Robots: Game Walkthrough and Guide

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August 31, 2022
14 minutes
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By Jonny Gamer

Robots: passage
Robots: Game Walkthrough and Guide
one. Rivet Town.

The glorious teenager robot Rodney Copperbottom (translated into Russian – copper ass) always dreamed of getting to the city to demonstrate the Grand Bigvad his inventions. Father working in a modest dishwasher in a local cafe, in every way encouraged him to construct. So now he prepared a gift for him. Collect bolts and gears (then come in handy to move into enemies) until they are in a dead end from the main street, where there is a dad. On the way you will pick up one blue scheme (BluePrints – you just need to find 16 to assemble your Wonderbot Assistant, reminiscent of a flying salt with a propeller). Father will ask to practice in jumping techniques and collect all the schemes around. Use a double jump to boom on a large box, and sliding to move under the grille. When you find 7 schemes, go back to the street and talk to a dad-robot at the corner. Now the task is more complicated. Sit on the elevator and assemble all the schemes located at the top, on visors of shops. To move on the other side you need, clinging to the wires for the wire, move to the opposite platform. As a result, you will pick up all 16 blue schemes, talk to my father.
From now on, your companion will be WonderBot, and a parent will give a whole box of new spare parts. As you know, robots are not growing in themselves, but constantly screwing up new details. Mattering and becoming higher than the growth, go to the diner diner. Talk to your father, select SCRAP Launcher in the inventory and shoot the bolts first neat stacks of plates, and then target over the fan in an accurate aiming mode (eye view). Then go to the backyard and turn two evil dogs to the scrap metal, there is also a green cross-aid kit. Go out to the street and follow the dad near Town Hall’a.

Town Hall.

Inside, detect Vending Machine – it allows you to save the game, as well as buy health, new bolts, improvements for WonderBot, open bonus materials in a special section. The main task is to assemble ten gold bolts and springs, they just have enough to buy a train ticket. Almost all gold spare parts are on the second tier, and it is not easy to get there. One can be taken if you jump onto the spring on the left and once again jump onto it in a special way (jump + jump + punch wrench – R, R, 2). To climb the right section, you need to push the red button to a similar jump and then pull the lever. Two fans will be launched in the floor, and the air flow will help to take off. The fan next to the lever will raise to other fans, which should be turned off – screw the block key in the corner. The second fan on the floor, next to the button, will raise to the platform from which you can jump to the neighboring left and thus get around half the room to a large spring. Another gold detail is in the box on the first floor, next to the red button you want to smash the wrench. And finally, the latter – under the ceiling: Climb the elevator, and then slide on the metal cable. Having gathered all 10 gold details, leave Town Hall to the street. Last time talk to the father at the entrance to the station, then with a robot in black uniform at the door, buy a ticket and go on express to the City Robot.

2. City Journey.

Talk to a pushed robot resembling samovar. He stands to the left of Vending Machine. The experienced inventor did not achieve a meeting with Bigvid, but ready to help. If you find 16 blue schemes, it will make the remote control for WonderBot’a. Go to the nearest door. The corridor will lead into the room with a lot of large gears on the poles. Press the lever in the floor, and then jump on the gears to the second lever. He will raise the central gear back to top, and you can move on the other side. Take the scheme (1) from the platform on the left and go to the door. Another scheme is waiting for the gear on the left (2), open the door and leave the building. New robots will be more difficult to win, they learned to cover off shields. Jump and slide on the rope (3), then take another scheme on the round platform (4). On the right and to the left of this platform are two doors. You can go to any, we will go to the right.

In the large room, take the scheme in the center (5), then jump on the spring, from it to the next, until you find yourself at the very top. From here a good view of two other schemes. One is on the opposite side (6), and the other is close, next to the door and a robot guard (7). Then go down to the bottom and go to the door opposite the entrance – it will open only a little bit, you will have to slide under it. In the new room (Area B) on the left is Vending Machine, in the center of the room – the mechanism around which the platform is spinning, and the green jean bouffals are. In Zip, as you understand, it is better not to fall. Jump on platforms, take a circuit (8), exit back, slipping under the jamble door. Rise, using three springs, to the very top and jump to the door, next to which was the scheme.
New Room: The center rotates the pole with gears, and under it are fans. Difficulties here will deliver robots resembling bulldozers. Wait until the fan earns under the diagram, jump into the air flow, and grab the drawing (9). Then the next door. Red lasers can not be disabled, do not try. Press the red button on the floor – moving tapes will rise up. Now jump on the spring, kill the dogs, take the scheme (10), and on the tapes, trying to avoid the laser rays, to the new door (11). Still, it looks great for a robot City with such a height. Next, jump on lowered / rising platforms (left – diagram for number 12) to the next level. Save the game from Vending Machine, take another scheme (13) behind the edge of the building with the portholes, after which twist the wrench block. The platform will move to a new place, and you can get to the next door. Jump on glass spheres in the floor (as well as on the springs – R, R, 2), glass will crack, and the relatives will fall down.
Another scheme (14) is on the platform under the ceiling. Pick it up simply, but get out of this room already harder. You need to twist three blocks in a wrench, then the gears next to one of them will stand in such a way that they can pass through them. Up to two blocks you will get without problems, and to the third airflow only from the fan turned on. So that he earn, press the lever on the platform at the wall. Go to the door that is located behind the holes in three big gears. See a green robot next to a taxi stop. He will agree to ride for a taxi for five gold details. Agree, Taxi Domchit almost to the beginning of the level, where the first time you went to the city, and was the choice, go to the right and left door. Go down the rope and now go to the left.
Over the door will be another room with green alien, platforms that can be climbed both along the steps, and two schemes at the wall on the left. When you take one (15), press the button in the floor to move the “Steps”. Jump from them to a moving tape, from her to the platform and take the second scheme (16). Here is a complete set of drawings – come back to the taxi, and then do the whole way back to the robot at the station. Who promised to issue a remote control.
Having received a remote, get up onto the green panel next to the robot (if you see this in the future, then you need to use the help of your small friend), and the management will go to WonderBot’u. Need to fly into the ring on the other side to appear the bridge. Again driving a relatives, run on the bridge and sit down in the elevator. Ahead of you wait for the next chapter.

3. THE CITY.

In the Big Hall of City Train Station, talk to an orange robot in a white apron, which is called Jack Hammer. He will ask to find 16 schemes for its Magnabeam device. Jack will wait in his workshop. To get to it, you need to rent a local vehicle (Transport POD) for 10 gold details. Talk to a round robot next to the clock – he will tell the story of these hours. Like, Mr. Bigvid himself gave them to the city. The clock will break, now you need to find and bring the fatty five scattered parts of the clock mechanism. For this he presents five gold gears. The remaining five you can easily find in the hall and on the roofs of the nearest buildings. Talk to the seller of tickets in a bench between the Dentist’s office and diner Diner 66, buy a ticket for 10 gold details. Then go to the door around which green lights tanned, and get ready for… A trip to the bowl. You manage the local movement tool, which rolls on the transport gutters, and only it is required to get to Midtown. The rest of the doors, alas, closed.

Midtown.

So, again you need to look for 16 blue schemes, this time to design Magnabeam Uncle Hammer. Nine of them (1-9m) are within neighboring visibility, most at all at the street level, but for the rest you need to jump. Two more (10m, 11m) are located next to the cables, pulled over the street. Click on platforms and elevators upstairs, and slide on them. When you get 11 pieces, talk to the postman in blue uniform. He will ask to collect five parcels who fell out of his bag, and for limited time. Collect – And one more scheme (12m) Your. Now, talk with a round robot, which at the station asked to find parts for watches. Now this inconsistency interpreted documents, and you need to destroy 10 cars selling newspapers. They are green, so do not confuse. Time for this vandalism is given to only three minutes, hurry. From the robot as a reward, get the next scheme (13m). Talk to the yellow robot-girl with pigtails – Agree to take part in the races and win them. Here and (14m) scheme. It remains to find two more. Go to the second building to the right of the Jack store. Take one diagram above the box (15m) and talk to a green robot. He lost five boxes with cargo. Agree to Him help and participate in the races on the ball. This time it is not necessary to overtake anyone, just assemble five lost boxes for the allotted time. Green robot will give the last scheme (16m). Go to the shop of Jack Hammer and talk to the local “self-timeline”. Get out of his institution, ahead of you is waiting for the factory of the main inventor in Robot City.

4. Bigweld’s Bactory.

Tim’s Toolkit.

You can get to the factory only if you find 16 parts of Tim’s Toolkit and return them to a small gatekeeper at the entrance. From the courtyard before entering the factory, you can get into the neighboring locations through the eastern or western door. Go first to the eastern, take the first part (1t) and press the lever to turn off the two fans. The second item (2T) is located next to the third fan, but it is now included, so it cannot be taken. Go around the wall, press the button with the image of the palm and jerk the lever again. Now go to the fans on the other hand and take the part. Another one is in the corner (3T). Then go to the door depicting the joyful physiognomy of Bigvad. However, he does not have others. Go to the green platform that allows you to manage WonderBot. Little flying “Salon” should fly into the circle in the distance, next to the cable. The platform will move to a new place, just where the descent is ends with a cable.
Fall down and take the item (4T). Next to the new door you will see a robot in a bathrobe and with a green stripe on the head. Remember its location, subsequently useful. Next to the robot jump on the spring (5t), shoot the target on the left – the fan will turn off, you can go on (6t). Go down on the cable, shoot a new target and jump on your approach. Now install Magnabeam in the inventory and, with the help of this beam, move the magnet image box first to the platform with the part (7T), and then to the cable by which slide (8t) to the output from the location.
Return to the beginning of the chapter, where the oil waterfall is splashing, and go to the western door. Take the part from the platform to the left (9t), then go around the wall, jump onto the platform (10t), from it to the neighboring and wait until it comes to the next part (11t). On the door with the face of Bigvad, fall into the canal and find there another one (12t). Then slide on the cable (13t), get up on the green platform (14t) of the WonderBot management. Flying assistant must fly to the center of the circle on the contrary, then the platform in the center of the canal will start moving. With it, you will fall into the next section, only you must first slide on the cable. Stop onto the second platform for WonderBot’a and, driving a “salt”, fly to the next round. It is behind the wall on the left. The wall drops, Rodney will be able to pass (15t). Nearby is Vending Machine. Stand on the WonderBot control panel again. Fly in the very first ring so that the platform in the canal moves to its original place. Jump on the other side (16t) and shoot a target. The door will open, behind which is the upgrade chip for your flying satellite. Return to Tim. It turns out that this deceiver did not think inside.

Robo-glide.

Well, there is another way. Remember the robot in the apron with a green stripe on the face? Go to Him, he will open the door behind which the elevator is located. At the same time asked to collect 16 schemes for constructing Robo-Glide. The first (1RG) is near Vending Machine. Five more you will find (2-6rg), jumping on the platforms from the tower. At the end, jump on the spring to be at the top level (7gr). Press the red button, the platform between the first and third tier will start moving. Get down down, jump on it and climb up (8-9rg). From the third tier, fall on the second and continue to jump on the platforms at the tower, collecting blue drawings (10-16RG). Under the end, you need to press one lever and twist a wrench block to earn the platform. At the end of the way you are waiting for a robot-inventor, who issued a task. Now you know how to fly, or rather – plan, clinging to your hands for WonderBot, from a high place to lower. Try this ability right now (jump + jump + action – R + R + E) to get to the platform with Vending Machine. Next to her is an elevator, he will raise into the office. Select 8 round robots that appear from holes in the floor, and the head will end.
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