MMMMMMMM
                                                          MMMM      MMMM
                                                       MMMM            MMMM
  MM                                                 MMM                  MMM
MMMMMMMMMMM  MMMMMMMMMMM  MMMMMMMMMMMM   MMMMM      M  MMMMM          MMMMM  M
MMMMMMMMMMM  MMMMMMMMMMM  MMMMMMMMMMMM   MMMMM      M      MMMM    MMMM    M M
MMMMMMMMMMM  MMMMMMMMMMM  MMMM    MMMM   MMMMM      M MMMM    MMMMMM   MM MM M
  MM    MMM       MMMMM   MMMM  MMMMMM  MMMM        M MMMMMMM    M    MMM M  M
  MM    MMM      MMMMM            MMMM  MMMM   MMM  M MMMMMMMMM  M    MMMMMM M
MMMM  MMMMM  MMMMMMMMMMM  MMMMMMMMMMMM  MMMMMMMMMM  M MMM   MMMM M MMMMMMM   M
MMMM  MMMMM  MMMMMM MMMM  MMMMMMMMMMMM  MMMMMMMMMM  M MMM    MMM M MMMMMM MM M
MMMM  MMMMM  MMMMM  MMMM  MMMMMMMMMMM   MMMMMMMMMM  M MMMMM  MMM M    MMM MM M
                                                    M MMMMMMMMMM M  M MMM MM M
                                                    M    MMMMMMM M MM MMM M  M
                     MMM                             MMM    MMMM M MM MMM MMM
                MMMMMMMMM            MMMMMMM           MMMM   MM M MM   MMM
             MMMMMMMMMMMMM  MMM    MMMMMM                 MMMM   M   MMMM
         MMMMMMMMMM  MMMMMM  MMM  MMMMMM                     MMMMMMMMM
       MMMMMMM         MMMM  MMMMMMMMM                          /
      MMMMM              MMM  MMMMMM                           /
      MMMM                   MMMMMMMM                         /
       MMMM       MMMMMMMMMMMMMMMMMMMMM                      /
       MMMM         MMMMMMMMMM  MMMMMMMM                    /
        MMMM         MMMMMMM     MMMMMMMMM                 /
        MMMM      MMMMMMMMM       MMMMMMMMM               /
         MMMM  MMMMMMMMMMM        MMMMMMMMMMM            /
         MMMMMMMMMMMMMMMM          MMMMMMMMMMM          /
          MMMMMMM    MMM                               /
           MMM        M                               /
                                                     /
                                                    /
____________________________________________________/


  C  U  S  T  O  M       R  O  B  O       G  X




             A guide to Custom Robo GX for the Gameboy Advance
                    Written by Adam King (aka Terotrous)

                              Version 1.0


This FAQ is intended for personal use only.  You are free to save or print this
guide for your own use in playing the game, but it is not to be reproduced or
redistributed without the express permission of Adam King.

This guide is best viewed using a fixed-width font, with at least 79 characters
per row.

The most up to date version of this guide may always be found at
http://www.gamefaqs.com

===============================================================================
===============================================================================
Table of Contents:

You can search using the code listed before the titles to jump right to that
section.  Just press Ctrl-F and type in the code.

F-0   FAQ information
  F-1   Version History
  F-2   Preface
  F-3   You Can Help!

G-00  Game Basics
  G-01  About Custom Robo
  G-02  Main Menu Translation
  G-03  Controls
  G-04  Ingame Menu Translation
  G-05  Battle Basics

W-00  Walkthrough
  W-01  The Beginning - Here We Go Again... In Zero-G!
  W-02  C-Rank Tournaments - The Master Competition Begins
  W-03  B-Rank Tournaments - Secret Agent Kids
  W-04  A-Rank Tournaments - More of the Same
  W-05  Illegal Tournaments - Challenge of the Four Heavenly Lords
  W-06  Creepy Mansion - The Great Escape
  W-07  The Finale - Showdowns Upon Showdowns
  W-08  Lady P's Lab - The Battle Continues
  W-09  S-Rank Tournaments - Are You Not Entertained?
  W-10  GX-Rank Tournaments - The Best of the Best
  W-11  Dark Station - He Who Fights Demons
  W-12  Game Link and Rising Chimera

P-0   Parts Catalogue
  P-1   Body Parts
  P-2   Gun Parts
  P-3   Bomb Parts
  P-4   Pod and Gunner Parts
  P-5   Action Chips

Z-0   Contact and Credits
  Z-1   Contacting Me
  Z-2   Credits
  Z-3   Closing Information


===============================================================================
===============================================================================
F-0

FAQ Information:

###############################################################################
F-1

Version History:

1.0 - August 13, 2014
First draft.  Covers the entire game, probably final.


###############################################################################
F-2

Preface:

It should be obvious, but this is a guide for a game that was never released
in America, which is designed to help people who don't speak Japanese to play
the game.  That being said, being able to read Katakana is a big help as it
will allow to read the customization screen.  You could just fumble along using
the Parts Test feature to figure out what you have equipped, but it's kind of
a waste.

Note that a few of the characters in this game reappear in Custom Robo Arena
and were given localized names there.  I'm using the original Japanese games
so as not to confuse people who haven't played that game.


###############################################################################
F-3

You Can Help!

The guide is mostly done, I've obtained all the parts in the game and beaten
every tournament, but if anyone wants to capture a video of the battle against
Rising Chimera and post it to Youtube that would be awesome.  Alternatively if
there's any big corrections about the plot or if I'm somehow way off on the
functions of some of the parts that would be useful to know.

If you contribute anything to this guide, you'll be appropriately credited.


===============================================================================
===============================================================================
G-00

Game Basics:

This sections goes over the basics of the game.


###############################################################################
G-01

About Custom Robo GX:

Custom Robo GX is a spinoff to the Custom Robo series.  Unlike the rest of the
games, it's completely 2D, so the gameplay had to be tweaked a bit, it's now
kind of a weird hybrid between an action game and a shmup.  You can freely
move about all over the 2D battlefield, but since you can no longer jump you
have to be even more mindful of your positioning to avoid being hit or forced
into a corner.  It still retains the strategic collect and battle gameplay that
makes the main series addictive, though, so fans of the series should still
feel right at home.  Like the first two games in the series, this game wasn't
ever localized either.


Changes from the other Custom Robo games
----------------------------------------

Of all the Custom Robo titles, GX deviates most substantially from the core
formula.  Here are the main changes:

- The game is 2D and takes place in "Zero-G", so there's no jumping, you can
 just move freely in all four directions.
- As such, Leg Parts are totally gone.  They've been replaced by Action Chips,
 which can either be melee attacks or a new type of shield move.
- Since you can't jump anymore, you now activate your gun's alternate shot by
 using a separate command, these are called "Beta Shots".  This means you can
 access your "ground" and "aerial" shots at any time, making some guns a lot
 more versatile.
- There's also no longer any real momentum to your movements.  You can continue
 to fly around freely when shooting most guns, which makes fast reflexes more
 important than ever.
- You also can no longer be hurt by your own explosions.  They're colour-coded
 so you can tell which is which.
- This is the first Custom Robo game to feature money.  You now have to buy
 most of your parts, though some of them are still given to you for free for
 accomplishing various tasks.
- The knockdown mechanic works the same way, but you take less damage when
 knocked down in this game, in particular most guns do almost no damage to
 downed Robos.  It's better to use down time to set up pods.
- Speaking of which, there's a new type of Pod-like weapon called Gunners,
 which are like Pods that shoot.
- The story mode is almost 100% tournaments this time around, like The Grand
 Battle mode in the other Custom Robo games.  Thankfully, you don't have to
 deal with the annoying scoring system until the post-game.


###############################################################################
G-02

Main Menu Translation:

Unlike the previous games, the main menu begins with the File Select menu,
then gets into the main options.  Your file options will vary depending on the
state of the files, but assuming all four options are available, they read as
follows from top to bottom:


Continue
New Game
Copy
Delete

If you have no files, only New Game will be available.  Continue and Delete
are available if at least one file has data.  Should one file be full, but not
both, Copy is available.

When starting a new file, you're first asked to give it a name.  On the far
right are language options, pick the second from the top to use English.


Once you select your file you go to the main menu, which has the following
options:

Scenario Mode
Vs Battle
Records
Options


Scenario Mode is the main story mode.  In Vs Battle, you can play against a
friend, though you need a link cable, another system, and another copy of the
game.  In Records you can see some data about how much you've used each part.
In Options, you can change the controls.  More on that below.



###############################################################################
G-03

Controls:

Finally, remapping the battle controls is possible.  I've listed the default
controls, but you can change them around if you like.  I've listed the battle
controls in the same order as the game, except for the DPad and Start Button,
which the game does not list at all.


Menus:
------

DPad - Make Selection
A - Accept
B - Cancel


Battle:
-------

DPad - Move
A - Dash
B - Gun
R - Bomb
L - Sub Weapon
R + B - Beta Shot
L + A - Action Chip
Start - Pause


If you're coming from Custom Robo or Custom Robo V2, you'll notice some changes
here, see the Battle Basics section to see how this game works.


###############################################################################
G-04

Ingame Menu Translation:


The following is a translation of the various in-game menus:


Pause Menu:
-----------

Customize Menu
Status
Advice
Options
Return to Title


Status Menu:
------------

Parts List
Items
Results Data


Before a Robo Battle:
---------------------

Customize Menu
Opponent Data
Holosseum Data
Tournament Progress (only in Tournaments)
Quit Tournament (only in Tournaments)
Advice
Quick Save
Start Battle (you can also press Start)

(Note that quick saving does not save your tournament progress, if you reset
the game you'll have to restart.  No save scumming for you!)


Customize Menu:
---------------

Robo
Gun
Bomb
Pod / Gunner
Action Chip


Battle Menu:
------------

Return to Battle
Give Up


###############################################################################
G-05

Battle Basics:


Launching:
----------

Custom Robo battles begin in an unusual way - with Robo cubes being launched
into the arena with a cannon.  This is not just for show, you can aim the
cannon to choose roughly where you'll start the battle.  The cubes bounce
around a lot before finally stopping, and when they do a number will be
displayed, which has to count down to 0 before you can act.  You can mash
buttons and the Dpad to get up faster, which is important because the first one
to get up can shoot the other before they can defend themselves.


Movement:
---------

Movement in Custom Robo GX is totally different from the other Custom Robo
games.  The battles now take place in a Zero-G environment, so you can freely
move in all directions, but you can no longer jump.  Your movements are also
a bit smoother than in the other games, in particular you no longer have to
commit to a direction when attacking, with most weapons you can still move
freely even while firing.


Dashing:
--------

Although jumping is gone, Robos still possess the ability to perform a dash,
it's just a grounded dash this time.  As before, the type of dash performed
varies depending on the Robo type, but they actually vary much more now, with
each class having a completely different type of dash.  Some are cancellable,
some have invincibility, some can pass through walls, and so on.  You'll want
to check the Parts Compendium at the end of the guide to learn the specific
function of each Robo's dash.


Attacking:
----------

Each Robo is equipped with 3-4 types of attacks.  A gun, which is generally
used for quick, weak attacks, a bomb, which is used for stronger but slower
attacks, a subweapon, which is used to provide battlefield support, and
potentially also a melee attack, which is used at close range and is invincible
while moving, though the melee attack can now be replaced by a new shield move.
All of these attacks reduce the opponent's HP bar if they connect, and a winner
is declared once one Robo's HP bar is depleted.  Note that unlike the previous
games, it is now impossible to inflict damage upon yourself with any of your
own weapons.

When attacking with your gun, bomb, or melee attack, your Robo will
automatically aim towards the opponent, the only weapon you can aim manually
is your subweapon, which is fired in the direction that you press on the Dpad
when you press the subweapon button.  Note that pressing no direction always
aims towards the opponent.

There's a lot of strategy involved in setting up your Robo and utilizing your
attacks to land hits upon your opponent, which is too complex to fully discuss
in this guide.  The walkthrough gives a little advice, but you'll just have to
experiment with various parts and strategies to see what works best.


Down and Rebirth:
-----------------

After being hit several times (the exact amount varies per Robo), a Robo will
be knocked off its feet and put into the Down status.  During this time, they
are briefly vulnerable to further attack (though attacks dealt in this state
deal significantly lesser damage), after which they will recover themselves and
enter the Rebirth state, which grants a few seconds of invincibility.  Note
that while downed, Robos slowly fall to the bottom of the arena, this is the
only instance of gravity in the entire game.

In general, you always want to get a follow-up attack on a downed Robo if you
can, usually a Bomb or a Melee attack depending on distance because a few
extra gun shots doesn't usually add a lot of damage, especially in Custom Robo
GX where most seem to only deal a quarter of their usual damage.

Note that there is also a special mechanic called Vanishing whereby any shots
on screen will disappear if the Robo that fired them is downed by a gun.  This
makes spamming gun shots when a bomb or something else powerful is about to hit
you a very poor idea.  Note that bombs and pods don't trigger vanishing, and
they also aren't affected by it.


===============================================================================
===============================================================================
W-00

Walkthrough:

This section explains how to get through the game.  It's divided up into
sections based on the progression of the plot, though in this game they aren't
separated as clearly as they are in the other games and you can actually
deviate from the order I've presented here to some extent.


Here's a map of Makno Town, so you can find the various locations.
It's not 100% to scale but it should be close enough.


                  Makno Town                             Master Isle
        -------------------------------        -------------------------------
To Marsh | Creepy      Police          |        |               Dark     Dark |
Mountain | Mansion     Station         |        |             Station    Shop |
        |                       Makno |        |     Battle                  |
  /     |                       Mall  |    \   |     Tower                   |
 /---   |              Robo           |  ---\  |                             |
 \---   |             Station         |  ---/  |             Lady   Ultimate |
  \     |  Your                       |    /   | Marvellous   P's    Battle  |
        |  House                      |        |  Shop        Lab     Fort   |
        -------------------------------        ------------------------------|


###############################################################################
W-01

The Beginning - Here We Go Again... In Zero-G!


The third game begins just as the first two did, with you falling out of bed,
only this time you can see that the interface has changed a lot.  There's no
field map in this game, instead there's just text windows overlayed on static
pictures and you pick your commands from a menu.  Anyway, your mother has a
Custom Robo for you in the Living Room, so pick the second option to head down
there (alternatively, the first option has you stay in bed, causing this scene
to repeat a few seconds later).

Downstairs, you're given your birthday present, a brand new Custom Robo, X-Ray.
You also get some basic parts to go along with it.  Note that Leg Parts are not
in this game, instead we have Action Chips, which replace melee attacks,
though not all of them are used for attacking.  A goofy-looking guy comes in,
this is your friend Yusuke, who will serve as your guide to the world of Custom
Robo GX.  He explains how to do the Eye-Scan Registration, so pick the first
option to do it.  You now have access to the System Menu, which you can access
by pressing Start, but there's nothing to do there right now.  As always, it's
time to head to Robo Station to learn to control our new Robo.

Custom Robo GX's map screen is a lot more simplistic than the previous games.
Just press right and then A to go to Robo Station.  You can see the map above
for when other locations open up.

After we arrive, Yusuke explains that Robo Station is a place for commanders
to have Robo Battles.  After registering at the counter we head to the
Communication Lounge, which is where we wait between battles.  The receptionist
explains that in this game we participate in Zero-G Robo Battles, which is
totally a cool new thing and not just a way to work around the fact that the
GBA can't display 3D graphics very well.  Since there's no gravity there's no
jumping, but you can freely move and dash in all directions.  Yusuke hops in
to explain the buttons, and we're into our first training battle.


Robo Battle: Yusuke
-------------------
Photon / Basic Gun / Standard Bomb P / Standard Pod P / Shoulder Tackle

Yusuke doesn't fight back at all here, just take some time to learn how the
game controls.  If you want, you can practice your Beta Shot and Action Chip,
which are performed with B + R and L + R respectively, under default controls.


After the battle we meet up with one of Yusuke's friends, Hitomi.  Her entire
life revolves around taking baths, and she's much more concerned with whether
or not Yusuke has been bathing regularly than having a Robo battle.  Eventually
he manages to shift the conversation over to your status as a new commander and
we get to battle her.


Robo Battle: Hitomi
-------------------
Luna / Basic Gun / Standard Bomb P / Trap Gunner / Shoulder Tackle

You'll notice one of the big changes from the first game right off the bat.
Hitomi's subweapon isn't a conventional pod, it's a stationary turret that
she can place on the ground.  The turret significantly increases the amount of
damage she can do, so try to lead the fight away from the turret when she puts
it down.


We quickly meet another friend of Yusuke's.  This snappy-looking gent is
Hikomaro.  He's the grandson of the president of the Lambda Corporation and the
cousin of Katrea from the previous Custom Robo games.  Lambda creates Custom
Robo parts, including your X-Ray and his Masakado.  He wants to battle us, but
first he inquires about what parts we have.  Upon telling him that we only have
the Basic Gun, he gives us the Gatling Gun part to reward us for being Lambda
customers and to make it a fair battle.  What a guy!  Anyway, Yusuke explains
that Masakado is a Misty Mirage Robo.  Their dash move makes them invisible for
a little while and lets them pass through walls, but they can still be hit,
so fire away if you think he's close by.


Robo Battle: Hikomaro
---------------------
Masakado / Gatling Cannon / Standard Bomb P / Standard Pod P / Shoulder Tackle

You'll probably want to equip that new Gatling Cannon before we start.  As
Yusuke mentioned, his Robo can turn invisible, but you can still hit him.
Watch your Robo's gun to know where he is, it always points to the opponent.
As long as you don't get too thrown off by the cloaking you should be fine.
Note that the Beta Shot of Gatling Cannon goes through walls, but has huge
cooldown afterwards.


After the battle Hikomoro tells us about the Master Competition, a series of
Tournaments to determine the strongest commander.  The competition is divided
into various ranks, starting at C-Rank.  He recommends we start by trying to
win the C-Rank Tournament, of which he is the administrator.  Yusuke explains
that each Commander is given a rank, and the ranks go all the way up to S.
Hitomi reappears to let us know that S-Rank Commanders can enter the Great Robo
Cup, and the winner of that tournament is crowned the Champion of Custom Robo.
Anyway, Robo Station is closing for the day, so it's time to head home.
The real game begins now.



###############################################################################
W-02

C-Rank Tournaments - The Master Competition Begins


As soon as you arrive home it's already the next day, this game really doesn't
waste any time getting you into the thick of it.  We return to Robo Station
with Yusuke to pick up a Robo License.  With this, we can not only participate
in the Master Competition, we can also participate in Free Battles and earn
Silver (Sv), which we can spend at shops to get new parts.  The Receptionist
offers to explain some various concepts to us, but I've already gone over them
so you can just choose the last option.

We now have access to the main Robo Station menu, which has the following
options.

Tournaments
Free Battle
Explanation
Lounge
Leave

The first thing I'd recommend that you do is leave and return to your house.
Select the first option to go to your room, then pick the second option to
Save the game.  Unlike the previous Custom Robo games, Custom Robo GX does not
prompt you to save, you need to return here to save your game.

If you wish, you can visit the Lounge and pick the first option to learn about
Creepy Mansion, a place we can visit on the map, though we can't do anything
here yet.  When you're ready, pick Tournaments.

The vast majority of the game content in Custom Robo GX takes place in
Tournaments.  There are a variety of tournament formats, but you'll always
face a series of opponents in one-on-one last man standing battles, and if you
win you'll earn money and a Robo part.  The basic game flow is that you need to
win all of the tournaments at each level to graduate to the next, until you can
finally participate in the Great Robo Cup, but don't be surprised if a few
other events happen along the way.


===================================================
C-Rank Tournament 1 - Makno Mall Cup

4-Person Tournament
Entry Cost  : Free
Prize Money : 500
Extra Prize : Wide Vulcan


Our first tournament occurs at a local mall, and only four people enter.
The "Tournament" format is standard elimination-style, so we won't face all
of the opponents listed below, instead we'll face two opponents at random
(if there were 8 participants, it'd be 3, and 16 is 4).  Note that in some
tournaments, the order of the opponents is fixed the first time you do the
tournament, but becomes random on all subsequent attempts.

We meet Shinsaku here, another friend of Yusuke's.  His is a real sob story,
he comes from a large family who are so poor that he can't even afford a
proper Custom Robo, instead he uses Garapon, a Robo he built himself out of
garbage.  He's trying to win tournaments so he can make some money for his
siblings, but we're forced to shoot him down time and time again.  Oh well,
it's a video game, there's no time for pity.


Robo Battle: Yusuke
-------------------
Photon / Basic Gun / Standard Bomb R / Standard Pod R / Shoulder Tackle

Nothing fancy about this one, Gatling Cannon gives you a huge edge over
Basic Gun, just weave in and out while blasting him and watch out for the Xs
on the battlefield, those indicate where he's aiming his bomb.


Robo Battle: Shinsaku
---------------------
Garapon / Basic Gun / Standard Bomb P / Trap Gunner / Shoulder Tackle

Shinsaku also possesses that stationary turret, so wait for him to place it,
then lure him away from it to limit his offensive capabilities.


Robo Battle: Hitomi
-------------------
Luna / Gatling Cannon / Standard Bomb P / Standard Pod P / Shoulder Tackle

Gatling Cannon is a lot more dangerous than Basic Gun, keep moving and try
not to get pinned down.  If she uses her Beta Shot, avoid it and punish, it
leaves her vulnerable for a long time.


End of Tournament
===================================================


For winning the tournament, we receive the Wide Vulcan and 500 Sv.  Of course,
there's only one thing to do now, go blow all that money on new Robo parts!
Yusuke and Hitomi take us to Makno Mall so we can visit the parts shop.
Here's its inventory:


Basic Shop:
-----------
Shotgun - 1700
Energy Dagger - 1000
Standard Bomb R - 200
Lizard Bomb R - 300
Standard Pod R - 200
Speed Pod R - 300


Of the parts available, the Shotgun is the real winner, but it's expensive, you
won't have that money for a while.  The Lizard Bomb and Speed Pod are also both
useful, but you can get a free one of each from upcoming tournaments, so you
might want to save up.  Whatever you decide, make sure to save at least 50 Sv
so you can enter the next tournament, as all tournaments after the first have
a small entry fee.  When you're done, press B twice to leave then leave the
mall via the bottom option.  Makno Mall is now available on your map, so you
can come back here any time you want.  On to the next tournament.


===================================================
C-Rank Tournament 2 - Marine Park Cup

4-Person Tournament
Entry Cost  : 50
Prize Money : 700
Extra Prize : Trap Gunner


The second tournament occurs at Marine Park.  The prize is higher, but you have
to pay 50 Sv to enter.  You can repeat the previous tournament if you don't
have enough.  We also meet Ikeda here, an popular athlete.  He even has his own
cheering squad that follows him everywhere, but he's not a snob, he just wants
everyone to have a good time.


Robo Battle: Shinsaku
---------------------
Garapon / Basic Gun / Standard Bomb R / Standard Pod P / Shoulder Tackle

He's traded out his Turret for a Pod, somehow making him even easier to beat.


Robo Battle: Ikeda
------------------
Iron Leo / Energy Dagger / Standard Bomb P / Standard Pod R / Shoulder Tackle

Energy Dagger is a mid range weapon that shoots very quick daggers with
moderate tracking.  They're weak, but if you get hit by one they stun you for
such a long time that you can't get out, allowing him to follow up with a Bomb
or his melee attack for heavy damage.  The best approach is just not to let
him get close to you, stick to long range combat with your Gatling Gun and use
Bombs and Pods to discourage him from coming too close.


Robo Battle: Yusuke
-------------------
Photon / Bubble Smasher / Standard Bomb P / Standard Pod P / Shoulder Tackle

Bubble Smasher is just like the Bubble Gun from the previous games, it fires
a mid-range projectile that homes in on you.  However, since we can now move
about freely, even while firing, it's not really a big threat.  Just focus on
running away from him while you blast him with Gatling Gun.


End of Tournament
===================================================


Afterwards we meet Mayuzumi, an A-Rank commander.  She's not particularly
friendly, though, not even bothering to speak to us.  At this point you can
either choose to move on to the next tournament or go buy something with your
money, just remember to save at least 100 Sv.


===================================================
C-Rank Tournament 3 - Fresh Robo League

4-Person League
Entry Cost  : 100
Prize Money : 800 / 500
Extra Prize : Lizard Bomb P


This is your first league battle.  League battles are round-robin, so you have
to face all of the opponents here.  Since the winner is the one with the
highest score, you could theoretically lose a battle and still win, but it's
best to just guarantee the win by winning every match.  You can also get
prize money for second place here, but to progress in the game you'll have to
win eventually.


Robo Battle: Hitomi
-------------------
Luna / Wide Vulcan / Standard Bomb P / Standard Pod P / Shoulder Tackle

Wide Vulcan is similar to 3-Way Gun from the past games, it splits into two
streams of shots (three for its Beta Shot) which then track a bit.  You can
fire it around the wall and it's decent from long range, but Gatling Gun is
more powerful and if you knock her down with your gun her shots will disappear.


Robo Battle: Yusuke
-------------------
Photon / Gatling Cannon / Standard Bomb P / Trap Gunner / Shoulder Tackle

As before, try to draw him away from the his turret.  Remember that you can
shoot through walls with Gatling Cannon's beta shot, though so can he.


Robo Battle: Ikeda
------------------
Iron Leo / Energy Dagger / Standard Bomb R / Standard Pod R / Shoulder Tackle

He's upgraded his set so that he can potentially do even bigger combos now,
and you have to be aware that his Robo can dash through walls, so even if
there's a wall between you it doesn't mean you're safe.  You should still focus
on staying away from him and blasting him with Gatling Gun, and you should make
sure to use a lot of Bombs and Pods to further make it hard for him to get
close.


End of Tournament
===================================================


Yusuke and Hitomi can't take a hint, so they try to get Mayuzumi's attention
again.  She finally says hello, but she's still quite brief with us.  However,
in the process we meet someone else, 3-time Great Robo Cup champion, Mamoru.
Several years have passed since Custom Robo V2 and he's super tall now.
Yusuke wants to know how they know each other, but an A-Rank Tournament starts
and she has to go.  On to the next tournament for us, too.


===================================================
C-Rank Tournament 4 - Makno Carnival Cup

8-Person Tournament
Entry Cost : 150
Prize Money: 1200 / 600
Extra Prize: Speed Pod P


This is an 8-person tournament, so there's quite a few people we haven't met
yet.  Well, you may have met a few of them if you played Custom Robo V2.
Karin is an enthusiastic commander and a bit of a tomboy who doesn't take
losing well.  Tsurugi and Yaiba are two twins with polar opposite personalities
who combine their powers to control a single Robo using the Dual Commander
technique.  Takehiro is a friend of Yusuke.  He loves Custom Robos, but his mom
wants him to stay home and study, so he's always sneaking out of the house,
sometimes in disguise.


Robo Battle: Yusuke
-------------------
Photon / Bubble Smasher / Lizard Bomb P / Seeker Gunner / Shoulder Tackle

He's gotten a fair bit tougher.  Seeker Gunner is another turret, though rather
than standing still it actively chases you.  Lizard Bomb is similar to the
Standard Bomb, but faster.  However, it can't go over walls, it has to go
around them, so you can use that to your advantage.


Robo Battle: Shinsaku
---------------------
Garapon / Basic Gun / Standard Bomb R / Speed Pod R / Shoulder Tackle

Poor Shinsaku seems not to improve at all.  By now you should barely take any
damage battling him.


Robo Battle: Tsurugi and Yaiba
------------------------------
Javelin Mk 2 / Wide Vulcan / Standard Bomb P / Seeker Gunner / Shoulder Tackle

Javelin's dash has some invincibility, but other than that there's not a lot
to worry about here.  If you have it, you could try Shotgun here, a single
shot will knock them down and erase their shots, but watch out for melee
attacks.


Robo Battle: Hitomi
-------------------
Luna / Gatling Cannon / Lizard Bomb P / Standard Pod P / Shoulder Tackle

Her setup has a ton of power from the front, so try not to face her head on.
The Trap Gunner could help a lot here to prevent her from chasing you down.


Robo Battle: Ikeda
------------------
Iron Leo / Energy Dagger / Standard Bomb R / Speed Pod R / Shoulder Tackle

This is basically the same setup as last time, but we now have the Trap Gunner
so we can keep him away from us more easily, just place it down and then
retreat behind it while firing your Gatling Gun to keep him at bay.


Robo Battle: Takehiro
---------------------
Javelin Mk 2 / Shotgun / Lizard Bomb R / Standard Pod R / Shoulder Tackle

He's going to attempt to close in and blast you, and Shotgun is quite strong,
so you'll want Gatling Cannon and Lizard Bomb to shut down any direct approach.
Note that his dashes have invincibility, but he can't get through a full stream
of Gatling Shots.


Robo Battle: Karin
------------------
Flare Mk 2 / Bubble Smasher / Standard Bomb P / Seeker Cannon / Shoulder Tackle

Her whole set is about tracking you down, so make sure to stay mobile.  Once
again, Trap Gunner is useful for playing keep away, drop it in a thin
passageway and it can be hard to avoid.


End of Tournament
===================================================


Afterwards you meet Koushirou, the reigning Great Robo Cup Champion.  Unlike
Mayuzumi, he's quite interested in your progress and thinks you have potential.
Yusuke likes his attitude a lot better, but then he says he wants us to get
much stronger so we can entertain him, and his intensity kinda freaks Yusuke
out. Well, I guess it takes all kinds to reach that level.


===================================================
C-Rank Tournament 5 - C-Rank Tournament

3-Battle Gauntlet
Entry Cost  : 300
Prize Money : 1500
Extra Prize : Seeker Gunner


This is it, if we win this tournament we can graduate to B-Rank.  Unlike
previous tournaments there's no randomness here, you just fight the three
opponents in a row and have to beat them all.


Robo Battle: Hitomi
-------------------
Luna / Gatling Cannon / Lizard Bomb R / Seeker Gunner / Shoulder Tackle

This is probably the strongest setup you've seen so far, it basically has all
of the best parts currently available.  There aren't any great counters to
this yet, just try to use walls to your advantage and make good use of your
own Gatling Cannon and Standard Bomb.  Try to put some distance between
yourself and the Seeker Gunner when she uses it so it won't be a factor for a
while.


Robo Battle: Ikeda
------------------
Iron Leo / Bubble Smasher / Standard Bomb P / Speed Pod P / Shoulder Tackle

This is far easier than the last battle.  There's really nothing strong about
this setup, a fast Robo with Bubble Smasher is generally a bad combination,
it doesn't make use of its mobility.  Just use Gatling Cannon here.


Robo Battle: Hikomaro
---------------------
Masakado / Shotgun / Standard Bomb R / Speed Pod P / Energy Protector

He's going to try to rush you down, so make use of the Trap Gunner and the
Gatling Cannon.  Note that he has the first different Action Chip that we've
seen.  He can use that chip to put up a barrier and completely ignore your
attacks, which can be dangerous when combined with his Shotgun, but luckily
it has a fixed amount of durability, after which it takes a while to recharge.
Note that when he goes invisible he can go through walls, so watch the camera
to know where he is.  If it zooms in a lot, he's right beside you, so get
firing!


End of Tournament
===================================================


After winning, we're promoted to B-Rank.  Yusuke, Hitomi, and Mamoru
congratulate you on your success.  It seems like after being involved in so
many incidents, Mamoru is now working with the police to help prevent Robo
crime.  He wants us to come down to the Police Station and help him with an
investigation he's working on.  Once we arrive, he quickly introduces you to
the chief of police.  He tells you about the Nikaidou Group, an electronics
company from Europe which produces everything from Custom Robo parts to home
appliances.  Recently, it's been rumoured that they're working on autonomous
Robos, which they plan to market to the military as a battlefield technology.
That's interesting information, but what does this have to do with the police?

Next Mamoru tells us about a theft that recently occurred at a nearby research
lab a few days ago.  No one was injured in the attack, but a top-secret piece
of technology called the Quantum Chip was stolen.  Yusuke wants to know what
all of this has to do with Robo Crime, but Mamoru is just getting to that.
Luckily, the theft was caught on a security camera, so Mamoru plays back the
footage for us.  At first glance, the room appears to be totally empty, but
then something flashes by on screen.  Slowing down the footage reveals that
it's a Custom Robo!  Hitomi thinks it must have been a Lightning Skyer or
Strike Vanisher Robo, and Yusuke thinks it looks like a model called "Patriot".
But where's the commander?  That's the interesting thing, no footage of a
commander was captured on any of the cameras, it looks like the Robo must have
been acting autonomously.  The presence of an autonomous Robo makes the police
suspicious that the Nikaidou Group might be involved, particularly because the
Quantum Chip represents a potentially huge breakthrough to the field of
artificial intelligence, which could make their autonomous Robo technology
far more powerful.

Of course, it's a pretty serious matter to accuse a large company of being
involved in such a crime, and the police have no solid evidence against them
beyond conjecture.  However, Mamoru reveals that the police have actually been
suspicious of the Nikaidou Group for some time even before the theft, as it is
believed that they are involved in the production of Illegal Custom Robo Parts.
It seems like illegal Parts have been popping up around Robo Station lately, so
some spies from the Nikaidou Group may be hiding out there.  After all, with
all the commanders around it's basically the perfect cover and a great place
to secretly distribute Illegal Parts.  Right now, he would just like us to
continue with the Master Competition and keep an eye out for any suspicious
people.  Oh, and we shouldn't tell anyone about this, except for Mayuzumi,
who is also working with the Police.

Anyway, that's it for now, we can now leave the Police Station and resume
our quest to become S-Rank commanders.


###############################################################################
W-03

B-Rank Tournaments - Secret Agent Kids:


We could head back to Robo Station and start the B-Rank tournaments, but before
that we should return to Makno Mall, where we can now access a new shop.


Medium Shop:
------------
Rayfall Gun - 2600
Eagle Cutter - 1800
Reflect Laser - 1500
Fang Blow - 1500
Standard Bomb U - 240
Standard Bomb D - 240
Pillar Bomb D - 720
Gemini Bomb U - 600
Gemini Bomb D - 600
Cross Gunner - 600
Seeker Pod P - 700
Seeker Pod R - 700
Sideways Pod P - 500
Tornado Beat - 2000

Loads of interesting stuff here.  Seeker Pod P, Gemini Bomb, and Fang Blow
immediately stand out, Seeker Pod is ludicrously versatile and a huge upgrade
over what we have now, Gemini Bomb is vital to some trapping setups, and Fang
Blow is one of the strongest guns in the game.  Beyond this, Rayfall Gun is
back to being pretty ridiculous if combined with the right parts, and Eagle
Cutter is also very useful.  The one thing I really wouldn't recommend is
Tornado Beat, it's not very different from Shoulder Tackle and it's expensive,
that money is better spent elsewhere.

Note also that from this point onwards, the shops do not sell all of their
inventory at once, the available items are chosen randomly from among the full
list.  To change the available items, clear a tournament or save and reset
the game.

When you're ready head to Robo Stadium to start the B-Rank Tournaments.


===================================================
B-Rank Tournament 1 - Noise Company Cup

8-Person Tournament
Entry Cost  : Free
Prize Money : 1200 / 500
Extra Prize : Pillar Bomb U


Another 8-person tournament, mostly against people you've already battled.
There is one new person here, Toraji, he's one of the instructors from Takuma
Academy, a private school for Robo Commanders (Tsurugi and Yaiba were students
there).  He's big and loud and built like a tank, but he's actually a really
nice guy.  Incidentally, "Noise" is the developer of the Custom Robo series.


Robo Battle: Takehiro
---------------------
Javelin Mk 2 / Wide Vulcan / Pillar Bomb U / Twin Gunner / Shoulder Tackle

The opponents have a lot of new parts now.  You'll want to fight this one at
long range, so go for Gatling Cannon and Standard Bomb D if you bought it
already.  Seeker Pods can be useful too.


Robo Battle: Karin
------------------
Flare Mk 2 / Gatling Cannon / Gemini Bomb D / Satellite Pod P / Tornado Beat

Gemini Bomb strikes at the sides rather than hitting you directly, and when
combined with Gatling Cannon it can really limit your mobility.  Try to
play the range game using Pods and Bombs to avoid getting trapped by her.
If you bought Fang Blow, it's extremely powerful from long range, just sit
right behind a wall and blast away for huge damage.


Robo Battle: Toraji
-------------------
Tiger Glare / Burning Shot / Lizard Bomb R / Sideways Pod R / Shoulder Tackle

Burning Shot is a pretty bad weapon that's only strong if you're pushed against
a wall, otherwise you can just escape after being hit by one flame by holding
away on the Dpad.  Be warned that Tiger Glare can dash through walls, though,
so be wary of the corners lest you get pushed into a wall for huge damage.


Robo Battle: Hikomaro
---------------------
Masakado / Fang Blow / Lizard Bomb P / Seeker Pod P / Energy Protector

Fang Blow does immense damage from range, but it travels on an arc, leaving it
vulnerable to attacks from the front, so you could try the Shotgun here,
but be wary of his Lizard Bomb.


Robo Battle: Ikeda
------------------
Iron Leo / Reflect Laser / Pillar Bomb U / Cross Gunner / Tornado Beat

Reflect Laser is a new weapon that bounces off walls and stays active for a
long time.  If you let him get too many shots out, he can really clog up the
stage, so try to knock him down with Fang Blow before that happens.


Robo Battle: Shinsaku
---------------------
Garapon / Gatling Cannon / Standard Bomb U / Trap Gunner / Shoulder Tackle

This is a fairly weak set for this point.  You can use this as an excuse to
try out your new parts


Robo Battle: Tsurugi and Yaiba
------------------------------
Javelin Mk 2 / Eagle Cutter / Lizard Bomb P / Cross Gunner / Energy Protector

Eagle Cutter is used to place traps that fly towards you a moment later.
Its beta shot can also go through walls with surprising speed.  You really
just have to stay mobile here, so I'd probably recommend sticking with Gatling
Cannon.  Seeker Pods also help you increase your offense without requiring any
commitment, which is good for when you have to be evasive.


End of Tournament
===================================================


After the tournament ends they buzz you over the intercom.  Someone named
Isao is here to see you, so pick the first option twice to go to reception.
It turns out it's actually Mamoru working undercover under a false name.
He can't explain the situation here, so head to the Police Station.
When we arrive, Mamoru tells us that he's discovered an illegal tournament
going on somewhere in Makno City and he wants us to infiltrate it.  Besides
possibly yielding evidence of Nikaidou's involvement in the theft of the
Quantum Chip, the proceeds from illegal gambling on these matches is being used
to fund criminal activity, so they want to find it and shut it down ASAP.
The police have been able to obtain a Membership Card, which should get us into
the venue where they hold the illegal tournaments if we can find it.  Mamoru
also gives us the Police Mobile Terminal, or PMT.  Besides being a phone, this
fancy gadget also has a camera and a GPS.  Okay, it's just a run-of-the mill
smartphone these days, but it probably seemed impressive in 2002.

Afterwards, Yusuke quizzes you on your mission, to make sure you got it all,
the answers are 2, 2, 3, 3, 1, 1, 2.  We head home, then Yusuke and Hitomi
come and collect us the next morning.  If you haven't done so already, the
first thing you have to do is go to the Lounge in Robo Station and pick the
first option to listen to gossip and hear about some strange battles going on
in Creepy Mansion, then go back to the map and go there.  Pick the second
option to knock, then the first option twice to meet the creepy butler and go
inside.  Pick the first option and the tall green dude will tell us about
the Illegal Battles, so listen to each selection.  The gist of it is they hold
four tournaments here, Water, Earth, Air, and Fire, each one is ruled by one of
the Four Heavenly Kings, and Illegal Parts are allowed.  Also, while anyone
who has a Membership Card can watch and gamble on the battles, a special entry
code is needed if you want to participate.  After listening to everything, pick
the second option to check out the arena.  It's totally packed.  Pick the
second option to listen to gossip until you hear someone talk about the owner
of this place.  Yusuke thinks it might be Nikaidou, but the guy has never heard
that name.  Afterwards, choose the third option to head back out, then pick the
first option to go watch one of the tournaments.  It doesn't matter which one
you pick, we can't participate without the code.  Yusuke tries to call Mamoru
on the PMT, but we can't seem to reach him from here, so pick the second option
twice, then the top option, then the second option to finally get out of here.
Head back to the police station.

Pick the second option to see Mamoru.  We automatically tell him what we saw,
and he says he'll try to figure out a way to get us into the tournaments.
After we finish talking we can finally get back to our the tournaments at
Robo Station.


===================================================
B-Rank Tournament 2 - Robokichi's Crazy Cup

4-Person League
Entry Cost  : 200
Prize Money : 2000 / 1000
Extra Prize : Burning Shot


Robokichi (Kichi = "Maniac" in Japanese) is a wacky old man who is crazy about
Custom Robos.  He also has cool theme music and does awesome somersaults,
though not in this game unfortunately.  Fukashi also makes his first appearance
here, he's an... interesting character, to say the least.  His hilarious antics
are too numerous to list here, but in general he's a loudmouthed idiot who gets
on everyone's nerves.


Robo Battle: Tsurugi and Yaiba
------------------------------
Javelin Mk 2 / Shotgun / Standard Bomb R / Seeker Pod R / Energy Protector

A pretty solid rushdown setup.  You just picked up Pillar Bomb, which is great
for putting up a wall if you're above or below the opponent, so use that and
Trap Gunner to keep them out of your face.


Robo Battle: Fukashi
--------------------
Dodecane Turbo / Reflect Laser / Lizard Bomb P / Satellite Pod P
/ Shoulder Tackle

Satellite Pod makes any form of direct attack inadvisable, so stick to Gatling
Cannon and Seeker Pods here.  If you bought the Eagle Cutter, you could try
that out here as well, Fukashi's Robo is a huge target and he isn't very fast.
Mix it up between regular shots, Beta Shots, and Seeker Pods to make it harder
to avoid.


Robo Battle: Robokichi
----------------------
Cross Bone / Burning Shot / Gemini Bomb D / Speed Pod R / Tornado Beat

His whole setup is about covering the front, so you'll want to just stay away
and blast him.  Once again Trap Gunner and Gatling Cannon is a good combo.
Lizard Bomb can also help.  He can go invisible, so focus on putting up a
solid wall at all times even if you can't see him, and don't hide out in a
corner lest you get trapped.


End of Tournament
===================================================


After the tournament we receive a call from Mamoru.  He's got more information
on the theft, so head to the Police Station and pick the second option.
Mamoru tells us that they have determined that the people participating in the
Illegal Tournaments are using Nanomachines to boost their performance as
commanders.  Seeing our confused expression, he explains that Nanomachines are
microscopic machines that can operate inside the human body.  They were
originally developed to treat disease, like the one possessed by his sister,
Yurie, but various criminal organizations have had their eye on that technology
because it could also be used to boost human performance beyond its normal
limits.  They were aware that this technology might one day fall into the wrong
hands, so Mamoru gives you a special device called the Nano Scanner that can
detect the presence of these machines.  He's also now positive that Nikaidou
has spies in Robo Station and that they're participating in the Illegal
Battles.  Mamoru recommends that we snoop around the lounge at Robo Station to
see if we can dig up any new information, so let's head there now.

Koushirou and Mayuzumi are here, as well as Takehiro and Hikomaro.  It seems
Hikomaro challenged Koushirou to a battle and got stomped, which isn't a big
surprise considering he is a champion and all, but Koushirou just wouldn't stop
attacking Hikomaro even after he was defeated, and in the end Hikomaro's Robo
was severely damaged.  Upon seeing this, Mayuzumi broke up the battle, but now
Koushirou has turned his frightening power on her.  Yusuke tries to intercede,
but Koushirou isn't interested in such a small fry.  Then he spots us, and that
catches his interest, and he wants to battle us instead.  You can agree or
decline, either way Jirou shows up.  He's the second-best commander, after
Mamoru (though he hates the fact that everyone always calls him "second-best").
Jirou tells Koushirou that if he wants a challenge, he will be his opponent,
and furthermore he admonishes him for letting himself be consumed by darkness.
Koushirou doesn't seem keen to battle Jirou, so he leaves without further
incident.  Afterwards, Jirou tells us a bit about Koushirou's backstory:
Mamoru, Jirou, and Koushirou were all childhood friends who all loved Robo
battles.  Unfortunately, one day Koushirou's father was killed in an accident,
so he was forced to get a job to support himself and his ailing mother.
From that day on, he was never the same again, becoming obsessed with getting
stronger and being better than Mamoru.  He eventually managed to defeat Mamoru
in a battle, but even that was not enough, after that he disappeared to travel
the world in search of strong opponents.  Recently, he reappeared and won the
Great Robo Cup, but now he's like a completely different person.  Jirou is
worried he might have gotten mixed up in something bad and warns us to steer
clear of him.

Afterwards, Yusuke remembers why we came, so choose the top option to listen
to what people in the lounge have to say.  One of them tells us about Kanzaki,
a suspicious person.  Apparently they overheard him talking about some kind of
password, which involves the R button.  That'll be important much later.
We can now resume our tournaments.


===================================================
B-Rank Tournament 3 - Katrea's Party

8-Person Tournament
Entry Cost  : 300
Prize Money : 2300
Extra Prize : Sideways Pod R


Another 3 round tournament... wait, is that Kotengu?!  She was one of the
generals of the Goliath Organization!  That Kanzaki guy that we heard about
is here too, and they're both bad news.  If you were paying attention when you
went to Creepy Mansion, you might have noticed that they're participants in
those tournaments, so they must know the password to get in.  We also meet
Katrea, who is the granddaughter of the president of the Lambda Corporation
(she and Hikomaro are cousins), and a designer of Custom Robos.  She's also
incredibly full of herself, even by rich noblewoman standards.


Robo Battle: Hikomaro
---------------------
Masakado / Bubble Smasher / Pillar Bomb D / Twin Gunner / Energy Protector

It's a keepaway setup, so it's best to fight at long range.  If you bought the
Gemini Bomb, you can combine that with Gatling Gun's beta shot for a nasty
trapping shot which is deadly at long range, if not you can just go with Eagle
Cutter and lame him out with a mixture of alpha and beta shots.


Robo Battle: Kanzaki
--------------------
Sol Mk 2 / Wide Vulcan / Gemini Bomb U / Speed Pod P / Tornado Beat

Wide Vulcan and Gemini Bomb both target the sides, so you could either go
in with Shotgun or just use something like Gatling Cannon to attack from
range.


Robo Battle: Katrea
-------------------
Kunai / Hornet Buster / Standard Bomb R / Seeker Pod P / Energy Protector

Hornet Buster isn't quite as fast as Hornet Gun from the previous games, but
you'll still want Gatling Cannon or Eagle Cutter so you can stay mobile.
Alternatively, Fang Blow can overwhelm her Robo and cancel out the bees.


Robo Battle: Takehiro
---------------------
Javelin Mk 2 / Energy Dagger / Pillar Bomb U / Sideways Pod R
/ Shoulder Tackle

This is a pretty weak set, his parts don't combo well and Sideways Pod just
isn't a bit threat.  You can use this battle to try out new parts.


Robo Battle: Toraji
-------------------
Tiger Glare / Shotgun / Gemini Bomb D / Seeker Gunner / Tornado Beat

Once again he's going to try to rush down, so use Eagle Cutter or Gatling
Cannon and the Trap Gunner to keep him away.  Always just back off when he
comes at you so you don't get caught in his bomb.


Robo Battle: Kotengu
--------------------
Night / Reflect Laser / Standard Bomb P / Satellite Pod P / Energy Protector

You'll want to fight this one from long range because of that Satellite Pod.
Gatling Gun or Fang Blow will easily beat her in the range game.


Robo Battle: Karin
------------------
Flare Mk 2 / Burning Shot / Standard Bomb D / Seeker Pod R / Shoulder Tackle

This is a fairly weak mid-range setup that you should be able to beat fairly
easily with Rayfall Gun or Eagle Cutter.


End of Tournament
===================================================


The first time you do this tournament you'll always fight Kanzaki, and after
the battle the Nano Searcher will pick something up from him.  He refuses to
admit to his involvement in the Illegal Battles, so Yusuke apprehends us and
we call Mamoru on the PMT.  He tells us to bring Kanzaki to the Police Station,
so choose the second option to visit him and he'll provide you with the entry
code that they seized from him.  You can now enter the first Illegal
Tournament, but you need four codes in total, so you might as well keep going.


===================================================
B-Rank Tournament 4 - Takuma Academy Showdown

16-Person Tournament
Entry Cost  : 400
Prize Money : 2600 / 1300
Extra Prize : Energy Protector


You'll encounter two more participants in the Illegal Tournaments here, though
only Robert has a code fragment, Samuel is just another loser who isn't good
enough to win using legal parts.  You'll also meet Nanase here, like Toraji
she's also one of the leaders of Takuma Academy, but her personality is totally
different.  She's very cold and mysterious and rarely opens up to people, but
she and Takuma are very close.  Be warned that there's a massive difficulty
spike with this tournament, largely because the opponents are starting to use
strong setups and we don't have the Energy Protector yet.


Robo Battle: Karin
------------------
Flare Mk 2 / Eagle Cutter / Standard Bomb P / Twin Gunner / Tornado Beat

This is the first time you've had to fight against Eagle Cutter.  You'll want
something that lets you stay mobile, like Gatling Cannon or Energy Dagger.
Seeker Pod is also a good choice here because she's going to try to camp.


Robo Battle: Robert
-------------------
Iron Leo / Sonic Rifle / Standard Bomb U / Seeker Pod R / Shoulder Tackle

This is your first time seeing Sonic Rifle.  It's basically Sniper Gun from
the old games, it shoots a fast and powerful shot straight ahead, but you
can block it with walls.  This is a job for Rayfall Gun if you've got it, you
can just stay behind walls and set up shots on him all day.


Robo Battle: Toraji
-------------------
Tiger Glare / Gatling Cannon / Gemini Bomb D / Seeker Gunner / Tornado Beat

This is nasty.  I previously mentioned a trapping strategy you can do with
Gatling Cannon's beta shot and the Gemini Bomb, and you're going to see it in
action here, as Toraji will constantly try to trap you in the corners and nail
you with Gatling Cannon's wall-piercing shot when you can't get out of the way.
The smart thing is to stay out in the open and set Eagle Shots on him, limiting
his ability to set traps, or use Fang Blow to overpower him before he can set
stuff up.


Robo Battle: Nanase
-------------------
Pluto / Fang Blow / Lizard Bomb P / Speed Pod P / Energy Protector

This is by far the hardest battle you've encountered yet.  She's insanely
mobile and Fang Blow hits for absurd damage.  It can even curve around walls,
leaving almost no place to hide.  The trick to this battle is at short range
there's a little deadzone that the Fang Blow doesn't hit, you have to work
your way in there and then take her out with the Shotgun.  It's still extremely
tough, though, and you may lose this a few times until you have Energy
Protector.


Robo Battle: Ikeda
------------------
Iron Leo / Reflect Laser / Pillar Bomb U / Satellite Pod P / Shoulder Tackle

This is easily beaten by any long-range set, just stick with Fang Blow and
try not to stick right to the back walls.


Robo Battle: Shinsaku
---------------------
Garapon / Burning Shot / Lizard Bomb P / Cross Gunner / Energy Protector

This is a pretty weak set, Burning Shot and Gunners aren't a great combo,
just stay away from his gun and force him to chase you down.  Weapons like
Eagle Cutter and Gatling Cannon can give him a lot of trouble.


Robo Battle: Tsurugi and Yaiba
------------------------------
Javelin Mk 2 / Eagle Cutter / Lizard Bomb P / Seeker Pod P / Light Protector

Eagle Cutter is a pretty well-balanced weapon, and they've got strong support
for it too.  I'd recommend Trap Gunner and Fang Blow so you can overwhelm them
at range and prevent them from setting up too many traps.


Robo Battle: Robokichi
----------------------
Cross Bone / Energy Dagger / Lizard Bomb R / Cross Gunner / Tornado Beat

Cross Gunner doesn't really work well with a mid range weapon, so just just use
something like Gatling Cannon or Eagle Cutter to keep him away.


Robo Battle: Takehiro
---------------------
Javelin Mk 2 / Gatling Cannon / Pillar Bomb R / Speed Pod R / Shoulder Tackle

There's nothing particularly dangerous about this setup, you could try
rushing him down with Shotgun or just outgun him with your own Gatling Cannon
or Fang Blow.


Robo Battle: Fukashi
--------------------
Dodecane Turbo / Bubble Smasher / Gemini Bomb U / Twin Gunner / Shoulder Tackle

Fukashi's trying to do the same kind of setup as Toraji, but it doesn't work
nearly as well with Bubble Smasher.  You can take him out with any weapon that
is powerful from the front, like Eagle Gun, Fang Blow, Gatling Cannon.


Robo Battle: Katrea
-------------------
Kunai / Hornet Buster / Pillar Bomb R / Sideways Pod R / Energy Protector

Hornet Buster remains threatening, so make sure to use a setup that lets you
remain mobile.  I like Seeker Pods or Seeker Gunner since they're fire and
forget, which lets you focus on avoiding her shots.


Robo Battle: Hikomaro
---------------------
Masakado / Fang Blow / Lizard Bomb P / Sideways Pod P / Shoulder Tackle

This is almost identical to the Nanase battle above, though thankfully he
doesn't have energy protector.  I'd still recommend countering with Shotgun.


Robo Battle: Samuel
-------------------
Yoshitsune / Wide Vulcan / Standard Bomb D / Trap Gunner / Energy Protector

This is an easy win for the Shotgun, just keep an eye on your gun when he
disappears.


Robo Battle: Kotengu
--------------------
Night / Burning Shot / Pillar Bomb R / Standard Pod R / Tornado Beat

It's not hard to keep your distance from this set.  Use Trap Gunner or
something similar and drop it in front of you to keep her out.


Robo Battle: Yusuke
-------------------
Photon / Shotgun / Lizard Bomb R / Twin Gunner / Light Protector

This is a really easy win with any long-range setup.  Rayfall Gun allows you
to stay mobile while doing damage.


End of Tournament
===================================================


Halfway through this tournament the first time you'll battle Robert.  After
you beat him, the Nano Searcher goes off again.  Unlike Kanzaki, he admits
to being a part of the Nikaidou Group and coughs up his entry code willingly
because he wants a rematch where he'll use his real power.  That does it for
the B-Rank qualifiers, it's on to the next promotion tournament.


===================================================
B-Rank Tournament 5 - B-Rank Tournament

3-Battle Gauntlet
Entry Cost  : 700
Prize Money : 3000
Extra Prize : Twin Gunner


It's a Takuma Academy roundup in the B-Rank tournament.  Toraji and Nanase
have actually gotten weaker, but this time they've brought their boss along.
Takuma is the leader of the Takuma Academy, a really tough training school for
promising commanders.  You might expect him to be super strict, and he can be,
but deep down he's a big softy who deeply cares for his friends, especially
Nanase.  This tournament is not nearly as tough as the previous one,
particularly since we've got the Energy Protector now.


Robo Battle: Toraji
-------------------
Tiger Glare / Energy Dagger / Standard Bomb R / Speed Pod R / Shoulder Tackle

This setup is far weaker than the last time you fought him.  Energy Dagger is a
mid range weapon, so pick Lizard Bomb P, Trap Gunner, and any long range gun
to blow him away.


Robo Battle: Nanase
-------------------
Pluto / Bubble Smasher / Standard Bomb P / Cross Gunner / Tornado Beat

This is an anti-rushdown setup, but it lacks any solid way to force you to
approach, so just pick Rayfall Gun and play lame.  Seeker Pods are a good form
of support as well.


Robo Battle: Takuma
-------------------
Patriot / Gatling Cannon / Lizard Bomb R / Yajyuu Pod P / Energy Protector

Takuma has solid parts, but there's no real cohesiveness to this set.  He's
basically just going to float around and shoot Beta Shots at you, so make
sure you stay mobile and you can get easy punishes.  Eagle Cutter is pretty
solid choice here, particularly since you can Dash Cancel now.  Just equip
Energy Protector, dash, then activate it and immediately drop your shield and
attack.  There's a little downtime, but it lets you set up shots with a lot
more overall mobility.



End of Tournament
===================================================


Afterwards, we're promoted to A-Rank and we meet Khan, the European Custom Robo
champion.  He'll be the one to battle us at the end of the A-Rank Tournaments.
He also wants to know what's going on with Koushirou, whom he battled back in
Europe. Yusuke is surprised that he would know Koushirou, but it seems all
three of Mamoru, Jirou, and Koushirou have travelled the world to participate
in Custom Robo Tournaments.  Sadly for Jirou, he still finished second even in
Europe.  It really is his destiny to be second-best.


###############################################################################
W-04

A-Rank Tournaments - More of the Same:


It's new parts store time again, so head to Makno Mall.


Master Shop:
------------
Luna - 2100
Iron Leo - 2550
Javelin Mk 2 - 3180
Cross Bone - 4600
Sonic Rifle - 1250
Bubble Smasher - 1200
5-Way Laser - 1800
Spread Shell - 1050
Wall Bomb P - 600
Pillar Bomb R - 600
Submarine Bomb D - 840
Idling Bomb P - 700
Idling Bomb D - 700
Lizard Bomb U - 360
Lizard Bomb D - 360
4-Way Gunner - 1000
Yajyuu Pod P - 800
Yajyuu Pod R - 800
Feint Pod D - 720
Light Protector - 2000

The most obvious thing to note is that we can now buy different Robo bodies.
Of particular note is Iron Leo, whose dash can go through walls, which is
absolutely vital on some stages.  Light Protector is interesting too, it's
like Energy Protector, but you can move while using it.  There is a downside,
though, it has a little more downtime when you drop the shield.  Buy either of
those two if you see them.  Beyond this, the Yajyuu Pod P and Wall Bomb P are
powerful defensive options that you may wish to invest in if you're having
trouble with aggressive opponents.


===================================================
A-Rank Tournament 1 - Makno Tower Cup

8-Person Tournament
Entry Cost  : Free
Prize Money : 1600 / 800
Extra Prize : Ninja Bullet


Another 8-person tournament here with a few new faces.  Akane is another
member of the Nikaidou Group.  You can also now battle Jirou here, who is
a highly skilled commander, former leader at Takuma Academy, and all-around
heroic dude, but he's always playing second fiddle to his friend Mamoru,
so everyone calls him the "second-best commander", which annoys him to no end.


Robo Battle: Robokichi
----------------------
Cross Bone / Eagle Cutter / Gemini Bomb D / Feint Pod U / Energy Protector

This is fundamentally the same setup that Toraji was using a few tournaments
ago, he's going to try to limit your mobility with Gemini Bomb and use Beta
Shots to hit you through walls.  However, you have Energy Protector now,
so you can just block that nonsense.  If you got Light Protector you can just
shield your way through the Gemini Bombs to escape the traps.


Robo Battle: Akane
------------------
Pluto / Spread Shell / Standard Bomb P / Twin Gunner / Short Slash

This is the first time you've seen Spread Shell, it fires a shot that breaks
into a cluster of bullets, but it's slow and generally pretty easy to avoid.
This stage is really well suited to Fang Blow if you've got it, just sit a
little bit behind a wall and blast away.


Robo Battle: Jirou
------------------
Neo Metal Bear / Rayfall Gun / Idling Bomb U / Satellite Pod / Energy Protector

Jirou may have spent Custom Robo V2 not using his classic setup, but Rayfall
lameness is back in full force here.  You won't be able to get very close due
to his Satellite Pod, so you'll want to fight from long range.  You should have
Gemini Bomb by now, so you can use the Gemini Bomb + Gatling Cannon beta shot
setup that the computer was using on you a while back, and it's very effective.
Even if you don't have Gemini Bomb or Idling Bomb (which works just as well)
yet you can just hide behind walls and use Fang Blow, Rayfall Gun has no way
of hitting you through walls.


Robo Battle: Toraji
-------------------
Tiger Glare / Shotgun / Gemini Bomb D / Sideways Pod R / Shoulder Tackle

Nothing tricky here, just pick some solid ranged option with a Gunner and
a mid to long range weapon.


Robo Battle: Nanase
-------------------
Pluto / 5-Way Laser / Standard Bomb P / 4-Way Gunner / Tornado Beat

5-Way Laser is very hard to avoid in the open, so stay behind the walls for
cover and fire away with a weapon like Rayfall or Gatling Cannon's Beta Shot.
Seeker or Yajyuu Pods can help prevent her from slipping through the cracks
in the walls.


Robo Battle: Karin
------------------
Flare Mk 2 / Wide Vulcan / Pillar Bomb D / Seeker Pod P / Short Slash

This is a pretty easy one, the walls will stop most of her Vulcan shots,
so just hide behind them and shoot through them with Gatling or Rayfall.


Robo Battle: Katrea
-------------------
Kunai / Hornet Buster / Lizard Bomb D / Sideways Pod P / Energy Protector

Hornet Buster is nasty here because you don't have a lot of room to move.
Make sure to pick Iron Leo so you can slip through the walls to escape.
Try to go with something powerful like Gatling Cannon to score knockdowns.


End of Tournament
===================================================


Akane is kind of a money-grubber, so she agrees to sell your her entry code
for 300 Sv after you beat her.  That's 3, just one more to go.


===================================================
A-Rank Tournament 2 - Robo Masters

8-Person Tournament
Entry Cost  : 600
Prize Money : 2600
Extra Prize : Idling Bomb U


A few new faces here.  Ryou is the final Nikaidou Spy, and clearly the
coolest one.  We also finally get the return of Hayao, a stuffy kid who was
the rival from the first game.  Holy heck, what have they done to his portrait?
He looks completely terrible.


Robo Battle: Nanase
-------------------
Pluto / Eagle Cutter / Standard Bomb P / Feint Pod U / Energy Protector

This is a solid setup, but it's just not as threatening anymore now that we
have Energy Protector.  This is a good stage to try out your new Ninja Bullet,
which has huge knockdown power and you can fire it around walls.  It normally
curves downwards, but you can use the beta shot to curve it upwards.


Robo Battle: Jirou
------------------
Metal Bear / Rayfall Gun / Pillar Bomb U / Speed Pod P / Shoulder Tackle

You still don't want to attempt to rush him down, just stick with a lame
Gatling Cannon and Gemini Bomb setup.  The corner walls are huge and offer
great protection against Rayfall Gun.


Robo Battle: Ryou
-----------------
Patriot / Reflect Laser / Gemini Bomb U / Reflect Pod / Energy Protector

This can be nasty, he can really clog the screen and the explosions can really
bounce you around like a ping-pong ball.  I'd use Rayfall Gun and Standard
Bomb and just lame him out behind walls, but it's still not a free win.  If he
goes into jet mode you basically just have to focus on finding a new hiding
spot.


Robo Battle: Takehiro
---------------------
Javelin Mk 2 / Energy Dagger / Standard Bomb R / Sideways Pod R / Tornado Beat

He's going to attempt to pull you in so he can use Energy Dagger, so pick
a weapon that lets you stay mobile like the Gatling Cannon and focus on dodging
those bombs.


Robo Battle: Samuel
-------------------
Yoshitsune / Bubble Smasher / Idling Bomb D / Seeker Pod P / Energy Protector

Bubble Smasher is never terribly strong, and Idling Bomb D lacks any way to
force you out from behind your cover.  Just lame him out with Rayfall Gun.


Robo Battle: Takuma
-------------------
Patriot / Burning Shot / Lizard Bomb R / Yajyuu Pod R / Short Slash

Burning Shot is only dangerous if he can pin you against a wall, so try to
stay out in the open and fight it out with something like Eagle Gun.


Robo Battle: Hayao
------------------
Sol Mk 2 / Fang Blow / Geo Trap Bomb / Dolphin Pod P / Shoulder Tackle

He may look stupid now, but Hayao is packing some pretty serious parts.
Luckily this is not a good stage for Fang Blow since it can't get around those
corner walls.  Stay behind them and use Rayfall Gun.


End of Tournament
===================================================


The Nano Searcher is out of batteries, but Yusuke bluffs his way to the final
entry code anyway.  Now that we have all four codes, we can go to Creepy
Mansion and start participating in the Illegal Tournaments, but we might as
well finish up the A-Rank Tournaments first.


===================================================
A-Rank Tournament 3 - Super Robo League

4-Person League
Entry Cost  : 500
Prize Money : 3000 / 2000
Extra Prize : Feint Pod U


This is the first time you get to face Mayuzumi in a Robo Battle.  As you've
probably realized, she's pretty reserved, but she's a kind person at heart.
Speaking of kind, this league is easy if you know how to play it.  The stage
is absurdly clogged with walls, so stuff that goes through walls is essential
here.  If you bought Iron Leo from the store, use it here to dash through
walls.  This is a great place to build up money if you need it.


Robo Battle: Katrea
-------------------
Kunai / Hornet Buster / Gemini Bomb U / Dolphin Pod P / Energy Protector

That setup might be threatening on a normal stage, but here the regular hornets
can't go anywhere, so only the beta shot matters and they're weak at range.
Just pick Gatling Cannon and Gemini Bomb and use the beta shot over and over.


Robo Battle: Takuma
-------------------
Patriot / Burning Shot / Standard Bomb R / Sideways Pod R / Tornado Beat

Burning Shot's beta shot does go through walls, but Gatling Cannon has more
range and with Iron Leo's dash that goes through walls he should never be
able to pin you down.  Use a Trap Gunner to frustrate him even more.


Robo Battle: Mayuzumi
---------------------
Stingray / Bubble Smasher / Pillar Bomb U / Feint Pod D / Energy Protector

Bubble Smasher is complete trash here, just continue with the same setup
you've been using for another easy win.


End of Tournament
===================================================


No story stuff this time, buy new parts if you need them and move on to the
next tournament.


===================================================
A-Rank Tournament 4 - Champion's Cup

16-Person Tournament
Entry Cost  : 800
Prize Money : 4000 / 2000
Extra Prize : Round Gunner


No new faces here, it's just a gauntlet of most of the people you've battled
so far.


Robo Battle: Takehiro
---------------------
Javelin Mk 2 / Gatling Cannon / Pillar Bomb D / Speed Pod P / Energy Protector

Nothing fancy about this set or this stage.  Pick whatever setup you're
comfortable using and punish beta shots.


Robo Battle: Robokichi
----------------------
Cross Bone / Ninja Bullet / Gemini Bomb U / Seeker Gunner / Shoulder Tackle

Ninja Bullet tracks pretty well and does decent damage, but it can't go through
walls, it has to go around them, so you've got an edge at long range.  I'd
try either Rayfall Gun or the Gemini Bomb / Gatling Cannon setup here.
Use Energy Protector to block if you get caught out in the open.


Robo Battle: Takuma
-------------------
Patriot / Burning Shot / Wall Bomb P / Throwing Pod D / Shoulder Tackle

Keep him out with Trap Gunner and Eagle Cutter or Gatling Cannon.  Lizard Bomb
is a solid option here as well.  You might want Iron Leo in case you have to
escape through a wall.


Robo Battle: Hayao
------------------
Sol Mk 2 / 5-Way Laser / Idling Bomb D / Feint Pod D / Tornado Beat

5-Way Laser shoots a fan of 5 Laser shots that can be hard to avoid out in the
open, so hide behind walls with either Rayfall Gun or Gatling Cannon's beta
shot.  Since neither his bomb nor his pod aim at you directly, you should be
able to win this battle by barely moving at all.


Robo Battle: Tsurugi and Yaiba
------------------------------
Javelin Mk 2 / Sonic Rifle / Lizard Bomb D / Throwing Pod U / Shoulder Tackle

Sonic Rifle can't go through walls and neither can their bomb, so just lame
them out with Rayfall Gun.


Robo Battle: Nanase
-------------------
Pluto / Bubble Smasher / Submarine Bomb U / Dolphin Pod P / Light Protector

This is another easy win for Fang Blow or Gatling Cannon.  Dolphin Pods can
be fired through walls, but otherwise her set is very slow and easily
avoided.


Robo Battle: Kotengu
--------------------
Night / Shotgun / Lizard Bomb U / Standard Pod P / Shoulder Tackle

She has nothing to help her get in and blast you, so any mid to long range
setup will win this easily.


Robo Battle: Karin
------------------
Flare Mk 2 / Wide Vulcan / Standard Bomb D / 4-Way Gunner / Light Protector

Fang Blow dominates Wide Vulcan at range, so I'd just stick to long-range
combat and avoid having to deal with that gunner.


Robo Battle: Toraji
-------------------
Tiger Glare / Spread Shell / Gemini Bomb D / Yajyuu Pod P / Shoulder Tackle

Spread Shell is generally weak, and with Gemini Bomb and Yajyuu Pod he has
nothing to force you to come out from behind walls.  Lame him out with
Gatling Cannon and your own Gemini Bomb.


Robo Battle: Katrea
-------------------
Kunai / Hornet Buster / Lizard Bomb R / Cross Gunner / Energy Protector

Hornet Buster can be kind of nasty since there's not a lot of room to dodge
here, stick to something powerful like Ninja Bullet to get quick knockdowns.


Robo Battle: Fukashi
--------------------
Dodecane Turbo / Eagle Cutter / Idling Bomb P / Twin Gunner / Short Slash

This is actually a pretty good setup, Eagle Cutter is nicely varied and the
Twin Gunner will make your life more difficult.  You'll probably want to use
Fang Blow and try to overwhelm him from a distance.


Robo Battle: Samuel
-------------------
Yoshitsune / Reflect Laser / Pillar Bomb U / Sideways Pod P / Light Protector

You don't want to be near the walls with Reflect Laser since they travel along
them.  Stay towards the middle and use Eagle Cutter instead.


Robo Battle: Hikomaro
---------------------
Masakado / Energy Dagger / Standard Bomb U / Seeker Pod P / Tornado Beat

This is an easy one, just pick any long range setup and watch your gun to
see where he goes.  You could use Rayfall for this one if you don't want to
bother following him since it's such a fire and forget weapon.


Robo Battle: Jirou
------------------
Neo Metal Bear / Rayfall Gun / Twin Snake Bomb D / Dolphin Pod P
/ Break Tornado

Fang Blow or the Gatling Cannon / Gemini Bomb setup should be able to pin him
down at long range and prevent him setting up shots.  He also can't easily
get his attacks around the walls, either.


Robo Battle: Mayuzumi
---------------------
Stingray / Ninja Bullet / Pillar Bomb D / Feint Pod D / Energy Protector

This is another fairly tricky one, Ninja Bullet is a good choice here and
her equipment restricts your mobility.  This is probably another job for Fang
Blow's incredible power.


End of Tournament
===================================================


No new story stuff here either.  On to the A-Rank tournament.


===================================================
A-Rank Tournament 5 - A-Rank Tournament

3-Battle Gauntlet
Entry Cost : 1000
Prize Money: 5000
Extra Prize: Submarine Bomb U


This is it, it's time to earn our S-Rank license.  We'll have to face Kahn
here, who is a very polite and well-mannered man, but he still possesses the
battle-hardened disposition of a true champion.  However, this tournament is
actually pretty anticlimactic after how hard we worked to get here.


Robo Battle: Jirou
------------------
Neo Metal Bear / Rayfall Gun / Submarine Bomb D / Yajyuu Pod P
/ Energy Protector

Submarine Bomb is so slow that it barely forces you to move at all, so we can
freely hide out behind walls and lame him out with the Gemini Bomb and Gatling
Gun combo.


Robo Battle: Hayao
------------------
Sol Mk 2 / Burning Shot / Standard Bomb R / Speed Pod R / Short Slash

He's going to try to use his Bomb and Pod to pull you in for burning, but
as long as you watch the X symbol and don't let him get close he really can't
do much of anything to you.  Just pick your favourite long-range setup and
stay as far away from him as possible.


Robo Battle: Kahn
-----------------
Falchion / Bubble Smasher / Pillar Bomb R / 4-Way Gunner / Shoulder Tackle

I'm not exactly sure how he became a champion using Bubble Smasher.  You can
use pretty much any setup to take him down, something like Ninja Bullet or
Fang Blow will make this easy.


End of Tournament
===================================================


And with that, the S-Rank License is ours, and we can participate in the Great
Robo Cup.  Or we will be able to, once it opens up, which it hasn't yet.
First we've got to take out the Illegal Tournaments and clean up this Nikaidou
Group business.


###############################################################################
W-05

Illegal Tournaments - Challenge of the Four Heavenly Lords:


There's no new parts store this time, we just need to proceed to the Creepy
Mansion to start doing the Illegal Tournaments.


===================================================
Illegal Tournament 1 - Tournament of Water

3-Battle Gauntlet
Entry Cost : 500
Prize Money: 3000


This is the first of the illegal tournaments, and as you'd expect, the
opponents here are using Illegal Parts, though they're not especially
threatening just yet.


Robo Battle: Kanzaki
--------------------
Dark Sam / Blizzard Rain / Standard Bomb D / Satellite Pod P / Shoulder Tackle

Blizzard Rain is technically an improved Wide Vulcan, but it functions so
differently it's almost like a different weapon.  It fires a hail of shots at
moderate range, and Kanzaki is going to come in on you relentlessly, so make
sure you've got Eagle Cutter to keep him out and be prepared to run if you have
to.  Dark Sam also has very good stats, so you'll have to significantly
outdamage him to win.


Robo Battle: Kotengu
--------------------
Night / Energy Dagger / Gemini Bomb U / I Seeker Gunner / Shoulder Tackle

Another rushdown setup, so I'd just stick with Eagle Cutter.  The Illegal
Seeker Gunner fires bullets in a V-shape, which is harder to avoid if it gets
close, so stay on the move and don't let her pin you down.


Robo Battle: Camilla
--------------------
Claymore / Bubble Smasher / Pillar Bomb U / I 4-Way Gunner / Energy Protector

Another easy Bubble Smasher battle.  Fang Blow will make short work of her.
The Illegal 4-Way Gunner seems to fire its shots in a tighter fan, so try not
to get too close to it.


End of Tournament
===================================================


You probably noticed before the battle that Camilla's picture was just a
shadow.  You might have expected that she would show up for the battle, but
she was never actually in the arena, instead she battled us in absentia via
remote control.  That sounds familiar, so we need to head back to the Police
Station and tell Mamoru about this.  He agrees with what we're thinking, which
is that it was probably the same way they controlled the Robo we saw in the
security video.  He asks us to keep digging around, so it's on to the next one.


===================================================
Illegal Tournament 2 - Tournament of Earth

3-Battle Gauntlet
Entry Cost : 800
Prize Money: 4000


This one isn't too tough either, largely because you can play the stage to your
advantage.


Robo Battle: Robert
-------------------
Devil Legs / Viking Axe / Gemini Pod U / I Seeker Gunner / Shoulder Tackle

Viking Axe is an upgrade to Traction Ring, which you also haven't seen yet,
but it's basically a forward-firing mid-range weapon similar to Burning Shot,
except it pulls you closer rather than knocking you away.  This can lead to
big combos, so you'll want to keep him out with Trap Gunner and a long range
weapon, like Eagle Cutter or Fang Blow.


Robo Battle: Samuel
-------------------
Yoshitsune / Reflect Laser / I Wall Bomb / I Cross Gunner / Tornado Beat

Fang Blow is still a strong choice here, it just works really well on this
stage.  Be aware that his Robo can dash through those walls in the middle, so
he can chase you down in ways you may not expect.  Be ready with Energy
Protector in case he gets on top of you.


Robo Battle: Gaiou
------------------
Bigfoot / Shotgun / Pillar Bomb R / Sideways Pod R / Shoulder Tackle

Once again Fang Blow gets it done.  He's pretty quick, though, and you don't
want him in your face, so you might want to try the Wall Bomb here.  It'll
get him out of your face if he ever gets in.


End of Tournament
===================================================


Another remote control battle won.  There's not much else to say now, on to
the next one.


===================================================
Illegal Tournament 3 - Tournament of Wind

3-Battle Gauntlet
Entry Cost : 1000
Prize Money: 5000


The enemies are really heavily kitted out with illegal parts now, you're going
to have to play carefully to avoid getting overwhelmed.


Robo Battle: Akane
------------------
Messier / Darkness Blow / I Geo Trap Bomb / I Smash Gunner / Short Slash

Darkness Blow is an upgraded Fang Blow, which we already know is strong on this
stage, so be very afraid.  I'd definitely use Iron Leo for this, just stay near
the middle so she can't use her alpha shot and you can dash through the walls
to escape if you have to.  You can attack with Eagle Cutter's Beta Shot and let
Seeker Gunner do most of the work.  Watch out for that Illegal Geo Trap Bomb,
though, it's powerful and stays out there for ages.


Robo Battle: Kanzaki
--------------------
Dark Sam / Blizzard Rain / I Wall Bomb / I 4-Way Gun / Shoulder Tackle

He's barely changed at all since the last fight, so make sure you stay mobile
and have a setup that can keep him away.  Sticking with Iron Leo for those
escapes might not be a bad idea.  Watch that Illegal Wall Bomb, it has decent
range and power.


Robo Battle: Yanai
------------------
Demon Blaze / Ninja Bullet / Bound Bomb U / Yajyuu Pod P / Light Protector

Finally, after those hard battles we just went through we can go back to using
Fang Blow.  As long as you stay at range his weapons aren't very hard to
avoid.


End of Tournament
===================================================


One left.  Time to shut this place down.


===================================================
Illegal Tournament 4 - Tournament of Fire

3-Battle Gauntlet
Entry Cost : 1500
Prize Money: 6000


Note that the arena has finally changed!  There's virtually no cover now, so
we have to adjust our strategies.  Also, is it just me, or does Ryuujin look
and sound familiar...


Robo Battle: Samuel
-------------------
Yoshitsune / 5-Way Laser / Standard Bomb P / I 4 Way Gunner / Shoulder Tackle

5-Way Laser is hard to avoid out in the open, but there's virtually no cover
here, so you'll just have to make do with shield and try to overpower him
with Fang Blow, which there's also no good way to avoid without cover.  Seeker
Gunner is also strong here since there's nothing to get in its way.


Robo Battle: Robert
-------------------
Devil Legs / Viking Axe / Lizard Bomb R / Seeker Pod R / Short Slash

Nothing complicated here, Fang Blow can win this easily.  Pack Wall Bomb P in
case he gets close.


Robo Battle: Ryuujin
--------------------
Hellfire / Reflect Laser / I Wall Bomb / I Smash Gunner / Energy Protector

After all that buildup, this is not very hard, just use Fang Blow and Seeker
Gunner again to take him down easily.  He does hit extremely hard, but as long
as you avoid the walls Reflect Laser isn't too dangerous.


End of Tournament
===================================================


Before the battle against Ryuujin can commence, Yusuke realizes that the Robo
we're about to fight is the same one that stole the Quantum Chip!  He pretends
to have to go to the bathroom as an excuse to run to the lobby and call Mamoru,
but unfortunately the bouncer catches us and tosses us back in there.  It looks
like we have no choice but to fight him.

After you win the bouncer congratulates you on winning all four of their
tournaments, and tells you that the owner would like to meet with the one
who defeated the Four Heavenly Kings.  Uh oh.  But he apparently has a present
for us so who are we to say no?  Pick the first option when you're outside to
meet him.

After climbing up a lot of stairs, we finally arrive in the owner's throne
room.  He's a man with a mask and blue hair, and he's very impressed with your
combat skills.  His organization can always use promising young commanders,
so he offers to let us join him.  While Yusuke and Hitomi are discussing what
to do, there's a sudden commotion, and our meeting is unexpectedly interrupted
by Fukashi of all people.  Fukashi knows all about our little mission with
Mamoru and the Police, and he's very unhappy that we didn't involve him,
considering he single-handedly took down the Dread Army and Goliath
Organization (wait, something about that doesn't sound right).  Either way he's
here to lend us a hand in taking this guy down.  Unfortunately, while he's busy
blabbing the bouncer grabs him and drags him off to the dungeon.  Furthermore,
he just completely blew our cover, so now we're really in hot water.  Yusuke
makes a last desperate effort to call Mamoru on the PMT, but we can't get a
signal in here!  The masked man laughs at our incompetence, looks like it's off
to the dungeon for us, too.  Thanks Fukashi.


###############################################################################
W-06

Creepy Mansion - The Great Escape:


Swell.  Not only have we been imprisoned, but they took all of our parts away.
Pick the first option, then the second option twice.  It turns out there's
someone else in here, a badly battered and bruised Mayuzumi.  Pick the first
option to talk to her, it seems she was trying to tack down the Four Heavenly
Kings of Nikaidou, but she was captured and tortured here.  Mamoru knew what she
was up to, so he might be on his way to rescue us, but the defenses here are
really strong and he might not be able to do it all on his own, we need to try
to find a way out.  Mayuzumi points us towards a button on the wall, which we
can use to call the guard.  Hitomi wants to tell him that we have to go to the
bathroom and then jump him when we he lets us out, but Mayuzumi quickly shuts
her down.  (Hilariously Yusuke accuses her of playing too many RPGs).  Her
revised plan is to tell him that we're willing to talk about what we know.  You
can now press the button, but neither strategy works, they say we can go to the
bathroom in the corner and if we have anything to tell them we can do so over
the intercom.  Crap.  Buzz them a third time.  Yusuke will completely fail to
come up with another excuse, but while they're telling him off we hear a weird
noise on the other end and the speaker goes quiet.  Moments later we hear the
sounds of a robo battle!  Mamoru's come to save us!

Or not!  It was actually Fukashi who defeated the guards!  After three freaking
games he finally did something useful!  Choose the second option and let's blow
this joint!  Fukashi does make us promise to put in a good word for him with
the police before we go, though.

We're in the hall now.  Pick the first option to take the nearby staircase.
Unfortunately it leads to the main floor, and all of the Nikaidou members are
there.  We quickly duck back into the stairwell because Fukashi can't take
them all on by himself.  We have to find some Robos to fight with!  We return
to the hall, so this time you should pick the second option.  We find ourselves
in a computer room.  There's a dismantled Robo on the desk.  Check it twice and
you'll realize it's your X-Ray, broken beyond repair.  Choose the first option
to check the desk, and you'll find a locked box and a keypad that requires a
password.  Talk to Mayuzumi a few times, and another option will pop up about
the computer.  We discover a journal on the computer, keep selecting the third
option to read it.  At the behest of their boss, the researchers here have been
trying to create a new Lightning Skyer Robo.  They believe X-Ray is the perfect
Robo to use as a base for its balanced attributes, so they've been trying to
convert an X-Ray into a new Robo class.  Finally they achieved a breakthrough.

That's the end of the journal, but there's also a handwritten memo on the desk,
so keep picking the third option.  It's a bunch of potential names for the new
Robo, like "SkyRay" and "Raybird", but most of them are crossed out.  It seems
the one they finally agreed upon is "Ray S__er", but part of the text is
smudged.  Hitomi brilliantly guesses that the name of the Robo is likely what
they used as the password for the keypad, but since some of the memo is missing
we have to fill in the blanks.  This new model is a Lightning Skyer model...
Hmm, what could it be?

Anyway, once you think you've figured it out, choose the second option to input
the password.  The correct answer is "Ray Skyer".  This has to be inputted in
Katakana, the correct spelling is Re I Su Ka I Ya -.  Press the R button once
to access Katakana (Aha!  That's what that note we got back in the lounge was
about!), then type in those letters.  In the event that you cannot read
Katakana, here's some help:


Number the characters on the screen from A-F vertically and 1-0 horizontally
like so:

A1 A1 A2 A3 ... A8 A9 A0
B1 B1 B2 A4 ... B8 B9 B0
..
F1 F1 F2 F3 ... F8 F9 F0

Then type in the following characters:

D9, A2, C7, C3, B1, A2, C6, F0
(don't forget to press R once first)


Success!  A compartment opens up next to the keypad, containing the Ray Skyer
Robo.  There's also a few parts with it, Rayfall Gun, Standard Bomb P,
Seeker Pod P, and Energy Protector.  Now we can fight our way out of here!
Choose the last option to leave this room.  Yusuke is still a bit concerned
about whether or not you and Fukashi will be able to take the entire Nikaidou
Group on your own, but Fukashi is confident, and we don't really have any other
choice.  Yusuke reminds you to do the Eye Scan Registration with Ray Skyer
before we go up there,  but it seems not to be necessary, perhaps it was
retained from the original parts that came from your X-Ray.  It would still be
nice if we had a Robo for Mayuzumi to use.  Well, it turns out we do.  Fukashi
also recovered her Stingray when he got his Dodecane Turbo back, he just didn't
tell us until now because he didn't think it would be necessary.  What an
idiot.  Anyway, before we head up there, Fukashi thinks it would be a good idea
for you to practice using Ray Skyer just so you don't embarrass yourself, and
he has a portable holosseum with him, so it's time to battle him first.


Robo Battle: Fukashi
--------------------
Dodecane Turbo / Blizzard Rain / Pillar Bomb D / Yajyuu Pod P / Break Tornado

Well, we only have one set of parts, so setup has never been easier.  Wait,
why does he have illegal parts?  I guess he must have ripped them off Kanzaki.
Anyway, what sets Lightning Skyer models apart from other Robos is that their
dash is a unique Jet Mode, which grants them boosted mobility but without
sacrificing the ability to use your gun (you can't use bombs or pods though).
If you've played Custom Robo for GC, you know just how absurdly broken this can
be, so just fly around in Jet Mode constantly while dropping Rayfall Shots.
Fukashi won't even stand a chance.


Fukashi is amazed at Ray Skyer's power, and he hands Stingray over to Mayuzumi.
The time has come to bust out of here, so pick the first option to storm the
main floor!  We're immediately thrown into a battle with some Nikaidou guys.


Robo Battle: Nikaidou Goon
--------------------------
Phoenix / Shotgun / Standard Bomb R / I Seeker Gunner / Energy Protector

Be warned that this battle starts immediately, there's no launching out of the
cannon here, so don't be caught off guard.  Your opponent is using a Lightning
Skyer model too, but I'll take Rayfall Gun to beat Shotgun any day.  Just
watch out if he goes into Jet Mode, he can close the distance fast.  Use your
own Jet Mode to escape.


Unsurprisingly, Fukashi was immediately beaten by the goons.  Looks like he's
back to his regular self again.  At least Mayuzumi is still competent, even in
her injured state.  An alarm sounds, warning everyone that we've escaped.  The
building is going to be locked down in 30 seconds.  Time to make a mad dash for
the exit!  Unfortunately the front door is locked, and time is quickly running
out!  3, 2, 1.......

At the very last possible second, someone shuts the alarm down, and the door
opens!  It's Mamoru and the police at last, and they've seized the building,
it's all over.  Mamoru's glad that we're all okay, and he calls an ambulance
for Mayuzumi.  He also wonders that Fukashi is doing here, and Yusuke tells
him that he helped out.  Yusuke tells him about the Ray Skyer Robo we picked
up, and Mamoru takes it for now because the Police would like to examine it.
On the plus side the police will replace all of our parts for us, so at least
we'll get those back.  We head home and get scooped up by your mother, who
heard about the whole thing from the police and was worried sick.  Apparently
they've been covering the events at the Creepy Mansion on the news, and they've
dubbed us "The Three Heroes".  She also informs us that Mamoru has 3 things to
talk to us about, so we need to go see him later.

Later, at the police station, we meet up with Mamoru and he makes good on his
offer of part replacement, including a brand new X-Ray Model.  First,
we discuss Nikaidou.  Since the bosses of Nikaidou were never actually in the
Creepy Mansion, they remain at large.  Mamoru tells us that they're glad the
Illegal Battles were shut down, but they fear they were only a small part of a
much larger plan.  As for Ray Skyer, you need to talk to the police chief about
that, so leave Mamoru and choose the third option to go see him.  First, some
good news.  The police have had it checked out and Lambda Corp says Ray Skyer
is safe to use!  He then asks you who you think should have it.  You can pick
all of the other options to have them graciously refused, or just pick the last
one to choose yourself, which is obviously the best option.  He hands Ray Skyer
to us, sweet.  We're done here, pick the third option to leave and then leave
the police station.

Outside we have a talk about our adventure.  Nikaidou remains at large, but at
least we've flushed them out of Robo Station for now.  That means we can now
proceed with the Great Robo Cup!  If you somehow aren't S-Rank yet, you'll
have to finish off the A-Rank Tournaments, otherwise it's time to save the
game and get this show on the road.


###############################################################################
W-07

The Finale - Showdowns Upon Showdowns:


It's time for the Great Robo Cup, so pick that option from the menu.  To get
the tournament underway, pick the second and third option, then pick the first
option over and over to meet everyone.  Mayuzumi is out of the hospital, and
Jirou and Kahn are ready to throw down.  Koushirou is the reigning champion,
so whomever wins the tournament will get to face him.  Finally, pick the second
option again to get things underway.  Since we're both competing, Yusuke can't
give us advice this time, so Hitomi will do it.


===================================================
Final Tournament - Great Robo Cup

16-Person Tournament
Entry Cost : Free
Prize Money: 10000
Extra Prize: Patriot


This is it, the final Tournament.  You're going to have to battle a lot of the
hardest enemies here, but you should be up to it by now.  Of course, Koushirou
is the champion, he was once a kind young man and the friend of Mamoru and
Jirou, but something changed inside him after his father died, and he has
become vicious and cruel, always seeking out stronger commanders to defeat,
as though he's searching for something that no one can give him.

Note that although there are technically 16 people in this tournament, you
always battle the four listed below, and it's impossible to rematch this
tournament after winning it, so I believe it's impossible to ever fight the
others.


Robo Battle: Yusuke
-------------------
Photon / Spread Shell / Gemini Bomb U / Round Gunner / Tornado Beat

Spread Shell isn't very strong on this stage since you've got so many walls
to work with.  Something that can fire around walls like Ninja Bullet or
Rayfall Gun would be a good choice here.


Robo Battle: Jirou
------------------
Neo Metal Bear / Rayfall Gun / Wall Bomb P / Throwing Pod U / Energy Protector

Rayfall is strong here, but with the Gemini Bomb and Gatling Cannon setup you
can force him to approach you, which he can't do especially well.


Robo Battle: Kahn
-----------------
Falchion / Shotgun / Standard Bomb S / Dolphin Pod R / Shoulder Tackle

Falchion is fast, and that Standard Bomb S can stun you, allow him to land
easy followups.  I'd probably recommend Gatling Cannon and the Trap Gunner
anyway, just make sure you stay moving.  Lizard Bomb will also help.


Robo Battle: Mayuzumi
---------------------
Stingray / Sonic Rifle / Idling Bomb P / Sideways Pod P / Light Protector

This is much like the first battle.  Sonic Rifle is easily stopped by walls,
so guns like Rayfall Gun or Ninja Bullet are good for staying mobile while
draining her health.


End of Tournament
===================================================

After you beat Jirou, Yusuke comes up with a great joke, but Jirou isn't around
so he has to save it for now.

Hitomi strangely disappears before the semi-final match.  Also, it turns out
that Mayuzumi wasn't as fully healed as she let on.  Takehiro helps her so we
can continue with the tournament.  Koushirou taunts Mayuzumi for still being
hurt after something small like that, saying that he has endured much worse
and he just used it to become stronger, and expresses disappointment that she
didn't live up to his expectations.  Mayuzumi reminds him that he still has to
battle us, and he says he can't wait to completely destroy us in the final
match, which will be held on the main stage tomorrow afternoon.  He tells us to
go home to our mother and get one last night of rest, then disappears.  What a
creepy guy.

Later that night, Yusuke wakes us up by throwing rocks at our window.  Pick
the first option to let him in.  It seems that Hitomi still hasn't shown up,
and now the police are searching for her.  Pick the first option to hear his
theory, which is that the Nikaidou Group has taken her.  Just then, the PMT
rings.  It's the masked man from the Creepy Manor!  Yusuke calls him Nikaidou,
but he still claims not to know that name.  Either way, he has Hitomi.  He
tells us not to go to the police if we care about her safety, instead he wants
us to come to Marsh Mountain alone.  It's obviously a trap, but what choice do
we have?

Unfortunately, we have no way to get there.  Pick the first option, then the
second option to hear Yusuke's idea.  He goes to wake Hikomaro, and he tells
him about the situation.  He wants Hikomaro to get us there in the Lambda Corp
helicopter.  He's shocked, but he agrees to help, and we wind up at Marsh
Mountain.

The Helicopter lands in a clearing in the woods.  Note that if you wish to
return to your home and save, you can select the third option from this screen,
then return here from the arrow that points to the left.  When you're ready,
pick the first option twice to scan the area.  Yusuke will spot the Hellfire
Robo in the distance.  Choose the second option to follow it.  It leads us to a
strange stone slab deep in the forest.  Choose the first option to check the
slab, then the second to lift it up.  There's a passageway underneath!  It
leads to an underground complex, not unlike the one from the Creepy Mansion.

There's a door to the right, and a door ahead.  Pick the third option to check
the door ahead.  It's locked, and requires a card key for access.  Now pick
the second option twice to try the door on the right.  It opens to reveal a
another Robo development room.  Pick the third option to check the desk.
There's a note for us from Nikaidou.  Looks like now that they have us, they
no longer care that we know who they are.  They say that if we want to see
Hitomi again we're going to have to play a game.  In the tunnels ahead there
are four doors, containing the four Heavenly Lords of Nikaidou.  If we want to
see Hitomi again, we have to face them in battle, where they will use the
special technology that Nikaidou has developed.  Pick the third option again to
find the card key they've left for us.  Pick the last option to return to the
previous room, then the first option to use the card key.

After using the Card Key, we end up a sequence of tunnels.  It splits into
many directions, some of which loop back onto each other.  Within the sequence
of tunnels lie five doors.  Here's the directions to take to reach them.
Note that the choices are always listed from left to right, though the option
to go back is sometimes the last choice, and sometimes the second last.
All directions are given from the entrance, so you should keep going back until
you get out after finding each door.

Star Door: Left
Comet Door: Middle, Left, Left
Flame Door: Right, Right
Aqua Door: Middle, Left, Right, Right
Master Door: Middle, Left, Middle, Left

You can't open any of the 5 doors.  After finding the first four (you can also
find the fifth door, but it's not necessary), return to the hallway and Yusuke
will hear a noise.  Pick the first option twice to talk about what to do.
He thinks it might be one of the Heavenly Lords, but aren't they waiting for us
in the tunnels?  Choose the second option to open the door.  It's Mayuzumi!
Choose the first option and you'll find out that Hikomaro went and got her
after he dropped us off.  Pick the first option again and she'll tell you that
Mamoru and the Police know we're here, but they won't interfere until we
confirm that Hitomi is safe.

Now, go find the master door.  Choose the first option to check it.  Yusuke
will realize that there are four card slots in the door.  Leave to find
Hellfire again.  Pursue it to the Fire Door, which is now open.  Pick the
first option to go inside.  The door locks behind you.  Exhaust all of the
options in this text window, and Ryou will appear.  Or perhaps we should say,
Ryuujin, the Heavenly Lord of Fire!  He's the main engineer for the Nikaidou
Group, and the one who developed the remote control technology they used to
steal the Quantum Chip.  Pick the first option repeatedly and he'll tell you
that his boss is very interested in you and that he has the first card key, so
prepare for battle!


Robo Battle: Ryuujin
--------------------
Hellfire / Ryuujin Gun / Ryuujin Bomb / Ryuujin Pod / Light Protector

This is a very strange holosseum, it's much wider than tall, and there's a lot
of big walls.  I'd probably go with the Gatling Cannon and Gemini Bomb and
try to stay away from him.  His weapon shoots bouncing balls around the arena,
and they're much easier to dodge from a distance.  You might also want Iron
Leo so you can escape through the walls if he gets too close.


After his defeat he forks over the Fire Card Key.  One down, three to go.  The
door opens again, so we return to the tunnels.  Find the Aqua Door to continue.
Once again, keep picking things until Camilla shows up.  She's much quieter
than Ryuujin, so keep picking the first option to get the battle underway.
Before we can start, though, Mayuzumi shows up.  Shockingly, she identifies
Camilla as her older sister, Yuuki!  Camilla won't explain her reasons for
joining Nikaidou, so Mayuzumi challenges her to a battle instead!  However, she
is defeated, so it's our turn!


Robo Battle: Camilla
--------------------
Claymore / Camilla Gun / Camilla Bomb / Camilla Pod / Energy Protector

This is another new arena.  It's more open than the previous one, and it's
quite large, so this time I'd try the Fang Blow and shoot it from the ends
of the walls.  Camilla's weapon shoots two shots that then quickly strike at
mid range, but as long as you stay away she has few options against you.
Just watch those Xs because her bomb stuns you for a long time if it hits.


The Card Key of Water is ours.  Camilla still won't explain her reasons for
joining Nikaidou, though Mayuzumi thinks it has to do with nanomachines.
It seems Yuuki published a paper on nanomachines, but she didn't have the
funding to continue her research.  The Nikaidou Group all use Nanomachines to
boost their combat performance, so they must have sponsored Yuuki's research
in exchange for her cooperation with their goals.  Camilla disappears, and
Mayuzumi chases after her, so we're alone again.  Time to head back into the
maze. Return to the entrance to hear a roaring sound, which Yusuke thinks is a
lion.  Head to the Star Door, which is now open.  This area seems like some
kind of prison, but whatever was being kept here has escaped.  Exhaust all of
your text choices to be confronted by a terrifying looking man in a mask.  He
merely roars and growls at us, but it seems he wants to battle.


Robo Battle: Gaiou
------------------
Bigfoot / Gaiou Gun / Gaiou Bomb / Gaiou Pod / Short Slash

Gaiou's set is pure rushdown, and this is a small stage where he'll be hard
to avoid, particularly since he can dash through walls.  I would probably try
to camp it up with Eagle Cutter and Trap Gunner, but you have to be prepared
to disappear at a moment's notice, so pick Iron Leo or Ray Skyer for escaping
purposes.


He still doesn't say anything intelligible even after we beat him, he just
hands over the Card Key of Earth.  Oh well, time to leave.  However, Gaiou
refuses to let us exit!  Then Kahn shows up!  It seems Hikomaro got him too,
and like Mayuzumi, he's here to help.  He'll keep Gaiou busy while we escape.
Leave the room and head to the Comet door.  Keep talking until the fourth
Heavenly Lord shows up... Wait, the Butler?  Yes, it seems he is actually
the fourth Heavenly Lord, Yanai.  Unlike the others, he is perfectly polite,
and welcomes us to his arena.  Yusuke wants to know what the heck was up with
Gaiou, and he says that Gaiou was a murderer from a foreign country who was
going to be sentenced to death.  Nikaidou bought his freedom and used him for
their experiments with Nanomachines.  It turns out that Yanai has been
experimented upon as well, which explains his appearance.  It's time to battle
him for the final Card Key.


Robo Battle: Yanai
------------------
Demon Blaze / Yanai Gun / Yanai Bomb / Yanai Pod / Shoulder Tackle

This stage is full of vertical walls, so I'd go Fang Blow again.  He can also
shoot around walls with his gun, which is a variant of Ninja Bullet, so make
sure you stay mobile and watch out for bombs.  Seeker Pods help a lot here.
You'll probably take a fair amount of damage, but you outdamage his weapon.


The fourth Card Key is finally ours.  It's time to find the Master Door, but
before we go Yanai warns us that we haven't seen the true power of Nikaidou
yet.  Upon arriving at the Master Door, pick the first option to insert the
Card Keys.  The door opens, and we find ourselves in another long dark
staircase.  Yusuke reminds us that we're doing all this to save Hitomi.

When we finally reach the top, we find the masked man from the Creepy Mansion,
unmasked.  He's Nikaidou, the chairman of the Nikaidou Group, as if we didn't
already know.  Also, he has Hitomi with him.  Choose the various options to
speak to him, and he reveals much of what has going on behind the scenes.
As we already surmised, they have created technology that allows for a Robo to
act autonomously via remote control.  They believe this technology has great
militaristic applications, as they demonstrated when they broke into the
Research Lab without any direct human involvement.  However, it's currently
limited by the fact that they still need a commander to control the Robo, so
they stole the Quantum Chip to aid in the creation of an Artificial
Intelligence program that could mimic the abilities of a powerful commander
and be copied thousands of times, creating a limitless army of powerful Robos.
They then sent spies to Robo Station and held the Illegal Battles to try to
find the most powerful commander, and they have, you.  Nikaidou wishes for you
to battle using the special machine he has set up in this room, which will
create a copy of your brain for use by the AI program.  If we do so, he'll let
Hitomi go and we can all walk out of here like nothing ever happened.  Yusuke
tells him we need a moment to think about it, so we duck back into the
stairwell.  He says that we can discuss it all we like, but if we try to
contact the police we know what will happen to Hitomi.

Back in the stairwell, we run into Takehiro.  It seems Hikomaro has really been
busy ferrying people over here.  He's already run into Kahn, who appears to
have subdued Gaiou for now.  Also, it seems that the Police have already
infiltrated the base, but they're waiting for our signal.  We decide to make a
surprise attack against Nikaidou.  We claim to accept his offer, but rather
than connect to the brain scan machine, we use the chance to get close and
attack!


Robo Battle: Nikaidou
---------------------
Excalibur / Nikaidou Gun / Nikaidou Bomb / Nikaidou Pod / Light Protector

Be warned that this battle starts immediately, there's no launch sequence.
This stage is pretty big and open, so I'd definitely go with Fang Blow here.
Be warned that both his Bomb and Pod have the S-type stun effect, so you'll
want to keep moving.  His gun is kind of like a super version of Basic Gun,
though its Beta Shot is a bit more like Wide Vulcan.  Either way, you'll want
to stay away from it or block it if you must, though it can deplete your
shield in a single shot.  If you can keep away from him you should be able to
outlast him, but don't expect an easy win.


We got him, but he still has Hitomi and he refuses to release her.  Making
matters worse, Yanai arrives and warns Nikaidou that the police have
infiltrated their base.  Yusuke believes we've won, but it seems Nikaidou isn't
done yet, he activates some special nanomachines that increase his commanding
ability three times over, and claims he will destroy us with his new power.
Before he can do so, Koushirou arrives.  Nikaidou demands to know who he is,
and ironically he calls him a small fry, the same thing Koushirou always calls
Yusuke.  Seeing someone with such absolute confidence in their own power piques
his interest, and he decides to go all out against Nikaidou.  Even with his
nanomachines, Koushirou proves too much for him.  However, it seems Nikaidou
has one more trick up his sleeve.  Behind his throne lies the ultimate product
of Nikaidou's work, the Dark Chimera Robo.  Koushirou is more than willing to
give him the chance to try it out, but he quickly beats him, and now it's our
turn.  Yanai helpfully turns out the lights for dramatic effect.


Robo Battle: Nikaidou
---------------------
Dark Chimera / Dark Plasma / Dark Bomb / Dark Pod / Dark Slide

Once again there's no cannon here, the fight begins automatically.  Fight him
for a few seconds, and you'll quickly notice that he's completely invincible.


Yusuke repeats what we just realized, Dark Chimera can't be damaged at all.
Realizing that we're in trouble, Mamoru busts in.  He tells Nikaidou that the
police have the place surrounded and to give up.  Nikaidou isn't worried,
though, the police are powerless against the power of the Dark Chimera.
However, Mamoru came prepared, and he quickly hands us a new Robo, AIRS.  It's
based on Ray Skyer, but it's been substantially enhanced by the police, and
it should have enough power to challenge Dark Chimera.


Robo Battle: Nikaidou
---------------------
Dark Chimera / Dark Plasma / Dark Bomb / Dark Pod / Dark Slide

This one is for real.  We can't choose our robo here, we're stuck with AIRS.
However, AIRS' ARS-G02 gun is so ludicrously overpowered that this battle is
actually an absolute cinch, just jet around and keep firing its beta shot,
which is like Rayfall Gun but with 6 shots.  So THAT's where the ridiculously
broken Lightning Sky + Accel Gun combo from the Gamecube game came from!
Ideally you should probably try to dodge but it doesn't really matter.  All of
your other parts are fantastic too, but they really aren't needed.


After we win, Nikaidou passes out from the strain of using Dark Chimera and an
alarm goes off.  It seems like this place is going to self-destruct.  Yanai
acknowledges us as the winner and frees Hitomi for us.  Yusuke tells him to
escape with us, but he refuses, stating it is his destiny to go down with
Nikaidou.  You can try to talk him out of it, but he won't budge.  The Nikaidou
Group was once a legitimate business, and Yanai was there from the very start,
working in a small factory for Nikaidou's father, and with a lot of hard work
they eventually built it into a prosperous and prestigious company.
Unfortunately, Nikaidou's father died young, passing control of the company
to his son, who was not yet ready to lead.  Faced with the prospect of having
the company collapse, they turned to criminal activity to keep the Nikaidou
Group running, but Yanai has realized for a long time that Nikaidou's father
would never have approved of their actions.  He feels that it is their
punishment to die here for the shame they have brought upon their family and
themselves, but as thanks for listening to his story he tells us to seek out
the Comet Room.  You can try to further convince him to leave, but he's
resigned to his fate, and there's no more time left.  Unfortunately, the door
leading back has been locked, so we have to find another way out.  You can
check the Aqua, Star, and Flame Doors, but Mayuzumi, Ryuujin, Kahn, Camilla,
and Gaiou have all disappeared.  Our goal is the Comet Room.  There's sunlight
coming in here!  Choose the first option 3 times to discover a ladder that we
can use to escape.

Outside, we meet the police chief, and he picks us up in the helicopter.
Hitomi thanks us for saving her, and we wind up back at the police station.
The police are very impressed with us for taking down the Nikaidou Group.
Yusuke wants to know what happened to Koushirou, but Mamoru is sure we haven't
seen the last of him.  Also, we're forced to return AIRS.  Dang.  Oh well,
at least we finally get to go home and get some sleep.

The next morning, Yusuke comes to collect us.  Your mother tells you that
you're wanted at the police station again.  We meet with the Police Chief,
and he tells us that he has a surprise for us.  We find ourselves at the Great
Robo Cup again.  It's Koushirou!  It looks like we'll get to finish this
tournament after all.  Koushirou has mellowed out a lot since yesterday, so it
seems like it'll really be a good match.  Jirou and Kahn are here too to cheer
us on.  Let's get this final show on the road!


Robo Battle: Koushirou
----------------------
Dead Face / Ninja Bullet / Wall Bomb P / Dolphin Pod P / Light Protector

This battle is actually an absolute joke, his setup has no way to hit behind
walls, so just camp the corners with Rayfall Gun and he shouldn't even be able
to hit you.


But wait!  The final is actually a best two out of three!  This time, Koushirou
is serious.  If we want to be the champion, we'll have to earn it.


Robo Battle: Koushirou
----------------------
Dead Face / Cross Scissors / Gemini Bomb U / Feint Pod D / Break Tackle

Okay, this time it's a real match.  Cross Scissors is kind of like Fang Gun,
but unlike Fang Gun it's not garbage from short range.  Once again, you'll want
to lame him out behind walls with Rayfall Gun, but it'll definitely be a bit
tougher this time since his Bomb and Pod can restrict your escapes.


And that's the end of it all.  Having beaten Koushirou again, we're crowned the
new Champion.  Yusuke crowns himself the Champion Navigator.  Jirou comes to
congratulate us on our victory and for stopping Nikaidou, and Yusuke finally
gets to make his joke that Jirou finally stopped being the second-best
commander, because this time he placed eighth!  He doesn't see the humour in
it.  Hikomaro, Takuma, and Kahn also give us their congratulations.  Yusuke
thanks Kahn for his help with Gaiou, and he says that's what friends are for.
Wait, he considers us his friends now?  Mayuzumi is next, and Yusuke asks her
what happened to her sister.  Unfortunately, it seems that she has disappeared,
but Mayuzumi knows they'll meet again.  Last is Hitomi, who says that the
three heroes have done it again.  The announcer calls us to the podium along
with Koushirou, but he disappeared after the final match.  We head outside to
look for him.  Yusuke notes that he always seemed to be looking for something,
first he was obsessed with becoming better than Mamoru, then he wanted to be
the best in the world, and then finally he wanted to challenge Nikaidou.
We finally catch up with him.  He thanks us for giving him a good battle and
tells us that he finally realized that life is about more than just strength,
when we fought against Nikaidou and all seemed lost yet we refused to give up
he finally remembered the importance of friendship.  He then tells us to keep
training and never make the same mistakes he did.  He notes that Mamoru and
Jirou tried to teach him that lesson a long time ago and he should have
listened.  He leaves to continue his journey, but not before acknowledging us
as a friend and rival in his own way.

Thus ends the story of Custom Robo GX.  When the final picture shows up, press
B and choose the first option to save your game.


###############################################################################
W-08

Lady P's Lab - The Battle Continues:

Some time after the Great Robo Cup, Yusuke comes to collect us in the morning
again.  He's worried that we might be going soft since we haven't been battling
for a while.  Well, he's got just the cure for that, so he installs something
new on our computer.  It's a new menu that allows us to trade parts with other
players using a link cable, you can access it from the menu in your room
(it's now the second option).  He also takes us to the police station to see
Mamoru.

Mamoru asks us how our training has been going.  He tells us he has something
to show us, and we head back towards the world map.  You'll notice there's now
a second arrow to the right that takes us to a new area, Master Isle.  There's
only one area open here right now, Lady P's Lab, so head there.

Lady P welcomes us to Master's Isle.  Mamoru introduces us to Lady P, who
flirts with him incessantly, much to his dismay.  Besides being a shameless
flirt, Lady P is also an expert in Robotics, and the daughter of Professor
Kusama (aka Robodoc) from Captain Robo V2, which explains her hairstyle and
general temperament.  She's also the older sister of Robodoc's son, Pitarou.
Anyway, Lady P tells us about what we can find on Master's Isle.  In the Battle
Tower we can participate in very challenging tournaments, and here in her Lab
she holds the Limit Battles, where we can face tournaments we've done already
while subject to various limitations, and her lab also houses the Commander
Checks and the Password machine, which can yield additional parts.  She gives
us three new Robos, Luna, Javelin Mk 2, and Cross Bone so we can try out the
Limit Battles if we wish.  The Marvellous Shop also opens up on the map.


Marvellous Shop:
----------------

Tiger Glare - 2600
Glider Wing - 3200
Star Layer - 4500
Traction Ring - 3200
Pulse Knuckle - 6000
Meteor Flicker - 9990
Standard Bomb P - 200
Submarine Bomb S - 2800
Bound Bomb U - 960
Bound Bomb D - 960
Twin Snake Bomb U - 1080
Twin Snake Bomb D - 1080
Satellite Gunner - 1400
Throwing Gunner - 1200
Smash Gunner - 3000
Satellite Pod U - 1920
Break Tackle - 4000
Break Tornado - 4000

There's loads of good stuff here, but you shouldn't binge too much until you
get 100000 Sv so you can unlock Garapon through the Commander Checks (more on
that below).

At this point, you can either go to Battle Tower and proceed with the
tournaments, or start clearing the challenges in Lady P's Lab.  At the very
least, I'd enter the Passwords and take any Commander Checks that you've
already accomplished, as those yield free parts.


The menu inside the lab reads as follows:

Limit Battles
Commander Check
Password
Talk to Lady P
Donation (not initially available)
Leave


More detail on those choices will be provided below/


===================================================
Lady P's Lab - Limit Battles


These are tournaments you've done already, but subject to special limitations.
After you win you're given your choice of prizes.  They unlock in sets,
complete the challenges in the previous set to unlock the next one.
The challenges are listed by what tournament you must win and what part you
must use.


Set 1:
======

Robo Limitation Level 1 - Fresh Robo League / Any Aerial Beauty Robo
Robo Limitation Level 2 - Makno Carnival Cup / Any Metal Grappler Robo
Robo Limitation Level 3 - C-Rank Tournament / Any Strike Vanisher Robo
Robo Limitation Level 4 - Noise Company Cup / Any Lightning Sky Robo
Robo Limitation Level 5 - Katrea's Mansion / Any Misty Mirage Robo

The prizes for the above are Photon, Pluto, Neo Metal Bear, Kunai, and
Masakado.


These are all easy.  Just remember that you cannot use illegal parts in
standard tournaments.


Set 2:
======

Parts Limitation Level 1 - Fresh Robo League / Burning Shot
Parts Limitation Level 2 - Makno Carnival Cup / Gatling Cannon
Parts Limitation Level 3 - C-Rank Tournament / Ninja Bullet

The prizes for the above are Wall Bomb U, Wall Bomb D, Gemini Bomb U,
Lizard Bomb S, Strike Bomb, Twin Snake Bomb P, and Geo Trap Bomb.


Also pretty easy.  The only one that might be trouble is Burning Shot.  To
make Burning Shot effective, pair it up with Wall Bomb P and trap them against
the back wall.


Set 3:
======

Fixed Customization Level 1 - C-Rank Tournament / Can't change customization

The prizes for the above are Rayfall Gun, Hornet Buster, Glider Wing, and
5-Way Laser.


The way this one works is that you can choose your setup on the first battle,
then you're forced to stick with it the rest of the way though.  Not really
a problem at this point, any decent long range set should win easily.


Set 4:
======

Parts Limitation Level 4 - Noise Company Cup / Shotgun
Parts Limitation Level 5 - Katrea's Mansion / Eagle Cutter
Parts Limitation Level 6 - Robokichi's Crazy Cup / Bubble Smasher

The prizes for the above are Wall Bomb U, Wall Bomb D, Gemini Bomb U,
Lizard Bomb S, Strike Bomb, Twin Snake Bomb P, and Geo Trap Bomb.


These ones are a bit trickier.  You'll want to use an S-Type bomb when using
the Shotgun, it lets you get in close for a free blast, and the Energy
Protector is also very helpful.  For the Bubble Smasher one, equip your lamest
keepaway set, something like Geo Trap and Seeker Pod P, then just stay near the
middle and blast away.



Perfect Challenge Level 1 - Makno Mall Cup / Win with no damage

The prizes for the above are Gaiou Gun, Gaiou Bomb, and Gaiou Pod.


As the name implies, to win this challenge you must not take any damage at all.
Safe, long-range setups are key here.  Note that, for fairness, you do not
launch out of the cannon here.  Take your time and don't commit to anything
risky.  Hopefully you won't battle Hitomi, who is hard to perfect.


Set 5:
======

Robo Limitation Level 6 - A-Rank Tournament / Any Aerial Beauty Robo
Robo Limitation Level 7 - Makno Tower Cup / Any Metal Grappler Robo
Robo Limitation Level 8 - Super Robo League / Any Strike Vanisher Robo
Robo Limitation Level 9 - Robo Masters / Any Lightning Sky Robo
Robo Limitation Level 10 - Champion's Cup / Any Misty Mirage Robo

The prizes for the above are Phoebe, Tiger Glare, Death Metal Bear, Patriot,
and Feint Gunner.


These are harder tournaments, but having to use a specific Robo isn't a huge
limitation.  Consult the main walkthrough if you need help winning the battles.



Fixed Customization Level 2 - B-Rank Tournament / Can't change customization

The prizes for the above are Rayfall Gun, Hornet Buster, Glider Wing, and
5-Way Laser.


This is a really easy tournament so there's still nothing to worry about.
Rayfall Gun blows this place up easily.


Set 6:
======

Parts Limitation Level 7 - Takuma Academy Showdown / Wide Vulcan
Parts Limitation Level 8 - B-Rank Tournament / Sonic Rifle
Parts Limitation Level 9 - Makno Tower Cup / Glider Wing
Parts Limitation Level 10 - Super Robo League / Reflect Laser
Parts Limitation Level 11 - Robo Masters / Star Layer
Parts Limitation Level 12 - Champion's Cup / Basic Gun

The prizes for the above are are Reflect Pod R, Dolphin Pod P, Dolphin Pod R,
Throwing Pod U, Throwing Pod D, Satellite Pod P, and Smash Pod P.


This is where it gets serious.  For Wide Vulcan, use stuff like Gemini Bomb
and Gunners to clog up the screen.  Use the beta shot when you need to hit
Robos directly in front of you.  For Sonic Rifle, you just have to stay mobile
and take shots where you can, Gunners will help create opportunities for you.
For Reflect Laser, stay near the bottom of the stage and use D bombs to push
opponents into the lasers.  For Star Layer, use a Lightning Skyer and plant
the things during the Jet Dash, using Idling Bombs to further make things
difficult.  Glider Gun is strong, you can just spam its regular shot over and
over.  For Basic Gun, you're just going to need to make smart use of your bombs
and pods to win.



Fixed Customization Level 3 - A-Rank Tournament / Can't change customization

The prizes for the above are Rayfall Gun, Hornet Buster, Glider Wing, and
5-Way Laser.


This isn't nearly as bad as that Basic Gun tournament.  I'd go with the Gatling
Cannon and Gemini Bomb setup here, it's very versatile.


Set 7:
======

Perfect Challenge Level 2 - Marine Park Festival / Win with no damage

The prizes for the above are Gaiou Gun, Gaiou Bomb, and Gaiou Pod.


Much the same as the previous one, you need to pick a set that allows for
great mobility.  I'd recommend Eagle Cutter, Standard Bomb P, and Seeker
Pod P.  It's not fancy, but it works.



Garapon Challenge - A-Rank Tournament / Garapon Set

The prizes for the above are Gatling Cannon and Short Slash.


To participate in this one, you need the full Garapon Set.  Garapon is obtained
by getting 10000 Sv, the other parts are won randomly from the Emperor's Cup.
So if you haven't proceeded to that point yet, you need to do so now.  There's
not much to say about this one since you can't customize your Robo at all,
just bring Energy / Light Protector and focus on evasion, getting in little
hits where you can.  Thankfully this isn't a terribly hard tournament.


End Limit Battles
===================================================


===================================================
Lady P's Lab - Commander Check


These are kind of like achievements, when you meet the following conditions,
you unlock various things.


Play 10 hours:  Ryuujin Pod
Play 20 hours:  Yanai Bomb
Play 30 hours:  Camilla Gun
5 Link Battles:  Sudden Death Stage
50 Link Battles: Plain Stage
100 Link Battles: Gigantic Stage
5 Link Battles vs Different People: Dodecane Turbo
100000 Sv: Garapon
70 Total Parts: Practice Stage


There's nothing really that complicated here.  Obviously, playing against other
people will likely be a problem if you're not from Japan, but there is another
way to unlock these things, see the section about Game Link for details.
You should get all of the others eventually.


End Commander Check
===================================================

===================================================
Lady P's Lab - Password Machine


Lady P's lab also has a password machine where you can enter special codes
to earn exclusive Robo parts.  For the sake of making them easier to spell, I'm
providing both the literal translation and the romanized translation.  Note
that Japanese has two alphabets, and it's necessary to enter the right words
in the right alphabet, so if the text is in capitals, it's Katakana
(press R once), if not, it's Hiragana (the default option, or press L from
Katakana).  You also occasionally have to use English letters, which you reach
by pressing R twice.  I've included the same numbering system for the
characters that I used when we entered the Ray Skyer password for anyone who
can't read these letters, so see up there to figure out how to number the
characters (A-F vertically, 1-0 horizontally).


Here's the list of passwords:


X-REI kudasai  (X-Ray, please)
C4, C9, D9, A2, B3, D1, E6, C1, A2

Gives X-Ray.  Note the X and Dash are in English Letters (R twice).


CHAMPU no GAN  (Champ's Gun)
D2, F6, E0, A8, E7, E5, B1, E6, E0

Gives Cross Scissors.


JIGOKU no gouka  (Wonderful Accident)
C2, E6, B5, E6, B3, E5, B5, E6, A3, B1

Gives Hellfire.


yuki no KYOJIN  (Snow Giant)
C8, B2, E5, B2, F8, C2, E6, E0

Gives Bigfoot.


AKUMA no TOIKI  (Devil's Breath)
A1, B3, B6, E5, D5, A2, B2

Gives Demon Blaze.


HIMITSU no gan  (Secret Gun)
A7, B7, D3, E5, B1, E6, E0

Gives Nikaidou Gun.


kakusareta bomu  (Hidden Bomb)
B1, B3, C1, D9, D1, A0, E6,

Gives Nikaidou Bomb.


OSORUBEKI poddo  (Dreadful Pod)
A5, C5, D8, A9, E6, B2, A0, E7, F9, D5, E6

Gives Nikaidou Pod.


CHIKETTO KR2  (KR 2 Ticket)
D2, B4, F9, D5, B1, B8, A2

Gives the Corocoro Cup Entry Ticket.  Note that the K, R, and 2 are all in
English Letters.


End Password Machine
===================================================


===================================================
Lady P's Lab - Donations and Ultimate Battle Fort


After you beat some tournaments at Battle Tower, Lady P will ask you for
donations to her new project, the Ultimate Battle Fort.  The Ultimate Battle
Fort is a survival challenge that you can access from the map.  Each level is
a 10-battle gauntlet where your health is not fully recovered between battles.
The amount of money you can win goes up with each battle, but if you lose you
get nothing, so you may wish to take the money and abort the challenge if you
think your chances of winning the next match are not high.  Note that illegal
parts are allowed here, but if you use them you only get to keep 10% of your
winnings, rendering them largely worthless.  In the Parts Confiscation Battles,
you have to use a different set of parts every time (Except the Chip, which is
exempt), so don't waste your good parts on easy matches.

I'm not going to cover the Ultimate Battle Fort in great detail because the
battles you face are random and the only thing you can earn here is money, even
if you clear all 10 battles you don't earn any new parts (yes, I won all 10
battles on all 6 levels, there's no reward but bragging rights).  It is by far
the best place to earn money if you're very good at the game, though, clearing
the Parts Confiscation Level 3 Battle earned me 260000 Sv.


Every time you select the donation option, she asks for a bit of money.
Every 5 donations will unlock a new option for the Ultimate Battle Fort.

No Limit Battle Level 1 costs 10000 in donations
No Limit Battle Level 2 costs 20000 in donations
No Limit Battle Level 3 costs 20000 in donations
One more donation of 20000 gets you all 3 Parts Confiscation Battles


There's also no reward for completing the construction of the Ultimate Battle
Fort, but after you do you can't give her money anymore.


End Donations
===================================================


Once you've had your fill of the lab, head over to Battle Tower to continue
with the tournaments.


###############################################################################
W-09

S-Rank Tournaments - Are You Not Entertained?


Battle Tower is almost identical to Robo Station, but they have different
levels of tournaments here, starting with the S-Rank Tournaments.  These are
much like the tournaments you've been doing before, but with a couple changes.
First of all, they're now scored.  The scoring system is as follows:


Health is scored out of 30000 by percentage remaining.  If you take no damage
at all, you get an additional 10000 point bonus.

The time remaining is multiplied by 10, for a maximum of 12000 points.

If you had to retry the battle, you lose 5% of your total score per retry.

If you lowered the opponent's health, your score is multiplied by the amount
of health that they had, so 75% would give you only 75% of the points.

Unlike in previous games, using Illegal Parts does not directly affect your
score, but if you use them in a standard tournament you'll be disqualified at
the end and lose any potential prize.


Additionally, after each tournament your prize is selected from among three
prizes.  To win the third prize, you seem to need to score over 120000 points.
If you don't, you'll receive either the first or second prize at random.  This
means if you want those prizes you may have to sandbag a bit.


===================================================
S-Rank Tournament 1 - Challenge Cup

5-Battle Gauntlet
Entry Cost : 1000
Prize Money: 10000 / 5000
Extra Prize: Iron Leo / Flare Mk 2 / Sol Mk 2


This is the first S-Rank tournament, so make sure you read the section above
to know what's changed from the normal tournaments.  Also be aware that unlike
previous tournaments, the battle arena now sometimes changes in-between
battles, so be sure to check it before each battle begins.  We also meet Yurie
here, she's the younger sister of Mamoru, a spirited young lady who has a bit
of a chip on her shoulder about living up to her famous older brother.


Robo Battle: Yusuke
-------------------
Photon / Ninja Bullet / Bound Bomb P / 4-Way Gunner / Break Tackle

There's not a lot of room on this stage, so avoiding Ninja Bullet can be tough.
Fang Blow is a good natural counter to Ninja Bullet, when you're in the kind
of spots you want to be to fire Fang Blow around a wall Ninja Bullet usually
won't hit.  Keep in mind that these battles are now timed, and how fast you win
is relevant, but don't go too crazy because remaining health matters too.


Robo Battle: Hikomaro
---------------------
Masakado / Plasma Ball / Standard Bomb S / Seeker Pod P / Break Tornado

This is our first time seeing Plasma Ball.  It's like Dark Chimera's weapon
in that it puts out a little ball that chases you after a moment, though
there's only one.  Still, it barely matters on this stage.  It's full of walls,
so the Gatling Cannon and Gemini Bomb set is very strong here.


Robo Battle: Yurie
------------------
Phoebe / Energy Dagger / Strike Bomb / Dolphin Pod R / Energy Protector

I would just use Rayfall Gun and lame this one out using the corner walls.
With careful play you should take almost no damage, which yields a ton of
points.


Robo Battle: Fukashi
--------------------
Dodecane Turbo / Wide Vulcan / Wall Bomb P / Feint Gunner / Energy Protector

This is another battle for Rayfall Gun, just try to keep the Feint Gunner on
the other side of the wall.


Robo Battle: Takehiro
---------------------
Javelin Mk 2 / Eagle Cutter / Gemini Bomb D / Yajyuu Pod P / Energy Protector

This is a very small stage.  I'd probably go with Ninja Bullet to shut down
Eagle Cutter shenanigans, but you could also try something like Hornet Buster
or Reflect Laser.


End of Tournament
===================================================


There's no story in the game anymore, we just keep on fighting until we reach
the very end.


===================================================
S-Rank Tournament 2 - Starry Cup

5-Battle Gauntlet
Entry Cost : 1000
Prize Money: 10000 / 5000
Extra Prize: Multiple Missile / Pulse Knuckle / Plasma Ball


It's the same basic idea here.  All of these tournaments have some nice prizes,
so you'll probably be doing them more than once.  Note that sometimes some of
their prizes are things that you can buy, so you can either buy them so you
don't have to do the tournament again, or skip them so you can save money.


Robo Battle: Shinsaku
---------------------
Garapon / Garapon Gun / Garapon Bomb / Garapon Pod / Shoulder Tackle

This is literally the weakest set of parts possible, so you shouldn't need any
help tearing him apart.


Robo Battle: Ikeda
------------------
Iron Leo / Spread Shell / Pillar Bomb D / Smash Pod P / Energy Protector

Smash Pod basically creates a wall in front of you, so don't try to rush him
down, use something like Rayfall or Eagle to fight from a distance.


Robo Battle: Robokichi
----------------------
Cross Bone / Rayfall Gun / Lizard Bomb P / Throwing Gunner / Light Protector

This is actually a pretty bad stage for Rayfall Gun because it's full of walls.
I'd bring out either the Gatling Cannon Set or Fang Blow to take him down.


Robo Battle: Yusuke
-------------------
Photon / Multiple Missile / Submarine Bomb U / Feint Pod D / Break Tackle

This is your first time seeing Multiple Missile.  It fires a single missile
that splits into a lot of little missiles after it travels a short distance.
It's dangerous out in the open, but thankfully this stage has a fair bit of
cover that you can use to block the missiles.  Make sure to pick a Metal
Grappler so you can escape if he gets too close, and use something like Fang
Blow or Rayfall to attack from behind cover.


Robo Battle: Hitomi
-------------------
Luna / Glider Wing / Idling Bomb U / Smash Gunner / Shoulder Tackle

This one is nasty.  This is your first time fighting against Glider Wing,
it arcs outward to a massive degree then homes in with great precision, even
if walls get in the way, and it's quite dangerous on this stage.  You might
want to mirror match with your own Glider Wing or use a very mobile weapon like
Eagle Cutter so you can focus on avoiding her shots.


End of Tournament
===================================================


===================================================
S-Rank Tournament 3 - Bomber Cup

5-Battle Gauntlet
Entry Cost : 1000
Prize Money: 10000 / 5000
Extra Prize: Bound Bomb P / Lizard Bomb P / Standard Bomb S


You really want that Standard Bomb S, so try to do well here.  It's getting
more difficult, but you can use the money to pick up some strong new parts
from the Marvellous Shop if you need the help.


Robo Battle: Karin
------------------
Flare Mk 2 / Burning Shot / Wall Bomb D / Sideways Pod P / Shoulder Tackle

Burning Shot is generally bad, but it can be somewhat potent if paired up with
Wall Bomb because you can use that to force the opponent into a wall, where it
does big damage.  I'd generally use Wall Bomb P for this setup, though.
At any rate, the key to victory is just to keep here away from you, Wall Bomb
can only be used at close range, so any kind of keepaway setup will beat her
easily.


Robo Battle: Robokichi
----------------------
Cross Bone / Pulse Knuckle / Twin Snake Bomb P / Feint Gunner / Break Tackle

This is your first time facing Pulse Knuckle.  It's a very short range weapon
that does huge damage if they can get in on you, and Robokichi is going to try
to sneak up to you by going invisible, so keep a close eye on the camera to
know when he gets close.  A Metal Grappler or Misty Mirage Robo is highly
recommended on this stage so the walls won't trap you, beyond that either
try to clog up the screen with shots and explosions or use the Shotgun and
blast him when he tries to get close enough to punch you.


Robo Battle: Ikeda
------------------
Iron Leo / Energy Dagger / Standard Bomb R / Reflect Pod R / Shoulder Tackle

This is a great stage for Rayfall or Ninja Bullet, both should beat this set
easily.  You'll probably want a defensive Pod like Seeker Pod or Smash
Gunner in case he actually does get close enough to hit you.


Robo Battle: Toraji
-------------------
Tiger Glare / Bubble Smasher / Geo Trap Bomb / Feint Pod U / Energy Protector

This is a fantastic stage for Fang Blow, which should knock him down before
his bubbles can ever be a threat.  Just make sure you have a Metal Grappler
so you can get through those walls if you have to.


Robo Battle: Tsurugi and Yaiba
------------------------------
Javelin Mk 2 / Meteor Flicker / Idling Bomb P / Speed Pod P / Short Slash

This is your first time fighting Meteor Flicker.  It's like Rayfall Gun, but it
sets up the shots behind the robo, so you can't fire it through a wall.
It does shoot more shots, though, so you'll have to keep moving.  I'd recommend
Fang Blow here too, there's not much cover for them to hide from it and you can
use it from behind a wall.


End of Tournament
===================================================


===================================================
S-Rank Tournament 4 - Queen Cup

5-Battle Gauntlet
Entry Cost : 1000
Prize Money: 10000 / 5000
Extra Prize: Satellite Pod D / Speed Pod R / Reflect Pod P


It's another all-female tournament, just like in Custom Robo V2, but at least
we don't have to dress up as a woman this time.  The prizes here are actually
pretty junky, so don't worry if you don't do that well.


Robo Battle: Hitomi
-------------------
Luna / Gatling Cannon / Twin Snake Bomb D / Throwing Pod U / Tornado Beat

This is a variant of the Gatling Cannon setup, but it's not nearly as effective
with Twin Snake Bomb.  I would actually go for a rushdown setup against this
one, her set isn't strong at close range and now that we have the Straight
Bomb S we can get in much more easily.  If you have the Pulse Knuckle, it can
do immense damage once you get close since you can hit them multiple times.


Robo Battle: Katrea
-------------------
Kunai / Ninja Bullet / Bound Bomb P / Feint Pod U / Light Protector

This is a pretty well-balanced setup, but on this stage Rayfall Gun is very
strong, so go with that and you should emerge victorious.


Robo Battle: Karin
------------------
Flare Mk 2 / Traction Ring / Strike Bomb / Seeker Pod R / Shoulder Tackle

This is your first time seeing Traction Ring, though you have fought its
Illegal Variant, Viking Axe.  It basically just shoots a bunch of shots
straight ahead that pull you closer for combos if they hit but luckily they
don't go through walls.  I'd pick Fang Blow and exploit the cover here, though
her setup is pretty solid so you'll need to stay mobile.


Robo Battle: Nanase
-------------------
Pluto / Wide Vulcan / Bound Bomb D / Seeker Pod P / Light Protector

This is a weak set, just pick Fang Blow for an easy win here.


Robo Battle: Yurie
------------------
Phoebe / Multiple Missile / Gemini Bomb U / Smash Gunner / Break Tackle

This can be nasty, Gemini Bomb and Multiple Missile really limit your mobility,
and Smash Gunner makes close-range combat an impractical option.  I'd probably
go with Eagle Cutter here for its unparallelled mobility and just focus on
evasion while the Eagles chip her down.


End of Tournament
===================================================


And thus ends the S-Rank Tournaments.  There is another rank above this, but
in order to access it we have to complete some stuff from Lady P's Lab.
The first tournament needs you to complete 12 of her Limit Battles, so if you
haven't done that yet, head there now.


###############################################################################
W-10

GX-Rank Tournaments - The Best of the Best:


As with the S-Rank tournaments, these are scored and there's 3 possible prizes
each time.  However, this time these are the only ways to obtain those prizes,
so you'll want to get them all eventually.


To open the first tournament, you must complete 12 of Lady P's Limit Battles.
This is not especially tough, see the Lady P's Lab section for details.


===================================================
GX-Rank Tournament 1 - Wild Cup

5-Battle Gauntlet
Entry Cost : 1000
Prize Money: 10000 / 5000
Extra Prize: Dead Face / Falchion / Stingray


Now things are getting serious.  Almost everyone here has very strong setups
that will force you to play the stage effectively.  Also, the Police Chief
makes his first appearance as an opponent.  When he was younger he was a real
hotshot known as the Demon of Makno City, and he's intent to show that he
hasn't lost it yet.


Robo Battle: Takuma
-------------------
Patriot / Star Layer / Standard Bomb P / Seeker Gunner / Break Tackle

This is your first time fighting Star Layer.  It's kind of like Eagle Cutter,
it shoots out a little projectile that attacks a moment later, but here it
bursts into 3 shots that travel in a fan shape.  The best defense is to stay
mobile, but of course this is a stage that restricts your movement.  I'd go
with Ninja Bullet to score quick knockdowns and erase the shots, or if you've
got it pick Glider Wing and just focus on running away.


Robo Battle: Mayuzumi
---------------------
Stingray / Eagle Cutter / Submarine Bomb S / Satellite Pod U / Energy Protector

This isn't quite as tricky as the previous battle.  You'll want to fight from
long range, likely with Fang Blow as it's powerful here.  Just watch the Xs
and don't let those Submarine Bomb S's catch you.


Robo Battle: Toraji
-------------------
Tiger Glare / Reflect Laser / Pillar Bomb R / Reflect Pod P / Break Tornado

This is a tiny stage where those Reflect Lasers can quickly become a problem.
Use Ninja Bullet to score quick knockdowns and get rid of them.


Robo Battle: Jirou
------------------
Neo Metal Bear / Energy Dagger / Gemini Bomb D / Dolphin Pod R
/ Shoulder Tackle

Jirou finally dropped Rayfall Gun?  Oh well, it's a poor choice, just use Fang
Blow and Seeker Pods to blast him from a distance.


Robo Battle: Police Chief
-------------------------
Death Metal Bear / Bubble Smasher / Twin Snake Bomb P / Sideways Pod P
/ Energy Protector

Why is it that all of the commanders in this game who seem intimidating at
first glance think Bubble Smasher is a good weapon?  Oh well, a simple Gatling
Cannon and Gemini Bomb setup will show him that times have changed since he
was on active duty.


End of Tournament
===================================================


To open the next tournament, you must complete 3 of Lady P's Commander Checks.
This takes a bit more work, but by now you've probably played 20 hours, which
is 2 of the checks, and the third can be either the 100000 Sv or the 70 total
parts, neither of which is hard to get at this point.


===================================================
GX-Rank Tournament 2 - Emperor Cup

5-Battle Gauntlet
Entry Cost : 1000
Prize Money: 10000 / 5000
Extra Prize: Garapon Pod / Garapon Bomb / Garapon Gun


Here we go, this is the true test of GX Rank Commanders.  We finally get to
have a showdown with the legendary Mamoru, as well as a host of other strong
trainers.  And the great prize we're all battling for is... the Garapon set,
the worst set of parts in the game?  Oh well, we do need to get the full
set to enter one of Lady P's challenges, so I guess we have no choice.


Robo Battle: Hayao
------------------
Sol Mk 2 / Plasma Ball / Gemini Bomb U / Feint Gunner / Light Protector

This one is pretty dangerous, his set is good at reducing your mobility and
there's not a lot of cover here.   I'd probably recommend Eagle Cutter for
runaway, or you could try to overwhelm him with Cross Scissors.


Robo Battle: Jirou
------------------
Neo Metal Bear / 5-Way Laser / Twin Snake Bomb / Yajyuu Pod P / Short Slash

This is a wide open stage with almost no cover to dodge 5-Way Laser.
As such I would probably just counter with Glider Wing and hope you win the
damage war.  A Lightning Skyer model works well with Glider Wing since you
can fire them from any direction.  Make sure to exit Jet Mode occasionally
to drop Pods or Gunners.


Robo Battle: Mayuzumi
---------------------
Stingray / Fang Blow / Bound Bomb U / Smash Gunner / Energy Protector

This stage is completely empty, so there's absolutely nowhere to hide from
Fang Blow, and virtually nothing can match it for power at distance.  You can
either counter with your own Fang Blow and just trade shots, or try to go
melee with Pulse Knuckle and Lizard Bomb S.  Either way you're probably going
to take quite a lot of damage here.


Robo Battle: Kahn
-----------------
Falchion / Burning Shot / Twin Snake Bomb D / Speed Pod P / Break Tackle

Finally, a fairly easy one.  Use Rayfall Gun and lame this one out in the
corners.  He should never be able to get close.


Robo Battle: Mamoru
-------------------
Patriot / Traction Ring / Wall Bomb U / Satellite Pod U / Tornado Beat

After all we've been through to get here, this isn't as hard as you'd expect.
Pick Eagle Cutter and use the walls for cover when he gets close and you should
be able to win without all that much damage.


End of Tournament
===================================================


After you win this one, the Dark Shop and Dark Station open up, but we're not
quite done with the GX Tournaments yet.  There's one more, which requires you
to input a Password in Lady P's Lab to unlock.  This one has an absolutely
stellar prize, so you definitely want to do this one.


===================================================
GX-Rank Tournament 3 - Corocoro Cup

5-Battle Gauntlet
Entry Cost : 1000
Prize Money: 10000 / 5000
Extra Prize: Basic Gun / Shoulder Tackle / Ray Sky


This tournament is technically optional, but when you win it the first time
you'll be given the AIRS set, so there's no way you'd want to skip it.  You'll
meet Eiji here, the engineer who designed AIRS.  He seemingly modelled it after
himself, as he has similarly cool sunglasses and golden hair.


Robo Battle: Tsurugi and Yaiba
------------------------------
Javelin Mk 2 / Fang Blow / Standard Bomb S / Reflect Pod P / Break Tornado

This is a probably the single hardest battle in the entire game.  Their setup
is just perfect for this stage and shuts down almost any possible counterplay.
You can either Mirror Match with the exact same parts or try to work your way
in using Pulse Knuckle and Light Protector, but either way it'll be a heck
of a battle.  You might have to use the handicap option that appears after
you lose a bunch of times just to have a chance.


Robo Battle: Karin
------------------
Flare Mk 2 / Multiple Missile / Strike Bomb / Sideways Pod P / Short Slash

This is not nearly as tough as the last match, you can just Rayfall Gun this
one.  Multiple Missile is not good at getting past walls.


Robo Battle: Jirou
------------------
Neo Metal Bear / Glider Wing / Twin Snake Bomb / Feint Pod U / Shoulder Tackle

This is another battle for Rayfall, though you do have to pay some attention
this time as he can shoot around walls too.  Be prepared to zip between walls
or activate shield when the Gliders get close.


Robo Battle: Takuma
-------------------
Patriot / Shotgun / Pillar Bomb R / Dolphin Pod R / Light Protector

This is an easy one, just bring Iron Leo and Fang Blow and keep him out.
Trap Gunners or Seeker Pods will easily clog up the small passageways on this
stage.


Robo Battle: Eiji
-----------------
AIRS / Meteor Flicker / Wall Bomb D / Satellite Pod U / Energy Protector

Here we go.  Thankfully he isn't using the full AIRS set, but AIRS is still
really strong and Meteor Flicker is quite dangerous when used by Lightning
Skyers because it can be fired in any direction.  You'll wand to just overwhelm
him with something like Fang Blow to take him down before the screen gets too
clogged up.  Remember that Meteor Flicker can't pierce walls, so make use of
what little cover this stage has to defend yourself.


End of Tournament
===================================================


After you win, the Police Chief decides that you've proven yourself capable
of handling the power of AIRS, and they could use extra battle data for it,
so they give you the AIRS set.  Note that AIRS is considered illegal, but
we're just about to go somewhere where that won't matter.


###############################################################################
W-11

Dark Station - He Who Fights Demons:


After beating the Emperor Cup, a new area appeared, containing Dark Station
and the Dark Shop.  The Dark Shop is a new parts shop that sells Illegal Parts.
Note that everything here is ludicrously expensive.


Dark Shop:
----------

Dark Sam - 100000
Messier - 105000
Devil Rex - 125000
Claymore - 280000
Darkness Blow - 60000
Blizzard Rain - 50000
Ryuujin Gun - 100000
Yanai Gun - 100000
Ryuujin Bomb - 70000
Camilla Bomb - 70000
I Seeker Gunner - 30000
Camilla Pod - 80000
Yanai Pod - 80000

Of the things sold here, Dark Sam, the Yanai Gun, Camilla Bomb, and
I Seeker Gunner are the best value.  Good luck affording it all, though, it's
going to take several trips to the Ultimate Battle Fort to pay for all of this.


Afterwards we can head to Dark Station, which is like Robo Station for
criminals.  The receptionist here looks suspiciously like Minamo from the
previous games, but she's never identified as such.  At any rate, unlike the
other tournaments, illegal parts are allowed here (and you're even rewarded
with double prize money for using them!), so feel free to go crazy with the
various illegal parts you've acquired up until now.  You can also use AIRS,
which will make all these battles a complete joke, but I'll assume you're not
going to.  Even without it, the fact that you can now use all the Illegal
Parts you want will generally give you a big edge here, particularly as you
collect more of them through the Dark Shop and by winning these tournaments.


===================================================
Dark Tournament 1 - Bloody Cup

5-Battle Gauntlet
Entry Cost : 1000
Prize Money: 10000 / 5000
Extra Prize: Yoshitsune / Phoenix / Night


This is the first of the Dark Tournaments.  You can and should use Illegal
Parts here, since there's no penalty and you actually gain bonus money.
No new faces here, but we now start to encounter some faceless battles against
AI-controlled Robos.  It looks like the Nikaidou Group's new technology was a
success, but ironically it's all that remains of them now.


Robo Battle: Kotengu
--------------------
Night / Blizzard Rain / Submarine Bomb S / I Seeker Gunner / Tornado Beat

This is actually very similar to a battle you did before in the Illegal
Tournaments.  As with back then, Blizzard Rain is very strong at mid range,
so try to stay back and use Fang Blow or Darkness Blow if you bought it.
You should also bring out some Illegal Robos if you have them, as they have
much better stats than the default ones.  If you bought it, the I Seeker Gunner
is a good choice on this stage to restrict her movement.


Robo Battle: AI (Ryou)
----------------------
Phoenix / Star Layer / I Geo Trap Bomb / Satellite Pod D / Short Slash

This stage is almost totally open, so you can bring out the Nikaidou Gun here
for an easy win.  You did enter all those passwords, right?


Robo Battle: Samuel
-------------------
Yoshitsune / Darkness Blow / Lizard Bomb S / I 4 Way Gunner / Energy Protector

Darkness Blow has less range than Fang Blow, but its beta shot is much better,
it travels farther, hits harder, and even goes through walls.  I'd probably
stick with the original Fang Blow here, though, the range is needed on this
stage.


Robo Battle: Akane
------------------
Messier / Burning Shot / I Wall Bomb / Seeker Pod R / Shoulder Tackle

This is an example of a stage where Darkness Blow is way better than Fang Blow.
It was always a bit tough to curve the shots around those walls, and now you
don't have to, you can just use the beta shot and shoot right through them.
Blizzard Rain would also be a strong choice here if you bought it instead.


Robo Battle: Robert
-------------------
Devil Rex / Yanai Gun / Pillar Bomb D / I Smash Gunner / Light Protector

Blizzard Rain is great here if you've got it, alternatively you could try the
mirror match with Yanai Gun, which is like Ninja Bullet but it shoots 4 shots
instead of 2.  Failing both of those, Multiple Missile is also a decent choice,
but it takes a bit more skill to use.


End of Tournament
===================================================


Still no new story stuff, we just keep going from here until the end.


===================================================
Dark Tournament 2 - Demon's Cup

5-Battle Gauntlet
Entry Cost : 1000
Prize Money: 10000 / 5000
Extra Prize: I Wall Bomb / I Geo Trap Bomb / Excalibur


Now things are getting serious, as the opponents are using much better parts.
Yurie is here, it looks like she still thinks she's a spy.  Also, I hope you
enjoyed the final battle of the game the first time, because it's time to do
it again!


Robo Battle: Yurie
------------------
Phoebe / Sonic Rifle / Ryuujin Bomb / Satellite Gunner / Tornado Beat

Yurie's not exactly going all out with Illegal Parts.  Once again, you probably
want Fang Blow, Darkness Blow, or Blizzard Rain here, all allow you to attack
from behind cover and avoid the Sonic Rifle.


Robo Battle: Kanzaki
--------------------
Dark Sam / Hornet Buster / Gaiou Bomb / Yanai Pod / Break Tackle

This is a great stage for Rayfall Gun, and you can use the Nikaidou Gun in
much the same way to attack from the corner walls.  Watch that bomb, though,
the size of the blast is ridiculous.


Robo Battle: Robert
-------------------
Devil Rex / Bubble Smasher / Standard Bomb R / I Seeker Gunner
/ Energy Protector

This one is pretty much a freebie for Darkness Blow.  You could stick with the
regular Fang Gun if you don't have it.  Be warned though that Devil Rex is
incredibly tough to knock down.


Robo Battle: AI (Nikaidou)
--------------------------
Excalibur / Ninja Bullet / Yanai Bomb / I Smash Gunner / Shoulder Tackle

Ninja Bullet is a terrible choice on this stage, so you shouldn't have much
trouble winning.  Just pick Blizzard Rain or any other long range weapon and
play keep away.


Robo Battle: AI (Nikaidou)
--------------------------
Dark Chimera / Dark Plasma / Dark Bomb / Dark Gunner / Dark Slide

If you wish, you can bring AIRS out again for this rematch, and it'll be just
as easy as it was the first time.  If you're not going to, you'll want a
Lightning Skyer model and the Nikaidou Gun, Dark Chimera's offense is so strong
that you really have to stay on the move the entire time.  It can be won by
other setups, but you'll have to be ludicrously on-point with your dashes and
escapes.


End of Tournament
===================================================


===================================================
Dark Tournament 3 - Nightmare Cup

5-Battle Gauntlet
Entry Cost : 1000
Prize Money: 10000 / 5000
Extra Prize: I Smash Gunner / I 4-Way Gunner / I Cross Gunner


This is it, the final tournament.  I hope you're ready to face Nikaidou's best,
in AI form at least.  Let's get this final show on the road.


Robo Battle: AI (Ryuujin)
-------------------------
Hellfire / Darkness Blow / I Geo Trap Bomb / Ryuujin Pod / Break Tornado

This small stage is just perfect for Darkness Blow, and unfortunately your
opponent knows it.  You could try to counter with your own Darkness Blow,
but I think I'd try the Pulse Knuckle with Standard Bomb S or Camilla Bomb and
Nikaidou Pod, which are amazing at stunning the opponent.  Be warned that
I Geo Trap Bomb stays out for ages.


Robo Battle: AI (Gaiou)
-----------------------
Bigfoot / Viking Axe / I Wall Bomb / I 4-Way Gunner / Shoulder Tackle

Viking Axe can be dangerous even at range with its significantly upgraded
beta shot, so stay mobile and keep an eye on those shots.  I'd probably pick
the Yanai Gun for this one, it'll cut through Bigfoot's huge defense.  You
might also want a Wall Bomb (ideally the much better I Wall Bomb), just in
case he ever gets close.


Robo Battle: AI (Camilla)
-------------------------
Claymore / Blizzard Rain / Submarine Bomb D / I Cross Gunner / Energy Protector

Blizzard Rain is a strong choice on this stage, but so is Darkness Blow,
and it'll tend to beat Blizzard Rain in power.  The I Seeker Gunner is also
helpful here if you've got it.


Robo Battle: AI (Yanai)
-----------------------
Devil Rex / Ryuujin Gun / Gemini Pod D / Camilla Pod / Light Protector

The Ryuujin Gun is like a super version of Reflect Laser, but it homes when
it comes off the walls.  In case you haven't noticed, this stage is all walls,
and the Gemini Pod and Camilla Bomb can fill what little free space this stage
has in seconds.  Choose Devil Rex, Pulse Knuckle, Standard Bomb S or Camilla
Bomb, and Nikaidou Pod, and try to get in for close range attacks, knocking him
down is the only way to restore any semblance of sanity.   Energy Protector or
the Force Protector is also essential here.


Robo Battle: AI (You)
---------------------
X-Ray / Gaiou Gun / Camilla Bomb / Dolphin Pod R / Short Slash

Oh no, it looks like Nikaidou was successful in creating that AI based on you!
Inexplicably, it's a rushdown setup, even though rushdown was garbage until
the postgame.  You will have to respect his offense, though, the Camilla Bomb
has great stunning power, and Gaiou Gun does huge damage at close range.
If you have it, the Ryuujin Gun will dominate this match, if not you can try
something like Darkness Blow or Blizzard Rain.  The I Geo Trap Bomb is also
a very good choice if you have it by now.


End of Tournament
===================================================


If you've now won everything, return to Lady P's Lab.  Lady P declares you a
Super Commander, and Mamoru praises your perseverance in getting this far.
Lady P teases him a bit more, and they both praise your mastery of Custom Robo.
There's no second ending this time, just some short congratulations for you.

This brings Custom Robo GX to a close.  If you wish, you can now try to get all
the parts, though you may get stuck on Dodecane Turbo, which can only be
obtained by battling other people or by linking to the Japanese version of the
Gamecube game (see the section below for information about that).


###############################################################################
W-12

Game Link and Rising Chimera:


You can come pretty close to getting 100% in this game by yourself, but
unfortunately a couple of the Commander Checks require you to battle other
people, and it may not be easy to find other people with this game.  Luckily
there is an alternative, though it may be just as difficult to accomplish.
You can also unlock all of those things by linking up with Custom Robo
Battle Revolution, the Japanese version of Custom Robo for Gamecube.
Here's how to do it.


Connect the Gameboy Advance / Gamecube Adaptor to your GBA and plug it into
the Gamecube's fourth controller slot.

Hold Select and Start on your Gameboy Advance and turn it on.  It should stay
on the "Gameboy Advance" screen.

Boot up Custom Robo Battle Revolution, then go to the Options Menu.  Select
the Data Transfer option from the menu.

It should now transfer the data to your Custom Robo GX cartridge.


In addition to unlocking all of the Link Battle prizes (the three stages and
Dodecane Turbo), it also unlocks a special battle against Rising Chimera,
a souped-up version of Dark Chimera that you can't battle anywhere else.
Note that you still can't unlock either Dark Chimera or Rising Chimera for
your own use, there really is no way to ever get those parts.  And for the
curious, there's no reward for getting every parts or beating Rising Chimera.
At that point it's just time to move on to the next game.


===============================================================================
===============================================================================
P-0

Parts Catalogue:


This is a listing of all of the parts in the game, as well as what they do and
when you get them.  They're all listed in the same order the game lists them,
which should help if you can't read Katakana, but you should really learn to
read it because it'll make setting up your Robo so much faster.

There's 34 Robos and 136 Parts to collect in total.


###############################################################################
P-1

Body Parts:


Robos are divided into various basic classes (X-Ray is a Shining Fighter Robo,
while Flare Mk 2 is an Aerial Beauty), and each class has 4 models in it,
a Normal Type, a Speed Type, an Armor Type, and a Power Type.  Robos have four
primary stats, which the game lists in the following order:

Attack Power
Defense Power
Knockdown Resistance
Speed

Attack Power determines how much damage the Robo does when attacking with
weapons, Defense Power determines how much damage the Robo takes from attacks,
Knockdown Resistance is how hard it is to knock the robo down, and speed
determines how fast the Robo can move and dash.

Speaking of dashes, the primary difference between Robo classes is the function
of their dash.  Since Melee attacks are now determined using Action Chips,
the stats are now the only difference between Robos of a given class, so I'm
going to give the strategic advice by Robo Class rather than for each
individual model.


Shining Fighters:
=================

Dash Type : A fast and highly controllable dash of moderate length.  Apart from
           cancelling their dash into their Action Chip (which all Robos can
           do), their dash has no special properties.


X-Ray
-----------------------------
Obtained  : Start of Game or Password
Type      : Normal
Attack    : 5
Defense   : 5
Knockdown : 5
Speed     : 5


Sol Mk 2
-----------------------------
Obtained  : Challenge Cup
Type      : Speed
Attack    : 5
Defense   : 4
Knockdown : 5
Speed     : 6


Photon
-----------------------------
Obtained  : Lady P's Lab
Type      : Armor
Attack    : 5
Defense   : 6
Knockdown : 5
Speed     : 4


Night
-----------------------------
Obtained  : Bloody Cup
Type      : Power
Attack    : 7
Defense   : 4
Knockdown : 5
Speed     : 4


Shining Fighters are the most well-balanced of all Robo types.  They don't
suffer or excel in any area, which allows them to be used for almost any kind
of strategy.  They also possess the game's most basic dash action.  Their dash
doesn't possess any special properties, but it's very quick and useful for
escaping.  X-Ray is probably the best of the bunch, his perfect balance of
stats allows him to handle any situation.


Aerial Beauties:
================

Dash Type : A short, highly controllable dash of moderate speed that they can
           cancel at any time by pressing the dash button again


Luna
-----------------------------
Obtained  : Master Shop
Type      : Normal
Attack    : 5
Defense   : 5
Knockdown : 5
Speed     : 6


Flare Mk 2
-----------------------------
Obtained  : Challenge Cup
Type      : Speed
Attack    : 5
Defense   : 4
Knockdown : 5
Speed     : 7


Pluto
-----------------------------
Obtained  : Lady P's Lab
Type      : Armor
Attack    : 5
Defense   : 6
Knockdown : 5
Speed     : 5


Phoebe
-----------------------------
Obtained  : Lady P's Lab
Type      : Power
Attack    : 7
Defense   : 4
Knockdown : 5
Speed     : 5


Aerial Beauties are also very well-balanced, in fact they're even a bit faster
than Shining Fighters, but their dashes are generally a bit less useful.
Although they can cancel their dashes at any time by pressing the dash button
again, they don't gain much speed from them and they have no special effects,
so they're not really all that useful defensively.  If you don't tend to use
your dash much, they're probably the best overall choice.  Phoebe is probably
the best of the lot, she doesn't sacrifice much for that extra power.


Metal Grapplers:
================

Dash Type: A long but uncontrollable dash of moderate speed that can pass
          through walls.


Neo Metal Bear
-----------------------------
Obtained  : Lady P's Lab
Type      : Normal
Attack    : 5
Defense   : 8
Knockdown : 8
Speed     : 3


Iron Leo
-----------------------------
Obtained  : Master Shop or Challenge Cup
Type      : Speed
Attack    : 5
Defense   : 7
Knockdown : 8
Speed     : 4


Tiger Glare
-----------------------------
Obtained  : Lady P's Lab
Type      : Armor
Attack    : 5
Defense   : 9
Knockdown : 8
Speed     : 2


Death Metal Bear
-----------------------------
Obtained  : Lady P's Lab
Type      : Power
Attack    : 7
Defense   : 7
Knockdown : 8
Speed     : 2


Metal Grapplers are the masters of defense.  Not only do they take little
damage from attacks and resist knockdowns, they also have an amazing dash that
allows them to pass through walls, greatly increasing their mobility on some
stages.  They are somewhat larger targets than other Robo types, though, which
can be a problem when the stage is full of explosions.  Iron Leo is almost
certainly the best one, that extra speed makes quite a difference to his
overall manoeuvrability, and his defense is still plenty high enough.


Strike Vanishers:
=================

Dash Type:  A quick, short-ranged and highly controllable dash that is immune
           to enemy Gun shots.


Falchion
-----------------------------
Obtained  : Wild Cup
Type      : Normal
Attack    : 5
Defense   : 5
Knockdown : 3
Speed     : 5


Kunai
-----------------------------
Obtained  : Lady P's Lab
Type      : Speed
Attack    : 5
Defense   : 5
Knockdown : 3
Speed     : 5


Javelin Mk 2
-----------------------------
Obtained  : Master Shop
Type      : Armor
Attack    : 5
Defense   : 6
Knockdown : 3
Speed     : 4


Excalibur
-----------------------------
Obtained  : Demon's Cup
Type      : Power
Attack    : 7
Defense   : 4
Knockdown : 3
Speed     : 4


Strike Vanishers possess an incredibly useful dash that allows them to pass
through Gun shots.  It can't pass through Bombs, Pods, Gunners, or Chips, and
it has some vulnerability at both the start and end, but if you master it they
can excel at both short and long range.  Unfortunately, they are very easy to
knock down.  Javelin is likely the best of the lot, his reduced speed actually
results in a larger period of invincibility during his dash, and that extra
armor really helps if you're attempting close range combat.


Lightning Skyers:
=================

Dash Type : Pressing the Dash button causes Lightning Skyers to transform into
           Jet Mode, where they can move at high speeds while still retaining
           the ability to fire their gun (though they cannot fire Bombs or
           Pods, and their gun fires forward rather than in the direction of
           their opponent).  Jet Mode will eventually end on its own, or it
           can be cancelled at any time by pressing the Dash button again.

Ray Skyer
-----------------------------
Obtained  : Creepy Mansion
Type      : Normal
Attack    : 5
Defense   : 5
Knockdown : 1
Speed     : 9


Stingray
-----------------------------
Obtained  : Wild Cup
Type      : Speed
Attack    : 5
Defense   : 4
Knockdown : 1
Speed     : 10


Patriot
-----------------------------
Obtained  : Great Robo Cup or Lady P's Lab
Type      : Normal
Attack    : 5
Defense   : 6
Knockdown : 1
Speed     : 8


Phoenix
-----------------------------
Obtained  : Bloody Cup
Type      : Normal
Attack    : 7
Defense   : 4
Knockdown : 1
Speed     : 8


Lightning Skyers are very interesting Robos.  Their ability to fire their gun
while moving at high speed creates some unique setups, though they are hard to
control in Jet Mode and their extreme susceptibility to knockdowns limits just
how deadly they can be.  They're best when paired up with guns that track the
opponent automatically, so they can just focus on evading while in Jet Mode.
Of the lot, Phoenix is probably the best, he can afford to give up the speed
for power, and it's not like any of them really have good defense anyway.
Note that Lightning Skyers in Jet Mode do not become immobile when firing a Gun
which normally has that property, though in practice it's hard to exploit this
thanks to how hard it is to aim guns while in Jet Mode.


Misty Mirages:
==============

Dash Type: Pressing the Dash button causes Misty Mirage Robos to become
          invisible.  They can move freely and pass through walls while
          cloaked.  They can even fire their gun while invisible, though doing
          so causes them to reappear (pods and bombs are not available).
          Cloaking ends automatically after a short period of time or by
          pressing the Dash button again.


Dead Face
-----------------------------
Obtained  : Wild Cup
Type      : Normal
Attack    : 5
Defense   : 5
Knockdown : 5
Speed     : 4


Masakado
-----------------------------
Obtained  : Lady P's Lab
Type      : Speed
Attack    : 5
Defense   : 4
Knockdown : 5
Speed     : 5


Cross Bone
-----------------------------
Obtained  : Master Shop
Type      : Armor
Attack    : 5
Defense   : 6
Knockdown : 5
Speed     : 3


Yoshitsune
-----------------------------
Obtained  : Bloody Cup
Type      : Normal
Attack    : 7
Defense   : 4
Knockdown : 5
Speed     : 3


Unlike all other Robos, the Misty Mirage's Dash does not grant them any extra
speed, it just causes them to disappear altogether and grants the ability to
pass through walls.  Passing through walls is always useful for escaping, but
the main purpose of this dash is to sneak around the stage and launch attacks
unexpectedly.  Surprisingly, the computer is also somewhat affected by the
cloaking, but the tracking of weapons is not impeded in any way.  It is also
somewhat possible to determine where the Robos are by looking at the camera
or watching the orientation of the Robo's gun, which always follows the
opponent.  Of all the Misty Mirage Robos, Masakado is likely the best, his
extra speed lets him do that much more while invisible.


Illegal Robos:
==============

Dash Type : Same as the class they're based on unless noted.


Dark Sam    (Shining Fighter)
-----------------------------
Obtained  : Dark Shop
Type      : Illegal
Attack    : 7
Defense   : 6
Knockdown : 5
Speed     : 6

Dark Sam boasts great all-around stats, making him one of the most versatile
Robos in the entire game.


Messier       (Aerial Beauty)
-----------------------------
Obtained  : Dark Shop
Type      : Illegal
Attack    : 5
Defense   : 5
Knockdown : 5
Speed     : 8

In addition to having slightly better stats, Messier's dash is also a bit
quicker than other Aerial Beauties.  This allows her to use her Dash Cancels a
bit more aggressively and also strengthens her evasion.


Devil Rex    (Metal Grappler)
-----------------------------
Obtained  : Dark Shop
Type      : Illegal
Attack    : 5
Defense   : 8
Knockdown : 10
Speed     : 3

Devil Rex may be slow, but he just doesn't go down.  This makes him a fantastic
choice for any weapon that clogs up the screen, especially the Ryuujin and
Nikaidou Guns, because it's so hard to erase his shots.


Hellfire    (Lightning Skyer)
-----------------------------
Obtained  : Password
Type      : Illegal
Attack    : 10
Defense   : 5
Knockdown : 1
Speed     : 9

Hellfire's attack is the highest of all Robos in the game, allowing him to
deplete the opponent's health with ludicrous speed.  He's especially deadly
when paired up with Force Protector, which allows him to use his incredible
speed to move around the battlefield with impunity.


Claymore    (Strike Vanisher)
-----------------------------
Obtained  : Dark Shop
Type      : Illegal
Attack    : 5
Defense   : 5
Knockdown : 3
Speed     : 7

Claymore's stats aren't a big upgrade over her fellow Strike Vanishers, but
she boasts a greatly upgraded dash that travels farther and faster, making it
even easier to pass through enemy attacks.


Bigfoot      (Metal Grappler)
-----------------------------
Obtained  : Password
Type      : Illegal
Attack    : 5
Defense   : 10
Knockdown : 8
Speed     : 3

Bigfoot boasts the game's highest defense, allowing him to absorb an absolute
ton of punishment before going down.  Probably the game's best long distance
Robo simply because he can outlast almost anyone.


Demon Blaze    (Misty Mirage)
-----------------------------
Obtained  : Password
Type      : Illegal
Attack    : 5
Defense   : 5
Knockdown : 5
Speed     : 6

Demon Blaze's stats aren't any real upgrade over his fellow Misty Mirages,
but unlike them he does get a speed boost when using his dash, allowing him
to be even more mobile when cloaked.


Special Robos:
==============

Dash Type : Varies, see each individual entry


Garapon        (Garbage Robo)
-----------------------------
Obtained  : Commander Check
Type      : Normal
Attack    : 3
Defense   : 4
Knockdown : 5
Speed     : 4
Dash Type : Identical to Shining Fighters

Garapon is this game's joke Robo, he's deliberately underpowered and the only
reason to use him is to prove your superiority at the game or to complete the
Limit Battle where he has to be used.


Dodecane Turbo   (Fatty Face)
-----------------------------
Obtained  : Commander Check or Game Link
Type      : Normal
Attack    : 5
Defense   : 6
Knockdown : 7
Speed     : 5
Dash Type : Long and controllable but slow dash that passes through walls

Fatty Faces may not be a proper class in this game, but Fukashi's signature
Robo had to make it in somehow.  He's actually quite good here, with solid
stats and a unique dash that passes through walls while remaining controllable,
though it isn't very fast and you'll definitely want a Shield to cancel it.


AIRS        (Lightning Skyer)
-----------------------------
Obtained  : Corocoro Cup
Type      : Military
Attack    : 7
Defense   : 8
Knockdown : 3
Speed     : 10
Dash Type : Identical to other Lightning Skyers

AIRS has ludicrously amazing stats, most notably unlike other Lightning Skyers
he can actually take a hit or two before going down.  When combined with the
rest of the AIRS set, AIRS is a massive gamebreaker, rivalling even the final
boss in sheer power.  Unfortunately, the AIRS parts are considered illegal
and can't be used in standard tournaments.


Dark Chimera   (The Ultimate)
-----------------------------
Obtained  : Unobtainable
Type      : Prototype
Attack    : 10
Defense   : 10
Knockdown : 10
Speed     : 10
Dash Type : Short range teleport, likely totally invincible

Dark Chimera is the final boss.  He possesses extreme offensive and defensive
power, and is completely immune to knockdowns.  He doesn't seem to be quite as
fast as his stats indicate, but he can still close ground in a hurry with his
teleport.  Dark Chimera can never be obtained by the player.


Rising Chimera  (Secret Boss)
-----------------------------
Obtained  : Unobtainable
Type      : True Power
Attack    : 10
Defense   : 10
Knockdown : 10
Speed     : 10
Dash Type : Short range teleport, likely totally invincible

Rising Chimera is a completed Dark Chimera that is even more powerful.  He can
only be battled by linking up to the Japanese version of Custom Robo for
Gamecube, but you still can't obtain his parts.


###############################################################################
P-2

Gun Parts:


Guns typically form your primary offense in Custom Robo, they're the quickest
and most versatile weapons in your arsenal.  In other Custom Robo games, guns
typically have different functions on the ground and in the air, but in Custom
Robo GX there's no jumping, so instead each gun has an Alpha and a Beta Shot
that can be used at any time.

Since Custom Robo doesn't show your health as a number, so I can't determine
the exact damage dealt by each weapon.  The game does list 5 statistics for
each gun, however, which are as follows:

Power: Roughly how much damage the gun does
Speed: Roughly how fast the bullets travel
Homing: How well the gun tracks the opponent
Reload: How long you have to wait before shooting the gun again
Knockdown: How much Knockdown Power the gun has

Note also that in Custom Robo GX you have more control over your Robo while
firing a gun, though some guns render you immobile while firing, which will
be denoted in the description of the attack type.  Some shots also go through
walls, which will be similarly noted.

Most guns in the game are based on a gun from the main series, but since the
names have been changed it's not always obvious.  I've included the relevant
main series guns for reference.


Basic Gun
-----------------------------
Obtained   : Start of Game
Based On   : Basic Gun
Power      : 3
Speed      : 2
Homing     : 1
Reload     : 2
Knockdown  : 2

Alpha Shot : Fires 3 shots towards opponent
Beta Shot  : Fires 3 shots all at once, in a horizontal line

Your starting Gun.  Unlike your other starting equipment, this is pretty
clearly the worst gun in the entire game and you want to get rid of it as
quickly as possible.  If you are forced to use it, you pretty much have to use
bombs or pods to restrict your opponent's mobility to get it to hit, as it is
very easily avoided on its own.  The Beta Shot is a little easier to land,
but does virtually no damage.


Gatling Cannon
-----------------------------
Obtained   : During The Beginning or from Lady P's Lab
Based On   : Gatling Gun
Power      : 4
Speed      : 3
Homing     : 2
Reload     : 2
Knockdown  : 3

Alpha Shot : Fires a quick barrage of shots towards opponent
Beta Shot  : As above, but pierces walls and leaves you immobile

Gatling Cannon is easily in the running for most improved gun from the original
series thanks to the changes in the game mechanics.  Gatling Gun was always
decently powerful, but the fact that it left you open for so long rendered it
fairly weak, but now that you can freely move while firing the shots it has
become a ludicrously versatile weapon that you can use for almost any battle in
the entire game.  As if that wasn't good enough, its Beta Shot is also one of
the best in the game, despite the fact that it leaves you immobile it can be
combined with Gemini Bomb or Idling Bomb for a deadly trapping combo which is
still pretty safe if fired behind a wall.  Never becomes obsolete at any point.


Sonic Rifle
-----------------------------
Obtained   : Master Shop
Based On   : Sniper Gun
Power      : 3
Speed      : 5
Homing     : 1
Reload     : 1
Knockdown  : 3

Alpha Shot : Fires a single powerful shot that travels at incredible speed
Beta Shot  : As above, but fires two shots instead and leaves you immobile

Sonic Rifle is decent, but it's totally outclassed by Gatling Cannon and you
get it fairly late.  Its shot does travel super fast, but other than that
Gatling Cannon is superior in every possible way, in particular Sonic Rifle
doesn't really have any use for set-ups, you just blast the opponent when they
leave themselves open.  If you know you can land the shot, use the Beta Shot
for fairly big damage, just make sure you don't miss.


Shotgun
-----------------------------
Obtained   : Basic Shop
Based On   : Shotgun
Power      : 5
Speed      : 5
Homing     : 1
Reload     : 1
Knockdown  : 5

Alpha Shot : Fires a very short range blast that deals heavy damage
Beta Shot  : As above, but weaker, pierces walls, and leaves you immobile

Shotgun hasn't changed much since the original series, but since you can no
longer air dash over enemy attacks getting close enough to use it takes a lot
more finesse than it used to.  Except against specific guns that are terrible
at short range, it generally requires an S-Type Bomb or the Force Protector to
make good use of it, and by then you have the far stronger Pulse Knuckle, which
outclasses this weapon in pretty much every way.


Rayfall Gun
-----------------------------
Obtained   : Medium Shop or Lady P's Lab
Based On   : Rayfall Gun
Power      : 3
Speed      : 2
Homing     : 4
Reload     : 2
Knockdown  : 3

Alpha Shot : Fires 3 shots that pause, then home in on the opponent.
            Before they "activate" they can pierce walls.
Beta Shot  : As above, but the shots do not pause first

Rayfall Gun was nerfed pretty hard in Custom Robo V2, but it's back to being
very potent in this game.  The key to effective Rayfall use is to set up the
alpha shot from behind a wall, ideally a corner wall, then supplement them with
bombs and pods to make them hard to avoid.  The Beta Shot still functions
somewhat like Rayfall's old air shot, but it has a very different usage this
time around since you can't fire it past a wall, it's now basically used as
an emergency attack in case the opponent somehow gets a clear shot at you, but
you can use it to follow up on an alpha shot if you aren't behind a wall.


Hornet Buster
-----------------------------
Obtained   : During The Beginning or from Lady P's Lab
Based On   : Hornet Gun
Power      : 3
Speed      : 2
Homing     : 4
Reload     : 3
Knockdown  : 4

Alpha Shot : Fires a swarm of three hornets that chase the opponent
Beta Shot  : Fires two hornets that pierce walls and leaves you immobile

Hornet Buster is a decent weapon, its main drawback is that the Hornets have
limited range, so you have to get somewhat close to the opponent.  Still, they
fire fast and you have pretty good mobility while using this gun, so fast robos
can make pretty good use of it.  The beta shot is a pretty good compliment to
the alpha shot, even though it leaves you immobile for a while the Hornets do
a pretty good job of protecting you from counterattacks.


Ninja Bullet
-----------------------------
Obtained   : Makno Tower Cup
Based On   : Left Arc Gun / Right Arc Gun
Power      : 3
Speed      : 4
Homing     : 2
Reload     : 3
Knockdown  : 3

Alpha Shot : Fires two shurikens that arc downwards
Beta Shot  : As above, but arcs upwards instead

This is also in the running for most improved Gun.  I always found the Left and
Right Arc Guns inordinately confusing to use, but making it an up / down arc
gun and allowing you to choose which way to fire makes it far more usable.
You can use the arcs to curve the shot around walls and attack from behind
cover, but what really makes this weapon stand out is that it has among the
highest knockdown power in the entire game.  Even though the game only lists it
as a 3, a single hit from both shurikens will down most Robos, erasing their
shots.  This makes it a fantastic defensive choice against spammy setups.


Bubble Smasher
-----------------------------
Obtained   : Master Shop
Based On   : Bubble Gun
Power      : 3
Speed      : 1
Homing     : 5
Reload     : 4
Knockdown  : 4

Alpha Shot : Fires a slow moving bubble that slowly tracks the opponent
Beta Shot  : Fires two bubbles, but they travel even slower

I've never cared much for Bubble Gun, but at least in the other games it
served its purpose as an anti-close range weapon.  I suppose it still does
here, but there are now other weapons that do that job just as well, leaving
Bubble Gun as a fairly worthless weapon that easily gets overwhelmed.  If you
must use this weapon, use a pure keep-away set and just try to outlast the
opponent.


Wide Vulcan
-----------------------------
Obtained   : Makno Mall Cup
Based On   : 3-Way Gun and Vertical Gun
Power      : 3
Speed      : 3
Homing     : 4
Reload     : 3
Knockdown  : 2

Alpha Shot : Fires 4 shots in a 2x2 pattern that home in on the opponent
Beta Shot  : Fires 6 shots in a 3x2 pattern that fan out

Wide Vulcan isn't completely terrible, its alpha shot homes decently at long
range and it can be fired from behind a wall, but it's basically inferior to
the Fang Blow in every possible way and you get that soon afterwards.  The
beta shot should only ever be used if you need to hit someone directly in front
of you, otherwise the alpha shot is much better from long-range.


Energy Dagger
-----------------------------
Obtained   : Basic Shop
Based On   : Blade Gun + Stun Gun
Power      : 1
Speed      : 2
Homing     : 4
Reload     : 5
Knockdown  : 1

Alpha Shot : Fires two quick shots that stun the opponent for a long time
Beta Shot  : As above, but fires only a single shot that travels faster

This weapon initially seems almost valueless, having fairly short range and
doing almost no damage, but with proper support from other parts it can
actually become the most powerful weapon in the game.  The trick is that after
being hit by it, opponents are stunned for AGES, allowing you to link any other
type of attack.  Something like beta shot, Standard Bomb R, alpha shot, alpha
shot, Short Slash will take a huge chunk of health off most Robos.  Robos with
high Knockdown resistance are even more susceptible to it, you can trap them
in super long combos that can take off 40% health or more.  It can also be used
with Pods like Standard Pod P and Seeker Pod P for a similar effect.  The main
downside to it is that you basically have to give up some of your other parts
to get damage, which may leave you with a set that has trouble approaching the
opponent, so you'll likely want a Strike Vanisher or Misty Mirage to get in.
Incidentally, you always want to start with the beta shot since it's faster and
easier to hit with.


Glider Wing
-----------------------------
Obtained   : Marvellous Shop
Based On   : Glider Gun
Power      : 2
Speed      : 3
Homing     : 4
Reload     : 2
Knockdown  : 2

Alpha Shot : Fires two birds on a wide arc that home in very effectively
Beta Shot  : Fires two birds straight ahead that pierce walls and stay out for
            a while, but leaves you immobile for a very long time.

Glider Wing has barely changed at all since the original game, it's a powerful
weapon with great tracking that excels at long-distance combat, its homing is
so potent that it can even navigate around walls.  The beta shot (which used to
be the ground shot) is now complete trash though since it's weak and leaves you
immobile forever, you'll want to use your Bomb or Pod to cover the front
instead.  The alpha shot needs no real support anyway, just spam away.


Eagle Cutter
-----------------------------
Obtained   : Medium Shop
Based On   : Eagle Gun
Power      : 2
Speed      : 3
Homing     : 4
Reload     : 3
Knockdown  : 1

Alpha Shot : Places an eagle shot that homes in on the opponent a second later
Beta Shot  : Fires a fast eagle that pierces walls but leaves you immobile

Eagle Gun was a dominating weapon in Custom Robo V2, and while it has traded
some power for versatility it remains very good here.  The basic gist of this
weapon is that you move around the stage, placing alpha shots and remaining
evasive, then when you start to pin the opponent down you sneak in some beta
shots to lock them down into a combo.  You can also use the beta shot to punish
a whiffed attack since it's fast and goes through walls.  The only downside to
this weapon is that it isn't very strong, so you'll want to toss some bombs for
damage while the opponent is stunned by Eagles.  A very solid all-around
weapon that can work well on almost any stage.


Star Layer
-----------------------------
Obtained   : Marvellous Shop
Based On   : Star Layer Gun
Power      : 2
Speed      : 3
Homing     : 2
Reload     : 3
Knockdown  : 1

Alpha Shot : Places a star shot that fires 3 shots towards the opponent in a
            fan shape a second later.
Beta Shot  : As above, but places the shot farther away and it can pierce walls
            before it "activates", but you're left immobile while firing


The Star Layer Gun has definitely gotten a bit better, but unfortunately it
comes late and is definitely a bit outclassed by Eagle Gun.  Even though the
shots have fantastic tracking before they activate, the fan is so wide that
they really aren't hard to avoid if you keep moving, and they don't do a lot
of damage, either.  This weapon's one saving grace is that it's one of very
few weapons that works really well with the Lightning Skyer's Jet Mode, so you
can jet around and place some alpha shots to clog up the screen with relative
impunity.  When combined with gunners or pods this can be difficult to avoid,
though the Meteor Flicker generally does this job better.


Traction Ring
-----------------------------
Obtained   : Marvellous Shop
Based On   : Catch Gun
Power      : 1
Speed      : 4
Homing     : 2
Reload     : 3
Knockdown  : 3

Alpha Shot : Fires a stream of shots that pulls the opponent towards you
Beta Shot  : Fires a single ring that bounces off walls and goes much farther

The Traction Ring is somewhat similar to the Energy Dagger, its main use is to
pull the opponent closer for a melee attack, but it's somewhat more versatile
thanks to its beta shot, which is supremely weak but at least it has long range
and can be somewhat difficult to avoid.  Unfortunately it isn't nearly as quick
as the Energy Dagger, and it also has much more knockdown power (which is bad
because it makes your combos end faster), so it isn't nearly as potent.


Pulse Knuckle
-----------------------------
Obtained   : Marvellous Shop or Starry Cup
Based On   : Knuckle Gun
Power      : 5
Speed      : 5
Homing     : 1
Reload     : 4
Knockdown  : 4

Alpha Shot : A short range punch that sends the opponent up
Beta Shot  : As above, but pierces walls and sends the opponent far away

The Pulse Knuckle is the weapon that makes short range combat worthwhile.
It has very little range, but it does ludicrous damage, largely because once
you land one hit you can just keep punching them until they get knocked down,
then do one more alpha shot and a beta shot for even more damage.  It almost
rivals the Energy Dagger in sheer power, though it does require you to get
right in their face to use it.  There's a lot of ways to try to get close
enough, but S and R type explosions are probably the most obvious.


Meteor Flicker
-----------------------------
Obtained   : Marvellous Shop
Based On   : Meteor Storm Gun
Power      : 4
Speed      : 4
Homing     : 2
Reload     : 2
Knockdown  : 3

Alpha Shot : Sets up 6 Meteors behind your robo that home in after a second
Beta Shot  : Fires 6 shots straight ahead, as 3 rounds of 2 shots

Meteor Flicker is a weapon in the same vein as Rayfall Gun, though the fact
that it sets up the shots behind you prevents you from using it behind a wall.
It is much more potent in the open, though, and the beta shot is a pretty
dependable alternate (it's basically a much better Basic Gun).  It's best on
wide open levels, ideally used by a Lightning Skyer, as they can Jet around and
set up the shots.


Multiple Missile
-----------------------------
Obtained   : Starry Cup
Based On   : Multiple Gun
Power      : 3
Speed      : 2
Homing     : 5
Reload     : 2
Knockdown  : 3

Alpha Shot : Fires a missile that splits into 5 after a certain distance
Beta Shot  : Fires 4 missiles that track the opponent for a short distance

Multiple Missile is a pretty nuanced weapon.  Its alpha shot fires a single,
weak missile that splits into 5 after a specific distance, then those 5 track
on the opponent for a short distance before fizzling out.  If you fire this
from the exact right distance, where the missile will split just before it hits
the opponent, it's quite potent, but from any other distance it's worthless.
The beta shot basically makes the missile split right in front of you, which
is good if the opponent gets close, but it only creates four missiles so it's
not as strong.  Best used with a highly mobile Robo so you can manoeuvre to
that perfect distance more easily.


5-Way Laser
-----------------------------
Obtained   : Basic Shop
Based On   : Needle Gun
Power      : 3
Speed      : 4
Homing     : 1
Reload     : 3
Knockdown  : 2

Alpha Shot : Fires a fan of lasers on an upwards trajectory
Beta Shot  : Fires a fan of lasers on a downwards trajectory

5-Way Gun is almost peerless in its ability to take up space on screen, though
unfortunately both its alpha and beta shots only shoot a single laser straight
ahead, with the others going either above or below you.  The main purpose of
this weapon is to destroy Lightning Skyer models, if they go into Jet Mode
it's almost impossible for them to avoid the lasers, but the computer actually
doesn't use Jet Mode that well anyway so it's not really all that necessary.
Just don't use Lightning Skyer Robos against it.


Plasma Ball
-----------------------------
Obtained   : Starry Cup
Based On   : Ion Gun
Power      : 3
Speed      : 4
Homing     : 3
Reload     : 3
Knockdown  : 4

Alpha Shot : Fires a ball straight ahead that slowly tracks the opponent
Beta Shot  : Fires a ball that slowly tracks, then shoots towards the opponent

Plasma Ball is a really weird weapon.  Basically, it has two modes, one where
it quickly travels in a straight line, and one where it slowly tracks the
opponent, and the order in which it performs the two actions depends on the
shot that you use.  Despite its strange pattern, it's surprisingly autonomous,
you can just let it do its thing while you set up other weapons, and with
trapping support from Gemini Bomb or Idling Bomb it can be hard to avoid.
Alternate randomly between the shots to keep the opponent off-guard.


Reflect Laser
-----------------------------
Obtained   : Medium Shop
Based On   : V-Laser Gun
Power      : 1
Speed      : 5
Homing     : 1
Reload     : 4
Knockdown  : 2

Alpha Shot : Fires two lasers in a V-pattern that bounce around
Beta Shot  : Fires two lasers straight ahead that bounce around

Reflect Laser seems horrible at first glance, it's weak and hard to hit with,
but there's a trick to using it.  The shots stay active practically forever,
bouncing off walls in weird ways, and as such you can actually have a lot of
these active at once.  On tight stages with a lot of walls, this can become
very dangerous and unpredictable and can quickly overwhelm opponents who are
trying to camp.  The beta shot is usually the better one since you can aim it
better, and there's no real disadvantage to using it instead.


Spread Shell
-----------------------------
Obtained   : Master Shop
Based On   : Spike Gun
Power      : 3
Speed      : 3
Homing     : 2
Reload     : 2
Knockdown  : 2

Alpha Shot : Fires a bullet that bursts into four pieces after a while
Beta Shot  : As above, but pierces walls and leaves you immobile

This is right up there with Basic Gun for the title of worst gun in the game.
It fires a large bullet that breaks into 4 little pieces, but only one of
the pieces will ever be a threat since the other two go off to the side or
come back towards you, and that one piece doesn't even home well.  As if
that wasn't bad enough, it also has limited range and its beta shot leaves you
immobile for a long time.  The only valid use for this gun is to pair it up
with a Lightning Skyer and fire it in Jet Mode, but there are much better
Guns for Jet Mode.


Cross Scissors
-----------------------------
Obtained   : Password
Based On   : Fang Gun
Power      : 4
Speed      : 5
Homing     : 1
Reload     : 3
Knockdown  : 3

Alpha Shot : Fires two streams of Fang shots from the sides
Beta Shot  : Fires a stream of Fang shots straight ahead

This works almost exactly like Fang Gun from the original series, the alpha
shot is to go around walls, while the beta shot fires directly ahead.  Both
are quite powerful, but unfortunately both have somewhat limited range.  It's
all right, but heavily outclassed by Fang Blow at pretty much any distance
other than point blank.


Fang Blow
-----------------------------
Obtained   : Master Shop
Based On   : Phoenix Gun
Power      : 4
Speed      : 5
Homing     : 2
Reload     : 2
Knockdown  : 4

Alpha Shot : Fires 2 stream of shots that arc outwards before converging
Beta Shot  : Fires a single stream of shots with limited range straight ahead

Here it is, what is quite possibly the strongest overall gun in the game.
On the stages where Fang Blow works well, it's almost unbeatable, even by
Illegal Guns.  Basically it fires two streams of shots that arc outwards and
then converge, and after the convergence point it has amazing tracking,
basically like a way better version of the Phoenix Gun from past games.  If
you're anywhere past the point where the shots converge and aren't protected
by a wall, you're getting hit for huge damage, and it's dangerous even before
the streams link together if you get trapped in them.  This gun's one weakness
is that the streams create a deadzone directly in front of you from which the
opponent can fire close range shots, but this is easily compensated for by
arcing the shots around a wall, ideally by positioning yourself just past the
end of the wall and firing the streams along either side.  The beta shot exists
to try to protect you from the front if someone does get in, but it's weak and
has terrible range, so it's best to protect your front with Bombs or Pods if
you can't find a wall.  There are a scant few stages that are full of walls or
other barriers where this weapon just can't get a clear shot, but other than
that it's the ultimate in long-range combat.


Burning Shot
-----------------------------
Obtained   : Robokichi's Crazy Cup
Based On   : Flame Gun
Power      : 4
Speed      : 2
Homing     : 2
Reload     : 2
Knockdown  : 3

Alpha Shot : Fires a stream of powerful flames that pushes the opponent back
Beta Shot  : As above, but pierces walls and leaves you immobile

Wow, the Flame Gun got hit hard in the transition to Custom Robo GX.  The
entirety of the problem lies in the fact that the flames push the opponent
back, so once one shot hits they can just move out of the way of the others,
rendering it virtually powerless.  The only way to get good damage out if it
is to push the opponent into a wall, likely by using something like Wall Bomb
P, at which point it can deal very solid damage.  This is actually one of the
better close-range combos in the game, but it does use up your bomb, leaving
you without many great long range combat options.


Blizzard Rain
-----------------------------
Obtained   : Dark Shop
Based On   : Illegal version of Wide Vulcan
Power      : 4
Speed      : 3
Homing     : 4
Reload     : 3
Knockdown  : 3

Alpha Shot : Identical to Wide Vulcan but with 6 shots and better homing
Beta Shot  : Identical to Wide Vulcan but with 9 shots and better homing

It's amazing how something as simple as adding another shot can suddenly turn
Wide Vulcan from a mediocre weapon to a very effective one that can almost
rival Fang Blow.  The usage is identical to Wide Vulcan, fire the alpha shot
from behind a wall or the beta shot in the open, it just does it so much
better.


Darkness Blow
-----------------------------
Obtained   : Dark Shop
Based On   : Illegal version of Fang Blow
Power      : 4
Speed      : 5
Homing     : 2
Reload     : 3
Knockdown  : 4

Alpha Shot : Identical to Fang Blow, but the range is now limited
Beta Shot  : Fires a very fast stream of shots that pierces walls, travels very
            far, and leaves you immobile

I'm sure your first thought would be that since Fang Blow is so strong, this
must be by far the best weapon in the game.  Well, not quite.  Its alpha shot
is actually purely worse than Fang Blow, it still packs great power at the
convergence point, but it now stops and doesn't travel any farther when it
gets there, drastically limiting its power at long range.  However, there is
an upside, its beta shot has been MASSIVELY enhanced, it's now stronger,
faster, travels farther, and also pierces walls.  Basically it now functions
more like a super version of Gatling Cannon that happens to have a mode for
firing around walls as well, so you'll want to combine it with Gemini and
Idling Bombs (or heck, the Nikaidou Bomb) in much the same way for deadly
long-range pressure.


Viking Axe
-----------------------------
Obtained   : Dark Shop
Based On   : Illegal version of Traction Ring
Power      : 1
Speed      : 4
Homing     : 2
Reload     : 3
Knockdown  : 3

Alpha Shot : Identical to Traction Ring but with slighty more range and stun
Beta Shot  : Identical to Traction Ring but with slightly better homing and
            much better stun

This is kind of like a fusion of Traction Ring and Energy Dagger.  While
Traction Ring's beta shot was basically trivial, Viking Axe's beta shot
generally has enough stun for you to link another shot, allowing you to
gradually pull the opponent all the way towards you even from far away.  It
still has too much knockdown power, but it's a clear improvement in any case.


Ryuujin Gun
-----------------------------
Obtained   : Dark Shop
Based On   : Illegal version of Reflect Laser
Power      : 2
Speed      : 4
Homing     : 3
Reload     : 4
Knockdown  : 2

Alpha Shot : Identical to Reflect Laser but lasts longer and homes better
Beta Shot  : Identical to Reflect Laser but lasts longer and homes better

Ugh, if you thought Reflect Laser could be nasty on some stages, wait until
you see this thing.  The degree to which this gun can flood the screen is
truly ridiculous, especially on stages with limited mobility like Ryuujin's
stage.  Luckily if you down the opponent the shots go away, so this is most
dangerous when used by a robo that's hard to knock down.  Although this is
only really good on a few levels, on those stages it's definitely the best
choice.


Camilla Gun
-----------------------------
Obtained   : Commander Check
Based On   : Illegal Version of Plasma Ball
Power      : 4
Speed      : 4
Homing     : 3
Reload     : 3
Knockdown  : 4

Alpha Shot : Identical to Plasma Ball, but fires 2 shots
Beta Shot  : Identical to Plasma Ball, but fires 2 shots that arc outward

This is basically just Plasma Ball but with 2 shots.  This both increases its
damage and makes it harder to avoid, though the beta shot has lost range thanks
to the new outward arc.  Usage is still mostly the same as the Plasma Ball.


Gaiou Gun
-----------------------------
Obtained   : Lady P's Lab
Based On   : Illegal version of Shotgun
Power      : 5
Speed      : 5
Homing     : 1
Reload     : 1
Knockdown  : 5

Alpha Shot : Identical to Shotgun but fires 4 shots in a wider arc.
Beta Shot  : Identical to Shotgun but fires 2 shots

Despite having more shots, this hasn't really changed that substantially from
the regular Shotgun, it's just a little more powerful.  Pulse Knuckle is still
better, in part because this weapon's reload time is so ludicrously long.
You'll often find yourself with a chance to hit someone but you still can't
fire the gun yet.


Yanai Gun
-----------------------------
Obtained   : Dark Shop
Based On   : Illegal Version of Ninja Bullet
Power      : 4
Speed      : 4
Homing     : 2
Reload     : 2
Knockdown  : 4

Alpha Shot : Identical to Ninja Bullet but fires 4 shots in a 2x2 pattern
Beta Shot  : Identical to Ninja Bullet but fires 4 shots in a 2x2 pattern

All the knockdown goodness of Ninja Bullet, but with more shots!  The ultimate
weapon for downing Robos, which is important when you're stuck facing Devil
Rex or other highly resistant robos.


Nikaidou Gun
-----------------------------
Obtained   : Password
Based On   : Illegal version of Meteor Flicker
Power      : 5
Speed      : 5
Homing     : 3
Reload     : 3
Knockdown  : 4

Alpha Shot : Identical to Meteor Flicker but sets the shots up in front of you
Beta Shot  : Identical to Meteor Flicker

This weapon has only one tiny change from Meteor Flicker, which is that it sets
up the shots in front of you rather than behind, but that little change makes
it drastically superior.  The fact that you can set up the shots in front means
you can now use it from behind a wall, like a super version of the Rayfall Gun.
Of course, it also still works well when combined with a Lightning Skyer Robo,
too, and that beta shot, while not improved at all, remains a solid option.


Garapon Gun
-----------------------------
Obtained   : Basic Shop
Based On   : Terrible version of Basic Gun
Power      : 2
Speed      : 1
Homing     : 1
Reload     : 2
Knockdown  : 2

Alpha Shot : Identical to Basic Gun but weaker
Beta Shot  : Identical to Basic Gun but weaker

The Garapon Gun has no redeeming qualities, it's just a terrible gun that you
should only for that one challenge where you have no choice.  Usage is
identical to Basic Gun, but it's even more pathetically weak than before.


ARS-G02
-----------------------------
Obtained   : Basic Shop
Based On   : Gatling Gun + Eagle Gun
Power      : 1
Speed      : 2
Homing     : 4
Reload     : 5
Knockdown  : 1

Alpha Shot : Fires a stream of 6 shots straight ahead, leaving you immobile
Beta Shot  : Sets up 6 ARS shots that home in a moment later

This weapon is just preposterously broken.  The alpha shot is nothing special,
it has limited range and makes you immobile, but the beta shot is by far the
best shot in the game.  It's basically like Eagle Cutter's alpha shot, but it
places 6 of them.  Of course, you could Jet around in AIRS while laying them
down, but you shouldn't underestimate how deadly these shots can be even
outside of Jet Mode, when combined with other forms of pressure like Seeker
Gunner it's almost impossible to avoid getting blasted at least a few times.
The only real defense is to hide behind walls as this weapon has no way of
passing them, on some stages it will definitely still lose out to Fang Blow
or the Ryuujin Gun, but on open stages it has no equal.  This is just a prelude
to how broken the Lightning Skyer + Accel Gun + Long Burner combo will be in
the Gamecube game, where not even walls can stop it anymore.


Dark Plasma
-----------------------------
Obtained   : Unobtainable
Based On   : Rokudou Gun + Bubble Gun
Power      : 5
Speed      : 5
Homing     : 5
Reload     : 1
Knockdown  : 5

Alpha Shot : Places 6 energy balls on the ground that strike a moment later
Beta Shot  : Places 6 energy balls around Dark Chimera that slowly track

Dark Plasma easily gives ARS-G02 a run for its money, but it's exclusive to
Dark Chimera and you can never use it.  The beta shot is actually not that
dangerous, it moves fairly slow and doesn't have a ton of range, but the alpha
shot is one of the most dangerous in the game.  It takes a moment to fire, but
once it does it strikes with incredible speed and power, if you don't dash at
exactly the right time (or use Jet Mode) you're going to get hit.


Rising Plasma
-----------------------------
Obtained   : Unobtainable
Based On   : Upgrade of Dark Plasma
Power      : 5
Speed      : 5
Homing     : 5
Reload     : 1
Knockdown  : 5

Alpha Shot : Places 6 energy balls on the ground that strike a moment later
Beta Shot  : Places 6 energy balls around Rising Chimera that slowly track

Rising Chimera's gun is identical in function to Dark Chimera's, it's just even
more powerful.


###############################################################################
P-3

Bomb Parts:


Bombs typically serve as a kind of supplemental offense, pinning down opponents
to make them more susceptible to gun shots or landing follow-up hits.  Most
bombs have a letter code, which denotes the type of explosion that they
produce, thought the codes are different here compared to the main series.
Here's a listing of the codes.

P = Push - Explosion pushes the opponent away from you
R = Return - Explosion pulls the opponent towards you
U = Up - Explosion blasts the opponent upwards
D = Down - Explosion blasts the opponent downwards
S = Stun - Keeps the opponent in place and stuns them for a while


The use of each code is pretty simple.  P is for keep-away.  R is for rushdown
or combos.  U and D can be either, but you have to make sure you're above or
below the opponent or you'll get the wrong effect.  Finally, S is for big
combos, but you pay for its added power with a smaller blast radius.

Incidentally, one other big change from the previous games is that you can no
longer be damaged by your own explosions.  As such, they're colour-coded so
you can tell which ones you have to care about.  Red is for Player 1's
explosions, and Green is for Player 2.


Standard Bomb (P, R, U, D, S)
-----------------------------
Obtained  : P - Start of Game
           R - Basic Shop
           U - Medium Shop
           D - Medium Shop
           S - Bomber Cup
Type      : Normal
Power     : B (C for S)
Max Bombs : 1
Speed     : B
Explosion : Normal (Small for S)

Effect    : Travels straight toward the target, piercing walls

Although most of the other starting parts quickly become obsolete, the Standard
Bomb is actually one of the best bombs in the game in terms of sheer utility.
It's very simple, but the ability to put pressure on the opponent even from
beyond a wall is very useful throughout the entire game, and it's also decently
powerful and fast, too.  The S variant has a smaller blast radius and does
less damage, but it's still quite useful for combos.


Pillar Bomb (R, U, D)
-----------------------------
Obtained  : R - Master Shop
           U - Noise Company Cup
           D - Medium Shop
Type      : Normal
Power     : C
Max Bombs : 1
Speed     : B
Explosion : Pillar

Effect    : Travels straight toward the target, piercing walls

The Pillar Bomb is functionally identical to the Standard Bomb, it just has
a unique explosion that produces a vertical pillar.  It takes up a bit more
vertical space than the standard explosion, so it can be used to create a wall
of sorts between you and the opponent.


Wall Bomb (P, U, D)
-----------------------------
Obtained  : P - Master Shop
           U - Lady P's Lab
           D - Lady P's Lab
Type      : Normal
Power     : A
Max Bombs : 1
Speed     : A
Explosion : Normal

Effect    : Fires a short range bomb that blows up just in front of your Robo

The Wall Bomb is basically just a "get off me" button, used to blast away Robos
who come too close.  It serves that purpose quite well, but you can also use
a Bound Bomb for that purpose, so you're mostly just getting some extra damage
and the guarantee that you won't miss and have to wait for it to reload.  It's
also possible to use the Wall Bomb P offensively when paired up with the
Burning Shot, and it's really the only combo that makes that gun somewhat
worthwhile.


Submarine Bomb (U, D, S)
-----------------------------
Obtained  : U - A-Rank Tournament
           D - Master Shop
           S - Marvellous Shop
Type      : Normal
Power     : B (C for S)
Max Bombs : 2
Speed     : C
Explosion : Small

Effect    : Travels very slowly towards the opponent, piercing walls

The Submarine Bomb possesses the unique ability to fire a second bomb before
the first one blows up, but unfortunately both bombs will have a small
explosion so it doesn't really increase your offense much.  They're also
absurdly slow-moving, you basically have to make use of your other parts to
clog up the screen to have any chance that they'll hit.  Probably the worst
bomb overall.


Idling Bomb (P, U, D)
-----------------------------
Obtained  : P - Master Shop
           U - Robo Masters
           D - Master Shop
Type      : Normal
Power     : C
Max Bombs : 2
Speed     : A
Explosion : Small

Effect    : Plants two mines in a V-shape around the opponent.  They blow up if
           the opponent moves over them, or after enough time has passed.

Idling Bomb is very similar to Gemini Bomb, it's basically used to trap your
opponent in a corner so you can shoot them with a piercing weapon like Gatling
Cannon's beta shot.  The only difference is that the Idling Bomb doesn't blow
up right away, so it can trap the opponent longer, but if it misses you have
to wait longer before you can fire it again.  I find Gemini Bomb to be slightly
better overall, but they're really fairly interchangeable.


Gemini Bomb (U, D)
-----------------------------
Obtained  : U - Medium Shop
           D - Medium Shop
Type      : Normal
Power     : C
Max Bombs : 2
Speed     : A
Explosion : Small

Effect    : Fires two bombs in a V-shape around the opponent

Gemini Bomb was never all that remarkable in the main series, but it has
improved drastically as a trapping tool in this game since you can no longer
jump over it, if you get pinned into a corner with a Gemini Bomb on either side
you either wait it out or take the hit.  This makes it a great time to attack
with a gun that pierces walls, as you can trap the opponent in a situation
where they basically have no escape except possibly to Shield.  You really need
to focus on getting to open ground before the Gemini Bombs blow up.


Lizard Bomb (P, R, U, D, S)
-----------------------------
Obtained  : P - Fresh Robo League
           R - Basic Shop
           U - Master Shop
           D - Master Shop
           S - Lady P's Lab
Type      : Normal
Power     : B (C for S)
Max Bombs : 1
Speed     : B
Explosion : Normal (Small for S)

Effect    : Travels straight towards the enemy.  If it hits a wall, it tries
           to go around it.

The Lizard Bomb is very similar to the Standard Bomb, but it can't pierce
walls, instead it tries to get around them.  This can sometimes be dangerous
as the bomb can still hit while travelling around a wall, but the main
advantage seems to be that it travels just a little bit faster than the
Standard Bomb, so it has a bit of an advantage out in the open.  Unfortunately,
should it miss, it may spend a while sticking to the walls, which makes you
wait a while before you can fire it again.  The S type is still nice because
you get it pretty early, though.


Strike Bomb
-----------------------------
Obtained  : Lady P's Lab
Type      : Normal
Power     : B
Max Bombs : 2
Speed     : A
Explosion : Small

Effect    : Fires a short range bomb that blows up just in front of your Robo

Strike Bomb is effectively identical to Wall Bomb, but you can have 2.  Since
it blows up so fast, you can't really get both out there at once, but the
fact that you can fire another one while the first is still blowing up lets
you use it more often.  Unfortunately, this really isn't a good tradeoff for
the smaller explosion, particularly because Wall Bomb recharges pretty fast
anyway.  Incidentally, though it isn't listed, it has a P-Type explosion.


Bound Bomb (P, U, D)
-----------------------------
Obtained  : P - Bomber Cup
           U - Marvellous Shop
           D - Marvellous Shop
Type      : Normal
Power     : B
Max Bombs : 1
Speed     : B
Explosion : Strong

Effect    : Travels straight toward the target, piercing walls

Bound Bomb is completely identical to Standard Bomb except that its explosion
blasts the opponent farther, which is generally better for keepaway purposes.
This makes Bound Bomb P probably the most versatile legal bomb in the game,
though it's not really a huge upgrade over the Standard Bomb.


Twin Snake Bomb (P, U, D)
-----------------------------
Obtained  : P - Lady P's Lab
           U - Marvellous Shop
           D - Marvellous Shop
Type      : Normal
Power     : B
Max Bombs : 2
Speed     : B
Explosion : Small

Effect    : Fires two bombs towards the opponent in a V-shape.  If they hit a
           wall, they try to go around it.

Twin Snake Bomb is basically Gemini Bomb + Lizard Bomb.  It's generally not
quite as useful as Gemini Bomb for trapping purposes since walls can get in
the way and it doesn't travel as fast, but on stages where there are a lot of
walls it can cause a fair amount of chaos.


Geo Trap Bomb
-----------------------------
Obtained  : Lady P's Lab
Type      : Normal
Power     : A
Max Bombs : 1
Speed     : B
Explosion : Lingering

Effect    : Fires a bomb about halfway towards the opponent, piercing walls.
           It then waits there until the opponent comes close or enough time
           has passed, then creates a long-lasting explosion

Geo Trap is a pretty interesting bomb.  The most notable thing about it is that
its explosion lasts about 50% longer than other bombs, though this can
sometimes work against you because the opponent can only be hit by it once
during that duration and it means you have to wait longer to fire it again.
It also doesn't travel all the way towards the opponent, so you can't use it
for direct pressure, it's more of a defensive weapon to put up a wall between
you and the opponent.  Very strong against close and mid-range setups, though
it doesn't bolster your offense as much as some of the other choices.


I Wall Bomb
-----------------------------
Obtained  : Demon's Cup
Type      : Illegal version of Wall Bomb P
Power     : A
Max Bombs : 1
Speed     : A
Explosion : Normal

Effect    : Fires a mid range bomb that blows up in front of your Robo

The Illegal Wall Bomb is basically just the Wall Bomb P, but it travels farther
before blowing up.  This is less useful for defense, but much more useful for
the Flame Gun combo since you don't have to get quite as close.  It also seems
to deal slightly more damage than before, which makes this combo really
powerful.


I Geo Trap Bomb
-----------------------------
Obtained  : Demon's Cup
Type      : Illegal version of Geo Trap Bomb
Power     : A
Max Bombs : 1
Speed     : B
Explosion : Lingering

Effect    : Fires a bomb about halfway towards the opponent, piercing walls.
           It then waits there until the opponent comes close or enough time
           has passed, then creates a long-lasting explosion

Identical to Geo Trap Bomb, but it hits a bit harder.  A little underwhelming,
but you can't say no to more damage.


Ryuujin Bomb
-----------------------------
Obtained  : Dark Shop
Type      : Illegal version of Twin Snake Bomb U
Power     : C
Max Bombs : 2
Speed     : A
Explosion : Lingering

Effect    : Fires two bombs towards the opponent in a V-shape.  If they hit a
           wall, they try to go around it.

Identical to Twin Snake Bomb U, but it gained speed and lost power.  Gemini
Bomb is still generally better.


Camilla Bomb
-----------------------------
Obtained  : Dark Shop
Type      : Illegal version of Standard Bomb S
Power     : B
Max Bombs : 1
Speed     : a
Explosion : Small

Effect    : Travels straight toward the target, piercing walls

Like Standard Bomb S, but stronger and faster.  You really can't go wrong with
that.  Easily the best S Type bomb, deadly with short range weapons.


Gaiou Bomb
-----------------------------
Obtained  : Lady P's Lab
Type      : Illegal version of Pillar Bomb R
Power     : C
Max Bombs : 1
Speed     : B
Explosion : Huge pillar

Effect    : Travels straight toward the target, piercing walls

Identical to Pillar Bomb P but the explosion is now stupendously huge, probably
twice the size of the original explosion.  When fired vertically, this can take
up the entire stage on some maps, and when it blows up it covers that distance
in an instant.  It did lose some power, but with an R-Type blast you can just
pull them towards you for further attack.  Terrifying if used correctly.


Yanai Bomb
-----------------------------
Obtained  : Commander Check
Type      : Illegal version of Bound Bomb U
Power     : B
Max Bombs : 1
Speed     : B
Explosion : Very strong

Effect    : Travels straight toward the target, piercing walls

Identical to Bound Bomb U but with even more blasting power.  The amount of
knockback this thing has is usually overkill and it may not send the opponent
where you want, so Bound Bomb P tends to be better overall.


Nikaidou Bomb
-----------------------------
Obtained  : Password
Type      : Illegal version of Idling Bomb
Power     : B
Max Bombs : 2
Speed     : B
Explosion : Small

Effect    : Plants two mines in a V-shape around the opponent.  They blow up if
           the opponent moves over them, or after enough time has passed.

An Idling Bomb with an S-Type explosion.  This is completely ridiculous, as now
you don't even have the option to take the hit from the bomb to escape a trap.
It did lose a tiny bit of speed, but it's still pretty fast.  By far the best
trapping bomb.


Garapon Bomb
-----------------------------
Obtained  : Emperor Cup
Type      : Garbage
Power     : B
Max Bombs : 1
Speed     : B
Explosion : Small

Effect    : Travels straight toward the target, piercing walls

Like Standard Bomb P, but it has a smaller blast radius.  This is the closest
thing Garapon has to a decent weapon, as it actually does some damage, but it's
very hard to hit with.


Supernova
-----------------------------
Obtained  : Corocoro Cup
Type      : Military
Power     : B
Max Bombs : 1
Speed     : A
Explosion : Normal

Effect    : Travels straight toward the target, piercing walls

Like Standard Bomb P, but faster.  As the AIRS parts go, this is not all that
amazing, but it is fast and versatile so I guess you can't complain too much.
As with all other AIRS parts, this is not legal for normal tournaments.


Dark Bomb
-----------------------------
Obtained  : Unobtainable
Type      : Ultimate
Power     : A
Max Bombs : 5
Speed     : B
Explosion : Normal

Effect    : Fires 5 bombs in a semicircle, centered on the opponent

Dark Bomb can really clog up the screen with explosions, so you'll want to
keep moving.  The best way to dodge it is backwards, that way the other bombs
won't be an issue.


Rising Bomb
-----------------------------
Obtained  : Unobtainable
Type      : Ultimate
Power     : A
Max Bombs : 5
Speed     : B
Explosion : Normal

Effect    : Fires 5 bombs in a semicircle, centered on the opponent

Identical to Dark Bomb but with even more power.


###############################################################################
P-4

Pod and Gunner Parts:


Pods are support tools that serve a wide variety of purposes.  Some are useful
for defense, while others can compliment your attacks.  They have the same
explosion codes as Bombs, so see the chart above to understand what they mean.
In Custom Robo GX you always get 2 of each type of pod, and you can fire them
one at a time in most cases.  They also all have small explosions.

In Custom Robo GX a new type of subweapon has been added, called Gunners.
Gunners are somewhat similar to pods, but they stay out longer and you only get
one.  What makes them special is that they also fire some shots of their own,
so they can supplement your long-range offense that way.  If you're downed,
your Gunner will return to you, or it will also come back after enough time has
passed.


Standard Pod (P, R)
-----------------------------
Obtained : P - Start of Game
          R - Basic Shop
Type     : Normal
Power    : B
Speed    : B
Homing   : B

Effect   : Bounces around until it hits something or enough time passes

The beginner pod actually isn't quite as useless this time around, largely
because pods just aren't as strong as they used to be in general.  It basically
functions kind of like a short range bomb that you can fire in any direction,
though towards the opponent is almost always the best choice.


Seeker Pod (P, R)
-----------------------------
Obtained : P - Medium Shop
          R - Medium Shop
Type     : Normal
Power    : A
Speed    : C
Homing   : A

Effect   : Slowly chases the opponent

Seeker Pod is a fantastically versatile Pod, so much so that I used it for
90% of the battles in the entire game.  There's nothing fancy about it, it just
slowly homes in on the opponent, but it's a very braindead form of pressure,
you can just lay it down whenever and it'll always find a way to be useful.
You can also use it like a wall of sorts, because it travels so slow and you
can't jump over it, placing it in a tight space basically leaves no way to
get past it.  Every time you down an opponent, just back off a bit and lay them
down again, by the time their invincibility wears off they'll already be in
their face again.


Speed Pod (P, R)
-----------------------------
Obtained : P - Makno Carnival Cup
          R - Basic Shop
Type     : Normal
Power    : B
Speed    : A
Homing   : C

Effect   : Flies quickly toward the opponent and blows up just in front of them

The Speed Pod is almost complete garbage because it actually always blows up
before it reaches the opponent, meaning they can only be hit by it if they
walk towards it.  This makes Standard Pod better in almost every situation.


Yajyuu Pod (P, R)
-----------------------------
Obtained : P - Master Shop
          R - Master Shop
Type     : Normal
Power    : C
Speed    : A
Homing   : A

Effect   : Sits still where you plant it, like a land mine, then rushes at the
          opponent if they come close

Not bad for camping in a corner, you can just lay these down at the entrances
to your little hidey hole to keep the opponent out, but Seeker Pod will
generally do this job just as well and doesn't become useless if you somehow
have to escape.


Reflect Pod (P, R)
-----------------------------
Obtained : P - Queen Cup
          R - Lady P's Lab
Type     : Normal
Power    : A
Speed    : B
Homing   : C

Effect   : Bounces around chaotically

Reflect Pod is like a Standard Pod that bounces around more and stays out
longer.  It's a decent choice for causing chaos if you're trying to flood the
screen with explosions.


Feint Pod (U, D)
-----------------------------
Obtained : U - Super Robo League
          D - Master Shop
Type     : Normal
Power    : A
Speed    : A
Homing   : A

Effect   : Quickly chases the opponent, then waits when it gets close

Feint Pod would easily be the game's best pod if it actually struck the
opponent, but instead it just waits, hoping they'll crash into it.  It's
decent against Robos that move around a lot, but since camping is pretty strong
in this game it's not hard to pick a camping setup against it and just wait it
out.  It's generally not nearly as effective as Gemini Bomb or Idling Bomb for
setting up a trap, because it won't necessarily clog the escape routes from a
hiding place, and the two pods might choose to go to the same place.


Dolphin Pod (P, R)
-----------------------------
Obtained : P - Lady P's Lab
          R - Lady P's Lab
Type     : Normal
Power    : B
Speed    : B
Homing   : B

Effect   : Passes through walls for a bit, then acts like Standard Pod

Dolphin Pod is basically a Standard Pod that you can use through a wall.
I guess it's an improvement if you want to camp, but in that case you probably
want a more long-range pod like Seeker Pod.


Throwing Pod (U, D)
-----------------------------
Obtained : U - Lady P's Lab
          D - Lady P's Lab
Type     : Normal
Power    : B
Speed    : A
Homing   : C

Effect   : Flies forward a short distance, then just sits there like a mine

Throwing Pod is basically a Yajyuu Pod that you can place from a distance.
but unfortunately it's hard to aim and doesn't have that useful close-range
striking property that Yajyuu Pod has, the opponent has to directly collide
with it for it to blow up.  You could potentially set up some fancy combos with
this thing or use it to trap the opponent, but it's an enormous amount of work
for something other pods do easily.


Sideways Pod (P, R)
-----------------------------
Obtained : P - Medium Shop
          R - Katrea's Party
Type     : Normal
Power    : B
Speed    : B
Homing   : B

Effect   : Launches out to the sides, then moves forward

Sideways Pod is kind of like Standard Pod, but it fires both at once and
they come out to the sides.  It's a little faster to fire because of it, but
it's still not really all that remarkable.


Satellite Pod (P, U, D)
-----------------------------
Obtained : P - Lady P's Lab
          U - Marvellous Shop
          D - Queen Cup
Type     : Normal
Power    : C
Speed    : A
Homing   : C

Effect   : Spins around your Robo.  It stays with you even if you move

This pod only has one real use, but it does it very well - it protects you
against close range attacks.  It's almost impossible to get close enough to
use the Shotgun or Pulse Knuckle when the opponent is protected by this thing,
and even if you do get the hit it'll just blast you back out.  The mere
existence of this pod makes close range combat fairly weak in this game.
Sadly you do not personally get access to this pod until very late in the game.


Smash Pod
-----------------------------
Obtained : Lady P's Lab
Type     : Normal
Power    : C
Speed    : A
Homing   : C

Effect   : Quickly creates two small explosions right beside your Robo

This is basically just a poor man's Wall Bomb.  If you want the Wall Bomb
effect and you'd rather give up your Pod rather than your Bomb, there you go,
but its explosion isn't as big or as strong.  Incidentally, it has a P-type
explosion, and of course, since it's a pod, you can aim it in any direction,
but directly ahead will almost always be the one you want.


Ryuujin Pod
-----------------------------
Obtained : Commander Check
Type     : Illegal version of Reflect Pod P
Power    : A
Speed    : B
Homing   : C

Effect   : Bounces around chaotically

Like Reflect Pod P, but it hits harder.  If you want to frustrate your opponent
on a small stage, this is the pod you want.


Camilla Pod
-----------------------------
Obtained : Dark Shop
Type     : Illegal version of Throwing Pod
Power    : A
Speed    : A
Homing   : A

Effect   : Flies forward a short distance, then sits there like a mine and
          homes in a little if the opponent comes close

Remember how I complained that Throwing Pod didn't have that useful striking
feature that the Yajyuu Pod does?  The Camilla Pod kind of has something like
that, but unfortunately rather than a quick strike it's a pretty slow chase
and it doesn't last too long before blowing up, so it's not nearly as good
as it could be.


Gaiou Pod
-----------------------------
Obtained : Lady P's Lab
Type     : Illegal version of Sideways Pod R
Power    : A
Speed    : A
Homing   : B

Effect   : Launches out to the sides, then moves forward

Identical to Sideways Pod R but with more range and speed, which makes it a
fair bit more useful at pulling the opponent towards you.


Yanai Pod
-----------------------------
Obtained : Dark Shop
Type     : Illegal version of Yajyuu Pod
Power    : C
Speed    : A
Homing   : A

Effect   : Sits still where you plant it, like a land mine, then rushes at the
          opponent if they come close

Similar to Yajyuu Pod, but it activates from farther away, which can actually
make it less effective as a trap because it might start chasing too early.
Also, it now has a D type explosion for some reason.


Nikaidou Pod
-----------------------------
Obtained : Password
Type     : Illegal version of Speed Pod
Power    : A
Speed    : A
Homing   : C

Effect   : Moves quickly towards the opponent

A massive upgrade over Speed Pod.  Not only does it no longer possess that
horrible feature of blowing up just before it reaches the opponent, it's also
stronger and possesses an S-Type explosion.  A solid alternative to Standard
Bomb S for freezing opponents since you can fire it more often.


Garapon Pod
-----------------------------
Obtained : Emperor Cup
Type     : Garbage
Power    : B
Speed    : B
Homing   : B

Effect   : Flies slowly toward the opponent and blows up just in front of them

All the terribleness of Speed Pod P, now without the speed!  Easily the worst
Pod in the game, it's almost impossible to get any damage out of it.


Trap Gunner
-----------------------------
Obtained : Marine Park Cup
Type     : Normal
Gunners  : 1

Effect   : Sits in place, shooting at anyone who comes close

Despite being the most basic of Gunners, Trap Gunner is actually quite useful.
As its name implies, it's basically a trap that you can use to help you keep
the enemy away.  It does have to reload between shots, but when combined with
some Bombs and Gun shots it can be hard to get through it.


Satellite Gunner
-----------------------------
Obtained : Marvellous Shop
Type     : Normal
Gunners  : 2

Effect   : Sticks to your Robo and fires in the indicated direction

This is an interesting support weapon, unlike most of the other gunners you
get two that you can place separately and they have to be aimed.  After placing
the gunners, they'll stick to your Robo in the indicated direction and then
fire a few volleys of shots in that direction.  Putting both of them in the
direction of the opponent can actually bolster your firepower quite a lot, but
if you're forced to move out of position they may end up behind you.


Round Gunner
-----------------------------
Obtained : Champion's Cup
Type     : Normal
Gunners  : 2

Effect   : Pops out to the sides of your Robo and shoots at anyone who comes
          close

This Gunner is kind of like a Gradius-style option, it positions itself beside
you and bolsters your firepower, though unfortunately its range is not great,
so it only works when the opponent is at close range.


Feint Gunner
-----------------------------
Obtained : Lady P's Lab
Type     : Normal
Gunners  : 1

Effect   : Chases the opponent, then stops when it gets close and shoots

There's really nothing about this gunner that's better than the Seeker Gunner.
I suppose it travels a little faster but it sits too far away from the opponent
to be really useful.


Throwing Gunner
-----------------------------
Obtained : Marvellous Shop
Type     : Normal
Gunners  : 1

Effect   : Flies a moderate distance forward, then shoots at the opponent

It's basically a Trap Gunner that you throw instead of placing on the ground.
This can be decent for forcing the opponent out of a hiding place if you have
good aim, unlike the Throwing Pod this thing does a good job of making your
life miserable if it's right next to you.


Seeker Gunner
-----------------------------
Obtained : C-Rank Tournament
Type     : Normal
Gunners  : 1

Effect   : Slowly chases the opponent and shoots

It's Seeker Pod with a gun strapped to its head!  As you would expect, this is
a very versatile Gunner, you can just let it do its thing while you attack.
Great for Lightning Skyer Robos, who can't use Pods while in Jet Mode anyway.


Cross Gunner
-----------------------------
Obtained : Medium Shop
Type     : Normal
Gunners  : 1

Effect   : Shoots four shots in a cross pattern.  Slowly rotates towards the
          opponent

Cross Gunner is meant to help clog up the screen, but there's such a huge
deadzone between its shots that it's really very easy to avoid, and even if it
hits it's only a single bullet, which does basically no damage.  It's much
better to just use a Gunner that aims towards the opponent.


Smash Gunner
-----------------------------
Obtained : Marvellous Shop
Type     : Normal
Gunners  : 2

Effect   : Places two gunners in the indicated direction that fire short range
          shots towards the opponent

Basically the same as Round Gunner, but you have more control over where it
places the Gunners.  Still horribly outclassed by Satellite Gunner due to
their short range, however.


Twin Gunner
-----------------------------
Obtained : B-Rank Tournament
Type     : Normal
Gunners  : 1

Effect   : Sits in place, shooting at anyone who comes close in a V-shape

Almost identical to Trap Gunner, but fires its bullets in a V-Shape, which is
less powerful but restricts movement more.  If you just want to use it for
defense, Trap Gunner is better, this is more effectively placed near the
opponent for pressure purposes.


4-Way Gunner
-----------------------------
Obtained : Master Shop
Type     : Normal
Gunners  : 1

Effect   : Sits in place, shooting a fan of 4 bullets periodically

Similar to the Cross Gunner, but the bullets are now shot in a fan.
Unfortunately it shoots very slow and it doesn't try to re-orient itself
towards the opponent at all, so even though it has a better attacking pattern
it's still not very effective.


I Seeker Gunner
-----------------------------
Obtained : Dark Shop
Type     : Illegal version of Seeker Gunner
Gunners  : 1

Effect   : Slowly chases the opponent and shoots in a V-shape

Similar to a Twin Gunner but for Seeker Gunner.  Since Seeker Gunner is usually
in the opponent's face, the V-shape is almost always an improvement here.


I 4-Way Gunner
-----------------------------
Obtained : Nightmare Cup
Type     : Illegal version of 4-Way Gunner
Gunners  : 1

Effect   : Sits in place, shooting a tight fan of 4 bullets periodically.
          Quickly rotates towards the opponent.

Similar to the 4-Way Gunner but greatly upgraded, it now does aim at the
opponent and the bullets are in a tighter fan, making them much harder to
avoid.  It still fires pretty slow, though.


I Cross Gunner
-----------------------------
Obtained : Nightmare Cup
Type     : Illegal version of Cross Gunner
Gunners  : 1

Effect   : Flies a moderate distance forward, then shoots four shots in a cross
          pattern.  Slowly rotates towards the opponent

It's basically a Throwing version of Cross Gunner.  The original Throwing
Gunner is much better, its bullets are much more dangerous and it tracks
better.


I Smash Gunner
-----------------------------
Obtained : Nightmare Cup
Type     : Illegal version of Smash Gunner
Gunners  : 2

Effect   : Places two gunners in the indicated direction that fire short range
          shots towards the opponent

Identical to Smash Gunner, but the Gunners are now placed farther away from
your Robo.  This can allow it to shoot through walls or just give it more
range, which makes it a little better, but the range on its bullets is still
a little bit too short for it to be really useful.


Circulation W
-----------------------------
Obtained : Corocoro Cup
Type     : Military
Gunners  : 2

Effect   : Two Gunners spin around your robo, firing towards the opponent

This is the gunner Round Gunner wishes it was, it now spins around your Robo
and the bullets have extremely long range, making it a decent all purpose
offensive and defensive weapon.  Unfortunately it isn't allowed in standard
tournaments.


Dark Gunner
-----------------------------
Obtained : Unobtainable
Type     : Ultimate
Gunners  : 2

Effect   : Fires Two Gunners a moderate distance, which fire fans of 4 quick
          shots in opposite directions

Of all the nasty weapons that Dark Chimera is packing, this one is by far the
most dangerous.  The amount of space these things can clog up is simply absurd.
The only safe place is between the two gunners, but of course with Dark Chimera
spamming his Gun and Pod that's not likely to be safe for more than a second or
two.  Expect these things to rack up a lot of damage that you can't really
avoid consistently.


Rising Gunner
-----------------------------
Obtained : Unobtainable
Type     : Ultimate
Gunners  : 2

Effect   : Fires Two Gunners a moderate distance, which fire fans of 4
          quick shots in opposite directions

As with all of his other parts, Rising Chimera's Gunner is even more powerful.


###############################################################################
P-5

Action Chips:


Action Chips are a completely new parts category in Custom Robo GX.  They
consist of a variety of melee attacks and shield moves.  Melee attacks are
close range attacks that have some invincibility, allowing them to blow through
attacks and strike at close range, while Shields allow you to block a few
attacks before being depleted, after which they have to recharge.

One unique property that is shared by all Action Chips is that you can use
them during your dash.  Some Robos can also use their gun during their dash,
but every Robo can use their action chip during their dash.


Shoulder Tackle
-----------------------------
Obtained : Start of Game
Type     : Melee Attack

Effect   : Strikes horizontally with good power

Shoulder Tackle is the most basic melee attack, it just strikes an opponent
right beside you for decent damage.  It's okay at first, but you'll quickly
find that it has a number of limitations.  For one thing, it can't strike
opponents above you, and for another thing it's hard to get close enough to
use it offensively.


Tornado Beat
-----------------------------
Obtained : Medium Shop
Type     : Melee Attack

Effect   : Strikes vertically with good power

Identical to Shoulder Tackle, but strikes vertically instead.  The fact that
you're forced to choose between horizontal and vertical attacks is really too
much of a limitation upon an already limited method of attack for these chips
to be really useful.


Short Slash
-----------------------------
Obtained : Lady P's Lab
Type     : Melee Attack

Effect   : Strikes in any direction with good power but short range

If you're going to use a melee attack, this is the one you want, unlike the
others it will strike the opponent no matter where they are, though it has
slightly less range than the other attacks.  That's not generally a problem in
most of the situations where you'd use a melee attack, though.  Unfortunately
you get this chip extremely late in the game.


Break Tackle
-----------------------------
Obtained : Marvellous Shop
Type     : Melee Attack

Effect   : Strikes horizontally with moderate power, pierces walls

The ability to pierce walls is almost never needed for your Melee attack.
In theory you can use it to strike a camper who's hiding right behind a wall,
but it's much easier to just use a Bomb to do this.


Break Tornado
-----------------------------
Obtained : Marvellous Shop
Type     : Melee Attack

Effect   : Strikes vertically with moderate power, pierces walls

Identical to Break Tackle but with a vertical strike instead.  Still not really
worth using compared to something like Wall Bomb P, a Shield is just so much
more useful.


Energy Protector
-----------------------------
Obtained : Takuma Academy Showdown
Type     : Shield

Effect   : Puts up a shield that blocks attacks until it breaks

This is much more like it.  The Energy Protector allows you to block a few
attacks, which is often your only defense in situations where the opponent
traps you, and once you drop it you can attack immediately, allowing for a
counterattack at close range.  Since you can drop the shield and act
immediately, you can use this as a kind of dash cancel, allowing any Robo to
perform their dash and then immediately act by cancelling your dash with a
quick tap of the Action Chip command.  Should the shield be broken, it takes
about 10 seconds to regenerate, so try not to let it break at a crucial moment.
In general it's a fantastically useful chip that you'll likely use for the
entire game after you get it.


Light Protector
-----------------------------
Obtained : Master Shop
Type     : Shield

Effect   : Puts up a shield that blocks attacks until it breaks.  You can move
          while the shield is up, but there is a delay when you drop it

Similar to Energy Protector, but you can move while using it, which sounds
stupendously overpowered, but there's a few frames of vulnerability when you
drop the shield.  This makes it less useful for short range counterattacks
and dash cancels, but more useful for running away from a bad situation, so
choose your shield accordingly.


Force Protector
-----------------------------
Obtained : Corocoro Cup
Type     : Military upgrade to Light Protector

Effect   : Puts up a shield that blocks attacks until it breaks.  You can
          move while the shield is up, and there's no delay when dropping it

Wouldn't Light Protector be better without that delay?  Well, that's exactly
what the Force Protector is.  This combines the best parts of Energy Protector
and Light Protector, and as such it's ridiculously overpowered.  You can just
shield right up to the opponent with this thing, then drop it and Pulse Knuckle
them, which is nearly unbeatable except by breaking your shield first.  Of
course, it isn't allowed in standard tournaments, but in the Illegal
Tournaments you can use this thing to become a total monster.


Dark Slide
-----------------------------
Obtained : Unobtainable
Type     : Melee Attack

Effect   : Strikes in any direction with good power

Dark Chimera's melee attack is like Short Slash but without the short range.
By comparison to the other things he does it's not especially worrisome,
if you keep moving he shouldn't be able to hit you easily, but if he does it
really hurts.


Rising Slide
-----------------------------
Obtained : Unobtainable
Type     : Melee Attack

Effect   : Strikes in any direction with great power

As always, Rising Chimera strikes even harder.  Obviously, you really don't
want to be hit by this unless you want to see all of your health evaporate.


===============================================================================
===============================================================================
Z-0

Contact and Credits:


###############################################################################
Z-1

Contacting Me:

You can reach me via email at  terotrous at yahoo dot com.
Include "Custom Robo GX" in the subject line so I know it isn't spam.  If you
find out anything I add to the guide, you'll be appropriately credited.



What to contact me about:

The "You can help" section spells this out pretty clearly, but basically any
information I don't have.


###############################################################################
Z-2

Special Thanks:


Noise - For making this game

Ascgen - http://ascgendotnet.jmsoftware.co.uk/
        This program helped me create that ascii logo I used here.

JDIC - http://www.csse.monash.edu.au/~jwb/cgi-bin/wwwjdic.cgi?1C
      JDIC is always an essential resource in translating Japanese.

Wazap - http://jp.wazap.com/
       I got the list of passwords for Lady P's password machine from their
       cheats section for this game.


That's it for now.  If you submit information, your name could be here!


###############################################################################
Z-3

Closing Information:


Thanks for reading this guide.  I hope you found it helpful.  Tero out.


Custom Robo GX Guide copyright Adam King, 2014.  Do not reproduce or
redistribute.

Custom Robo GX the game, and all related copyrights and trademarks are held by
their original owners.  This guide is not intended to infringe upon said
copyrights in any way.