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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.

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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.

StateWhat it can doWhat to avoid
CatClimb walls, swim and fit through narrow passagesEnemy or spike contact; avoid a fatal hit
MechShoot, break dirt and use abilitiesEntering water or recoiling off a platform
SubmarineUnderwater movement and shootingShooting from beyond effective range; account for drifting momentum
Fixed turretPowerful shooting from a fixed positionStaying 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.

  1. Check both the platform for the mech and the cat passage.
  2. Operate the device as the cat and confirm that the platform carrying the mech has stopped.
  3. Return to the mech and open shootable doors or dirt blocks.
  4. 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.

ProblemAbility to checkAction
One jump short of a high ledgeSpin JumpUse the next jump near the top of the first
Unable to pass a lava wallPhaseFace the direction of travel and check the landing space beyond
Unable to climb Incubator’s shaftHopperClaim the reward for 14 cartridges
Falling during the mine-crossing sectionSpin JumpCheck whether you shot the enemy you needed to bounce from
FAQ

Frequently asked questions (FAQ)

Q1 Did I lose the mech by going ahead as the cat? ▼
A

Save stations or moving-platform transport are provided beyond cat-only sections. Look for the next dry area and device before returning to the starting point.

Q2 Submarine shots do not reach the boss ▼
A

The submarine’s range does not cover the whole screen. Move within effective range while prioritizing movement that avoids hits.

Q3 Are Hopper and Phase the same ability? ▼
A

No. Phase is short-distance movement; Hopper is Rebba’s reward allowing another Spin Jump after Phase.

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