INDIE GAME / PLAY GUIDE
Gato Roboto Controls — Cat, Mech and Submarine
Main story and all 32 items / not verified through gameplay · Updated 2026-10-12
Even within one room, the cat and mech can take different routes. Sometimes you must leave the mech behind to progress, so look for a save station or transport device ahead.
Distinguish the four states
The cat’s movement and each machine’s attacks are different. Do not try to force water or chase sections by relying on the mech’s durability.
| State | What it can do | What to avoid |
|---|---|---|
| Cat | Climb walls, swim and fit through narrow passages | Enemy or spike contact; avoid a fatal hit |
| Mech | Shoot, break dirt and use abilities | Entering water or recoiling off a platform |
| Submarine | Underwater movement and shooting | Shooting from beyond effective range; account for drifting momentum |
| Fixed turret | Powerful shooting from a fixed position | Staying seated during a rotating laser; dismount and move |
Where to leave the mech and use save stations
Save stations record progress, heal you and let you deploy a mech after cat-only travel. At a moving platform, place the mech on it before taking the cat to the running device.
- Check both the platform for the mech and the cat passage.
- Operate the device as the cat and confirm that the platform carrying the mech has stopped.
- Return to the mech and open shootable doors or dirt blocks.
- If you need a mech beyond water, reach the save station on land as the cat or in the submarine.
Manage heat and footing when firing rockets
Rockets attack and break dirt, but heat can interrupt repeated firing. Coolant allows three consecutive shots. The precise pre-upgrade allowance is not fixed here because versions and descriptions differ.
Firing pushes the mech backward. Check water, lava and platform edges behind you instead of watching only the enemy.
Special rocket-jump sequences or glitches are not required by this standard walkthrough.
Spin Jump, Phase and Hopper have different roles
Spin Jump adds height and lets you bounce off enemies or mines. Phase moves through a short distance in the direction you face. Hopper allows another Spin Jump after Phase, extending airborne travel.
| Problem | Ability to check | Action |
|---|---|---|
| One jump short of a high ledge | Spin Jump | Use the next jump near the top of the first |
| Unable to pass a lava wall | Phase | Face the direction of travel and check the landing space beyond |
| Unable to climb Incubator’s shaft | Hopper | Claim the reward for 14 cartridges |
| Falling during the mine-crossing section | Spin Jump | Check whether you shot the enemy you needed to bounce from |
Frequently asked questions (FAQ)
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