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INDIE GAME / PLAY GUIDE

Gato Roboto Walkthrough — 14 Stages and Return Visits

Main story and all 32 items / not verified through gameplay · Updated 2026-10-12

Each Nexus return changes your destination and the items you can collect. These stages separate facility objectives, ability requirements and when to return. Detailed collectible locations are on the Healthkit and cartridge pages.

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1 | Landing Site: obtain the mech and Rocket Launcher

Kiki can climb walls, but needs the mech to attack and break obstacles. Learn to leave it for water and narrow passages, then deploy another mech at a save station ahead.

  1. Head left from the ship, using wall climbing and swimming to reach the first mech.
  2. Open the shootable door with the mech and collect the Healthkit at X4/Y8. Skip it on a save targeting the no-health-upgrade achievement.
  3. Take the narrow waterway as the cat and obtain Rocket Launcher southwest at X8/Y14. Return to a save station to deploy the mech again.
  4. Break dirt blocks with rockets and defeat the first Mecha Mouse. A Healthkit is in the waterway after the fight.
  5. Before the elevator, collect Bark at X7/Y10. Press the switch on the left and descend to Nexus.

2 | Nexus: central computer and Aqueducts entrance

Nexus connects the facilities. Separate the routes already open from items that need Spin Jump or Phase later.

  1. Interact with the central computer and check the objective for exploring the facilities.
  2. Use the save station on the west side, then take the upper-left passage.
  3. Activate the elevator switch and enter Aqueducts. Leave high-platform items you cannot yet reach.

3 | Aqueducts: three pumps and Spin Jump

Switch between cat, submarine and mech without dropping the mech into water. Pumps change the water level, letting the mech explore places you previously swam through.

  1. Defeat the enemies in the enclosed submarine room, then deploy the mech at the save station on land.
  2. Operate the running device as the cat. Each time a pump changes the water level, inspect the dirt blocks beneath the drained water.
  3. Put the mech on the moving platform before operating the device as the cat, carrying the mech onward.
  4. Clear the late submarine fight and stop the final pump. Obtain Spin Jump southeast at X24/Y10.
  5. On the way back, check Starboard, Goop, Port and two Healthkits. Their detailed routes are on the collectible pages.

4 | Return to Nexus: upper items with Spin Jump

The double jump opens more high routes. You may leave some high items until Phase makes recovery after a missed jump easier.

  1. Enter the cat passage near the Aqueducts-side entrance and collect Coffee Stain.
  2. Of the two east Nexus doors, take the upper one. Collect the Healthkit at X23/Y14.
  3. Urine is high to the north. If recovering from a fall is inconvenient, collect it after obtaining Phase.
  4. Use the lower east door, activate the switch and descend to Heater Core.

5 | Heater Core: two furnaces, Phase and Coolant

Watch for smoke before lava jets fire. Rocket recoil also moves you, so check the space behind the mech before firing repeatedly near a platform edge.

  1. At the first furnace, shoot between the falling lava streams. Aim at the furnace’s face without stepping onto floor spikes.
  2. After destroying both furnaces, descend through the passage previously blocked by lava. Obtain Phase at X11/Y14.
  3. Phase through lava walls and approach the spider-like Mecha Mouse. Keep aiming at the central glass cockpit after the platforms collapse.
  4. After the fight, destroy the lava tank and collect Coolant at X1/Y13.
  5. Return through the solidified-lava area. Collect two Healthkits, Virtual Cat, Meowtrix and Chewed Gum before returning to Nexus.

6 | Return to Nexus: upper west route with Phase

Spin Jump and Phase reach the door above and left of the Aqueducts entrance. Nexus’s second Healthkit is beyond its combat room.

  1. Reach the upper Aqueducts-side doorway, clear the enclosed room and collect the Healthkit at X10/Y14.
  2. If Urine is still missing, return to the high platforms. Phase can also help you recover onto a platform after a failed jump.
  3. Inspect the path right of the Heater Core entrance. The elevator along that opened route leads to Ventilation.

7 | Ventilation: cat sections and ventilation switches

A cat-only section has different risks from taking a hit in the mech. Guide digging robots into dirt blocks you cannot destroy, and approach mines before retreating to a safe platform to deal with them.

  1. Activate the first ventilation switch and follow the passage where steam has stopped.
  2. Have the digging robot clear the dirt below and left, then collect the Healthkit at X8/Y15.
  3. Escape right through the chase with the approaching spiked wall. Use the digging robots along the way to open the path.
  4. After recovering the mech, collect Bigshot to the east at X17/Y18.
  5. Clear the remaining switches and fixed-turret sections, then defeat the flying boss. Leave the turret during its rotating laser and use walls and platforms to move.
  6. After activating the final ventilation switch, collect Grape and Gris and return to Nexus.

8 | Return to Nexus: Rebba and preparing Decoder

Rebba’s rewards depend on cartridges held: Repeater for seven and Hopper for 14. The central computer now directs you back to the ship for Decoder.

  1. Visit Rebba at X17/Y16. With at least seven cartridges, claim Repeater.
  2. Inspect Swamp Matcha high along the route back from Ventilation.
  3. Interact with the central computer, then take the upper elevator back to Landing Site.

9 | Return to Landing Site: Decoder inside the ship

The ship opens after Aqueducts, Heater Core and Ventilation are complete. Searching the same place at the initial landing will not give you Decoder.

  1. Return to Gary’s ship and enter through the opened underside.
  2. Collect Decoder at X8/Y7.
  3. Use Spin Jump to reach the eastern high platforms and collect Nicotine at X18/Y10.
  4. Check any remaining Landing Site Healthkits and Bark, then return to Nexus.

10 | Nexus: unlock the Incubator elevator

Bring Decoder back to the central computer. Looking only for an elevator without returning to the computer will not advance progression.

  1. Use Decoder at the computer to activate the elevator to Incubator.
  2. Save and descend to Incubator. For full collection, you will still need to return to Nexus afterward.

11 | First Incubator visit: collect Tamagato first

The first detour in Incubator leads to the last cartridge. Include a return trip to Rebba instead of heading straight for the final elevator.

  1. Enter the computer room to the right of the entrance.
  2. Rocket the dirt above its left exit. Obtain Tamagato in the room above at X15/Y13.
  3. Check that you have all 14 cartridges. Return to the collection table if any are missing.
  4. Take the same elevator back to Nexus.

12 | Final Nexus collection: claim Hopper

Hopper is the reward for 14 cartridges. It lets you use Spin Jump again after Phase, extending aerial height and distance. It is also required for the last Healthkit.

  1. Show Rebba all 14 cartridges and claim Hopper.
  2. Check that all eight abilities are collected. Coolant and Bigshot are also easy to miss.
  3. Return to Incubator.

13 | Return to Incubator: final Healthkit and cutoff

Alternate Spin Jump and Phase up the tall shaft on the east side to reach the upper Healthkit. A normal double jump is insufficient. You can still return until you take the final large elevator.

  1. Open the east wall at X21/Y14 and climb the shaft using Hopper. Move away from the wall to avoid the spikes near the top.
  2. Head east across the upper route and collect the tenth Healthkit beyond the bridge at X24/Y13. Check the Healthkit page for the position and old-patch caution.
  3. Use the submarine to clear waterway enemies, then operate the running device as the cat to carry the mech on the moving platform.
  4. Before the final large elevator, check your totals. For 100%, the reference counts are eight abilities, ten Healthkits and 14 cartridges.
  5. If anything is missing, use the west return route. Descending to Laboratory on the large elevator prevents returning to the earlier facilities.

14 | Laboratory: consecutive fights and escape

Laboratory contains no collectibles. Clear the entrance elevator battle, the facility fights and the final two encounters. No route is provided to recover missed items after entering this one-way final stretch.

  1. On the elevator, move into gaps in the bullets falling from above and Phase through shots from the sides. Some waves require defeating the enemies before the next begins.
  2. Attack armored robots while they fly and expose their interiors. Keep large walking robots at a distance, pass them, then shoot from behind.
  3. Heal at the save station before Mecha Gary. Shoot during its horizontal movement, prioritizing evasion during bullet patterns and falling attacks.
  4. In the following humanoid Gary fight, avoid explosions along the floor. Keep bouncing after landing a Spin Jump stomp; if you fall to the ground, return to shooting and evasion.
  5. Finally, head right and escape. Check time, no-Healthkit and 100% results as separate conditions.
FAQ

Frequently asked questions (FAQ)

Q1 Where is Decoder? ▼
A

After completing Aqueducts, Heater Core and Ventilation, return to Gary’s ship at Landing Site. After collecting Decoder, revisit the Nexus computer.

Q2 Can I continue after collecting the final cartridge? ▼
A

For 100%, return to Rebba first. Hopper, the 14-cartridge reward, lets you reach the last Healthkit in Incubator.

Q3 Should I search Laboratory for collectibles? ▼
A

There are no Healthkits, cartridges or abilities to collect there. Check your collection before entering; afterward, focus on combat and escape.

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