So you want to be a Fixer Class Robo Runner?

Well you came to the right place.

The training missions are designed to help you learn how to control your robot, interact with the many elements found on the hull of a StarShip, and complete a game.

Pressing the create button for a mission will automatically create a game for you.

When you’ve completed all the missions here, you’ll be ready for playing with the finest of the Fixers.

Mission 1: Hull Walker

Objective: Navigate the StarShip to reach Inspection Point one.

Fixer Class Robots are always dispatched from the StarShip airlock. Choose which direction your robot will face by dragging’n dropping the desired direction chip (up/down/left/right) to the left most position. Then press the Run button.

Once a direction has been established, nine program chips will be displayed. Of the nine chips, select five to create a program, by dragging’n dropping the chips to the five left-most positions. When your program is ready, press the Run button, and your robot will move according to your program. This is how you program your robot to navigate a StarShip.

Program execution consists of five phases… one phase for each chip in the program. End a phase on Inspection Point 1, the mission is complete.

Warning: If your robot falls into a cooling shaft, you will lose one life, and a new robot will be dispatched from the airlock.


Mission 2: Inspection Points

Objective: Tag each Inspection Point in numerical order.

End a phase on IP 3 (after touching 1 and 2) and the mission is complete. Notice the “F” indicator on the control panel as you touch each IP. It will increment after each inspection to verify that the IP has been fixed.

Warning: Robots cannot pass through walls.


Mission 3: Tractor Beams

Objective: Ride the tractor beams, then tag IP1.

Tractor beams are a robots primary means of transportation, when repairing a StarShip. The blue tractor beams move a robot residing on it one space per phase in the direction indicated on the hull.

Practise using the tractor beams (tbeams), and complete the mission by ending a phase on IP 1.

Warning: Running off the edge of a StarShip will result in the loss of one life.


Mission 4: Three Beam Salad

Objective: Ride the tractor beams, then tag IP1.

Robo Runner has three types of tractor beams, each moving at a different speed:

  • Blue – warp 1 – moves one space
  • Green – warp 2 – moves two spaces
  • Red – warp 3 – moves three spaces

Practise using the tractor beams (tbeams), and complete the mission by ending a phase on IP 1.


Mission 5: Tractor Beam Shuffle

Objective: Ride the tractor beams, then tag IP1.

Practise using the tractor beams (tbeams), and complete the mission by ending a phase on IP 1.


Mission 6: Turning Tractor Beams

Objective: Ride the tractor beams, then tag IP1.

Turning tractor beams rotate a robot 90 degrees when it is being pulled from another tractor beam. If a robot drives onto a turning tractor beam under its own power, it will not rotate. In this case it will simply move in the direction indicated on the hull.


Mission 7: Beam Me Up

Objective: Tag each Inspection Point in numerical order.

Transporters beam robots from one transporter to another. This mode of transportation is really intended for the crew, not for robots. For security reasons the transporter network is randomized when the robots are initially released form the airlock, but it remains the same throughout the course of the game. So no robot knows where the transporters go at first, but clever bots will learn as they go.

A StarShip may have more than one transporter network. The color of the inner transporter ring marks the network it belongs to (purple, red, blue, yellow).

A transporter network is arranged in a loop. If a network has more than 2 transporters, then no 2 are linked to each other.

To be transported, you must move (or be moved) onto a transporter and remain there at the end of a phase. Rotating on transporters will not result in transport.


Mission 8: Mini Me

Objective: Tag each Inspection Point in numerical order.

This StarShip is a mini version of a typical StarShip. The new StarShip elements are the Launch Bays.

Launch Bays may be crossed over when the launch bay doors are closed. The numeric markings on the door indicate which phases the doors are closed. For example, if the door is marked with 2 and 4 then the doors are closed during phases 2 and 4, but open during phases 1, 3, and 5.

If you move onto a launch bay door during a phase where the door is closed, and don’t move off before a phase where it opens, the robot will fall into the bay below. In other words, a move 1 onto a launch bay is a really bad idea.


Mission 9: Fixing Hull Damage

Objective: Fix and tag each Inspection Point in numerical order.

In this mission you will serve on the same StarShip as the previous mission, the difference is that each inspection point has hull damage which needs to be fixed.

When the hull is damaged, the robot uses its welding laser to perform repairs. Welding lasers are extremely accurate and powerful tools. A robot only needs a clear line of sight between it and the damaged area to begin repairs. To complete a repair, multiple shots are needed (shown in the lower left hand corner of the inspection locator).

Once repairs are complete, the robot must inspect his work. Inspection is done by moving your robot onto the previously damaged area (the inspection point).


Mission 10: Scanners

Objective: Fix and tag each Inspection Point in numerical order.

In this mission you will serve on the same StarShip as the previous missions, the difference is that you wont be alone. This time you’ll be accompanied by Scanners.

Scanners are artificially intelligent robos, which scan the ship hull for microfractures. They have no interest in competing or repairing the ship, but they are armed and dangerous and can be quite deadly if you get in their way.


For more detailed information on playing Robo Runner,
see the Players Guide