*******************************************************************************
Chibi-Robo!
A FAQ/Walkthrough by CyricZ
Version 1.0
E-mail: cyricz42 at yahoo.com
*******************************************************************************
Table of Contents
1. Introduction
2. FAQ
3. Basics
3A. Controls
3B. Menus/Displays
4. The World of Chibi-Robo!
4A. The Life of a Tiny Robot
4B. The House
4C. Cast of Characters
4D. Hints and Tips
5. Main Story Walkthrough
5A. Chapter 1 - One Big House
5B. Chapter 2 - One Strange Noise
5C. Chapter 3 - One Sad, Little Girl
5D. Chapter 4 - One Big Family Problem
5E. Chapter 5 - One Extraterrestrial Adventure
5F. Chapter 6 - One Nasty Invasion
5G. Chapter 7 - One Last Wish
5H. Epilogue
6. Sidestories and Stickers
6A. The Free Rangers
6B. Captain Plankbeard
6C. Mort and the Princess
6D. Dinah and Funky Phil
6E. Chibi-Doors
6F. And the Rest
7. Items
7A. Chibi-Gear and Tools
7B. Chibi Costumes
7C. Chibi Upgrades
7D. Common Items
7E. Online Store Items
7F. Utilibots
7G. Story Items
7H. Sticker Items
7I. Frog Rings
7J. Sticker Quick-List
8. Game Stats
8A. Power Drain
8B. Chibi Rankings
9. Standard Guide Stuff
9A. Legal
9B. E-mail Guidelines
9C. Credits
9D. Version Updates
9E. The Final Word
Hi, and welcome to my FAQ/Walkthrough for Skip Ltd.'s cute little romp towards
robotic happiness, Chibi-Robo! In this FAQ, you'll find pretty much
everything about this game, from the main story's walkthrough, to the means
to find all the elusive stickers and items.
A: A new action adventure game by Skip Ltd., produced by Bandai and Nintendo,
which places you in the metal shoes of a tiny robot whose only aim in life
is to make his owners happy.
Q: How many blocks does this game take?
A: This game uses 6 blocks on a Memory Card for each save.
Q: My battery's so low! How can I get more energy?
A: Keep getting more Happy Points. Your battery life will increase at several
intervals.
Q: How do I get by the Free Rangers? They keep shooting at me!
A: Go into the kitchen and listen to Sophie talk to a mug. Come back during
the day, climb up the drawers, and grab the Mug, and you can use it to
cross the room.
Q: Ack! A dishpan was dropped on my head! What's up with that?
A: No one's really figured out the point of it. There are theories that
suggest it's when you mash buttons while trying to remove the plug, but I'm
personally convinced it's purely random slapstick.
Q: Can I drive or ride the Hot Rod or Space Scrambler?
A: Not freely. They're just part of mini-games, and you don't even fully
control them, then.
Q: How do I get Scrap?
A: One you buy the Chibi-Blaster, enemies will show up, which you can get
Scrap from.
Q: The toys won't talk to me! What's going on?
A: Toys will not talk when a human is awake in the area, and most often will
not talk when Tao is awake in the area, either. There are exceptions,
though.
Q: Where do I get all the Stickers?
A: The answer to that is in Section 7J.
Q: I need a character to show up, but he's not in the spot he's supposed to
be? What's the problem?
A: At some points in the game, it goes on a two-day cycle, where the
characters will be in one place at one time of day/night, and in another place
the next day/night. Keep passing days to see if the character shows up in
their spot. If they don't show up, there may be something you need to do
with other characters, so check with all of them.
Q: I need a bone to give to Tao, but I've already given him one! Am I stuck?
A: Nah. After a couple of days, he'll bury the bone in the backyard and you
can find it again. Also, you can sometimes find a bone in the Kitchen,
in the cupboard on the east wall.
Q: Where's the code to get in the metal case in the bedroom?
A: You need to help the aliens and use their machine.
Q: What's a nice quick way to get Happy Points?
A: This work particularly well if you have a lot of Moolah (and late in the
game, you will). Go to the basement and play Peekoe's game. Drop as much
Moolah as you want as a bet. If you win, you get double Moolah. If you
lose, you'll get a tenth of your bet back as Happy Points. This means that
if you get lucky and win big, you can turn it all into a hefty mound of Happy
Points.
You'll find much of this information in the instruction manual, but we all
know how often people read those, much less hang onto them.
==============
3A. Controls =
==============
Control Stick: Moves Chibi-Robo, and the cursor on selection screens.
Control Pad: Moves the cursor on selection screens.
A Button: Generic Action button. Used to pick things up, activate things,
talk to characters, and confirm selections.
B Button: Generic Cancel button. Drops the plug if you're carrying it, puts
away any tools you're using, and cancels selections.
X Button: Opens the Equip menu, where you can select tools or costumes.
Y Button: Goes to Chibi-Vision, where you get a first-person view.
L Button: Centers the camera behind Chibi-Robo.
R Button: Switch to the map camera of the room.
Z Button: If wearing a special costume, this allows you to strike a pose!
C Stick: Moves the camera around Chibi-Robo.
START Button: Brings up the Pause Menu.
Main Menu:
This menu allows you to begin a new game, load a previously saved game, or
access the Options menu.
Options Menu:
This menu allows you to turn the Rumble on or off, and change the sound
between Stereo and Mono.
Pause Menu:
There are four selections in the Pause Menu:
Items - View all the non-tool items currently stored in Chibi-Robo's head.
Status - View your current Ranking, Happy Points, Moolah, Scrap, and
upgrades.
Controller - View the controls for the game.
Stickers - View any Happy Stickers you've picked up during the game.
Equip Menu:
The top bar is your tools, and the bottom your costumes. Select what you
want with A.
---
Main Game Display:
The game display is mostly unobtrusive. There are a few icons that show up,
though.
Upper Left Corner: This is the time display. There will be a sun or moon,
indicating day or night, respectively. The number nearby is how much time
the half-day gives you, and the color in the sun/moon icon drains as time
passes, ending the half-day when it fully drains.
Lower Left Corner: This shows your totals of Happy Points, Moolah, and Scrap.
Lower Right Corner: This shows your current battery life. Once you get below
300, the meter will turn red, and Chibi-Robo will start to glow red. When
it hits zero, you collapse, and Telly will carry you back to the Chibi-House,
at the cost of some of your Moolah.
*******************************************************************************
4. THE WORLD OF CHIBI-ROBO!
*******************************************************************************
You'll soon find that being a little fish in a big pond is quite the
adventure. A simple trip to the kitchen is a great ordeal for a tiny guy like
Chibi-Robo.
==============================
4A. The Life of a Tiny Robot =
==============================
Chibi-Robo's base of operations is his Chibi-House in the Living Room.
There's an outlet here that allows you to adjust your ranking, and an online
store from which you can purchase items and Utilibots.
You'll soon find that power will be your greatest concern. Just about
anything you do will consume power, and the more strenuous the activity, the
power will be consumed. Always keep in mind where the nearest outlet is, so
you can return and charge at a moment's notice.
Chibi-Robo's movements are pretty limited, too. He can run, climb, and
manipulate stuff with his hands, but that's about all without tools. Climbing
can be done on short ledges (a meter appears showing how long you need to
press to climb the ledge) thin wires and ladders (or objects like ladders).
Chibi-Robo cannot jump, period. If you need to cross a short gap, no matter
HOW short, you'll need to use the Copter, or you'll fall.
If you run out of power at any time, Chibi-Robo will collapse and Telly will
bring him back to the Chibi-House. No extra time will have elapsed, but you'll
lose some Moolah on the trip.
===============
4B. The House =
===============
For a detailed look at the House, check Section 8 later on. This is just a
quick look at all the rooms. Compass points used are based on the R-Maps of
the area, which are always oriented in the same direction.
---
Living Room: The starting room, having the Chibi-House and the most outlets.
It's largely open floor, with furniture around the walls and in the center.
Exits are the Backyard to the north, the Kitchen to the west, and the Foyer
to the south. It also sports one of the houses few trash cans. Dad and
Jenny spend much of their time, here.
Kitchen: Mostly dominated by the cabinet system and large appliances. There's
quite a bit of climbing to be done, here. There are only two outlets in
this room, but they're well-placed. Mom tends to spend much of her time,
here. Exits are the Living Room to the northeast and the Foyer to the
southeast. Also, in the sink is access to the Drain area, which really isn't
significant enough for its own section, here.
Backyard: As expected, an almost completely open area. There's a tree with
a swing attached on the west side of the area, which can lead to the roof
overhangs. There are NO OUTLETS in this area, so be very careful not to
squander your power. The only exit in the southeast is to the Living Room.
Foyer: A room dominated by the spiral staircase in the center and stretching
two floors. There's one outlet on each of the floors. This room connects to
most every other room in the house: the Living Room in the northeast corner
of the first floor, the Kitchen in the northwest corner of the first floor,
the Basement in the southwest corner of the first floor, Jenny's Room in the
northeast corner of the second floor, and the Bedroom in the southwest corner
of the second floor. The Free Rangers can be found here at almost any time.
Basement: Rickety wooden steps lead down to a sparse, dank basement. There's
not much in the way of landmarks besides the shelving system on the south
and east walls. However, the lack of humans here allows for toys to call
this place a haven. There is only one outlet near the stairs, and the only
exit is up the stairs back to the Foyer.
Jenny's Room: Being a little girl's room, there are plenty of toys lying
around, making for good footholds up to the higher shelves of the area.
There's only one outlet near the desk, and the house's second of two trash
cans is here, as well. The only exit is the south door back to the Foyer.
Bedroom: Mom and Dad's room is closed up at night for most of the game, but
you can enter freely during the day (most of the time). This room is
actually quite cluttered, with a small entertainment center at the southwest,
shelves in the middle and north, and a loft in the northest corner. There
are two outlets at the north and south end of the room. The only exit is
the southeast door back to the foyer.
And, for some odd reason, there is NO BATHROOM in this house. Scary, eh?
========================
4C. Cast of Characters =
========================
The Dynamic Duo
Chibi-Robo: The main character of the game wants nothing more than to be
happy by making other people happy. He was bought by Dad as a present for
Jenny's eighth birthday. While he cannot speak, his intentions are quite
evident by his benevolent actions.
Telly Vision: Chibi-Robo's "manager" is a small, floating television with a
rather large collection of party-poppers stashed somewhere. He's on hand to
provide support to Chibi-Robo and serve as a voice if the pair have something
to say. He also dreams about becoming a singer and considers himself
something of a ladies' man.
---
The Family
Mr. Sanderson, aka "Dad": Dad bought Chibi-Robo more for himself than for
Jenny, given his major obsession with toys and technology. He is currently
unemployed and spends much of his time on the couch waiting for the Drake
Redcrest show to come on.
Mrs. Sanderson, aka "Mom": The voice of reason in the family, Mom first viewed
Chibi-Robo as an extravagant purchase, but softened to his penchant for
making her life easier with the cleaning. She's often worried about the
direction her family's taken, with her husband's lax behavior and her
daughter's odd demeanor. You can most often find her in the kitchen. She
gives Chibi-Robo the nickname, "Cheebo".
Jenny Sanderson: Jenny's the cute eight-year-old daughter of the family. She
loves to draw and can often be found doodling in the living room. She
becomes incredibly fond of Chibi-Robo as the game progresses. Oh, and she
wears a frog mask/hat and mostly speaks in ribbits.
Tao: The family dog. To be honest, he really doesn't do much. He can mostly
be found growling, chewing, and just lying around.
---
The Toys, the Animals, etc.
Drake Redcrest: A man of action, and JUSTICE! This incarnation of the cartoon
icon Space Hunter Drake Redcrest is actually an action figure, but he still
has all the panache of a fighter for justice. He's most often found in the
living room.
Sophie: This is Tao's chew toy. She's in the guise of a caterpillar, and
has a MASSIVE crush on Drake Redcrest. She writes her innermost thoughts in
her diary when she believes no one's looking. She can be in several places,
but most often in the kitchen.
Sarge and the Free Rangers: These egg-shaped toy soldiers patrol the Foyer
almost non-stop. Sarge is obsessed with training his platoon so they can
defeat the most horrific of enemies: Tao.
Captain Plankbeard: This hand-carved wooden pirate frequents the basement.
Like most pirates, he wants to sail the seven seas and find buried
treasure, but he'll need your help to get off the ground.
The Great Peekoe: This odd monkey-like porcelain statuette is a guru obsessed
with soul cleansing. You can most often find him in the basement early on,
or possibly in the kitchen, focusing on his training. While in the basement,
you can play a game of chance where you can double your Moolah wagered, or
get your wager back in Happy Points.
Princess Pitts: A doll of a princess living in the castle in Jenny's Room.
She's pretty standard of princesses, and frightens rather easily.
Mort: A mummy doll with a thing for Princess Pitts. He's rather shy and
depressing, though. He believes (rightly so) that he's so ugly and hideous
that he'd just scare the Princess as soon as he appeared in front of her.
Sunshine: This is Jenny's teddy bear. Early in the game, he doesn't leave
Jenny's side, but later on, he'll be wandering around her room. He has a
small addiction to nectar.
Dinah: This is a t-rex type dinosaur formed out of colored building blocks who
lives in the Bedroom. She speaks with a southern accent and has a bit of a
thing for Funky Phil.
Funky Phil: One of those dancing flower things that go when you turn on music.
He lives in the Bedroom, and his only goal in life is being funky and dancing
the night away.
Fred and Frieda, the Frogs: Two frogs seeing each other. There's really
little else to tell about them that wouldn't be spoiling the story.
The Bluebird: Residing in the tree in the Backyard, this bird wants you to help
him with his nourishment, or else he won't let you pass to the roof
overhangs.
The Spydorz: The mysterious enemies of the game. They're mostly cannon fodder
for your Chibi-Blaster, but just hope they don't get too powerful.
Giga Robo: The family's first robot. Giga used too much power to run and
now is neglected and forgotten in the Basement. One of the game's main
objectives is getting him up and running again.
Titan, Io, Ganymede, and Little Bang: These visitors were saved once by Giga
Robo, and they would like to repay the favor.
====================
4D. Hints and Tips =
====================
BUY THE 15 TIMER. There's no point in having a short day, particularly once
you get the costume that allows you to end the day on a whim.
Pick up the plug to walk faster.
A simple RPG rule: talk to everyone, in every way, and you may find new things
to do, or ways to play.
You can get through the game without doing much cleaning or trash pickup, but
it's actually a pretty good way to gain quick Happy Points and Moolah, so if
you see a piece of trash that's easy to grab and not too far out of the way,
snag it for tossing later, and if you see a large pile of stains, brush 'em up.
*******************************************************************************
5. MAIN STORY WALKTHROUGH
*******************************************************************************
The prologue puts you right in the middle of Jenny's eighth birthday party.
Long story short, you're her new present from Dad. You'll make your grand
appearance out of the Chibi-House, along with Telly. Telly will mention that
you came to the party without a present, so run onto the nearby empty plate,
climb onto the blue vase, and grab the Rose to store it. Telly will cover
the Chibi-Copter right now, so drop down with it out to float down gently (not
like the fall would have hurt you in the least). Walk over and talk to Jenny
and you'll have the option of giving her the Rose. Do so, and you'll end the
prologue.
===============================
5A. Chapter 1 - One Big House =
===============================
You'll begin in the Chibi-House, as you'll begin for much of the rest of the
game for each half-day. Before doing anything else, I suggest going on up to
the Chibi PC, to the Online Store, and buying the "Timer 15". This will make
every half-day fifteen minutes instead of five, giving you plenty of time to
do plenty of stuff. Now that that's settled, let's head on out.
For the moment, you're confined to the Living Room. Sophie the Chew Toy is
blocking passage to the Kitchen, the Backyard door is closed, and Telly won't
allow you to proceed to the Foyer, just yet, so just get to work on this room.
You can walk over to Sophie to hear her think out loud. The other important
place to go is near Dad's hand on the floor to find his Toothbrush, an
important cleaning tool.
Once you start cleaning a few stains, the TV will turn on. Stand in front of
it to meet Drake Redcrest, Space Hunter extraordinaire. Talk to him and he'll
give you the Drake Redcrest suit. Put it on, then speak to him again you'll
learn about posing. To properly pose, press Z just as he begins his movement,
and you'll officially be able to do it. Don't use it too much, though, as it
drains 30 energy every time.
Techincally, now two more rooms are open to you. First of all, just after
learning the pose manuever, you'll hear a strange noise coming from the Foyer,
and Telly will let you go over there. Also, you can go to the Kitchen by
posing in the Drake suit in front of Sophie, which will scare her off and allow
you to enter. That can only be done at night, though. During the day, the
door will be completely closed. You won't be able to proceed in the game
until you remove Sophie at night.
However, as soon as you go to the Foyer, you'll be assaulted by the Free
Rangers. Don't expect to dodge and weave through their shots all that easily,
just retreat back to the Living Room.
===================================
5B. Chapter 2 - One Strange Noise =
===================================
Okay, you've probably elapsed one day by now, unless you move really fast.
If you've picked up enough trash, cleaned enough, and found a couple of Chibi-
Doors lying around (see Section 6F for more info), you may have enough cash to
buy a Chibi-Blaster. I suggest doing so at the earliest opportunity. Once
you buy it, you can gun down the sticker on the glass doors leading outside,
opening the way to the Backyard. There's nothing you need to do there at the
moment, but there's always stuff to clean up and Chibi-Doors to find.
Also, once you buy the Chibi-Blaster, talk to Dad and you'll get a news update
from the TV about Spydorz. From then on, you'll be able to possibly find
Spydorz in areas where oil has spilled on the ground. Simply fire your Chibi-
Blaster in their general direction, and the shots will home right in on them.
From the Spydorz, you can collect Scrap (springs = 10, nuts = 50, bolts = 100)
which you can use to purchase Utilibots from the Chibi-House. Utilibots are
quite useful, so hunt down Spydorz any chance you get.
Lastly, after having passed to the second night, Dad will drop the Chibi-Robo
Manual on the floor while asleep, which you'll be able to read whenever you
want.
All that's well and good, but let's move on with the plot, shall we? At night,
walk over the Kitchen door and use the Drake Redcrest post on Sophie to move
her out of the way and enter, if you haven't already. There's lots of stuff to
do here. Unfortunately, very little of it can be done this night. Head over
to the drawers and you'll see Sophie talking to a mug with Drake on it. You
need that mug, but with one of the drawers out, you can't get up to the
counter. If you wish, though, you can climb up the hutch on the east wall for
a couple of Chibi-Doors, but for now get cleaning, and come back during the
day.
During the day, the drawer near the sink will be closed. Hop up all the
handles to the top. From there, you can grab the Mug. If you want, you can
have a nice chat with Mom and have some tea. Also, head up to the north part
of the counter near the coffee pot and knock down the cord, making it an easy
way to get up there. That's about all there is to do with this room with the
main plot, so, now that you're armored, head over to the Foyer.
Slap on the Mug and haul your little plug over to the basement in the far
corner. Having made it once, the Rangers will no longer try to shoot at you,
so you crossed that bridge. Head down the stairs and clean up down here, if
you wish, then head to the corner to find Giga Robo. Plug into the socket
near him and you'll see his memories. Pick up the nearby Giga-Battery and
you'll meet Captain Plankbeard.
Among other things, he'll mention the Giga-Charger, which is somewhere in the
house. Actually, it's on the shelves in the basement. To get to it, first
shoot the Happy Sticker to release the lowest shelf, then climb up it, and onto
the low cupboard. Pull the light-colored brick so you can climb up to the
wall. Grab the Gunpowder if you want, even though it's not tied to the main
story. Grab the other light-colored bricks so you can climb onto the green
box. Float over to the cans, and pull one more brick to get onto the cardboard
box, then float over to the bird cage, which will drop a rope down to the floor
for easy return. From the cage, float over to the swing and climb up to the
rafters. From there, walk around (you can't cross the nails) to the south
wall, then float down to the second shelf (below the top shelf) and you'll get
the Giga-Charger. You can return both to the Chibi-House. Part of
reactivating Giga Robo is filling up that Battery. To do so, just pump Moolah
into it. You'll need 10000 Moolah to fill it up completely. It's a tall
order, but you have the whole game to do it.
======================================
5C. Chapter 3 - One Sad, Little Girl =
======================================
Return to the Foyer at night and you'll find Jenny crying on the steps. Climb
up as far as you can to talk to her. Your conversation won't get far before
Mom interrupts, telling Jenny she should get to bed. Your task now is to reach
the second floor, and it's not a quick one, as you can't climb all the stairs.
At this point in the game, you can start the Free Rangers missions. They're
best done during the day, as Jenny hangs out in the Foyer at night. Also,
you can go down to the basement again to start helping out Captain Plankbeard,
as well as meet the Great Peekoe.
The next morning after you talk to Jenny, you'll hear something very strange as
you exit the Chibi-House. As you exit, you'll notice oil on the ground.
Approach it, and you'll learn that it's begun. Oh, it's true. The Spydorz
have arrived. Lambaste them all with the Chibi-Blaster and pick up all the
Scrap they leave behind. With luck, you'll have enough for your first
Utilibot. If not, just run around the Living Room, Kitchen, and Foyer near the
oil stains to find more Spydorz. Once you have enough, go to the Chibi PC,
then to the Recyclotron. Buy the Living Room Ladder. You can use it to climb
to higher spots in the room. What you really need, though, are the next two
Utilibots, the one in the Kitchen, and the one in the Foyer. The one in the
Kitchen will give you access to the Spoon, which is an important item for many
of the sidequests, and the one in the Foyer will give you access to the second
floor, among other things.
Once you get that ladder, get to the second floor and you'll find Jenny curled
up outside her parents' bedroom, where her mom is, currently. Finally getting
upstairs will also give you access to both the Bedroom (during the day) and
Jenny's Room. There are sidequests to be done in each of these rooms, but for
now, just talk to Jenny at night, then talk to Sunshine, her bear. Now, climb
up the string on the door, then copter over to the sign, and up to the slats.
Mom will talk to you for a bit. Take note of how she closes the slats.
One important item to get is the Squirter. Go to Jenny's Room and climb onto
the table in the center of the room. It's sitting right in front of her TV.
At this point, there are a ton of sidequests to do, or at least begin. You
can advance Plankbeard's quest by giving him his ship and assembling his crew.
The Free Rangers will soon need some cheering up if they hope to take on Tao.
The Princess and Mort in Jenny's Room are a couple that needs to be brought
together. You can also help the Frogs and the Bluebird outside. Also, be sure
to keep slapping down the Spydorz and turning in their Scrap for Utilibots.
To advance the plot, go the Bedroom during the day. Climb up the jump rope
near the door and copter down to the bell, then the slats in the peephole.
Climb onto the switch and you'll open the slats. This is how you get in at
night.
========================================
5D. Chapter 4 - One Big Family Problem =
========================================
Once night falls, climb up to the front of the door and through the slats.
You'll find Mom lamenting over the bills piling up. She'll mention a possibly
missing receipt. Go down to the Living Room. You'll find Dad hiding the
receipt. Of course, it's really not all that well-hidden. It's right on the
couch. Grab it and take it up to her. Once you give it to her, the night will
automatically end.
For a good while, now, Mom will have locked herself in the Bedroom all day, but
you can still go in through the slats.
When you're up the next morning, go to the Foyer. Climb or warp to the top to
find Dad and Jenny wondering what to do. Go into the Bedroom through the
slats and talk to Mom. She'll give you a Letter. Go back up the jump rope
(Mom will give you a hand this time) and head back to the Foyer. Give Dad the
letter.
Go to the Living Room and Dad will run out to water the lawn. Jenny will be
in the Living Room, but her bear isn't with her. At this time, you can go up
to Jenny's Room and speak to Sunshine.
================================================
5E. Chapter 5 - One Extraterrestrial Adventure =
================================================
Now that Mom has locked herself in her room, go back to the Chibi-House the
next day-ish to find a new product: Chibi-Radar. Buy it.
At night, go up to Jenny's Room. Walk up to her and she'll say "Circle.
Middle. Radar?" The circle on her TV is also outside in the backyard (under
some weeds).
Stand in the center of that circle and use the Radar at night. Well, this is
new. Unfortunately, you can't understand these visitors. Say No and they'll
take off. Telly will mention the possibility of an upgrade which will let
you hear them. Head back to the Chibi-House and purchase this Alien Ear Chip.
Now, head back outside and Radar the aliens again. Agree to take them to
"friend", who is, of course, Giga Robo. Bring them down to the Basement.
They'll head back to the Backyard. Use the Radar and you'll find that the
aliens are ill. Talk to the alien to make him go back to the ship. (You may
have to talk to Tao in the Tao Suit, not quite sure).
There's not much in the UFO besides the aliens and a bit of techno stuff.
Little Bang will already be in bed, but the rest can't get in. Blast the
force fields around each of the beds to open them and the aliens will get
inside. You can also use the Squirter to cool them off, but it's hardly
necessary.
Now what you need to do is shoot the force field on the drive system. This
will change the situation in here. Step on one of the outer lights to light
it up. Now, you have to light the inner light. To do so, hop on the center
pedestal, then hit A as the lights line up. Repeat this with the other three
lights and you'll complete the disco ball, which will open up, revealing a
strange machine. Fire a charged blast at that machine to remove the force
field and hop in. VOOOM!
Holy Sepia Tones, Batman. Looks like we're in happier days. Have a chat
with the family. The most important thing you need to do, here, is put a
Dog Bone in Tao's bowl. He will hop off the metal case. Read the case and
you'll learn the code. You can also pick up the Circuit Schematics on the
easel, and if you have the Legendary Flower Seed from Sunshine, you can plant
it.
If you don't have a Bone, or already gave one to Tao, you can find one half-
buried in the yard or in the Kitchen in the hutch along the east wall. If
nothing shows up, wait a couple of days.
====================================
5F. Chapter 6 - One Nasty Invasion =
====================================
Now that you have the code to the metal case, go up to the Bedroom. Pull the
case out and use the code (2455) to open it up. Pick up the leg and WHOA!
You'll end up in the Living Room. Talk to all the family members and you'll
see some interesting information about Giga Robo. Talk to Dad and he'll
mention remodelling the Chibi-Blaster, and you'll need a Circuit Schematic for
that. If you haven't done it, yet, go back to the Backyard (the only other
room you can go to) and go back in time and get it from the easel. Give it to
Dad.
Now Dad needs his tool set so he can get to work on you. Your job is to keep
the Spydorz busy for thirty seconds while he makes the run. They'll trap you
in a webbed area. Just avoid their attacks, because you can't hurt them.
Once time's up, Dad will come back down and take you back to remodel you.
Once you're locked and loaded, you'll return to the Foyer. Start gunning
down Spydorz. They take three normal hits, or one charged hit. After taking
out two, they'll box you in and you'll have limited room to move and shoot.
After taking out five, one side will be done and you'll have to go to the
other side of the room to take out the other five the same way.
Once all ten are down, you'll hear screams from the Living Room. Recharge if
you feel you need to and shake a leg back to the Living Room. You'll find the
family wrapped up in webs and the mother of all Spydorz ready to get down and
dirty with you. She'll play Katamari and magnetize a whole bunch of stuff to
her. All you have to do is keep hammering her with the Chibi-Blaster to kill
her. Her attacks include a web blast to pull you in and suck on you like
regular Spydorz do, and she'll also drop mini-Spydorz on you like bombs.
Once you remove all the metal armor attached to her, she'll gain a charging
attack, as well as spitting out Spydorz like missiles. Once you hit it
enough, it will explode, leaving behind the last Frog Ring and Giga Robo's
Leg. You'll also get the Queen Spydor Sticker.
===============================
5G. Chapter 7 - One Last Wish =
===============================
Well, life is back to semi-normal in the Sanderson household. There are lots
of sidequests you can finish (only a couple you can't, as a matter of fact)
at the moment, including Drake's, Dinah's and Phil's, and the Frog Rings.
Of course, you know what's left to do that's really important, and that's to
return that leg to Giga-Robo. Stick it on and you'll notice the panel on his
leg. You need a code to start him up. Go talk to Dad (may have to more than
once) and he'll mention he dropped his Wedding Ring down the drain. Hop down
the sink and into the drain. Run your metallic butt all the way to the lower
left corner and pick it up. Note the date on it, "200667". You can give the
ring back to Dad if you want. Now, head back down to the basement, and input
the code on Giga-Robo.
Congratulations! You've given the family happiness and returned a long-lost
friend to them. This is the official "end" of the game's main story. You get
the Giga-Robo Sticker.
==============
5H. Epilogue =
==============
Okay. You've now got the Super Chibi-Robo outfit, and infinite energy. You
can use this opportunity to do whatever you want, including finishing up the
last few sidestories, like Captain Plankbeard's, and Peekoe's. After that,
you basically have free reign, and there's really not much else to do. Just
play to your heart's content, or start over.
*******************************************************************************
6. SIDESTORIES AND STICKERS
*******************************************************************************
Not connected to the main story are the lives of all the other toys in the
house, each with their own needs, problems, and dreams. Take the time to help
out these animated toys for lots of bonus Happy Points and Moolah.
======================
6A. The Free Rangers =
======================
You'll first meet the Free Rangers on your first trip to the Foyer. They'll
assume you're a threat and attack. Get the Mug from the Kitchen (explained
in the walkthrough in Chapter 2) and run to the basement. Once you come back,
the Rangers won't fire on you, but will begin their training for their assault
on Tao.
Hop into the empty spot in the lineup and roll call will start. Once all eyes
are on you, say anything, and they'll accept you into the platoon. Also, go
over to the table next to the stairs and climb up the string on the boot and
take the photo off the top, and hand it to Sarge. He'll remember about
Memphis and what he's fighting for.
At some point during the training missions, you'll find a bunch of soldiers
hanging around the the outlet in the Foyer. They'll be discussing their
distaste with the Sarge.
Come back later and you'll begin all the training missions:
Spy Training - There are four Rangers here. Only one is "the spy". They'll
shuffle around and you'll have to find which one identified himself as the
spy. Talk to him, and if you're right at least three times in a row, you'll
pass the training.
Handrail Training - Pick up the plug and haul your metal butt all the way down
the railing and back. I imagine you have to beat 32 seconds or something to
pass the training.
Jungle Training - This one's kinda cool. Hoist your self up the vines and
copter across if you can't climb anymore. Once you reach the vine rack on
the ceiling, you need to start gunning down enemies, but avoiding animals.
Once you take out all the shooters, jump over the west end of the vine rack
and copter down to the bullseye. I don't know what time you have to beat,
but I went a few seconds over two minutes and made it.
Waterfall Training - This is another timed run. Climb up all the way the
curtain cord, then up to the starry passage (you have plenty of time to hit
the Chibi-Door up here, too). At the end, copter as far as you can over to
the waterfall, then climb up the right-hand wall, and copter over to the
left to find Frisco, who's waving his hands. Get a decent time to pass.
The training itself is for getting Sarge's attention. The real story begins
once you return Captain Plankbeard's ship back to him (see below). Seven
members of the platoon go AWOL. When you come back the next day, Sarge will
be in quite an emotional mess. Go talk to the remaining Rangers. They'll be
moping about Sarge. To get them motivated, go to the Kitchen, to Tao's house.
Climb on top of the counter and drop down the hole in Tao's house to find
dog tags. These are Memphis'. Give them to the soldiers and they'll show
them to the Sarge. His resolve will return.
While you're at it, go talk to three of the guys who went AWOL. One's on the
second floor, next to the Hot Rod, the other two are on the southeastern shelf
on the first floor, next to the Space Scrambler. You'll need the respective
vehicle bought from the Online Store to play each of their minigames.
Chicken Race - All you have to do for this is to slam on B to hit the brakes
before you reach the end. Just flying off is no good (although it gives you
50M). You have to hang off the edge just barely and get an S ranking. The
place I got it from was hitting B juuust before hitting the ruler that
stretches over the end of the track. Getting the S rank gets you the Chicken
Race Sticker.
Space Scrambler - This one's tougher. All you have to do is hit A to hit
the targets. Take down as many as you can for a high score and reach the end
(the basement) before time runs out. The trick is that shooting takes away
some of your speed, so even if you get a really high score, if you don't
reach the end in time, it's worthless. You also get points for extra seconds
on the clock, but they're useless, really. There are a couple of tips,
though. First, take out all the red targets, which are done in three shots.
They're worth 100 pts compared to the 20 pts that the yellow ones are worth.
Second, take out groups of targets, leave lone targets, because you never
slow down more than a set amount, so if you shoot a lot in a small amount of
time, you lose less time overall than if you shot sparingly over a large
stretch. Get 1250 pts in a run to get an S ranking and the Space Scrambler
Sticker.
Oh, and you only get three tries on each of these every half-day. If the guys
say that you've been doing it too much, just come back the next half-day.
These races aren't required to end this sidequest, but you'll be getting the
stickers anyway, right?
Now, talk to Sarge about a new mission:
Anti-Tao Training - Sarge will give you the Tao Suit. The object of this
training is to bark (Z button) and subdue all the soldiers. Don't forget,
though, that barking takes 30 energy, so try to get as many soldiers near you
as possible when you bark. If you drop below 31, you won't pass, so make
sure you get all soldiers down before then.
Once that's done, Sarge will try to cook up a plan. To help him on your end,
find Plankbeard's four crew members. See below for those. Once they're all
assembled, go talk to Sarge once more the next day.
Final Assault - Put on your Tao Suit and bark three times to get Tao coming.
Watch the cutscene where they surround Tao, then pull out your blaster, go
into Chibi-Vision to aim carefully, and shoot the object on Tao's collar to
release Memphis.
After all is said and done, here, you'll finally get the Free Rangers Sticker.
This scurvy pirate dreams of living the life, as it were. You'll first meet
him just after you pick up the Giga-Battery down in the Basement. Once you do
that, he'll mainly tell you about Giga Robo, but also mention his own
problems. Return to the Basement some other time to speak with him, and he'll
tell you all about his lost ship, the Scurvy Splinter.
Get the Spoon (see the walkthrough) and go outside in the backyard. The ship
should be obvious: it's the only thing sticking out of the ground like it
doesn't belong. Dig near it three times to make it rise, then stuff it in
your head. Don't worry, plenty of room.
Hand the ship back to Plankbeard and he'll mention something missing. I guess
his ship isn't a one-manner. You need to find a crew for it. Four men,
specifically. The next day, you'll find that members of the Free Rangers have
gone AWOL (you MAY need to at least do roll call for this to happen). Four of
them want to be pirates. They've all relocated to various parts of the house,
and you'll have to track them down:
Bedroom - On one of the hanging lights in the center of the room. Climb up the
desk in the southwest corner, then climb onto the speaker and copter over to
the center. Climb up one of the light cords to the ceiling beam, then drop
down to the one he's on.
Jenny's Room - In her bookcase looking in the mirror. Climb up the plant in
the south area, then from the shelf head towards the bed and climb up the
straps on her handbags to the highest shelf, then copter over to him.
Backyard - On top of the swing. Climb the small ladder, copter over to the
swing, and climb up the rope.
Kitchen - Underneath the table on the glass. You'll need to copter either
from the table itself or possibly the hutch on the east wall.
Now, return to Plankbeard and he'll set sail, giving you his three Treasure
Maps. The clues on these lead to three treaures:
A: Revive Giga Robo, a Tamagotchi will be underneath.
B: Go to Jenny's Room and walk on the piano's keys to find Primopuel.
C: Dig at the soft spot high in the tree to find Kid Eggplant.
Finding Kid Eggplant will get you the Super Eggplant and the Kid Eggplant
Sticker.
As for the other two, turn them in to Dad while he's in the Kitchen. Primopuel
will appear on the Kitchen counter. Play with him to get the Prmiopuel
Sticker. The Tamagotchi will show up on the Living Room coffee table. Play
with it to get the Tamagotchi Sticker.
After finding all three treasures and helping Sarge find Memphis (see the
Free Rangers section), go to the Backyard at night to see Plankbeard sail off
into the great beyond and get the Captain Plankbeard Sticker.
===========================
6C. Mort and the Princess =
===========================
This sidequest is almost entirely centered around Jenny's Room. Once you get
the Foyer Ladder, Drake will mention trouble upstairs and will head up there.
Once in Jenny's Room, Drake will mention the Princess trapped in her castle.
Go under Jenny's bed and open the sarcophagus to talk to Mort. You'll find
him to be one depressed mummy.
Come back to Jenny's Room later and you'll find him in front of the castle.
Follow him back to his sarcophagus and he'll mention the Princess' missing
shoe. Go to the stump in the northwest corner and climb on top of it to get
the shoe. Bring it back to Mort and he'll put stairs in front of the castle
so you can begin the ascent.
I can't stress this enough: make sure you have the Range and Charge chips for
the Blaster. You'll need them.
Now, to climb the castle. I'm warning you now: this is a very draining task
(energy-wise), so make sure you have at least 200 before proceeding. Start at
the stairs, then take the right door. Copter over the two gaps to the right
and grab the AA Battery. Now, go back to the stairs and the left door. Cross
the gap to the left, pull out the drawer and hop up. Hop up on the peg on the
right, then copter over to the platform. Climb up to the socket and place the
AA Battery. This will cause the red soldier to your right to start moving.
Copter over to him and climb up. Once he reaches the far right, copter over
to the right. Keep moving right, climbing and coptering, until you reach
drawers. Blast the stickers off them and keep climbing up to the D Battery
socket. You have nothing to put in there, yet, so copter over to the left
(where the Heart Box is), then to the doorway. Go through, then through the
next doorway. Copter to the left and pull the drawers to climb up. Copter
over the thin platforms, then to the clock face. Shoot the long hand with
the Blaster to drop it next to the ladder and climb up to the top, where all
the soldiers are. Pick up the D Battery and Mort will cheer you on. This will
open up the door behind you on the wall. This is a shortcut between here and
the entrance. USE IT, because you're probably low on energy right now, and
return to an outlet. Now, you need to return to the D Battery socket. The
most energy efficient way is to go to the roof, then float down to the drawers
on the right, then climb on up and place the Battery. Now, float back down
to the entrance and return to the roof using the shortcut. Get the C Battery
from near the yellow soldiers that just moved and place it near the blue
soldier. Now you have all three soldiers on tracks moving. This is the hard
part. You need to climb up on the red soldier and wait patiently for you and
the yellow soldier to draw alongside each other so you can hop onto it, then
the same with the blue soldier. Once on the blue soldier, ride it all the way
to the right and copter over to the ladder area. Just as a note, use a charged
blast on the wall behind the ladder to get a Chibi-Door, because it's a pain
coming back here after finding the Radar. Anyway, climb the ladder and face
over to the Princess' tower. You should see a switch on there. Fire at it
with the Chibi-Blaster (here's where you needed the Range Chip) and a bridge
will extend. Cross it and give the Princess her shoe. Phew!
After the cutscene, leave and come back. You'll find Mort on Jenny's desk.
Climb up to him and he'll mention a Nectar Flower. Go buy a Nectar Flower
Seed from the Online Store, then come back. Dig a hole in the pot Mort's
standing next to with the Spoon, then press A near the hole and you'll be able
to plant the seed. Now, leave and come back the next half day. You'll find
the flower in bloom and Mort will attempt a rather clumsy pass at the Princess.
Your task now is to speak to the Princess. She needs to overcome her easy
fright. Don the Ghost Suit (you have it, right?) and use the Z button to
repeatedly spook the Princess. After five times, she'll be okay.
Now, the next step can only be done after you give Dad the letter from Mom and
she shuts herself up in her room. At that point, Jenny won't be carrying
around her bear Sunshine. Talk to Sunshine if you haven't already and give
him Nectar from the Squirter.
Then, come back the next day and Sunshine will be going on a rampage on the
castle. Did you know the kanji for "crisis" is the same as "opportunity"?
Go get Mort. Follow him to the castle and he'll tell you to hit the switch
on his back. Shoot it with the blaster. Long story short, you get the Mort &
Princess Sticker.
==========================
6D. Dinah and Funky Phil =
==========================
This whole thing starts with the frogs in the yard, so go their section in
6F to get that going. Once you get the Frog Suit and speak to Fred in the
Bedroom, Dinah will appear. She'll try to bite you, but break her teeth on
your metal body. Give them back to her and she'll be okay.
Come back later and talk to her and she'll mention Funky Phil being trapped
behind the blinds. Go up to him on the southwest window sill and he'll knock
the blinds cord loose for you. Climb up it to open the blinds. Talk to Phil
and Dinah will show up. The show will start soon after, and Phil will drop a
seed behind him. Take the Funky Seed and also use the Squirter to soak up
some Funky Sweat. Cross the center shelves to the window sill behind the bed,
dig a hole in the planter with the Spoon, then press A and select the seed to
drop it in. Dinah will mention using Funky Sweat to make it grow, so squirt
some on the seed. Three sprouts will grow. Pick them all up.
Bring the three Phillies over to Phil and he'll mention a Drake Redcrest
record. Go down to the Living Room and grab it off the record player in the
northwest corner. Take it back upstairs for another show. Another seed will
pop out, so grab that one. On your way to the planter, Dinah will tell you to
come up to the loft, getting your attention by dropping a block on your head.
Climb up the central shelves and use one of the lamps to reach the top rafter.
Copter down to get over to the loft and she'll mention needing blocks. We'll
take care of that in a bit, but first...
Go back to the planter and do the same thing with the Funky Seed you did the
last time. You'll notice one of the kids isn't looking as ripe as the others,
but take him anyway. Return them to Phil.
Now, the next step can only be done at night, I believe, so you'll have to
advance the story so that you can be in the room at night with no awake
adults. Talk to Dinah and she'll mention the Freaky Phil practicing in the
corner. Go and use the Drake Redcrest pose near him. He'll take off. Follow
him to Funky Phil and the next cutscene will begin automatically.
After the rather long cutscene, it's now time to go find the blocks for Dinah.
Purple Block: She dropped it on your head when she first brought it up.
Red Block: In the Foyer, on the southwestern shelf on the first floor. Copter
down from the second floor to the vine garden, then down to the shelf.
White Block: In the Backyard. Climb up the tree, then give the Bluebird
something to move it, then cross the gap in the roof overhangs by shimmying
across the board in between.
Green Block: In Jenny's Room. Climb up to the highest shelf using the plant
and the handbags near her bed. You'll find it in the northwest corner.
Blue Block: Tao has it after you beat the Queen Spydor. Give him a Bone to
make him drop it.
Yellow Block: Peekoe has it. Find him during the day on the swing (when Dad's
not there) and he'll tell you to visit him in the basement at night, where
he'll sell you the block for 1000 M. You can only find this particular block
after doing all the Phil stuff up until now.
Give all six blocks to Dinah and she'll give you the Block Layout. Give it to
Dad, and come back to his room the next day to find the completed project on
the table in the Bedroom. Copter down to it from high up and talk to the new
Dinah. She'll tell you to come back that night, so do so. Talk to Dinah
once again to get the party started. The next day will automatically begin.
Go talk to Dinah upstairs and you'll get the Dinah Sticker and the Funky Phil
Sticker.
Yes, these doors are everywhere. Once you reach one, pick up the plug, insert
it in the nearby socket, and pull the Stick to the right to open it. Inside
you'll find a trippy place with Moolah. Once you've opened the door, the eyes
on it will close, meaning you've "found" it.
---
Living Room - 9 Doors
1: Northeast corner of the room, ground floor-ish. You don't really need
anything special to get there, just open the nearby drawers, climb up, and
copter over to the door in the storage shelf.
2: Southeast corner of the room, on the shelf to the left of the door to the
Foyer. Open the drawers and climb up to it.
3: Northwest corner of the room, on top of the furniture piece. Climb the
record player's cord, copter over to the lamp (with the steps) and climb to
the very top of the lamp, using its switch cord. From there, copter over to
the furniture.
4: This on the couch seat on the right side. It's invisible to everything but
Radar, but if you know where it is, just slam a charged blast into the couch
to make it appear.
5: Once you buy the Living Room Ladder, extend it up to the shelf in the
southwest corner, where you'll find the Door.
6: Once you buy the Living Room Ladder, extend it to the cubic cubby holes on
the south wall. On top of the lowest cube is the Door.
7: Once you buy the Living Room Ladder, either extend it up to the telephone
on the south wall, or just on the top cubic cubby holes and copter over to
the door next to the phone.
8: You need the Living Room Bridge. Extend it over to the corkboard, then
use it to climb to the top of the fireplace, where you'll find this door.
9: From #8, climb up the string to the lip under the ceiling, and work your
way ALL the way around the room to the big hutch. Drop down on top of it.
The door you're looking for is inside the hutch, (not hard to see from the
ground floor) and the only way you can get to it is dropping off the front and
floating to it.
---
Kitchen - 9 Doors
1: Right in front of you as you first enter the kitchen. Painfully simple.
2: On the hutch on the east wall, climb the drawers, then the beaded chain
up to where the toaster is. Push the Happy Box up next to the toaster and
climb on top. Copter over to the left and climb up to the door.
3: Go up the same hutch as #2, only copter over to the right this time, and
climb up to the top platform. Normally you'd need the radar to find this,
but fire a charged blast just to the right of the spice jars to find this one.
4: You need the Kitchen Ladder. Extend it up to the platform with the Spoon
on it, and you'll see this door easily accessible.
5: You need the Kitchen Ladder. Extend it all the way up to the cupboards.
From there, float off the north edge of the wall, where there's a door on
the back of the cupboard.
6: You need the Kitchen Ladder. Extend it all the way up to the cupboards.
From there, go over to the planter's hood, where you'll see a door on the
inside. Float down to it.
7: You need the Kitchen Ladder. Extend it all the way up to the cupboards.
Blast the sticker on the wall, which will allow you access to the south side
of the Kitchen. Drop down to the shelf above the fridge.
8: You need the Kitchen Ladder. Extend it all the way up to the cupboards.
Blast the sticker on the wall, which will allow you access to the south side
of the Kitchen. Make your way around to the oven, float down to the hood,
and you can reach the door on the other side.
9: You need the Kitchen Bridge. Extend it to the east to grab this rather
obvious door.
---
Backyard - 8 Doors
1: Just to the left of the glass doors, right near where you come in.
2: Around back of the tree at ground level.
3: Normally, you'd need the Radar to find this one, but I can tell you it's
just to the right of the right-hand glass doors. Fire a charged blast to make
it appear.
4: Climb up the small ladder on the tree, then copter over to the swing and
climb up one of the ropes. The Door should be right in front of you on the
trunk.
5: Past Door 4, use a charged blast to remove the spider web, then proceed
up the branches. Walk by the Bluebird, near the Heart Box, and around the
trunk clockwise to find this door on the west side of the trunk.
6: You need the Squirter and the Frog Suit. Get the Bluebird out of the way
on the branch by giving it something it wants, then hop from the branch onto
the roof overhangs. The first door is right in front of you.
7: Same as #6, except this door's on the next overhang. Grab onto the wood
plank in the gap and shimmy across.
8: Same as #6, except this door's between the two overhangs below. Copter down
to it.
---
Foyer - 11 Doors
1: Under the chair next to the basement door. Pretty obvious.
2: On the platform near the basement door. Open the drawer and climb on up.
3: You need the Foyer Ladder. Set it near the shelf on the east wall and
climb up. Shoot the east wall with a charged blast to make the Door appear.
You'd normally need the Radar to spot this.
4: You need the Foyer Ladder. Set it near the southeast shelf (with the
Space Scrambler) and you'll find the door nearby on it.
5: You need the Foyer Ladder. Set it near the north shelf alcove and climb up
to the door in that alcove.
6: You need the Foyer Ladder. Either set it near the door to the Living Room
or drop down from the second floor (near Jenny's Room) to this door.
7: You need access to the second floor. Go to the door to Jenny's Room and
drop off to the left, where you'll find a door on the way down (it's just
above Door #6).
8: You need access to the second floor. Go to the door to Jenny's Room and
fire a charged blast to the right of the door to make it appear. You'd
normally need the Radar to spot this.
9: You need access to the second floor. This is in the northwest corner of
the second floor near the hot rod.
10: This is on the road during Waterfall Training. You have plenty of time to
get it during the run, but if you forget, climb up the string on the Bedroom
door, then copter over to the starting point for that training run.
11: Climb up the string at the top of the stairs to reach the railing. Copter
over (and down) to reach the other railing, then go all the way up and to the
northwest corner. From there, you can walk over to the top of the wood
molding, then to the west wall. Climb up the shelf and the plant, then
copter over to the corkboard. From there, the door's easy.
---
Basement - 4 Doors
1: Climb up to the rafters using the shelves, bricks, and boxes. There's a
Door at the top, here.
2: There's an alcove on the north wall, which you can reach by floating down
from the rafters, which has a Door in it.
3: In the alcove on the east wall, with all the boxes, you can find a hidden
Door with the Radar. Blast the spot to the right of the green box with a
charged blast to make it appear.
4: There's another hidden door found with the Radar which is up to the
rafters. It's on the east wall of the south rafter. Blast it with a charged
blast to make it appear.
---
Jenny's Room - 7 Doors
1: In her bookcase, behind a book. Copter down to the second shelf in the
case and blast the book in its way.
2: On the lower of the two shelves in the southwest corner (climb up the
plant), right in front of you.
3: On the highest shelf along the west wall (climb up the plant, then the
handbags near the bed), hop onto the train's smokestack, then hop or copter
to the door as it passes by.
4: On the northwest shelf below the highest shelf. It's invisible and marked
by a sticker. Use a charged blast on the sticker to reveal the door.
5: On Jenny's bed. You'll need to drop down from one of the shelves to get
to it.
6: In the glass cupboard to the right of Jenny's bed. Drop down into it
from above (the stump works fine) and cross the hat boxes to the door.
7: On the side of the castle. After climbing up the moving soldiers, you can
fire a charged blast at the wall behind the yellow ladder to make this one
appear.
---
Bedroom - 12 Doors
1: On the floor beneath the bed.
2: Climb up the dresser in the northeast corner using the drawers, and find the
door at the top.
3: Climb up the desk and then to the center shelves. Copter over to the
window sill in the northwest corner, then copter over to the shelf on the
north wall with the baseball cap. Fire a charged blast at the west wall,
here, to make the door appear. You'd normally need the Radar to spot it.
4: Climb up the desk in the southwestern corner, then to the window sill.
Climb up the speaker, then to the door beneath the dartboard.
5, 6, 7, 8: There's another way to do this: by climbing up the south wall's
alcoves and spinning them around using the crank, but the easiest way by
far is to get the Bedroom Bridge, get to the top of the central shelves using
the lamps and their cords, and extend the bridge all the way south so you can
get onto the rafter in the south wall. From there it's easy, even if it may
take a lot of energy.
9, 10, 11, 12: Do the same for above, only point the bridge to the north.
Boom. Lots easier than climbing up all those coatracks, cuckoo clocks, and
hangers on the north wall, right?
Finding all the doors will give you the Chibi-Door Sticker. You also get a
fast 1000 Happy Points. Pretty sweet, eh? The next day, the doors will reset
and refill with Moolah for you.
==================
6F. And the Rest =
==================
These are all the stickers not covered in other sections.
---
Telly
Go to either the doorstop in the Foyer or the small mushroom on top of the
stump in Jenny's Room after you buy the Foyer Ladder. Sit down on either and
eventually Telly will drop down to speak to you. Wait after he speaks to you
once and he'll talk again. Each time he'll talk about something slightly
different. You can get a new subject from him every day (not every half-day).
After the eighth day of listening to his stories and about winning the Robot
Idol show, you'll get the Telly Sticker.
---
The Frogs
There are two frogs: one in the Backyard and one in the Bedroom. Both are
flat on their backs. First, get the Squirter from Jenny's Room, then find a
water puddle and suck it up. Spray the water on the frog outside a few times
and she'll wake up and give you the Frog Suit.
Now, head up to the Bedroom and talk to Fred the Frog with the suit on.
Dinah will show up. Survive her attack, then give her back her teeth. Once
that's done, go talk to Fred again. He'll ask if you can take him back to
Freida. Give him to Freida, and she'll take him off to give him a thrashing.
Come back after you buy the Radar to find the both of them in the backyard.
Talk to them in the Frog Suit and they'll ask you to help with their rain
dance. To successfully perform it, wait until both frogs are crouching before
you hit Z. Do it three times and you'll get the Frog Sticker.
---
The Bluebird
This guy nests in the tree in the Backyard. To even start this, you need the
Frog Suit from Frieda (see above). Climb the tree with the Suit on and
squirt him with water to wake him up. He'll take off and come back the next
time you return, mentioning his hunger. Bring him Cookie Crumbs to feed him.
This will make his throat dry, so go get some nectar with the Squirter from one
of the flowers in the Backyard and give it to him. Lastly, give him the Super
Eggplant that you get from Kid Eggplant (see the Captain Plankbeard section)
and you'll get the Bird Sticker.
---
Mr. Prongs
Once you buy the Chibi-Radar, use it in the Living Room. If it points to the
TV, get further away and use it again. Once it points to something that's not
the TV or a hidden Chibi-Door, track down the exact spot and use the Spoon.
You'll unearth Mr. Prongs, who craves sound. So, what you need to do is
repeatedly use the Spoon against the floor to make music. Once he grows to
full size, you'll get the Mr. Prongs Sticker. If you leave him to wither away,
track him down at a new spot in the Living Room the next day.
---
Drake Redcrest
After meeting the aliens, Drake will attempt to take them out, but will run
out of Gunpowder. There's a bottle of it down in the Basement (you've
probably had it for a long time, now). Go back to Drake and give it to him.
Later, after defeating the Queen Spydor, talk to Drake in the Backyard at
night. You'll see him next to the aliens, and he'll want to perform his new
technique. Just as he says "Justice for all!", press Z and you'll perform the
Twin Blizzard, and get the Drake Redcrest Sticker.
---
Sophie
Sophie's quest for love cannot begin until Mom locks herself in her room.
You'll see her crawling around the upper Foyer. Leave and come back and
she'll be at the top of the stairs. Talk to her and she'll jump down them,
leaving behind a Love Letter on the floor. Take it and give it to Drake.
Leave and come back to the Living Room to find Sophie hiding. Approach her
and she'll chicken out. Go back to Sophie on the second floor Foyer and she'll
drop another letter on the stairs. Repeat the process, giving it to Drake and
finding Sophie scared. Go one more time and she'll drop a third letter on the
chair near the basement door (copter down to it from the second floor). This
time, get the letter and talk to her. She'll ask to meet in the Kitchen. Go
to the Kitchen, then come back and go in again to make her appear behind the
fridge. Talk to her and hand over her letter. Now, go to the Living Room
(then out and in again) and she'll be near the easy chair. Don the Ghost Suit
and pose near her to spook her. Drake will show up and come to her rescue, and
you'll get the Sophie Sticker.
It's possible to do all the end stuff first, giving her back her letter and
all, but Sophie will still chicken out until the third letter. However, each
time you return a letter to her, you get 1000 M, which is good for a relatively
quick 3000, total.
---
The Great Peekoe
After reviving Giga-Robo, come to the Kitchen at certain nights and you may
find Peekoe in the fish bowl in the Kitchen. Get the Snorkle & Goggles from
Jenny's Room (northwest corner on the shelves) and give them to Peekoe while
he's in the fish bowl to get the Great Peekoe Sticker.
---
Sunshine
To help Sunshine, you first need to have delivered Mom's Letter to Dad so that
Jenny ends up leaving Sunshine behind. Go to her room and talk to him near
the stump and you'll learn about his little problem. Get some Flower Nectar
using the Squirter and he'll be temporarily okay. The next step can only be
done after you complete the Mort & Princess sidequest.
After Sunshine's run-in with those two, talk to him and he'll give you the
Legendary Flower Seed. When you go to the past (see the Main Walkthrough),
plant it in the flower box in the northwest corner of the Bedroom. When you
come back to the present, take the nectar from it using the Squirter and
squirt Sunshine with it to (more or less) cure him of his addiction and get the
Sunshine Sticker.
---
Cooking
Once Mom locks herself in the Bedroom, Dad will start cooking in the Kitchen
every alternate day. Talk to him to help him cook. It's relatively simple.
First, you need to grab three buns and toss one on each plate. Next is a
bit harder. Dad will toss meat on the grill. The meat has a number on each
side. That number increases as it's left on the stove (on the down side).
When you see steam pop out of the meat, the number has increased. Once the
number gets to 3, flip the burger with the Spoon. Once both sides are three,
toss the meat on a bun. Lastly, take three more buns to top them with. Do
this and you'll get the Cooking Sticker.
There's a veritable ton of items to collect in this game. I've listed them
all here by group.
==========================
7A. Chibi-Gear and Tools =
==========================
These are in the Equip Menu, top row. You can only have one out at a time,
and having one out may restrict your movement and interaction capabilities.
Chibi-Copter
Found: Begin the game with it.
Use: With this equipped, you will gently float down from any kind of drop, but
use power in the process (roughly equivalent to walking). You can also press
A while using it to float in midair for a couple of seconds, allowing you to
cross small gaps. This takes a decent chunk of power, though.
Toothbrush
Found: Right by Dad near the couch in the Living Room.
Use: With this equipped, you pity the stain that gets in your way! Press A
and you'll scrub the floor. You can clean up most any footprint, pawprint,
or spilled liquid on the floor. You can't get stains on walls, though.
Also, for some strange reason, you can use it to defeat Spydorz.
Chibi-Blaster
Found: Purchased from the Online Store for 1110 Moolah.
Use: This is your only offensive weapon. It can be used to blast stickers of
small bears to open new avenues of travel, and can blast certain other types
of walls as well. Of course, it can also be used to blast enemies.
Mug
Found: On the counter of the Kitchen near the sink. You can only get up there
during the day after seeing Sophie talk to it at night.
Use: With this equipped you're invulnerable to attack, but you can't really
do much else besides walk around. Press A to fully hide under it, although
I haven't found a use for that, yet.
Spoon
Found: In the Kitchen, in a small tray above the sink. You need to buy the
Kitchen Ladder to reach it.
Use: With this, you can dig holes in soft dirt, or dig up buried objects. It
also makes a cool piano sound when you hit something solid.
Squirter
Found: In Jenny's Room, on the table with her TV on it.
Use: With this, you can pick up just about any liquid lying on the ground.
For best results, use small puddles, not large bodies (for instance, don't
use the waterfall or the drain for water, just puddles). By the way, once
you get some liquid, it will be in there indefinitely until you switch
liquids.
- Water: You can find this near Tao's dish, the door outside, or the hose.
Use it to refresh dry things or clean stains off walls.
- Honey: You can find this in the jar on the kitchen counter, or dripping
out of the stove's grill for some reason. Haven't found a use, yet.
- Oil: You can find this in spots all over the place (a telltale sign of
Spydorz). Haven't found a use beside reactions from some people.
- Nectar: Pull this out of a flower in the backyard. Some animals love it.
- Funky Sweat: Found near Funky Phil. It helps his kids grow.
- Legendary Nectar: Found in the Legendary Nectar Flower. Give it to Sunshine.
Chibi-Radar
Found: Buy in the Online Store for 1730 M a day or two after Mom locks
herself in the Bedroom.
Use: Use this and you'll pinpoint the location of something hidden. This most
often will point to invisible Chibi-Doors.
These are in the Equip Menu, bottom row. Having one on will not restrict
your movement nor your interaction capabilities, and all come with a pose if
you press Z. However, the pose is a very draining use of power, so use it
wisely.
Drake Redcrest Suit
Found: Talk to Drake Redcrest in the Living Room. You need it to advance.
Pose: This will let anyone know you're a fighter for justice. Drake and Sophie
in particular react to this.
Trauma Suit
Found: Either let your battery run out or just purchase it from the Online
Store for 911 M after finishing the game.
Pose: You'll collapse on the ground as if out of power. Wait a few seconds and
Telly will automatically take you back to the Chibi-House with no time spent.
Ghost Suit
Found: Use the Trauma Suit pose and wait for Telly to get you.
Pose: You'll give a big scare to anyone nearby. The ladies tend to freak out
more severely than the guys do, like Princess Pitts and Sophie. Also, if you
use this near normal Spydorz, they'll all blow up.
Tao Suit
Found: After finding Captain Plankbeard's ship, members of the Free Rangers
will go AWOL. Find Memphis' Dog Tags in Tao's house and return them to the
Rangers and you'll begin the Anti-Tao Training, where you'll get this suit.
Pose: A bark, which will scare lots of people. Further, while wearing this,
you can talk to Tao.
Frog Suit
Found: Squirt the frog in the Backyard with water three times.
Pose: A ribbit. Also, you can talk to any frog, the Bluebird, and Jenny with
it.
Pajamas
Found: After Mom shuts herself in her room, talk to her and she'll decide to
make something for you. Find one of three old clothes in the area and give
one to her to decide on the pattern. Check the Section 7H to find out
what those are.
Pose: You'll lie down to sleep and will automatically go to the next half-day.
Super Chibi-Robo Suit
Found: Revive Giga-Robo and you'll receive this.
Pose: Just a nice salute. Nothing really special.
These upgrades are placed in the Status menu for viewing. Not all involve
you.
Charge Chip
Found: Purchase from the shop for 860 M after buying the Chibi-Blaster.
Use: With this purchased, hold down A to charge up a more powerful version of
the shot. Some enemies and barriers can only be defeated with this.
Range Chip
Found: Purchase from the shop for 1120 M after buying the Chibi-Blaster.
Use: Using this, you won't have to worry as much about getting too close to
your target. This will be indispensible against some foes.
Chibi-Battery
Found: Purchase from the shop for 940 M after passing out once, or reaching a
late point in the game.
Use: If you run out of energy, this will automatically restore 20 units, which
should be more than enough to make a hasty dash to an outlet. It disappears
after use, but you can buy more.
Giga-Battery
Found: In the basement, after plugging into Giga Robo.
Use: Although you'll have to charge it, this is Giga Robo's power source,
which you'll need to get him moving.
Giga-Charger
Found: In the basement, climb up to the rafters. Use the walkthrough in
Section 4B if you need help to reach it.
Use: Place in the Chibi-House with the Giga-Battery to start filling it up.
Alien Ear Chip
Found: Purchase from the shop for 2150 M after first contacting the aliens.
Use: You can now understand alien speech.
Giga-Robo's Left Leg
Found: After defeating the Queen Spydor.
Use: Slap it on Giga-Robo.
==================
7D. Common Items =
==================
These are items that you can generally find more than one of, and usually
they're just lying around the house. Most of them are trash.
Popper Trash - Clean up after yourself! Celebrations ain't free!
Found: Any time Telly pops his poppers.
Use: Toss in the trash for 3 Happy Points and 30 Moolah.
Wastepaper - Jenny used it to doodle... Dad used it as a handkerchief!
Found: Various places around the house, most often the Living Room.
Use: Toss in the trash for 1 Happy Point and 10 Moolah.
Cookie Box - Garbage left by Dad.
Found: Sometimes around the house.
Use: Toss in the trash for 5 Happy Points and 50 Moolah.
Cookie Crumbs - Leftover garbage from Dad.
Found: Various places around the house.
Use: You can toss it in the trash for 1 Happy Point and 10 Moolah, but you can
also feed it to the fish in the Kitchen, or the Bluebird in the Backyard.
Candy Wrapper - Garbage left by Jenny.
Found: Various places around the house.
Use: Toss in the trash for 1 Happy Point and 10 Moolah.
Candy Bag - Garbage left by Jenny.
Found: Sometimes around the house.
Use: Toss in the trash for 5 Happy Points and 50 Moolah.
Twig - Garbage that Tao dragged in.
Found: Near the glass doors in the Kitchen, Living Room, and Backyard.
Use: Toss in the trash for 2 Happy Points and 20 Moolah.
Weeds - Boring old weeds.
Found: In the Backyard, there are only three.
Use: Toss in the trash for 3 Happy Points and 30 Moolah.
Empty Bottle - Don't cut yourself while throwing it away.
Found: In the Basement under the stairs.
Use: Toss in the trash for 10 Happy Points and 100 Moolah.
Broken Bottle (top) - Don't cut yourself while throwing it away.
Found: In the Basement under the stairs.
Use: Toss in the trash for 20 Happy Points and 100 Moolah.
Broken Bottle (bottom) - Don't cut yourself while throwing it away.
Found: In the Basement under the stairs.
Use: Toss in the trash for 20 Happy Points and 100 Moolah.
Empty Can - Garbage left by Dad.
Found: A few spots in the house, like Jenny's Room and the Basement.
Use: Toss in the trash for 5 Happy Points and 50 Moolah.
Sugar Cube - A must with tea.
Found: On the kitchen table.
Use: Give it to Mom while you're drinking tea and she'll give you Happy
Points.
Cookie - A must with tea.
Found: On the kitchen table.
Use: Give it to Mom while you're drinking tea and she'll give you Happy
Points.
Purple Crayon - A crayon left by Jenny.
Found: On her bookcase, next to the mirror (copter from the highest shelf).
Yellow Crayon - A crayon left by Jenny.
Found: In her bookcase, on the bottom shelf (copter from a higher point).
Green Crayon - A crayon left by Jenny.
Found: Under her bed.
Red Crayon - A crayon left by Jenny.
Found: On her desk's chair.
Use: Place these four Crayons in their box on the desk for some Happy Points.
========================
7E. Online Store Items =
========================
Timer 5 - Five minutes for half a day. The initial time setting.
Price: 5 M
Use: Only if you really want to have days move at a decent clip.
Timer 10 - Ten minutes for half a day. For a leisurely pace.
Price: 10 M
Use: Pretty useless, as you can use the other two if you want quick days or
long days.
Timer 15 - Fifteen minutes for half a day. For a truly leisurely pace.
Price: 15 M
Use: Buy as soon as possible, the first night even. There are few reasons not
to, really.
Pink Flower Seed - A pink flower will grow from this seed.
Price: 30 M
Use: Once you have the Spoon, plant in soft earth to make them grow. You can
give fully bloomed flowers to Mom.
Blue Flower Seed - A blue flower will grow from this seed.
Price: 30 M
Use: Once you have the Spoon, plant in soft earth to make them grow. You can
give fully bloomed flowers to Mom.
White Flower Seed - A white flower will grow from this seed.
Price: 30 M
Use: Once you have the Spoon, plant in soft earth to make them grow. You can
give fully bloomed flowers to Mom.
Nectar Flower Seed - A cute nectar flower will grow from this seed.
Price: 777 M
Use: Once you have the Spoon, plant in soft earth to make it grow. Mort will
require this of you at one point. You can also use the Squirter near one to
suck up some Nectar, although if you really need it, you can always use the
flowers in the Backyard for that.
Charge Chip - Enables the Chibi-Blaster to fire a charged shot.
Available: After purchasing the Chibi-Blaster.
Price: 860 M
Use: With this purchased, hold down A to charge up a more powerful version of
the shot. Some enemies and barriers can only be defeated with this.
Trauma Suit -
Available: After beating the game.
Price: 911 M
Use: Posing with Z makes you fall over as if switched off. Remain there and
Telly will return you to the Chibi-House.
Chibi-Battery - Chibi-Robo's spare battery.
Available: Any time after you collapse once, or late in the game.
Price: 980 M
Use: If you run out of energy, this will automatically restore 20 units, which
should be more than enough to make a hasty dash to an outlet. It disappears
after use, but you can buy more.
Chibi-Blaster - Allows you to fire sonic blasts.
Price: 1110 M
Use: This is your only offensive weapon. It can be used to blast stickers of
small bears to open new avenues of travel, and can blast certain other types
of walls as well. Of course, it can also be used to blast enemies.
Range Chip - Enables the Chibi-Blaster to fire long-distance shots.
Available: After purchasing the Chibi-Blaster.
Price: 1120 M
Use: Using this, you won't have to worry as much about getting too close to
your target. This will be indispensible against some foes.
Chibi-Radar - Lets you see things that are hidden from normal view.
Available: After giving Mom old clothes for your Pajamas.
Price: 1730 M
Use: Use this and you'll pinpoint the location of something hidden. This most
often will point to invisible Chibi-Doors.
Alien Ear Chip - "Now friend can understand our alien tongue."
Available: After first speaking to the aliens.
Price: 2150 M
Use: You can now understand alien speech.
Hot Rod - A popular car among racers. Perhaps YOU will race one day.
Price: 2740 M
Use: Once certain members of the Free Rangers leave the troupe, you can use
this to race one of them on the second floor of the Foyer. See the "Free
Rangers" section (6A) for more details.
Space Scrambler - A remote-control space fighter. Perhaps YOU can use it
someday.
Price: 2980 M
Use: Once certain members of the Free Rangers leave the troupe, you can use
this to fly against two of them on a shelf on the south end of the first
floor of the Foyer. See the "Free Rangers" section (6A) for more details.
===============
7F. Utilibots =
===============
All Utilibots cost 300 in Scrap, which you can only start collecting from
Spydorz once you buy the Chibi-Blaster. They're released in "sets", as in,
you'll have to purchase all of one set before another set becomes available
for purchase.
---
Set 1
Living Room Ladder - This will be placed right next to the Chibi-House. You
can use it to climb up to the lower shelves in the southwest corner, the
cubic cubbyholes next to the TV and that area, and the hutch on the east wall.
---
Set 2
Kitchen Ladder - This will be set up next to the sink. Use it to reach the
Spoon and then to reach the top of the cupboards. You can't get it anywhere
else so you won't have to worry about moving it too much.
Foyer Ladder - This will be put next to the stairs. Use it to climb higher on
the stairs, reach the planter on the east wall, or the southeast shelf near
the front door.
---
Set 3
This will only appear after going to the second floor once.
Foyer Warp - This will be set up with one end next to the bottom of the steps,
and one next to the stop. Plug in to activate it and warp between the two.
---
Set 4
Living Room Bridge - This will be set up on top of the cubic cubby holes on
the south wall. Best use for it is to extend it west to the corkboard.
Kitchen Bridge - This will be set up on the counter near the planter. Use it
to extend to the Chibi-Door near the Living Room door.
---
Set 5
Bedroom Bridge - This will be placed on the ceiling beam in the Bedroom. You
can use it to reach the loft.
Basement Warp - This will be placed at the top and bottom of the basement
stairs. Nice time-saver.
---
Once you buy all the Utilibots, you'll get the Utilibot Sticker. Also, any
other scrap you find can be traded in for Moolah at a 1:1 rate.
=================
7G. Story Items =
=================
These are items specifically used for advancing the main story plot of helping
the family and Giga Robo. They're almost all one shot deals.
Rose - A fine gift for Jenny.
Found: On the coffee table in the game opening.
Use: Give to Jenny for her birthday present from you.
Toy Receipt - A receipt that Dad had hidden.
Found: After you visit Mom in the Bedroom at night, she'll mention a missing
receipt. Dad will hide it on the couch.
Use: Give it to Mom.
Mom's Letter - Mmm... This letter contains some bad news...
Found: Given by Mom the day after you give her the Toy Receipt.
Use: Give it to Dad.
Giga Battery (Full) - Giga Robo's battery.
Found: After you fill up the battery with the charger.
Use: Give it to Giga Robo as part of reactivating him.
Dog Bone - Tao's favorite food.
Found: In the yard, half-buried.
Use: Give it to Tao to distract him. If you use one, wait a few days and it
will reappear in the yard, or in the Kitchen on the hutch on the east wall.
Circuit Schematic - Electronic plans for increasing the Chibi-Blaster's
strength.
Found: In the past, next to the easel.
Use: Give it to Dad after the Spydorz take over the house to power up the
Chibi-Blaster.
Dad's Wedding Ring - The number "200667" is engraved on the inside.
Found: In the Drain, in the lower left corner, after Dad mentions that he lost
it down there (after he starts cooking/cleaning).
Use: The number on it is the code for the bottom of Giga-Robo's foot. After
reactivating Giga-Robo, give it to Dad for Happy Points.
These are items that are not required to view the ending credits. They're used
to either pick up stickers or simply get Happy Points or Moolah.
Free Rangers Photo - A group photo of the soldiers.
Found: In the Foyer on the small table near the stairs. Just climb up Jenny's
boot string.
Use: Give it to the Sarge for some Happy Points.
Dog Tags - "Private First Class Memphis."
Found: In Tao's house in the Kitchen. Drop down the hole in the top of the
house to land on it.
Use: At some point during training with the Free Rangers, you can give these
tags to some of the soldiers, and then to Sarge.
The Scurvy Splinter - Yar! Avast, mateys! Time to hunt for treasure!
Found: In the Backyard. Use the Spoon to dig it up.
Use: Hand it to Plankbeard as part of his sidequest.
Treasure Map A - "When the exalted one stands..."
Treasure Map B - "To find this treasure, you will need many keys."
Treasure Map C - "Fly from the Great Tree's branch and dig at the hollow
point."
Found: Given in exchange for the pirate crew.
Use: These maps give hints to where the treasures are.
Bandage - Used to mend injuries or horrify bystanders.
Found: You need the Kitchen Ladder. Extend it all the way up to the
cupboards. Blast the sticker on the wall, which will allow you access to the
south side of the Kitchen. Drop down to the shelf above the fridge.
Use: Give it to Mort the mummy for some Happy Points.
Ticket Stub - "The Horrific Mort: A Love Story."
Found: In the Bedroom, on the center shelves. Float over from the desk in
the southwest corner of the room.
Use: Give it to Mort the mummy for some Happy Points.
Red Shoe - Lost by someone.
Found: On the stump in Jenny's Room (you can climb up using the mushroom,
branch, and vine).
Use: Show it to Mort, who will tell you to return it to Princess Pitts.
AA Battery - Used to operate the castle.
Found: Low on the right side of the castle (take the first door on the right)
Use: On the left side of the castle, after going through the left door.
D Battery - Used to operate the castle.
Found: On the roof of the castle, front left side.
Use: On the right-hand tower, on the top of some drawers.
C Battery - Used to operate the castle.
Found: On the roof of the castle, behind some yellow soldiers.
Use: Right near where you got it, near the soldiers on tracks.
Dinah Teeth - "My teef! My beautiful teef! I can't bite without 'em!"
Found: In front of Dinah, after talking to Fred the Frog with the Frog Suit.
Use: Give them right back to Dinah.
Funky Seed - Funky Phil's seed.
Found: Near Phil after he does a dance.
Use: Plant it in the planter in the northwest corner of the bedroom, then
squirt if with Funky Sweat.
Philly - Funky Phil's child.
Found: In the planter after you do the above.
Use: Hand them over to Phil. He'll know what to do.
Drake Redcrest Album - Looks like a best seller.
Found: In the living room on the record player, after you give Funky Phil
three kids.
Use: Give it to Phil for a real show.
Freaky Phil - Funky Phil's child. Not like the other children...
Found: In the planter the second time you plant a Funky Seed.
Use: Hand him over to Phil, like the others.
Purple Block - A building block.
Found: Dinah drops it on your head after the second Funky Phil show.
Red Block - A building block.
Found: In the Foyer, float from the second floor to the vine garden rack, then
float down to the shelf in the southwest corner.
White Block - A building block.
Found: In the Backyard, get up to the roof overhangs by moving the Bluebird
(see his part in the Sidequest section), then shimmy across the gap using the
plank on the wall.
Green Block - A building block.
Found: In Jenny's Room, on the highest shelf along the west wall (climb the
plant, then handbags near her bed).
Blue Block - A building block.
Found: Tao will have it after you beat the Queen Spydor, in his mouth. Give
him a Bone to get him to drop it.
Yellow Block - A building block.
Found: Peekoe will be balancing on it on the swing. Go to the basement at
night and buy it from him for 1000 M. Peekoe will ONLY appear once Phil has
passed on.
Use: Give all these to Dinah to get the Block Layout.
Block Layout - What will be built?
Found: Given by Dinah once she gets all six blocks.
Use: Give to Dad and he'll help you finish the Dinah & Phil sidestory.
Gunpowder - BOOM!!!!
Found: In the basement in the alcove on the east wall. It's that brown
bottle.
Use: Give it to Drake Redcrest once he runs out of "pose juice". It's part of
his Sticker quest.
Passed-out Frog - It looks like he's only passed out... Whew!
Found: In the Bedroom, after you talk to him twice with the Frog Suit on.
Use: Carry him to Freida in the Backyard.
Super Eggplant - A vegetable with lots of nutrition.
Found: Dig up Treasure C in the tree in the Backyard, on the soft spot. You
need Treasure Map C to find it.
Use: Give it to the Bluebird when he asks to complete his quest.
Primopuel - A popular toy.
Found: Treasure B is in the piano in Jenny's Room. Simply run across the
piano's keys. You need Treasure Map B before this will work.
Use: Give it to Dad and he'll put it on display in the Kitchen.
Love Letter - Hopefully it gets delivered soon. True love cannot wait.
Found: In the Foyer after Sophie drops it.
Use: Part of Sophie's sidestory. Show it to her once you pick it up.
Snorkle & Goggles - Needed to move around in water.
Found: Jenny's Room, on the lower northwest shelf. Copter down from the
higher shelf above.
Use: Give it to The Great Peekoe when he's in the fishbowl at night after
reviving Giga-Robo.
Old Boxers - Old underpants worn by Dad.
Found: Under the bed after Mom asks you to look for old clothes.
Use: Give to Mom and she'll make you blue polka-dot pajamas.
Small Handkerchief - Jenny's old handkerchief.
Found: On the northwestern windowsill after Mom asks you to look for old
clothes.
Use: Give to Mom and she'll make you pink polda-dot pajamas.
Outdated Scarf - A scarf worn by Mom when she was young.
Found: On a high shelf on the north wall of the Bedroom. Float down from the
upper rafter (use the Bedroom Bridge to get there).
Use: Give to Mom and she'll make you pink crown pajamas.
These are pretty much a game-wide sidequest for Jenny. They're spread all over
the house, so they get a special section. Return all ten to Jenny and you'll
get the Frog Ring Sticker.
Living Room - South wall near the Foyer entrance. Simply pull open the
drawers to the right of the door to the Foyer and climb up to this ring.
Living Room - In one of the cubic cubby holes on the south wall. Buy the
Living Room Ladder Utilibot, then go to the middle of the lowest cubes and
blast away the sticker on the left wall to reach the cube with the ring.
Living Room - It's on the corkboard on the south wall. To get there, you need
the Living Room Bridge. Push as close to the wall as you can, then extend it
to the board.
Kitchen - On the kitchen table. A nice easy time to get it is when having
tea with Mom.
Drain - Drop down the drain in the sink, then drop down to the open area.
Blast the cracked wall on the left to find this ring.
Backyard - On the swing. Just climb up the small ladder on the tree trunk
and copter over to the swing.
Basement - In the alcove on the north wall. You'll have to get to the rafters
so you can float down there.
Foyer - In the waterfall. To get up there, use the Bedroom door's decoration
to climb up and copter over to the southwest corner. Proceed through the
upper starry passage to the southeast corner where the waterfall is. Go
around the left side of the rocks to find a sticker which you can blast.
Flip the switch underneath to stop the falls to get the ring.
Jenny's Room - From Jenny's bed (or the shelves above), walk over to her
shelf with the shoes on them. It's on the right end of that shelf.
Living Room - Defeat the Queen Spydor and it'll sacrifice the final Frog Ring.
---
Second Time Around: After finding all ten and returning them to Jenny, they
will be redispersed in different locations of the house. You don't get
anything new for returning them, besides extra Happy Points and Moolah.
Living Room - On the coffee table.
Living Room - On the shelf above the fireplace. You need the Living Room
Ladder and Bridge to reach it.
Living Room - On top of a shelf on the west wall. You need the Living Room
Ladder and Bridge to reach it.
Kitchen - On top of the oven. Use the passage on top of the cupboards to make
it to the southwest corner, then around to it.
Kitchen - Inside the upper hood of the planter, in front of the Chibi-Door.
Foyer - On the railing of the stairs.
Backyard - On the southeast roof overhang.
Basement - In the rafters in the southeast corner.
Bedroom - On the north rafter. The Bedroom Bridge is the best way to reach
this.
Jenny's Room - In the tower of the castle (where you ultimately find Princess
Pitts).
This is the quick list of all stickers, in order as they appear on the
screen, from left to right, starting with the top row. Also are reference
sections showing where to get the in-depth story on how to get the sticker.
Remember that you get nothing special for finding all the stickers. It's all
just satisfaction.
Giga-Robo: Revive Giga-Robo and complete the main story. (Section 5)
Telly: Sit on the doorstop in the Foyer and listen to Telly's story eight
times. (Section 6J)
Chibi-Door: Find all the Chibi-Doors in the house. (Section 6I)
Utilibot: Buy all Utilibots from the Store. (Section 7E)
Frog Ring: Find all ten Frog Rings and give them to Jenny. (Section 7I)
Frog: Wet Freida, get her boyfriend, and perform the Rain Ritual. (Section 6F)
Bluebird: Wear the Frog Suit and give the bird all he asks for: water,
cookie crumbs, nectar, and the Super Eggplant. (Section 6F)
Mr. Prongs: Use the Radar in the Living Room, dig him up with the Spoon, and
keep tapping the Spoon to make him grow. (Section 6F)
Drake Redcrest: After defeating Queen Spydor, help him perform his Twin
Blizzard attack in the Backyard. (Section 6F)
Sophie: Help her deliver her love letter to Drake. (Section 6F)
Free Rangers: Go through all the Free Ranger missions and save Memphis.
(Section 6A)
Captain Plankbeard: Help Plankbeard find his ship, crew, and treasures, then
bid farewell in the Backyard at night. (Section 6B)
The Great Peekoe: After reviving Giga-Robo, find Peekoe in the fish bowl at
night and give him the Snorkle & Goggles.
Sunshine: After Mort & Princess, grow the Legendary Nectar Flower in the past
and give Sunshine the nectar. (Section 6F)
Mort & Princess: Help this unlikely couple come together. (Section 6C)
Dinah: Help her get her groove on with Funky Phil. (Section 6D)
Funky Phil: See above. (Section 6D)
Queen Spydor: Destroy it. (Section 5)
Hot Rod: Play chicken with the hot-rodding Free Ranger and get an S ranking.
(Section 6A)
Space Scrambler: Ride against the Scrambler Free Rangers and get an S ranking.
(Section 6A)
Cooking: After Dad starts helping out, help him make burgers in the kitchen.
(Section 6F)
Kid Eggplant: After receiving Plankbeard's treasure maps, find Kid Eggplant
by digging at the soft spot on the top of the tree. (Section 6B)
Primopuel: After receiving Plankbeard's treasure maps, find Primopuel in the
piano in Jenny's Room and give it to Dad, then play with it. (Section 6B)
Tamagotchi: After receiving Plankbeard's treasure maps, find Tamagotchi in the
spot where Giga-Robo was after you revive him, give it to Dad, then play
with it on the Living Room coffee table. (Section 6B)
*******************************************************************************
8. GAME STATS
*******************************************************************************
These are just some basic-type stats that really don't fit anywhere else, but
are available for your reference.
=================
9A. Power Drain =
=================
This how much certain activities drain your battery.
Walking/Running = 1 for about every three feet
Climbing = Slightly more draining than running (timewise)
Falling = At least 20, but potentially a lot more depending on height
Using Suit Pose = 30 per use
Plugging into Utilibots = About 5 per second (VERY draining)
Using Chibi-Copter = 12 per use
Using Chibi-Blaster = 1 per shot
Charged Chibi-Blaster shot = 5 per shot
Using Toothbrush = 0.8 per use
Using Mug = 2 per use
Using Spoon = 0.7 per use
Using Squirter = 2 per use
Using Chibi-Radar = 3 per use
Getting hit by Free Ranger shots = 10 per hit
Getting sucked on by Spydorz = About 1 per second
Getting hit by bigger Spydorz = 10 per hit
These are all the ranking milestones, and the battery you get from them.
You don't have to get up to Rank 2 to beat the game. Once you do, you just
jump straight to the top rank.
I'm not going to allow people with small personal sites to post this FAQ.
They may post the link on GameFAQs with all the Chibi-Robo guides, but, trying
to keep updates, well, updated, I'll only allow large committed sites that I
trust.
If you wish to e-mail me, be sure to follow these guidelines...
- Make ABSOLUTELY sure I haven't already answered your question in the guide.
- Make sure it has something to do with Chibi-Robo. I don't want spam,
chain letters, offers for friendship. Don't bother me with info on other DDR
games, really. I keep my ear pretty close to the ground about such things,
and I'll probably know about it before you. Compliment me on the FAQ all you
want, though...
- Make sure you say "Chibi-Robo" at one point in your e-mail. I have more
than one FAQ, and I can't always figure the question out without specifying
what game you're asking about.
- Spell correctly and use proper grammar, please. If I can't understand
your e-mail, it'll go to the junk pile...
=============
9C. Credits =
=============
CJayC, Al Amaloo, and all site owners for having this on their sites.
Skip Ltd., for making such a fun and cute game, and Bandai and Nintendo, for
releasing it.
hrodwulf, for clarifying that the Radar shows up after Mom shuts herself in
her room.
=====================
9D. Version Updates =
=====================
Version 1.0 - 2/21/06 - Just about everything is done. I may choose to put
up a section detailing every room of the house and all that can be done in
them.
====================
9E. The Final Word =
====================