Custom Robo Nintendo Gamecube A New Journey Guide by Hyper Omega /-----------------------------------\ |TABLE OF CONTENTS | |I. Introduction (INTRO) | |II. Controls (CTRLS) | |III. The Pause Screen (PSCREEN) | |IV. Walkthrough (FAQ) | |V. Parts (PARTS) | |VI. Holosseums (HSSMS) | |VII. Harry's Help (HELP) | |VIII. Playing Again? (AGAIN) | |IX. Conclusion/Copyright Info (END)| \-----------------------------------/ /---------------\ |I. INTRODUCTION| (INTRO) \---------------/ The main character of Custom Robo is your average, silver-haired teenager. His father left him as a child but told him to take care of a special watch. After a while, our character learns that his father died, and in his will, he said, "Son, become a commander." So our hero goes to Steel Hearts to get a job. After being on the job for about a week, our hero starts to learn about a catastrophic event that occurred centuries ago... /------------\ |II. CONTROLS| (CTRLS) \------------/ There are two sets of controls in Custom Robo: In the Real World, and In the Holosseum. IN THE REAL WORLD Control Stick: Move A: Talk/Check Stuff Start: Pause IN THE HOLOSSEUM Control Stick: Move A: Jump A+A: Air-dash/Continuous Jump B: Fire Gun R: Fire Bomb L: Fire Pod X: Dash Y: Switch Targets (only with multiple foes)/Switch Robos (Tag Battle) C-Up: First-Person Mode (available after beating A New Journey) C-Down: Third-Person Mode /---------------------\ |III. THE PAUSE SCREEN| (PSCREEN) \---------------------/ The Pause Screen has various options, all of which are explained here. CUSTOMIZE ROBO: On this screen, you can customize your robo with the parts you've earned. To get new parts, win battles and check parts generators. STRATEGIC ADVICE: As you go through the game, characters give you hints and tips on how to win battles. Those tips appear on this screen. GLOSSARY: Here you can learn about various Custom Robo terms as they appear throughout the game. TEXT SPEED: You can change how quick the text appears when a character is speaking. RETURN TO GAME: It's pretty self-explanatory... It unpauses the game. QUIT: This option takes you back to the Main Menu. /---------------\ |IV. WALKTHROUGH| (FAQ) \---------------/ *phone rings* ???: ...Hello? Father: Ah, you're there. Good. ???: Huh? Dad, is that you? Father: I can't take long, Son. Can you come outside? Right now? ???: Huh? Yeah, O-OK! *hangs up* *door opens* ???: Dad! What's wrong, Dad? Why aren't you at work? Father: It's your birthday, isn't it? I brought you a present. Here, hold out your hand. ???: ...Wow! It's the watch you promised me! But...don't you need that for work? Father: It's...a very special watch, Son. There's nothing else like it in the world. And I want you to have it. ???: You're serious? You're really giving it to me?!! Thanks, Dad!! This is so cool! Father: Like I said, it's very...special...and I need you to take care of it. ???: No problem, Dad! I'll take good care of it!! Father: Good. Now promise me one more thing... Keep it on you...always. Don't ever take it off. ???: Uh-huh! You got it, Dad! I'm never, ever gonna take it off! Father: Think of me when you wear this watch. Take good care of it... Even when you're all grown up, I want you to keep it safe, OK? ???: Uh-huh! *cell phone rings* Father: Look at the time... Dad's got to go. You be a good boy now. *footsteps* ???: Huh? You're leaving? But you just got here... Father: I'm sorry, Son, but I have to. There's some work that only your old man can do. I have to go. Good-bye, Son... And remember, think of me when you wear this watch. Take care of it. Don't forget, all right? ???: I won't! But...Dad, where are you going? Father: Far away... I hav to go to a place that's very far away... *car drives away* ???: D-Dad?... About ten years later... DAY ONE: EMPLOYMENT The game starts with you being woken up by Lucy, your landlady. Apparently, our character has to go to an interview with Stale Horse. Err... Steel Hearts, I mean. Our character gets up and changes into regular clothes. Every morning will start like this... Walk out of your apartment and go left. You'll have a conversation with Lucy about your father and how he wanted you to be a commander. Walk out of the apartment complex, and the game will take over, taking you to Steel Hearts HQ. Walk up to the bald guy to start your interview. No matter what you say, you'll totally blow the interview because you don't have a custom robo. Harry, the employee who was sitting on the couch, will come over to support you... kinda. Suddenly, Ernest's phone rings. Apparently, there's a burglary at the research lab. Harry will lead you there. You walk in, and... there are people facing each other surround by blue auras with black spheres between them. Right... According to Linda, the lab director, the thieves are after Ray 01, the newest robo in development. Harry runs over and "battles" the last guy. Our hero asks Linda what in the world is going on, and she explains how custom robo battles work. Then she tells you to help Harry. When the game gives you control, run over to Harry. Instead of helping him, you accidentally make him blow the battle. Nice... You offer to use Harry's robo to fight, but he's already done some kind of eye-scan registering thingy. Go over to the cube and press A. Press the button. I guess that's an eye-scan registration. ------------------------------------------------------------------------------- RAY 01 The Ray 01 is the first robo you get in the game. It is well-balanced, and the Ray 01 set comes with the Ray 01 body, the Basic Gun, the Standard Bomb, the Standard Pod, and the Standard Legs. ------------------------------------------------------------------------------- Go over to the Burglar and talk to him. He asks you if you really want to battle him, and then Harry tells you the essentials of fighting a robo battle. ZOOM ZOOM ZOOM BANG BANG! ------------------------------------------------------------------------------- 1-ON-1 BATTLE ??? vs. Burglar Opponent Data: BODY: Splendor GUN: Basic BOMB: Standard POD: Standard LEGS: Standard Holosseum: Basic Arena Battle Spoils: N/A Okay... your first battle. Run around and use the cover to your advantage. A good strategy to use is to hide behind a wall, jump(A), and fire. Keep doing this and dodge his fire, and eventually, you'll win. Also, keep this in mind: his robo is the Splendor. It's a Shining Fighter like the Ray 01, but it has better defensive capabilities. Your robo is faster, though, so you can get away from his shots more quickly. Keep that in mind and take advantage of it. ------------------------------------------------------------------------------- After you beat this burglar, one of the police squad members will fall. Avenge him and defeat the second burglar. Harry will explain how to use the bombs and pods. Careful, though, you'll take damage if you're within the blast radius! ------------------------------------------------------------------------------- 1-ON-1 BATTLE ??? vs. Burglar Opponent Data: BODY: Metal Ape GUN: Basic BOMB: Standard POD: Standard LEGS: Standard Holosseum: Basic Arena Battle Spoils: N/A This is just like the last battle, except the opponent is using the Metal Ape. The Metal Ape is strong offensively and defensively, but it's speed leaves a lot to be desired. Take advantage of this like in the last battle. Stay far away so he can't get close to you. Use the "jump, fire, and run" strategy again, and you should win. ------------------------------------------------------------------------------- /---------\ |GAME SAVE| \---------/ Take the next guy! This time, Harry tells you how to jump and charge. However, you should already know about the jumping. ------------------------------------------------------------------------------- 1-ON-1 BATTLE ??? vs. Burglar Opponent Data: BODY: Splendor GUN: Basic BOMB: Standard F POD: Standard LEGS: Standard Holosseum: Basic Arena Battle Spoils: Twin Flank Pod F I know what you're thinking... What's the difference between Standard and Standard F? Almost nothing... When the Standard F bomb hits you, you'll be thrown sideways. Same amount of damage, though. Besides the bomb, this should be exactly the same as your first battle. ------------------------------------------------------------------------------- TWIN FLANK POD F The Twin Flank Pod F fires two pods to either side of the user. When the pods hit, they throw the opponent sideways. These pods are excellent for when your opponent is on the other side of the wall. If done right, the pods will go around the wall, surrounding the foe. ------------------------------------------------------------------------------- After the battle, immediately go to the parts generator (the glowing thing north from where you're standing.) After you get the part, go to the Customize Robo screen and switch pods. It's not required, but I recommend it because this new pod is better than the Standard one. Go to the last guy. Careful... as in all video games, the last guy is usually the hardest. Harry will teach you how to speed up robo transformation, and then there you go! ------------------------------------------------------------------------------- 1-ON-1 BATTLE ??? vs. Burglar Opponent Data: BODY: Metal Bear GUN: 3-Way BOMB: Standard F POD: Feint F LEGS: Standard Holosseum: Basic Arena Battle Spoils: 3-Way Gun Okay... this will be harder than the other guys. The Metal Bear is slower than the Metal Ape, but it is extremely strong offensively and defensively, much more so than the Ray 01. The 3-Way gun fires bullets in three columns, so you will have to do some MAJOR dodging to win this one... The Feint F pod is used mostly to get in the way because it explodes right next to you. Stay down and don't be an open target. Don't give him a chance to use his gun, because it hurts. If you stay away from him and behind the walls, he won't even use his gun. ------------------------------------------------------------------------------- 3-WAY GUN The 3-Way gun fires three columns of bullets. It is more powerful than the Basic Gun, so I recommend switching to it. ------------------------------------------------------------------------------- /---------\ |GAME SAVE| \---------/ After the battle, the Lab Techs start to clean up, and a woman named Mira comes over. Apparently, she's the captain of the police squad... and Harry's sister. After she and another police squad member leave, Linda comes over. She suggests that you be the one to test Ray 01. You've already registered anyway, so... might as well. Here is where you get to name your character. From here on out, I'll just refer to him as Hero instead of ???. After Linda leaves, Harry explains the parts generator and tells you to talk to the Lab Techs. Before you can leave, you have to talk to all of them. You learn about the following (from left to right): The Lab Getting Experience/Parts Generators Definition of Commander Eye-scan Registration Parts of a Robo Diving Robo Forms/Holosseums Parts Generators/Glossary/Gun Ranges After you talk to them, go back to Harry. You'll walk out of the Lab. From here, go back to Steel Hearts HQ. Ernest decides to hire you. "But the pay stinks!" At this point, you can decide to end the day right then and there or wander around. At this point in the game, there's not much to wander to, so I recommend selecting the first option. Later, though, you can go to Hub Park and the other places and sometimes see some comical stuff. /---------\ |GAME SAVE| \---------/ DAY TWO: TRAINING After Lucy wakes you up, go outside for a talk with her. After that, go to work. Ernest tells you to train at the gym. When you get there, Harry suggests a 1-on-1. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Harry Opponent Data: BODY: Glory GUN: Gatling BOMB: Crescent P POD: Speed P LEGS: Standard Holosseum: Diamond Fences Battle Spoils: Standard Bomb S The Gatling gun... be careful. The rounds aren't as strong as your 3-Way, but if it hits you, it will hurt pretty badly because the rounds are practically rapid-fire. Besides that, the battle should be easy. The Glory is faster than the Ray 01, but its armor is weak, so use that to your advantage. I suggest using slide shots when he's open. A slide shot is when you fire a shot while running. The robo will slide while it's shooting. If you time it right, you can finish your shot just before hiding behind cover. ------------------------------------------------------------------------------- STANDARD BOMB S The Standard Bomb S is just like the bomb you have now, except that it stuns the target for about a second. That stun can give you time to run, so you should switch bombs. ------------------------------------------------------------------------------- /---------\ |GAME SAVE| \---------/ After the battle, start fighting the computers at the other holosseum decks. The order I will present them is left to right. The first computer tells you about getting knocked down. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Computer Opponent Data: BODY: Buggy GUN: Basic BOMB: Standard POD: Dolphin LEGS: Short Thrust Holosseum: Diamond Fences Battle Spoils: Speed Pod D Pretty simple. The Buggy is slow, but it has good armor. It's gun and bomb are standard, and it has a Dolphin pod. These are a lot faster than any other pod you've encountered, so be careful. And its Short Thrust legs hinder its ability to air-dash, so that makes it easier. Just hit it with the Standard S Bomb to stun it, and then shoot it. If hitting it with a bomb gets too hard, just keep shooting. It will go down eventually. If he gets too close, shoot him to push him away. ------------------------------------------------------------------------------- SPEED POD S The Speed Pod S moves forward quickly, as the name implies. Compared to other pods, its homing abilities leave something to be desired. ------------------------------------------------------------------------------- The next computer will talk about the Trick Flyer model. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Computer Opponent Data: BODY: Buggy GUN: 3-Way BOMB: Standard F POD: Standard LEGS: Wide Jump Holosseum: High-Rise Plaza Battle Spoils: Criminal A Buggy with a 3-Way. Things get interesting here... It's legs allow it to jump farther, and it's bomb will blast you sideways. Keep as far away from it as possible, and never run in the open without a slide shot. Obey those rules, and you should win. ------------------------------------------------------------------------------- CRIMINAL The Criminal is slow on the ground, but it has three air-dashes compared to the Ray 01's two. The air-dashes are quick, so you can play a good air game. Personally, I prefer the Ray 01, but it's your choice. ------------------------------------------------------------------------------- The next computer talks about the dangers of stopping. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Computer Opponent Data: BODY: Peregrine GUN: 3-Way BOMB: Standard S POD: Dolphin LEGS: Standard Holosseum: Diamond Fences Battle Spoils: Gemini Bomb P The Peregrine is extremely fast and can dodge most hits. However, when a shot does make contact, it goes down instantly. It will be hard to stay away from it because it is faster than both the Ray 01 and the Criminal, but do your best. ------------------------------------------------------------------------------- GEMINI BOMB P The Gemini Bomb P, when fired from the ground, fires a bomb to left and right of the opponent. When from the air, front and back. These are mainly used to restrict movement, but I prefer a more offensive pod, like the Twin Flank F or Speed S. ------------------------------------------------------------------------------- The last computer talks about slide shots, but you should already know about those. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Computer Opponent Data: BODY: Peregrine GUN: Gatling BOMB: Standard POD: Cockroach H LEGS: Ground Holosseum: High-Rise Plaza Battle Spoils: Cockroach Pod H A Peregrine with a Gatling...ouch. That could get deadly. Keep behind cover and always, always use a slide shot when switching cover. ------------------------------------------------------------------------------- COCKROACH POD H The Cockroach Pod H moves slowly until it gets close to an opponent. Then it speeds up. But you have to be really close for it to work, so I don't recommend it. ------------------------------------------------------------------------------- /---------\ |GAME SAVE| \---------/ After the match, Ernest will call you and order you to tell Harry to call him. Go over to where the receptionist is to find him flirting with her. When Harry calls him, he gets a mouthful. Apparently, there's work at Hub Park. The game leads you over there. When you arrive, you see two guys battling, and the girl, Mary, tells you what happened. After she leaves, Harry tells you to pick one of the guys to fight. It doesn't matter which one you fight. You'll still get the same part after the battle, so I'll cover both. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Anthony Opponent Data: BODY: Criminal GUN: Gatling BOMB: Crescent P POD: Feint G LEGS: Long Thrust Holosseum: Flower Garden Battle Spoils: Reflection Pod, Long Thrust Legs Okie dokie... Watch out for the pods, as they will be used to restrict your movement. Try to stay behind cover; there's plenty of it in this holosseum. You've dealt with a Gatling gun before, so you should be familiar with how to fight against it. As long as you stay behind cover, you'll be fine. ------------------------------------------------------------------------------- OR ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Thomas Opponent Data: BODY: Splendor GUN: Gatling BOMB: Straight G POD: Speed D LEGS: Standard Holosseum: Battle Spoils: Reflection Pod, Long Thrust Legs Okay... Thomas's bomb is the Straight G. It simply goes straight, and when it hits, you will be blown upwards, vulnerable to a Gatling shot. Nice combo, now that I think about it. You're familiar with the Speed pods, and he has the Standard legs. Not too hard. Thomas will try to get close to you, so if he does, charge at him. This battle is the harder of the two, so good luck. ------------------------------------------------------------------------------- REFLECTION POD The Reflection Pod fires three pods that have no homing capabilities. They simply bounce off of the walls until they explode. Useful is small arenas, but remember, the pods can hurt you too, so don't release them in a small corner. ------------------------------------------------------------------------------- LONG THRUST LEGS The Long Thrust Legs increase the distance you can air-dash. Do not use with robos that have a continuous jump. ------------------------------------------------------------------------------- After the battle, the guys try to tackle you, but a blue-haired girl warns Harry just in time. So this is Marcia, a co-worker and a highly skilled one. Anyway, she asks you what license you have. License? Whazzat? Apparently, if you don't have a license and you're a bounty hunter, you'll be arrested. After Marcia reprimands Harry, go back to Steel Hearts HQ. Ernest says it's not his problem, until Marcia points out it's his responsibility and he could get arrested. The employees get to the subject of their licenses. Marcia is Class-B, but she can't take the Class-A test because of her salary. Uh oh, touchy subject for Ernest. He leaves and excuses you. /---------\ |GAME SAVE| \---------/ DAY THREE: GETTING LICENSED Lucy wakes you up and tells you to take the lying test. Err... ok. When you exit the apartment complex, turn right and go to the domed building. Go in to find Harry... flirting with the receptionist. He'll give you your exam card. Before taking the test, go to the parts generator if you haven't updated your parts yet. Then go to the computer on the far right and press A. The first part of the test is knowledge. Here are the answers: What is the name of a person who controls a custom robo? Commander What is it called when a person and his robo become one? A Dive What is it called when your robo is in its easy-to-carry form? Robo Cube What is the custom robo research center also known as? Laboratory Which license class do you need to join the police squad? Class A What is the name of the arena where custom robos fight? Holosseum What is the name of the machine that transfers custom robo data? Parts Generator Which of the following is an actual custom robo part? Pod The proper name of this testing hall is called the Custom Robo... Department of Licensing What question number are we on? 10th question The computer will process your results. If you passed, you go on to a fight. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Computer Opponent Data: BODY: Buggy GUN: 3-Way BOMB: Gemini B POD: Cockroach G LEGS: Quick Jump Holosseum: Crevice Court Battle Spoils: Class-D License, Feather Legs The Buggy is slower than the Criminal, but it has stronger armor. You should be familiar with the 3-Way Gun, and you've encountered these bombs and pods before. In case you've forgotten, the Gemini bombs fire two bombs at once to either side of the opponent, and the Cockroach pods move slowly until they see their target. The Quick Jump legs decrease the height of a robo's jump. I don't know why the makers put these legs on a Trick Flyer model because it has a good air game. Oh well... easier for you. Watch out for the 3-Way Gun, as its rounds do more damage than the Gatling. If you keep him away from you and keep using your gun at every chance, you should win. Another good thing to do is, when he's in view, send a Speed pod his way and run. ------------------------------------------------------------------------------- CLASS-D LICENSE A Class-D license is required to be a bounty hunter. As of now, you and Harry both have Class-D licenses. ------------------------------------------------------------------------------- FEATHER LEGS The Feather Legs slow the speed of a robo's descent, decrease vulnerability after landing, and allows you to turn sharply on the ground. ------------------------------------------------------------------------------- After getting your license, talk to Harry, and you'll leave. Go to Steel Hearts HQ and give Ernest the good news. When he finds out, he tells Harry to take you home. When you walk in, watch Harry run away. Oops! Left the paper with Trish's number! /---------\ |GAME SAVE| \---------/ DAY FOUR: THE PROBLEM NEXT DOOR As per usual, Lucy wakes you up. Go out, and you'll hear yelling coming from next door. Go to work, and Ernest will tell you to go home. Nice boss... Apparently, the yelling you heard was just before a robo battle between Walt and his wife, Carmen. You and a sad Harry have to go stop it. Harry tells you to handle the wife. Harry then explains the concept of the safety switch. Go up to the wife, and she'll... explain her robo, a Metal Ape. You've seen one before. One of the burglars had it. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Woman Opponent Data: BODY: Metal Ape GUN: Blade BOMB: Straight T POD: Feint F LEGS: Long Thrust Holosseum: Magma Hole Battle Spoils: Vertical Gun You've encountered all of these parts but the Blade Gun. The Blade gun simply shoots one blade-like projectile at a time. Not that strong and easy to dodge. This is a new holosseum, though. If you step in the octagon in the middle, it will sink and a red zone will appear. Step in the red zone and you will be hurt... badly. Keep running around the perimeter and shooting, and you should win. ------------------------------------------------------------------------------- VERTICAL GUN The Vertical Gun fires four rounds. Two go straight, and the others move in and arc. If shot from the right distance, the last two rounds will go over a wall. I don't use this gun much, but it can really annoy your opponent if you use it correctly. ------------------------------------------------------------------------------- /---------\ |GAME SAVE| \---------/ After defeating Walt's wife, they make up... and turn against you! Harry explains the rules of a 2-on-2 battle, which you're about to partake in. Watch the arrows. If you see a red one, run. Someone's aiming at you. Press Y to switch targets. Your gun can't hurt Harry, but your bombs and pods still can, so watch out. ------------------------------------------------------------------------------- 2-ON-2 BATTLE Hero and Harry vs. Woman and Walt Partner Data: BODY: Glory GUN: Vertical BOMB: Crescent P POD: Cockroach H LEGS: Standard Opponent1 Data: Opponent2 Data: BODY: Metal Ape BODY: Dour Head GUN: Blade GUN: Left 5-Way BOMB: Gemini P BOMB: Dual POD: Wave POD: Diving LEGS: Long Thrust LEGS: High Jump Holosseum: Basic Arena Battle Spoils: Metal Ape, Spider Pod Your first 2-on-2 battle... ok. Carmen changed her bomb and pod. Gemini... nothing new. The Wave bomb is interesting. When it lands, explosions erupt, moving in the direction the bomb was shot. The bomb is named by how the explosions occur... in a wave. Walt has a Dour Head. It is extremely good defensively, and it is maneuverable in the air because of its continuous jumps (double jumps, basically). The Left 5-Way Gun fires rounds straight, and four columns of rounds to the areas left of that. The Dual bomb fires two bombs, and the Diving Pod comes out of the sky. As the name implies, the High Jump Legs allow the Dour Head to jump extra high. Watch out, because his gun is deadly. Just keep behind cover and keep shooting, and you'll do fine. ------------------------------------------------------------------------------- METAL APE The Metal Ape is stronger defensively than any robo you've earned so far, but to balance it out, it is also slower than any robo you've earned so far. It is also relatively strong offensively. As Carmen explained, it is good for all-out offensives, so you don't need to hide behind cover as much. ------------------------------------------------------------------------------- SPIDER POD The Spider Pod is similar to the Cockroach. It moves very slowly until the opponent is near. Then, it slams into them and explodes. ------------------------------------------------------------------------------- After the battle, Marcia comes to check on you. Perfect timing... She takes the note from Carmen, and when she comments on the "cute" handwriting, here comes Harry. He recognizes it, and takes it. Marcia goes over to the kids, and Harry explains Marcia's background. Apparently, she was shy as a child because of a strange power. Her brother was her only friend, and her parents had died. One day, her brother left, so she was all alone. Sad story... /---------\ |GAME SAVE| \---------/ After the three of you leave, Ernest calls you and tells you to go to Bogey's Cafe. Apparently, there's some criminal named Marv there. Also, Ernest is looking right at him. Err... ok... The three of you head over to Bogey's, but Dark Blue, another bounty hunter group, has already nabbed the guy. Bogey explains that he called them because Ernest was... writing poetry. It is also revealed that your character applied to Dark Blue but didn't make it. Evil, their leader, taunts you and walks out laughing. "Great, we get to report back to our stupid chief that we lost a reward because of our stupid chief!" Back at the office, Ernest yells at the employees for not nabbing Marv, when they reveal that they know about his poetry. Cornered, Ernest retreats and excuses you. /---------\ |GAME SAVE| \---------/ DAY FIVE: DON AND BOGEY Rrrriiinnnggg! The hero wakes up to a phone call from Harry. He tells you to go to the Daimon Chinese Restaurant. Go to the parts generator, if you haven't already, and then go. When you arrive, you see Dendai Don, the owner in a panic, and you see the Steel Hearts crew. Look down, and you'll see a dead man. According to Ernest, mental shock from a robo battle must have killed him. But the opponent must have been tremendously powerful to kill him. Talk to the rest of the crew, and then Mira and Roy will arrive. There is an encounter between Harry and Roy, but Ernest and Mira calm it down. According to Mira, the victim fought an autonomous robo (doesn't need a commander). Holy... The cops ask Marcia to half-dive into the man's robo cube to find his last thoughts. Creepy. She starts to do it, and you can see she's under a LOT of stress. Apparently, the robo the man fought wasn't a robo... Whatever it was, it was really powerful, like Ernest said. Marcia goes to Police Squad HQ with Mira and Roy, and you go back to Steel Hearts HQ. /---------\ |GAME SAVE| \---------/ Apparently, Marcia was at the Police Squad HQ for a little longer than they would have hoped. Harry starts to explain Marcia's condition. She can half- dive, which is kinda cool, but it really makes her shy. Ernest cuts him off with a threat. He gets a call from Bogey. Apparently, some guy is making a LOT of money from battle wagers. Wait a minute... didn't that cop at the gym say those were illegal? Head over there anyway. Walk in, and you hear Evil. He suggests fighting for the job. A 2-on-2. Could get interesting. ------------------------------------------------------------------------------- 2-ON-2 BATTLE Hero and Harry vs. Evil and Lackey Partner Data: BODY: Glory GUN: 3-Way BOMB: STandard F POD: Dolphin LEGS: Standard Opponent1 Data: Opponent2 Data: BODY: Juggler BODY: Metal Ox GUN: Right Pulse GUN: Gatling BOMB: Left Flank H BOMB: Submarine D POD: Speed P POD: Feint G LEGS: Stabilizer LEGS: Quick Jump Holosseum: Checkmate Foundry Battle Spoils: Left Flank Bomb H, Feint Pod F Okay... we're fighting in Harry's holosseum. As you can see on the Holosseum Data, there are conveyor belts. Use those to your advantage by moving with it, not against it. Oh, and new parts as well. Evil's Juggler is the Speed form of the Criminal, so it's a bit faster, but it's weaker defensively. The Right Pulse Gun is rapid-fire, but it curves right (left from the air). The Left Flank Bomb H arcs left, and besides that, nothing new on Evil. His Lackey is using a Metal Ox, the Speed form of the Metal Ape. His bomb moves slowly forward, but the explosion lingers, and besides that, nothing new. For a simple strategy, aim to knock down whichever of the two is aiming at you. If neither are (or if both are), go for the one with the fewer HP. Careful, if Harry dies, they'll both be coming at you, so try to kill one of them quickly just in case. ------------------------------------------------------------------------------- LEFT FLANK BOMB H The Left Flank Bomb H fires and curves left. When fired from the air, it reverses. When it hits, the target is blasted slowly to the side. ------------------------------------------------------------------------------- FEINT POD F The Feint Pod F is launched and explodes next to your opponent. Good for blocking paths if used right. If it does hit, though, the victim is blasted sideways. ------------------------------------------------------------------------------- Okay, Bogey tells you to go to the back room through a hidden door. When you go through, Harry tells you to talk to everyone. They all complain about how Shiner keeps winning. Strange, though, he isn't in the room. When you've talked to everyone, go up to the waiter, and he'll put your names in. After he does, talk to him again to start the matches. The first match will be against Paulie, a member of the police squad. Beware... he has a Strike Vanisher model. Harry explains their stealth capabilities. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Paulie Opponent Data: BODY: Javelin GUN: Gatling BOMB: Straight S POD: Satellite LEGS: Standard Holosseum: Diamond Cell Battle Spoils: Javelin Look out. This guy can dodge your shots really easily. And he can come up to you really quickly too, so watch out. The 3-Way Gun is really useful here because it covers such a wide range. Watch out for the magma zones, and you should be fine. ------------------------------------------------------------------------------- JAVELIN The Javelin is similar to the Ray 01, but, as Harry explained, it has a stealth function. When you air-dash, you disappear for a split-second, allowing you to dodge shots. I recommend at least trying it out. ------------------------------------------------------------------------------- /---------\ |GAME SAVE| \---------/ Talk to the waiter again to start your match with Walt. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Walt Opponent Data: BODY: Dour Head GUN: Right 5-Way BOMB: Crescent P POD: Feint G LEGS: Standard Holosseum: Ice and Snow Battle Spoils: Left 5-Way Gun Ice and Snow... on the ground you slide more than you normally would, so try making an air game. You've encountered almost all of Walt's parts. Last time, he used a Left 5-Way, but now, he's using a Right 5-Way, which is just the opposite. It covers a wide area, so try using the Javelin to dodge the shots. This is an interesting battle. Running and jumping toward each other lands you way past each other, so it's almost impossible to land right next to him. Just keep shooting from behind cover, and you should make it. ------------------------------------------------------------------------------- LEFT 5-WAY GUN The Left 5-Way Gun fires rounds that cover a 90 degree arc, from straight ahead of you to 90 degrees to the left of you. From the air, 90 degrees to the right. ------------------------------------------------------------------------------- Talk to the waiter again to start the semifinals... against Harry. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Harry Opponent Data: BODY: Glory GUN: Vertical BOMB: Standard S POD: Cockroach H LEGS: Short Thrust Holosseum: Checkmate Foundry Battle Spoils: Caboose Pod C Harry's parts are all parts you've encountered, so there'll be no surprises. However, this is the first time the Vertical Gun is being used against you. Keep on the run, because the damage will add up. You would think this battle would be harder, but it isn't. It's pretty easy. Just use what you've learned and you should win. ------------------------------------------------------------------------------- CABOOSE POD C Unlike other pods, the Caboose Pod C fires in the opposite direction that you are facing. If you hold the Control Stick right, it will go left, etc. Good for running away from a robo. ------------------------------------------------------------------------------- Go to the parts generator, because you're about to go onto the finals, where you'll face Shiner. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Shiner Opponent Data: BODY: Breaker GUN: Flame BOMB: Straight G POD: Caboose X LEGS: Long Thrust Holosseum: Crevice Court Battle Spoils: Flame Gun Finally! Something new. The Breaker has an extremely long air-dash, and Shiner takes advantage of this. Stay away from him, as he will fly up to you and shoot you with the Flame Gun, which does a lot of damage. It has low defense though, so shoot him if he gets up close. If you use the Javelin, you can get away more easily by air-dashing. Keep shooting him, and he will fall. Careful, though, of his pod. If it hits, you could be blown all the way across the holosseum. No joke. So be cautious of where everything is. ------------------------------------------------------------------------------- FLAME GUN The Flame Gun shoots fire, as the name implies. It does accumulative damage, which adds up fairly quickly. As used in this battle, the Flame Gun works well with a Lighting Sky or a Little Raider. ------------------------------------------------------------------------------- /---------\ |GAME SAVE| \---------/ After the battle, Shiner says his work is done. Err... what work? Harry sees a "Z" on Shiner's collar, and realizes he works for the Z Syndicate, an evil organization that plans to do something with a custom robo. Besides that, no one knows much about them. Harry asks if this guy's from Z, and he says, "I-I don't know nothing." Right... Suddenly the lights go dark for a few seconds. When the light comes back on, Shiner is gone, and Marcia walks in. The waiter closes the gambling pit, and the blue-haired man runs into Marcia on his way out. After that, Marcia gets more shy than she usually is. Hmmm... I wonder why. Suddenly, she runs out of the room, much to the surprise of Harry and the main character. After this is all over, the day is done. /---------\ |GAME SAVE| \---------/ DAY SIX: TOURNAMENT AT THE GYM Lucy wakes you up today, and you go through the usual routine. Change, walk out of the house, forced conversation with Lucy... the whole bit. Go to work, and you see that Marcia is still all "clam-like." Ernest comes in and tells you that you're entered in the battle tournament. Great... The game takes over and takes you to the gym. When you get there, Harry tells you that he'll win first, Marcia second, and you third. You're kidding, right? Harry tells you to talk to everybody. They talk to you about the graphs on the Customize Robo screen. After you chat up everyone, Sophie starts the competition. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Will Opponent Data: BODY: Seal Head GUN: 3-Way BOMB: Standard F POD: Seeker F LEGS: Quick Jump Holosseum: Little Locomotive Battle Spoils: Twin Flank Pod G In Will's holosseum, Little Locomotive, a little train moves around the peri- meter. Use this to block shots and to use the "jump-and-shoot" strategy. Be careful because Will has a 3-Way Gun, which, as you know, is pretty powerful. He also has a Seeker F pod, which homes in on the opponent. It's relatively slow, but be careful. If you don't like hiding behind the train, you can get up close to him and use the Flame Gun that you got recently. That sucker can do some damage, and, despite the Seal Head's defense, it should do quite a bit of damage. If you choose that strategy, the battle will be much harder, because his gun has longer range. No matter which combination you use, don't underestimate this kid. With the 3-Way Gun, he can do damage. Believe me. ------------------------------------------------------------------------------- TWIN FLANK POD G The Twin Flank Pod G fires a pod to your left and to your right. When they hit the opponent, the opponent is blown upward. This pod is good for going around walls. ------------------------------------------------------------------------------- The next battle is against Dendai Don, the owner of Daimon. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Don Opponent Data: BODY: Shrike GUN: Drill BOMB: Straight G POD: Twin Flank F LEGS: High Jump Holosseum: Chinese Bowl Battle Spoils: High Jump Legs Okay... this holosseum is different than any other you've been in before. You are used to flat holosseums, but this one is rounded, with platforms along the top edges. Beware of the Shrike. It's a more armored form of the Peregrine, but it is just about as fast. Also, the Drill Gun can be deadly. If one round hits, the others will hit you, guaranteed. I recommend using the 3-Way Gun, so you can hit him from afar. Because the Shrike is a Little Raider, one hit will down it. Here's a strategy that will win you this battle. Run around the perimeter, but stay off the platforms. When he gets too close, fire at him. He'll be knocked down, allowing you to get farther away. Don't try to charge him, because he'll knock you down with his gun. ------------------------------------------------------------------------------- HIGH JUMPS LEGS The High Jump Legs increase the height of your jump, allowing more air-dashes and attacking. These legs work best with robos with continuous jumps, like the Seal Head and Shrike. ------------------------------------------------------------------------------- /---------\ |GAME SAVE| \---------/ Your next opponent is Mary, the girl who called you from Hub Park four days ago. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Mary Opponent Data: BODY: Earth GUN: Vertical BOMB: Gemini P POD: Ground Freeze LEGS: Quick Jump Holosseum: Flower Garden Battle Spoils: Earth The Earth has a continuous jump, as Harry explained, but it won't stay up long because of its Quick Jump Legs. You've encountered the gun and bomb before, but you haven't gone up against a Ground Freeze Pod. If it hits you, you will be stunned for a little while, free to be blasted by your opponent. Keep moving, and you will eventually win. ------------------------------------------------------------------------------- EARTH The Earth has relatively low defense, but if moves quickly and plays a great air game because of its continuous jumps. ------------------------------------------------------------------------------- In the semifinals, Harry loses to Marcia, and you have to fight Evil. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Evil Opponent Data: BODY: Juggler GUN: Right Pulse BOMB: Burrow D POD: Dolphin G LEGS: Short Thrust Holosseum: Diamond Fences Battle Spoils: Gatling Gun Remember, when Evil fires his gun from the ground, it arcs to the right, but the other way around from the air, so be careful where you are relative to him. I recommend the Javelin with the 3-Way. With the Javelin, you can quickly get away from Evil and shoot him with a wide-range weapon. The Right Pulse gun doesn't have much range, so if you're too far for the gun to reach, you're safer. Evil is pretty easy to beat, compared to your next battle. ------------------------------------------------------------------------------- GATLING GUN I bet you're thinking "Finally!" Well, the Gatling Gun fires eight rounds. The farther the foe, the lower the accuracy, but the stronger the rounds. Here you have a dilemma. The 3-Way Gun has more powerful rounds with a wider range, but the Gatling Gun is more rapid-fire. In the end, it's your choice for which gun to use, but as for me, I'll stick with the 3-Way. ------------------------------------------------------------------------------- In the finals, you'll fight Marcia for the first time... ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Marcia Opponent Data: BODY: Milky Way GUN: Homing Star BOMB: Wave POD: Spider LEGS: Booster Holosseum: L Formation Battle Spoils: Booster Legs Holy... Marcia has an impressive setup. The Milky Way has low defense, but it can do a continuous jump. The Homing Star gun is your main fear because if she fires it from the air, rounds come at you in a horizontal pattern. If they hit, they do monster damage to your robo. This will be atough battle. The Wave Bomb sends explosions in waves in the direction the bomb was launched. The Spider Pod moves slowly until it spots its foe, and the Booster Legs increase dash speed (which doesn't do a thing for Marcia). Get your best parts, and get ready to rumble. Hiding behind walls won't be as effective because the Wave's explosions will go through walls, so KEEP MOVING. Take advantage of her low defense and knock her down before she can do anything. Use a long-range gun like the 3-Way or the Gatling instead of the Flame, which is only short-range. If you can dodge the wrath of the Homing Star Gun, you will win. ------------------------------------------------------------------------------- BOOSTER LEGS I know what you're thinking. Yes, I wanted the Homing Star Gun too, but you're stuck with the Booster Legs. When you air-dash, it starts out slow but quickly increases its speed. ------------------------------------------------------------------------------- /---------\ |GAME SAVE| \---------/ After you beat Marcia, she congratulates you and you win the tournament. When Sophoie asks you how you feel about your victory, you can select any choice. Personally, I prefer the second one because of the hero just "getting it out of the way." No matter what you choose, the character promotes Steel Hearts. Whoa... awkward silence. The day is done now. /---------\ |GAME SAVE| \---------/ DAY SEVEN: GUARD DUTY AT THE LAB Ernest gives you a call, telling you to meet Harry and Marcia at the lab. Head over there to see what's going on. Apparently, since the burglary almost a week ago, there has been suspicious activity going on. Both Steel Hearts and Dark Blue have been called for guard duty. Or rather... Steel Hearts and just Evil. Apparently, dark figures have been spotted, and the security devices are trashed. Linda and Marcia go to have a talk, and you and Harry go interrogate the Lab Techs. Talk to everybody, including Evil, Harry, Marcia, and Linda. The Lab Techs give you info, but nothing big. When you're done, go back to Harry, and the three of you meet in the reception room. You all come to the conclusion that it's an inside job, and Harry suggests searching the lab after dark. When it gets dark, go to the Presentation Room and look at either the button or the door, both in the top-left corner. When you do so, you'll hear glass break and Harry yelling for you to go to the reception room. When you get there, Evil will say that he saw a cloaked figure and that he scared him away. Yeah... then he says to search the room in case there's a bomb. Search a few things, and then talk to Marcia. She will ask why there would be a bomb, and Evil says, "You can never be too sure." Harry suggests that you check the other rooms. The four of you walk out to find the lab a mess. Go to the Presentation Room to find someone in there. Talk to them, and you'll see that they're a Z Lackey. So it's the Z Syndicate! ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Z Lackey Opponent Data: BODY: Glaive GUN: Gatling BOMB: Right Flank H POD: Throwing D LEGS: Stabilizer Holosseum: High-Rise Plaza Battle Spoils: Throwing Pod D This guy has a Glaive, which is the defense form of the Javelin. I suggest using the Javelin so you can also use the stealth skill. Use the 3-Way because of its range. With the range that it has, it has more of a chance of hitting him than the Gatling. Don't stay hiding behind a wall in this battle, because the Glaive can air-dash right around it really quickly because of its three air-dashes. Remember, if you use the Javelin, you could have three air-dashes too. Keep air-dashing and shooting, and eventually, you will triumph. ------------------------------------------------------------------------------- THROWING POD D No, no. I don't recommend these. They go up, and down, move a little bit, and explode. There isn't enough time for it to move toward an oppoent, so it's easily dodgable. ------------------------------------------------------------------------------- Run out of the Presentation Room, and you'll meet another Z Lackey. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Z Lackey Opponent Data: BODY: Criminal GUN: Vertical BOMB: Double Mine POD: Seeker F LEGS: Quick Jump Holosseum: Crevice Court Battle Spoils: Double Mine Bomb Hmm... first encounter with the Double Mine Bomb. Watch out. Unlike most bombs, these fire straight and stick to whatever surface they touch (except you). If you step on it, it explodes. They glow, though, so you'll be able to see them. Don't get trapped between them, though. Besides that, you should recognize the other parts from previous battles. As usual, watch out for the Verticl, and use the cover to your advantage. This battle is a little harder than what you're used to, but you should still win. What this guy likes to do is get up close, put a mine to either side of you and shoot you. When you're knocked down, the bombs will eventually explode, hurting you. Be careful of this. ------------------------------------------------------------------------------- DOUBLE MINE BOMB Ah, yes. This bomb is excellent if used correctly. As the Advisory says, surround your foe with these mines, and you should do damage. If the foe doesn't see them, ouch for them! Test it out in the Training to get used to it if you want to try it. ------------------------------------------------------------------------------- /---------\ |GAME SAVE| \---------/ When this Z Lackey runs away, go to the reception room. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Z Lackey Opponent Data: BODY: Glaive GUN: Shotgun BOMB: Straight T POD: Speed D LEGS: Long Thrust Holosseum: Ice and Snow Battle Spoils: Straight Bomb T Stay away from this one! The Shotgun's a nasty gun. It's extremely short- range, but when it hits, it automatically knocks you down. Use the Javelin with a long-range gun like the 3-Way or Gatling to keep him away from you. Also, if you're using the Double Mine Bomb, lay them all around so the foe might slide into one. Careful though, as this can backfire. If you do it right, it will work perfectly. If you stay away and keep using a long-range gun and the Double Mine Bomb, you will win. ------------------------------------------------------------------------------- STRAIGHT BOMB T The Straight Bomb T goes straight in the direction you fired it. When it hits, the opponent is thrown slightly toward you. ------------------------------------------------------------------------------- "Long live Eliza!!" Okay... run out of the reception room and outside the lab into the lobby. There, you'll see that Marcia lost to one of the Z Members. Avenge her. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Woman Opponent Data: BODY: Athena /!\ GUN: Waxing Arc /!\ BOMB: Right Wave POD: Dolphin LEGS: High Jump Holosseum: Panic Cubes Battle Spoils: N/A Your first encounter with illegal parts... The Athena is an upgraded version of an Aerial Beauty, so it's basically Marcia's robo on steroids. It has more jumps and aerial movement. The Waxing Arc gun fires four rounds that start left and curve toward you. The opposite when fired from the air. The Right Wave Bomb is like the Wave, but it curves right before coming toward you. Get ready for a tough fight. I recommend using the Gatling Gun. KEEP MOVING, because the holosseum shifts. Platforms rise and fall, giving you and her various amounts of cover, ranging from none to a lot. Wait for her to be vulnerable, get relatively close, and shoot. Remember to keep moving, and get away from her when she's knocked down so you can avoid her shots during Rebirth. This battle may have been tough, but believe me, this is just the tip of the iceberg. ------------------------------------------------------------------------------- After the battle, Harry comes out from his battle with a Z Lackey. He brought one of their robo cubes, and Marcia half-dives. She finds out that Z's boss died, and they've split up. A dispute among the groups. They were looking in the lab for... something. DAY EIGHT: SLEEPY-TIME In the morning, when Linda comes back, the Steel Hearts crew ask Linda what they could be after. She found that the desks have been tampered with. Oops. Linda says that this should be reported to the police squad. Linda thanks you, and you can go home and rest for the day. Work tomorrow, though! /---------\ |GAME SAVE| \---------/ DAY NINE: FIRST ENCOUNTER You get a call from Ernest telling you to go to Bogey's. Apparently, some strange robo is tearing up the place. Err... aren't robos supposed to be cubes in the real world? You better check it out. When you get there, Marcia suggests it's an autonomous robo. Go in the back to see it all messed up. And you something shooting everywhere. Freaky-looking. Marcia says it's the robo she saw at Daimon, and Harry tells you to fight it. Why? Because if he or Marcia fights it, they could end up in their holosseum. Harry wants to know about its holosseum. Perfect teamwork... Go up to it, and brace yourself. Remember Harry's tip about using the gun, bomb, and pod in coordination. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. ??? Opponent Data: BODY: Rahu I /!\ GUN: Rahu I /!\ BOMB: Grand Cross /!\ POD: Prenumbra I /!\ LEGS: Ultimate Holosseum: Nature Park Battle Spoils: N/A Whoa... this holosseum looks natural! Oh, well. STAY AWAY FROM THIS THING AT ALL COSTS! However, remember that while you're staying away from it, try to dodge its pods as well. Those can hurt. They behave in the same way as the Seeker F pods. And Rahu I is a Lightning Sky on way too much steroids. I recommend the Gatling Gun, because if you unleash all the rounds on it, it'll be knocked down. Keep moving as fast as you can so you're not in range of its gun (1000 to 844 with one shot against the Javelin). Its gun shoots green arrows, whichi diverge in an explosion-type thing. Its bomb fires four bombs, which cause large explosions, and its legs increase its stats greatly. Use the Javelin so you can stealth-dash away from it. Use all three dashes for full effect. Whatever you do, don't try to charge it. It'll knock you down before you can say "Custom Robo." With the 3-Way Gun, you can wait until its relatively close (not close enough to shoot you), and knock him down with the gun. Keep doing this, and you should win. ------------------------------------------------------------------------------- After the battle, the thing will fall to the ground. /---------\ |GAME SAVE| \---------/ After the game saves, Harry will ask you about its holosseum. It's pretty. Then, a man named Oboro and the blue-haired man from the tournament come in. The latter says that Shiner filled everyone with greed, envy, and hatred, which the creature loves. When they reveal they're from Z, Harry suggests a fight. But... Marcia doesn't want to. Oh well. You fight the blue-haired guy, and Harry goes after Oboro. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Man Opponent Data: BODY: Ruhiel /!\ GUN: Raptor /!\ BOMB: Standard POD: Spider G LEGS: Booster Holosseum: L Formation Battle Spoils: N/A The Ruhiel (illegal) is an amped-up Lightning Sky, so be careful. Also, watch out for his gun. It fires two rounds from the ground, and two rounds that pause at first from the sky. You'll have to move quickly to avoid him. The Javelin should work. Air-dash just as the rounds come so you can avoid them. The timing must be flawless because the rounds are really fast. Use the 3-Way because it has better range and accuracy. If places correctly, the Double Mines can do damage. Keep moving and avoiding his artillery, and you should win. ------------------------------------------------------------------------------- After the battle, the creature flies away. Then, the Z members leave. You and Harry talk about their skill, and the hero suggests that the blue-haired man's holosseum was just like Marcia's. Then the two of you round on Marcia. In the middle of you talking, Mira and Linda arrive. They talk about some weird mumbo-jumbo they can't tell you about, and then leave. Then, Harry says work's done for the day. /---------\ |GAME SAVE| \---------/ DAY TEN: TOURNAMENT AT POLICE SQUAD HQ Hey, you got up on your own! Oh, whatever. When you get to work, Ernest says that you're invited to a tournament at Police Squad HQ. Harry protests, but apparently, Mira called Ernest urging the crew to come. Oh, ok. Harry leads you and Marcia to Police Squad HQ in the southeast part of town. When you get there, turn left and go through the Training Room door. When you get there, the chief makes a speech about unity between police squad members and bounty hunters. Blah blah blah. Marcia says she can't fight, so you and Harry join the 2-on-2 division. Before it starts, though, talk to everyone in the room. Yes, everyone. Don't forget the nameless people near the walls. When you do, Sophie starts the 2-on-2 matches. Go to D Block, on the bottom-right. Your first opponents are your neighbors, Will and Wendy. ------------------------------------------------------------------------------- 2-ON-2 BATTLE Hero and Harry vs. Will and Wendy Partner Data: BODY: Glory GUN: Gatling BOMB: Wave POD: Diving LEGS: Stabilizer Opponent1 Data: Opponent2 Data: BODY: Seal Head BODY: Swift GUN: 3-Way GUN: Vertical BOMB: Submarine K BOMB: Left Flank H POD: Reflection POD: Umbrella LEGS: Feather LEGS: Stabilizer Holosseum: Little Locomotive Battle Spoils: Seal Head, Umbrella Pod Target Wendy first, because the Swift goes down in one hit. I don't recommend using the Double Mine B Bomb because Harry could run into it, and that would not be good. Remember to use the train to your advantage, especially if Will is firing at you. You've seen the range the 3-Way has, so you should try to figure out how to counter it. If they both target either one of you, knock them down as quickly as possible. If they kill Harry first, it will be a 1-on-2 against you. Not good. And if they kill you first, game over. Use either the 3-Way or the Gatling because of their range, so you don't have to get too close to either of them. All-in-all, not a hard match. ------------------------------------------------------------------------------- SEAL HEAD The Seal Head is slow, but it can easily dodge attacks in mid-air with two continuous jumps. Its defense is good, which you should have seen in your battles against Will. ------------------------------------------------------------------------------- UMBRELLA POD The Umbrella Pods are designed to attack foes who have a good air game. They explode in mid-air and don't hit ground targets. ------------------------------------------------------------------------------- Your next match is against Anthony and Thomas, the boys who were fighting over Mary at Hub Park. ------------------------------------------------------------------------------- 2-ON-2 BATTLE Hero and Harry vs. Anthony and Thomas Partner Data: BODY: Glory GUN: Drill BOMB: Gemini B POD: Seeker F LEGS: Booster Opponent1 Data: Opponent2 Data: BODY: Criminal BODY: Splendor GUN: 3-Way GUN: Gatling BOMB: Crescent C BOMB: Crescent P POD: Jumping B POD: Jumping G LEGS: Standard LEGS: Formula Holosseum: Flower Garden Battle Spoils: Crescent Bomb P, Trio Pod H Harry's tip will come in handy for this battle. When one of them fires at you, move in a circle around him to avoid it. Try to knock them down as quickly as possible. Two are hard enough to handle, so focus on one first. However, if the other comes after you, get ready to dodge some shots. When it's down to one, when he's focusing on Harry, charge him. If you are careful about where everyone is, you'll do fine. ------------------------------------------------------------------------------- CRESCENT BOMB P The Crescent Bomb P moves in a slow arc toward its target, but when it lands, the explosion grows and lingers. ------------------------------------------------------------------------------- TRIO POD H This pod releases three pods at once. This pod is extremely short-range because the pods explode about a second after being released, if even that. ------------------------------------------------------------------------------- /---------\ |GAME SAVE| \---------/ Those guys were weirdos. Your next battle is against police squad members. ------------------------------------------------------------------------------- 2-ON-2 BATTLE Hero and Harry vs. Police and Police Partner Data: BODY: Glory GUN: 3-Way BOMB: Burrow D POD: Twin Flank F LEGS: Quick Jump Opponent1 Data: Opponent2 Data: BODY: Javelin BODY: Defender GUN: Vertical GUN: Drill BOMB: Right Wave BOMB: Freeze POD: Float F POD: Ground Freeze LEGS: Short Thrust LEGS: Booster Holosseum: Checkmate Foundry Battle Spoils: Right Flank Bomb H, Short Thrust Legs Watch out for both of these guys. You know how annoying the Vertical Gun can be; combine that with how quickly the Javelin can get up close to you. The Defender's long air-dash is bad enough, but it can freeze you with its bomb or pod and then hurt you pretty badly with the Drill Gun. And its air-dash is even faster now with the Booster legs. The Javelin is easy to beat, but the Defender can put up a fight. Don't try to get close to him or he will tear you to pieces with his gun. Fire from a distance, and you'll be fine. ------------------------------------------------------------------------------- RIGHT FLANK BOMB H The Right Flank Bomb H goes right and arcs left. Vice versa from the air. When it hits a target, it is slowly blasted to the side. ------------------------------------------------------------------------------- SHORT THRUST LEGS The Short Thrust Legs decrease the length of an air-dash. I personally don't care for them, but you can try them out. ------------------------------------------------------------------------------- Your next fight is against Walt and Carmen. ------------------------------------------------------------------------------- 2-ON-2 BATTLE Hero and Harry vs. Carmen and Walt Partner Data: BODY: Glory GUN: Vertical BOMB: Left Flank H POD: Jumping G LEGS: Stabilizer Opponent1 Data: Opponent2 Data: BODY: Metal Ape BODY: Dour Head GUN: Blade GUN: Left 5-Way BOMB: Tomahawk G BOMB: Standard X POD: Reflection POD: Cockroach G LEGS: High Jump LEGS: Wide Jump Holosseum: Ice and Snow Battle Spoils: Right 5-Way Gun, Wide Jump Legs This battle should be pretty easy. You're familiar with all of these parts and how to avoid them, so basic common sense should get you through this battle. ------------------------------------------------------------------------------- RIGHT 5-WAY GUN The Right 5-Way Gun fires five columns of shots that range from straight ahead to 9 degrees to the right. When fired from the air, it goes the other way. ------------------------------------------------------------------------------- WIDE JUMP LEGS The Wide Jumps Legs increase the distance of a robo's glide, or how far it can jump without air-dashing. It is good for robos with continuous jumps. ------------------------------------------------------------------------------- /---------\ |GAME SAVE| \---------/ The next match is against Bogey and his waiter. Win this, and you'll go to the final matches. ------------------------------------------------------------------------------- 2-ON-2 BATTLE Hero and Harry vs. Waiter and Bogey Partner Data: BODY: Glory GUN: Shotgun BOMB: Standard S POD: Dolphin G LEGS: Booster Opponent1 Data: Opponent2 Data: BODY: Peregrine BODY: Tank Head GUN: Stun GUN: Bubble BOMB: Straight S BOMB: Dual C POD: Beast F POD: Throwing D LEGS: Stabilizer LEGS: Feather Holosseum: Crevice Court Battle Spoils: Swift, Satellite Pod You know about the Peregrine's weakness: it is knocked out with one hit, but its speed more than makes up for it. And look out for its gun. The Stun Gun is extremely short-range, but if you use it over and over again on the foe, you can do heavy damage. Take him out first. Bogey isn't much to worry about. Focus on the Peregrine and leave Harry to beat Bogey up for a while. Bogey's gun, the Bubble Gun, fires slow bubbles that are big, conspicuous, and easy to avoid, so it's not that bad. Harry only has a Shotgun, which, like the Stun, is short-range, so he'll be defeated rather quickly. Get rid of the Peregrine ASAP so it's a 1-on-1 bet- ween you and Bogey instead of a 2-on-1 against you, like what happened the first time I did this match. ------------------------------------------------------------------------------- SWIFT The Swift is a Little Raider. It has one of the worst defenses in the game, and it has a half-decent attack, but its speed is excellent. Like the Peregrine, it also goes down in one hit. ------------------------------------------------------------------------------- SATELLITE POD The Satellite Pod is pretty good. It moves around a small area and strikes when a foe gets near. ------------------------------------------------------------------------------- Well, you won the preliminaries! Congrats! Just a few more matches left! ------------------------------------------------------------------------------- 2-ON-2 BATTLE Hero and Harry and vs. Mira and Roy Partner Data: BODY: Glory GUN: Vertical BOMB: Tomahawk G POD: Reflection LEGS: Wide Jump Opponent1 Data: Opponent2 Data: BODY: Sol BODY: Halberd GUN: Ion GUN: Magnum BOMB: Delta BOMB: Geo Trap POD: Standard F POD: Satellite H LEGS: Stabilizer LEGS: Short Thrust Holosseum: High-Rise Cell Battle Spoils: Bubble Gun, Wall Bomb Here's an overview of Mira's parts. The Sol is the Speed form of the Milky Way, so it should go down pretty easily. The Ion Gun fires shots that arc left and right. The Delta fires three small bombs that explode around the target. The pod and legs are nothing new. Roy has a Halberd. It's the Speed form of the Javelin, and in many people's opinions, the best of the three legal Strike Vanishers. The Magnum is medium range, and it will probably knock you down if it hits you. The Geo Trap Bomb is relatively quick, and it has a decent explosion. Besides that, you should be familiar with the others. Keep moving, and just use what skills you have. This match is harder than others, but if you use basic strategy (slide shots, dodge the magma zones, etc.), you'll win. ------------------------------------------------------------------------------- BUBBLE GUN The Bubble Gun fires big bubble-like things that are big and slow. However, if they keep hitting the foe, the damage adds up. ------------------------------------------------------------------------------- WALL BOMB The Wall Bomb is short-medium range, but the explosion is large and damaging. I recommend this bomb, definitely. ------------------------------------------------------------------------------- /---------\ |GAME SAVE| \---------/ After the match, talk to Harry. He tells you to check up on Marcia and see how she's doing. She says her usual "I want to be alone", so you and Harry see her together. Harry, being his usual self, forces Marcia to be your partner by saying he has a stomachache. Idiot... Oh well, go to the holosseum deck in the middle of the room to see Evil and his lackey on the other side. Marcia says she can't fight, so Evil tells his lackey to take a break. It's 1-on-1 time. It's finally time to show this... person who's the amateur. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Evil Opponent Data: BODY: Juggler GUN: Left Pulse BOMB: Standard K POD: Jumping B LEGS: Quick Jump Holosseum: High-Rise Plaza Battle Spoils: Left Pulse Gun Hmm... familiar foe, familiar holosseum. Should be easy. Just look out for his gun and you'll be fine. After all that bragging, Evil's not all he's cracked up to be. ------------------------------------------------------------------------------- LEFT PULSE GUN The Left Pulse Gun fires eight rounds that fire left and arc to the right. It's just the opposite from the air. ------------------------------------------------------------------------------- Being Evil, he tells his lackey that he lost to give you self-confidence. I really hate that guy. It's time for the finals! Against... Ernest and Linda?! Marcia, as usual, says she can't do it, so you and Ernest start a battle, while Harry talks to Marcia. He hears, "My brother...", and he realizes it's been about her brother all this time. "You dummy!!" and Marcia finally realizes... her brother told her there would be someone who understood her, and she never realized she's been with her true friends this whole time... the hero and Harry... She snaps out of her shyness and enters the battle. ------------------------------------------------------------------------------- 2-ON-2 BATTLE Hero and Marcia vs. Ernest and Linda Partner Data: BODY: Milky Way GUN: Homing Star BOMB: Standard K POD: Jumping B LEGS: Stabilizer Opponent1 Data: Opponent2 Data: BODY: Metal Bear BODY: Seeker GUN: Sniper GUN: Hornet BOMB: Acrobat BOMB: Tomahawk B POD: Twin Flank G POD: Cockroach G LEGS: Long Thrust LEGS: Long Thrust Holosseum: L Formation Battle Spoils: Right Pulse Gun, Acrobat Bomb After all those times he's yelled at you, you finally get to beat him up... Okay... new parts. Ernest has the Sniper Gun, which fires a quick shot straight ahead. Watch out for this. The Acrobat Bomb fires at the ground, and blasts Ernest into the air. It doesn't hurt him health-wise, but his DWN meter decreases, making knocking him down easier. Linda has the Seeker, the defense form of the Defender. The Hornet Gun fires five hornet-like things that home in on the foe. Jump over them or get out of the way. With the Homing Star Gun on your side now, this should be a breeze. ------------------------------------------------------------------------------- RIGHT PULSE GUN Eight rounds fire right and arc left. Just the opposite from the air. ------------------------------------------------------------------------------- ACROBAT BOMB A bomb fires down at your feet, blasting you up into the air. Your health stays intact, but your DWN meter goes down. Automatically knocks down Little Raiders. Not recommended. ------------------------------------------------------------------------------- After the match, Ernest says something... nice. "Maybe now, you can break down that wall you've built around your heart." Apparently, Ernest and Linda both graduated from a Takuma University. Apparently, only the best of the best graduate from there. Mira invites you and Marcia to a celebration party at her house, while Linda and Ernest have a consolation party. /---------\ |GAME SAVE| \---------/ Time for Mira's party. Go over there and have some fun. Or just listen to a conversation. When Marcia asks about the robo at Bogey's, Mira avoids the question. Suspicious... Mira asks about your watch. If you select "Do you like it?", and keep insisting to let her take it, you'll eventually give Mira your watch. I don't recommend doing this. It'll just waste a lot of time later. After that, the hero explains all he knows about his father, and Harry makes a connection between your father and Marcia's brother. Yawn... time to go. /---------\ |GAME SAVE| \---------/ DAY ELEVEN: THE TRUTH Why is today called the truth? You'll learn the truth about it later. Heheh. Go to work, and Ernest will congratulate you and Marcia for beating him. And then... Ernest says the police invited you three to a practice round. Great... Well, head over to Police Squad HQ. Go to the training room and talk to the chief. He'll explain that they have a plan, which you'll learn after your matches. After Harry and Marcia win their matches, it's your turn. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Police Opponent Data: BODY: Defender GUN: Needle BOMB: Straight G POD: Throwing P LEGS: Stabilizer Holosseum: High-Rise Plaza Battle Spoils: Straight Bomb G Watch out. When the Needle is fired from the air, it hurts because all three of the rounds will hit if you don't dodge the shot. Besides that, do what you normally would do against a Lightning Sky. It's not that hard... ------------------------------------------------------------------------------- STRAIGHT BOMB G The Straight Bomb G fires straight, and when it hits the foe, the target is blasted upward. ------------------------------------------------------------------------------- The next battle is against another regular police squad member. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Police Opponent Data: BODY: Javelin GUN: Afterburner BOMB: Submarine P POD: Trio H LEGS: Short Thrust Holosseum: Diamond Cell Battle Spoils: Submarine Bomb K Watch out for the Afterburner. The shots start out slow but increase in speed really quickly. Depending on where the foe was when he shot at you, when the round hits you, you'll be blasted away from him or pulled toward him. Could be dangerous if you're near magma. Use the Javelin yourself to avoid being hit by this gun. Besides this, just do your best, and you'll win. ------------------------------------------------------------------------------- SUBMARINE BOMB K The Submarine Bomb K is a slower version of the Straight Bomb. If it hits, the foe is automatically knocked down. I guess it makes up for the lack of speed. ------------------------------------------------------------------------------- /---------\ |GAME SAVE| \---------/ Next, Roy was supposed to fight you, but Linda wants to fight you first to see how you've progressed since your first battle at the lab. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Linda Opponent Data: BODY: Seeker GUN: Hornet BOMB: Dual C POD: Jumping B LEGS: Booster Holosseum: Diamond Fences Battle Spoils: Dual Bomb C ------------------------------------------------------------------------------- DUAL BOMB C The Dual Bomb C, when it makes contact, causes explosions in front of and behind the foe. The foe is blasted slowly upwards when the blast hits them. ------------------------------------------------------------------------------- Now it's Roy's turn. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Roy Opponent Data: BODY: Halberd GUN: Magnum BOMB: Straight T POD: Double Wave LEGS: Quick Jump Holosseum: High-Rise Cell Battle Spoils: Wave Pod Finally, a 1-on-1 with an elite police squad member. The Halberd is the best of the three legal Strike Vanishers, so watch out. I recommend using the Javelin, because the stealth function allows you to stay away from him. If you're hit by the Magnum, it will hurt. Big-time. The main strategy here is to stay away from him and keep hitting him. If he does get close, blast him quickly to get a system overload, as Harry explained. It ends up looking really cool, seeing two Strike Vanishers air-dashing all over the place. ------------------------------------------------------------------------------- WAVE POD The Wave Pod is released, it moves, and it explodes in a wave, like the Wave Bomb. Useful if used correctly. ------------------------------------------------------------------------------- Next is Mira. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Mira Opponent Data: BODY: Sol GUN: Ion BOMB: Delta POD: Caboose C LEGS: Stabilizer Holosseum: High-Rise Cell Battle Spoils: Float Pod F All of these parts should be familiar to you, so there's nothing surprising going on here. Keep moving, because Mira will send stuff all over the place. Particularly, watch out for the Ion Gun and Delta Bomb, which will devastate you if you're cornered. As I said, keep moving and shooting to drain her health. Don't get too close, or she will hurt you badly. Quick reflexes are needed for this battle, but this is nothing compared to what's coming up a few matches from now... ------------------------------------------------------------------------------- FLOAT POD F The Float Pod F circles around the foe and then dives. The target is then blasted sideways. ------------------------------------------------------------------------------- Yay! You're done! Oh great, the chief wants to fight you now. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Chief Opponent Data: BODY: Metal Ox GUN: Rayfall BOMB: Standard X POD: Caboose X LEGS: Ground Holosseum: High-Rise Cell Battle Spoils: Sword Storm Gun, Standard Pod F Great... if you don't look out, you'll be flying everywhere. See those X's? X = Explosion. His bombs and pods will blast you diagonally upward. Ouch. And look out for the Rayfall Gun. With all those shots coming at you, you'll need to dodge them pretty well. JAVELIN, JAVELIN, JAVELIN! Use speed against his power. Brute force is fine and dandy, but it's nothing if he can't hit you! Reminds me of Spider-man vs. Scorpion in comics... As I said, take advantage of the Javelin's stealth function to dodge the Metal Ox's blasts and blast him back. If you do that, this battle should be a breeze... ------------------------------------------------------------------------------- SWORD STORM GUN The Sword Storm Gun fires a bunch of long, silver rounds into the air. After about a second, the rounds all move toward the foe. The chances of them hitting are low most of the time, so I don't use it much. ------------------------------------------------------------------------------- STANDARD POD F Just like the Standard Pod, except this one blasts the victim sideways. ------------------------------------------------------------------------------- /---------\ |GAME SAVE| \---------/ After you beat the chief, Roy, Mira, Chief, and Linda start saying you're qualified for a Class-S license. What? Licenses only go up to A... for civilians, that is. To get a Class-S license, you need to be recommended by one. Once you are, you must take a skill test against a special computer. Good luck. You might need it. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Computer Opponent Data: BODY: Rahu I /!\ GUN: Rahu I /!\ BOMB: Grand Cross /!\ POD: Prenumbra I /!\ LEGS: Ultimate /!\ Holosseum: Nature Park Battle Spoils: Class-S License HOLY... This thing again. Excuse me? Am I in the right room? Yes? Oh well. In the beginning, try to get out before it does, and use the Javelin and 3-Way Gun. The Javelin will help you get away from his gun (believe me, it works), and the 3-Way Gun has excellent range and power. Once you win this battle, it's all downhill from here. This is possibly the hardest battle in A New Journey (next to the final boss). ------------------------------------------------------------------------------- CLASS-S LICENSE A Class-S license is the highest license in the game. To get one, you must be recommended by at least one Class-S commander. Class-S commanders are taught about Rahu and the outside world. ------------------------------------------------------------------------------- After the battle, go out and talk to the others. You will start to learn the truth about this whole thing. The robo you fought was Rahu, a living being. A living being that almost killed us all. What you fought was a simulation of its behavior. Centuries ago, there was actually natural substance. Grass, trees, etc. Not the plastic stuff like at Hub Park. After a while, Roy says that maybe you should come back tomorrow. Good idea. That battle even left the real me exhausted. Nighty-night. /---------\ |GAME SAVE| \---------/ DAY TWELVE: THE Z SYNDICATE TAKES RAHU Oh, great! Rahu's back! He's back at Daimon! When you get there, you see Evil battling Rahu. Talk to Harry and Marcia, and suddenly, Evil will win. Marcia tells him to hand it over to the police squad, but... "Not a chance." Evil plans to join the Z Syndicate by handing over Rahu. That... bad person. Then, it is realized that it was Evil's minions that disabled the security devices for Z. While you four were in the reception room, Z was looking for something. Then, Eliza comes in. But she keeps saying that she has no recollection of any of you, much to Evil's dismay. You volunteer to fight her because you've already beaten her before. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Woman Opponent Data: BODY: Athena /!\ GUN: Waning Arc /!\ BOMB: Left Wave POD: Dolphin LEGS: High Jump Holosseum: Panic Cubes Battle Spoils: N/A This battle is just like last time, except Eliza is using a Waning Arc Gun, which is the opposite of what she used last time. Use the same strategy, and you should win easily. ------------------------------------------------------------------------------- /---------\ |GAME SAVE| \---------/ After the battle, Oboro and the blue-haired man come. Eliza leaves (idiot...), and Marcia volunteers to help you fight them. "I need him to tell me...why he changed...why he's there...He's...my brother." Whoa... It's Sergei... Nevertheless, you must fight! ------------------------------------------------------------------------------- 2-ON-2 BATTLE Hero and Marcia vs. Sergei and Oboro Partner Data: BODY: Milky Way GUN: Homing Star BOMB: Dual C POD: Standard F LEGS: Feather Opponent1 Data: Opponent2 Data: BODY: Ruhiel /!\ BODY: Rakansen /!\ GUN: Raptor /!\ GUN: Wyrm /!\ BOMB: Wyvern /!\ BOMB: Treble /!\ POD: Wolf Spider /!\ POD: Cheetah /!\ LEGS: Raven /!\ LEGS: Swallow /!\ Holosseum: Castle Keep Battle Spoils: N/A You've fought and beaten Sergei before, so I'll introduce Oboro's parts. The Rakansen in an upgrade of a Strike Vanisher. It has six air-dashes, so it'll be going all over the place. The Wyrm Gun is very cheap. From the ground, it fires four powerful dragon heads. From the air, it fires one powerful & large one. Either way, you'll be knocked down. The Treble is a bigger and more powerful Delta Bomb. The Cheetah is an upgraded Speed Pod P, and the Swallow makes him run more quickly. Take out Oboro first. He's more of a threat. Watch out for those Wyrm rounds, and make sure Marcia's okay. If she's being pummeled, take out her attacker, because if it becomes a 2-on-1 against you, you're pretty much a goner. ------------------------------------------------------------------------------- Despite Marcia's pleading, Sergei and Oboro take Rahu. After a flash bomb, they're gone. Go back to Police Squad HQ. You need to report this, and you need to learn more about the past. Roy is trying to find where Z's lair is. It's probably in the outside world. The what? The world outside. Everyone knows the world's flat. At the end is a wall that surrounds our world. Duh! The chief leads you to somewhere important... the bathroom. There is a sensor that activates an elevator. Wow, an elevator in a bathroom. You go down to a train station. You go in the train, and Harry... touches Marcia. The chief lets it go, and the train leaves. At the other end, the Steel Hearts crew follows the chief into a hallway. Ooh, pretty. And... kinda freaky. At the end, you end up inside the custom robo statue near Daimon. There shouldn't be anything on the other side, but then a button is pressed, HOLY...! Ta da! The outside world! When you turn around, you see a little dome. That's home. Back in the chief's office... Class-S officers are of the mentality "What the public don't know won't hurt them." That is why nobody knows about the outside world. When the Steel Hearts crew saw it, they felt uncomfortable. It's best that the populace is kept happy. Ignorance is bliss. Everybody is in danger now that Rahu is back. The police squad needs your help. The police squad wants you! Haha. Go home and think about it. /---------\ |GAME SAVE| \---------/ DAY THIRTEEN: ATTACK ON Z'S LAIR This is the end! The last part of A New Journey! You're almost there! Head over to work. Something's wrong... Ernest didn't yell at you over the phone. When you get there, Ernest says the chief of police called him. He has a confidential job for you. It's good money, but he's against it. He knows something dangerous is up. No matter what you think, he likes you three. This puts Harry in Marcia in tears. "You're dismissed! The rest is up to you!" Head over to Police Squad HQ. Go to the chief's office. After you say you'll go, head over to the elevator. Use the train to get to the wall. Once you get to the outside world, Roy will lead you to Z's hideout. Once you're in, head to the fork. Roy and Marcia will go right, while the rest of you head left. Go through the door to find three Z Lackeys in a lounge. Go over and fight! ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Z Lackey Opponent Data: BODY: Glaive GUN: 3-Way BOMB: Wall POD: Spider LEGS: Booster Holosseum: Magma Hole Battle Spoils: Needle Gun This battle is simple. Use the Javelin to air-dash behind a wall. From there, just keep jumping and shooting. Occasionally stealth-dash behind another wall. If you follow these instructions, you can win without a scratch. ------------------------------------------------------------------------------- NEEDLE GUN The Needle Gun fires three rounds. One goes straight, and the other two go up diagonally. When fired from the air, the rounds are closer, and the chances of all three hitting are considerably greater. ------------------------------------------------------------------------------- /---------\ |GAME SAVE| \---------/ After you beat the Z Lackey, move around their bodies and into the northern door. Well, well, well. Look who it is. Shiner. Looks like he does work for Z. Weird-looking 2, indeed. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Shiner Opponent Data: BODY: Breaker GUN: Flame BOMB: Double Mine POD: Beast F LEGS: Feather Holosseum: Crevice Court Battle Spoils: Defender Use the Javelin to keep away from him. Watch out for the mines he sends out and his gun, which you've dealt with before. Use a longer-range gun like the 3-Way to keep him at bay. A few shots will knock him down. Keep air-dashing away from him and shooting, and you should win with a Perfect. ------------------------------------------------------------------------------- DEFENDER The Defender is a Lightning Sky. It has one VERY long air-dash, and you can attack while using it. Quite useful in large holosseums and/or against foes with short-range guns. ------------------------------------------------------------------------------- Go to the next room to find more Z Lackeys in a training room. Careful. These guys are stonger than the ones in the lounge. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Z Lackey Opponent Data: BODY: Metal Bear GUN: Drill BOMB: Standard F POD: Speed P LEGS: Stabilizer Holosseum: Basic Cell Battle Spoils: Standard Bomb F Keep shooting. Keep moving and trying to knock him down. It is almost imposs- ible to get Perfect on this, so just focus on beating him. Shooting him into the magma also helps. Use a powerful gun like the 3-Way to beat him. I don't recommend the Needle because the rounds probably won't him him because of the walls. And if you jump to get a good shot, you'll fall victim to the Drill. ------------------------------------------------------------------------------- STANDARD BOMB F This bomb is just like the Standard Bomb, but it blasts your foe sideways. ------------------------------------------------------------------------------- /---------\ |GAME SAVE| \---------/ Uh oh! Mira lost! Avenge her. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Z Lackey Opponent Data: BODY: Metal Ape GUN: Needle BOMB: Delta POD: Caboose X LEGS: Quick Jump Holosseum: Double Dead Line Battle Spoils: Seeker Pod F Hmmm... interesting holosseum. I don't recommend using the Defender or the Long Thrust Legs. There's too much of a risk that you'll fall into the magma. Not good. The Short Thrust Legs should keep you alive for this battle. Keep moving around the conveyor belts and watch out for his gun. ------------------------------------------------------------------------------- SEEKER POD F The Seeker Pod F has a very good homing ability. It is basically a weaker form of Rahu's pods. Two can be released at one time. ------------------------------------------------------------------------------- After the battle, Harry goes to get a first aid kit, and a Z Lackey comes out of the locker room... in boxers. Great... ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Z Lackey Opponent Data: BODY: Metal Ox GUN: Shotgun BOMB: Geo Trap POD: Reflection LEGS: Wide Jump Holosseum: Magma Hole Battle Spoils: Shotgun As usual with the Shotgun, keep away from this guy. Watch out for the Geo Trap Bomb as well. Its explosion is big enough to get you from behind a wall. If you are wary of where everything is, you'll be in great shape. ------------------------------------------------------------------------------- SHOTGUN The Shotgun is very short-range, but when it hits, the foe is knocked down. This is excellent when used with a Little Raider. ------------------------------------------------------------------------------- /---------\ |GAME SAVE| \---------/ Ah... one of Custom Robo's most memorable lines: "Oh, no...I don't want to pass out like this. Don't...want...to...Need...pants!" Harry comes back and tells you to go ahead alone. In the next room, you'll see two Z Techs. You'll have to fight them to get through. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Z Tech Opponent Data: BODY: Shrike GUN: Gatling BOMB: Wave POD: Twin Flank G LEGS: Formula Holosseum: Magma Ruins Battle Spoils: Formula Legs Shrike with a Gatling... interesting. You'll have to take him out quickly. You're unfamiliar with the Formula Legs. They make him run faster. Very effective. Make this battle end quickly because the magma will make the stage smaller and smaller. ------------------------------------------------------------------------------- FORMULA LEGS The Formula Legs increase the speed of your robo on the ground. I highly recommend this part, especially for the Metal Ape. ------------------------------------------------------------------------------- And now for his buddy... ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Z Tech Opponent Data: BODY: Tank Hed GUN: Trap BOMB: Tomahawk G POD: Wall LEGS: Feather Holosseum: Dead Line Battle Spoils: Tomahawk Bomb B This battle is easier than the last one. Just use your regular strategies, and you should win. One thing you could do, though, is to shoot him when he's between you and the magma. If done right, he'll be knocked down and in the magma, hurting him badly (about 100 HP). ------------------------------------------------------------------------------- TOMAHAWK BOMB B The Tomahawk Bomb B goes way up and back down quickly. When the bomb hits the foe, he is blowns sideways, and the blast lingers. ------------------------------------------------------------------------------- /---------\ |GAME SAVE| \---------/ After beating the second Z Tech, he'll tell you about illegal parts (robo parts that go against government regulations; extremely powerful). After he passes out, go to the next room. Run up the hallway to find two Z Lackeys. Uh oh. Luckily for you, Roy is right here. ------------------------------------------------------------------------------- 2-ON-2 BATTLE Hero and Roy vs. Z Lackey and Z Lackey Partner Data: BODY: Halberd GUN: Magnum BOMB: Tomahawk B POD: Caboose C LEGS: Long Thrust Opponent1 Data: Opponent2 Data: BODY: Dour Head BODY: Buggy GUN: Vertical GUN: Vertical BOMB: Gemini P BOMB: Gemini P POD: Dolphin POD: Dolphin G LEGS: Quick Jump LEGS: Quick Jump Holosseum: Basic Cell Battle Spoils: Submarine Bomb P, Dolphin Pod Dang! These guys are harder than they look! Start with one of your most powerful guns, because you'll have to knock them out as quickly as possible. Stay on the run and keep knocking them down to win. ------------------------------------------------------------------------------- SUBMARINE BOMB P The Submarine Bomb P moves straight slowly, and its blast blasts your foe straight up and leaves an explosion. ------------------------------------------------------------------------------- DOLPHIN POD The Dolphin Pod arcs and then moves quickly across the holosseum. It works great if aimed directly at the opponent in an open space. ------------------------------------------------------------------------------- After the battle, keep moving. Two Z Lackeys will ambush you in the hallway. ------------------------------------------------------------------------------- 2-ON-2 BATTLE Hero and Roy vs. Z Lackey and Z Lackey Partner Data: BODY: Halberd GUN: Magnum BOMB: Wave POD: Throwing D LEGS: Booster Opponent1 Data: Opponent2 Data: BODY: Breaker BODY: Criminal GUN: Meteor Storm GUN: Shotgun BOMB: Burrow D BOMB: Crescent K POD: Trio H POD: Reflection LEGS: High Jump LEGS: Long Thrust Holosseum: Diamond Fences Battle Spoils: Meteor Storm Gun, Jumping Pod B Ok... the only unfamiliar part should be the Meteor Storm Gun, which fires tiny rounds that do a lot of damage if most of them hit. Focus on the Criminal first, because its Shotgun is lethal. Once he's dead, its all downhill. ------------------------------------------------------------------------------- METEOR STORM GUN The Meteor Storm Gun's rounds spread outward, and their power increases with distance, so try to fire while you're medium distance from your foe. ------------------------------------------------------------------------------- JUMPING POD B The Jumping Pod B explodes in the air above your foe. Good for preventing them from jumping. ------------------------------------------------------------------------------- Go back down to the parts generator, then continue on your way. At the fork, turn left, and Marcia will meet you. Keep going left. /---------\ |GAME SAVE| \---------/ You get to a door, and three Z Lackeys will come at you. Roy will fight them, while you go into that room. Prepare for... some of the coolest music in the game! And... plot development. "Oboro!" You will see Rahu in a container full of liquid, but it looks different. Oboro says that the Z researchers are trying to change Rahu so people can dive into it. WHAT THE... Oboro says he must kill Marcia, even though he's Sergei's sister. "I understand." I can't believe this! Marcia also understands something. Her memories of her brother cannot be erased, but she must not hold back in the battle against Sergei and Oboro. Hero and Marcia vs. Sergei and Oboro... Wait! "Oboro!!" ------------------------------------------------------------------------------- 3-ON-1 BATTLE Hero and Marcia and Sergei vs. Oboro Partner1 Data: Partner2 Data: BODY: Milky Way BODY: Ruhiel /!\ GUN: Homing Star GUN: Raptor /!\ BOMB: Tomahawk B BOMB: Wyvern /!\ POD: Satellite H POD: Wolf Spider /!\ LEGS: Quick Jump LEGS: Raven /!\ Opponent Data: BODY: Rakansen /!\ GUN: Wyrm /!\ BOMB: Treble /!\ POD: Cheetah /!\ LEGS: Swallow /!\ Holosseum: Castle Keep Battle Spoils: N/A Easy, easy, easy. A 3-on-1 shouldn't be any problem at all! Just avoid Oboro's artillery, keep shooting him, and you'll win. ------------------------------------------------------------------------------- Oboro thinks Sergei's working for Eliza or he wants Rahu for himself. But Sergei just meant to bring someone to help him. Rahu doesn't belong to anyone, nor should it be tampered with. Oboro dives into Rahu... before its redesign is complete. The idiot. ------------------------------------------------------------------------------- 2-ON-1 BATTLE Hero and Marcia vs. Oboro Partner Data: BODY: Milky Way GUN: Homing Star BOMB: Crescent P POD: Float F LEGS: Stabilizer Opponent Data: BODY: Rahu II /!\ GUN: Rahu II /!\ BOMB: Grand Cross /!\ POD: Prenumbra II /!\ LEGS: Ultimate Holosseum: Castle Citadel Battle Spoils: N/A Just do what you did against Rahu I and you'll win. This is the easiest of the Rahu battles. Probably because you've got Marcia on your side with the Homing Star Gun. ------------------------------------------------------------------------------- After the battle, Rahu rejects Oboro and escapes. After that, Harry, Mira, and Roy come. /---------\ |GAME SAVE| \---------/ Everybody goes into Z's late boss's room. Sergei says someone needs to hear his leader's last words. "Hero, you'll never know how proud I am that you have come so far. Hero, if you're listening to this message, that means Rahu has returned, and our time is short. I wish that I could have been there to see you, to fight with you in this final, glorious moment... However, if you are hearing this, it also means that my time has come, and I am gone from this world. I have given my loyal friend Sergei, details on your mission. Trust him as you would have trusted me. You do not have much time left. Give Sergei the watch I gave you to care for so long ago. With the power contained in that watch, you can defeat Rahu. I've failed you as a father in life, and my final wish in death is nothing but a fool's errand. I'm sorry, Son." After the message, Sergei explains. After getting his Class-S license, he started to explore the outside world. There he saw the hero's father, living there. He told him to come back when he found an inconsistency. That inconsistency was Marcia. Marcia's half-dive ability was the inconsistency in the perfect world of the dome. Then, the man told Sergei something most Class- S commanders don't even know. We didn't always live in a dome. We used to live free. Rahu took that from us. And, after Rahu was defeated, he was left inoperative in the outside world. /---------\ |GAME SAVE| \---------/ At first, Rahu didn't have a form. Then, it possessed a custom robo (which were toys back then), and people were able to see it. Rahu has two main behaviors: acquire new targets, destroy them, take any abilities it doesn't have, and evolve. The second is to destroy everything. When it possessed the robo, we put it in its dormant cycle. Isn't it odd, though... This is the most traumatic thing to happen to society, and no one knows about it? What about the survivors? Their memories were erased to give them a sense of security. A device was made to do this. Proof? There is still one today. The hero's watch. Your character's father was a scientist and a high-ranking government official. That is why he knew the truth. He knew that Rahu would rise again, and he stole the memory-erasure device. Marcia's half-dive is a side-effect of the erasure of her ancestors all those years ago. /---------\ |GAME SAVE| \---------/ The hero's father escaped with the device. Then, he gave it to the hero as a child in the dome. The Z Syndicate, assumed to be a criminal organization, was originally made to tell people the truth so they would be prepared. Then, he thought this would cause mass panic, so he formed a syndicate made up of the world's strongest fighters. Sergei was his loyal friend, who would follow his orders without question. The hero asks why he didn't tell Marcia, and he said he was already going to leave so she could become more independent. When the leader grew sick, Eliza and Oboro wanted power, and Z went downhill from there. You give your watch to Sergei, and he puts the memory-erasure device in it. /---------\ |GAME SAVE| \---------/ You must go after Rahu! Run out of Z's Hideout, and Sergei will lead you to the Amusement Park. When you get there, you are found by some Z members who don't belong to Oboro or Eliza. They want to nab Rahu for themselves... Oh well. Beat 'em up. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Z Lackey Opponent Data: BODY: Metal Ox GUN: Afterburner BOMB: Wall POD: Jumping B LEGS: Ground Holosseum: Basic Cell Battle Spoils: Ground Legs What a pushover. Just hide behind the walls and shoot. If he gets too close, charge him. Besides that, you're on your own. Piece of cake. ------------------------------------------------------------------------------- GROUND LEGS These legs decrease the height of your jump, but they enable sharp turning on the ground and in the air. ------------------------------------------------------------------------------- Before you can continue, some more Z Lackeys come. These ones are 2-on-2 masters! Yeah, right. ------------------------------------------------------------------------------- 2-ON-2 BATTLE Hero and Mira vs. Z Lackey and Z Lackey Partner Data: BODY: Sol GUN: Ion BOMB: Geo Trap POD: Speed D LEGS: Stabilizer Opponent1 Data: Opponent2 Data: BODY: Shrike BODY: Tank Head GUN: V Laser GUN: Vertical BOMB: Geo Trap BOMB: Submarine P POD: Spider G POD: Throwing P LEGS: Stabilizer LEGS: Standard Holosseum: High-Rise Cell Battle Spoils: Geo Trap Bomb, Diving Pod As usual, fire at the Shrike first. The V Laser Gun fires two lasers in a V. If he fires from the ground, stand still. If he fires from the air, air-dash. Besides that, you should know the other parts. This shouldn't be too hard. Like I said, knock down the Shrike quickly, but don't hesitate to shoot the Tank Head if he's bothering you. Good luck. ------------------------------------------------------------------------------- GEO TRAP BOMB The Geo Trap Bomb is a decent bomb that moves quickly and has a lingering explosion. Good for combos. ------------------------------------------------------------------------------- DIVING POD After being released, the Diving Pod homes toward your opponent. I recommend this pod. ------------------------------------------------------------------------------- More Z Lackeys?!?!? Mira and Roy take care of them while you go on. /---------\ |GAME SAVE| \---------/ While you're running, Harry says he needs to use the bathroom. He asks you to go with him. I suggest that you do. It'll take longer to get to Rahu, but you'll get more experience. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Z Lackey Opponent Data: BODY: Glaive GUN: Needle BOMB: Right Flank H POD: Cockroach G LEGS: Short Thrust Holosseum: Robo's Room Battle Spoils: N/A Hide behind the walls. The Needle Gun can do quite a bit of damage. Fire your shots when you jump over the wall's edge. If he gets too close, air-dash behind another wall. Just keep avoiding getting hit and you should win. ------------------------------------------------------------------------------- After those two pass out, two more of Eliza's thugs come out of the stalls. ------------------------------------------------------------------------------- 2-ON-2 BATTLE Hero and Harry vs. Z Lackey and Z Lackey Partner Data: BODY: Glory GUN: Trap BOMB: Standard X POD: Speed P LEGS: Short Thrust Opponent1 Data: Opponent2 Data: BODY: Breaker BODY: Criminal GUN: Bubble GUN: Vertical BOMB: Tomahawk B BOMB: Gemini P POD: Satellite POD: Diving LEGS: Booster LEGS: Stabilizer Holosseum: Robo's Room Battle Spoils: N/A Be extra careful in this battle; Harry's gun won't have much of an effect because of the walls. Equip a gun that will do a lot of damage quickly. A good idea would be the Flame Gun. It will knock either of them down with one shot. Use either the Javelin or the Defender, and you should win. ------------------------------------------------------------------------------- Harry will go to the bathroom, and then you two will walk out to Marcia and Sergei. Go north to find Eliza's Fabulous Fighting Four... yeah. Go to the fourth guy to fight him. Don't underestimate the Fabulous Fighting Four! ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Z Lackey Opponent Data: BODY: Seal Head GUN: Glider BOMB: Tomahawk B POD: Float F LEGS: Long Thrust Holosseum: Merry-Go-Round Battle Spoils: Afterburner Gun Hide behind the merry-go-round as it moves along. Be careful of the Glider Gun because of its insane homing ability. Besides that... this is only a tiny bit harder than most battles. ------------------------------------------------------------------------------- AFTERBURNER GUN When you fire the Afterburner Gun, the rounds move slowly and then really quickly. When fired from the ground, the foe is pushed away from you. From the air, the rounds pull your target toward you. ------------------------------------------------------------------------------- After the battle, walk up to the freaky clown face. Apparently, this was some sort of fun house. Scary... /---------\ |GAME SAVE| \---------/ Walk in to find a maze. Sergei explains that this was supposed to get people lost. The three of them go into the maze and turn right. You can follow the same path, but I'm going to follow every battle in this place. You'll only get all the parts I'll mention here if you win every battle. If not, you'll get the parts in Grand Battle, which this FAQ doesn't cover. These battles are in the order that I found the Z Lackeys. Not in any certain path that you should cover. Maybe I should submit a map of the maze... oh well. Remember... you don't have to fight every one of these people, but I suggest that you do, because you can get some pretty good parts. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Z Lackey Opponent Data: BODY: Earth GUN: Gatling BOMB: Geo Trap POD: Double Wave LEGS: Quick Jump Holosseum: Panic Walls Battle Spoils: Dragon Gun Okay... the Panic Walls holosseum is similar to Eliza's Panic Cubes. The walls change at intervals of twelve seconds. Be wary of where everything and everyone is because your foe has the Gatling Gun, which can do major damage to you if you're not careful. Also, she has a nasty habit of blasting you with her bomb if you get too close, knocking both of you down. If she's going down, she's taking you with her. Not a chance. I suggest a long-range gun like the 3-Way, Gatling, or Afterburner. Don't use a shorter-range like the Flame (believe me, you'll get one too many tastes of Geo Trap). Remember, use the walls to your advantage. ------------------------------------------------------------------------------- DRAGON GUN Ah... yes. The Dragon Gun. If you're having trouble, this is the gun to use. If not, well, use it anyway. It's cool. You can only fire one round at a time, but the rounds are extremely powerful, and it will take very few hits to knock them down. It brings the Training robo from 1000 to 880 in one shot! It has decent homing abilities, and it sounds cool, too. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Z Lackey Opponent Data: BODY: Metal Ox GUN: Splash BOMB: Submarine D POD: Feint F LEGS: Quick Jump Holosseum: Scramble Walls Battle Spoils: Stabilizer Legs Okay... the Splash Gun is one of those guns that you can spam. It's a pretty cheap gun if you're close to your foe. And believe me, he will take full advantage of it. And the holosseum you're in, Scramble Walls, has walls that change around in an unpredictable pattern. Watch for when the wall you're hiding behind suddenly drops into the ground. I recommend using the Metal Ape, since he can take the abuse of the Splash Gun. Use the Dragon Gun to just blast him. Stay away from him, and the Splash won't get to you, enabling you to blast him with the Dragon Gun. It will take three shots to down him. It's definitely a Metal Grappler... Be careful. ------------------------------------------------------------------------------- STABILIZER LEGS Use only when you have nothing else to choose from. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Z Lackey Opponent Data: BODY: Splendor GUN: Drill BOMB: Burrow P POD: Diving LEGS: Long Thrust Holosseum: Panic Walls Battle Spoils: Wave Bomb As usual with the Drill, stay away from the robo holding it, or you will be really hurt. Besides that, this match is insanely easy. ------------------------------------------------------------------------------- WAVE BOMB The Wave Bomb, when it explodes, sends more explosions in the direction that it was fired. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Z Lackey Opponent Data: BODY: Metal Bear GUN: Stun BOMB: Straight T POD: Speed D LEGS: Booster Holosseum: Panic Walls Battle Spoils: Quick Jump Legs Oo... a Metal Bear. Equip the Metal Ape with the Dragon and either the Long Thrust or Formula, depending on whether you prefer the air or the ground. Keep moving and shooting, and make sure he doesn't get close enough to use the Stun Gun. If he does, you'll learn the true meaning of "spamming a gun". ------------------------------------------------------------------------------- QUICK JUMP LEGS The Quick Jump Legs decrease the height of your jump, making you less vulnerable when you land. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Z Lackey Opponent Data: BODY: Tank Head GUN: Meteor Storm BOMB: Standard F POD: Float F LEGS: High Jump Holosseum: Scramble Walls Battle Spoils: Seeker Pod G You may want to stay with the same part setup you used against the last Z Lackey. The Tank Head has decent defense, and you'll want to be out of range of his Meteor Storm Gun. If he does manage to get you, blast him quickly. This battle should be pretty easy. ------------------------------------------------------------------------------- SEEKER POD G The Seeker Pod G is just a weaker form of Rahu's pods. They act in exactly the same way. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Z Lackey Opponent Data: BODY: Earth GUN: V Laser BOMB: Wave POD: Feint G LEGS: High Jump Holosseum: Scramble Walls Battle Spoils: Standard Bomb K Be careful. If you're using the Defender to fly around him or a robo with a continuous jump to jump in a circle, the V Laser Gun will hit you. Fly toward him. The aerial shot is a straight shot, but if you knock him down, it won't hit you. There's less of a chance than if you fly around him. ------------------------------------------------------------------------------- STANDARD BOMB K The Standard Bomb K is just like the Standard Bomb, except that if the foe is hit, he's instantly knocked down. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Z Lackey Opponent Data: BODY: Shrike GUN: Shotgun BOMB: Left Flank H POD: Caboose T LEGS: Feather Holosseum: Scramble Walls Battle Spoils: Drill Gun You should use the Defender. He'll be running at you, but you'll already be flying away. One shot should knock him down. One shot of the Dragon will knock him down and then some. This match is easy, because he'll be constantly by knocked down by his own bombs and pods. ------------------------------------------------------------------------------- DRILL GUN The Drill Gun fires a bunch of rapid-fire rounds. If one hits, the rest will automatically hit. The thing is... you have to be pretty close to hit the target. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Z Lackey Opponent Data: BODY: Seal Head GUN: Needle BOMB: Smash POD: Seeker G LEGS: Stabilizer Holosseum: Panic Walls Battle Spoils: Freeze Bomb Stay away from this one because of his gun and bomb. The Needle Gun, as you know, is powerful, and the Smash Bomb makes a big explosion right above the robo who used it. If you play an air game, this part will counter it. Using all of his artillery, this robo can get some nice combos in. Remember the Rebirth mode. While you're knocked down, she likes to get up close and just blast you. When you get up, while you're in Rebirth, knock her down and get away. Do this, and you should win. ------------------------------------------------------------------------------- FREEZE BOMB If the foe is hit by this bomb, they will be frozen for a few seconds, allowing you to attack and/or get away. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Z Lackey Opponent Data: BODY: Swift GUN: Vertical BOMB: Tomahawk G POD: Sky Freeze LEGS: Ground Holosseum: Panic Walls Battle Spoils: This robo plays a ground game. She has the Ground Legs, increasing her ability on the ground, and she disables any robo that plays an air game. Stay away from her, and you'll do fine. Oh, one more thing. Sometimes, she'll get hit by her own pod. Take this chance to blast her. She's a sitting duck! Well, actually she's floating... but whatever. ------------------------------------------------------------------------------- BEAST POD F When a target approaches the Beast Pod F, it launches itself in front of it. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Z Lackey Opponent Data: BODY: Swift GUN: Trap BOMB: Straight G POD: Cockroach H LEGS: Formula Holosseum: Scramble Walls Battle Spoils: Sky Freeze Pod Watch out. A Swift with a Trap Gun and Formula Legs. She'll be extra-fast will rounds that appear out of nowhere. Use the Defender to avoid these. Keep flying and shooting to win. ------------------------------------------------------------------------------- SKY FREEZE POD The Sky Freeze Pod hangs around in the sky. If somebody hits it, they're stuck there. ------------------------------------------------------------------------------- If I have to fight one more Z Lackey... What? That's it? Okay, that should do it! Get your parts from the parts generator at the end of the maze, and head up to find Marcia, Sergei, and Harry. After a quick chat, Eliza and some of her lackeys appear from nowhere. It was a warp hole... Back then, people could teleport wherever they wanted with these. Cool! Sergei will fight Eliza... you take care of the lackeys. ------------------------------------------------------------------------------- 1-ON-1 BATTLE Hero vs. Z Lackey Opponent Data: BODY: Dour Head GUN: Afterburner BOMB: Gemini P POD: Reflection LEGS: Long Thrust Holosseum: Frozen Field Battle Spoils: N/A This is an easy battle. Just use your basic skills to beat her. ------------------------------------------------------------------------------- After the battle, you'll see that Eliza and Sergei are still fighting. Use this chance to move on ahead! /---------\ |GAME SAVE| \---------/ Teleport to the next room, and Eliza will appear on the warp hole in front of you. Sergei must have lost! Marcia challenges her but is defeated. Then Eliza appears behind you. What... two Elizas? Twins... Eliza and Isabella. You beat Eliza at the lab, and you beat Isabella at Daimon. Now it's time to beat them both for good. ------------------------------------------------------------------------------- 2-ON-2 BATTLE Hero and Harry vs. Eliza and Isabella Partner Data: BODY: Glory GUN: Meteor Storm BOMB: Dual C POD: Seeker G LEGS: Stabilizer Opponent1 Data: Opponent2 Data: BODY: Athena /!\ BODY: Athena /!\ GUN: Waning Arc /!\ GUN: Waxing Arc /!\ BOMB: Waning Arc /!\ BOMB: Waxing Arc /!\ POD: Orca /!\ POD: Orca /!\ LEGS: Eclipse /!\ LEGS: Eclipse /!\ Holosseum: Panic Cubes Battle Spoils: N/A This battle is easy if you can avoid the illegal guns. Use the Defender with the Dragon, and the battle will by done within a couple minutes. ------------------------------------------------------------------------------- After the battle, Eliza and Isabella recall one other match where they fought so hard and lost. It was a 2-on-1 against the Z Boss, the hero's father. They fought their hardest, but they lost. After he died, there was a sense of loss. Things made sense with him around. There wasn't all this chaos with this power struggle. They tell you to hurry on, and then they pass out. /---------\ |GAME SAVE| \---------/ Go to the warp hole to find Rahu. Run up to him and press A. Erase his genetic memory, now! DIVE!!! ------------------------------------------------------------------------------- FINAL BATTLE Hero and Harry and Marcia vs. Rahu Partner1 Data: Partner2 Data: BODY: Glory BODY: Milky Way GUN: Sword Storm GUN: Homing Star BOMB: Geo Trap BOMB: Crescent P POD: Standard F POD: Float F LEGS: Stabilizer LEGS: Stabilizer Opponent Data: BODY: Rahu III /!\ GUN: Rahu III /!\ BOMB: Grand Cross /!\ POD: Prenumbra III /!\ LEGS: Ultimate /!\ Holosseum: Battle Spoils: Grand Battle, First-Person Mode, Arcade Mode, Parts Index, Sound Test, Useable CPUs in Vs. Mode Keep moving! Rahu III is extremely powerful, and even with all three of you, it will take a lot to beat him. He cannot be knocked down. Even if you charge him, he instantly goes into Rebirth. Harry and Marcia may lose quickly, so keep blasting him. Use your best parts, but these are the parts I used: Metal Ape Dragon Wave Seeker G Formula The Metal Ape can take more hits than the Glory or Milky Way, so unless Rahu constantly aims at you, you should last longer than them. Keep blasting him, and keep moving. If it becomes a 1-on-1 and you don't have at least 300 more HP than him, your chances of winning are almost nil. I'm serious. ------------------------------------------------------------------------------- GRAND BATTLE After you beat Rahu, the truth is revealed to the public. All except one bit: Steel Hearts beat it. After taking a break from work, you go back to find you're Class-D again. To get back to Class-S, you must win a variety of tournaments, ranging from 1-on-2 to free-for-all, in the different areas of the game. ------------------------------------------------------------------------------- FIRST-PERSON MODE Go to Options in the Main Menu and turn First-Person Mode on. In the holosseum, push the C Stick up to go to First-Person Mode. I only suggest using it in 1-on-1 battles. To go back to Third-Person, push the C Stick back down. ------------------------------------------------------------------------------- ARCADE MODE This is a single-player mode in which you fight eight opponents. Parts that you use will be saved in the Parts Index. ------------------------------------------------------------------------------- PARTS INDEX If you use a part in Arcade Mode, you can view what it looks like and what it does in the Parts Index. ------------------------------------------------------------------------------- SOUND TEST In Sound Test, you can switch the sound between Mono and Stereo, change the volume of the background music, change all sound settings to default, and listen to the different background music. (39 - Aurora is the coolest!) ------------------------------------------------------------------------------- USEABLE CPUS IN VS. MODE This option enables you to fight the CPU in Vs. Mode instead of just another human. ------------------------------------------------------------------------------- After the battle, the screen goes to the Z Boss's room. Everybody's in there, even the knocked-out bodies of Oboro, Eliza, and Isabella. Sergei plays one more message for you. "Hero, I know I'll never see you again, and so I want to give you these last few words. I'm sure people had their reasons for wanting to forget what had happened to them centuries ago. And for those reasons, we live in an age of darkness, of forgetting. We didn't have to remember the horros Rahu had created. But there was a problem... We also didn't remember that Rahu was still out here, waiting for its chance to return. It seems obvious in retrospect that this all should happen. After all, nobody knew to prepare a defense against it. Nobody even knew Rahu existed anymore. In fact, the government-created memories told us all that the dome was the extent of our world. The ruins of the outside world would only bring doubts to the minds of those who saw it. They would want to know what had caused all destruction. And slowly, over time, the odds became greater that someone would discover the truth... Rahu. The government could not abide this threat of instability. It did away with all knowledge of outside. This was theft, plain and simple. The curious had been robbed of the ability to discover, to learn. People learn from their mistakes. We learn, and our thinking grows, leads us to a higher level. As long as there is an unknown, humans will pursue it and seek to unravel its mysteries. The government had stolen our growth, those things that force us to evolve and explore. The memory-erasure device is a powerful tool, if used properly. Our government, despire its pure motives, used it to an evil end. They used it to stop us from evolving and growing. Now that you've stopped Rahu, you must ask yourself how best to use the device. Will you erase everyone's memory of Rahu once again? If so, you'll prove that we have not grown as a species at all in the past few centuries. Mankind will be frozen, static, incapable of bettering itself. Only death lies down that path. Hero...I'm sure your friends are listening with you. And I beg you all... We cannot repeat the mistake of our forefathers. Consider carefully how you can use that device for the benefit of us all. I leave the rest up to you. Take care, Hero." Whew... that was a lot of typing. The characters discuss what's best for the people, and in the end, it is decided that if the government won't do anything, they will bring the truth to them themselves. The matter will be discussed with the Chief and the dome's leaders. The hero gives Mira his watch so she can give it to Linda. "OK, let's go home! I can't wait to see Ernest's face when we tell him the truth!!" After the message and discussion, the credits will roll, and you will get a taste of First-Person Mode using the parts you beat Rahu with. After you beat the life out of the Metal Ape shooting you, you will get a choice. You can go back to the menu screen, where you can select Grand Battle, or you can play A New Journey again with your new parts. /---------\ |GAME SAVE| \---------/ Congratulations! You've beaten A New Journey! Now you can go on to Grand Battle! /--------\ |V. PARTS| (PRTS) \--------/ These are all the parts you can get in the game and their stats. With all the stats (0.0-5.0), the higher, the better. If you see "/!\" next to a part, then that part is illegal. That doesn't mean you can't use it; it just means it's cheap. If the part has a (C) next to it, it is a Can part and extremely weak. If the part has an asterisk (*) next to it, you only acquire it in Grand Battle. |BODY PARTS| These are the main robo bodies. Each type (Shining Fighters, etc.) have three different legal robos: Normal, Armor, and Speed. The Normal types are the most well-balanced. The Armor types sacrifice speed for defense, and the Speed types sacrifice defense for speed. DWN: Endurance Indicates how much abuse the robo can take before its system fails and it falls down. DEF: Defense Indicates how much damage a robo deflects when hit by a gun or bomb. SPD: Speed Indicates the robo's speed. SKY: Air Ability Indicates the robo's air performance. ATK: Attack Indicates the robo's attack strength. Ray 01 DWN: 2.5 DEF: 3.0 SPD: 2.5 SKY: 2.5 ATK: 3.5 A Shining Fighter model. Exhibits basic capabilities. Well-balanced attributes allow operators to use all robo functions with ease. Can air-dash twice. Collision: Charges straight toward its opponent. Splendor* DWN: 2.5 DEF: 3.5 SPD: 2.0 SKY: 2.5 ATK: 4.0 A Shining Fighter model. Exhibits basic capabilities. Well-balanced attributes allow operators to use all robo functions with ease. Can air-dash twice. Collision: Rises then charges straight toward its opponent. Can clear walls. Glory* DWN: 2.5 DEF: 2.5 SPD: 3.0 SKY: 2.5 ATK: 4.0 A Shining Fighter model. Exhibits basic capabilities. Well-balanced attributes allow operators to use all robo functions with ease. Can air-dash twice. Collision: Rises diagonally and attacks. Milky Way* DWN: 2.0 DEF: 2.0 APD: 3.0 SKY: 3.5 ATK: 2.5 An Aerial Beauty model. Very agile while airborne. Great at avoiding attacks but lacks power. Capable of two continuous jumps. Collision: Charged toward the opponent with a short jump. Able to clear walls. Earth DWN: 2.0 DEF: 2.5 SPD: 2.5 SKY: 4.0 ATK: 2.5 An Aerial Beauty model. Very agile while airborne. Great at avoiding attacks but lacks power. Capable of two continuous jumps. Collision: Rises diagonally and attacks. Able to clear walls. Sol* DWN: 2.0 DEF: 1.5 SPD: 3.0 SKY: 3.5 ATK: 3.0 An Aerial Beauty model. Very agile while airborne. Great at avoiding attacks but lacks power. Capable of two continuous jumps. Collision: Performs a slight jump and attacks its opponent. Able to clear walls. ------------------------------------------------------------------------------- Hyper Omega's Advisory for Aerial Beauties: Arm your robo with powerful weapons (like Marcia's Homing Star) to compensate for a low defense. ------------------------------------------------------------------------------- Metal Ape DWN: 5.0 DEF: 4.0 SPD: 1.5 SKY: 1.5 ATK: 2.0 A Metal Grappler model. Strong on offense and defense. Poor mobility makes dodging attacks difficult. Air-dashes onece. Collision: Rises diagonally and attacks. Metal Bear* DWN: 5.0 DEF: 4.5 SPD: 1.0 SKY: 1.5 ATK: 5.0 A Metal Grappler model. Strong on offense and defense. Poor mobility makes dodging attacks difficult. Air-dashes once. Collision: Charges straight toward its foe and attacks. Extremely strong offensively. Metal Ox* DWN: 5.0 DEF: 3.5 SPD: 2.0 SKY: 1.5 ATK: 4.0 A Metal Grappler model. Strong on offense and defense. Poor mobility makes dodging attacks difficult. Air-dashes once. Collision: Rises vertically then charges straight toward its opponent. Able to clear walls. ------------------------------------------------------------------------------- Hyper Omega's Advisory for Metal Grapplers: Metal Grapplers are slow, so you'll want to speed them up a bit. If you play a better ground game, use the Formula Legs. If you prefer an air game, use the Long Thrust Legs to increase the length of their already decent air-dash. ------------------------------------------------------------------------------- Swift DWN: 0.5 DEF: 1.0 SPD: 4.5 SKY: 2.5 ATK: 1.5 A Little Raider model. Extremely agile while on the ground. Poor defense allows foes to knock it down easily. Can jump up to three times. Collision: Charges toward its opponent with a short jump. Able to clear walls. Shrike* DWN: 0.5 DEF: 1.5 SPD: 4.0 SKY: 2.5 ATK: 2.0 A Little Raider model. Extremely agile while on the ground. Poor defense allows foes to knock it down easily. Can jump up to three times. Collision: Rises diagonally and attacks. Peregrine* DWN: 0.5 DEF: 0.5 SPD: 5.0 SKY: 2.5 ATK: 2.5 A Little Raider model. Extremely agile while on the ground. Poor defense allows foes to knock it down easily. Can jump up to three times. Collision: Charges straight toward its opponent. ------------------------------------------------------------------------------- Hyper Omega's Advisory for Little Raiders: Use a short-range gun like the Knuckle or Stun. Run up to your foe, hit them (spam if you have the Stun), and run off. Short-range guns are usually instant-knockdown, so you won't have to worry about retaliation. ------------------------------------------------------------------------------- Javelin DWN: 2.5 DEF: 3.0 SPD: 2.0 SKY: 2.0 ATK: 1.0 A Strike Vanisher model. Uses stealth function to dodge fire while air-dashing. Slow while on the ground. Can air-dash up to three times. Collision: Can repeatedly charge straight toward its opponent from short range. There is no invincibility time. Glaive* DWN: 2.5 DEF: 3.5 SPD: 1.5 SKY: 2.0 ATK: 2.0 A Strike Vanisher model. Uses stealth function to dodge fire while air-dashing. Slow while on the ground. Can air-dash up to three times. Collision; Jumps toward its opponent then drifts backward. Halberd* DWN: 2.5 DEF: 2.5 SPD: 2.5 SKY: 2.0 ATK: 4.0 A Strike Vanisher model. Uses stealth function to dodge fire while air-dashing. Slow while on the ground. Can air-dash up to three times. Collision: Charges straight toward its opponent. ------------------------------------------------------------------------------- Hyper Omega's Advisory for Strike Vanishers: Take advantage of the stealth ability. Air-dash up to your foe, shoot or charge them, then air-dash away. ------------------------------------------------------------------------------- Criminal DWN: 2.5 DEF: 2.5 SPD: 1.5 SKY: 4.0 ATK: 3.0 A Trick Flyer model. Very agile while airborne. Extremely slow on the ground. Can perform up to three short-range, but elaborate, air-dashes. Collision: Charges straight toward its opponent and drifts upward after impact. Buggy* DWN: 2.5 DEF: 3.0 SPD: 1.5 SKY: 3.5 ATK: 4.0 A Trick Flyer model. Very agile while airborne. Extremely slow on the ground. Can perform up to three short-range, but elaborate, air-dashes. Collision: Rises vertically and immediately returns to it original spot, damaging its oppponent. Juggler* DWN: 2.5 DEF: 2.0 SPD: 1.5 SKY: 4.5 ATK: 2.5 A Trick Flyer model. Very agile while airborne. Extremely slow on the ground. Can perform up to three short-range, but elaborate, air-dashes. Collision: Rises diagonally and immediately drops down, damaging its opponent below. ------------------------------------------------------------------------------- Hyper Omega's Advisory for Trick Flyers: Take advantage of their air game and keep moving through the air. Use a good gun whose air fire you prefer over the ground fire. ------------------------------------------------------------------------------- Defender DWN: 1.5 DEF: 1.5 SPD: 1.5 SKY: 4.0 ATK: 4.5 A Lightning Sky model. Can attack and change direction while air-dashing. Slow in all movements besides air-dashes. Performs only a single long-range air-dahs and slowly descends. Collision: Slowly charges toward its opponent. Seeker* DWN: 1.5 DEF: 2.0 SPD: 1.5 SKY: 3.5 ATK: 4.5 A Lightning Sky model. Can attack and change direction while air-dashing. Slow in all movements besides air-dashes. Performs only a single long-range air-dahs and slowly descends. Collision: Ascends slightly as it charges its foe. Breaker* DWN: 1.5 DEF: 1.0 SPD: 1.5 SKY: 4.5 ATK: 4.5 A Lightning Sky model. Can attack and change direction while air-dashing. Slow in all movements besides air-dashes. Performs only a single long-range air-dash and slowly descends. Collision: Slowly ascends toward its opponent. ------------------------------------------------------------------------------- Hyper Omega's Advisory for Lightning Skies: Use the Flame Gun, along with a quick bomb, any pod, and the Long Thrust legs. Fly right past your foe, and fire your bomb (I use the Geo Trap) right at them, then use the Flame Gun. If done right, instant knockdown. Also, if they're in a corner, release your pod to either side of them. When you land, fly over and fire the Flame. ------------------------------------------------------------------------------- Seal Head DWN: 3.5 DEF: 4.5 SPD: 1.5 SKY: 4.5 ATK: 3.0 A Funky Big Head model. Excellent at dodging attacks while airborne. Highly rated defense. Slow in all movements. Can perform two continuous jumps. Collision: Slowly moves toward its opponent. Dour Head* DWN: 3.5 DEF: 5.0 SPD: 1.5 AKY: 3.5 ATK: 3.0 A Funky Big Head model. Excellent at dodging attacks while airborne. Highly rated defense. Slow in all movements. Can perform two continuous jumps. Collision: Rises diagonally upward and descneds after impact. Tank Head* DWN: 3.5 DEF: 4.0 SPD: 1.5 SKY: 5.0 ATK: 4.0 A Funky Big Head model. Excellent at dodging attacks while airborne. Highly rated defense. Slow in all movements. Can perform two continuous jumps. Collision: Pounces from high in the air. Able to clear walls. Rakansen /!\* DWN: 2.5 DEF: 2.5 SPD: 4.0 SKY: 3.0 ATK: 4.0 Illegal part. A Strike Vanisher model with better ground mobility and more air-dashes. Collision: Ascends backward then immediately charges straight at its opponent. Ruhiel /!\* DWN: 2.5 DEF: 2.0 SPD: 2.5 SKY: 4.5 ATK: 4.0 Illegal part. A Lightning Sky model with upgraded defensive and aerial abilities. Collision: Ascends quickly and flies straight ahead. Athena /!\* DWN: 2.5 DEF: 2.5 SPD: 2.5 SKY: 4.5 ATK: 4.0 Illegal part. An Aerial Beauty model with upgraded aerial abilities and additional jumps. Collision: Ascends quickly. Ray Legend /!\* DWN: 2.0 DEF: 0.5 SPD: 4.5 SKY: 4.5 ATK: 3.0 An obsolete version of Ray created during the early years of custom robo. Imbalanced with good offense and poor defense. Collision: Attacks by jumping backward. Ray Warrior /!\* DWN: 4.5 DEF: 4.5 SPD: 2.5 SKY: 2.5 ATK: 5.0 A Shining Fighter model with upgraded offense and defense. Collision: Stops in place then charges toward its opponent Oil Can (C)* DWN: 0.5 DEF: 1.5 SPD: 2.5 SKY: 2.5 ATK: 4.0 A Shining Fighter model with lower defense. Weakest of the robos. Collision: Charges toward its opponent. Rahu I /!\* DWN: 2.5 DEF: 3.0 SPD: 2.5 SKY: 4.0 ATK: 4.5 A robo that was merged with an unknown living being. A Lightning Sky model with upgraded ground mobility and aerial abilities. Collision: Charges straight toward its opponent. Rahu II /!\* DWN: 3.5 DEF: 3.0 SPD: 2.5 SKY: 4.5 ATK: 5.0 A robo that was merged with an unknown living being. An evolved version of Rahu I with upgraded defensive abilities and ground mobility. Collision: Ascends backward then immediately charges forward. Rahu III /!\* DWN: 5.0 DEF: 5.0 SPD: 2.0 SKY: 5.0 ATK: 5.0 A robo that was merged with an unknown living being. Extremely high defensive and aerial capabilities. Resistant to knockdowns. Collision: Slowly appraoches its opponent, attacks, then slowly descends. Chickenheart* DWN: 2.5 DEF: 2.5 SPD: 1.5 SKY: 3.5 ATK: 2.5 A Burning Beast model. Excellent jump speed and jump height. Uses stealth function to dodge fire while air-dashing. Can only air-dash once, but can glide for a long time. Collision: Rises then quickly descends, attacking its opponent below. Ascends after attacking. |GUN PARTS| ATK: Attack Indicates how much damage the gun inflicts. SPD: Round Speed Indicates the gun's firing speed. HMG: Homing Indicates how long a fired round will follow its target. RPD: Rapid Fire Indicates how fast it can fire. DWN: Knockdown Power Indicates the gun's capacity to knock an opponent down. Basic ATK: 3.0 SPD: 2.0 HMG: 1.0 RPD: 2.0 DWN: 2.0 A gun with basic capabilities. Fires three rounds at a time. Aerial and ground shots are the same. Range: medium. Advisory: It's hard to hit your foe with this gun alone, so use bombs or pods first to freeze your opponent. Hyper Omega's Advisory: Switch from this gun to the 3-Way ASAP. 3-Way ATK: 3.0 SPD: 3.0 HMG: 3.0 RPD: 3.0 DWN: 2.0 Fires three rounds in three rows. Aerial and ground shots are the same. Range: medium-long. Advisory: It's easier to hit your target when shooting from afar, so try to stay away from you opponent when firing. Gatling ATK: 2.0 SPD: 3.0 HMG: 1.0 RPD: 3.0 DWN: 3.0 Fires eight small rounds straight ahead. Aerial and ground shots are the same. Range: medium. Advisory: When fired from a distance, power increases but accuracy decreases. Vertical ATK: 2.0 SPD: 3.0 HMG: 3.0 RPD: 2.0 DWN: 4.0 Fires two rounds straight ahead and two more vertically. Aerial and ground shots are the same. Range: medium. Advisory: The rounds that shoot out vertically can clear walls, so try hiding behind walls while firing. Sniper* ATK: 3.0 SPD: 5.0 HMG: 1.0 RPD: 1.0 DWN: 4.0 Fires one fast round straight ahead. Aerial and ground shots are the same. Range: medium-long. Advisory: After firing, you will become vulnerable, so try to keep your distance. Stun* ATK: 2.0 SPD: 5.0 HMG: 1.0 RPD: 5.0 DWN: 4.0 Fires two short rounds capable of briefly stopping your foe. Aerial and ground shots are the same. Range: short. Advisory: Since the gun's range is short, approach your opponent after launching a bomb or a pod. Hyper Omega's Advisory: Best used with Little Raiders. Move up, spam it, and get back. Hornet* ATK: 3.0 SPD: 2.0 HMG: 4.0 RPD: 2.0 DWN: 3.0 Spreads five rounds that chase its target. Aerial and ground shots are the same. Range: medium. Advisory: Shots can be dodged with a jump, so try to shoot from an elevated position. Flame ATK: 3.0 SPD: 3.0 HMG: 2.0 RPD: 3.0 DWN: 4.0 Fires six rounds. Aerial and ground shots are the same. Range: medium. Advisory: Since its power increases over distance, stay as far away as possible when shooting. Advisory: Very effective with Lightning Sky models. Fly up to them, shoot them, and fly away. If done right, most robos will be knocked down. Dragon ATK: 4.0 SPD: 2.0 HMG: 3.0 RPD: 1.0 DWN: 4.0 Fires powerful shots that chase the target. Aerial and ground shots are the same. Range: medium-long. Advisory: Since its firing speed is slow, attack when your opponent is vulnerable. Splash* ATK: 1.0 SPD: 2.0 HMG: 1.0 RPD: 5.0 DWN: 2.0 Fires three rounds capable of briefly stopping your foe. Aerial and ground shots are the same. Range: short-medium. Advisory: Try to scatter your shots while moving around. Left Arc* ATK: 3.0 SPD: 4.0 HMG: 2.0 RPD: 2.0 DWN: 3.0 Fires two rounds to the left that then curve at an angle. When shot from the air, the firing direction reverses. Range: medium-long. Advisory: Adjust your attack to your opponent's movements by shooting from both the ground and the air. Right Arc* ATK: 3.0 SPD: 4.0 HMG: 2.0 RPD: 2.0 DWN: 3.0 Fires two round to the right that then cuve at an angle. When shot from the air, the firing direction reverses. Range: medium-long. Advisory: Adjust your attack to your opponent's movements. Shotgun ATK: 5.0 SPD: 5.0 HMG: 1.0 RPD: 1.0 DWN: 5.0 Fires three short, yet powerful round capable of knocking down your opponent. Aerial and ground shots are the same. Range: short. Advisory: This gun is capable of knocking down any robo so try to go for an overload. Hyper Omega's Advisory: Best used with a Little Raider or Strike Vanisher. Move up to them, shoot, and get back. Rayfall* ATK: 3.0 SPD: 3.0 HMG: 4.0 RPD: 2.0 DWN: 2.0 Fires four homing rounds vertically. Ground fire: Rounds pause in midair. Aerial fire: Rounds do not pause in midair. Range: long. Advisory: The time it takes the rounds to home varies on where you shoot from, so alternate positions. Hyper Omega's Advisory: Fire the ground shot, then immediately fire the air shot. If done right, your foe will be chased by all the rounds at the same time. Bubble ATK: 2.0 SPD: 1.0 HMG: 2.0 RPD: 3.0 DWN: 4.0 Fires large, slow bubbles at your opponent. Ground fire: Flies to the left and right. Aerial fire: Flies straight. Range: short-medium. Advisory: When firing from the ground, hide behind walls. In the air, scatter your shots. Eagle* ATK: 2.0 SPD: 4.0 HMG: 2.0 RPD: 3.0 DWN: 3.0 Fires a quick, straight round. Ground fire: Rounds will not pause. Aerial fire: Founds will pause briefly, then fly. Range: medium-long. Advisory: Scatter your fire while airborne. V Laser* ATK: 3.0 SPD: 4.0 HMG: 1.0 RPD: 3.0 DWN: 4.0 Fires a quick, laser-like round. Ground fire: Rounds fire V-shaped paths. Aerial fire: Rounds fly straight. Range: medium-long. Advisory: On the ground, use it to clear obstacles. In the air, do a short jump and fire when your opponent is close. Magnum* ATK: 4.0 SPD: 5.0 HMG: 1.0 RPD: 1.0 DWN: 5.0 Fires a single, powerful, short-range round. Aerial and ground shots are the same. Range: short. Advisory: If you fire from afar, your opponent will not go down, so make sure you get close. Hyper Omega's Advisory: Best used with a Strike Vanisher or Little Raider. Move up, shoot, get back. Needle ATK: 2.0 SPD: 3.0 HMG: 1.0 RPD: 4.0 DWN: 4.0 Fires three vertical, laser-like rounds. Aerial and ground shots are the same. Range: medium. Advisory: Your opponent will be blown upward when hit, so use the chance to close in and attack. Hyper Omega's Advisory: The aerial shot is actually slightly different from the ground shot. Keep using the aerial shot because all three rounds have a better chance of hitting. Starshot* ATK: 2.0 SPD: 3.0 HMG: 2.0 RPD: 4.0 DWN: 2.0 Splits into five rounds as it ascends. Ground fire: Rounds split vertically. Aerial fire: Rounds split horizontally. Range: long. Advisory: When in the air, spread your fire. When on the ground, fire repeatedly when your opponent approaches. Glider* ATK: 3.0 SPD: 2.0 HMG: 5.0 RPD: 3.0 DWN: 1.0 Fires two large rounds. Ground fire: Rounds fly straight. Aerial fire: One round flies from the side. Range: long. Advisory: Spread your fire when in the air and blast away when your foe approaches. Homing Star* ATK: 3.0 SPD: 3.0 HMG: 4.0 RPD: 2.0 DWN: 2.0 Breaks up after you fire and chases your opponent. Ground fire: Rounds break in a vertical pattern. Aerial fire: Rounds break in a horizontal pattern. Range: medium-long. Advisory: When your opponent is walking, fire from the air. If your foe jumps, shoot from the ground. Hyper Omega's Advisory: I would just always use the air fire. Trap* ATK: 3.0 SPD: 3.0 HMG: 2.0 RPD: 4.0 DWN: 1.0 Fires several shots. Ground fire: Rounds delay briefly. Aerial fire: Rounds fly straight. Range: medium-long. Advisory: Spread your fire when on the ground. When firing from the air, use the gun to immobilize your opponent. Hyper Omega's Advisory: Best in a holosseum with less obstacles. Very effective with a Little Raider. Keep running and shooting, and your foe could be cornered. Drill ATK: 3.0 SPD: 5.0 HMG: 2.0 RPD: 3.0 DWN: 4.0 Repeatedly fires shots that draw your opponent toward you. Aerial and ground shots are the same. Range: short. Advisory: If one round hits your opponent, so will the remaining amount. This gun works best if fired quickly from afar. Titan* ATK: 1.0 SPD: 1.0 HMG: 1.0 RPD: 2.0 DWN: 3.0 Fires an extremelyu large shot. Aerial and ground shots are the same. Range: medium. Advisory: Since the firepower is weak, try to fire this gun as quickly as possible. Claw* ATK: 1.0 SPD: 3.0 HMG: 5.0 RPD: 4.0 DWN: 1.0 Repeatedly fires shots that pull your opponent toward you. Ground fire: Rounds ascend slightly. Aerial fire: Rounds fly straight. Range: medium. Advisory: The gun has slow firepower, so draw your foe toward you and use a bomb or collision. Knuckle ATK: 5.0 SPD: 5.0 HMG: 1.0 RPD: 5.0 DWN: 5.0 Fires extremely short-range rounds. Ground fire: Blows your opponent upward. Aerial fire: Blows your opponent far away. Range: short. Advisory: The gun is powerful but difficult to hit with. Stop your opponent with a bomb or pod, then fire. Hyper Omega's Advisory: Fire from the ground first. When they are moving upward, blast them away with the aerial fire so you can get away while they're in Rebirth. Afterburner ATK: 4.0 SPD: 4.0 HMG: 2.0 RPD: 2.0 DWN: 3.0 Fires rounds that gradually increase in speed. Ground fire: Blows opponent away from you. Aerial fire: Draws opponent toward you. Range: medium-long. Advisory: Adjust to your foes shooting range and fire from the ground and air to change which direction they fly. Blade* ATK: 1.0 SPD: 3.0 HMG: 1.0 RPD: 5.0 DWN: 1.0 Fires shots in a straight row. Rounds do not follow your foe. Aerial and ground shots are the same. Range: short-medium. Advisory: You won't be vulnerable while firing, so use it between bomb and pod attacks. Hyper Omega's Advisory: Corner your foe with a bomb and pods, and then spam with this gun. It's a guaranteed hit if done right. Meteor Storm ATK: 2.0 SPD: 3.0 HMG: 2.0 RPD: 3.0 DWN: 2.0 Fires multiple shots that spread outward. Aerial and ground shtos are the same. Range: short-medium. Advisory: Firepower increases with distance, so try to stay as far away as possible from your opponent. Twin Fang* ATK: 4.0 SPD: 4.0 HMG: 3.0 RPD: 3.0 DWN: 2.0 Fires quick, continous rounds. Ground fire: Rounds quickly rise, then fall straight down. Aerial fire: Rounds fly straight. Range: short. Advisory: High firepower is offset by a short range, so try to get close before attacking. Hyper Omega's Advisory: Use the ground fire if your foe is hiding behind a wall. Gravity* ATK: 4.0 SPD: 3.0 HMG: 1.0 RPD: 4.0 DWN: 4.0 Fires shots that grow large and become immobile. Ground fire: Rounds move straight ahead. Aerial fire: Rounds ascend diagonally. Range: medium. Advisory: Your foe will be blown upward when shot from the ground, so fire some aerial shots first. Phoenix* ATK: 3.0 SPD: 5.0 HMG: 2.0 RPD: 4.0 DWN: 3.0 Fires quick, large rounds. Ground fire: Two rounds shoot up and down. Aerial fire: Rounds fly straight. Range: long. Advisory: Prevent your foe from jumping by shooting from the ground. When your opponent is one the ground, fire from the air. Left Pulse ATK: 2.0 SPD: 3.0 HMG: 4.0 RPD: 3.0 DWN: 2.0 Fires eight rounds that start left then turn right. Firing direction reverses when shot from the air. Range: medium. Advisory: Since the rounds bend, hide behind a wall and fire. Right Pulse ATK: 2.0 SPD: 3.0 HMG: 4.0 RPD: 3.0 DWN: 2.0 Fires eight rounds that start right then turn left. Firing direction reverses when shot from the air. Range: medium. Advisory: Since the rounds bend, hide behind a wall and fire. Sword Storm ATK: 3.0 SPD: 5.0 HMG: 2.0 RPD: 4.0 DWN: 3.0 Fires rounds that ascend high then fly straight at the target. The rounds rise differently when fired from the air. Range: medium-long. Advisory: Though it can fire repeatedly, this gun can be difficult to aim with, so shift your timing and fire from both the ground and air. Ion* ATK: 2.0 SPD: 2.0 HMG: 5.0 RPD: 5.0 DWN: 2.0 Fires rounds that turn twice. Rounds turn differently when fired from the air. Range: medium. Advisory: It's easy to hit your target with this gun, but the rounds move slowly, so fire as quickly as possible. Flare* ATK: 4.0 SPD: 4.0 HMG: 2.0 RPD: 3.0 DWN: 3.0 Fires rounds that explode after a certain amount of time. The timing of the explosions change when the gun is fired from the air. Range: medium. Advisory: Your opponent will receive the most damage when hit during a blast, so time it well. Left 5-Way ATK: 2.0 SPD: 4.0 HMG: 1.0 RPD: 4.0 DWN: 3.0 Fires five rounds that spread to the left side. The rounds turn in the opposite direction when fired from the air. Range: medium-long. Advisory: Spread your fire from both the ground and the air. Right 5-Way ATK: 2.0 SPD: 4.0 HMG: 1.0 RPD: 4.0 DWN: 3.0 Fires five rounds that spread to the right side. The rounds turn in the opposite direction when fired from the air. Range: medium-long. Advisory: Spread your fire from both the ground and the air. Halo* ATK: 3.0 SPD: 3.0 HMG: 4.0 RPD: 3.0 DWN: 3.0 Fires a large homing round. Ground fire: Ascends then chases your opponent. Aerial fire: Stops in front of you. Range: medium-long. Advisory: Since it takes time for the rounds to reach your opponent, shoot from behind a wall. When firing from the air, wait until they approach you. Wave Laser /!\* ATK: 1.0 SPD: 5.0 HMG: 1.0 RPD: 5.0 DWN: 1.0 Illegal part. Fires short rounds that can stop your opponent for a long period of time. Aerial and ground shots are the same. Range: short. X Laser /!\* ATK: 4.0 SPD: 5.0 HMG: 4.0 RPD: 3.0 DWN: 4.0 Illegal part. Fires two rounds from each side that curve at an angle. Range changes when shot from the ground or the air. Range: medium. Crystal Strike /!\* ATK: 5.0 SPD: 4.0 HMG: 4.0 RPD: 4.0 SWN: 4.0 Illegal part. Fires large rounds continuously. Ground fire: Stops in midair then chases the target. Aerial fire: Flies straight. Range: long. Hyper Omega's Advisory: Hide behind a wall and just keep pressing B. It's extremely cheap, but it's an almost guaranteed win. Wyrm /!\* ATK: 5.0 SPD: 4.0 HMG: 3.0 RPD: 2.0 DWN: 3.0 Illegal part. A Dragon Gun with upgraded speed and additional rounds. Ground fire: Fires four continuous rounds. Aerial fire: Fires one quick round. Range: medium. Hyper Omega's Advisory: Short-jump and fire to knock your foe down instantly. Raptor /!\* ATK: 4.0* SPD: 4.0 HMG: 4.0 RPD: 4.0 DWN: 3.0 Illegal part. An Eagle Gun with upgraded firepower, speed, and rounds. Ground fire: Fires one straight round and one diagonal round. Aerial fire: Fires two rounds that stop in midair before attacking. Range: medium-long. Waxing Arc /!\* ATK: 4.0 SPD: 4.0 HMG: 4.0 RPD: 2.0 DWN: 4.0 Illegal part. A Left Arc Gun with additional rounds and a homing device. Fires four rounds that start left then curve at an angle. The rounds turn in the opposite direction when fired from the air. Range: medium-long. Waning Arc /!\* ATK: 4.0 SPD: 4.0 HMG: 4.0 RPD: 2.0 DWN: 4.0 Illegal part. A Right Arc Gun with additional rounds and a homing device. Fires four rounds that start right then curve at an angle. The rounds turn in the opposite direction when fired from the air. Range: medium-long. Rahu I /!\* ATK: 4.0 SPD: 4.0 HMG: 4.0 RPD: 3.0 DWN: 4.0 A gun that was merged with an unknown living being. A Flare Cannon with upgraded firepower and bigger rounds. Once fired, the rounds explode after a set time. Range: medium. Rahu II /!\* ATK: 5.0 SPD: 4.0 HMG: 3.0 RPD: 4.0 DWN: 4.0 A gun that was merged with an unknown living being. An evolved version of Rahu I with upgraded firepower, round size, and shooting range. When fired, the rounds emit large blasts after a set amount of time. Range: medium. Rahu III /!\* ATK: 5.0 SPD: 4.0 HMG: 2.0 RPD: 3.0 DWN: 5.0 A gun that was merged with an unknown living being. An evolved version of Rahu II with upgraded firepower, round size, and shooting range. When fired, the rounds emit extremely large blasts after a short period of time. Can (C)* ATK: 3.0 SPD: 1.0 HMG: 1.0 RPD: 2.0 DWN: 2.0 The weakest gun, this model is a weaker version of the Basic gun. Fires three rounds in a straight line. Rounds become small after leaving the gun. Aerial and ground shots are the same. Range: medium. |BOMB PARTS| ATK: Offense Indicates how much damage the bomb deals upon impact. SPD: Speed Indicates how quickly the bomb moves once fired. SIZ: Blast Radius Indicates the blast radius of the bomb. TIM: Blast Endurance Inidcates the duration of the blast. DWN: Knockdown Power Indicates a bomb's capacity to knock an opponent down. Standard ATK: 4.0 SPD: 3.0 SIZ: 3.0 TIM: 3.0 DWN: 3.0 Features basic functions. Flies straight toward target. Launches one bomb at a time. Blows target back diagonally. Advisory: Launch as often as possible so your opponent cannot hide behind the walls. Standard F ATK: 4.0 SPD: 3.0 SIZ: 3.0 TIM: 3.0 DWN: 3.0 Features basic functions. Flies straight toward target. Launches one bomb at a time. Blows target sideways. Advisory: Launch as often as possible so your opponent cannot hide behind the walls. Standard S ATK: 3.0 SPD: 3.0 SIZ: 2.0 TIM: 2.0 DWN: 2.0 Features basic functions. Flies straight toward target. Launches one bomb at a time. Briefly immobilizes target. Advisory: Launch as often as possible so your opponent cannot hide behind the walls. Standard K ATK: 3.0 SPD: 3.0 SIZ: 2.0 TIM: 2.0 DWN: 5.0 Features basic functions. Flies in an arc toward target. Launches one bomb at a time. Always koncks target down on impact. Advisory: Constantly launch bombs to run your opponent out of hiding. Standard X* ATK: 2.0 SPD: 3.0 SIZ: 2.0 TIM: 2.0 DWN: 3.0 Features basic functions. Arcs toward target. Launches one bomb at a time. Blows target diagonally upward high into the air. Advisory: Launch frequently to prevent your opponent from hiding behind walls. Wave ATK: 3.0 SPD: 2.0 SIZ: 2.0 TIM: 3.0 DWN: 3.0 Emits three blasts that can pass through walls. Launches one bomb at a time. Blows target to the side at a low trajectory. Advisory: If your opponent is hiding behind a wall, fire directly toward them. Hyper Omega's Advisory: Good in holosseums with many walls. Straight G ATK: 2.0 SPD: 4.0 SIZ: 2.0 TIM: 2.0 DWN: 3.0 Flies quickly straight ahead. Launches one bomb at a time. Blows target upward. Advisory: Launch frequently at your opponent from close range. Straight S* ATK: 2.0 SPD: 4.0 SIZ: 2.0 TIM: 2.0 DWN: 2.0 Flies quickly straight ahead. Launches one bomb at a time. Briefly immobilizes target. Advisory: Launch frequently at your opponent from close range. Straight T ATK: 1.0 SPD: 4.0 SIZ: 2.0 TIM: 2.0 DWN: 3.0 Flies quickly straight ahead. Launches one bomb at a time. Blows target upward. Advisory: Launch frequently at your opponent from close range. Left Flank H ATK: 3.0 SPD: 3.0 SIZ: 4.0 TIM: 2.0 DWN: 3.0 Launches left then turns right. Blows target slowly sideways. The direction of the bomb changes when launched from the air. Advisory: Adjust to your foe's movement and fire from both the ground and air. Right Flank H ATK: 3.0 SPD: 3.0 SIZ: 4.0 TIM: 2.0 DWN: 3.0 Launches right then turns left. Blows target slowly sideways. The direction of the bomb changes when launched from the air. Advisory: Adjust to your foe's movement and fire from both the ground and air. Left Wave* ATK: 2.0 SPD: 2.0 SIZ: 2.0 TIM: 3.0 DWN: 3.0 Launches left then turns right. Explodes in three continuous blasts than can clear walls. Launches one bomb at a time. Blows target sideways. The direction of the bomb changes when fired from the air. Advisory: Fire from both the ground and air. Right Wave* ATK: 2.0 SPD: 2.0 SIZ: 2.0 TIM: 3.0 DWN: 3.0 Launches right then turns left. Explodes in three continuous blasts than can clear walls. Launches one bomb at a time. Blows target sideways. The direction of the bomb changes when fired from the air. Advisory: Fire from both the ground and air. Burrow D* ATK: 4.0 SPD: 3.0 SIZ: 4.0 TIM: 5.0 DWN: 3.0 Explodes after a short period of time when it descends. Launches one bomb at a time. Blast lingers for a while. Blows target diagonally upward. Advisory: Try to scatter bombs to block your opponent's path. Burrow P* ATK: 4.0 SPD: 3.0 SIZ: 4.0 TIM: 5.0 DWN: 3.0 Explodes after a short period of time when it descends. Launches one bomb at a time. Blast lingers for a while. Blows target upward. Advisory: Try to scatter bombs to block your opponent's path. Freeze ATK: 1.0 SPD: 3.0 SIZ: 2.0 TIM: 4.0 DWN: 1.0 A bomb with basic functions. Travels in an arc toward target. Launches on bomb at a time. Briefly immobilizes target. Advisory: Since the bomb won't directly hit your opponent, fire it as you approach. Hyper Omega's Advisory: Do not use when the foe is right next to you, or you will be stunned. Tomahawk B ATK: 3.0 SPD: 2.0 SIZ: 4.0 TIM: 4.0 DWN: 3.0 Travels in an arc toward target. Launches one bomb at a time. Blast lingers for a while. Blows target sideways. Advisory: Use it on opponents whole like to stay in the air. Tomahawk G* ATK: 3.0 SPD: 2.0 SIZ: 3.0 TIM: 3.0 DWN: 3.0 Travels in a high arc. Launches one bomb at a time. Blows target upward. Advisory: Use it on opponents who like to stay in the air. Gemini B* ATK: 2.0 SPD: 3.0 SIZ: 2.0 TIM: 3.0 DWN: 2.0 Ground fire: Launches a split bomb toward either side of your foe. Aerial fire: Launches a split bomb toward the front and back of your foe. Launch two bombs at a time. Blast lingers for a while. Blows target sideways. Advisory: Fire frequently to trap your opponent. Gemini P ATK: 2.0 SPD: 3.0 SIZ: 2.0 TIM: 4.0 DWN: 2.0 Ground fire: Launches a split bomb toward either side of your foe. Aerial fire: Launches a split bomb toward the front and back of your foe. Can launch two bombs at a time. Blast lingers for a while. Blows target sideways. Submarine D* ATK: 5.0 SPD: 1.0 SIZ: 4.0 TIM: 5.0 DWN: 3.0 Slowly travels straight ahead. Launches one bomb at a time. Blast lingers for a while. Blows target up and backward. Advisory: Fire near your foe then block their way. Submarine P ATK: 5.0 SPD: 1.0 SIZ: 3.0 TIM: 5.0 DWN: 3.0 Slowly travels straight ahead. Launches one bomb at a time. Blast lingers for a while. Blows target upward. Advisory: Fire near your foe then block their way. Submarine K ATK: 4.0 SPD: 1.0 SIZ: 3.0 TIM: 3.0 DWN: 5.0 Slowly travels straight ahead. Launches one bomb at a time. Always knocks target down on impact. Advisory: Fire in unexpected directions to block your opponent's path. Crescent P ATK: 3.0 SPD: 1.0 SIZ: 3.0 TIM: 4.0 DWN: 3.0 Travels in a slow arc toward target. Launches one bomb at a time. Blast lingers for a while. Blows target upward. Advisory: Try to fire it constantly to keep your opponent from jumping. Cresent C* ATK: 2.0 SPD: 1.0 SIZ: 3.0 TIM: 4.0 DWN: 3.0 Travels in a slow arc toward target. Launches one bomb at a time. Blast lingers for a while. Blows target slightly upward. Advisory: Try to fire it constantly to keep your opponent from jumping. Crescent K* ATK: 4.0 SPD: 1.0 SIZ: 3.0 TIM: 3.0 DWN: 5.0 Travels in a slow arc toward target. Launches one bomb at a time. Always koncks target down on impact. Advisory: Try to fire it constantly to keep your opponent from jumping. Dual* ATK: 3.0 SPD: 3.0 SIZ: 3.0 TIM: 4.0 DWN: 3.0 Explodes twice. Capable of creating balsts both in front of and behind your opponent. Launches one bomb at a time. Blows target diagonally upward. Advisory: Use it on opponents who try to stay far away from you. Dual C ATK: 2.0 SPD: 3.0 SIZ: 3.0 TIM: 4.0 DWN: 3.0 Explodes twice. Capable of creating balsts both in front of and behind your opponent. Launches one bomb at a time. Blows target slowly upward. Advisory: Use it on opponents who try to stay far away from you. Acrobat ATK: 0.0 SPD: 5.0 SIZ: 4.0 TIM: 2.0 DWN: 1.0 Explodes at your feet. Does not inflict damage. Launches one bomb at a time. Blows your robo high into the air. Advisory: Use it when you want to jump very high. Hyper Omega's Advisory: Good with Funky Big Heads because it allows them to jump even higher and not get knocked down due to their defense. Delta* ATK: 2.0 SPD: 4.0 SIZ: 1.0 TIM: 2.0 DWN: 2.0 Traps target by launching three boms: to the left, right, and front. Blows target sideways. Advisory: Launch frequently to keep your foe at a distance. Wall ATK: 4.0 SPD: 4.0 SIZ: 3.0 TIM: 4.0 DWN: 3.0 Detonates a huge explosion in front of you. Launches one bomb at a time. Blows target diagonally upward. Advisory: Fire away from your foe to block their way. Hyper Omega's Advisory: Only good in holosseums with fewer obstacles. Smash* ATK: 4.0 SPD: 5.0 SIZ: 3.0 TIM: 4.0 DWN: 3.0 Explodes above your head. Launches one bomb at a time. Blows target diagonally upward. Advisory: Use it when your opponent tries to attack from the air. Double Mine ATK: 2.0 SPD: 3.0 SIZ: 3.0 TIM: 3.0 DWN: 1.0 Launches and splits to the left and right sides. Explodes after a short period of time if it lands on the ground. Launches two bombs at a time. Blows target diagonally upward. Advisory: Try to cover the area near your foe in bombs. Hyper Omega's Advisory: When your foe is in a corner, surround them with bombs and shoot them. Geo Trap ATK: 4.0 SPD: 4.0 SIZ: 4.0 TIM: 4.0 DWN: 3.0 Flies in an arc toward target. Launches one bomb at a time. Blows target diagonally upward. Advisory: Since the bombs are fast and powefulk, use them to chase your foe into the open. Hyper Omega's Advisory: Use this with the Lightning Sky strategy described in the Body section. Titan* ATK: 1.0 SPD: 1.0 SIZ: 5.0 TIM: 3.0 DWN: 5.0 Slowly flies in the air. Emits an enormous blast. Launches one bomb at a time. Blows target diagonally high into the air. Advisory: Don't worry about where your opponent is and launch repeatedly. Hyper Omega's Advisory: Good in the Sudden Death holosseum when using a robo with a continuous jump. Treble /!\* ATK: 4.0 SPD: 3.0 SIZ: 3.0 TIM: 3.0 DWN: 3.0 Illegal part. A Delta Bomb with upgraded firepower and a larger blast radius. splits into three bombs. Blows target on a low trajectory. Wyvern /!\* ATK: 2.0 SPD: 3.0 SIZ: 3.0 TIM: 2.0 DWN: 3.0 Illegal part. An upgraded Standard Bomb X with a lerger blast redius and longer range. Launches one bomb at a time. Blows target diagonally upward. Waxing Arc /!\* ATK: 3.0 SPD: 3.0 SIZ: 3.0 TIM: 3.0 DWN: 3.0 Illegal part. An upgraded Left Wave Bomb with higher firepower and a larger blast radius. Launches one bomb at a time. Blows target diagonally upward. Waning Arc /!\* ATK: 3.0 SPD: 3.0 SIZ: 3.0 TIM: 3.0 DWN: 3.0 Illegal part. An upgraded Right Wave Bomb with higher firepower and a larger blast radius. Launches one bomb at a time. Blows target diagonally upward. Grand Cross /!\* ATK: 5.0 SPD: 3.0 SIZ: 4.0 TIM: 3.0 DWN: 3.0 A bomb that has been merged with an unknown living being. Emits four enormous blasts within your robo's range. Launches one bomb at a time. Blows target diagonally upward. Can (C)* ATK: 2.0 SPD: 3.0 SIZ: 2.0 TIM: 2.0 DWN: 3.0 The weakest bomb, this is a Standard bomb with less firepower and blast strength. Launches one bomb at a time. Blows target diagonally upward. |POD PARTS| ATK: Offense Indicates how much damage the pod deals upon impact. SPD: Speed Indicates how quickly the pod moves once fired. HMG: Homing Indicates how long the pod will follow its target. SIZ: Blast Radius Indicates the blast radius of the pod. TIM: Blast Duration Indicates the duration of the blast. Standard ATK: 3.0 SPD: 3.0 HMG: 3.0 SIZ: 3.0 TIM: 3.0 Features basic functions. Fires straight in the direction it is deployed. Can deploy two pods at a time. Blows target diagonally upward. Advisory: Fire one to the left and one to the right to trap your opponent. Standard F ATK: 2.0 SPD: 3.0 HMG: 3.0 SIZ: 4.0 TIM: 4.0 Features basic functions. Flies straight ahead. Can deploy two pods at one time. Blows target back on a low trajectory. Advisory: Trap your opponent by deploying one pod to either side. Seeker F ATK: 2.0 SPD: 1.0 HMG: 5.0 SIZ: 3.0 TIM: 3.0 Slowly chases your opponent. Can deploy two pods at one time. Blows target back on a low trajectory. Advisory: Deploy pods in all directions to confuse your foe. Hyper Omega's Advisory: These pods are good for cornering your foe. Seeker G ATK: 2.0 SPD: 1.0 HMG: 5.0 SIZ: 3.0 TIM: 3.0 Slowly chases your opponent. Can deploy two pods at one time. Blows target upward. Advisory: Deploy pods in all directions to confuse your foe. Hyper Omega's Advisory: These pods are good for cornering your foe. After they are blasted upward, shoot them. Speed D ATK: 3.0 SPD: 5.0 HMG: 1.0 SIZ: 4.0 TIM: 5.0 Quickly flies straight ahead. Can deploy two pods at one time. Blast lingers for a while and blows target diagonally upward. Advisory: Deploy directly at your foe to defend yourself. Speed P* ATK: 3.0 SPD: 5.0 HMG: 1.0 SIZ: 4.0 TIM: 5.0 Quickly flies straight ahead. Can deploy two pods at one time. Blast lingers for a while and blows target upward. Advisory: Deploy directly at your foe to defend yourself. Cockroach G* ATK: 2.0 SPD: 4.0 HMG: 4.0 SIZ: 3.0 TIM: 3.0 Normally flies slowly but quickly increases its speed when it spots its target. Can deploy two pods at one time. Blows target upward. Advisory: Deploy one pod left and one pod right to trap your opponent. Cockroach H ATK: 2.0 SPD: 4.0 HMG: 4.0 SIZ: 3.0 TIM: 3.0 Normally flies slowly but quickly increases its speed when it spots its target. Can deploy two pods at one time. Blows target slowly sideways. Advisory: Deploy one pod left and one pod right to trap your opponent. Dolphin ATK: 3.0 SPD: 4.0 HMG: 2.0 SIZ: 3.0 TIM: 3.0 Arcs toward target. Can deploy two pods at one time. Blows target diagonally upward. Advisory: Deploy when your oppopnent hides behind a wall or tries to approach by air. Dolphin G* ATK: 3.0 SPD: 4.0 HMG: 2.0 SIZ: 3.0 TIM: 3.0 Arcs toward target. Can deploy two pods at one time. Blows target upward. Advisory: Deploy when your oppopnent hides behind a wall or tries to approach by air. Spider ATK: 2.0 SPD: 3.0 HMG: 2.0 SIZ: 5.0 TIM: 3.0 Remains in place when deploy, then homes in when a target approaches. Can deploy three pods at one time. Blows target diagonally upward. Advisory: Surround yourself with pods for protection. Spider G* ATK: 2.0 SPD: 3.0 HMG: 2.0 SIZ: 5.0 TIM: 3.0 Remains in place when deploy, then homes in when a target approaches. Can deploy three pods at one time. Blows target upward. Advisory: Surround yourself with pods for protection. Sky Freeze ATK: 1.0 SPD: 2.0 HMG: 3.0 SIZ: 4.0 TIM: 4.0 Hangs in the air once deployed, then homes in when a target approaches. Can deploy two pods at one time. Briefly immobilizes target. Advisory: Use it on foes when they try to attack from the air. Hyper Omega's Advisory: Be careful not to be hit when these explode. Ground Freeze* ATK: 1.0 SPD: 2.0 HMG: 3.0 SIZ: 4.0 TIM: 4.0 Remains on the ground when deployed, then homes in when a target approaches. Can deploy two pods at one time. Briefly immobilizes target. Advisory: Use it in the area around you to prevent foes from approaching. Hyper Omega's Advisory: Be careful not to be hit when these explode. Feint F ATK: 2.0 SPD: 4.0 HMG: 4.0 SIZ: 4.0 TIM: 3.0 Stops in front of its target. Can deploy two pods at one time. Blows target sideways. Advisory: Scatter pods left and right to block your opponent's way. Feint G* ATK: 2.0 SPD: 4.0 HMG: 4.0 SIZ: 4.0 TIM: 3.0 Stops in front of its target. Can deploy two pods at one time. Blows target upward. Advisory: Scatter pods left and right to block your opponent's way. Float F ATK: 2.0 SPD: 2.0 HMG: 4.0 SIZ: 2.0 TIM: 3.0 Circles over target's head then attacks. Deploys two pods at one time. Blows target back at a low trajectory. Advisory: Deploy pods frequently to rattle your opponent. Jumping B ATK: 3.0 SPD: 2.0 HMG: 4.0 SIZ: 4.0 TIM: 5.0 Approaches target from the front then flies over it and explodes in the air. Can deploy two pods at one time. Blast lingers for a while and blows target back at a low trajectory on impact. Advisory: Deploy toward your foe to keep them from jumping. Jumping G* ATK: 3.0 SPD: 2.0 HMG: 4.0 SIZ: 4.0 TIM: 3.0 Approaches target from the front then flies over it and explodes in the air. Can deploy two pods at one time. Blast lingers for a while and blows target upward on impact. Advisory: Deploy toward your foe to keep them from jumping. Diving ATK: 2.0 SPD: 3.0 HMG: 4.0 SIZ: 3.0 TIM: 3.0 Flies in the air, homes in on a target, then descends in front of it. Can deploy two pods at one time. Blows target diagonally upward. Advisory: Use it against foes who like to hide behind walls. Wave ATK: 2.0 SPD: 4.0 HMG: 2.0 SIZ: 2.0 TIM: 3.0 Emits four continuous blasts that can clear walls. Deploys one pod at a time. Blows target to the side at a low trajectory upward. Advisory: When your opponent is behind a wall, deploy it. Advisory: Good in holosseums with many walls. Satellite ATK: 3.0 SPD: 1.0 HMG: 3.0 SIZ: 3.0 TIM: 3.0 Hangs in the air once deployed, then homes in when a target approaches. Can deploy three pods at one time. Blows target diagonally upward. Advisory: Use it against airborne enemies. Hyper Omega's Advisory: Good for cornering enemies. Satellite H* ATK: 3.0 SPD: 1.0 HMG: 3.0 SIZ: 3.0 TIM: 3.0 Hangs in the air once deployed, then homes in when a target approaches. Can deploy three pods at one time. Blows target slowly sideways. Advisory: Use it against airborne enemies. Hyper Omega's Advisory: Good for cornering enemies. Beast F ATK: 2.0 SPD: 2.0 HMG: 4.0 SIZ: 3.0 TIM: 3.0 Hangs in the air once deployd, the homes in when a target approaches and jumps in front of it. Can deploy three pods at one time. Blows target back on a low trajectory. Advisory: Deploy it away from your position. Trio H ATK: 4.0 SPD: 3.0 HMG: 3.0 SIZ: 3.0 TIM: 3.0 Cannot travel far, but can deploy multiple pods, up to three at one time. Blows target slowly sideways. Advisory: Surround yourself with pods to keep your foe at bay. Wall* ATK: 3.0 SPD: 5.0 HMG: 1.0 SIZ: 3.0 TIM: 4.0 Deploys three horizontal blasts in front of you. Can deploy three pods at one time. Blows target diagonally upward. Advisory: Aim it straight at your opponents when they charge. Reflection ATK: 3.0 SPD: 3.0 HMG: 1.0 SIZ: 3.0 TIM: 3.0 Doesn't chase your opponent, but travels around for a long period of time. Can deploy three pods at one time. Blows target diagonally upward. Advisory: Constantly scatter three pods around the area. Hyper Omega's Advisory: Good in close quarters, such as in Sudden Death. Caboose C ATK: 5.0 SPD: 3.0 HMG: 3.0 SIZ: 5.0 TIM: 3.0 Flies in the opposite direction of where you aim. Can deploy two pods at one time. Blows target slowly upward. Advisory: Use it to cover your escape while retreating. Caboose T* ATK: 5.0 SPD: 3.0 HMG: 3.0 SIZ: 5.0 TIM: 3.0 Flies in the opposite direction of where you aim. Can deploy two pods at one time. Blows target toward you. Advisory: Use it to cover your escape while retreating. Caboose X* ATK: 2.0 SPD: 3.0 HMG: 3.0 SIZ: 5.0 TIM: 3.0 Flies in the opposite direction of where you aim. Can deploy two pods at one time. Blows target diagonally high into the air. Advisory: Use it to cover your escape while retreating. Twin Flank F ATK: 3.0 SPD: 3.0 HMG: 2.0 SIZ: 3.0 TIM: 3.0 Deploys one pod left and one pod right. Deploys two pods at one time. Blows target back on a low trajectory. Advisory: Use it when a wall separates you and your foe. Twin Flank G* ATK: 3.0 SPD: 3.0 HMG: 2.0 SIZ: 3.0 TIM: 3.0 Deploys one pod left and one pod right. Deploys two pods at one time. Blows target upward. Advisory: Use it when a wall separates you and your foe. Umbrella* ATK: 3.0 SPD: 4.0 HMG: 2.0 SIZ: 4.0 TIM: 1.0 Hovers overhead then explodes. Deploys three pods at once. Blows target diagonally upward. Advisory: Use it against opponents who attack from the air. Throwing D ATK: 3.0 SPD: 4.0 HMG: 2.0 SIZ: 3.0 TIM: 5.0 Travels in a high arc. Can deploy two pods at one time. Blast lingers a while and blows target diagonally upward on impact. Advisory: Deploy directly at your foe from behind a wall. Throwing P* ATK: 3.0 SPD: 4.0 HMG: 2.0 SIZ: 3.0 TIM: 3.0 Travels in a high arc. Can deploy two pods at one time. Blast lingers a while and blows target upward on impact. Advisory: Deploy directly at your foe from behind a wall. Double Wave* ATK: 2.0 SPD: 3.0 HMG: 1.0 SIZ: 2.0 TIM: 3.0 Deploys pods left and right and emits four blasts capable of clearing walls. Deploys two pods at one time. Blows target diagonally upward. Advisory: Use it to surround a foe hiding behind a wall. Titan* ATK: 1.0 SPD: 1.0 HMG: 1.0 SIZ: 5.0 TIM: 5.0 Moves slowly and emits an enormous blast. Deploys one pod at a time. Blows target diagonally high into the air. Advisory: Don't woryy about your opponent's position and deploy frequently. Cheetah /!\* ATK: 3.0 SPD: 5.0 HMG: 1.0 SIZ: 4.0 TIM: 5.0 Illegal part. A Speed Pod P with upgraded firepower, range, and number of rounds. Can deploy three pods at one time. Blast lingers a while and blows target upward. Wolf Spider /!\* ATK: 2.0 SPD: 5.0 HMG: 3.0 SIZ: 5.0 TIM: 3.0 Illegal part. A Spider Pod G with upgraded speed and a homing device. Can deploy three pods at one time. Blows target upward. Orca /!\* ATK: 3.0 SPD: 4.0 HMG: 4.0 SIZ: 3.0 TIM: 3.0 Illegal part. A Dolphin Pod G with an upgraded shooting range, a homing device, and more rounds. Can deploy three pods at one time. Blows target upward. Prenumbra I /!\* ATK: 2.0 SPD: 3.0 HMG: 5.0 SIZ: 3.0 TIM: 3.0 A pod that was merged with an unknown living being. A Seeker Pod G with upgraded speed. Can deploy two pods at one time. Blows target upward. Prenumbra II /!\* ATK: 2.0 SPD: 4.0 HMG: 5.0 SIZ: 4.0 TIM: 3.0 A pod that was merged with an unknown living being. A Prenumbra I with upgraded firepower and speed. Can deploy two pods at one time. Blows target upward. Prenumbra III /!\* ATK: 3.0 SPD: 5.0 HMG: 5.0 SIZ: 4.0 TIM: 3.0 A pod that was merged with an unknown living being. A Prenumbra II with upgraded fierpower, faster seped, and more rounds. Can deploy three pods at one time. Blows target upward. Can (C)* ATK: 2.0 SPD: 3.0 HMG: 3.0 SIZ: 1.0 TIM: 3.0 The weakest pod, this is a Standard Pod with very weak firepower and blast radius. Can deploy three pods at one time. Blows target diagonally upward. |LEG PARTS| Standard Basic set of legs. Features no special characteristics. Possesses no ascent or descent augmentation. Replace as soon as possible with a different set of legs. High Jump Increases jump height. Features no descent augmentation. Helps your robo repeatedly attack from the air. Hyper Omega's Advisory: Good with Aerial Beauties. Ground Decreases jump interval. Enables sharp turning on the ground and in the air, but decreases jump height. Advisory: Use this set of legs when you want to shoot while making short jumps. Formula Increases turning speed, but does not allow sharp turns while on the ground. Advisory: Use this set of legs to drastically charge the ground distance between you and your opponent. Hyper Omega's Advisory: Good with Metal Grapplers. Stabilizer Exhibits good acceleration. Features no descent augmentation. Advisory: Since this set works with any other parts, use it when there is nothing better to choose from. Short Thrust Decreases your dash distance. Enables sharp turning while on the ground. Advisory: Use this set of legs when you want to make difficult turns in the air. Hyper Omega's Advisory: Good in Sudden Death so you won't be air-dashing into the boundaries and wasting time. Long Thrust Increases your dash distance. Features no descent augmentation. Advisory: Use this set of legs to drastically increase the ground distance between you and your opponent. Hyper Omega's Advisory: Good with Strike Vanishers. Quick Jump Augments descent abilities. Makes you less vulnerable to attacks when landing. Advisory: Use this set of legs when you don't want to stay in the air for long. Feather Decreases jump speed. Makes you less vulnerable to attacks when landing. Also helps to make sharp turns on the ground. Advisory: Uset this set of legs when you wnat to spend a lot of time in the air. Wide Jump Makes long jumps possible. Features no descent augmentation. Advisory: use this set of legs to move around in midair without using a dash or continuous jump. Hyper Omega's Advisory: Good with the Chickenheart. Booster Increases dash speed. Starts off with a slow dash. Advisory: Use this set of legs when you want to move fast in the air. Swallow /!\* Illegal part. Increases running speed. Augments dash length. Raven /!\* Illegal part. Increases jump height. Increases dash speed. Eclipse /!\* Illegal part. Enables sharp turning in the air. Increases jump height. Ultimate /!\* A leg part that was merged with an unknown living being. Upgrades all abilities. Can (C)* The weakest leg part. Weakens all abilities. /--------------\ |VI. HOLOSSEUMS| (HSSMS) \--------------/ These are the different holosseums you will use in Custom Robo, and different strategies for each. If a holosseum belongs to a specific person in the game, their name will be in parantheses. If you don't encounter the holosseum in A New Journey, there will be an asterisk (*) next to its name. In VS. Mode, if you hold Z while selecting a stage that has [Z] next to it here, the ground will be a grid, and in Basic Arena, the structures will be very simple. Basic Arena [Z] A stage that sets the standard for robo battles. The formation of obstacles is well-balanced and makes this a prime place for normal battles. Diamond Fences A stages with a peculiar wall pattern. Try not to get covered. High-Rise Plaza A stage distinguished by two wall types: high columns and low, triangular platforms. Use the high walls to evade attacks. Basic Cell A Basic Arena with magma pools in its corners. Be careful when using a slide shot. Diamond Cell A Diamond Fences stage with magma pools in its corners. Be careful around the molten area. High-Rise Cell A High-Rise Plaza with magma pools in its corners. Be careful when fighting near the molten areas. Crevice Court An irregular area with haphazardly strewn walls and obstacles. Use the unpredicatable cover to help your attack. L Formation (Marcia/Sergei) A stage distinguished by L-shaped walls. Use the cover to your advantage. Checkmate Foundry (Harry) A stage based on a factory. Learn to use the conveyor belts to your advantage. Castle Keep (Oboro) A stage based on a castle's inner keep. Use the sprawling walls to your best advantage. Castle Citadel (Rahu II) A stage based on the inner citadel of a castle. The central wall where the stone lantern stands can be vital to victory. Lost World (Rahu III) A strange, organic arena with 4 round obstacles. The stage is somewhat large, so fight from an advantageous range. Flower Garden An arena based on a pleasant park. Use the central arch to your advantage. Chinese Bowl (Don) A staged based on a Chinese bowl. Use the inclined environment to your advantage. Robo's Room A stage reminiscent of a lavatory. The small area and large number of walls makes it somewhat difficult to move. Nature Park (Rahu I) A stage designed to mimic the natural world. Use the central bridge to take control of the entire stage. Little Locomotive (Will/Wendy) An arean designed to look like a child's play area. Advanced fighters will use the train for both offense and defense. Merry-Go-Round A stage designed to look like a merry-go-round. Fire at your foe from between the horses. Magma Hole If a robo walks on the middle of this stage, the ground will sink and allow magma to seep through. Magma Ruins A stage surrounded by a ring of magma. Over time, the magma slowly melts the stage. Hyper Omega's Advisory: End the battle quickly, especially if you are using a Little Raider. If the stage becomes very small, you could easily be knocked into the lava, no matter what robo you are using. Ice and Snow An arena covered in ice and snow. Watch your footing on the slippery floors. Hyper Omega's Advisory: Use the Long Thrust legs and focus on air-dashing. Frozen Field A field entirely covered in ice. Be careful when walking on the ground. Hyper Omega's Advisory: Use the Long Thrust legs and focus on air-dashing. Dead Line A conveyor belt that constantly feeds into a sea of magma. Don't let your robo drift to its doom. Hyper Omega's Advisory: Try to stay behind a wall so if you are knocked down, you don't lose more health by falling into the magma. Double Dead Line A stage bracketed on both ends by magma. The conveyor belts on the left and right sides move differently, so be careful. Hyper Omega's Advisory: Be careful of where the conveyor belts lead, and follow the tip I gave for Dead Line. Panic Cubes (Eliza/Isabella) An arena filled with vertically oscillating block obstacles. Master the terrain to achieve victory. Panic Walls An arena that boasts retracting walls. Time the movement of the walls as you fight. Scramble Walls A more difficult version of the Panic Walls stage. The walls here elevate in an odd pattern. ------------------------------------------------------------------------------- Hyper Omega's Advisory for Panic Cubes, Panic Walls, and Scramble Walls: Be aware of the timing at which the walls or platforms move and move accordingly. This is harder in Scramble Walls, however. In Panic Cubes, sometimes there will be no cover at all. ------------------------------------------------------------------------------- Loading Dock* A stage distinguished by a suspended platform. It's always moving, so be careful. Battle Gear Station* A cog-wheel-themed arena. Use the platforms atop the spinning cogwheels to gain the advantage. Impact Craters* An arena based on a ruined region. The ground splits and moves over time. Sudden Death* The smallest stage. Short-range battles here are always intense. Hyper Omega's Advisory: Good combos to use here are Little Raiders with short-range guns or Funky Big Heads with the Titan Bomb. (After firing the bomb, continuous jump out of the range, if possible.) Gigantix Sprawl* (Evil) The largest stage. Figure out your optimal distance and fight from afar. No-Man's Land* [Z} A stark area with absolutely no walls. Attacks that don't normally hit your opponent may work here. Practice Stage A stage designed for target practice and tactics training. Dark Star An arena that mystifies the senses. Be careful. It's difficult to gauge the distance between you and your foe. /-----------------\ |VII. HARRY'S HELP| (HELP) \-----------------/ Throughout A New Journey, Harry and the other characters give you tips before most of the battles, and sometimes they tell you about a certain new term or something like that. If you are wondering about something, search through these terms to find the info on it. ------------------------------------------------------------------------------- DEFINITION OF COMMANDER Given by: ??? Situation: Before leaving for employment Location: Hero's House Day One: Employment A commander is a person who controls a custom robo. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ABOUT HOLOSSEUMS Given by: Linda Situation: Explaining to ??? during burglary Location: Lab Day One: Employment Yes. A holosseum is a fighting arena created in a digital environment. The custom robos fight within that virtual battlefield. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ROBO CUBES Given by: Linda Situation: Explaining to ??? during burglary Location: Lab Day One: Employment Well, a custom robo remains in cube form until it is released into the holosseum to--- ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- EYE-SCAN REGISTRATION Given by: Harry Situation: After ??? picks up Ray 01 cube Location: Lab Day One: Employment Eye-scan registration is when you look into the robo's sensor while pressing that button... The point is, now you're the only one who can control that robo! ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ROBO TRANSFORMATION Given by: Harry Situation: After ??? picks up Ray 01 cube Location: Lab Day One: Employment Now listen. Your robo'll shoot out from the robo cannon on the left side. It's a machine thats shoots out the robo cube. The robo cube transfroms once it's been fired. When the robo cube counts down to 0, it completes the transformation. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- MOVING AND SHOOTING Given by: Harry Situation: Before battling Burglar Location: Lab Day One: Employment After that, press the B button to fire your gun Use your gun to BLAM BLAM BLAM your enemy's energy down to 0, and you win! Use the Control Stick to ZOOM ZOOM ZOOM around, and use the B button to fire! ZOOM ZOOM ZOOM BANG BANG! ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- BOMBS AND PODS Given by: Harry Situation: Before battling Burglar Location: Lab Day One: Employment Use the R button to fire bombs and use the L button to launch an attack pod. Firing your pod doesn't stop you from being able to move freely. Run at your opponent, and keep on pressing the L button! Use the R button to drop the bombs and use the L button to blast the pod! Ok. One more thing: If you get caught in your own pod blast, you'll take damage! Drop the bomb! Blast the pod! ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- JUMPING, AIR-DASHING, AND CHARGING Given by: Harry Situation: Before battling Burglar Location: Lab Day One: Employment Try using the A button to jump. You can do an air dash twice with the robo you're using. Just press the A Button during a jump. You can charge with the X Button. You'll be able to knock your opponent down with one hit. A robo can't move when it's down, because its systems need to reboot. Use the A Button to jump and the X Button to charge. CRAAAASH! You can only do a charge when you're on the ground. It won't work if you're in the air! Jump and craaaash! ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- CHANGING THE DIRECTION AND SPEED OF THE ROBO CANNON Given by: Harry Sitation: Before fighting Burglar Location: Lab Day One: Employment Use the Control Stick to change the direction of the robo cube when it launches. When the cube hits the ground, the number shows how long it needs to charge for the transformation. To speed up the charge, tap the Controller buttons rapidly. If you transform before your opponent, you get to attack first! Use the Control Stick to aim to robo cannon where you want to and then tap the buttons! Turn, tappity-zoom zoom, jumpity-jump, bang bang, boom, blam, craaaaash! ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- PARTS GENERATORS, PRACTICE MODE, AND THE GLOSSARY Given by: Harry Sitation: After foiling the burglary Location: Lab Day One: Employment A parts generator registers new part data into your robo cube. When you buy a robo, it only comes with the standard parts. You won't have access to a lot of parts if you don't collect enough battle experience. When a robo gethers battle experience, the internal computer records the battle information. The parts generator automatically reads the record and gives you the new part. Any new parts you get, you can use them in the next battle. Whatever parts you want to use, is up to you. You can customize as much as you like. That's it for the hard stuff. It's best to check the parts generator after every battle. Your opponent's not gonna wait for you while you make a quick run to the parts generator. And, obviously, you can't slip out during a battle. That's why it's best to check with the parts generator after every battle. Even if you forget to check after a battle, you can still get the part afterwards... However, if it's just waiting for you to pick it up, why not go get it as soon as possible? The more parts, the more you cn customize your robo. It gives you a real advantage in battle. So make sure you check the parts generator after every battle. Also, open the customize screen before a battle. If you press the R Button in that menu, you can practice with your new part. When you want to get out of Practice mode, press START and then select RETIRE. Well, if you don't understand, press START while you're walking around to check the glossary. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- THE LAB Given by: Lab Tech Situation: After foiling the burglary Location: Lab Day One: Employment ...You want to know about the lab? This is a government-funded robo research and development lab. You've already met Linda, right? She's the director of our lab. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- THE ABILITY TO OPERATE NEW PARTS Given by: Lab Tech Situation: After foiling burglary Location: Lab Day One: Employment Most commanders become better by fighting, by mastering each of their robo's abilities. By fighting, robos customize their programming and develop the ability to operate new parts. That's why robos don't come preinstalled with all the parts. That custom robo needs battle experience in order to alter its code and "learn" new parts. Parts generators read your robo's battle log and install any parts your robo is able to use. That's why you should check the nearest parts generator after you finish a battle. Afterr all, you don't want to miss an opportunity to get a new part! ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- DEFINITION OF COMMANDER Given by: Lab Tech Situation: After foiling burglary Location: Lab Day One: Employment By the way, did you know that people who are trained to pilot robos are called "commanders"? You did? Well, I guess you just know it all, don't you!? ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- EYE-SCAN REGISTRATION Given by: Lab Tech Situation: After foiling burglary Location: Lab Day One: Employment Whoever makes eye contact with the robo first is its registered commander, the only one it obeys. That's what eye-scan registration is all about. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- THE "CUSTOM" IN CUSTOM ROBO Given by: Lab Tech Situation: After foiling burglary Location: Lab Day One: Employment Custom robos are composed of five parts: a body, a gun, a bomb, a pod, and a leg unit. Commanders have the freedom to customize any of these five parts in any way they want. The "custom" part comes from planning your robo design based on your battle situation. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- DIVING Given by: Lab Tech Situation: After foiling burglary Location: Lab Day One: Employment Remember, even though it's a robo, once you dive into it, it's an extension of your own body. During a dive, a commander's thoughts merge with the robo's CPU, giving maximum control! When a robo receives damage, the commander experiences a kind of mental trauma. It's a side effect of the dive. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- HOLOSSEUMS Given by: Lab Tech Situation: After foiling burglary Location: Lab Day One: Employment Robos usually remain in their cube form, but when they enter the holosseum, they transform into full-fledged robos. A holosseum is a virtual battlefield generated by a commander's mind and memories. Sometimes, your opponent will be the ones whose memories are generating the holosseum. However, some commanders are simply unable to generate a holosseum. It's not that they're weaker or that they're worse commanders. It's an ability you either have or you don't. Just like how some people are tall and some people are short... There's not much you can do to change genetics. Commanders who can't generate a holosseum just use ones that are available on the market. They use a basic holosseum that comes preinstalled into the robo. There's even a machine called a holosseum deck that can create a holosseum. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- STRATEGY TIPS, THE GLOSSARY, AND GUN RANGES Given by: Lab Tech Situation: After foiling burglary Location: Lab Day One: Employment You see that parts generator? Well, there are others like it all over the place... If you press START/PAUSE while you're moving around ,you can see strategy tips and the glossary. Different guns have different ranges, from short to medium to long... ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- WHAT BOUNTY HUNTERS DO Given by: Hero Situation: Talking to Lucy before work Location: Hero's House Day Two: Training It's hard to explain, but basically, we hunt down criminals whose crimes involve robos. We take requests that the police squad considers too small to bother with. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- HOLOSSEUM DECKS Given by: Harry Situation: Before fighting Harry Location: Gym Day Two: Training This table here's called a holosseum deck. It's a machine that projects a holosseum. Some commanders, like me, can create their own holosseum. Some can't. Just the way it is. Commanders who can't just use a holosseum that's built into their custom robo... or they use holosseum decks like these to make one for them. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- CHANGING THE DIRECTIONS YOUR PODS FIRE Given by: Harry Situation: Before fighting Harry Location: Gym Day Two: Training You've probably noticed, but you can change the direction the pod fires in. Tilt the Control Stick so it aims where you wanna shoot, and press the L Button. If you don't tilt the Control Stick, it'll automatically fire in the direction of your opponent. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Given by: Girl Situation: Training in Gym Location: Gym Day Two: Training Just because you get a new part doesn't mean it's going to make you stronger when you use it. A strong commander knows his opponent, his environment, and the best weapons for the battle. Don't change your parts on a whim. Find a part you like, use it for a while, and master it. You'll have lots of time to work out your favorite customization. But, of course, you WILL want to experiment with new parts every now and then. So after you're done with your battle, don't forget to check the parts generator, OK? ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- GETTING KNOCKED DOWN/REBIRTH MODE Given by: Computer Situation: Before fighting Computer Location: Gym Day Two: Training You should take caution ro prevent your robo from being knocked down. If you receive a powerful attack or repeated attacks in a short period of time, your robo will overload. When it overloads, it is knocked down and vulnerable to attacks for a short time. However, you will be invincible for a short time after you get up, while your robo's systems reboot. If you tap the buttons quickly, your robo will rise more rapidly. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- TRICK FLYER MODELS Given by: Computer Situation: Before fighting Computer Location: Gym Day Two: Training Allow me to explain the Trick Flyer model. My robo utilizes this body type. The Trick Flyer has excellent aerial abilities. However, it moves slowly on the ground. It doesn't jump far, but it can do a quick air dash up to 3 times. When using a Trick Flyer, you should approach your opponent with an air dash and then attack. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- KEEP MOVING Given by: Computer Situation: Before fighting Computer Location: Gym Day Two: Training Once a robo stops moving, it takes time for it to rech full movement speed again. As a result, it can be dangerous to stop moving. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- SLIDE SHOTS Given by: Computer Situation: Before fighting Computer Location: Gym Day Two: Training You become vulnerable after you fire a gun. Use a slide shot to cover this. If you press the B Button while moving, you can fire yoru gun while sliding in that direction. If you use this skill properly, you can shoot while moving behind a wall for cover. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- HEIGHT OF JUMPS Given by: Harry Situation: Before fighting Anthony/Thomas Location: Hub Park Day Two: Training The longer you hold the A Button, the higher you jump. Tap the A Button to do a short jump. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- TO BE A BOUNTY HUNTER... Given by: Hero Situation: Talking to Lucy Location: Hero's Home Day Three: Getting Licensed In order to work as a bounty hunter, you need a Class-D License. I'm gonna take that test. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- TO TAKE THE TEST... Given by: Harry Situation: Before taking Class-D License Test Location: Test Hall Day Three: Getting Licensed To put it simply, press the A Button while you're in front of the exam machine. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- KEEP MOVING Given by: Computer Situation: Before fighting Computer Location: Test Hall Day Three: Getting Licensed Never just run into an open area without a reason. You always want to be hiding behind walls, dodging shots, and looking for ways to attack. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ROBO TYPES Given by: Girl Situation: In the Test Hall, the day you get your license Location: Test Hall Day Three: Getting Licensed Let me tell you about the types of robo. Each type is just a different robo model, like the Shining Fighter or Aerial Beauty... The type is what makes the robos different from one another. That Ray 01 of yours is a Shining Fighter model. Different types have different abilities. For example, a Shining Fighter can air dash if you press the A Button after a jump. But an Aerial Beauty will do an air jump is you press the A Button in the air. The Little Raider model runs really fast... and the Metal Grappler has a high endurance, making it difficult to knock it down... There's lots of other ones too. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ROBO STYLES Given by: Girl Situation: In the Test Hall, the day you get your license Location: Test Hall Day Three: Getting Licensed Now, let me tell you about robo styles. Each type of robo is broken into a number of different models. Ask the girl next to me. She knows more about robo types. Basically, the style is just a more specialized robo model. For example, there are a bunch of different robo styles within the Shining Fighter model. Actually, there are only three different style variations: normal, armor, and speed. The normal style is a well-balanced robo that sets the standard for robos everywhere. Armor has higher defense than normal, but its speed is slow. Speed is faster than normal, obviously, but it sacrifices a bit of defense as a result. So, choose a style that best suits the way you fight. Once you start getting a lot of robos, then you'll have to worry about choosing one. Oh, and each robo has a different X Button charge. That should also help you select a robo. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- THE SAFETY SWITCH Given by: Harry Situation: Before breaking up Walt and Carmen's battle Location: Walt's House Day Four: The Problem Next Door It's a switch that decreases your robo's power. It's to prevent you from hurting your opponent. The switch is on the robo cube. If you turn the safety switch on and dive, the safety mechanism will automatically kick in. It won't look any different though... ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- METAL GRAPPLER MODELS Given by: Carmen Situation: Before fighting Carmen Location: Walt's House Day Four: The Problem Next Door The Metal Grappler has extremely high defense. It's hard for it to get knocked down, but since it moves slwo, I have a hard time dodging attacks. I can only do one air dash. I usually focus on attacking, rather than worrying about a little damage. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- INTRODUCTION TO 2-ON-2 BATTLES Given by: Harry, (Hero) Situation: Before fighting Carmen and Walt Location: Walt's House Day Four: The Problem Next Door You've never had a 2-on-2 battle before, have you? It's when two people team up on two others. Hey, Hero. Listen carefully. I'll explain 2-on-2 battles to you. The basic controls are the same as the one-on-one battles, but there's one difference. The arrow on top of your robo's head locks on to one of your opponents. If you want to change your target, press the Y Button. Remember, press the Y Button to change your target. Got it?! Oh, and your robo'll still launch from the red robo cannon. I'll shoot from the blue robo cannon. Our opponents launch from the green and yellow robo cannons. The colors of the robo cannons indicate the colors of the robos battling in the match. For example, you're red and I'm blue, and our opponents are green and yellow. Every time you press the Y Button, the colored arrow above you changes to either green or yellow. (Hero: But not blue?) I told you. I'm blue! What good does it do you to shoot your partner? Watch out though--you can't fire your gun hwile you'r changing targets. Your opponents have colored arrows over their heads, too. When those arrows turn red, that means they're locked on to you. Look carefully at the colored arrows and see who's locked on to whom... Keep that in mind while you fight, OK?! ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- THE GUY DIED OF STRESS Given by: Ernest Situation: After seeing dead man Location: Daimon Day Five: Don and Bogey Looks like mental shock killed him. You can take real, physical damage in a robo battle... But it takes a tremendous amount of stress to actually kill someone! ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- DEFINITION OF AUTONOMOUS ROBO Given by: Harry Situation: After Mira says an autnomous robo killed the man Location: Daimon Day Five: Don and Bogey An autonomous robo moves itself without having any commander dive into it. They were designed for manual and repetitive labor. I've never heard of one that fights, though. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- MARCIA'S SPECIAL ABILITY Given by: Harry Situation: Before Marcia half-dives Location: Daimon Day Five: Don and Bogey It's when Marcia dives partway into a robo. She's the only person who can do this. Remember what I told you a while back? Marcia's had this special power since she was young. Marcia can dive into a robo that's already been registered by eye contact. It doesn't mean she can control a preregistered robo, though. However, she is able to read the commander's remaining cognition. So whatever the commander saw through his robo's eyes, she sees. She can even read that guy's last thoughts. Kinda gruesome, huh? Only thing is, when she does this... ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- MORE ON MARCIA'S POWER Given by: Harry, (Hero) Situation: Waiting for Marcia Location: Steel Hearts HQ Day Five: Don and Bogey I don't know much about it. It's a rare talent. I've never met anyone else who can do a half-dive. (Really? But there might be others? I've never even HEARD about half-dives before now.) Well, according to my sis... Marcia's the only commander alive today who can do a half-dive. (Wow... She's pretty extraordinary, isn't she?) Well, she's somethin', all right. But it doesn't sound all that great. Her power makes her extremely sensitive. Emotionally speaking, I mean. (How so?) For exampl,e you ever have times when there's something on your mind? Don't you get worried? Well, in Marcia's case... Take those worries and multiply them by a hundred. She gets so stressed out, she just freezes. (That's pretty sensitive.) Yeah. She's been like that since she was a child. That's why she seems so distant. She needs the distance to keep from getting hurt by people. See, it's like this: Marcia's big brother always used to protect her. (That's rough. Being that sensitive and losing both your parents and your brother...) Yeah, she really sorta hit rock bottom. It took a lot of work for Marcia to get where she is now. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- MORE ON 2-ON-2 BATTLES Given by: Harry Situation: Before fighting Evil and Lackey Location: Bogey's Cafe Day Five: Don and Bogey Let me tell you a little more about 2-on-2 battles. In a 2-on-2 battle, your partner's gun shots and charges won't hurt you. However, you still take damage if you get hit by your partner's pod or bomb blasts. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- STRIKE VANISHER MODELS Given by: Harry Situation: Before fighting Paulie Location: Bogey's Cafe - Back Room Day Five: Don and Bogey This guy's using a Strike Vanisher model. Let me explain. Like the Shining Fighter, the Strike Vanisher model's abilities are well-balanced. But the biggest difference is that it has a stealth function built into it. If you do an air dash, this function will make your robo disappear, dodging incoming gunfire. But compared to a Shining Fighter model, it moves slowly. If you're going to use a Strike Vanisher, take advantage of its stealth ability to dodge gunfire. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- THE DIAMOND CELL HOLOSSEUM Given by: Harry Situation: Before fighting Paulie Location: Bogey's Cafe - Back Room Day Five: Don and Bogey There's a holosseum called a Diamond Cell that the police squad uses. There's a magma zone in that holosseum, so be careful. (Magma zone?) Yeah, it's the red area. You'll take a lot of damage if you go into that area. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- POD STRATEGIES Given by: Harry Situation: Before fighting Walt Location: Bogey's Cafe - Back Room Day Five: Don and Bogey Think where you're going to fire when you use the pod. You can do all kinds of things with the pod. You can block your foe's way by firing ahead of 'em. Also, use the corners of the holosseum to corner your foe. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- VULNERABILITY AFTER JUMPING Given by: Harry Situation: Before fighting Harry Location: Bogey's Cafe - Back Room Day Five: Don and Bogey The higher you jump, the more vulnerable you become. Same goes for an air dash... You'll be vulnerable when you land after an air dash. So when you do jump or air dash, try to land behind a wall. The wall will protect you from attacks. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- LIGHTNING SKY MODELS Given by: Harry Situation: Before fighting Shiner Location: Bogey's Cafe - Back Room Day Five: Don and Bogey The Lightning Sky model is the newest addition to the custom robo line. It can attack and change directions while doing an air dash. It can only air dash once, but it travels for a long time. It almost looks like it's flying! However, it moves really slowly on the ground. It's got a low defense, and that's its weakness. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- AVERAGE SIZE OF A HOLOSSEUM Given by: Computer Situation: Wandering around Location: Gym Day Five: Don and Bogey The custom robo battles always take place inside a holosseum. A holosseum is four square meters. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- THE POD GRAPH Given by: Sophie Situation: Before the tournament Location: Gym Day Six: Tournament at the Gym Right, so let's chat about... the pod graph! It's on the Customize Robo screen. ATK is attack. You could probably have figured that out on your own. It shows how much damage your pod does when it hits. The higher the bar, the more damage. Got it? Oh, and SPD is speed. It shows how fast your pod moves. The higher the bar, the faster the pod. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- THE GUN GRAPH Given by: Walt Situation: Before the tournament Location: Gym Day Six: Tournament at the Gym Let's talk about the gun graph. That should be interesting. It's on the Customize Robo screen. ATK shows how much damage the gun will inflict. The higher the ATK bar, the more damage the gun does. SPD shows the speed of the fired rounds. The higher the bar, the more quickly the gun's rounds move. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- MORE ON THE GUN GRAPH Given by: Woman Situation: Before the tournament Location: Gym Day Six: Tournament at the Gym Let me tell you about the gun graph. There's nothing more interesting than the gun graph! HMG stands for homing. It shows how long the round follows its target. The higher the bar, the longer it pursues its target. RPD is short for "rapid fire," which is just a fancy way of saying how fast the gun fires. The higher the bar, the faster the gun's rounds fire. DWN is the gun's knockdown power. That's how good the gun is at knocking robos down. The higher the bar, the more force the gun's rounds have. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- SIZE OF A CUSTOM ROBO Given by: Girl Situation: Before the tournament Location: Gym Day Six: Tournament at the Gym You've probably noticed, but custom robos remain in cube form until they go into battle. Once a robo transforms, it's only about 30 centimeters tall. Just so you know. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- THE BOMB GRAPH Given by: Girl Situation: Before the tournament Location: Gym Day Six: Tournament at the Gym ...All right, I'll tell you something more useful. Have you seen the bomb graph? Check on the Customize Robo screen. You'll see ATK, which is how much damage a bomb does. Obviously, the higher the bar is, the more damage your bomb does. SPD shows the speed at which the bomb moves. The higher the bar, the faster the bomb moves toward its target. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- MORE ON THE BOMB GRAPH Given by: Girl Situation: Before the tournament Location: Gym Day Six: Tournament at the Gym Let me tell you a bit about the bomb graph. It's on the Customize Robo screen! SIZ refers to a bomb's blast radius. That's how big the area affected by the bomb will be. The higher the bar, the bigger the blast radius. TIM refers to the blast time. That's how lonmg the blast effect will remain after the bomb explodes. Same deal here, too. The higher that bar is, the longer the blast sticks around. DWN is the bomb's knockdown power. That's sort of like how much force the bomb has. The higher the bar, the more knockdown force the explosion has, you know what I mean? ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- MORE ON THE POD GRAPH Given by: Boy Situation: Before the tournament Location: Gym Day Six: Tournament at the Gym Do you know much about the pod graph on the Customize Robo screen? HMG means "homing." That's how far a pod will chase its target. The higher the bar, the longer it chases its target. SIZ refers to the size of the pod's blast. A higher bar means a bigger blast. TIM is the amount of time the blast remains after the bomb detonates. Again, the higher the bar is, the longer the blast lasts. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- THE ROBO GRAPH Given by: Boy Situation: Before the tournament Location: Gym Day Six: Tournament at the Gym Mmm? Oh, yeah... Let me tell you a little something about the robo customization. On the robo graph, SPD stands for speed. The higher the bar, the faster your robo can move. SKY means your robo's aerial abilities. That's how well it moves in the air. Same deal here--the higher the bar, the better its maneuverability in the air. ATK stands for attack. It's your robo's base attack strength. The higher the bar, the more damage your robo can do. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- MORE ON THE ROBO GRAPH Given by: Boy Situation: Before the tournament Location: Gym Day Six: Tournament at the Gym I'll explain the robo graph on the Customize Robo screen. DWN is endurance. It shows how much abuse a robo can take before it's knocked down. The higher the bar, the harder it is for the robo to get knocked down. DEF is defense, the amount of damage a robo can take. The higher the bar, the less damage your robo takes from attacks. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ADVANCED CHARGE STRATEGIES Given by: Harry Situation: Before fighting Will Location: Gym Day Six: Tournament at the Gym When you charge by using the X Button, your robo is invincible while it is lit up. If you time your charge right, you can approach your opponent while dodging his attacks. Watch out, though--you'll be vulnerable to attacks right before and after you charge. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ADVANCED AIR DASH STRATEGIES Given by: Harry Situation: Before fighting Don Location: Gym Day Six: Tournament at the Gym You can use the air dash in a bunch of different ways. You can pretend you're gonna land and then fool 'em with a feint, or you can charge right in! You can also dodge bullets if you time it right, but you'll be vulnerable when you land. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- AERIAL BEAUTY MODELS Given by: Harry Situation: Before fighting Mary Location: Gym Day Six: Tournament at the Gym The Aerial Beauty model moves excellently in the air. It can't do an air dash, but it can do something called a continuous jump. It can move quicker than a Shining Fighter, but its offense and defense are lower. If you're using an Aerial Beauty, you're not going to attack directly. Instead, you'll probably spend a lot of time dodging and moving to get the best position. Marcia's Milky Way is also an Aerial Beauty model. She's told me that's how she fights. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ADJUSTING WHERE YOUR BOMBS FALL Given by: Harry Situation: Before fighting Evil Location: Gym Day Six: Tournament at the Gym To change where your bomb is targeting, hold the R Button and move the Control Stick. Some bombs change their drop zone. You can use them to block your opponent's path. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- COMBOS Given by: Harry Situation: Before fighting ??? Location: Bogey's Cafe - Back Room Day Nine: First Encounter It won't do you any good if you use the gun, bombs, and pods separately. Your opponent'll be moving fast. It's gonna try to dodge your attacks. You have to figure out a way to block your opponent, stop him from moving, or hit him! Surround him with a pod, then fire a bomb and finish him off with the gun. It's easy. Sorta. 'Course, this all depends on what weapons you've outfitted your robo with, you know. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- FUNKY BIG HEAD MODELS Given by: Harry Situation: Before fighting Will and Wendy Location: Police Squad HQ - Training Room Day Ten: Tournament at Police Squad HQ The Funky Big Head model has excellent defense and aerial capabilities. It can also do a continuous jump. However, it moves really slow on the ground. That's why when you use this type, you should jump constantly and attack from the air. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- DODGING RAPID SHOTS Given by: Harry Situation: Before fighting Anthony and Thomas Location: Police Squad HQ - Training Room Day Ten: Tournament at Police Squad HQ I'm gonna tell you how to deal with rapid fire, like from the gatling gun. Move as though you're drawing a circle around your opponent. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- MAKING BOMBS FLY FARTHER Given by: Harry Situation: Before fighting Police and Police Location: Police Squad HQ - Training Room Day Ten: Tournament at Police Squad HQ If you tilt the Control Stick toward your opponent and press the R Button, the bomb will fly far. Hold the R Button while tilting the Control Stick. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- DIFFERENT CHARGES Given by: Harry Situation: Before fighting Carmen and Walt Location: Police Squad HQ - Training Room Day Ten: Tournament at Police Squad HQ Every robo has a totally different charge ability when you press the X Button. You should try out all kinds of robo charges and plan them out. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- LITTLE RAIDER MODELS Given by: Harry Situation: Before fighting Waiter and Bogey Location: Police Squad HQ - Training Room Day Ten: Tournament at Police Squad HQ The Little Raider model can move real quickly on the ground. It's aerial abilities are high, too, but its defense is unbelievably low. It gets knocked down easily. When you're using this type of robo, it's best to move as much as you can. Don't ever stop. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- CIRCLE AROUND YOUR FOE Given by: Harry Situation: Before fighting Mira and Roy Location: Police Squad HQ - Training Room Day Ten: Tournament at Police Squad HQ When you approach enemies from the air, circle around them. Never fly straight toward them. That way, you can dodge any incoming fire while you're circling. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- GROUND AND AERIAL ATTACKS Given by: Evil Situation: Before fighting Evil Location: Police Squad HQ - Training Room Day Ten: Tournament at Police Squad HQ Some guns and bombs change abilities when they're fired during a jump. You didn't know, did you? Give yourself a little variety by switching between ground and air attacks. Take it from me. Aren't you happy I shared that? ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- DIFFERENT BLAST EFFECTS Given by: Harry Situation: Before fighting Ernest Location: Police Squad HQ - Training Room Day Ten: Tournament at Police Squad HQ You'll see a letter marker, like D or C, next to the names of bombs and pods. That indicates what type of blast effect that weapon has. Got it? ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- LOW-AIR DASHES Given by: Harry Situation: Before fighting Police Location: Police Squad HQ - Training Room Day Eleven: The Truth While you're on the ground, press the A Button rapidly to do a low-air dash. It's a good way to move quickly without having to move too high into the air. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- USE OBSTACLES TO YOUR ADVANTAGE Given by: Harry Situation: Before fighting Police Location: Police Squad HQ - Training Room Day Eleven: The Truth Be sure to use the holosseum's obstacles to your advantage when you're attacking. Lob bombs over walls, or try shooting from behind a wall while doing a short jump. You're vulnerable right after you fire your gun, so it's good to hide behind a wall until it passes. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- DODGING HOMING ROUNDS Given by: Harry Situation: Before fighting Linda Location: Police Squad HQ - Training Room Day Eleven: The Truth Dodge slow rounds with strong homing abilities by letting them come in really close to you. Once it closes in on you, just jump over the incoming attack! Don't forget, though: you'll be vulnerable right when you land, so try to be careful. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- SYSTEM OVERLOAD Given by: Harry Situation: Before fighting Roy Location: Police Squad HQ - Training Room Day Eleven: The Truth When two robos fire guns at one another and one of the robos is knocked down, that's called a system overload. What that means is, if you fire your gun and knock his robo down before he hits you... The other robo's rounds vanish, and you won't get hit by his rounds! If you use the system overload to your advantage, you'll stand a good chance of winning. Don't forget, though... You can only overload a robo's system with your gun... ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- AVOIDING MIRA'S BOMB-POD COMBO Given by: Harry Situation: Before fighting Mira Location: Police Squad HQ - Training Room Day Eleven: The Truth Be careful around the four corners of the holosseum. If she fires pods from both sides and a bobm from above, you'll have nowhere to run. Make sure you keep moving, and stay away from the corners. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- MORE ON THE SYSTEM OVERLOAD Given by: Harry Situation: Before fighting Chief Location: Police Squad HQ - Training Room Day Eleven: The Truth If your opponent has a gun with a slow rate of fire, it's best to rush in directly and go for a system overload. For example, if your opponent has a hornet or a rayfall gun, that's a good time for an overload. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- DODGING GUNFIRE WITH A CONTINUOUS JUMP Given by: Harry Situation: Before fighting Z Lackey Location: Z's Hideout - Lounge Day Thirteen: Attack on Z's Lair If you want to dodge gunfire from a continuous jump, let the shots come in real close and jump once. If you're constantly jumping, you won't be able to dodge any other shots fired at you. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- LIGHTNING SKY STRATEGY Given by: Harry Situation: Before fighting Shiner Location: Z's Hideout - Hallway Day Thirteen: Attack on Z's Lair Let me tell you a little about Shiner's Lightning Sky model. With the Lightning Sky model, you can rush your opponent aggressively with an air dash. However, when you land after an air dash, you become extremely vulnerable. Also, you can only do one air dash. If you see him dashing around a lot, you'll have a chance to hit him when he lands. And if you're ever going to use a Lighting Sky model... Be sure to hide behind a wall after an air dash. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- COMBOS Given by: Z Lackey Situation: Before fighting Z Lackey Location: Z's Hideout - Training Room Day Thirteen: Attack on Z's Lair A combo is a chained attack. Blow your opponent away with a bomb or pod and finish with a gun. For example, hit your opponent with a Straight Bomb G and fire your Vertical Gun. This will knock your opponent down right away. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- SHORT-JUMP SHOOTING Given by: Z Lackey Situation: Before fighting Z Lackey Location: Z's Hideout - Training Room Day Thirteen: Attack on Z's Lair Sometimes, don't you just want to attack as soon as you're in the air? When you want to do that, lightly tap the A Button for a short jump. When you want to do a quick aerial shot, press both the A and B Button simultaneously. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- PLACING PODS Given by: Mira Situation: Before fighting Z Lackey Location: Z's Hideout - Training Room Day Thirteen: Attack on Z's Lair When using pods that need to be set, such as the Spider and Satellite, spread them out... Your opponent'll have a hard time moving around if you place three pods in his way... Don't place them too close or far from each other. ------------------------------------------------------------------------------- If I've missed any (sometimes people give you hints when you choose to wander instead of go home; I may have accidentally skipped a few of those), e-mail me. My info's in the last section. /--------------------\ |VIII. PLAYING AGAIN?| (AGAIN) \--------------------/ Here are some interesting things you can do after the threat of Rahu is gone. If you have anything, don't hesitate to send them in. RAY 01 CHALLENGE First, you need to: Beat A New Journey Beat A New Journey with this setup: Ray 01 Basic Standard Standard Standard CAN CHALLENGE First, you need to: Have the Can Set Beat A New Journey with this setup: Oil Can (C) Can (c) Can (C) Can (C) Can (C) MIRROR SETUP CHALLENGE First, you need to: Unlock most of the illegal parts Beat A New Journey by using the exact same parts as your opponent. For a challenge, if you have multiple opponents, use the weaker setup. RANDOM CHALLENGE First, you need to: Beat A New Journey (have all parts for most fun) Beat A New Journey, but before each battle, use random parts. To do this, press Z+Start on the Customize Robo Screen. It gets interesting with setups like: Rakansen /!\ Stun Titan Can (C) Wide Jump TITAN CHALLENGE First, you need to: Have the Titan Gun, Titan Bomb, and Titan Pod Beat A New Journey using the following setup: Any robo (must be same throughout game) Titan Titan Titan Any legs (must be same throughout game) MESSED-UP STORYLINE First, you need to: Have the Rahu III Set Beat A New Journey with the following setup: Rahu III /!\ Rahu III /!\ Grand Cross /!\ Prenumbra III /!\ Ultimate /!\ It's easy, but it's kinda funny to have that messed-up storyline... /-----------------------------\ |IX. CONCLUSION/COPYRIGHT INFO| (END) \-----------------------------/ Thank you for reading my Custom Robo A New Journey guide. If it helped, great. If it didn't, at least it's a timekiller. If you have any suggestions, questions, criticisms, etc., e-mail them to my_true_self123@yahoo.com. The following will be acknowledged and duly noted: * Compliments on the FAQ (these are welcomed ;) ) * Contributions, including but not limited to: * Alternate strategies for a battle * Part setups * Added Advisories for parts * Hints I may have missed * Anything for the Playing Again? section * Reports of an error * Misspelling * Messed up on a plot point * Messed up on an opponent's part setup * Asking for more information * If I didn't put enough info about something or if you just need help, I'll e-mail you back and also put the response in a Questions section. * Reporting seeing this on another site * Asking to quote a PART of my FAQ for yours * You may quote a PART, let me repeat, a PART of my FAQ for yours. Just ask me which part and I'll probably let you if it's not too big a part, like a whole day or something. * If you're a girl, your picture... just kidding. The following will be put recorded in the Hall of Shame on my site: * Lack of common courtesy (including but not limited to): * Death threats * Baseless insults * Saying I'm horrible at this game (I'm looking at a few people on the boards) * Anything that could be marked for disruptive posting on the boards * 1337 talk: I prefer English over symbols... * Chat talk: u dont think id like all my emails to be like this do u * Alternating caps: i HaTe StUfF lIkE tHiS * Asking to put my FAQ on your site * Not happening... only GameFAQs, Gamespot, and my site can host my FAQs. If you don't like that, I don't care. * Grand Battle questions * There are good FAQs in the FAQ/Walkthrough section and an FAQ devoted to Grand Battle. Don't ask me about it. * Questions about illegal parts * Here's the answer to all of them: GRAND BATTLE That should conclude what I'll accept and not accept. Now for the thanks... NOISE: For making this great game Nintendo: For making the Gamecube CJayC: For starting GameFAQs Gamestop: Where I first played the Custom Robo demo... This guide may only be posted on: GameFAQs - http://www.gamefaqs.com GameSpot - http://www.gamespot.com Hyper Omega's Realm - http://www.freewebs.com/hyper_omega This game, it's characters, scenarios, etc. are Copyright 2004, NOISE/Nintendo. This guide is Copyright 2005, Nicholas Corgan, aka Hyper Omega.