------------------------------------------------------------------ WONDER PROJECT J MECHANICAL BOY PINO FAQ/Walkthrough by Nizaha zjm88@maine.rr.com OR dragonsleet@yahoo.com Version 1.15 ------------------------------------------------------------------ TaBlE oF cOnTeNtS ***************** -Chapter 1- Updates -Chapter 2- Opening Story -Chapter 3- Walkthrough -Chapter 4- FAQ ***************** Chapter 1 ------- Updates ------- Version 1.1 8-18-01 ---------------------- Well, things seem to be going well on my end. I already have 2 of the acts done, plus the opening story. I didn't expect to get so much done in one day. But anyways, today I'll be adding Act 3 and I'll start the FAQ. Version 1.0 8-17-01 ---------------------- Hi! This is my 1st FAQ, so im not sure how to go about this. I'm probably going to do my walkthrough first, than an item list, but I'm not too sure yet. =) Chapter 2 -------------------------- Story of Wonder Project J -------------------------- The opening scene before you actually start the game shows you Prime Minister Messala standing on a ledge attached to a tower of the castle. A soldier walks up to Messala and informs him the Model 4649 is completed. Messala tells the soldier to begin the project, and the soldier walks away. Messala says that until Circuit J awakens he'll wait and see what Model 4649 is capable of. The screen fades to a scene with Dr. Geppetto, Tinker (The little faerie thing), and Model 4649. Dr. Geppetto has just finished Model 4649. He says that this is the new Gijin (The name for any robot that stands on two feet. Tinker, on the other hand, is an interface-robot, which can command Gijin if they are linked to them.), and that now they need to wait for Model 4649 to activate all 7 heart circuits and awaken Circuit J. The Doctor tells Tinker to clearly convey his orders to Model 4649. Tinker asks what Circuit J is, and, right when the Doctor is about to explain, 2 soldiers barge in and arrest the Doctor on charges of high treason. They take him away and Tinker goes nuts, flying all over the room once the soldiers leave, saying that she doesnt know what to do. Chapter 3 ---------------- The Walkthrough ---------------- Tinker speaks to you (whatever you named yourself), and gets all happy because you are going to take care of her and Model 4649. ACT 1 ----- The Birth of Model 4649 Tinker mentions that Model 4649 doesnt have a name yet, so you get to name him. I'll just call him Pino (the default name). Pino wakes up and greets you. Tinker offers you an explaination on the controls. You should probably accept if you have never played this game before, or dont remember the controls. Tinker says she'll bring you to the secret room (I dont know where it is, I dont even think if you can get to it.) Tinkers says that she is linked to Pino by an invisible pulse that transmits her instructions. Pretty much, that means that what Tinker says, Pino will do. By the way, you move Tinker to tell Pino what to do. You dont move Pino around directly. Tinker mentions that Pino runs on health and energy (That top bar up there, the left number is health and the right is energy, max is 500, normal is 100.) Ok, here are the controls. Use your arrows to move Tinker around. Press A to tell Pino to walk in whatever direction Tinker is from him. If you press A again, he'll run. To make Pino stop while walking or running, press B. Something a little harder. To pick up items, move Tinker's wand over the item and hold B. When you let go of B, she drops it. Try it with the ball. To keep an item for later, pick it up and put it in the window down below, your inventory. Try it with the ball. To take it out, just do the same thing, but take it out of the window, and put it in the room somewhere. On the status bar (the bar at the top), there are 4 lights. One is red, one is blue, one is yellow, and one is green. When Pino uses an object, one or more of those lights may flash. That means one or more abilities changed in that area. Red means combat parameters. Blue is mental parameters. Yellow is fitness parameters, and green is emotional parameters. To have Pino use a item, move Tinker to the item and press A. Pino will walk over (or run if he was already walking that direction or if you press A twice) and do something with the item. Sometimes he is wrong, sometimes he is right. If he does it right, you should praise him. To praise him, hit the X button after he does it. If he says, I got it!, he will always do that action unless his parameters are too low or too high for it. If he has high mental parameters, he may even figure it out on his own, in which case, he'll yell I figured it out! or something similar. If he does it wrong, or you are trying to teach him to do something different with the object, you should scold him by pressing Y. If you press it twice you'll punish him by hitting him on the head with a toy hammer that's bigger than Tinker. You probaby shouldn't punish him unless he keeps on doing the same thing over and over or he is hurting himself a lot, like with the battle skull when he kicks it. When you press Select the status screen will come up. After doing an action, if you look at the status screen it will show an arrow next to one or some of the parameters. On the status screen it shows his aggression (all combat parameters added up and divided by 2), athleticism (all fitness parameters added up and divided by 3), intelligence (all mental parameters added up and divided by 2), and sensitivity (all emotional parameters added up and divided by 3). If you hit select again you will get a list of parameters. They each have a specific number, which is how high or low they are, and some are in groups, which are specified by color. The ones that aren't red, blue, green, or yellow are just parameters, but they are extremely important. I'll explain them when we get to them. Here is the list of parameters in case you are playing in japanese. Attack Confidence Defense Honesty Arm Power Diligence Leg Power Charisma Balance Trust Reasoning Luck Imagination Stress Feeling Expression Health Kindness Energy Just hit B to get out of the status screen. When Tinker asks if you would like to go over them again, say no unless you missed something important. But then again, why dont you just read my controls? Congrats! You finished the training lessons and Act 1! ACT 2 ----- Help #46! Tinker says to you that today we begin Pino's real training. You dont have any boundarys any more, except that you have to save #46 in the Gijin Village. Watch the scene of #46 getting picked on. Tinker says that you have to use that ball to hit the evil interface-robot. So that means you have to throw it. Feel free to explore the house, interact with animals and items, explore and look for items. Put them in your inventory if you want. This faq isn't going anywhere, so when you are ready to complete your objective, or start training for it, read the next paragraph. Its a couple of lines down, so that you dont have to read it if you dont want to, it's just if you get stumped or want to continue the story. The game does get a little tougher later on you know. To defeat the interface-robot, you have to have Pino learn how to throw the rubber ball, and have Pino learn how to use the dumb-bell so he can raise his arm strength. TO use the dumb-bell, he lifts it above his head and brings it down, you know, like exercise. With the ball, he throws it. Once Pino's Arm Strength is at 30 or higher than 30, he should be able to throw the ball really fast, and he yells Take That!. Now, go use the door and walk (dont run he can lose health that way, plus he can trip and lose more health, although sometimes he trips walking anyways hehe) off the screen to the left. Move Tinker over the red spots until one says that #46 is being harrassed here. Hit A over that spot and watch the scene. If Pino throws the ball and destroys the interface-robot, you beat the scene. if not, you should check your status screen and see if his arm-strength is 30 or higher, and check if he knows how to throw a ball. If he blows up the interface-robot, he did it correctly. Watch the scene. Congrats! You defeated the interface-robot, learned how to make Pino master how to use items, learned how to make Pino's parameters go up, and completed Act 2! ACT 3 ----- Old Fam's Farm Ok, this one requires a little more work. Tinker will fly from the side of the screen and tell you about a farm near here. The farmer (Old Fam) needs someone to take over for him. This one proves slightly tougher, as you have to do three things. But I'll get to that in a bit. Tinker tells you that you are now able to go to the town and buy stuff at the item shop. You can also talk to the townspeople there if you need some help or cant figure out what to do. You remember how to get to the village, right? Where you had helped out #46 last act? That village is the Gijin village (Gijin are robots like Pino and #46). If you go to Old Fam's Farm before you are ready, Pino will mess up. You can talk to #46 if this happens, and he'll tell you what you should do. In Act 3, it does this for you, but in all the other acts it wont, so remember this. Ok, now the next paragraph will help you out with this act, so if you want to figure it out on your own, dont read it. There are two ways to do this, but I'll only tell you one, and anyways, the second way isnt much different. Have Pino go out of the house and meet the dog. Have him get on his hands and knees and sniff at the dog. Once he masters this, go to the town and buy yourself a bag of seeds (brown you cant buy the red seeds yet) and a hoe. You have to master these both, but you'll need to raise your parameters to do this. To use the hoe, he'll grasp it with both hands and jump in the air, swinging it to the ground. You need 50 arm strength for this. To have Pino use the seeds, he'll need 50 reasoning and 50 imagination. So go to the shop and buy a book. You'll need the grammar book (letter A on it I believe), which is in the upstairs of your house, and buy an encylopedia (its blue). Have him use the grammar book until he learns his alphabet, then have him use the encylopedia until he understands it. Once he understands it, have him keep reading it until he has 50 reasoning and imagination. To use the seeds, he should grab the bag and throw the seeds (not the bag) in front of him. Once he has mastered this, go to the farm and watch the scene. If Old Fam talks to you and you activate a heart circuit, you were successful, otherwise, find out what went wrong! Congrats! You learned how to farm, be kind to animals, read, and completed act 3! You even got a heart circuit activated! ACT 4 ----- Do your best, Model 4649! Ok. In this act you have to win the trophy of the sports king, and go on a treasure hunt. You have 3 new areas to explore. You can go check out the forest, at the pier there is a scene. This scene lets you go on the treasure hunt. And the racetrack to become sports king. You can make some extra corlo at the racetrack too! Ok, go enjoy yourself for awhile before you read the next section, or figure it out yourself! Ok. I normally do the sports king event first. Go to the forest and there should be a soccer ball. Teach Pino how to kick it, and make your leg power go up to 90. Then, go buy a golf club, and make him learn how to use the golf club. Bring arm power up to 90. The first event is the foot race. You need leg power and about 20 health is used. The second event is the shot put. You throw the "shot put" as far as you can. This uses arm power and the knowledge of how to throw the rubber ball/gumball. You really should have no trouble at all with those two events. The third one is annoying. The hole-in-one contest needs both arm and leg power, plus the know-how to use the golf club. But sometimes you miss anyways. The fourth event is the soccer ball event, where you simply kick the ball into the goal. Simple if Pino has good leg power. Thats not the whole act, but I'll finish later. Have a good day! -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Dont worry! More Walkthrough will come soon. On to Chapter 4! Chapter 4 --- FAQ --- Ok, this FAQ isnt very long, but I'll expand it as I work at it. Q: Why doesn't Pino listen to me? Why is he saying he hates me? A: He doesn't trust you. Go buy a pudding or find one. That'll bring his trust up by 30. Dont scold him so much and dont punish him, and remember to praise him! Q: Pino keeps getting bored, but I need to have him learn how to use that item! How do I make him use it again? A: Couple things you could do. You could go to the pod in the house and make Pino rest, you could use a different item for a little bit, or you could raise his diligence. There is an item called the Konki Candy that brings diligence up by about 50 or so, but brings down attack and defense by 20 each. Also, it doesnt work well when stress is high, but most items dont anyways. Q: Im out of money, but I need to buy some stuff! A: You could sell some items in your inventory, or depending on what act you are in, you could sell some fruits from the farm, go to the circus and get some money, find the treasure, kill some monsters (only 100 corlo a piece, not much) or sing at the cafe. Always make sure you have at least 3000 corlo on hand, or if Pino gets killed it's game over because you have no corlo to pay for repairs. Most items you only need once in the game, but you dont have to sell them. Like the circus ball or the golf club, for example. Q: Pino just ate one of my items! How do I stop him from doing this!? A: When Pino is eating the object, hit the Y button and Tinker will hit Pino on the head, making him spit whatever he is eating out. Pino will get angry, but thats better than him eating the chicken, right? Q: Pino just destroyed one of my items! What do I do? A: Well... not much you can do. Make Pino's kindness go up, and punish/scold him for doing that. More to come. By the way, if you email me with a question, if I can answer it I can put it in my FAQ. I'll even give you credit!