, farming clothes, and farming boots. The
hat is in the basement of the house at Honeybee Ranch. The clothes and boots
are at Skylark Farms.
Sailor Vanilla: Wear the sailor cap and sailor clothes. You can purchase both
at Neuhafen.
Cook Coriander: Talk to Connie at Alcazar de Condor during the construction of
the S.S. Symphony (hero storyline).
Bloody Mantis Vanilla: Either join the Bloody Mantis or clear the game and
purchase the BM beret, goggles, gloves, uniform, and boots from Comfrey at the
BM hideout.
Prison Vanilla: Either clear the game with the villian ending or find the
prison clothes at the Neuhafen police station.
Swimsuit Savory: Either take Savory to the Kharija Oasis and swim with her
there or clear the game.
Note that any album outfit that you don't obtain as part of a certain
storyline (such as Connie's cooking outfit) will appear in the album when you
load a clear data after finishing the game.
@~~~~~~~~~~~~~@
$ Battle Mode $
@~~~~~~~~~~~~~@
This option appears in the start menu after you fight in the arena. Here you
can fight against any unique Trotmobile that you fought during the story. If
you manage to fight all 32 unique Trotmobiles in the game you'll unlock the
death match option in the battle mode menu. The death match pits you against
all 32 Trotmobiles in consecutive rounds. You won't be able to repair and
refuel between matches. However, you defeat your opponent quickly you'll get a
repair/fuel bonus depending on how fast you defeated them. If you defeat your
opponent within 15 seconds you'll get a large repair/fuel bonus. Within 30
seconds gets you a medium repair/fuel bonus. Within 90 seconds and you get a
small repair/fuel bonus. If you clear a certain number of rounds you'll get
a unique prize depending on how many you clear. The prizes are cumulative, so
if you clear all 32 rounds you get all the prizes.
10 Rounds - Support Engine: This back frame drastically increases the amount
of weight your Trotmobile can carry.
20 Rounds - Skull Grill: This is Bergamot's front grill for his Trotmobile.
32 Rounds - Death Match plate
After the 32nd round the matches start over again from the first opponent and
continue indefinitely. The following is a list of the opponents in Battle Mode
and how to unlock them. Note that if you miss fighting a certain character as
a result of a storyline (such as Basil) they will appear be unlocked when you
clear the game.
Chucky: Fight at Nefroburg Arena.
Isabel: Fight at Nefroburg Arena.
Farmer: Fight at the farm at Egret Brook - Downstream. Equip a Basket frame
and try to steal some potatoes from the field at night. The Farmer should
appear and fight you.
Jack: Fight at Neuhafen Arena.
Sampson: Fight at Garland Arena.
Simon: Fight at Neuhafen Arena.
Rooney: Fight at Nefroburg Arena.
Jimmy: Fight during the story.
Sudou: Fight at Garland Arena.
Miguel: Fight at Neuhafen Arena.
Bernard: Fight at Neuhafen Arena.
Genius: Fight at Garland Arena.
Guerrero: Fight at Neuhafen Arena.
Ciboulette: Fight at Neufafen Arena after clearing the game.
Saffron: Fight at Garland Arena at night.
Boss Elephant: Fight during the story.
Schneider: Fight during the UTC tournament.
Dudley: Fight during the story.
Nora: Give her all 12 gemstones and you'll be able to fight her.
McCartney: After the concert at Meme Village speak with him to fight him.
Mainz: After the concert at Meme Village speak with him to fight him.
Margarita: After the concert at Meme Village speak with her to fight her.
Lonely Old Man: After getting an A rank fight with him at the sealed gate
at Egret Brook - Midstream. Unlock the gate by talking to the police officer
at Nefroburg police station.
Basil: Fight him at Eurydika (villain storyline).
Fennel: Fight him at the UTC.
Marjoram: Automatically appears after clearing the game.
Connie: After clearing the game and meeting her at Seagull Beach, tell her "I
challenge you!" to fight her.
Savory: Fight during the story.
Bergamot: Fight during the story (hero storyline).
Dr. Nutmeg: Either fight him during the story (villain storyline) or after
clearing the game at Vision Ranch (hero storyline).
Ginger: After helping Vladmir, talk to Ginger underneath the overpass in
Nefroburg. Then fight him at night at the Slope to Waterway.
Elder: Fight during the storyline (UTC or ending).
Q: Where is Tempio di Lorimar? It's on the dungeon list but I can't find it.
A: The Lorimar dungeon is located at Lake Luminoso. You need to equip the
Water Resistant M body part to reach it. The entrance is a cave located to the
left of the lake.
Q: Where can I find the Boomerang Arm?
A: From Happy Garland take the exit to Skylark Farms. If you look to the left
you can see it in a chest on the left in the river under the bridge. You need
to exit to Skylark Farms. When you reach the entrance to the area, take a left
and follow the river back to Happy Garland. You should end up at where the
chest is.
Q: Where can I find silk?
A: You might think it's at Hayabusa Carpet Mill, but it's actually at Neuhafen.
Go to warehouse 3 near the battle arena and someone inside will sell it to you.
Q: Where can I find sharks?
A: After you obtain the waterproof body you can enter the bay at Seagull Beach
where you can find sharks. You need to knock them out with a melee attack and
transport them with the Flatbed frame.
Q: Where is the Long-Range Cannon?
A: You can get the Long-Range Cannon at the Garland Arena for 500 medals.
Q: Where is the Whip Arm?
A: After finishing the game you can develop one at the Desert Hornet Hideout.
You need to have the Spiked Ball and Silk to make one. It costs 990 UR to
develop it.
Q: Where can I find the Excalibur?
A: After completing the game with the hero ending return to Dandelion's
workshop in Cuckoo Forest. Talk to Tonio and then go upstairs and out to the
balcony. Follow the balcony around to the door that was locked previously. Go
down the ladder and you'll find a certain Trotmobile down there. You can find
both the Excalibur and the Spike Grill S frame if you examine it.
Q: I'm missing 1,000 Bricks/Music Revolution from the song lists. Where do I
get these songs?
A: Just Shout It Out (1,000 Bricks) is obtained by completing the Meme Village
side quest. Music Revolution is obtained by completing the Electric Guitar side
quest.
Q: How can I get Savory to rejoin the band after the villain ending?
A: You can't.
Q: Can I get a replacement for Savory in the band after the hero ending?
A: Nope.
Special thanks to Atlus USA for localizing and publishing Bumpy Trot (a.k.a
Steambot Chronicles) in the U.S.
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Copyright 2006 Brian Nii
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