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ROBOT WARS: EXTREME DESTRUCTION
FOR X-BOX
ROBOT FAQ Written by Bigger Brother
E-mail: [email protected]
Created: 6th June 2003

This document is copyright Bigger Brother 2003
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Version History:
-----------------------------

Version 0.1:- Began writing the Robot FAQ. Looked up information on robots,
compared with their real life counterparts.

Version 0.2:- Finished robots: Behemoth, Thermidor II, Suicidal Tendencies,
Revolutionist and Matilda

Version 0.3:- Finished robots: Sgt. Bash, Shunt, Dead Metal, Sir Killalot,
Refbot

Version 0.4:- Added credits for http://www.cheats.de and
http://www.neoseeker.com, Finished robots: Panzer MK. 4

Version 0.5:- Finished robots: Plunderbird 5, Firestorm III.

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Table of Contents
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I. Introduction
II. Weapon Guide
     -1. Spikes
     -2. Lances
     -3. Axes
     -4. Hammers
     -5. Maces
     -6. Electrical
     -7. Flamethrowers
     -8. Drills
     -9. Scoops
     -10. Srimechs
     -11. Flippers
     -12. Cutting Discs
     -13. Flywheels
     -14. Crushing Arms
     -15. Pincers
     -16. Saws
III. Robot Guide
     -1. Diotior
     -2. Panic Attack
     -3. 101
     -4. Wheely Big Cheese
     -5. Pussycat
     -6. Behemoth
     -7. Thermidor 2
     -8. Suicidal Tendancies
     -9. Revolutionist
     -10. Panzer MK. 4
     -11. Plunderbird 5
     -12. Firestorm III
     -13. Tornado
     -14. Dominator 2
     -15. Razer
     -16. Hypno-Disc
     -17. Chaos 2
IV. House Robot Guide
      -1. Matilda
      -2. Sgt. Bash
      -3. Shunt
      -4. Dead Metal
      -5. Sir Killalot
      -6. Refbot
V. Credits
VI. Copywrite and Legal Stuff

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I. Introduction
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Robot wars is a UK TV Show which began in 1997. After its huge sucess, the BBC
decided to produce another series, this time with more competitors. From then
on, Robot Wars has continued to grow and get better and better robots. This
lead to the release of various video games that were based on the show. Now it
is bigger than ever with it's latest release of Robot Wars: Extreme Destruction
for the X-Box.
This FAQ basically covers the pros and cons of every single robot and weapon,
leaving you with an idea of what weapons to use on your robot or what strategy
to use against an opponent.
If you have any strategy's to defeating a certain robot, please don't hesitate
to e-mail them to me at: [email protected]. They will more than likely be
placed in this guide for a future update.
Finally, This FAQ can only be used on the following sites:

www.gamefaqs.com
www.cheats.de
www.neoseeker.com

Please do not use this FAQ on any other site without my permission. If you are
interested in using this FAQ on a webpage other than GameFAQ's, e-mail me at
[email protected] to get permission first.
Thank you, and enjoy!

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II. Weapon Guide
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Now, lets get stuck in. First, I'll be listing every single weapon in the
game, and giving the pros and cons of this weapon. The following is how it will
be layed out:

Name: Spike
Game Description: (What the game describes the weapon as)
Basic Description: (What the weapon basically is)
Pros: (What it is usefull for)
Cons: (What drawbacks it has)
Cost: (How much the weapon costs)

As you can see it's a very small list, but i will be updating that list in a
future update, so keep a look out for more information.

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1. Spikes
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Name: Hollow Spike
Game Description: Hollow Steel Ramming Spike
Basic Description: A standard spike, does minimum damage.
Pros: Good if used repeatedly, low cost.
Cons: Breaks easily, not damaging enough.
Cost: 150cr.

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Name: Solid Spike
Game Description: Solid Steel Ramming Spike
Basic Description: A standard spike, commonly used spike weapon
Pros: Stronger than hollow spike, low cost.
Cons: Still not very damaging.
Cost: 250cr.

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Name: Twin Spike
Game Description: N/A
Basic Description: More powerful spike, two spikes attatched together.
Pros: Fairly damaging, can damage large area, doesn't break easily.
Cons: Flippers can use this weapon to their advantage.
Cost: 400cr.

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Name: Triple Spike
Game Description: Vicious Triple Spike
Basic Description: Most damaging spike weapon, three spikes attatched together.
Pros: Can trap opponents, fairly damaging.
Cons: Flippers can use this weapon to their advantage.
Cost: 750cr.

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More weapons to be added!


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III. Robot Guide
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Here I will go through every robot in the game that has appeared on TV. I will
talk through the Pros and cons of the robot and also give some strategies to
use against them. The following is how my guide will be layed out.

Name: (Name of the robot)
Primary Weapon: (The Robot's first weapon)
Secondary Weapon: (The robot's second weapon)
Other Weapon(s): (Any other weapons the robot may have)
Cost: (How much the robot costs to buy in the game)
Armour: (The type of armour the robot has)
Speed: (How agile the robot is)
Manueverability: (How manueverable the robot is)
Strengths: (What the robots strengths are)
Weaknesses: (What the robots weaknesses are)
Strategies: (A list of strategies that are good at beating the robot)
Summary: (A short statement about the robot)

Now that you know how I am going to set out my data, let us continue on!

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Name: Diotoir
Primary Weapon: Scoop/Flipper
Secondary Weapon: N/A
Other Weapon: N/A
Cost: 3750cr.
Armour: ???
Speed: Average
Manueverability: Lacking

Strengths: Diotoir doesn't really have any significant strengths from any other
robot. It's
flipper occasionally can flip you over, which means game over if you cannot
self-right. Diotoir can also push you against an arena wall and from there, it
has a good chance of flipping you over. It's also quite hard to flip diotoir
from a frontal attack as it has a very low ground clearance.

Weaknesses: The most obviously weakness of Diotoir is that it is VERY
flammable, a brush of flame is enough to set it alight. Also, it's flipper is
probably one of the weakest flippers in the game, it rarely flips. It is also
quite sluggish at turning around, so it is weak to side and back attacks.

Strategies: If your robot has a flipper and is fairly quick, the best strategy
is to tackle diotoir from the sides and flip it up. It has a low ground
clearance, so it might take a few tries to get under it, but once it's flipped
it cannot self-right dispite having a flipper.
If your robot does not have a flipper, the best strategy is to try and make
diotoir catch fire. You could do this by pushing it into Sgt. Bash's CPZ
(Corner Patrol Zone) or you can push it over the flame grill: If your robot has
a pincer weapon, you could clamp down on it and drag it over the flame grill.
Once Diotoir is on fire, it will quickly lose all of it's armouring, thus
enabling you to take it out quickly afterwards.

Summary: A Brief Summary on Diotoir:
Diotoir is one of the longest standing Robots that is still competing in robot
wars today. It began in Series 1 under the name of Nemesis. The team later
changed the name to diotoir after having to take it apart and rebuild it, when
under suspect of hiding drugs inside it. Diotoir has never got far in it's 6
years of competition but we're always gauranteed a laugh from the Irish boys,
who control Diotoir. Diotoir's biggest honor was defeating Tornado in Robot
Wars: Extreme.

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Name: Panic Attack
Primary Weapon: Lifting Prongs
Secondary Weapon: Srimech
Other Weapons: Side-Skirts
Cost: 4250cr.
Armour: Aluminium
Speed: Sluggish
Manueverability: Good

Strengths: Panic Attack's main strength is that it can get under robots with
it's lifting prongs, then it can hoist them into the air and do what it pleases
with them after that. (Which includes putting you in the pit!) It also has a
self-righting mechanism which works quite well and its very durable. Panic
attack is also very hard to get underneath due to it's side-skirts and low
ground clearance.

Weaknesses: Panic Attack's weaknesses are that it cannot move very fast.
Meaning that it usually has a tough time defeating faster robots. It is also
quite useless if it loses it's lifting prongs or cannot grab a robot with them.
It also cannot flip you unless it is under rare circumstances.

Strategies: If you can get under Panic Attack with your flipper, you are very
lucky, But since it can self-right quickly and easily, it's best not to fight
panic attack with a flipper robot. The best robot to use against Panic Attack
is a robot that is fast and has any damaging weapon (hammer, mace, cutting disc
etc.). If you are quick enough, you should be able to avoid it's lifting prongs
and deal damage to it. Panic is quite slow so you shouldn't have a big problem
getting around it.

Summary: A Brief Summary on Panic Attack:
Panic Attack had an excellent start to it's career in robot wars. It first
began in Series 2, Showing everyone a marvelous performance and dazzling all
the old stars of Series 1. Panic Attack actually went on the win Series 2, It
then came back for Series 3, but didn't quite make the finals after being
eliminated by long time rivals Firestorm. Panic Attack has always done well in
every series. It has reached the Robot Wars finals in every series since
appearing except Series 6. Panic Attack's biggest achievement was winning
Series 2 of Robot Wars.

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Name: 101
Primary Weapon: Spike
Secondary Weapon: N/A
Other Weapons: N/A
Cost: 4750cr.
Armour: ???
Speed: Average
Manueverability: Good

Strength: 101's main strength is that it is quite fast and manueverable thanks
to it's tracks that it uses instead of the popular choice of wheels. 101 only
has a patruding spike as a weapon, but it is quite strong and is good at
pushing robots around the arena. 101 also cannot be flipped as it runs both
ways up.

Weaknesses: Obviously, the weakness of 101 is that it has no offensive
weaponry, All it can do is push robots into arena obsticles and danger areas
and it cannot actually commit damage itself. If 101 is against a stronger
robot, it is pretty much doomed.

Strategy: Robots with flippers aren't that useful since 101 can't be flipped.
However they can eventually damage 101 with their flippers if they keep at it.
A good strategy is to fight 101 with a stronger robot that has an axe or a
hammer as a weapon. From there you can just push 101 around the arena and keep
hitting it with your axe or hammer until it is immobilised.

Summary: A Brief Summary on 101:
I believe 101 began it's career in Series 2 of robot wars. It actually did
quite well as most robots back then did not have offensive weaponary. As the
years passed it stuck with the same design and kept losing because of it. It
cost one pound and a penny to build, hence the name 101. It's greatest honor
was becoming a Seeded robot for series 4 and defeating KingB.

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Name: Wheely Big Cheese
Primary Weapon: Large Flipper
Secondary Weapon: N/A
Other Weapons: N/A
Cost: 5250cr.
Armour: Titanium
Speed: Sluggish
Manueverability: Lacking

Strengths: Wheely Big Cheese (WBC)'s biggest strength is obviously it's
flipper. It's flipper is extremely powerful and can toss robots to extremely
high heights and keep them off the ground for more than 8 seconds (believe me,
I've seen it). And it can also self-right with this massive beast of a flipper.
Finally, it is made of titanium, which is hard to damage.

Weaknesses: The weaknesses of WBC is that it is quite slow and is also slow at
turning around, meaning that it is vulnerable to getting attack from the side
and back. It's flipper does break off occasionally, so if it is flipped while
in this state it cannot self-right.

Strategy: Any robot that is at least quite fast is good against WBC. It is also
a must to have some sort of self-righting mechanism. If you happen to get on
top of WBC's flipper, you're going to need it. If you have a fast robot, you
can dodge the flipper and attack WBC's wheels  with a striking weapon such as a
hammer or an axe. It can also be easily pushed around by the sides and back, so
you could quite easily push it into a pit or any other obsticle.

Summary: A Brief Summary on Wheely Big Cheese:
Wheely Big Cheese first appeared on Series 3 of robot wars as 'The Big Cheese'.
It didn't make the Series finals after going out to newcomer Chaos 2 in the
heat. The series after, it returned as Wheely Big Cheese and proceeded to march
into the final 16 robots of the series, it also returned for Series 5 and 6
under the same name and done just as good in both series' but never managed to
take away the championship. It's biggest achievement was becoming a Seeded
robot three times in a row and throwing opponent Axe-Awe a record height in the
air and out of the arena.

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Name: Pussycat
Primary Weapon: Spinning Blade
Secondary Weapon: N/A
Other Weapons: N/A
Cost: 6100cr.
Armour: ???
Speed: Very Fast
Manueverability: Uncontrollable.

Strengths: Pussycat's biggest strength is it's unique shape and design which
means it cannot be flipped no matter what the circumstances. It is also very
agile and very difficult to attack due to it's amazing speed.

Weaknesses: If you have played the game, you will already know what i'm going
to say here. Pussycat is so fast and manueverable, it cannot be controlled
properly. Because of this, when fighting it. Pussycat will more often than not
damage itself by charging at the house robots uncontrollably or driving itself
into the pit. Meaning mostly you can sit back and watch it commit suicide.

Strategy: A good strategy is to sit back, relax and watch the screen for a
short while before it flashes up that you won. But seriously, if you actually
wanted to try and attack Pussycat, you will need a fast and manueverable robot,
If you have a one with a flipper. It is a good idea to try and flip Pussycat
out of the arena since it is probably one of the easiest robots to flip over.

Summary: A Brief Summary on Pussycat:
Pussycat first appeared in series 3. It performed quite well, but wasn't really
reognised until series 4 when it defeated Razer in the heat. It then went on
and actually made it to the grand final, but was defeated by the then reigning
champ Chaos 2. Pussycat has always been a good contender since no one has found
a sure way to beat it yet, or even a small weakness. It always lands on its
wheels when flipped, hence the name. Pussycat's greatest acheivement was making
it to the Series 4 final and then being seeded 2nd in Series 5.

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Name: Behemoth
Primary Weapon: Scoop/Flipper
Secondary Weapon: Axe/Spike
Other Weapons: N/A
Cost: 11700cr.
Armour: ???
Speed: Sluggish
Manueverability: Average

Strengths: Behemoth is quite powerful and it's strength is the fact that it can
push most robots around the arena, It's scoop at the front enables it to get
better grip also. Behemoth can also flip and self-right with it's scoop.

Weaknesses: Behemoth's secondary weapon is not powerful at all, meaning that it
is vulnerable at the back and sides if you can get around it. It is quite a
slow robot and it's manueverability is nothing special, so a faster robot will
be able to attack it whilst avoiding it's scoop.

Strategy: The best strategy is to attack Behemoth from the sides and back with
any damaging weapon. If it's flipper is broken, it is quite useless and can be
flipped, so a flipper robot comes in handy. Also, do not attack it head on with
a flipper, as it's scoop is pretty much on the ground, meaning it's very hard
to get under and you'll be wasting your time.

Summary: A Brief Summary on Behemoth:
Behemoth started in series 2, and didn't do too well, It later returned for
every series after that and began to improve, it only went downhill after not
reaching the series finals in series 6. However Behemoth is one of the most
durable robots: even Hypno-Disc could not cause more than a scratch to this
beast. Behemoth also went on to win the Robot Wars Championship belt, they
defended it numerous times until finally losing it to Tornado. Behemoth's
biggest achievement was defeating Hypno-Disc and defending the Robot Wars
Championship three times.

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Name: Thermidor II
Primary Weapon: Crushing Claws
Secondary Weapon: Flipper
Other Weapons: N/A
Cost: 8500cr.
Armour: ???
Speed: Fast
Manueverability: Good

Strengths: Thermidor's strength is the fact that it is fast and good at
turning, meaning it is good at getting around robots and behind them. It can
also grab a robot in place with it's claws while it flips them over, this
tactic is not seen in any other robot. It is also small, making it hard to hit
and it can also self-right.

Weaknesses: Despite all of this, Thermidor is damaged easily and his weapons
can also be broken with ease. Meaning if it's flipper is broken, it can be
immobilised quickly with a flipper robot. Thermidor is also not very good at
getting underneath robots, meaning it does not get many chances to flip.

Strategy: A good strategy against thermidor is to fight it with any fast robot
that his a cutting disc or flywheel (Hypno-Disc for example). With this
strategy you can attack Thermidor and soon enough, it will lose its weapons and
be vulnerable to getting flipped. Any other fast flipper works fine also if you
keep attacking it.

Summary: A Brief Summary on Thermidor II.
Thermidor II first appeared on Robot Wars Series 3 as Thermidor, It did fairly
good but was knocked out quite early. It then returned as Thermidor II in
Series 4, 5 and 6. It did quite well in Series 4 and 5 but was a disapointment
in Series 6 by being eliminated in the very first round of the heat. Thermidor
II's biggest achievement was winning a melee against Behemoth and Stinger: It
won by flipping both Behemoth and Stinger out of the arena.

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Name: Suicidal Tendencies
Primary Weapon: Crushing Arm
Secondary Weapon: N/A
Other Weapons: N/A
Cost: 9000cr.
Armour: ???
Speed: Average
Manueverability: Average

Strengths: Suicidal Tendencies' (ST) biggest strength is it's primary weapon,
the crushing arm. Very similar to Razer's weapon, this weapon and grab a robot
in one place whilst damaging it at the same time, it is a very useful weapon.
Also, Although ST seems to be vulnerable to being flipped, It is very hard to
do so: In other words, every time it is flipped it has the tendency (no pun
intended) to bounce back up.

Weaknesses: ST isn't exactly the fastest or most manueverable robot around. It
is very vulnerable at the back and sides by faster robots. Any weapon is fine
against it. A powerful robot may also be able to push it around into arena
obsticles and traps.

Strategy: Trying to flip ST is just a waste of time since it's crushing arm
enables it to bounce straight back up, and even if it loses the arm, it can run
both ways up thanks to it's tank tracks. The best strategy is to avoid the
crushing arm at all costs and attack it with any damaging weapon continously.
If you have a powerful robot, you could try pushing it around from behind and
into a pit or an arena obsticle.

Summary: A Brief Summary on Suicidal Tendencies:
ST began it's career in Series 3, It had the same design but an axe instead of
a crushing arm; it didn't do that good in series 3, but it still managed to get
seeded 30th for Series 4. It then went on to lose in a heat final to wheely big
cheese, although everyone thinks they diserved the win, due to WBC ending up in
the pit. However it then returned in Series 5 with a new weapon: The crushing
arm and it continues to compete in the wars. ST's biggest honor was 'defeating'
wheely big cheese and being seeded for Series 4.

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Name: Revolutionist
Primary Weapon: uh.. Itself? (Spinning Disc)
Secondary Weapon: N/A
Other Weapons: Spikes
Cost: 6500cr.
Armour: ???
Speed: Fast
Manueverability: Good

Strengths: Revolutionist cannot be damaged easily, in fact in my entire time of
playing this game, I have yet to see any broken armour on this robot. It also
uses itself as a weapon as it spins around frantically, this is helpful since
it can just run into robots to damage them with it's weapon, whilst other
robots have to line up a robot and attack to damage them.

Weaknesses: Revolutionists' biggest weaknesses is that it can be flipped and it
cannot self-right, although this is hard to do due to it's ground clearance, It
is possible with a low scoop robot (Behemoth for example). It also has the
tendency to lose control of it's self and begin crashing into objects, thus,
damaging itself.

Strategy: Like I mentioned earlier, It is best to try and flip Revolutionist
with a scoop or flipper since it cannot self-right. Very basic, but this is
honestly the best strategy I know, since trying to damage it with weapons will
ultimately end up with you being damaged more.

Summary: A Brief Summary on Revolutionist:
This Robot is taken from the American version of the show, therefore I do not
know any information about it. If there are any americans out there who know
anything at all about this robot in real-life competition, please e-mail me at
cookie_ff@hotmail and your info will be added here at the next update.

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Name: Panzer MK. 4
Primary Weapon: Flipper
Secondary Weapon: N/A
Other Weapons: N/A
Cost: ????cr.
Armour: ???
Speed: Average
Manueverability: Average

Strengths: To be honest, this robot seems quite weak to me. It's strength would
obviously be that it has a flipper, however it is not very reliable on flipping
other robots. It's drive is also not poor in the least.

Weaknesses: Panzer's Flipper does not often flip a robot, it tends to simply
'trip' them slightly without doing any damage or flipping another robot over.
It's ground clearance isn't very low meaning that it is fairly easy to flip
this robot. Also, Panzer cannot self-right.

Strategy: The best strategy is to fight panzer with any flipper robot, or even
a robot with a wedge shape. It is fairly easy to flip Panzer, and, like
Diotoir, Panzer cannot use it's flipper to self-right, making it a fairly weak
robot.

Summary: A Brief Summary on Panzer MK.4:
This Robot, like Revolutionist, is taken from the American version of the show,
therefore I don't know any information about it. If there are any americans out
there who know anything at all about this robot in real-life competition,
please e-mail me at cookie_ff@hotmail and your info will be added here at the
next update.

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Name: Plunderbird 5
Primary Weapon: Slicer Dicer (Crushing Arm)
Secondary Weapon: N/A
Other Weapons: N/A
Cost: ????cr.
Armour: ???
Speed: Very Fast
Manueverability: Uncontrollable

Strengths: Plunderbird is very agile, yet can still be controlled to a certain
extent, making it one of the toughest robots to attack head on. It's crushing
arm is tough to get away from, and plunderbird could easily through you into a
pit or an arena obsticle from it's crushing arm.

Weaknesses: Plunderbird has no self-righting mechanism, so if it is flipped it
is out of the game. It is also sometimes uncontrollable and may accidentally
drive itself into the pit or a house robot. It's also prone to being flipped.

Strategy: A good strategy would be to wait and see if it's actually going for
you, then try and get under it and flip it. Sometimes it won't come for you and
instead just crash into a house robot or a pit, making easy work for you.

Summary: A Brief Summary on Plunderbird 5:
Plunderbird is one of the longest standing robots in the show, appearing for
the first time in Series 1 as Plunderbird 1. The Plunderbird team have never
done excellent in competition, but they're more of a talker than a battler.
Sadly, we did not see a Plunderbird 6 for series 6 of Robot Wars. It's greatest
achievement was appearing in every robot wars series bar one.

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Name: Firestorm III
Primary Weapon: Flipper
Secondary Weapon: N/A
Other Weapons: N/A
Cost: ????cr.
Armour: Steel
Speed: Uncontrollable
Manueverability: Uncontrollable

Strengths: Firestorm is a very fast robot, even faster than Chaos 2 and
Plunderbird 5, It is usually uncontrollable, however its speed really helps it
in battle since it gives it good enough momentum to get underneath a robot and
flip it. It's flipper isn't in the same league as Chaos 2 or WBC's flipper, but
it does the job. Firestorm can also self-right.

Weaknesses: Like I mentioned above, Firestorm is usually uncontrollable meaning
that it will spend half of the time spinning in circles or running into the
arena walls, therefore it is prone to all attacks. Firestorm is also not very
powerful.

Strategy: Since Firestorm is usually uncontrollable, a good strategy would be
to wait until it starts getting out of control and then attacking it with
whatever weapons you have, preferable a damaging weapon since flippers do no
good here (thanks to Firestorm's self-righting).

Summary: A Brief Summary on Firestorm III:
The firestorm team, from durham, first entered into Robot wars for Series 3.
They did amazingly well for their first time and were only defeated by chaos 2
(who then went on to win the series). They then appeared again for series 4, 5
and 6 and done just as good in each of them, never getting placed below the top
ten seeds. Most recently in series 6 they finished as Seed 3, the highest place
that Firestorm has yet to achieve, can they go higher? we'll find out in series
7 (coming up this year). Firestorm's greatest acheivement was getting to the
quater finals of series 6 and finishing as the third seed.

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More robot guides to come!

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IV. House Robot Guide
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House Robots are very strong robots that patrol any arena. Any robot that comes
near them will suffer a beating from them. They have featured in the TV show
since the very first series. I will describe below every house robot and what
their weapons are, I will lay it out as follows:

Name: (Name of the House Robot)
Primary Weapon: (First Weapon)
Secondary Weapon: (Second Weapon)
Other Weapon: (Any other weapons the robot has)
Strengths: (What the robot is strong at)
Weaknesses: (What the robot's weaknesses are)
Summary: (A Brief summary about the robot)

Now that is done, here we go!

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Name: Matilda
Primary Weapon: Lifting Tusks (Flipper)
Secondary Weapon: Flywheel
Other Weapons: N/A

Strengths: Matilda is fast and powerful, it can damage greatly with the
flywheel at the back of the robot, the tusks don't seem to work very well as a
flipper, But they're annoying nonetheless.

Weaknesses: Although it's very hard to flip Matilda due to it's weight, it can
be done, and Matilda cannot self-right.

Summary: A Brief Summary on Matilda:
Matilda was the very first UK Robot seen when the show started and it is still
their today, (albeit with a weapon change) making it the longest standing robot
in the entire show. It began with a chainsaw weapon, but didn't seem very
powerful as a house robot and was flipped many times. Then by Series 5 it
introduced it's new weapon: A Flywheel. The Flywheel is much more powerful than
the chainsaw and now Matilda is a more deadly robot.

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Name: Sgt. Bash
Primary Weapon: Flamethrower
Secondary Weapon: Spinning Disc
Other Weapons: Gripping Claw

Strengths: A great strength of this robot is that it is the only robot in the
entire game to have three true weapons, Making it very dangerous to tackle head
on. It is also very fast and difficult to flip.

Weaknesses: The only weakness i can think of is it's sides. It cannot attack
any robot that is giving it a side attack.

Summary: A Brief Summary on Sgt. Bash:
Sgt. Bash was one of the original four house robots, introduced at the
beginning of Series 1. It orignally did not have the gripping arm at the front,
it made an appearance later on. It is quite an average house robot except the
fact that it is the only robot ever on the entire show to have a flamethrower
weapon, Making it unique in that aspect. It is vulnerable to being flipped, as
it has been done many times throughout the show.

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Name: Shunt
Primary Weapon: Diamond Axe
Secondary Weapon: Scoop
Other Weapons: N/A

Strengths: Shunt has the ability to push robots around the arena due to the
scoop it has at the front. It can also catch them in position with it and cause
damage with it's axe.

Weaknesses: However, Shunt is the lightest of all the house robots, making it
easiest to flip. It is also the slowest of the house robots and is useless at
pushing other robots if it is not attacking with the scoop.

Summary: A Brief Summary on Shunt:
Shunt is one of the original house robots, along with Matilda, Sgt. Bash and
Dead Metal. It is probably the weakest of all, however. It's axe isn't really
all that damaging and has been bossed around by other robots numerous times.
Shunt is usually the robot the drops an immobilised robot into the pit, Ala
Axe.

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Name: Dead Metal
Primary Weapon: Gripping Claws
Secondary Weapon: Cutting Disc
Other Weapons: N/A

Strengths: Dead Metal is very fast and manueverable. It also has the tendancy
to grip you with its claws, from then on it can damage you a lot with it's
cutting disc. You won't be able to get away until it lets go.

Weaknesses: Although Dead Metal is the only House Robot that has yet to be
flipped on the TV Show, it is the easiest of all to flip here. It can be
flipped easily from all angles. Also, it does not appear in many arenas so you
won't encounter it often.

Summary: A Brief Summary on Dead Metal:
Dead Metal was one of the original house robots, it is the only one of the
entire house robot clan (bar the two newest additions: not included in this
game) that has yet to be flipped. The only way to do so would be when it's
claws are open. It's cutting disc usually causes some damage but has not
greatly effected the robot world.

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Name: Sir Killalot
Primary Weapon: Claw
Secondary Weapon: Lance
Other Weapons: N/A

Strengths: Sir Killalot is quite fast (this clashes with the TV Show) and,
although not very manueverable, it can usually cause great damage to any robot
it attacks by using it's lance. And it's claw is used to take total control
over any robot it happens to grab, it usually uses the claw to throw a robot
into a pit. It is also the heaviest of all the house robots, making it the
hardest to flip.

Weaknesses: Sir Killalot is not very manueverable, It's claw is also not very
accurate and will only sucessfully grab a robot about 10 per cent of the time.

Summary: A Brief Summary on Sir Killalot
Sir Killalot was introduced for Series 2 as the fifth house robot, adding to
the collection. It's power was shown almost immediately as it lifted 100KG
robots up and tossed them around like they weighed nothing. Although it has not
be fully flipped, it has toppled over once or twice and it has also fell into
the pit (by itself)

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Name: Refbot
Primary Weapon: Wedge
Secondary Weapon: Fire Extinguisher
Other Weapons: Claws (Hands)

Strengths: The Refbot is not out there to battle, it has no strengths and needs
no strengths. I suppose it's useful property is that it is quick, meaning that
it can escape if someone tries to attack it!

Weaknesses: A lot of people will tend to pick on the refbot in this game, it
can be flipped easily and it cannot fight back.

Summary: A Brief Summary on Refbot:
Refbot was brought into Robot Wars for Series 4. It's purpose was to seperate
robots that were stuck together, extinguish any robot that was on fire and give
house robots yellow or red cards when nescessary: Amongst other things. It was
not designed for fighting, but sometimes it does get in the way of the battle.
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V. Credits
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Well, since there are close to no other FAQ's about this game anywhere on the
net, I have done all of this work myself and found out all the information
through playing the game and watching the show. So unless I get any information
from other people about the gaem, The credits go to myself, Mentorn and the BBC
for producing the show and game, and to all the websites who are hosting my
guide.

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VI. Copywrite and Legal Stuff
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This guide is copywrited by me (Bigger Brother), it can only be used at
gamefaqs.com: if you want to use it on another website, please contact me at
[email protected] asking my permission first. Feel free to print out this
guide and use it, but do not claim credit for it. If you have any questions,
e-mail me at [email protected].