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
       C  U  S  T  O  M        R  O  B  O            MMM    MMMM M MM MMM MMM
                                                       MMMM   MM M MM   MMM
                                                          MMMM   M   MMMM
                                                             MMMMMMMMM


                 A guide to Custom Robo for the Nintendo 64
                    Written by Adam King (aka Terotrous)

                              Version 1.2


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  Day 1 - Happy Birthday
  W-02  Day 2 - Training with Shinichi
  W-03  Day 3 - The Rival
  W-04  Day 4 - The Robo Cup
  W-05  Day 5 - Fukashi's Revenge
  W-06  Day 6 - Super Commander Tournament Day 1
  W-07  Day 7 - Super Commander Tournament Day 2
  W-08  Day 8 - The Exhibition Match
  W-09  Day 9 - Great Robo Cup Preliminaries
  W-10  Day 10 - Robo Rampage
  W-11  Day 11 - Akira's Test
  W-12  Day 12 - Infiltrating the Nojima Building
  W-13  Day 13 - Showdown With the Dread Army
  W-14  Day 14 - Great Robo Cup Finals
  W-15  Arcade Mode

P-0   Parts Catalogue
  P-1   Body Parts
  P-2   Gun Parts
  P-3   Bomb Parts
  P-4   Pod Parts
  P-5   Leg Parts

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 - May 19, 2014
First draft.  Covers the entire game, probably final.

1.1 - July 13, 2014
Minor fixes to be consistent with my Custom Robo V2 guide.

1.2 - August 18, 2014
Some more translation edits for consistency with Custom Robo GX.  All
ridiculous translation errors should now be eliminated.


###############################################################################
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!

I'm pretty sure this guide is totally done, but in the event that there's some
big secrets I don't have or if the effects of any of the Leg Parts are wrong
that'd be helpful 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:

Custom Robo is the first game in the series of the same name.  It's a mech
fighting game with a collect and battle aspect, as you progress through the
game you collect various parts that you can use to customize your Robo and
crush the competition.  For whatever reason, the first two games in the series
were never localized, which is a shame because N64 really needed all the
RPG-esque games it could get its hands upon.

North America first got a taste of the series with Super Smash Bros Melee,
which featured a few trophies of characters from the N64 games.  Nintendo
later brought the series overseas with Custom Robo for the Gamecube and Custom
Robo Arena for the DS.  Despite having minor enhancements, these games are
still very similar to the originals, so if you've played either of them you
should feel right at home here.  If not, the game is still pretty intuitive
and the localization barrier in this game is very minor, so you should be able
to figure things out.


Changes from Custom Robo (GC / DS)
----------------------------------

Not too much has changed between the original Custom Robo and the GC and DS
games, but there are a few features that the original game didn't have and
a few general balance changes.

- This game only supports 2 players, so there's no 2 on 2 or 3 on 1 battles.
 This also means that the "change target" button isn't in the game.
- There's also no money or EXP in this game, you earn parts by winning battles
 and then going to a part generator, just like in the GC game.
- The knockdown mechanic works the exact same way, but there's no icon to
 display how close you are to being knocked down.
- The amount of time you stay on the ground after a knockdown is less than in
 the Gamecube game.
- There's no real post-game scenario akin to The Grand Battle in this game.
 Arcade Mode kind of serves the same purpose but doesn't unlock anything.


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

Main Menu Translation:

The main menu has the following 3 options.  They're conveniently colour-coded
in case you can't read Katakana, but you should really learn it.

Scenario Mode (Yellow)
Arcade Mode (Red)
Option Mode (Cyan)


Scenario Mode takes you to the file select screen.  Custom Robo has 3 save
slots.  Selecting one that already has data will give the following options:

Start Game
Copy File
Delete File

If there's no data, you'll be asked to name yourself.  If you press R twice,
you can use English letters.  Press Start when done.


Arcade Mode has a further 4 Menu options, listed from top to bottom.

Stage Clear  - This is the main single player arcade mode
Free Battle  - You can set up any type of battle here
Vs Battle    - This is the two player VS Mode
Rankings     - This is for checking your high scores


Option mode has the following options:

Sound Mode  [Stereo | Mono]
Delete Score Data
Delete All Data


When choosing to delete anything, you'll be asked to confirm.  The top option
is always yes.


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

Controls:

Unlike other Custom Robo games, you can't change these controls, so you're
going to have to get used to them.


Menus:
------

Control Stick - Make Selection
A - Accept
B - Cancel
Start - Start Battle / Parts Test (Battle Menu / Customize Screen)
R - View Robo / Hide Robo (1P Customize Menu / 2P Customize Menu only)
C - Explanation
Z + A - Randomize Robo (2P Customization Screen only)


Field Map:
----------

Control Stick - Move
A - Talk
Start - Open Menu


Battle:
-------

Control Stick - Move
A - Gun
B - Bomb  (Hold to aim)
C - Melee attack
Z - Pod
R - Jump / Aerial action
Start - Open Menu


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

Ingame Menu Translation:


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


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

Customize
Opponent Data
Holosseum Data
Advice
Start Battle (you can also press Start)


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

Robo
Gun
Bomb
Pod
Legs

(You can press start here for the Parts Test)


During Parts Test:
------------------

Customize Menu
Back to Main / Battle Menu
Return to test
Controls


Field Menu:
-----------

Return to Game
Customize
Advice
Glossary
Message Speed
Return to Title


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

Return to Battle
Controls
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 where you'll start the battle, and which side of the cube
you land on determines how fast you can act at the start of battle.  Landing
with your head facing up is best and feet facing up is worst, but whatever you
get you can mash buttons and wiggle the stick get up faster.  If you get a good
start, you might be able to blast the opponent before they can defend
themselves.


Movement:
---------

Movement in Custom Robo is a bit heavy compared to other games.  The Robos
have weight to their movements, so it takes a moment for them to get up to
speed and they can't change direction on a dime.  This is particularly relevant
when attacking, because if you attack while moving you will continue to move
in that direction while you attack.  You have to put some thought into your
positioning in this game.


Jumping and Aerial Actions:
---------------------------

Every Robo is capable of taking to the air and performing some kind of aerial
action, usually a quick dash in any direction.  Some Robos can air dash more
than once, or have additional midair jumps instead.  Note that you can perform
almost all of your attacks in the air (the melee attack is the only exception),
and some attacks function differently on the air and on the ground.  You can't
perform any action during an air dash, though.


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

Each Robo is equipped with 4 basic attacks.  A gun, which is generally used for
quick, weak attacks, a bomb, which is used for stronger but slower attacks,
a pod, which is used to provide battlefield support, and a melee attack, which
is used at close range and is invincible while moving.  All of these attacks
reduce the opponent's HP if they connect, and a winner is declared once one
Robo's HP is reduced to 0.  Note that many attacks produce explosions which can
hurt the attacker as well.

The gun and melee attack automatically target your opponent, but the rest of
the attacks can be aimed in various ways.  When firing a bomb, you can hold the
button to bring up a targeting reticule, which you can move with the control
stick, though you can't move while doing this so you'll want to be fast.  Pods
will be fired in whatever direction you're pressing on the control stick when
you press the button, even if you're not actually moving in that direction.

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
only deal half damage), after which they will recover themselves and enter
the Rebirth state, which grants a few seconds of invincibility.

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 (though there are
exceptions).

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 you're about to be hit by the enemy's gun shots
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 days,
each one begins with you waking up in bed (or falling out of it) and getting
dressed.  I've attempted to provide the basic gist of the story and some light
strategy for important Robo battles, but don't expect either to be really
thorough.  The gameplay of this game is pretty open-ended and the story really
isn't anything special.


Here's a map of Robo World, so you can find the various locations.


                                                        ==Area 3==
                                              --------------   --------------
                                            /  Robo        /  /  Warehouse  /
                                           /   Dome       /  /             /
                                          /              /  /  Nojima     /
                                         / Exhibition   /  /  Building   /
                                        /   Grounds     ---             /
               ==Area 2==              --------/ /---------------------/
       ----------------------------   --------/ /-------
      /          Jumbo     Medical / / Robo      Park /
     /  Jumbo   Stadium    Center --/ Station        /
    /  Stadium    East           --                 /
   /    West             Battle / /           Your /
  /                       Hall / / School    House/
 /           ------------------  ----------------/
/ Katrea's  /                       ==Area 1==
/  Mansion  /
------------

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

Day 1 - Happy Birthday

You're dropped right into a battle!  Or not, this is actually just a demo.
Press A when you've seen enough to fall out of bed.

You're given a Robo Cube from your mother.  Your cousin Shinichi comes and
teaches you about the Eye Scan Registration for your new Custom Robo.  You
then immediately head to the Robo Station to test it out.

Shinichi has forgotten his Robo and leaves.  You now have control.  Like in
any RPG, you walk around with the stick and talk to people with A.  There are
two people you need to speak to here to advance the plot, the kid with a
green shirt and crazy wing-shaped hair to your immediate left, and the girl
with brown hair standing above you.  The boy's name is Hayao.  He has no
interest in Custom Robos, so he quickly leaves.  The girl introduces herself
as Yurie.  She likes Custom Robos but she can't participate in the battles
herself.  What you tell the two of them doesn't really matter, so just choose
yes (it's always the top option).  Shinichi returns.  Talk to him and he'll
ask if you're ready to head upstairs.  Select yes to continue on.

There are a bunch of Holosseums up here, which is where Robos do battle.
Shinichi will take you to one and start explaining how to play the game.
Since you likely can't read this just skip through the dialogue.  After each
of his explanations, he'll say "do you need to hear that one more time?", so
always select No to proceed.  The first battle is a total joke, he doesn't
even shoot back.  Use this time to learn the buttons.  You'll now have a second
battle where he actually fights back.


Robo Battle: Shinichi
---------------------
Shinichi's Robo is very quick, but he's downed by any attack, so just toss out
your pods and then shoot at him.  Once he's downed, practice firing a bomb to
hit him while he's on the ground, this is an important tactic throughout the
game.


We have control again.  See those people standing near holosseums and tossing
a cube up and down?  Those are people we can battle.  Walk to the open side
of the Holosseum and select yes to imitate the battle.  After beating them,
you'll gain the data for some new parts, and Shinichi will leave you again.
The game will ask you if you want to save, again the top option is yes.
Note that you can only save at specific points in this game.

Leave the area and head back down the stairs.  Talk to Shinichi at the bottom,
and he'll tell you about how to get new parts.  All you have to do is go talk
to the person at the Parts Generation Counter in the top left to get your new
parts.  You can now equip these before a battle in the customization menu if
you so desire.  You'll now head to the park.

A girl named Karin is destroying some boys, to the enjoyment of her female
fans.  Shinichi will challenge her to a battle on your behalf, so walk around
to the holosseum to battle her.


Robo Battle: Karin
------------------
Karin has the 3-Way Gun, which is much better than your Standard Gun, so
don't try to face her head on.  Use cover to your advantage to fire bombs and
only go in when it's safe.


You'll get more parts data for beating her and the day comes to a close.
Select yes to end the day.



Parts earned on Day 1:

Basic Gun, Standard Bomb, Beginner's Standard Pod, Standard Legs
(You begin with all of these)
Beginner's Speed Pod
3-Way Gun



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

Day 2 - Training with Shinichi:


Leave your house.  You now have access to the World Map.  Return to Robo
Station and take your new parts.  Return to the second floor to meet Shinichi,
Karin, and Hayao.  Hayao leaves, and Yurie arrives.  They discuss the Robo Cup,
a tournament for rookie commanders, which they want to participate in.  Yurie
says she's not feeling well and leaves, and Karin goes to battle some random
mooks, leaving us free to explore.

Leave the area and go to the School (check the Map above if you can't figure
out which one it is), where you'll meet Rihit, a stuck-up rich boy.  He agrees
to battle you but only if you beat the other people around here first, so go
challenge them.  Shinichi will continue giving useless advice.  The enemies
here are definitely harder than yesterday, so be aware that you can go back
to the Robo Station at any time to pick up new parts.  After crushing all 3,
talk to Rihit again.  He tries to wimp out of fighting you, but Karin shows up
and forces him into it.


Robo Battle: Rihit
------------------
Rihit's Robo has awful defense, so use the 3 Way Gun to knock him down, then
fire bombs or use the melee attack.  Just don't go in too recklessly or you'll
get hit by the Wall Pod.


Rihit runs off after you beat him, without even giving you parts data.  What
a baby.  Select yes to end Day 2.



Parts earned on Day 2:

Standard Pod
Beginner's Feint Pod
Left Shot Bomb H


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

Day 3 - The Rival:


Return to Robo Station's second floor to meet Shinichi and Hayao.  Talk to
Shinichi, who tells you that Hayao has been checking out the Robo battles,
and he asks if he wants to battle too, but he gets defensive and leaves.
Oh well, off to find Karin.  She's at the Park.

Karin has just won her 300th battle, and she's forcing some of her vanquished
foes to battle you for the sake of your training.  Shinichi will help the same
way he always does, by bothering you before each match.  We have a new battle
arena with a moving train obstacle, try not to let it get in your way.  As
usual, feel free to collect new parts after every match.

Oh, look, Hayao showed up while you were beating those guys.  He apparently
doesn't have much interest in Custom Robos, but if you can do it he thinks
he can too, so it's time to battle.


Robo Battle: Hayao
------------------
Hayao just started, so he has the worst parts in the game.  Watch out for his
melee attack, it has a lot of range.


Hayao is surprised that he couldn't win and resolves to get stronger.  I guess
he's hooked now.  Select yes to end the day.



Parts earned on Day 3:

Standard Bomb F
Wall Pod
Gatling Gun
Speed Pod D
Straight Bomb G


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

Day 4 - The Robo Cup:


It's the day of the Robo Cup!  Shinichi comes to collect you in the morning
to head to Battle Hall.  You may notice that's not somewhere we've been to yet,
it requires us to cross the bridge to the northwest.  Before we can leave,
though, your father asks you to take something to your mother in the Medical
Center.  That's also across the bridge, so away we go.

You'll meet Yurie here.  It seems there's something pretty seriously wrong with
her and she wasn't just ditching us earlier.  She'll introduce you to her
brother, Mamoru, who is a champion robo commander.  He politely introduces
himself and takes interest in the fact that you are also a robo commander, then
they check out.  You can now explore the Medical  Center.  To find your mother,
head through the doors a above you, then take the second door on the left.
She'll introduce you to Dr. Homura, a researcher in the field of nanomachines.
Nanomachines are microscopic machines that can operate inside the human body,
they're using nanomachines to treat Yurie's illness.  She takes the package
and thanks you for coming.  With our errand complete, we can now head to the
Battle Hall.

Shinichi has forgotten our entry ticket, and runs back home to get it.  What
a dope.  Talk to Karin, who will introduce you to Akira, a reporter who works
for Robotechs Magazine.  He's here to cover the Robo Cup.  Afterwards, she'll
head into the hall.  Talk to Hayao, and he'll head inside as well.  Shinichi
returns in the nick of time, and with the ticket we can enter as well.

There's a parts generator in the top left corner of this room, you can check
this to get parts just like you could at the counter.  Talk to the boy in the
red hat, Fukashi, and he'll proceed to the main stage (after making a fool of
himself by going the wrong way).  Rihit is here too, and he'll ask if you like
the Gatling Gun (say no and he'll be horrified), then head inside.  If you head
upstairs you can see the observation deck, where a couple of suspicious
characters are watching the proceedings.  Oh well, nothing we can do about them
now, time to begin the Robo Cup!

Your first opponent is Fukashi, who is at the top right.


Robo Battle: Fukashi
--------------------
Don't let Fukashi's uncanny resemblance to Rex Raptor fool you, he's packing
the powerful Wave Pod, which creates a series of explosions in a line when
it lands.  You can't dodge this by moving backwards, you have to move left
or right, so don't let yourself get trapped.


Afterwards Fukashi swears revenge and round 1 is over.  Make sure you grab the
Wave Pod from the parts generator in the lobby.  Our second opponent is
Shinichi, who was hoping not to fight us so early.


Robo Battle: Shinichi
---------------------
Shinichi has actually gotten a fair bit tougher, but his defense is still
totally atrocious, so use the 3 Way Gun to knock him down and then lay into
him with bombs and pods.  Watch out for that Feint Pod, it can be a nuisance
when you're trying to avoid his shots.


Shinichi helpfully ponies up a bunch of parts after we beat him.  What a guy!
He's kind of bummed out about losing, but as long as we win the whole thing
it'll be all right.  The next opponent is Hayao, talk to him when you're ready.


Robo Battle: Hayao
------------------
He's using some real parts this time, but he's still not particularly tough.
Just try to remain mobile and don't land on Cockroach Pods and he should go
down fairly easily.  How exactly did he make it this far with those parts?


He flips out after losing.  What a sap.  Rihit is your next opponent.


Boss Battle: Rihit
------------------
Rihit has a pretty nasty combination of Seeker Pod and Gatling Gun that can
really pin you down.  You might want to try out the new Vertical Gun so you
can attack from behind cover, but get out of there when the Crescent Bomb
gets close.


Rihit's face after losing is hilarious.  The final opponent is Karin.


Robo Battle: Karin
------------------
Karin hasn't changed a ton since last time, but the 3 Way Gun is still
dangerous and her new Jumping Pod also creates huge explosions.  Stay mobile
and pepper her with bombs, she doesn't tend to move too fast.


Karin congratulates you on your victory, and you're given a trophy.  You're
also invited to the Super Commander Tournament.  Talk to Shinichi back in the
Lobby to end the day.  Your trophy shows up on your mantlepiece, too.



Parts earned on Day 4:

Wave Pod
Vertical Gun
Right Shot Bomb H
Feint Pod G
Cockroach Pod H
Crescent Bomb P
Seeker Pod G
Jumping Pod B


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

Day 5 - Fukashi's Revenge:


Head to the second floor of the Robo Station and talk to Yurie.  She'll inform
you that Hayao wants a rematch.


Robo Battle: Hayao
------------------
He's gotten a surprisingly large amount of new parts since yesterday.  His
new setup doesn't really seem that effective, though, just don't get too close
to the Spider Pod and you should beat him easily.


He finally seems to acknowledge that we're pretty good at this and he'll have
to put in serious effort to beat us.  Shinichi finds us after the battle and
informs us that Karin needs our help, but who cares about that, Hayao just gave
us our first new Leg Part!  After grabbing it, head to the park.

It seems Fukashi has taken over the park.  Before we can beat him down, we
have to eliminate his two flunkies, and even though we won the tournament,
Shinichi still thinks we need advice.  After beating them, it's time to take
on Fukashi.


Robo Battle: Fukashi
--------------------
He's still packing some powerful parts, and the Formula Leg has made him a bit
quicker.  Stay mobile and try to attack from the air.  Don't try to rely on
eliminating his shots too much, because he's hard to knock down.


Afterwards Fukashi will run off.  Shinichi finds an ID Card that he dropped
on the ground.  It seems like it allows access to a party at the Katrea
Mansion.  Let's grab the Formula Leg and then head over there.

At the mansion, Fukashi is being denied entrance due to his missing ID Card.
He notices you and tries to use your status as Robo Cup champ to negotiate
his way in, but the bouncer isn't having it.  However, miss Katrea herself
intervenes and says you're all welcome to enter.  Shinichi returns the ID Card.
Note that there's a parts generator towards the top left of this area.

Head to the top right and talk to Katrea.  She introduces herself as a
designer of Custom Robos and heiress to the Lambda Corporation, which makes
most of the world's Custom Robos, and she would like to see your skills in
battle.  She also has that annoying noblewoman's laugh that the Japanese think
is amazing, O~hohoho!  Fukashi wants to show off his skills as well, but since
you've already trounced him no one cares about him anymore, to his great
disappointment.

Time to battle her two employees.  These guys possess the powerful Sniper Gun
and Stun Gun, so try not to face them head on.  Feint Pods are a good way to
keep opponents at distance, allowing you to blast away with bombs and long
range guns.  Afterwards, Katrea is preparing to battle you, but her butler
dashes in and insists on doing so instead.


Robo Battle: Butler
-------------------
He has the Hornet Gun, which can be pretty dangerous, you might want the
Long Burner leg to avoid its attacks.  Remember that if you knock him down,
the hornets vanish, so you can use that to your advantage by blasting him with
the Sniper Gun just as he launches an attack.


Katrea has had enough for one day and says she's looking forward to seeing you
in the Super Commander Tournament.  Shinichi suggests we head home.  On the
way home we overhear people talking about a powerful commander who has been
beating everyone at the Robo Station with his Flame Gun.  Karin is battling
him right now, so Shinichi wants to check it out.

Talk to Yurie on the second floor of the Robo Station.  The mystery man defeats
Karin, and identifies himself as Jake.  It seems he's heard about your from
Mamoru, and he wants to know how good you are, so it's time to battle.


Robo Battle: Jake
-----------------
The Flame Gun is powerful at close range, so try to keep Jake away from you.
Once again Feint Pods work well here.  You could try out the Sniper Gun if
you want, it can really blast him back if he comes in too hard.


Jake is impressed, but he won't fork over his gun data until we beat him in the
Super Commander Tournament.  Oh well.  Head downstairs and talk to Shinichi to
end the day.



Parts earned on Day 5:

Idling Bomb D
Spider Pod G
Long Burner Leg
Seeker Pod F
Cockroach Pod G
Formula Leg
Sniper Gun
Stun Gun


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

Day 6 - Super Commander Tournament Day 1:

It's the first day of the Super Commander Tournament!  Shinichi comes to
collect you in the morning again, and we head off towards the Jumbo Stadium
East, which is also across the bridge to the west.  No errands to run this
time, so we can just head right there.

Our registration info is all accounted for this time, so we can just head right
in.  Katrea and her cronies are here, it seems she's also a participant.
Fukashi and Rihit are here too, talk to them and they'll also enter the main
stage.  After talking to everyone head to the door in the lower right to start
the  tournament.  There's a spectator area through the top right that is a lot
more crowded this time.

There's a parts generator right here in the tournament area, so use it between
matches.  Fukashi is your first opponent.


Robo Battle: Fukashi
--------------------
The first thing you'll notice here is you're fighting on ice, which makes
movement difficult.  Try to use parts that take advantage of this, like Feint
Pods and fast travelling bombs.  Fukashi's robot has always been slow and
unwieldy, and it really works against him here, bombs will pin him down easily.


And Fukashi goes down in round 1 again.  Your next opponent is a generic young
girl.  Her set tries to force you to move around a lot, but it doesn't work
well, and she lacks traction, so you can easily bomb her to death.  Your next
opponent is Rihit.


Robo Battle: Rihit
------------------
Rihit is a lot tougher than the previous two opponents.  His fast robo actually
has good grip here, and his Reflection Pod can be hard to avoid on ice.  As
always, he has horrible defense, so the 3 way gun is great at knocking him
down.


Rihit still can't handle losing.  Your last opponent is Katrea.


Robo Battle: Katrea
-------------------
Katrea is packing another fast, low-defense robo, but this time with the added
annoyance of the Hornet Gun.  You'll probably want Long Burner Leg for evasion.
Once again the 3 Way Gun and Feint Pod prove effective.


Afterwards you receive the second trophy.  Talk to Katrea on the way out,
then talk to Shinichi and Karin in the lobby to go home.



Parts earned on Day 6:

Gemini Bomb P
Spider Pod
Reflection Pod
Hornet Gun
Idling Bomb P
Feint Pod F


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

Day 7 - Super Commander Tournament Day 2:


The Super Commander Tournament isn't over yet, so we're off to the Jumbo
Stadium West this time for the second round.  Jake is in the lobby, and so are
those two suspicious looking people from the Robo Cup.  Head inside to meet
Karin, Yurie, and Mamoru.  It seems that Mamoru is going to have an Exhibition
Match with the winner of the tournament, so he's here to scout out the
competition.  Hayao also arrives.  Head inside when you're ready.

As before, there's a parts generator here.  Shinichi also arrives in the nick
of time, it seems he's participating as well.  Your first opponent is the large
man we saw outside.  He introduces himself as Gousetsu, and it's time to fight
him.


Robo Battle: Gousetsu
---------------------
Gousetsu is packing the powerful (and illegal) Gousetsu Gun, which is like the
3 Way Gun but much stronger.  Don't attempt to face him head on, it'll tear
you apart, hide behind cover and snipe at him with your new Hornet Gun (just
jump straight up, fire it, then fall back down to safety).  He's slow, so it'll
take him down pretty quick.


After the match, Gousetsu gets kicked out for using illegal parts.  Why didn't
they disqualify him before or during the match?  We could have been hurt!
Your next opponent is a generic boy.  He uses the Gatling Gun, so punish its
long recovery with bombs and Seeker Pods.  It's time to face off against Jake.


Robo Battle: Jake
-----------------
Jake's quicker and more dangerous than before.  In addition to his Flame Gun,
he's got the scary new Diving Pod that hunts you down at shocking speed.
I recommend the Hornet Gun so you can just fire and forget while you focus on
evading his attacks.  Try to pin him down in the middle so the flame hazard
will hit him.  How do you like the fire, Jake?


Jake declares you to be a genius for beating him on his home turf.  More
importantly, we get a bunch of great new parts for beating him, so go pick them
up before you fight your final match, which is against Hayao.


Robo Battle: Hayao
------------------
Hayao has the amazing Dragon Gun this time, but your new Quick Jump Leg makes
the Hornet Gun even more dangerous than before.  Hide behind a barrier and make
quick jumping shots to stay safe.  If he does get a dragon shot over your
barrier, get out of the way as fast as you can and look for a new place to
hide.


Hayao actually congratulates us for once, and we win the third trophy and the
right to participate in the Exhibition Match against Mamoru.  Return to the
lobby and talk to Shinichi to go home.



Parts earned on Day 7:

Jumping Pod G
Flame Gun
Diving Pod H
Quick Jump Leg
Dragon Gun


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

Day 8 - The Exhibition Match:


Attempt to leave your house to be met by Karin, who reminds you about the
upcoming  exhibition match against Mamoru.  She tells you to head to the Robo
Station.

Head upstairs and talk to Karin.  She wants to battle you to help you train
for your match against Mamoru, because he's apparently very tough.


Robo Battle: Karin
------------------
Karin is ridiculously aggressive in this match, she hounds you constantly and
tries to attack with the short-range Splash Gun.  Either take some defensive
gear like Seeker Pods or try to fight fire with fire with the Stun Gun.


This time, Shinichi decides to give his advice to Karin instead of us.  What a
traitor!  She's more confident she can beat us this time, and we have to fight
her again.


Robo Battle: Karin
------------------
This fight is much the same as before, though Karin seems to try to cover her
approach more with bombs and pods this time.  The same strategy generally
applies, focus on blowing her up before she even gets to you.


Karin realizes how useless Shinichi's coaching is and leaves.  Man, if only we
could have just told him off on the first day, it would have saved so much
time.  Shinichi wants to head off to the exhibition match, but before that,
an old foe wants us a piece of us.  It seems Fukashi thinks that if he beats
us, that'll make him the real winner of the tournament.  We're all ready to
battle, but a girl chases him off.  With that distraction out of the way it's
time to face Mamoru.  Head across the newly opened eastern bridge.  The
Exhibition Grounds are immediately to your left.

Pretty much everyone you've met so far has come to watch your battle against
Mamoru.  Head onto the stage and talk to the attendant to the right.  They'll
hold a brief interview with you, to which you can just say yes to everything.
Mamoru arrives and the announcer talks to him for a bit, but just as the match
is about to start Yurie falls ill again.  Mamoru quickly rushes to her aid.
She claims to be fine, but it's clearly a lie, so the match is postponed while
we take her to the Medical Center.  Looks like the day's entertainment is over.

Or not!  A mysterious old man appears on top of the stage!  After a seriously
cool somersault, he rushes to the stage to take Mamoru's place.  He introduces
himself as the legendary commander, Robokichi (Kichi means "Maniac" in
Japanese).  He quickly reprograms the holosseum to his liking (is that legal?)
and the battle begins.


Robo Battle: Robokichi
----------------------
For all of that fanfare, he's really not very tough.  The only real threat
here is the Speed Pod P, so just keep your distance, it'll give you loads of
time to dodge those Crescent Bombs.


Robokichi's not willing to accept defeat yet, he reprograms the holosseum yet
again and makes us fight him a second time.  I'd never put up with this if he
didn't have such cool music.


Robo Battle: Robokichi
----------------------
This is a really crazy stage, it tilts back and forth, moving the obstacles
around.  There's really no place to avoid attacks here, so prepare for a
slugfest.  Flame Gun or Splash Gun will do well here.


And off he goes.  Show's over, folks.  Talk to Karin to check in on Yurie at
the Medical Center.  Your mother has been looking after her and it seems that
she's doing a little better now.  Mamoru apologizes for missing the match and
says that you can battle in the Great Robo Cup instead.  Just then, Hayao
passes by outside.  What is he up to?  Yurie has to stay in the Medical Center
for a little while longer, so it's time to go home.

On the way out you're met by a strange man.  Shinichi identifies him as Jirou,
a famous commander and Mamoru's rival in the Great Robo Cup.  He's been a
finalist in many tournaments, but since he always gets second place to Mamoru
he's come to be known as the "Second Best Commander".  He's come to visit
Mamoru, but he recognizes you from the Exhibition match.  He invites you to
come to Robo Station later for a battle.  You head there automatically as soon
as the conversation finishes.  Head upstairs to battle Jirou.


Robo Battle: Jirou
------------------
Jirou possess the mighty Rayfall gun and a powerful bomb, so don't expect
camping to  be effective.  I'd recommend the exact opposite strategy, just go
in really  hard with the Flame or Stun Gun and and try to overwhelm him, he
can't risk using that bomb at close range.


Jirou says he can see how you won the Super Commander Tournament.  Afterwards,
he and Karin get into an argument, and she challenges him to a battle, but he
beats her easily and talks condescendingly to her, which really makes her mad.
She demands that Shinichi give her more training so that she can get strong
too.  Afterwards, head down to meet Yurie.  She asks where Karin and Shinichi
are, and after being told that they're busy she asks if she can talk to you
privately for a moment.  She thanks you all for being her friends and wishes
you luck in the tournament or something to that effect, and that ends the day.



Parts earned on Day 8:

Splash Gun
Left Arc Gun
Speed Pod P
Gemini Bomb B
Grounder Leg


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

Day 9 - Great Robo Cup Preliminaries


Shinichi's waiting for you downstairs again.  Today we're off to Robo Station
for the Great Robo Cup Preliminaries.

Pretty much every character you've met so far is here, including Mamoru and
Jirou.  Talk to Karin when you're ready to start the festivities.  It looks
like Shinichi is teaming up with her this time.  Oh well, talk to Hayao, then
try to head up the stairs to start the battle.

It looks like your opponent hasn't shown up, so you're about to win by default
when your self-proclaimed rival Fukashi shows up.  Apparently you're going
to experience his ultimate attack this time around, the Dodecane Final Combo
Spinning Banisher, which is actually just his melee attack.  He's kind of a
goofball.


Robo Battle: Fukashi
--------------------
True to his word, Fukashi does make heavy use of his melee attack this time.
Like all melee attacks, it's invincible while he's spinning, but he's quite
vulnerable afterwards, so just be ready to shoot him when it ends.  His Shotgun
is a bit more worrying, it's quite potent from close range, so just stay back
and let him roll towards you, then shoot him down.


Off he goes yet again.  Your next opponent is a man with purple hair that we
haven't met before.  His name is Subaru.  He's definitely suspicious, but at
least he's not stupid enough to enter using illegal parts.


Robo Battle: Subaru
-------------------
Subaru has a pretty well-balanced set up that can fight pretty effectively from
any range.  Be careful of his Seeker Pods and the right arc gun, which hits
hard.  You'll definitely want a setup that gives you decent mobility for this
battle.


He doesn't seem too upset about his loss, as though he was just testing you
or something.  Your next opponent is a generic boy.  He's using another one of
those low defense Robos and just tries to chase you down, so pack something
like Splash Gun to get him away from you.  Next up is Karin, who is pretty
confident that their team will be successful.


Robo Battle: Karin
------------------
Karin is packing a really powerful combo of Gatling Gun, Geo Trap Bomb, and
Diving Pod.  She's definitely most dangerous from close range, so I'd try to
snipe her out with long distance weapons, but this one won't be easy.


Karin congratulates you on a hard fought win, and we move onto the final battle
against Jirou, which is held on the main floor.  First I'd recommend grabbing
the Geo Trap from the parts counter, as it is an extremely useful bomb.


Robo Battle: Jirou
------------------
This one is incredibly tough.  Jirou hasn't changed much, but this stage
massively favours runaway and the Rayfall Gun and Float Pod chase you down
mercilessly.  First of all, make sure you've got the Stabilizer Leg, the extra
acceleration is absolutely vital to avoid Rayfall shots.  You'll have to play
hit and run, just run around the outside of the stage, dropping Seeker Pods and
running in for Stun Gun into melee attack whenever the pods distract him.  Make
sure to air dash out after the melee attack hits, you don't want to eat a
retaliatory melee attack from him because he hits hard.


At least you get a ton of parts for winning that awful battle, including the
Rayfall gun, which is one of the best guns in the game.  Jirou can't believe
he got second place yet again even with Mamoru not in the tournament, but he
calms down soon enough.  After all that work, we finally receive the next
trophy.  Time to head home.  Our mantlepiece is looking totally full now.



Parts earned on Day 9:

Shotgun
Right Arc Gun
Stabilizer Leg
Tomahawk Bomb B
Short Burner Leg
Geo Trap Bomb
Rayfall Gun
Tomahawk Bomb G
Float Pod F
High Jump Leg


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

Day 10 - Robo Rampage


Head downstairs and leave your house.  It seems there's a commotion going on
at the school, so head over there.  Talk to the kid outside, then head in.
Karin and Shinichi are already here, so talk to them.  While you're talking,
a little boy will run up to you and tell you that a robo is going crazy in the
warehouse behind the school.  Follow the others, then talk to Karin again.

Sure enough, there's a Robo with no commander going haywire in there.  Get
closer to engage it in a battle.  This is one of the easiest battles in the
game, it just uses its melee attack over and over.

After we shut down the rampaging Robo, Subaru, Gousetsu, and another girl show
up.  They explain that this is a special Robo that can act on its own, with no
commander.  Gousetsu blabs a bit more about their plan, mentioning the Medical
Center, and gets a scolding the woman.  We hurry off to make sure everything is
okay there, and Hayao tags along.

It seems there's been another incident here, but Mamoru took care of it
already.  It turns out that Dr. Homura was the one who developed the autonomous
robos.  He escapes into the Medical Center grounds and we give chase.  Outside,
he summons another autonomous robo to battle us, and mentions that he's part of
something called the Dread Army that's going to take over the world.  The
others are afraid, so Hayao challenges him, but he is beaten easily.  It looks
like it's up to us.


Robo Battle: Homura
-------------------
This robo uses the illegal Homura Gun (as did the last robo, but he rarely
fired it, and it was just called ??? there to avoid spoilers), which is like
the Dragon Gun but better.  It's still not that hard to avoid, though, just
let it get close to you and then air dash away to the side.  The Sniper Gun
is good at knocking his Robo down, which will also get rid of any dragon shots
on the screen.


Homura gives us a creepy speech about the Dread Army and then escapes with
a jetpack.  Back inside, we have a discussion about Homura, the Dread Army,
and nanomachines.  Apparently, while the main purpose of the nanomachines
developed at the medical center was to treat illnesses, they could also be used
in a healthy person to greatly enhance their natural abilities.  Homura was a
Dread Army spy who came to steal the technology, but thankfully he was caught
before he could get his hands on the plans.  Still, the Dread Army is clearly
bad news, it seems they plan to use Custom Robos for criminal purposes.
Select yes to end the day.


Parts earned on Day 10:

None


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

Day 11 - Akira's Test


Karin comes to collect you right out of bed.  Return to the Battle Hall to meet
Akira.  Akira's looking for an assistant to help him infiltrate the Dread Army,
so he's collected some strong commanders to battle for the right to go with
him.  It looks like it's going to come down to a battle between you and Mamoru,
but just then Hayao busts in.  He wants to be part of the team, so we'll have
to fight him instead.


Robo Battle: Hayao
------------------
Hayao is still using the Dragon Gun, so the same strategy still mostly applies.
Make sure you're decently mobile and use something that can strike quickly.


It looks like now we'll finally get a chance to battle Mamoru... or not!
Robokichi makes another amazing entrance!  For an old guy, he's really nimble.
He also thinks he should be the one to stop the Dread Army, so we have to
fight him too.


Robo Battle: Robokichi
----------------------
This is a really easy one, Robokichi's Bubble Gun has a lot of trouble with
the obstacles in the area, so you can easily camp behind a barrier and blast
him with whatever you want.


After seeing you win those two battles, Mamoru bows out and lets you be the
one to go with Akira.  It seems the game will stop at no lengths to prevent us
from battling him.



Parts earned on Day 11:

Submarine Bomb D
Dolphin Pod G
Bubble Gun
Triple Pod H


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

Day 12 - Infiltrating the Nojima Building


Head to Robo Station and talk to Akira on the first floor.  He says that he's
found the enemy's base and asks if you're ready to leave.  Select yes to head
to the Nojima Building.

Fukashi is here, trying to talk his way in, but once again it isn't working.
Akira gets us in.  This is a shady place where they hold illegal Robo battles
to find worthy commanders to recruit for the Dread Army, and we'll have to beat
everyone here if we want to meet the man in charge.   Surprisingly, Rihit is
one of the people battling here.


Robo Battle: Rihit
------------------
Rihit's Eagle Gun is very similar to the Rayfall gun, it fires projectiles that
stay in the air, then home in very effectively.  These can be tough to dodge,
but since Rihit's Robo has no defense you can simply hit him with anything
to neutralize the shots.


After beating all four opponents talk to Akira again to gain access to the
back room.  Dr. Homura is in here, talking to the leader of this organization,
a rather creepy looking guy with a cape.  Akira tells us to go check the
place out while he keeps watch, so head in the side door and take the stairs
down to the basement.  It seems like Gousetsu, Subaru, and the woman are
training a whole army of commanders.  We could never take on so many, so we'll
just have to get out of here.  Talk to Akira to leave this place.

Uh oh.  So much for a clean getaway.  Subaru, Minamo, and Gousetsu have caught
us.  As if we hadn't figured it out by now, they're the three generals in the
Dread army, and they know we've been spying on them.  It's finally time to
battle the woman with green hair, and she's really tough.


Boss Battle: Minamo
-------------------
Not surprisingly, she also has an illegal gun, the Minamo Gun.  It's like the
Rayfall Gun, but it shoots way more shots.  Make sure you've got Stabilizer
Leg and the Dragon Gun, because the only way you're going to win is to fire
the Dragon Gun just after dodging a round of shots.  Assuming you're at about
the right distance, it should hit her just as she's starting the next round of
shots and knock her down.  Keep at this until you take her out.


Assuming you somehow win, the two you hightail it out of there back to safety.
It's finally time to get some sleep.


Parts earned on Day 12:

Eagle Gun


###############################################################################
W-13

Day 13 - Showdown With the Dread Army


Shinichi comes to collect you in the morning.  Despite all that's happened,
we still have to finish the Great Robo Cup today.  Shinichi asks you about
what happened yesterday on the way.  Our destination is the Robo Dome, which
is to the northeast.

Once inside, talk to Hayao and Karin.  Karin tells us that something has
happened to Yurie, so we quickly head back to the Medical Center.  Your mother
explains that the Dread Army kidnapped her to try to gain control of the
nanomachine technology inside her body.  Head out back to find Mamoru and
Akira, discussing what to do.  Robokichi appears and says he's found a secret
way into their headquarters.  Mamoru quickly takes after her, and the rest of
us follow along.  We find ourselves outside the Warehouse, where we once again
find Fukashi.  To Hayao's annoyance, we agree to let him join our battle
against the Dread Army.  Robokichi appears, and reveals a secret passage in the
Warehouse.  It seems Mamoru has already gone on ahead.  Shinichi helpfully
discovers a parts generation machine, too.  Grab any parts you might need, then
talk to Akira to head into the passageway.

We descend a long flight of stairs, and Fukashi won't shut up (he wants to sing
a team song, among other things), causing Karin to flip out and tell him off.
If you plan to play the rest of the series, get used to this kind of thing.
Eventually we reach a big door, and inside we find a high-tech laboratory.
There's 4 doorways, so we split into 4 groups to explore the place, you, Hayao,
Karin and Shinichi, and poor Akira gets Fukashi.  Your pathway leads to a lab
where some Dread Army goons are busy typing away.  They have nothing for you,
so just head on through.  It seems Mamoru has already been here and has beaten
most of these guys.  We are forced to battle one Dread Army goon in the next
room, but he's not very tough.

Afterwards we can see Karin and Shinichi in the next hallway, but we're
separated by glass.  Oh well, nothing left but to keep going.  We have to
battle two more goons in the next room before we can move on.  In the next
hallway, we see Fukashi and Akira being cornered by some goons.  I knew that
team was a bad idea.  Time to fight 2 more Dread Army goons.  Afterwards, Rihit
appears.  It seems that he's joined the Dread Army, so we have to put him down.


Robo Battle: Rihit
------------------
Rihit hasn't really changed at all since the last time we fought him.  Use
some quick gun like Sniper or 3 Way to neutralize his Eagle shots and take him
out with bombs while he's knocked down.


With him out of the way, proceed onwards to the next room.  Once again,
Mamoru has already taken these guys out.  Wow, he's really been busy.  In the
next room, we find our friends and Mamoru, who is battling three goons at once.
He beats them all, but he's already fought like 20 guys and he's completely
exhausted.  He claims he can keep fighting, but Karin knows better and makes
him rest a moment.  Fukashi and Akira finally arrive, with about 10 goons hot
on their heels.  The others agree to hold them off while we go on ahead to
rescue Yurie.

Unsurprisingly, the generals are waiting for us up ahead.  First up is
Gousetsu, who has been itching for a rematch.


Robo Battle: Gousetsu
---------------------
This time he's packing a whole suite of illegal parts, but the two that really
matter are the Gousetsu Gun and Gousetsu Pod, which are a better 3 Way Gun and
Diving Pod, respectively.  The Gousetsu Pod will hunt you down mercilessly,
and the Gousetsu Gun prevents you from getting close.  The key here is to stay
as far away as you can so the gun is no threat, then just focus on dodging the
pods.  The Rayfall Gun is definitely the weapon of choice here.  Watch out for
the corners of the map, they fall away if you stand on them, which kind of
traps you.


One down, two to go.  Minamo is next.  She's not surprised that you beat
Gousetsu, but can you beat her?


Robo Battle: Minamo
-------------------
Once again she's now got a full set of illegal parts, but the one to watch out
for is the Minamo Gun, which is a better Rayfall Gun.  Keep moving and fire
the Dragon Gun inbetween volleys, it can knock her down in one hit and get rid
of all her shots.


You expected Subaru next?  Not quite.  First, Homura has returned for a
rematch.


Robo Battle: Homura
-------------------
He's really still kind of a pushover despite his illegal parts, he fires his
gun at bad times and frequently leaves himself open.  Just watch out for the
stage, the lava progressively encroaches upon you, leaving very little room
to fight.  A close-range weapon might be a good idea here.


Now it's Subaru time.  Last time he held back and didn't use illegal parts,
but this time it's for real.


Robo Battle: Subaru
-------------------
Subaru's gun is a super powered version of the Hornet Gun which is almost
impossible to avoid from close range.  As such, you'll want to stay as far away
as you can, using pods like Feint and Seeker and the Rayfall Gun.  This is a
pretty crazy stage, too, it separates every now and then.  Use this to your
advantage to play keep away.


The time has finally come to face the leader.  He has Yurie hooked up to some
kind of machine which will extract the nanomachines from her body, probably
killing her or something.  He identifies himself as Shinonome, the leader of
the Dread Army.  It's time to end this.


Robo Battle: Shinonome
----------------------
Shinonome possesses a crazy gun that fires two lasers in a U shape.  It
travels very fast and hits hard, but there's a deadzone in the middle that it
doesn't hit.  As such, you could actually try using close range attacks,
particularly since this arena is quite small and there's really no where to
run.  The Shotgun or Stun Gun should make short work of this tyrant.


Unfortunately, it's not over yet, we have to immediately fight him again,
and this time he'll use his true powers.


Robo Battle: Shinonome
----------------------
It's not nearly as easy this time.  We have to fight him in a weird outer space
stage where it's hard to see what you're doing, but the bigger problem is that
he now uses his Melee attack if you come close, which is pretty much impossible
to avoid.  This one's a job for the Rayfall Gun and Feint or Float Pods.


After all our hard work the Dread Army is finally defeated.  The police show up
and arrest everyone, and Yurie is saved.  Mamoru offers his heartfelt thanks
to everyone for saving his sister.  So that's the end of the game, right?

Not exactly.  Katrea appears and reminds us that the Great Robo Cup isn't yet
over.  They delayed it one day while we were all occupied but it's going to
resume tomorrow.  Before that, though, we deserve some sleep.


Parts earned on Day 13:

None


###############################################################################
W-14

Day 14 - Great Robo Cup Finals


Shinichi's waiting for us again.  This is it, back to the Robo Dome.  This time
the battle can finally begin without any interup-

You're kidding me!  Shinichi's forgotten his entry ticket YET AGAIN.  Oh well,
it gives us some time to talk to the people in the lobby.  Talk to Yurie and
she'll tell us that her treatment was successful and that she's all better now.
She apologizes for all the trouble she caused, and Hayao tries to tell her not
to worry about it in his usual socially awkward sort of way.  It seems like he
kind of has a crush on her.  Also talk to Fukashi and Karin.  It seems Fukashi
was emboldened by our victory yesterday, and Karin still totally can't stand
him.  Head into the waiting room and talk to everyone, and the tournament will
finally begin.  It seems as though they recognize you so the entry ticket
wasn't really necessary anyway.

Up on the big stage, your first opponent is Fukashi, as always.


Robo Battle: Fukashi
--------------------
Fukashi's got the V-Laser gun, which is the regular version of that gun that
Shinonome had.  In much the same way, you can feel free to either go for
close range weapons or use Rayfall.


Fukashi makes another grand escape.  Again, if you plan to play the rest of
the series, be prepared for a LOT more of this.  Jake's up next, but feel free
to head back to the lobby and grab new parts first.


Robo Battle: Jake
-----------------
His strategy is mostly unchanged, he still tries to rush you down with the
Flame Gun.  The Sniper Gun and Seeker Pods will help keep him out of your hair.
Watch out for his Melee attack, it's quick and covers a ton of ground.


Jake is upset that he lost, but he wants you to keep going and win.  Next is
Katrea.


Robo Battle: Katrea
-------------------
She's still using a little wimpy Robo and the Hornet Gun.  You could either
totally overpower her using Rayfall or stick with good old 3-Way Gun to prevent
her from ever being able to do anything.


Katrea maintains her dignity even in the face of defeat, which is a rarity in
the Custom Robo world.  Next is Jirou.


Robo Battle: Jirou
------------------
He's just as annoying as ever, but we're a lot stronger now.  The first battle
with Jirou gave us the Float Pod, which is ironically the best tool for beating
him, it's great for disrupting his setups.  After harassing him with Pods,
run in for a couple blasts with the Shotgun.  Don't forget Stabilizer Leg.


Jirou lets out a manly scream at being defeated again, but at least maybe this
time someone can finally beat Mamoru.  The final battle is against Hayao.


Robo Battle: Hayao
------------------
Hayao's a Dragon Gun user, so you'll want a setup that allows you to remain
mobile.  Rayfall is always a good choice, but close range guns can easily work
too.  Watch out for the new Yajyuu Pod, it's dangerous at close range.


In the end, we proved to be the stronger of the two rivals.  Now all that
remains is the title match vs Mamoru.  Finally, this time we actually get to
fight him.  Mamoru reminds you that this is the last battle, in case you hadn't
figured that out.


Robo Battle: Mamoru
-------------------
Do you recognize this arena?  It's the one from the dream at the very beginning
of the game.  The time has finally come to face Mamoru, the defending champion.
He's packing a couple new parts, including the powerful Magnum Gun, which is
kind of like a better Shotgun that has a bit more range.  You won't want to
get close to him if you know what's good for you, so it sounds like a job for
trusty Rayfall Gun.  It's a small arena, though, and he likes to flood it with
bombs and pods, so you might want to try out that new Yajyuu Pod to keep him
away from you.


And with that, we're the new Great Robo Cup champion.  Karin, Shinichi and
Yurie all rush to congratulate us, and we receive the final trophy.  The
story of Custom Robo has come to an end, enjoy the credits sequence, which
shows what happens the day after the Great Robo Cup ends.  Karin has a battle
with Mamoru, Robokichi tries to interrupt a battle between Hayao and Jirou
(but they ignore him), Fukashi battles Katrea's staff for the right to talk
to her, but unfortunately she has way more employees than he thought, and back
at the Robo Stadium, Yurie has finally gotten a robo cube.  Everyone wants to
be the first to battle her, but in the end it ends up being that little boy.
The End.


For beating the game, you now have access to Master and Legend Class in Arcade
Mode.  Also, all remaining parts are now unlocked, including the illegal parts.


Parts earned on Day 14:

V-Laser Gun
Feather Leg
Yajyuu Pod F
Magnum Gun
Straight Bomb S
(Note that you can never claim those last two since the game ends at that point
but you can use them in Arcade Mode)



###############################################################################
W-15

Arcade Mode


Arcade Mode consists of a number of 10-battle gauntlets against opponents
from the main Scenario Mode.  Beginner, Common, and Expert classes are
available initially, while Master and Legend class become available after
beating the Scenario Mode.  Legend mode is unique in that the battles here
aren't from the Scenario Mode, it acts as a post-game of sorts.


The classes are as follows:

Beginner - Battles from Robo Stadium, Park, School, and the Robo Cup
Common - Battles from Katrea's Mansion and the Super Commander Tournament
Expert - Battles from the Exhibition Match, Great Robo Cup and Nojima Building
Master - Battles from the Dread Army Base and Great Robo Cup Finals
Legend - These aren't from the main game, but they use a lot of illegal parts.


Each battle has a time limit of 120 seconds, and after the battle you're scored
based on how fast you won and how little damage you took.  Winning with no
damage at all awards an extra 10000 point bonus.  If you lose, you can
continue, but it costs you 10000 points each time.  There doesn't appear to be
any reward for beating it all besides bragging rights.


===============================================================================
===============================================================================
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.


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

Body Parts:


In Scenario Mode, you can't change your Body type, but there are actually
quite a lot of Robos available in this game, each with different strengths and
weaknesses.  Robos are divided into various basic classes (Ray is a Shining
Fighter Robo, while Robin is a Little Raider), and there's several models of
each.  Each body part has different properties, and while they aren't directly
shown in this game, Custom Robo V2 does show the statistics of each body, and
they match my own testing in this game so I'm going to use them here.

From top to bottom, these categories are:

Defense Power
Knockdown Resistance
Movement Speed
Jumping Power

Defense Power is how much damage it takes from attacks.  Knockdown Resistance
is how much it takes to be knocked down.  Movement Speed is how fast it can
move on the ground.  Jumping Power is how high it can jump and how fast it can
move in the air.

The base damage attacks do is expressed in terms of Ray's defense, which is 6.
Here's a chart showing the damage multipliers that all defense classes take:


Defense Class      Damage Taken
--------------------------------
    1                1.25
    2                1.20
    3                1.15
    4                1.10
    5                1.05
    6                1.00
    7                0.95
    8                0.90
    9                0.85
    10               0.80


A Robo with a defense class of 4 has all damage multiplied by 1.10, so an
attack like Ray's Tackle which deals 150 base damage would do 165 damage
instead.  (Note that the game does round a bit so the numbers don't always
perfectly work out)

In case you've played Custom Robo V2 already, the hidden attack stat doesn't
exist in this game.  In this game, everyone does the same amount of damage
with weapons.  There's also only 3 Robo types, Normal, Speed, and Armor,
the Jump and Power types don't exist yet.

Each Robo also has a unique melee attack.  Some melee attacks leave the Robo
airborne afterwards, which is generally useful, these are marked with the
(airborne) tag.


Ray           (Shining Fighter)
-------------------------------
Type      : Normal
Defense   : 6
Knockdown : 5
Movement  : 5
Jumping   : 5
Air Action: 2 air dashes of moderate length and speed
Melee Move: Short range Tackle, 150 damage

A very well-balanced Robo.  You'll probably be very used to this, since it's
the only Robo you can use in the Scenario Mode.  His melee attack is one of
the worst in the game, though, it has very short range and slow recovery.


Sol           (Shining Fighter)
-------------------------------
Type      : Speed
Defense   : 5
Knockdown : 5
Movement  : 6
Jumping   : 5
Air Action: 2 air dashes of moderate length and speed
Melee Move: Moderate range Sliding Kick, 125 damage

A slightly faster version of Ray that takes 5% more damage.  The difference is
very small, the main upside is that he has a better melee attack.


Dim           (Shining Fighter)
-------------------------------
Type      : Armor
Defense   : 7
Knockdown : 5
Movement  : 4
Jumping   : 5
Air Action: 2 air dashes of moderate length and speed
Melee Move: Moderate range Flying Punch, 150 Damage

A slightly stronger version of Ray.  The difference is very small, but extra
durability never hurts.  His melee attack is terrible, though, it can go over
the opponent at close range.


Flare           (Aerial Beauty)
-------------------------------
Type      : Normal
Defense   : 4
Knockdown : 3
Movement  : 6
Jumping   : 9
Air Action: 2 midair jumps
Melee Move: Short range Wheel Kick, 130 damage

Aerial Beauties get midair jumps instead of air dashes.  These are useful for
closing distance and attacking, but are less useful for defense, you'll usually
have to stick to running to dodge attacks instead.  The wheel kick is a pretty
crummy melee attack, it can go over the opponent at short range.


Stella        (Aerial Beauty)
-----------------------------
Type      : Speed
Defense   : 3
Knockdown : 3
Movement  : 7
Jumping   : 9
Air Action: 2 midair jumps
Melee Move: Moderate range Bounce Attack, 150 damage

Aerial Beauties are dependant on their ground speed for dodging, so Stella is
actually a bit more evasive than Flare, though her high damage multiplier is
a liability.  Her melee attack is pretty bad, unfortunately.


Corona        (Aerial Beauty)
-----------------------------
Type      : Armor
Defense   : 5
Knockdown : 3
Movement  : 5
Jumping   : 9
Air Action: 2 midair jumps
Melee Move: Short range Flip Kick, 120 damage (airborne)

Corona's extra durability is a plus, but the flip kick is the real winner here.
It starts up fast and is decent at short range, but what makes it amazing is
that it recovers before she touches the ground, allowing you to shoot or double
jump to make the move totally safe.  This allows you to abuse its invincibility
to escape pressure or go through attacks and then instantly counterattack.


Carlyle        (Wild Soldier)
-----------------------------
Type      : Normal
Defense   : 7
Knockdown : 5
Movement  : 4
Jumping   : 4
Air Action: 2 descending air dashes of good length and speed
Melee Move: Short range Flying Knee, 150 damage

Wild Soldiers are all-out attackers.  Their air dashes angle down and take them
right into the action, and their high defense lets them absorb some hits and
keep fighting.  Carlyle's flying knee has the same properties as Corona's
flip kick, he can act afterwards before touching the ground, but since his air
action is just a long air dash his options afterwards aren't quite as great.


Shumitt        (Wild Soldier)
-----------------------------
Type      : Speed
Defense   : 6
Knockdown : 5
Movement  : 5
Jumping   : 4
Air Action: 2 descending air dashes of good length and speed
Melee Move: Short range Triangle Kick, 150 damage
Shumitt is a little faster than Carlyle, but the tradeoff for lower durability
really isn't worth it, particularly considering his melee attack is easily one
of the worst in the game, it's absurdly slow and easily avoided.


Zora           (Wild Soldier)
-----------------------------
Type      : Armor
Defense   : 8
Knockdown : 5
Movement  : 3
Jumping   : 4
Air Action: 2 descending air dashes of good length and speed
Melee Move: Moderate range Surprise Attack, 150 damage

Zora's amazing defense makes him one of the best for abusing the Rayfall Gun
or other long range weapons since it's hard to knock him down.  His melee
attack is also great at getting rid of people who invade his territory, it's
really fast and unconventional to avoid.


Metal Bear   (Metal Grappler)
-----------------------------
Type      : Normal
Defense   : 8
Knockdown : 9
Movement  : 3
Jumping   : 3
Air Action: 1 air dash of moderate length and speed
Melee Move: Short range Tackle, 180 damage

Metal Grapplers aren't very mobile, but they have extremely high defense,
so they're generally best suited to playing keep-away.  With Long Burner Leg,
Metal Bear can run away pretty well if anyone gets close to him.  His melee
attack is very strong, but has the same problem as Ray's.


Bullhorn     (Metal Grappler)
-----------------------------
Type      : Speed
Defense   : 7
Knockdown : 9
Movement  : 4
Jumping   : 3
Air Action: 1 air dash of moderate length and speed
Melee Move: Short range Spinning Punch, 120 damage (airborne)

Bullhorn is a little faster than Metal Bear while still having great defense,
so if you want a Metal Grappler to fight at close range, he's your guy.  His
melee attack allows him to act afterwards, but it's so slow that it's use is
a bit limited.


Crazy Baboon (Metal Grappler)
-----------------------------
Type      : Armor
Defense   : 9
Knockdown : 9
Movement  : 2
Jumping   : 3
Air Action: 1 air dash of moderate length and speed
Melee Move: Moderate range Flying Splash, 150 damage

Crazy Baboon has massive defense, but he's so ludicrously slow that he's very
vulnerable to any attack with good tracking.  His melee attack is also bad,
so I'd usually stick with Metal Bear instead.


Oracle Head     (Trick Flier)
-----------------------------
Type      : Normal
Defense   : 5
Knockdown : 5
Movement  : 3
Jumping   : 7
Air Action: 3 air dashes of moderate length and extreme speed
Melee Move: Short range Slow Tackle, 130 damage

Trick Fliers are extremely mobile in the air thanks to their extremely fast
air dashes (of which they get 3).  There's nothing else notable about Oracle
Head beyond this, his melee attack is total trash.


Keen Head       (Trick Flier)
-----------------------------
Type      : Speed
Defense   : 4
Knockdown : 5
Movement  : 3
Jumping   : 8
Air Action: 3 air dashes of moderate length and extreme speed
Melee Move: Very short range Falling Kick, 120 damage

Keen Head's slight increase in ground speed definitely isn't worth 5% worse
defense, particularly considering Trick Fliers spend all their time in the air
anyway.  His melee attack is kind of interesting but it's still not that great.


Joker Head      (Trick Flier)
-----------------------------
Type      : Armor
Defense   : 6
Knockdown : 5
Movement  : 3
Jumping   : 7
Air Action: 3 air dashes of moderate length and extreme speed
Melee Move: Short range Crazy Spin, 150 damage

Joker Head's melee attack is no better than the others, but at least he has
extra durability without any serious drawbacks.  A very solid defensive robot
thanks to his evasion.


Jane           (Sexy Stunner)
-----------------------------
Type      : Normal
Defense   : 5
Knockdown : 5
Movement  : 4
Jumping   : 6
Air Action: 4 air dashes of short length and moderate speed
Melee Move: Moderate range Flying Kick, 150 damage (airborne)

Sexy Stunners are actually pretty similar to Shining Fighters, they're just a
little bit more mobile in the air in exchange for slightly worse defense and
ground speed.  Their short air dashes allow them to fire many shots in the air,
and makes them by far the best users of the Eagle Gun since they can set so
many.  Jane's melee attack is a pretty solid one, it's fast and has good power.


Amy            (Sexy Stunner)
-----------------------------
Type      : Speed
Defense   : 4
Knockdown : 5
Movement  : 5
Jumping   : 6
Air Action: 4 air dashes of short length and moderate speed
Melee Move: Short range Uppercut Kick, 135 damage (airborne)

Amy is a little quicker on the ground compared to her fellow Sexy Stunners,
which is useful for using shorter ranged guns, and she also has one of those
melee attacks that allow you to attack afterwards, though hers is fairly slow.


Vanessa        (Sexy Stunner)
-----------------------------
Type      : Armor
Defense   : 6
Knockdown : 5
Movement  : 3
Jumping   : 6
Air Action: 4 air dashes of short length and moderate speed
Melee Move: Moderate range Flying Backflip, 150 damage (airborne)

Vanessa has better defense than the other Sexy Stunners and her flying backflip
allows her to act afterwards (and quicker than Amy's), so she's generally the
best of the three.


Robin         (Little Raider)
-----------------------------
Type      : Normal
Defense   : 3
Knockdown : 1
Movement  : 9
Jumping   : 2
Air Action: 3 ascending air dashes of moderate length and slow speed
Melee Move: Moderate range Spinning Headbutt, 130 damage

Little Raiders are extremely fast and small Robos who excel at hit and run
and short range combat.  They can't take a hit to save their life, though,
so watch out for guns that cover a large area.  Their air dashes should also
generally be avoided, they're much faster on the ground than in the air.
Robin is a pretty solid Little Raider, his melee attack is great to use at
close range since it's pretty fast and can go through attacks to close space.


Dickie        (Little Raider)
-----------------------------
Type      : Speed
Defense   : 2
Knockdown : 1
Movement  : 10
Jumping   : 2
Air Action: 3 ascending air dashes of moderate length and slow speed
Melee Move: Moderate range Uppercut, 125 damage

Dickie has the fastest ground speed of any Robo in the game, making him the
deadliest user of the Stun Gun, with which he can hit extremely fast and hard.
He's also got one of those melee attacks that lets him act afterwards, but his
low defense makes it a bit risky to use except after stunning someone, where
you should end with melee attack and then immediately air dash away.


Drake         (Little Raider)
-----------------------------
Type      : Armor
Defense   : 2
Knockdown : 1
Movement  : 10
Jumping   : 2
Air Action: 3 ascending air dashes of moderate length and slow speed
Melee Move: Super long range Retreat, 110 damage

Drake's status as an armor type is kind of misleading, since his defense is
still completely terrible.  What he has instead is a very unique melee attack,
he swings his arms with virtually no range, then does a massive invincible
backwards leap that crosses most of the stage.  This is great for getting away
from people, making him even better suited to hit and run than the others.
Try using this as your opponent gets up from downed status.


Belle       (Little Sprinter)
-----------------------------
Type      : Normal
Defense   : 2
Knockdown : 1
Movement  : 8
Jumping   : 3
Air Action: 3 midair jumps
Melee Move: Moderate range Diving Headbutt, 100 damage (airborne)

Little Sprinters are basically the same as Little Raiders, they've just got
midair jumps instead of air dashes, which is generally superior for them.
Belle is a solid Robo, she's quick and her melee attack is decent at mid range.


Pico        (Little Sprinter)
-----------------------------
Type      : Speed
Defense   : 1
Knockdown : 1
Movement  : 9
Jumping   : 3
Air Action: 3 midair jumps
Melee Move: Moderate range Spinning Headbutt, 125 damage

Pico is a lot like Robin, but with midair jumps instead of air dashes.  If
you're going to use a Little Sprinter, you might as well go all out with speed,
though you might want Bit's melee attack instead.


Bit         (Little Sprinter)
-----------------------------
Type      : Armor
Defense   : 3
Knockdown : 1
Movement  : 7
Jumping   : 3
Air Action: 3 midair jumps
Melee Move: Moderate range Spinning Attack, 125 damage (airborne)

Bit's got one of those melee attacks where you can act afterwards, and with his
midair jumps he has to tools to make it scary, too bad it's not quite as fast
as Corona's version.


Patch         (Funny Old Man)
-----------------------------
Type      : Normal
Defense   : 3
Knockdown : 3
Movement  : 1
Jumping   : 7
Air Action: 6 ascending air dashes of great length and slow speed
Melee Move: Long range Slow Spinning Headbutt, 150 damage

Funny Old Men can stay in the air practically forever with their SIX air
dashes.  This makes they quite strong against bombs and pods since they so
rarely touch the ground.  Unfortunately, they take pretty high damage when they
do get hit.  Patch is really nothing special, his melee attack is terrible.


Gramps        (Funny Old Man)
-----------------------------
Type      : Speed
Defense   : 3
Knockdown : 3
Movement  : 1
Jumping   : 8
Air Action: 6 ascending air dashes of great length and slow speed
Melee Move: Short range slow drilling head, 150 damage (airborne)

Gramps is just a worse version of Patch whose melee attack is somehow even
worse.


Headband      (Funny Old Man)
-----------------------------
Type      : Armor
Defense   : 4
Knockdown : 3
Movement  : 1
Jumping   : 6
Air Action: 6 ascending air dashes of great length and slow speed
Melee Move: Moderate range spinning attack, 150 damage (airborne)

Headband is clearly the best of the old men, he's got one of those melee
attacks that lets him act afterwards, and it's pretty good, too.  Use that to
escape pressure on the ground, then take to the skies for aerial bombardment.


Dodecane         (Fatty Face)
-----------------------------
Type      : Normal
Defense   : 9
Knockdown : 6
Movement  : 2
Jumping   : 8
Air Action: 2 midair jumps
Melee Move: Moderate range Rolling Attack, 130 damage

Don't let their appearance fool you, Fatty Faces are basically slower but more
robust Aerial Beauties.  They're similarly mobile in the air, but they trade
ground speed for defense and great damage reduction.  Dodecane's got a pretty
decent Melee attack, though it does require him to get close to the opponent.


Propane          (Fatty Face)
-----------------------------
Type      : Speed
Defense   : 8
Knockdown : 6
Movement  : 2
Jumping   : 9
Air Action: 2 midair jumps
Melee Move: Short range butt stomp, 150 damage

Propane isn't really any quicker than Dodegan and his Melee attack is worse,
so it's not worth giving up the durability.


Butyl            (Fatty Face)
-----------------------------
Type      : Armor
Defense   : 10
Knockdown : 6
Movement  : 2
Jumping   : 7
Air Action: 2 midair jumps
Melee Move: Moderate range bouncing attack, 120 damage

Butyl takes the absolute least damage of all Robos in the game, a mere 80%
of what Ray takes.  This gives him incredible lasting power, so feel free to
go nuts with explosives at close range, you'll live longer than they will.
His Melee Attack is practically the same as Dodecane's.


###############################################################################
P-2

Gun Parts:


Guns typically form your primary offense in Custom Robo, they're the quickest
and most versatile weapons in your arsenal.  You can use guns both on the
ground and in the air, and some function differently while airborne.  Note that
most guns do slightly less damage from long range, but a few don't decay with
distance.


Basic Gun
-----------------------------
Obtained: Start of Game
Type: Normal
Damage: 31 damage x 3 shots = 94 damage total

Pattern: Fires 3 shots towards opponent, no tracking

Your starting gun.  Damage is okay, but it's very easily avoided.  Should be
replaced as soon as you have anything else.


3-Way Gun
-----------------------------
Obtained: Day 1
Type: Normal
Damage: 22 damage x 3 shots = 66 damage total

Pattern: Fires 9 shots towards opponent in 3x3 pattern, no tracking

Weak, but covers more area than any other gun, making it useful against fast
Robos with bad defense.  Can do extreme damage at point blank range as all 9
shots can hit, but that's generally impractical.


Gatling Gun
-----------------------------
Obtained: Day 3
Type: Normal
Damage: 18 damage x 8 shots = 144 damage total

Pattern: Fires 8 shots towards opponent, no tracking

Pretty powerful, but very punishable if it misses.  Useful against Robos who
stay fairly still while attacking.


Vertical Gun
-----------------------------
Obtained: Day 4
Type: Normal
Damage: 29 damage x 4 shots = 116 damage total

Pattern: Fires 4 shots, two on an arc and two straight, no tracking

A decent all-purpose gun, the strength of the Vertical Gun is that you can fire
it from behind a wall and the other two arcing shots will go over, but you get
it fairly late and it quickly becomes outclassed.


Sniper Gun
-----------------------------
Obtained: Day 5
Type: Normal
Damage: 77-112 damage

Pattern: Fires a single, fast-moving shot, light tracking

Not all that powerful, but fast and versatile.  Good from long range, though
unfortunately the damage does decay with distance.


Stun Gun
-----------------------------
Obtained: Day 5
Type: Normal
Damage: 21 damage x 2 shots = 42 damage total

Pattern: Fires a short range electrical beam.  Downs opponent instantly.

Despite having very short range, this gun is very powerful when combined with
a fast Robo.  It has a unique property where attacks against downed Robos
still do full damage, allowing it to rack up damage with shocking speed.


Hornet Gun
-----------------------------
Obtained: Day 6
Type: Normal
Damage: 28 damage x 5 shots = 140 damage total

Pattern: Fires a swarm of 5 hornets that home in on the opponent

The first real keep away gun you have access to.  Can be pretty useful when
using behind a wall (jump first), but the hornets are easily blocked by
obstacles.  Totally outclassed by Rayfall Gun later on.


Flame Gun
-----------------------------
Obtained: Day 7
Type: Normal
Damage: 11 damage x 10 shots = 107 damage total

Pattern: Fires a burst of 10 shots straight ahead, moderate range, no tracking

Decent at close to medium range, but quickly outclassed by other short or long
range weapons.


Dragon Gun
-----------------------------
Obtained: Day 7
Type: Normal
Damage: 120 damage

Pattern: Fires a large homing shot in the shape of a dragon, strong tracking

This gun takes ages to recover and the shot doesn't travel all that fast, but
it's still very useful since it almost always downs opponents in one hit.
Usually the best choice against Rayfall or Hornet Gun users since it cancels
out their projectiles after it hits.  This gun is also nice in that its damage
doesn't decay with distance.


Splash Gun
-----------------------------
Obtained: Day 8
Type: Normal
Damage: 10 damage x 3 shots = 30 damage total

Pattern: Fires 3 quick, large shots with moderate range, good tracking

The Splash gun is, by far, the game's fastest firing gun.  Each shot is very
weak, but you can fire a ton of them in a short time.  If you're being annoyed
by fast, low-defense Robos, this will clip their wings in a real hurry.


Left Arc Gun
-----------------------------
Obtained: Day 8
Type: Normal
Damage: 45 damage x 2 shots = 89 damage total

Ground Pattern: Fires 2 quick shots that curve to the left, moderate tracking
Air Pattern: Fires 2 quick shots that curve to the right, moderate tracking

Fairly weak, but can be annoying if used correctly.  You can hide behind cover
and shoot at your opponent as long as they're to the left of your barrier.
You can shoot the other way by going to the air, so you might want Grounder
Leg.  Takes a lot of positioning to use well.


Right Arc Gun
-----------------------------
Obtained: Day 9
Type: Normal
Damage: 45 damage x 2 shots = 89 damage total

Ground Pattern: Fires 2 quick shots that curve to the right, moderate tracking
Air Pattern: Fires 2 quick shots that curve to the left, moderate tracking

Identical to Left Arc Gun but curves to the right instead.  Identical usage.


Shotgun
-----------------------------
Obtained: Day 9
Type: Normal
Damage: 117 damage

Pattern: Fires a short-range burst that has a lot of knockdown power

A pretty standard short range gun.  It has more range than the Stun Gun, but
isn't quite as powerful.  Better for moderate speed Robos.


Rayfall Gun
-----------------------------
Obtained: Day 9
Type: Normal
Damage: 33 damage x 4 shots = 132 damage total

Ground Pattern: Fires 4 shots that pause before homing in, strong tracking
Air Pattern: Fires 4 shots that home in on the opponent, strong tracking

Easily one of the best guns in the game, largely owing to the way the ground
shot works.  The bullets wait a moment before they fire, so you can fire the
ground shot, then the air shot a moment later for a stream of 8 homing shots
that are extremely strong and hard to avoid.  You can set up the ground shots
from behind a barrier, which is extremely safe and hard to approach.


Bubble Gun
-----------------------------
Obtained: Day 11
Type: Normal
Damage: 50 damage

Ground Pattern: Fires 2 small bubbles, fantastic tracking, moderate range
Air Pattern: Fires a large bubble, fantastic tracking, long range

The Bubble Gun has the game's best tracking, but it isn't particularly strong,
and the ground bubble's range isn't the best.  Works best when combined with
Feint Pods.


Eagle Gun
-----------------------------
Obtained: Day 12
Type: Normal
Damage: 64 damage

Ground Pattern: Fires a fast-moving eagle shot with moderate tracking
Air Pattern: Sets an eagle shot that homes in on the opponent after a moment

A kind of a cross between the Rayfall Gun and the Sniper Gun.  The ground shot
is a fairly standard forward moving projectile, while the air one is more akin
to a Rayfall shot.  Works good with High Jump, which lets you set 4 or more
eagles in one jump.  You can also set a few, then air dash and set some more.
Very versatile, though probably not as strong as Rayfall overall.


V-Laser Gun
-----------------------------
Obtained: Day 14
Type: Normal
Damage: 80 damage on ground, 100 damage in air

Ground Pattern: Fires two laser beams in a V shape, no tracking
Air Pattern: Fires a single laser beam straight ahead, no tracking

Too slow to be really useful.  The beam can only hit once, and if the first
part doesn't hit, it's very unlikely that the rest of it will.  Way outclassed
by other guns once you finally get it.


Magnum Gun
-----------------------------
Obtained: Day 14
Type: Normal
Damage: 100-134 damage

Pattern: Fires a moderate range bullet straight ahead, slight tracking

The ultimate short range gun, it hits really hard and has decent range.


Gousetsu Gun
-----------------------------
Obtained: Clear Scenario Mode
Type: Illegal - Improved 3-Way Gun
Damage: 36 damage x 2 shots = 72 damage total

Pattern: Fires 6 lasers in a 3x2 pattern straight ahead, no tracking

Similar to the 3-Way Gun but a little faster and more powerful.  Still good
against Little Raiders, but a bit outclassed by the time you get it.


Minamo Gun
-----------------------------
Obtained: Clear Scenario Mode
Type: Illegal - Improved Rayfall Gun
Damage: 33 damage x 6 shots = 198 damage total

Ground Pattern: Fires 6 shots that pause before homing in, strong tracking
Air Pattern: Fires 6 shots that home in on the opponent, strong tracking

This is almost certainly the strongest weapon in the game.  The Rayfall Gun
was already stupidly good, and this is even better.  You can't do quite as
many setups with it because it takes longer to fire, but it does so much damage
and is so hard to avoid that it really doesn't matter.


Homura Gun
-----------------------------
Obtained: Clear Scenario Mode
Type: Illegal - Improved Dragon Gun
Damage: 150 damage

Pattern: Fires a large homing shot in the shape of a dragon, strong tracking

This is identical to the Dragon Gun, but it does more damage.  Your best
defense against the Minamo Gun and other keep away guns.


Subaru Gun
-----------------------------
Obtained: Day 6
Type: Illegal - Improved Hornet Gun
Damage: 33 damage x 6 shots = 198 damage total

Pattern: Fires a swarm of 6 ravens that home in on the opponent

This is a massive improvement over the Hornet Gun, it fires more projectiles
that hit harder and move a lot faster.  On open stages, this is close to a
match for the Minamo Gun, but the ravens are fairly easily impeded by walls.
Try firing from the air to help them get over some barriers.


Shinonome Gun
-----------------------------
Obtained: Day 14
Type: Illegal - Improved V-Laser Gun
Damage: 80 damage on ground, 100 damage in air

Ground Pattern: Fires two laser beams in a U shape, no tracking
Air Pattern: Fires a single laser beam straight ahead, no tracking

A fair bit better than the regular V-Laser simply because the beams are a lot
bigger, but it leaves an annoying dead zone in the middle of the ground shot
that can be exploited by close range weapons.  Not nearly as good as some of
the other illegal guns.



###############################################################################
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.  Here's a listing of what the codes mean.

(Nothing) = Normal - A moderate-sized round explosion.
G = Geyser - A decent-sized vertical blast that knocks opponents up
H = Horizon - A large, round blast that pushes opponents away
B = Burst - A large, round blast that detonates in midair
D = Destroy - A moderate size explosion that lingers for a few seconds
F = Flipper - A small vertical blast that pushes opponents away
P = Pillar - Similar to Geyser, but the effect lingers briefly
S = Stun - A small, round blast that immobilizes the opponent briefly



Standard Bomb (Normal, F, S)
-----------------------------
Obtained: Normal - Start of Game, F - Day 3, S - Complete Scenario Mode
Type: Normal
Damage: Normal / F - 84 damage, S - 56 damage

Pattern: Flies quickly on a shallow arc towards its target

Unlike the other standard parts, the Standard Bomb is actually decent.  It
travels pretty quick and on a good arc that is useful for following up after
gun attacks.  It also has an S variant, which can be used for follow-up attacks
at close range.


Straight Bomb (G, S)
-----------------------------
Obtained: G - Day 3, S - Day 14
Type: Normal
Damage: G - 70 damage, S - 67 damage

Pattern: Flies very quickly straight towards its target

The straight bomb is great when you have an unobstructed line to your target,
such as when bombing from the air.  It's definitely the best bomb for Robos
with midair jumps or for Crazy Old Men.  The S version travels a little slower,
but you can link attacks after it, so it works well with Eagle Gun.


Right Shot Bomb H
-----------------------------
Obtained: Day 4
Type: Normal
Damage: 84 damage

Ground Pattern: Flies quickly on a shallow arc that curves to the right
Air Pattern: Flies quickly on a shallow arc that curves to the left

It's got a nice blast radius, but I find this bomb inordinately tricky to use.
It frequently misses when trying to follow up gun shots.


Left Shot Bomb H
-----------------------------
Obtained: Day 2
Type: Normal
Damage: 84 damage

Ground Pattern: Flies quickly on a shallow arc that curves to the left
Air Pattern: Flies quickly on a shallow arc that curves to the right

Identical to Right Shot Bomb but it curves the other way.


Idling Bomb (D, P)
-----------------------------
Obtained: D - Day 5, P - Day 6
Type: Normal
Damage: 84 damage

Pattern: Flies quickly on a shallow arc, then detonates a bit after landing

I suppose you can use these as a trap of sorts, but I generally prefer my
bombs just to blow up.  D is always a good bomb type though.


Tomahawk Bomb (B, G)
-----------------------------
Obtained: B - Day 9, G - Day 9
Type: Normal
Damage: 84 damage

Pattern: Flies towards the opponent on a high arc

Not really all that different from the Standard Bomb, it just travels a little
slower.


Gemini Bomb (B, P)
-----------------------------
Obtained: B - Day 8, P - Day 6
Type: Normal
Damage: 34 damage

Ground Pattern: Shoots two small bombs to either side of the cursor
Air Pattern: Shoot two small bombs, one in front and one behind the cursor

This bomb doesn't hit the opponent directly, it's more about taking away their
movement options.  Unfortunately, it's very weak, so you'll have to combine it
with something like Hornet or Rayfall to get real damage out of it.


Submarine Bomb (D, P)
-----------------------------
Obtained: D - Day 11, P - Clear Scenario Mode
Type: Normal
Damage: D - 84 damage, P - 59 damage

Pattern: Travels straight towards the opponent at a fairly slow speed

The D version is clearly the better one, unfortunately it's very easily stopped
by obstacles so it's really only for aerial use.  A decent choice for robos
who stay airborne a lot.


Crescent Bomb P
-----------------------------
Obtained: Day 4
Type: Normal
Damage: 100 damage on ground, 66 damage in air

Ground Pattern: Flies slowly towards the opponent on a high arc
Air Pattern: Flies towards the opponent quickly on a shallow arc

This versatile bomb behaves very differently depending on how you fire it.  It
travels absurdly slow when used on the ground, which is useful with keep-away
guns like Rayfall for setup purposes.  You can still get a fast shot out of it
by using it in the air, but it doesn't do as much damage.


Geo Trap Bomb
-----------------------------
Obtained: Day 9
Type: Normal
Damage: 100 damage

Pattern:  Flies quickly on a shallow arc and creates a lingering explosion

This is my favourite bomb overall.  It's functionally similar to the standard
bomb, but creates a big lingering explosion that can take away the opponent's
movement options.


Giant Bomb
-----------------------------
Obtained: Clear Scenario Mode
Type: Normal
Damage: 200 damage

Pattern:  Flies slowly in a high arc, pauses, then creates a massive explosion

The blast radius created by this thing is absurd, it can take up close to half
the map on some stages.  Unfortunately, it's very slow and easy to see coming,
so it's hard to actually hit with it.


Gousetsu Bomb
-----------------------------
Obtained: Clear Scenario Mode
Type: Illegal - Improved Tomahawk Bomb G
Damage: 84 damage

Pattern: Flies quickly towards the opponent on a high arc

This is basically just a faster Tomahawk Bomb.  It's pretty good for following
up on knockdowns, but it's outclassed by the time you get it.


Minamo Bomb
-----------------------------
Obtained: Clear Scenario Mode
Type: Illegal - Improved Straight Bomb S
Damage: 34 damage

Pattern: Flies quickly straight towards the opponent

This is the Straight Bomb S without the speed penalty, unfortunately it's
lost most of its damage.  Great for combos though.


Homura Bomb
-----------------------------
Obtained: Clear Scenario Mode
Type: Illegal - Improved Crescent Bomb P
Damage: 125 damage on ground, 85 damage in air

Pattern: Flies quickly towards the opponent on a high arc

Ground Pattern: Flies slowly towards the opponent on a high arc
Air Pattern: Flies towards the opponent quickly on a shallow arc

Identical to the Crescent Bomb but more powerful and with a big explosion.
The best bomb for keep away.


Subaru Bomb
-----------------------------
Obtained: Clear Scenario Mode
Type: Illegal - Improved Gemini Bomb B
Damage: 24 damage

Ground Pattern: Shoots two small bombs to either side of the cursor
Air Pattern: Shoot two small bombs, one in front and one behind the cursor

Has a bigger blast radius than the Gemini Bomb, but does totally pathetic
damage.  Still works to restrict movement though.


Shinonome Bomb
-----------------------------
Obtained: Clear Scenario Mode
Type: Illegal - Improved Standard Bomb
Damage: 84 damage

Pattern: Flies quickly on a shallow arc towards its target

There's nothing fancy about this, it just has a large H-type explosion.
Probably the most versatile bomb in the game, but the Homura Bomb is better in
most cases.


###############################################################################
P-4

Pod 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.
The little green and yellow mark that some of them have is Japanese shorthand
for "beginner", these are weak pods that fire all of their pods at once rather
than you having to press the button multiple times.


Beginner's Standard Pod
-----------------------------
Obtained: Start of Game
Type: Normal
Max Pods: 1
Damage: 27 damage

Pattern: Bounces around until it hits something or enough time passes

The Beginner Pods are special in that they fire two pods at once.  The
Beginner's Standard Pod is virtually useless, though, it's slow and weak and
rarely hits anything.  You'll want to replace this ASAP.


Beginner's Speed Pod
-----------------------------
Obtained: Day 1
Type: Normal
Max Pods: 1
Damage: 18 damage

Pattern: Flies straight ahead

This actually has a pretty good pattern, it's kind of like a combination of
the Straight Bomb and Gemini Bomb.  Too bad it's so weak though.


Beginner's Feint Pod
-----------------------------
Obtained: Day 2
Type: Normal
Max Pods: 1
Damage: 27 damage

Pattern: Homes in on the opponent, then stops when it gets close

This would actually be really useful if it functioned like the normal Feint
Pod, but it doesn't go as far or as fast so it's basically useless.


Standard Pod
-----------------------------
Obtained: Day 2
Type: Normal
Max Pods: 2
Damage: 33 damage

Ground Pattern: Bounces around until it hits something, light tracking
Air Pattern: Flies a bit, then bounces around until it hits something

The Standard Pod is pretty bad.  It has a little tracking and makes a decent
explosion, but it's weak and can only be used at fairly close range.


Seeker Pod (F, G)
-----------------------------
Obtained: F - Day 5, G - Day 4
Type: Normal
Max Pods: 2
Damage: 39 damage

Ground Pattern: Slowly hunts down the opponent
Air Pattern: Flies a bit forward, then slowly hunts down the opponent

A great fire and forget pod, it's extremely diligent at tracking the opponent
and takes away their movement options when they get close.  One of the best
choices for any situation.  If they're far away, launch it in the air.


Speed Pod (D, P)
-----------------------------
Obtained: D - Day 3, P - Day 8
Type: Normal
Max Pods: 2
Damage: 39 damage

Ground Pattern: Travels quickly and explodes
Air Pattern: Pauses, then travels quickly and explodes

Effectively a Straight Bomb in pod form.  The air version is interesting but
it's very easy to hit yourself with it as well


Cockroach Pod (G, H)
-----------------------------
Obtained: G - Day 5, H - Day 4
Type: Normal
Max Pods: 2
Damage: 39 damage

Pattern: Bounces around and rushes at the opponent if they come close

Sort of like a faster Seeker, but only if they come close.  Generally best
used as an anti-close range pod.


Dolphin Pod (Normal, G)
-----------------------------
Obtained: Normal - Complete Scenario Mode, G - Day 11
Type: Normal
Max Pods: 2
Damage: 39 damage

Pattern: Does a little hop, then bounces around.  Light tracking.

Basically a Standard Pod that you can fire from behind a wall.  Nothing fancy
or great about it, and seriously outclassed when you get it.


Spider Pod (Normal, G)
-----------------------------
Obtained: Normal - Day 6, G - Day 5
Type: Normal
Max Pods: 3
Damage: 39 damage

Pattern: Stays still until the opponent comes close, then chases

Similar to Cockroach Pod, but stays totally still until they come close.
Kind of functions like a land mine.  Also, you get 3 of them.


Feint Pod (F, G)
-----------------------------
Obtained: F - Day 6, G - Day 4
Type: Normal
Max Pods: 2
Damage: 39 damage

Pattern: Homes in on the opponent very quickly, then stops when it gets close

This pod is basically a trap of sorts, it gets close to the opponent, but won't
hit them unless they move over it.  It has excellent tracking, which makes it
great against Little Raiders and other Robos who like to move around a lot.


Float Pod F
-----------------------------
Obtained: Day 9
Type: Normal
Max Pods: 2
Damage: 39 damage

Pattern: Flies over the opponent, circles, then explodes

Basically like an air version of the Seeker Pod.  Once it's circling over the
opponent they have to be careful jumping.  Great for pinning down evasive
Robos, also good to just fire and forget while you set up other traps.


Jumping Pod (B, G)
-----------------------------
Obtained: B - Day 4, G - Day 7
Type: Normal
Max Pods: 2
Damage: 39 damage

Pattern: Bounces around erratically and explodes

This pod is even harder to aim than the standard pod, but it does have a very
large blast radius.  The B version is an anti-air pod that rarely hits the
ground, while G has more standard usage.


Diving Pod H
-----------------------------
Obtained: Day 7
Type: Normal
Max Pods: 2
Damage: 39 damage

Pattern: Flies towards the opponent then dive bombs and explodes

Similar to the Float Pod, but it doesn't track as well.  It does have a bigger
blast radius though.


Wave Pod
-----------------------------
Obtained: Day 4
Type: Normal
Max Pods: 1
Damage: 32 damage

Pattern: Flies forward, then creates a forward moving explosion

This is really a bomb, not a pod.  You can only have one, and it creates a big
explosion that can hit several times.  Useful when combined with other things
that fill up the screen.


Satellite Pod (Normal, H)
-----------------------------
Obtained: Normal - Clear Scenario Mode, H - Clear Scenario Mode
Type: Normal
Max Pods: 3
Damage: 39 damage

Pattern: Hovers around, then flies at the opponent if they come close

Like an air version of Spider Pod, also generally serves as a trap.  For some
reason, this doesn't show up in Scenario Mode at all.


Yajyuu Pod F
-----------------------------
Obtained: Day 14
Type: Normal
Max Pods: 3
Damage: 39 damage

Pattern: Hovers around, then circles the enemy if they get close

Also similar to the Spider Pod, but a bit harder to avoid.  Its circling
pattern often results in combos if several are placed close together.


Triple Pod H
-----------------------------
Obtained: Day 11
Type: Normal
Max Pods: 3
Damage: 39 damage

Pattern: Travels straight ahead

There's not much notable about this pod besides the fact that you get 3.
Decent for speedy Robos since it doesn't have much range.


Wall Pod
-----------------------------
Obtained: Day 3
Type: Normal
Max Pods: 1
Damage: 39 damage

Pattern: Creates a wall in front of you

A purely defensive pod that's used to prevent the opponent from getting close.
Useful when playing keep away, though you usually want Float Pod to maximize
your offense instead.


Reflection Pod
-----------------------------
Obtained: Day 6
Type: Normal
Max Pods: 1
Damage: 39 damage

Pattern: Three pods bounce around in different directions

Sort of like a Beginner Pod, this fires all of its pods at once.  Mostly
useful for creating chaos, Little Raiders can toss this and then run away to
make it annoying to chase them.


Gousetsu Pod
-----------------------------
Obtained: Clear Scenario Mode
Type: Illegal - Improved Diving Pod H
Max Pods: 2
Damage: 39 damage

Pattern: Flies towards the opponent then dive bombs and explodes

Identical to Diving Pod except faster, which makes it better for pressure.
A decent competitor to the Float Pod, fire it from the air for best results.


Minamo Pod
-----------------------------
Obtained: Clear Scenario Mode
Type: Illegal - Improved Float Pod F
Max Pods: 2
Damage: 34 damage

Pattern: Flies over the opponent, circles, then explodes

Identical to Float Pod but with a bigger blast radius.  Probably the best
overall pod due to its ease of use and power.


Homura Pod
-----------------------------
Obtained: Clear Scenario Mode
Type: Illegal - Improved Yajyuu Pod F
Max Pods: 3
Damage: 34 damage

Pattern: Hovers around, then circles the enemy if they get close

Identical to Yajyuu Pod but with a bigger blast radius.  The best trapping
pod.


Subaru Pod
-----------------------------
Obtained: Clear Scenario Mode
Type: Illegal - Improved Jumping Pod G
Max Pods: 2
Damage: 39 damage

Pattern: Bounces around and homes in on the opponent

Tracks better than the regular Jumping Pod, making it a lot more useful.
Still outclassed by the time you get it though.


Shinonome Pod
-----------------------------
Obtained: Clear Scenario Mode
Type: Illegal - Improved Feint Pod F
Max Pods: 3
Damage: 39 damage

Identical to Feint Pod F, but you can have 3.  The bane of fast Robos
everywhere.


###############################################################################
P-5

Leg Parts:


Leg parts have no offensive use, instead they modify the way your Robo moves
around the battlefield.  Most of them have benefits and drawbacks, so you'll
want to think about what type of Leg helps your Robo the most.


Standard Leg
-----------------------------
Obtained: Start of Game

Effect: None

The Standard Leg provides your "normal" movement rates.  It's virtually never
the best choice, though, so replace it with something that helps you as soon
as you can.


High Jump Leg
-----------------------------
Obtained: Day 9
Type: Normal

Effect: Increases jump height

Jumping height actually isn't really that crucial in this game since you spend
most of your time using your air actions instead, but it can be useful for Wild
Soldiers so they can use their second air dash.


Grounder Leg
-----------------------------
Obtained: Day 8
Type: Normal

Effect: Reduces jump height

The Grounder Leg allows for a jump that only just barely leaves the ground if
you just tap the button, effectively allowing an aerial attack or air dash
that practically touches the ground.  This can be interesting with some weapons
that function differently in the air as it allows them to be fired just like
ground weapons.


Formula Leg
-----------------------------
Obtained: Day 5
Type: Normal

Effect: Increases top speed but reduces acceleration

Useful for speedy Robos, who can afford to drop a little acceleration for the
sake of being ridiculously fast.  Others should avoid it as it makes them more
susceptible to pressure, after being hit they can't get moving fast enough to
avoid further hits.


Stabilizer Leg
-----------------------------
Obtained: Day 9
Type: Normal

Effect: Increases acceleration but reduces top speed

This is much better than Formula Leg in general, since quick stops and starts
are much more important for evasion.  A great all-purpose leg that I use for
pretty much every battle.


Short Burner Leg
-----------------------------
Obtained: Day 9
Type: Normal

Effect: Reduces air dash length / midair jump height

Shorter air dashes allow you to attack faster, but most are short enough that
this isn't really useful.  It's also practically useless for midair jumps, it
makes them uselessly short.  There's usually a better choice than this.


Long Burner Leg
-----------------------------
Obtained: Day 5
Type: Normal

Effect: Increases air dash length / midair jump height

This can be crazy for Trick Fliers, Sexy Stunners, or anyone with midair jumps,
it drastically increases their air mobility.


Quick Jump Leg
-----------------------------
Obtained: Day 7
Type: Normal

Effect: Increases jumping speed without reducing jump height

This is great for speedy Robos who like to take to the air, like Aerial
Beauties and Little Sprinters, since it lets them change elevation faster.


Feather Leg
-----------------------------
Obtained: Day 14
Type: Normal

Effect: Reduces jumping speed without increasing jump height

Not generally that useful, since this basically makes you easier to hit in
the air, except perhaps for Crazy Old Men since it lets them stay airborne
even longer.


Gousetsu Leg
-----------------------------
Obtained: Clear Scenario Mode
Type: Illegal

Effect: Hugely increases jump height.

Basically confers the same benefits as the High Jump Leg, but more so.
Crazy Old Men can use this to basically be untouchable.


Minamo Leg
-----------------------------
Obtained: Clear Scenario Mode
Type: Illegal

Effect: Slightly increases jump height and reduces landing time after air dash

Similar to High Jump Leg, but also allows you to act a bit faster after an
air dash, which is useful when using short range weapons.


Homura Leg
-----------------------------
Obtained: Clear Scenario Mode
Type: Illegal

Effect: Slightly increases air dash distance / midair jump height

Similar to Long Burner Leg but the effect is less.  I'm not sure what's
supposed to be good about this one either.


Subaru Leg
-----------------------------
Obtained: Clear Scenario Mode
Type: Illegal

Effect: Increases top speed without an acceleration penalty

Like the Formula Leg without the drawback, which makes it a great choice for
any slow Robos.


Shinonome Leg
-----------------------------
Obtained: Clear Scenario Mode
Type: Illegal

Effect: Significantly reduces delay after dashing or landing from a jump

Great for Robos that like to air dash and attack quickly, particularly Trick
Fliers.  Otherwise the Minamo Leg is usually better.


===============================================================================
===============================================================================
Z-0

Contact and Credits:


###############################################################################
Z-1

Contacting Me:

You can reach me via email at  terotrous at yahoo dot com.
Include "Custom Robo" 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
      I actually didn't need a lot of translation help on this one because
      it's pretty basic, but JDIC is always a great resource.


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 Guide copyright Adam King, 2014.  Do not reproduce or redistribute.

Custom Robo 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.