FPI presents... ____ _ / ___|_ _ ___ | |_ ___ _ __ ___ | | | | | |/ __|| __|/ _ \ | '_ ` _ \ | |___| |_| |\__ \| |_| (_) || | | | | | \____|\__,_||___/ \__|\___/ |_| |_| |_| | _ \ ___ | |__ ___ | |_) |/ _ \ | '_ \ / _ \ | _ <| (_) || |_) || (_) | |_| \_\\___/ |_.__/ \___/ Custom Robo Grand Battle guide. ******* *Index* ******* 1 Stuff to know 2 Tea Room Tournament 3 Steel Hearts Cup 4 Noodle Bowl 5 Police squad 2 on 2 Battle 6 Computer Battle 7 Tag Battle Tournament 8 Lab single Battle 9 Lab Handicap Battle 10 Lab Bonus Battle 11 Park Dance Battle 12 Bogey's 2 on 2 Festival 13 Flying CPU Battle 14 Mira's Battle Party 15 Holosseum Test 16 Eliza's Room 17 Training with Shiner 18 Isabella's Mansion 19 Playing with Oboro 20 Z Boss Room 21 Bronze Handicap Match 22 Silver Battle Royal 23 Gold Single Battle 24 At the end 25 Thanks 26 Legal 27 Credits and info Hello. Foxphoenix here. Welcome to this guide for the Custom Robo game. Hope you like it. First things first. This guide will attempt to cover the second part of story mode so it might look like a spoiler for some people. If you are starting out, please head over to the boards for help or read the other guides. Here I'll describe what you will fight against and what I used to defeat them with enough points for a gold trophy. Before you try this faq. There's a part of the first quest of the game, A new Journey, in wich you must cross a fun house and enemies jump from the floor. I beat all the enemies that appeared there to have more parts to choose here in Tournament mode. Search the whole room. Note that you will eventually get all the parts even if you don't defeat all the enemies in said stage. That was the only part of the game in wich you could advance by beating more or less enemies. Note that I will start this part of the story mode as new. Meaning that I'll only have the parts I gained on A new journey. This is so I know what parts you will have available if playing this for the first time. I will also assume that you are already proficient with at least your favorite setup so I won't cover basics in here. The guide reads like this: Round number:Holloseum Sometimes I'll just use one setup that will be written here. Commander name Robo Gun Bomb Pod Legs A description of what I used. How the foe fights and how to fight it. *************** *Stuff to know* *************** In Grand Battle, you will fight tournaments unlike those on the first part of the game. This time, you get points based on how quickly you win and how much health you have at the end. There's a few things you should know. You will get deducted points from your total on each fight if you: Lose and rematch= 10% per lost match Use Illegal parts= 50% if even one is used After you lose many times in one fight, you get the oportunity to set the health level of your enemy. At first, you can lower him to 75% health. Lose a few more times to be able to lower him to 50%. Lose even more for 25% Here's a tip. The game saves after 3 fights in each tournament and when you finish it. When you reach the screen with the totals at the end of the tourney, (where it shows the trophies you gained) check if all three trophies are there. If they aren't and you just need a few points for gold, don't press A. Press the reset button on the GameCube so you can start at fight 4(fight 4 or 7 on last tournament only). Start the whole tournament if you think you messed up on the first opponents. Here are a few terms. *Task Score:This is the score you need to beat for a trophy. Check it when inside a tournament in the score data screen as often as you can. You will also see yor current score and high score. (if you already did that specific tournament before) *Circle Strafing:This technique is a must in a lot of games. You simply strafe to your left or right, running in circles around your enemy while aiming towards him. *X charge:Refers to the body tackle or move your robo does when you press the X button(standard control config). *Distances:Short is the range of the shotgun. Medium is the range of the flame and long is full arena size. Point blank is just next to each other. *Aimed bomb:When you hold the bomb button, a round reticle will appear on the ground near your opponent. If you tilt the stick the reticle will move and your robo will be a sitting duck. If you do this with a Lighting Sky in flight mode, it will simply fly straight forward. Do it with any robo in air from a jump and it will fall straight down. You become vulnerable when doing it but still, you must learn to aim your bombs to complete combos and as an extra defence. With training, you should be able to aim at a general position that can hit the enemy in only half a second or less. Some bombs, like the Wall bomb, need more aiming time than others. *Setup:When I write about a setup in this guide, I'm referring to a robo with all it's combined parts. Nothing else unless specified. Let the battles begin. ********************* *Tea Room Tournament* ********************* First tourney. The Tea Room. Held in Walt's house(next to yours), this tourney takes the role of training ground. When you enter this tourney, remember to access your customize robo screen. Your robo is reverted to basic form. So if you don't remember what you used before, you're unlucky. The rule here is a no limit battle. It just means that you can use anything you have so far at any fight. My setup Earth Dragon Submarine P Seeker F Feather First Round:Basic Arena Lucy Tank Head Bubble Standard F Standard High Jump With a durable robo, she makes a decent first opponent. Yet she just seem to simply jump around aimlessly, shooting stuff. Just stay at medium to long distance and this fight will be a snap. Round 2:Little Locomotive Wendy Swift Starshot Dual C Seeker F Quick Jump She does not use her speed adventage that much. Pick at her from short to medium range. Practice your circle strafe on her. You can use the little bridge for defence. Just stay near it or be riding the train. Clear her starshot with air circle strafe(if using the robo setup I'm using or similar) Battle 3:Little Locomotive Will Seal Head Right arc Crescent P Float F Wide Jump His arc gun has good accuracy. It's best to be always near something to hide behind than trying to dodge. Note that he uses his gun mostly and you want to keep as much HP for yourself as possible. His pod will be trouble if you are slow in between jumps. So keep moving. If the pod catches you and flies over your head, try walking a few steps before jumping or do an X charge if you feel bold. Battle 4:Ice and Snow Walt Dour Head Dragon Crescent C Dolphin G Feather If his pod or bomb catch you, he will certainly shoot his dragon, causing good damage. In general, avoid his dragon shots. If using the robo I made, jump high, switch to medium range and wait for him to shoot the dragon. When he misses, you shoot your dragon. You will hit him most of the time this way. The floor on this arena is slippery so ground fighters will have some trouble. Fight 5:Magma Hole Carmen Metal Ape Blade Tomahawk B Throwing D Long Thrust First. If using my setup, the little walls will bring you trouble. The dragon MUST be shot from very high in the air and still might hit walls. Carmen's weapons are not so damaging. I just went medieval and simply close in and shoot from almost point blank range. I used the X charge a few times too. She's not too aggressive so you will have good opportunity. Time your bomb and gun to hit her at the same time for a down. ****************** *Steel Hearts Cup* ****************** Second Tourney. The Steel Hearts Cup. This is your first single-use torunament. This means that you can use parts only once per battle. You can use the same legs as much as you like. For this kind of battle, I'll be using different robos and I'll tell you the parts I used per battle. Battle one:Basic Arena Nameless boy Splendor Afterburner Wave Speed P Short Thrust Slow. Basic and with short thrust legs. This guy's a perfect way to practice with a robo you've never used before. As a rule, keep the robo and parts you use the most for the final match and learn to use other parts on the other combatants. For this macth, I used Seal Head, Basic gun, Submarine K, Standard pod and feather legs. Seal head is much slower than my usual Earth. And the basic gun is extremely weak. Yet the submarine K gives you the edge needed to advance with enough points. Fight 2:Checkmate Foundry Harry Glory Twin Fang Straight G Caboose C Stabilizer He has good movement abilities and he dodges stuff. His twin fang is kind of hard to hit with. Use that to your advantage. I used Ray 1 with Flame, Crescent P, Standard F and Long thrust. Be most of the time close to him. Air dash to close in if necessary. I fought this fight more or less the same way you fight with a strike vanisher equipped with a shotgun. Close and hitting hard with the gun. I didn't use pod or bomb as those could only get in my way. Fight 3:Basic Arena Nameless Girl Shrike Trap Tomahawk G Jumping G Formula She uses a fast robo but doesn't use the speed so much. You can use any robo that can get close and deal good damage. The Shrike will fall in one hit anyway. I used Javelin with drill, double mine, satellite and long thrust. I don't need to tell you what to do with a robo with a huge drill on his hand that can appear right in the face of your foe. :) Battle 4:L Formation Marcia Milky Way Hornet Geo Trap Diving High Jump I will use my main setup for this fight. Earth with Dragon, Submarine P, Seeker F and Feather. The hornet is so easy to dodge with an aerial beauty and since my opponent is another aerial B, the dragon downs her in one hit. Like always, Marcia just stands for long periods of time, shooting the hornet at you. Dragon her to death. You might fall in a geo trap or two but the main trouble, the hornet, won't be anything to care for. Fifh battle:Basic Cell Ernest Metal Bear Magnum Freeze Caboose T Short Thrust I was about to use swift on this guy but the magnum combined with the freeze pod means serious damage. At least for a swift. I used then my only lighting sky. Defender with afterburner, wall, Caboose C and Long thrust. Just fly near (not so close) and fire away. Use the pods while escaping and the bomb when behing a wall (jump first) I won this one with a perfect. ************* *Noodle Bowl* ************* Noodle Bowl. Another single use tourney. If you had enough parts for Steel Hearts cup, you can win this one easily. You'll deal with 6 opponents here. First battle:Chinesse Bowl Nameless Boy Tank Head Right Arc Left Wave Spider Feather I used Javelin with 3 way, geo trap, reflection and long thrust. Just teleport around firing your gun while you have time. Nothing so hard. Watch out for the spider pods when you land. He doesn't fire his arc gun much. Second Battle:Chinese Bowl Nameless Boy 2 Splendor Left Pulse Right Flank H Feint G Ground I used Seal Head, right arc(if you beat every Z member at the fun house you should be getting this from the just defeated foe. Dunno if you can get it without doing it),standard, twin flank G and high jump. The high jump gives some more agility to this robo. It performed near aerial beauty quality with them. The trick here is to stay as far away as possible or he will eat you with his pulse. Use that bomb. It will help the arc gun a lot. The pod is a mere keep away tactic so don't concentrate on it. Third battle:Chinese Bowl Nameless Girl Earth Stun Straight S Diving Quick jump I used Ray one with drill, wave, throwing D, Long thrust. She has a short range, yet powerful weapon. The drill will be enough to put a lot of hurt in her anyway. Beware of her bomb. It's a hold bomb. You will be stunned long enough for her stun gun to hit. Battle 4:Chinese Bowl Anthony Splendor Hornet Left Wave Roach G High Jump I used Milky way with Vertical, right flank H, Standard F and feather. Just dodge the hornets in the usual way if with an aerial B like me. His bomb and pod can be landing hazards for you so try landing in high spots or at least away from him. If using what I used, note that your weapons won't put much damage on him so the fight will be a tad long. Just keep avoiding and you will end with a lot of HP. Battle 5:Chinese Bowl Thomas Criminal Flare Submarine P Umbrella Stabilizer I used glory with sword storm, left flank H, seeker F and long thrust. The first thing to do is to try and land on the upper moving platform when fired from the robo cannon. From there you can fire a few safe shots. Keep firing from high places all the time and fending him off with your pods when he gets close. Remember to move and dash a lot. Final bout:Chinese Bowl Don Shrike Knuckle Straight T Caboose T Formula If he gets close, he does decent damage. Avoid that. For this fight, I used defender with afterburner, double mine, caboose C and long thrust. Just fly around the outer high edge, trying to land behind the little walls and firing the gun like mad. If you fly across the center, pop the pods just in case. Use the bomb only when jump and shooting from behind a wall or in the high platform. I did a perfect win on this guy. Now that this tourney is history, go to the police building. There they have two tourneys going on at the same time. Select the one you want the most. I selected the 2 on 2 battle fist so that's next. **************************** *Police squad 2 on 2 Battle* **************************** In 2 on 2's, you can use any weapons. Your partner will be none other than Linda and her Seeker. Note that she changes stuff on her robo at every battle but the body always remains the same. Also note that your pod and bomb damages her too so take care on where you shoot. My setup Defender Dragon Submarine D Caboose C Long thrust Battle 1:Diamond Fences Nameless squad members 1 and 2 Defender sword Storm Standard S Roach G Stabilizer Javelin Knuckle Dual Feint F Short Thrust Linda *partner* Seeker Left 5 way Burrow P Satellite H Wide Jump Not only avoid their attacks. Try to protect Linda from the knuckle. Her hit points count as score too and the task score here is high. Take on the Javelin first but if you see the defender taking it heavy on Linda, swith to attack him. Bombing runs accross the middle of the stage works best. Of course, avoid any bomb blasts in your path. Battle 2:Frozen Field Roy Halberd Left Pulse Tomahawk G Trio H Quick Jump cop Defender V laser Submarine D Ground Freeze Stabilizer Linda Seeker Homing Star Gemini B Reflection Feather Roy left his magnum at home (phew!) but he carries another good weapon. I swapped my dragon for a sword storm to hit Roy better. Both foes can take Linda and my setup robo in one shot(counting all of roy's rounds as one shot that is). Watch out for the freeze pods. The whole arena is blue and they can get lost in the explosions and appear too late for you. Roy's bomb is an anti-flyer so be careful. Other than that, stay in the air doing the usual bombing runs. Concentrate on the defender first. His gun has longer range and can be a nuisance. Battle Roy at a distance. Battle 3:High Rise Plaza Roy Halberd Magnum Standard S Sky freeze Formula Sergei Ruhiel Ion Right Wave Spider Booster Linda Seeker Flare Double Mine Beast F Long Thrust Roy has his magnum again (shoot!). He also have a means to get close to you in the form of a hold bomb. Sergei's Ion can mean trouble for Linda but you can outfly it (with my setup anyway) The spiders will be pestering you all the time. Take on Sergei first. He dies very quickly. Stay away from Roy at all times. Battle 4:L Formation Sergei Ruhiel Eagle Standard X Speed D Wide Jump Mira Sol Halo Burrow D Wave Quick Jump Linda Seeker Rayfall Right Wave Twin Flank F Stabilizer For this one, Ignore Sergei for a while and concentrate on Mira. Don't let her spam the arena with the halo. 2 halos count as spam here already. I got my dragon back for this one. If Sergei is becoming a nuisance, shoot him for a while. The dragon kills him fast. Battle 5:Crevice Court Mira Sol Gravity Left Flank H Wall Ground Chief Metal Ox Phoenix Standard X Caboose X Short Thrust Linda Seeker Meteor Storm Crescent P Feint G Stabilizer I tried with the swift/shotgun combo with stabilizer legs. I added a speed D and a wall bomb. This is risky. I ended with a mere 99 HP yet I got gold trophy. Avoiding things on ground is much more difficult than in air. And since Swift is so weak and falls so easily, You must be extra careful when going after your opponent with the intention of blasting his head away with the shotgun. Avoid some explosions with an early X charge and finish combos with the bomb. ***************** *Computer Battle* ***************** Tourney done, it's now to the examination room. The Computer Battle is held there. The opponents here show a little improvement in skill level but nothing to worry about. The battle will be a one on one unlimited parts battle. Here's my first setup Earth Dragon Submarine D Seeker F Feather First Battle:Nature Park CPU 1 Buggy Flare Burrow D Double Wave Short Thrust Staying away from his flare is the first thing to do. Move around a lot and circle strafe when you can. The pods will try to get you from both sides but hopefully they will just run harmlessly around the arena. Stay at long range most of the time. Second Battle:Diamond Cell CPU 2 Buggy Glider standard X Caboose X Long Thrust Gliders are a bit hard to dodge as an Aerial Beauty. And to top that, he fires either a pod or a bomb right in front of you to block the only possible escape route. But don't panic. A bomb and dragon fired together will down this guy in one hit. He most of the time stands there to fire. No cover at all. At worst, you will be trading hits and he will be taking the most damage. You can also try jumping towards and above him and shooting from there. You can also try my defender set up. It doesn't work so bad here. Be sure to fly at an angle because cricle strafing and frontal assaults will make you eat the gliders. Third Battle:Nature Park CPU3 Peregrine Sniper Crescent K Spider G Ground Circle strafing is key here. Also, downed enemies take only 30% of the damage. Peregrines go down in one hit so the initial hit should be strong enough to count. For that matter, I used Defnder with dragon, submarine D, seeker F and long thrust. This way, the sniper should be not problem. He moves fast enough to avoid most dragon shots but with patience, you will beat him. I won with perfect. Battle 4:Nature Park Melvin Javelin Afterburner Delta Dolphin Quick Jump You can use any setup good enough to dodge afterburners in ground or air depending on your battlestyle. I used my Earth setup this time. I have enough vertical and horizontal dodging ability with it. If fought from a distance, only his afterburner needs your attention. Battle 5:High Rise Cell Max Metal Bear Rayfall Geo Trap Standard F Booster Defender, afterburner, submarine D, Seeker F and long thrust. Just plug him good with the gun and he won't be able to use his rayfall. His pods make very tall colums that might get in your way but they aren't too wide. Don't get too close to him. A jumping rayfall is faster than a ground one. Battle 6:Nature Park Marv Dour Head Titan Titan Titan High Jump Titans everywhere. These are large explosions that are extremely slow and weak to be of any concern. The robo itself is durable so pick high damage weapons and just avoid any blasts. Don't get too close. Titans have good knock down capabilities. I used the same robo as with Max. *********************** *Tag Battle Tournament* *********************** Out of the Police building, and to the training gym. The next tournament is the Tag Battle. You will fight a one on one in a no limit parts battle. The difference is that you will have to customize and use two robos and switch em' in mid battle with button Y. You can win with one robo if you're good or lucky enough. This is recomended if it can be done because each robo's HP counts as score. If you switch out a robo with less than 150 HP, it will heal slowly up to 150. My setup Earth Dragon Submarine D Seeker F Feather Defender Rayfall (you should have this gun from the last police tourney.) Submarine D Seeker F Long thrust Battle 1:Diamond Fences Nameless Boy Seal head Right 5 way Submarine P Throwing P Wide Jump Peregrine Shotgun Standard Feint F Stabilizer Seal Head can cover a lot of ground with the gun, but he doens't use it much. His pod and bomb are strong so keep your eyes open for them. The Peregrine can come at you and pop you up with his shotgun. But he doesn't. He mostly runs around waiting for you to kill him. As a pattern for every opponent you face, they fight until they go down with 600HP or less and do their first change there. When the other falls to said health, they change again. After that, they change when receiving around 200 damage. This will happen at every tag battle you face. Second Fight:High Rise Plaza Nameless Girl Earth flame gemini P speed P feather Swift afterburner tomahawk B roach G Formula Stay away from the Earth. Her flame is mean. The swift is hard to catch with the dragon (if using my setup), so switch to the defender and bomb run with the rayfall. Try to switch here when your foe does so. Third Battle:Diamond Fences Don Shrike Stun Standard K Seeker F Stabilizer Dour Head V Laser Straight S Speed D Wide Jump Well. If using my setup, this will be a long fight. Fight the Shrike with your defender but use some dragons from your Earth on him to speed up his death. The Dour Head can be fought with any of the two setup robos I used. Just be sure to time it so when he fires his gun as a straight shot(his jump shot), you are circle strafing and when he fires it in V form(his standing shot), you are jumping straight up or just not moving to the sides. Battle 4:High Rise Plaza Sophie Sol Sword Storm Gemini B Wall Booster Earth Homing Star Burrow P Standard F High Jump My setup Earth was enough to beat these two with more than 900HP Both their guns are slow and the dragon downs them in one hit. Still, keep your pressure on with pods and bombs to close their escape paths. Battle 5:Diamond Fences Trish Swift Twin Fang Burrow P Beast F short Thrust Seeker Neddle Tomahawk G Satellite Long thrust I switched my defender's rayfall with his afterburner. The rayfall's main purpose was to use it's up/down pattern to clear walls. The gun is actually weak against little raiders in terms of damage. I used my defender most of the time. The afterburner will get stuck in some walls but it's more powerful than the rayfall. When I needed more power, I switched to the Earth setup. ******************* *Lab single Battle* ******************* Tag battle finished, now it's for the lab. There are 3 tourneys being held there. The feared first handicap match is one of em'. But first, we go to pick a few fights (and parts) in the Lab 01 room. Lab single battle is held here. It's a no limit battle so you can use anything you have. Here you will also find the Wave Laser Gun. Before you start or in between fights, go to the lower right corner of the room and facing that corner, press A. Battle 1:Basic Arena Burglar 1 Metal Ape Claw Straight S Seeker G Short Thrust His claw might seem mean and cheap at first but it can be avoided. At first, take some cover if you're unsure you can avoid it. The easy way is to pick a durable robo, equip sword storm and stand behind a wall spamming the heck out of it. I used defender with sword storm,submarine D,seeker F and long thrust. It's fun to watch those claws flying at the same speed as your robo. With this setup, he never downed me and the 3 times he hit me with the claw, it was already time for him to go take a quick 'down' nap. Battle 2:Crevice Court Sciencist 1 Defender vertical Submarine K Dolphin G Feather Time to show this guy who's the best defender user. I used the same setup I did for the previous fight but changed to afterburner. The only hit I took in this fight was because of my own miscalculation while placing a bomb. Thing backfired on me. :) You will eat this guy alive with the afterburner. You only need to know where to shoot it to avoid hitting the walls. His bomb has knock down capabilities. Battle 3:Basic Arena Burglar 2 Splendor Trap Wall Jumping B Stabilizer At least he's got a matching set of legs for his robo. I switched to my main Earth/dragon/feather setup. Keep an eye on him always and be ready to overload him if you see too many trap rounds waiting to be fired. You must aim your bomb at him. Simply shooting it will make it land in front of him. His pod is only a little nuisance to divert your attention from the main trouble, the trap gun. Battle 4:Crevice Court Sciencist 2 Metal Bear Halo Crescent C Roach H Long Thrust I'll try something new. I'll outfut a swift with a medium range weapon and see what happens. So the setup will be: Swift Drill Wall Speed D Stabilizer Now to fight. He will spam his halo gun, knowing that it can clear walls and can't be overloaded. The only drawback is that it's too slow. The setup works if you accelerate to top speed and use slide gunshots. The drill won't take him down on one shot so he can retaliate with his halo. The slide shot will clear the halo completely. You will definitely get hit once or twice but it can be done. Battle 5:Ice and Snow Cop 1 Javelin Left Arc Geo Trap Jumping G Quick Jump With such an arena, you should stick to high flying robos or simply slip around aimlessly. I went back to my defender setup with his afterburner. There's nothing to say about this guy. You've seen everything he has to offer on other robos. Just keep pressuring with the pods and bomb run him. Battle 6:Frozen Field Burglar 3 Splendor Drill Burrow D Standard F Stabilizer I went lazy and left my robo the same as in the previous fight. The arena is all ice. The robo you fight has good endurance and has good decent weapons. Simply stay away from him and keep an eye for the burrow bomb. His pod can get in your flight path. ********************* *Lab Handicap Battle* ********************* Tourney finished. You can do one of two things. Go to the Presentation room and fight alonside Evil in a reverse handicap tournament or go to Lab 02 and fight the feared normal handicap. Since I got all I need, I went straight to Lab 02. Here, you will fight against two robos at the same time. The good thing is, they are extremelly easy. As a pattern, the robo you're NOT aiming attacks much less. It hardly ever shoots. The one you're aiming has a basic difficulty level. They will change roles when you switch your aiming. My setup Defender Dragon Submarine D Seeker F Long Thrust Battle 01:Diamond Fences Sciencist Seal Head Phoenix Freeze Jumping B Stabilizer Sciencist Criminal Claw Straight G Float F Long Thrust First. If using my setup, beware of the Criminal's bomb. It's a one hit down. To avoid his claw, fly hugging the edges of the arena. There's a very high chance the claw will be snuffed there. I killed the Seal Head first, avoiding the little amount of shots the Criminal fired. Battle 02:High Rise Plaza Sciencist Criminal Meteor Storm Smash Wave Feather Jin Tank Head Splash Wave Double Wave Wide Jump As long as you're not close to Jin's Tank Head, keep pelting the Criminal. His smash can get in your way. Other than that, keep flying close to the edges and fight from long range. Battle 3:Diamond Fences Jin Tank Head Rayfall Left Wave Caboose C Wide Jump Katu Flare Dual C Spider G Stabilizer Katu's flare is your main concern here. It's wide spread is hard to avoid from medium range. Time your shots to pick at him when he lands. As for Jin, his rayfall can't hit speedy moving targets so keep moving while pelting Katu. Battle 4:Basic Arena Katu Defender Glider Crescent K Throwing D Feather Sherry Buggy Starshot Standard K Standard Short Thrust I took on Sherry first. Meanwhile, I practiced glider evasion with a lighting sky. It all has to do with height. How high you are and how high the shot is. The bigger the difference, the lower its homing. The other weapons in here presented no trouble to my defender. Battle 5:Crevice Court Sherry Buggy Shotgun Straight G Twin Flank F Long Thrust Linda Seeker Hornet Standard Speed P Booster With the task score already beat by 3,000 in the last fight, I can mess up anyway I like here. Well. The worst that could happen here is that you fall in Sherry's shotgun while avoiding Linda's hornet. So avoid that worst case scenario at all costs. For this fight you can do bombing runs on the middle of the arena. The enemies here aren't so aggressive. ****************** *Lab Bonus Battle* ****************** With this tournament out of the way, it's time for the so called bonus battle. Sure, you will most likely win all your matches but, go check the task scores. They are high. My setup Defender Afterburner Submarine P Speed P Long Thrust Battle 1:Magma Hole Sciencist 1 Glaive Afterburner Submarine K Caboose T quick Jump Evil *partner* Juggler Gravity Gemini B Feint G High Jump Since he's alone, his skill level has increased a little. He can put hurt on you and Evil. So try not to get scratched too often. Evil's gun won't do much here so fight this more or less like a one on one. I used my pod while standing in front of him. I won this one with perfect on both me and Evil. Got around 83,000 Battle 2:Basic Cell Cop Javelin Phoenix Right Flank H Reflection Ground Evil Juggler Blade Submarine D Caboose X Stabilizer With a little more decent robo. Evil can help you this time around. his pod has knock down capabilities. Now, the opponent won't be able to hit you so well with his Phoenix if you're conatsntly moving. If using my setup, bomb run the center of the arena, going from corner to corner in a line, back and forth, not even worrying about the far away magma pools. If using other designs, try to take the fight to the center or the corners without pools. Battle 3:Magma Hole Lloyd Peregrine Trap Standard F Dolphin Stabilizer Evil Juggler Claw Wall Feint G Formula Nothing really useful from me to you in this fight. Just pelt him till his HP drops to 0. Overload him instead of dropping him with a pod or bomb. Use those when he's not firing his gun. Fight 04:Dead Line Bubble Metal Ox Sword Storm Standard K Trio H Quick Jump Evil Juggler Starshot Straight G Jumping G Short Thrust Remember always that the arena has conveyor belts pushing towards the magma. Don't stand for too long and avoid a down near the pool at all costs. Bubble's sword storm will not pose much trouble to you. But his bomb might. Just keep an eye on that bomb and try to stay all the time opposite from the pool. You can still bomb run with a lighting sky but, know your boudaries. Fift fight:Ice and Snow Delpha Breaker Ion Delta Double Wave Short Thrust Evil Juggler Right Pulse Double Mine Wave Quick Jump A fast robo with a slow weapon. The ion is too slow for a fellow lighting sky. Evil will be of help on this one. His pulse takes Delpha down quickly. While your foe can move quick, his selection of short thrust legs hurts him a lot. ******************* *Park Dance Battle* ******************* Tourney finished, now it's time to head out and choose one of the newly opened tournaments. The test center and Harry's house hold single use tournaments. So in order to get a better part selection, I will go to the other two tourneys first. First, Hub Park. In this tournament, you will be facing only females with gatling guns. Time to get yourself a fast robo. My setup Earth Right 5 Way Submarine K Speed D Feather Battle 1:Flower Garden Mary Earth Gatling Right Flank H Double Wave Wide Jump My setup allowed me to fight from a closer range than I thought. The submarine K has knock down capability so I can use it if I'm in a pinch. And speed pods shine at close range. Sure, the 5 way is weak but I went a bit stylish and made a full blue kitty robo. :) Enough babling. Mary will use her gatling often. If you did get a fast robo here, you should have no problem. Remember that if you jump high and close, wait for her to fire the gatling and then fire your gun. You can use this waiting time to fire your pod. Battle 2:Flower Garden Sherry Buggy Gatling Wall Trio H Long Thrust Sherry will concentrate on her pods and bombs but can surprise you with a well placed gatling shot. She also moves and dashes a lot. Her pods can sneak below your flying robo. Beware of that. Fight 3:Flower Garden Sophie Sol Gatling Crescent K Wave Feather Her bomb has knock down capabilities. She's quick. She uses her gun very often combined with her bomb. The pod presented no trouble but it can cut off your escape way. Fight from mid to long range. Battle 4:Flower Garden Trish Swift Gatling Gemini B Jumping G Stabilizer First of all. Like with all little raiders, use srtong attack weapons to be able to take more HP faster. This fight turned too long for me and my 5 way. If fought from close, she will be always faster, unless you're using another little raider. Battle 5:Flower Garden Linda Seeker Gatling Burrow D Caboose T Short Thrust An easy fight if you move around a lot. She uses her three weapons often but they are no trouble at all. Don't land on the burrow bomb. I won this one with perfect. Battle 6:Flower Garden Lucy Tank Head Gatling Dual C Throwing P Booster She's durable. Her pod can be a landing hazard and she's kind of accurate with the gatling. Good news is, your pod will have an easy time hitting her. At least the speed D's on my setup could explode when she's mid air and the blast stays long enough to hit her on landing. She most of the time falls straight down when landing. ************************* *Bogey's 2 on 2 Festival* ************************* Tournament done, it's time to head to the other non limited tourney. Bogey's 2 on 2. You must have picked good weapons like the homing star and a better body on that last tourney. Now for this tournament, you get Ernest as your parner. He uses the Metal Bear so there's not much need to protect him. Just be sure fast opponents aren't taking on him. Also remember to get the X laser gun before entering the back room. It's on the other side of the table, where the dishes are. My setup Earth Dragon Wall Float F Feather Fight 01:Basic Cell Customer 01 Metal Ape 3 way Dual C Dolphin Quick Jump Customer 02 Tank Head Starshot Wave Twin Flank F Long Thrust Ernest *partner* Metal Bear Sniper Straight T Speed P Short Thrust Ernest in this fight is a monster(as CPU fighters go that is). He uses even his X charge often. An easy fight. Just take care of that Metal Ape first. You don't want those 3 way shots pestering you all the time. Second Battle:Diamond Fences Sciencist Seal Head Dragon Crescent P Rocah H High Jump Sciencist's son Defender Bubble Acrobat Diving Short Thrust Ernest Metal Bear Claw Gemini B Spider Ground One thing. Don't get careless on this fight. You pay that mistake with your life. They both have heavy weapons and there's quite a lot of stuff exploding under you feet. The Seal Head will be your main target. But switch to the defender when you have a little breather. Ernest isn't as useful in this match. He's only good for holding them off a bit. Battle 3:Ice and Snow Paulie Javelin Splash Standard S Standard F Short Thrust Burglar Metal Bear Trap Tomahawk B Seeker G Booster Ernest Metal Bear Right 5 way Left Flank H Feint F High Jump This time. Ernest has a weak gun that can cover a lot of ground. He saved me once or twice. Don't let the Javelin close in or you'll be splashed to death. Also, in this total chaos, the Trap gun is very difficult to see. I sometimes found myself in between a bunch of splash rounds and a hidden trap shot. Don't stay in one place for long. That's my advice. Battle 4:Frozen Field Walt Dour Head V Laser Geo Trap Float F Wide Jump Lloyd Peregrine Vertical Left Wave Throwing P High Jump Ernest Metal Bear Hornet Straight T Sky Freeze Long Thrust With your current skills, the V laser should be no trouble. Watch out for the vertical. It's fast and not many CPU opponents use it so not everyone is used to avoiding it. Another tactic you should practice is to always be in the opposite end of the arena in relation to your partner. This way, shots fired at him won't harm you and you will be in ambush position all the time. If both enemies are together, feel free to fire bombs and pods as those will harm both at the same time. Fight 5:Crevice Court Bubble Metal Ox 3 way Standard X Dolphin G Ground Delpha Breaker Eagle Standard F Beast F Quick Jump Ernest Metal Bear Meteor Storm Dual C Speed D Stabilizer Whew! These two kept aiming at me all the time. I had to use the walls a lot and jump shot from there a few times. Never forget to use those bombs and pods. The wall bomb (in my setup) proved very useful here. Aimed, they can stop both the Ox and the Breaker. Ernest was helpful this time around. Battle Six:Basic Arena Bogey Tank head Left 5 Way Wave Diving Wide Jump Evil Juggler Gatling Submarine D Satellite H Booster Ernest Metal Bear Afterburner Double Mine Feint G Formula Again. The wall and Ernest were useful in this match. Nothing new to say about these two. An average fight at best. You shouldn't have any problem with them. ******************* *Flying CPU Battle* ******************* After Bogeys, I entered the test hall for the next challenge. A single use battle against aerial robos. Lighting sky and Funky Big head to be exact. You get an illegal part here. Computer 4 gives you a Crystal Strike if you talk to it a lot of times after it's beaten. Battle 1:Diamond Fences CPU 1 Defender Bubble Delta Satellite H Long Thrust I used Halberd with left 5 way, submarine D, Beast F and long thrust. Scatter your pods and teleport a lot to avoid damage. Remember to land in safe places. Fight 2:High Rise Plaza CPU 2 Tank Head Sniper Submarine K Seeker G Wide Jump I used Sol with Flare, Dual C, Jumping B and Feather. You will not be so dominating with this setup but you got enough power to control the fight. Try using your flare from max range to do more damage. Fight from middle range, always circle strafing to clear his sniper. apply the "wait first, shoot later" rule on him. Battle 3:Diamond Fences CPU 3 (Shin) Seal Head Glider Dual Float F Feather I used Swift with Shotgun, Tomahawk B, Feint F and stabilizer. I wanted to do a glorified version of my standard run/shoot yer face tactic. Yet I ended doing just that. Few CPU opponents use their weapons when invincible after a down. The rest just try to escape. I won this guy with a perfect. Battle 4:High Rise Plaza CPU 4 Seeker Splash Straight S Feint F Booster I used Milky Way with Right pulse, freeze, sky freeze and feather. A fun fight. It's easy to hit this enemy with the freeze bomb. But the sky freeze was useless. Freeze the Seeker with the bomb and finish the combo with the pulse. Circle strafe to avoid the splash. Remember to pick your crystal strike by talking to this CPU about 5 or 6 timees. Battle 5:Diamond Fences CPU 5 Breaker Flare Wave Twin Flank G Short Thrust I used Earth with Dragon, Submarine P, ground freeze and feather. Scatter your pods around you but at a distance. He will fall in at least one. He's quick and can dodge the dragon but he will eventually eat it too. Just keep your calm and fight from a distance to clear his flare completely. Fight 6:High Rise Plaza CPU 6 Dour Head Gravity Freeze Throwing D Quick Jump I used Defender with afterburner, wall, titan and long thrust. Fire the titan near him and flee. While the titan makes it's huge and weak explosion, pester him from afar with your gun. The wall bomb MUST be aimed here. You can not simply fire it. ********************* *Mira's Battle Party* ********************* Now we are on to the other Single use tournament here. The party at Harry's house is hot with guns like Roy, Harry and Mira. But don't panic. I'll tell you what they will be using and if you completed the other tournaments like I did, you will have enough parts to choose form. The catch here is that all robos can tavel long distances so slow movers will have a hard time. Battle 1:Basic Arena Hiroko Defender Rayfall Gemini P Wall High Jump I used Halberd with Drill, Delta, double Wave and Long thrust. The tactic to use is to be close at all times and slam those drills on your foe. Teleport a bit before his rayfall comes close to you. The wave pod did nothing on this fight and the standing delta could stop his side movement sometimes. Maybe a leg other than long thrust could help here as you sometimes need to do short dashes to reach your opponent. Just don't use short thrust. You can intercept your enemy in mid air when he does his air dash. Don't run behind him or you will face the wall pod he leaves as a gift. Battle 2:Ice and snow Jerry Javelin Vertical Right Wave Spider G Long Thrust I used Javelin with Gatling, Dual C, Throwing P and Long thrust. As you can see, I'm also learning how to use strike vanishers. I'm simply learning the basics of dodging with the stealth. This function is used for both dodging and transporting yourself. The one thing to keep in mind is to be alert when transporting. Always be ready to dodge. For this battle, the pod I used was useful and could hit more than once. The rest is just teleport and fire your gun. The easy setup uses Sol plus homing star. Battle 3:L Formation Marcia Milky Way Homing Star Crescent C Jumping B Wide Jump I'll use one of my familiar setups, just to avoid the H-star. Milky Way, Sniper, Freeze, Ground Freeze, Feather. With this setup, circle strafe around her gunshot and you will be safe all the time. Don't worry if she hits you once. The sniper will eat her very soon. We even played one of those "The Matrix" scenes when she jumped to me and I fired the ice. We both got stuck in mid air and when we broke free, I shoot the sniper on her face. Battle 4:Ice and Snow Roy Halberd Neddle Standard S Roach H Short Thrust I used Splendor, Flare, Submarine D, Diving and Long thrust. This is my very first time with a splendor. The robo does feel slow but it can take a bit of punishment. Avoid being in front of Roy. Always strafe him on ground or air. If you are short on points, you can use the defender, sword storm setup. That will basically eat him alive. Fight 5:Checkmate Foundry Harry Glory Right Arc Standard K Caboose T Stabilizer With enough ground movement and an arc gun, Harry makes a good contender in this battle. Watch out for his pod. It's strong. I used Ray one with Twin Fang, Submarine P, Wave and long thrust. To use this setup, you must be prepared to be fast. You can do mean combos with the wave and the air fang. Use the standing fang only at middle distance and behind a wall. The shot won't home at all if at short or long distance. The bomb I added is very strong so use it as combo finisher. Battle 6:Checkmate Foundry Mira Sol Ion Burrow P Twin Flank F Booster She's mobile. Her Ion has good homing but not enough to catch my: Earth Dragon Wall Right 5 way Twin Flank F Feather Poke at her from long distance and high in the air. Use the conveyors on the arena to evade the Ion as well as circle strafe. In fact. Try to land on them after you shoot in air. if using my setup, the wall will be your best ally. Aim it while she's shooting her Ion. You don't even need to fire your gun that much. **************** *Holosseum Test* **************** With this tournament finished and you out of there, you see Lucy saying something about guests in your home. Go to your room and guess what, a bunch of kids invaded it and started a little no limit tourney. Here, you will fight in arenas you've never seen before. (if this is your first time) Enjoy! Battle 01:Sudden Death Borrena Shrike Twin Fang Wave Twin Flank G Stabilizer It's a mini holloseum! And the enemy has weapons to fit it perfectly. In order to win, you must be faster and always a step ahead. I'll use Swift with Shotgun, Wall, Speed P and Stabilizer. This way, I'll have the edge needed. Fire the bomb and pods only as combo finishers. Those can be hazardous for you if fired recklessly. Battle 2:Impact Craters Kusun Swift Halo Standard K Diving Quick Jump I'll use the same robo setup but with a different pod. I added a float F for some long range. This stage splits in two and in four. Don't worry, you won't fall, but if the enemy gets separated from you, be ready for a small halo spamming. Keep close and if you ever get separated, use your long range pod and bomb. Don't mind her pod. You have a few seconds before they detonate. Battle 3:Gigantix Sprawl Hamada Metal Ape Glider Gemini B Wall High Jump Still using the last robo setup, I head into this enourmus arena. The guy you fight is kinda slow. You can easily dodge his glider with a swift. Remember to circle strafe his wall if you intend to use a ground attacker setup. Battle 4:Loading Dock Puniyo Earth Meteor Storm Tomahawk G Beast F Feather I'll go long range with my main setup. Earth, Dragon, Wall, Float F, Feather. Just stay away from her and shoot from long range. The loading dock in the middle can be good or bad. It can give you cover but it can also stop your fire. Go around it wisely. You can even ride the high platform if you can reach it and use it for defence. Battle 5:Battle Gear Station Loa Splendor Phoenix Straight G Caboose X Booster You can use any Robo setup here and mess up the way you like. If you want, give a try at one of those two illegal weapons you got. By the time you reach this fight, your score should have defeated the task score by a lot. If not, you better hit the training room hard. I myself tried the Halo gun. One tip. Never use the Halo in this holloseum. :) Still, I came up with a little 2 hit combo. Come from above and hit with a wall bomb, the inmediatelly hit the Halo. Does good damage. --------------------------------------------------------------------- With this battle, all the fights in the dome wolrd are ended. Now you must go to the outside world in the same way you did in the first part of the story. Police building-bathroom-train-black passage. Your first stop, the Z's hideout. You will face the people from Z Syndicate here. Oboro himself will greet you and gives you four tournament options. I' will do them in the order presented. Checking your parts lineup, you should have all legal parts and three illegal guns. So counting guns, you should have everything up to Wave Laser, all bombs up to Titan, all pods up to Titan, all legs up to Booster and all bodies up to Tank Head. The rest is all illegal or special parts. ************** *Eliza's Room* ************** This thing is one of those so called bonus battles. Being a bonus, it also means that the task score is high. My setup Earth Dragon Wall Float F Feather Battle 1:Dead Line Male Z Lackey Glaive Vertical Submarine P Wave Short Thrust Eliza *partner* Athena /!\ Sword Storm Acrobat Seeker F Formula Remember that you must do everything in your power to conserve both your health and Eliza's. This guy doesn't have bad skills but his equipment is too average to really be of concern. Always strafe him. Battle 2:Dead Line Male Z Lackey 2 Tank Head Dragon Freeze Caboose X Booster Eliza Athena /!\ Right Pulse Left Flank H Reflection Wide Jump Try to push this guy to the lava. You will be faster this way. Eliza is helpful in this round, but the dragon can damage her bad. Keep the pressure and the well aimed bombs. Battle 3:Sudden Death Female Z Lackey Earth Meteor Storm Submarine P Throwing D High Jump Eliza Athena /!\ Flame Smash Dounle Wave Ground If using my setup, the Dragon won't have much space to move around. Keep a close distance because her Meteor Storm hits harder at it's max range. Her bomb is strong too. Eliza's gun and pod are well suited for this match. Battle 4:Loading Dock Female Z Lackey 2 Splendor Phoenix Submarine K Trio H Short Thrust Eliza Athena /!\ Gravity Geo Trap Twin Flank G Quick Jump If you can reach the platform, (my setup can) and have a powerful long range weapon (my setup also has one), Then go there and stay there for the easiest fight of your commander life. If not, time it so you can avoid his standing phoenix shots simply by standing there doing nothing. His air phoenix must be dodged the usual way. Battle 5:Battle Gear Station Fat Female Z Lackey Metal Bear Rayfall Delta Wave Long Thrust Eliza Athena /!\ Eagle Burrow D Ground Freeze Stabilizer I'll use a Swift/Dragon setup for this fight. Slide shot the dragon just a step before you go behind the little cubes or the low walls. Or just go medieval and shoot him openly when he's aiming at Eliza. Only his ground freeze might be worth a note. ********************** *Training with Shiner* ********************** Now it's time to move to the next battle. Select "Training with Shinner" and you will be transported to the gym and showers area. Everyone but Shinner is on underwear. This is a single use battle in arenas that have moving parts. Battle 1:Little Locomotive Guy 01 Metal Ox Drill Dual Feint F High Jump I used Metal Bear with Basic, Straight S, Throwing P and Long thrust. If using this setup, a combination of all your weapons is mandatory. Help the basic gun with the bomb and keep your opponent in one place with the pods. When near, unleash an X charge. Battle 2:Battle Gear Station Guy 2 Metal Bear V Laser Wall Umbrella Stabilizer I used Javelin with Needle, Burrow P, Speed P and Long thrust. You can do a little combo with the gun, pod and bomb. Shoot the gun, then two standing pods and last, the bomb. It doesn't do a lot of damage but it's a good way to pile it up. You can fight this guy with this combo without hiding. Just be careful when he jumps as his gun will switch to direct fire. Walk slowly to a side if he jumps. Battle 3:Scramble Walls Guy 3 Metal Bear Halo Burrow P Trio H Booster I used Splendor with Drill, Burrow D, Standard F and Long thrust. Don't fire that bomb near yourself. The blast is big. Use the pod if you are close and the enemy is downed. The bomb can be used from medium distance and when your foe is ready to be downed. If the foe pins you with the halo, but you are still up, don't jump. Try to move to a side. There's a chance the next halo misses you. Fourth Fight:Loading Dock Guy 4 Glaive Needle Tomahawk G Satellite Quick Jump Time to rack some points if you haven't done so. I'll use my three lighting sky models now. For this one, I'll use Breaker, Sniper Submarine K. Trio H and Long thrust. You can also use a high flying robo and use the platform to hide. The deal is the same. Avoid being hit by the Needle. You've seen this weapon before so use the same strategy. He will sometimes teleport a lot if you use all your weapons at the same time. Fifth Battle:Merry Go Round Guy 5 Glaive Splash Submarine D Throwing P Short Thrust I used Defender with Afterburner, Submarine D, Wall and Long thrust. Don't get close. If using my setup, he can splash you down in a few shots. His pod can also get in your flight path. Use the pod when you are about to land so it explodes behind you. This is a defensive measure. Final Battle:Impact Craters Shiner Breaker Ion Gemini P Diving Feather The combination of a fast flyer, the ion gun and this arena seems scary at first, but it's not so difficult if you have another flyer like a Seeker with Dragon,Wall,Speed D and Long thrust. The trick here is to play it super cool. Try to transform from cube form fist and shoot the dragon and the aimed wall. This will down him. Step close and let him stand. He will always fly away. Follow and gun him down. Use this pattern if you are having trouble with him. ******************** *Isabella's Mansion* ******************** Next stop, Isabella's Mansion. This one is tag battle. The task score is a tad low. Also, you get your first Illegal Robo here. It's none other than Rahu 1. Run to the column in between the parts generator and the green goo chamber. Your character will go behind the column. Press A and run up and then right. You should now be inside the chamber. Press A in there to get Rahu and his Rahu 1 gun, Penumbra 1 pod, Grand Cross bomb and Ultimate Legs. All of them are illegal parts so use in tourneys only if you already beat the task score or you need only a few points for it. My setup Seeker Afterburner Wall Speed D Long Thrust Earth Dragon Wall Seeker F Feather First battle:Magma Hole Male Z Lackey 1 Glaive 3 way Standard F Dolphin Stabilizer Metal Ox Sword Storm Crescent C Roach H Short Thrust Well....My afterburner ate both guys. It was harder to hit on the glaive but it still did mean damage combined with the bombs and standing pods when it was down. You can fly a circle around the Metal OX. Just check the arena and don't get stuck in a wall or his Sword Storm can get you. Battle 2:Magma Ruins Male Z Lackey 2 Criminal Flame Straight T Spider Short Thrust Dour Head Bubble Dual Speed P Feather Magma Ruins is a mean place to be for a Lighting Sky. But all is not lost. You can still fly close and in a small circle. If you can't switch to your hopefully not lighting sky robo. Watch out for that flame. It's mean and can push you to the lava. Alternating between your two robos is key. If one is hit and sent to lava as down, switch. Your coming robo will be invincible and can come with a revenge. Third Battle:Sudden Death Female Z Lackey 1 Earth Drill Freeze Caboose T Wide Jump Swift Stun Straight S Beast F Stabilizer With weapons that work well on this stage, your odds of a perfect victory are small, but not impossible. I'll keep my two robos unchanged. My Earth had the better chance. She kept her 1000HP. I switched between my robos, hitting fast with the Seeker and hitting hard with the Earth. The Drill will be your main enemy here. If in the air, the freeze bomb is no problem. Watch out for the Caboose T pod. The blast has decent size. Battle 4:Impact Craters Female Z Lackey 2 Sol Left 5 way Right Flank H Reflection Feather Seeker Eagle Double Mine Twin Flank G High Jump All of the Sol's weapons can be avoided by being in the air with a double jump able robo. It's difficult to dodge her 5 way horizontally but it's very easy to clear vertically. Her bomb and pod has no tall blasts so air time clears them too. For her Seeker, don't let her put too many eagles on the air. Fight from medium range. Fight 5:Gigantix Sprawl Evil Juggler Hornet Gemini P Jumping B Long Thrust Breaker Homing Star Submarine K Satellite H Booster With my setup Seeker, you will have enough time to aim your bomb. Combine it with the gun all the time. When you fly around these guys, you will dodge their guns automaticly. If using any other setup, just circle strafe and overload them. Battle 6:Panic Cubes Isabella Athena /!\ (Pink) Dragon Geo Trap Reflection Feather Athena /!\ (Purple) Flare Straight T Ground Freeze Wide Jump Again, a combination of aimed bombs and your main gun is key here. Use the changing conditions as surprise cover and when there is no cover at all like when all the edge cubes rise, use your faster robo and move around a lot, firing like there's no tomorrow. You will not know who's who until the robo fires so keep your defence high and don't try very different strategies on each. Use something similar so you can change tactics quickly. ******************** *Playing with Oboro* ******************** After collecting the biggest amount of points in my whole carreer as a commander, I head to the Oboro stage. It's another single use battle. The skill level of the opponents is a bit higher and their weapon selection is good so we can't play here like we did on the Shiner stage. They even use illegal stuff on you. One per robo to be exact. Yet you should stick to your legal parts because you need points, and as early as possible. Battle 01:Double Dead Line Z Guard Peregrine Flame Treble/!\ Double Wave Stabilizer I used Milky Way with Right Arc, Dual, Ground Freeze and Feather. The arc gun works here because you will want to be against a safe edge. Put the pods in front of you or to the sides and fight from high in air. The bomb has indirect target properties and it's best used for defence. As for this guy, don't move too much to the sides. Don't move to the sides at all if he fires his bomb. Just jump up and fire if he does so. Keep him away at all times. Battle 2:Impact Craters Z Sciencist Shrike Sword Storm Wyvern Caboose C Ground I used Defender with Rayfall, Submarine D, Feint F and Long thrust. He will try to knock you down with his upgraded bomb. Don't let him. Keep moving and firing pods all the time to help your gun. Use the pods only if they float or if the ground isn't split. Third Fight:Basic Cell Z Sciencist Needle Waning Arc/!\ Seeker G Quick Jump I used Swift with Shotgun, Burrow D, Speed D and Stabilizer. You can combo a fallen enemy with this setup. Down them, then aim and fire the bomb behind the victim and use the gun again. The pod is fast but won't make it in time so don't worry with it. About the actual fight. Always strafe this guy. There's absolutely no way to beat him on this setup if you don't. Also, if using the combo I mentioned, don't even think on going forward. Your blast will still be there. Fourth Fight:Sudden Death Shiner Breaker Meteor Storm Straight T Wolf Spider Short Thrust I used my Breaker with Flame, Burrow P, Dolphin G and Long thrust. A very nice setup for bombing runs. Use your bomb first and then rush close with the flame. Use the pod when you land. They travel a fair distance. Your main concern in this fight is the wolf spider that can sneak below you and your own blasts. You can down Shiner in one hit with almost anything. Fifth Fight:L Formation Sergei Ruhiel/!\ Sniper Wave Orca/!\ Wide Jump I used Earth with Dragon, submarine P, Throwing D and Feather. The sniper is your main concern but the orca packs punch. Other than that, use your circle strafe against him. It's mandatory to wait for him to shoot first. If you fire at the same time, he will always hit you. Last fight:Castle Keep Oboro Rakansen/!\ Waxing Arc/!\ Tomahawk B Roach G Booster I used Seeker with Afterburner, Wall, Wall, Long thrust. Use your pod as a defensive measure when he gets close. If you use a flight setup, watch out for his tomahawk bomb. Combined with his gun, they can both stop you and do serious damage. ************* *Z Boss Room* ************* With a good amount of illegal parts won in that last tournament, we go to the last Z challenge. The Boss room. A no limit battle against the Z leaders who are using two or more illegal parts on their robos. Since it's no limit, you can use your favorite setup. Before your first match, go to the left side of the room and hide in the column there. Face down and press A to get the only on it's kind Chickenheart. My setup Seeker Dragon Wall Seeker G Long Thrust Round 1:Ice and Snow Shiner Breaker Wyrm/!\ Waxing Arc/!\ Speed D High Jump An easy to overload robo, his gun won't be too much trouble. His bomb is another story. Just try to be faster and be ready to overload him. You can also use type K bombs for instant knock downs but those won't overload him. Only gunshots do so. Round 2:Panic Cubes Eliza Athena/!\ Wave Laser/!\ Geo Trap Caboose T Raven/!\ Important! Don't let her get close. Her wave laser will stop you in place and render you useless for a while. Enough for her pod to finish the job early. She's also quick and likes to jump very high. Round three:Panic Cubes Isabella Athena/!\ Crystal Strike/!\ Freeze Ground Freeze Swallow/!\ I changed from dragon to afterburner to have a better hit chance. I do this bacause I can't allow her to fill the arena with her gunshots. They act more like the rayfall than the meteor storm. Her freeze and ground freeze serve as landing hazards but she is likely to fall in them more than you. 4th Round:Castle Keep Oboro Rakansen/!\ Raptor/!\ Crescent P Float F Eclipse/!\ Ugh! He's got pink leg parts. His raptor is good as long as he's not overloaded so keep doing that and you won't have to worry about the little birds. His pod is a bit of a nuisance. Don't let it get to you. Round five:Frozen Field Sergei Ruhiel/!\ Waning Arc/!\ Double Mine Cheetah/!\ Booster The only real thing you can do in this fight is to keep away and pick at him with a strong weapon. Don't even try for an overload. Use the few hiding areas but put an eye on his super fast pods. Final Fight:No man's Land Dad Ray Legend/!\ X Laser/!\ Standard Standard Eclipse/!\ If you played your other fights well, you will notice that you are way over the task scores. If you are, you can then use anything you have, including illegal parts and still get the gold. You can destroy him with the usual Lighting Sky setup. For this I went a bit dramatic. I'll use Ray one Rayfall Wall Twin Flank F Long thrust With this setup, try to be as close as possible. His attack is very high but his defence is low so you will still have a fair match. His x Laser will be your main problem, but don't just keep your eye on that. The pods can sneak below you and set you up for the laser. He can do up to 350 damage on a single combo. After this last fight, if you got all gold in the Z hideout, talk to Oboro again to get the robo you just fought. The Ray Legend. Now is time to head for the amusement park. If you collected all the bronze tropies so far, you can fight in the Bronze Handicap. Get all silver to battle in the Silver Battle Royale. Gold unlocks the Gold Singles. *********************** *Bronze Handicap Match* *********************** Here's the feared Bronze handicap match. Two skilled opponents will battle you in a 2 vs one chellenge. I will use the same setup for the entire match. This setup gave me a gold trophy so there's no doubt it will give gold to you too. Seeker Dragon submarine D Seeker G Long thrust First round:Robo's Room (Lavatory) Bogey Tank Head Left Arc Submarine D Seeker F Wide Jump Lloyd Peregrine Drill Standard Caboose C Formula The Tank head will be far away firing from behind with his arc gun while the Peregrine tries to close in with the drill. Concentrate on the Tank head because you will kill him faster. He's slow and will take more full damage hits before going down. The peregrine falls down on every shot. Attack him only when he's too close. He will anyway have more or less 3/4 to half health when you aim him after killing the Tank Head. Second Match:Robo's Room Sophie Sol Twin Fang Left Flank H Speed D Ground Trish Swift Dragon Dual Roach G Stabilizer These two can hit hard. Especially Trish's Dragon. But don't lose your calm. Keep attacking Sophie's Sol and just keep an eye for the Swift. When I ko'ed Sophie, Trish's Swift had only 300 HP and I was only aiming at the Sol. Always use your bomb. Always have one fired or blasting on the ground. When you finish this match, talk to lucy (go near her on her side of the hollosseum) when she comes to challenge. Talk to her a lot of times to get Rahu 2 body, Rahu 2 gun and Penumbra 2 pod. Round 3:Panic Walls Lucy Tank Head Right Pulse Crescent P Trio H High Jump Carmen Metal Ape Neddle Geo Trap Throwing D Short Thrust Challenge after snatching Rahu 2 from Lucy. I attacked Lucy first. None of the robos pose a real threat to the Seeker robo. The neddle can't hit something moving to the side and the pulse has a range too short for this stage. Just don't get stuck in the inner walls. Round 4:Panic Walls Fat Z lackey Metal Bear Splash Tomahawk B Dolphin G Long Thrust Underwear Z lackey Criminal Sniper Gemini P Satellite Stabilizer Things to watch out. The criminal's sniper and the Metal bear's tomahawk. Kill the criminal fist, avoiding the almost constant volley of tomahawk shots. If you play it from a distance, the rest of their weapons will pose no trouble. Fight 5:Robo's Room Isabella Athena /!\ (Purple) Waning Arc /!\ Burrow D Cheetah /!\ Stabilizer Eliza Athena /!\ (pink) Flame Waxing Arc /!\ Jumping B Swallow /!\ Isabella tends to be a bit more aggressive. Her Waning Arc gun can cover the entire arena. If you keep moving, Eliza's waxing arc bomb will only be a bunch of big explosions that do no damage. Also watch out for Eliza's Jumping pod. They can nullify your flight. All said, go for Isabella first. Round 6:Castle Keep Oboro Rakansen /!\ Shotgun Standard S Orca /!\ Eclipse /!\ Shinner Breaker Wyrm /!\ Treble /!\ Wolf Spider /!\ Raven /!\ As you can see. Shinner holds the deadlier weapons of the two. Keep away from Oboro and pick at Shinner from close range while flying to free yourself from those pesly spider pods. His treble can also cause you some trouble if you fly into it. Oboro will try to be your shadow most of the fight but will run away when he sees your pods on the ground. Pick at him from medium range. ********************* *Silver Battle Royal* ********************* Good Job. You've cleared Bronze Handicap. And hopefully with enough points for gold. Now for some wild fun. The silver battle royale. I will use the same setup for handicap. Here it is again: Seeker Dragon submarine D Seeker G Long Thrust This one should give you gold if played right. Also, remember to go inside the broken carriage next to the hollosseum deck to get the Rahu 3 body, Rahu 3 gun and Penumbra 3 pod. Enter it from the upper side. Round 1:Merry-Go-Round Mary Earth Right 5-way Tomahawk G Wave Booster Anthony Splendor Hornet Standard Caboose C Stabilizer Thomas Criminal Starshot Geo Trap Wall Short Thrust You can actually aim anyone. Just keep moving. This is an introductory fight so the skill level of the CPU is low. If the hornet is a problem, beat the Splendor first. Mary was left as my final opponent all the time. Battle 2:Merry-Go-Round Wendy Swift Stun Freeze Umbrella Formula Walt Dour Head Glider Smash Dolphin Feather Will Seal Head Sword Storm Crescent K Trio H Wide jump Ok. Wendy can avoid attacks well and her pod can get in your way sometimes. Stay away from the green explosions from Will's bomb. Those are one hit down for any legal robo. In fact. There will always be a lot of stuff both in air and ground. Hug the edge of the arena all the time to avoid most of it. Walt's glider will be his most problematic weapon to you. Fight 3:Scramble Walls Sherry Buggy Homing Star Tomahawk B Satellite H High Jump Jin Tank Head Rayfall Wall Spider G Quick Jump Katu Defender Afterburner Burrow P Beast F Wide Jump Just aim and dodge. The arena is big enough for that. Stay away from everyone and shoot whoever you like (or hate). Fight 4:Scramble Walls Note:I don't know who is who here. I'll go on guess. Oboro Z Lackey Glaive Flare Crescent C Double Wave Stabilizer Eliza Z Lackey Metal ape Halo Wave Reflection Booster Female Z Lackey Shrike Knuckle Straight T Sky Freeze Ground Things to watch out for. The ice traps. That halo. The shrike and his knuckle. They all have a reason to be defeated first. Just pick your first victim and avoid the rest. I'd go for either the glaive or the Metal ape. Take on the glaive if you don't mind the Halo being spammed on the whole arena. Fight 5:Gigantix Sprawl Evil Juggler Trap Acrobat Ground Freeze Short Thrust Delpha Breaker Sniper Double Mine Float F Long Thrust Bubble Metal Ox Phoenix Right Flank H Speed D Booster As with the last fight, these three all have reasons to be thrown down the pipe first. The difference is that here they will aim at you most of the time. Use your vertical dodging abilities to dodge both the sniper and Phoenix. Plan your movement and use the little cover wisely. ******************** *Gold Single Battle* ******************** Here it is....The gold singles battle. This is the final event. It's a single use tournament against every Class S commander there is. They also have powered up robos. Slightly more attack and maybe defence. To beat this tournament, you must be proficient with a few robo setups because you will fight not six, but eight opponents. By the time you reach this fight, you will have every legal part and most illegals. There should be no problem setting up at least 3 slightly different versions of your robo. I will use setups that got me the easiest win against each enemy. Fight 1:Panic Walls Linda Seeker Hornet Dual C Jumping B High Jump I used Peregrine and Magnum with stabilizer legs. Any pod and bomb I didn'tneed. You will most of the time run below the hornets she shoot. Just beware of her bomb. It will slowly raise you up and the hornets will hit you. Don't direct pursuit her if she starts flying. Instead, circle strafe her on ground and intercept her path with the magnum. Use Burrow D for a nice combo finisher. Shoot it from no less than shotgun max range. Fight 2:Scramble Walls Chief Metal Ox Rayfall Wave Diving Long Thrust I used Swift with shotgun and stabilizer legs. Again, any pod and bomb I won't need further ahead. He will throw the occasional pod or two but generally you should stay within shotgun range at all times. He's slow so that won't be a problem. The only thing you should worry about is his tendency to X charge you when you're close. This does heavy damage to your Swift. If you shoot first, he will be extremely easy to beat. He will always try to escape when he goes "rebirth" and you should run behind him. He will attack when his invincibility is gone. Fight 3:Castle Citadel Sergei Ruhiel Eagle Left Flank H Beast F Wide Jump I used Breaker with Homing Star, Delta, Sky Freeze and Long thrust. His weapons won't pose much trouble. They only do big damage if you fly into them. He will fly around scattering eagles across the stage. You should do the same with your sky freeze. Your homing star will down him most of the time in two hits. As an interesting note, we flew side by side several times and he did absolutely nothing. But it's risky to fight from close range. Always be at max range and taking cover when you aren't flying (if using my setup that is) Fight 4:Lost World Roy Halberd Magnum Straight T Caboose T Feather I used Sol with hornet, wall, ground freeze and feather. His strategy is simple. He wants to point blank you with the gun. He is extremely aggressive in this matter and unlike many other opponents; he will keep shooting at you while you're down. Because he loves to go forward all the time, he will most of the time eat the full hornet, downing him. Try to be most of the time high in the air at medium range as your Sol will be more agile that way. Shoot an aimed wall from afar when he's down. Don't close in or you'll be in for a nasty trap. If you need to keep him away for some time, use the ground freeze. Set them and jump back a few steps and he won't cross that line. But remember that when he's away, he's dodging and the hornet will have a hard time hitting. Avoid his pod and bomb at all costs. They will push you towards his gun. Fight 5:Nature Park Mira Sol Ion Geo Trap Speed P Long Thrust I used Earth with Left 5-way, submarine P, roach G and feather. Pick at her from a distance and high in the air with the gun. With the 5-way, you can cover basically all the holosseum from almost anywhere. Keep her at bay with the ocasional pod and aim bombs at her. Her ion won't pose any threat as long as you're always moving and landing behind objects. Fight 6:Nature Park Ernest Metal Bear Sniper Tomahawk B Standard F Stabilizer I used Defender with Rayfall, geo trap, roach H and long thrust. The air rayfall will eat this guy alive. Just do "bombing runs" circle strafing him across the arena with the gun. His sniper will pose absolutely no threat. Just watch out for the ocasional pod that might fall right in your flight path. Fight 7:Nature Park Marcia Milky Way Homing Star Right Flank H Dolphin G Wide Jump I used Milky way with sniper, tomahawk B, seeker F and feather. Just plug at her with the sniper while circle strafing in the air. The first who connects a shot will down the other. With the sniper speed, you will be the winner all the time. Sometimes you will get hit and not be downed because not all the h-star pellets hit you. She's dumb enough to simply stop in place and fire blind. The rest of her weapons pose no problem at all. Fight 8:Sudden Death Harry Glory Flare Tomahawk G Spider G Stabilizer I used Seeker with dragon, submarine D, seeker G and Long thrust. Instead of doing a bombing run across the arena like with other lighting sky designs, just fly away from him and shoot from there, even if it means just pushing against the edge of the arena. Always be at the opposite side when fighting him. This will keep you away from the flare. If he does get close, fire the bomb in case you are in the reload time for the dragon. Also remember to fire a pod or two. There's a high chance he will walk into one. If shooting from far away, shoot an aimed bomb first and immediately follow with the dragon. The two shots will look like fired at the same time. Only his flare will pose some trouble. ************ *At the end* ************ Congratulations! You defeated the Grand battle mode. If you got all gold, talk to the cop at the entrance to the amusement park and he will give you a Ray Warrior body. Also, go back to your home and enter the left most door (Lucy's apartment) and enter a red door in there. In the other room, search for a training robot at the top right corner to recieve the whole Can robo set. ******** *Thanks* ******** Thanks go to the producers and everyone involved in putting this game on my hands, to the GameFaqs crew and the people at the Custom Robo GameFaqs board. ******* *Legal* ******* You can not copy part or whole of this guide without written permission by me, Foxphoenix. You can use this guide for personal use and can distribute freely but unchanged. As for now, only Gamefaqs and Foxphoenix Imageworks sites can post this guide. ****************** *Credits and info* ****************** Custom Robo: Copyright Nintendo, NOISE Site copyright: GameFaqs Guide copyright: Foxphoenix Imageworks. I would like to see other tactics against enemies with other robo setups. If you want to help, send a mail at the address below. Full credit will be given to the sender. E-mail (friend's) Foxczer@hotmail.com Site www.furnation.com/foxphoenix foxphoenix.web1000.com Note that the sites have no Custom Robo info. . . .