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Walkthrough

by wartjr2373

CUSTOM ROBO WALKTHROUGH
1234567890123456789012345678901234567890123456789012345678901234567890123456789
Name: Dylan Mead
E-Mail: [email protected]
Date Began: July 20, 2005

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|00. Table Of Contents|                                 |00. Table Of Contents|
*******************************************************************************

01. Introduction <I>
02. Controls <C>
03. Menus <C>
        03a. Main Menu
        03b. In-Game Menu
04. Glossary <C>
        04a. Normal Glossary
        04b. Spoiler Glossary
05. Strategic Advice <C>
06. A New Journey <I>
        06a. Day One
        06b. Day Two
        06c. Day Three
        06d. Day Four
        06e. Day Five
        06f. Day Six
        06g. Day Seven
        06h. Day Eight
        06i. Day Nine
        06j. Day Ten
        06k. Day Eleven
07. The Grand Battle <N>
        07a. Tea Room Tournament
        07b. Steel Hearts Cup
        07c. Noodle Bowl
        07d. Computer Battle
        07e. Police Squad 2-on-2 Battle
        07f. Tag Battle Tournament
        07g. Lab Single Battle
        07h. Lab Handicap Battle
        07i. Lab Bonus Battle
        07j. Mira's Battle Party
        07k. Bogey's 2-on-2 Festival
        07l. Park Dance Battle
        07m. Flying CPU Battle
        07n. Holosseum Test
        07o. Eliza's Room
        07p. Training with Shiner
        07q. Isabella's Mansion
        07r. Playing with Oboro
        07s. Z's Boss Room
        07t. Bronze Handicap Match
        07u. Silver Battle Royal
        07v. Golden Single Battle
08. Parts Index <C>
        08a. Body Parts
        08b. Gun Parts
        08c. Bomb Parts
        08d. Pod Parts
        08e. Leg Parts
09. Holosseums <C>
10. Unlockables <C>
11. Conclusion <C>

NOTE: If you want to get to a certain section quickly, do a search for the
exact section name, number included, that is seen in the table of contents.
Do not include <C>, <I> or <N> in the search.

C=Complete, at least for now
I=Incomplete, but started
N=Not started

*******************************************************************************
|01. Introduction|                                           |01. Introduction|
*******************************************************************************

There's no introduction yet. Just a version history.

VERSION 0.73 (Submitted 2008-01-19)
-Added menus section
-It's been a really long time, I know. As of this point I'm not sure if I will
 finish this FAQ. The menu section is not something I made recently; it's been
 sitting on my computer pretty much for the whole 2.5 years. I was waiting for
 a larger contribution before updating, but obviously that never happened. I may
 still finish the FAQ, but don't consider this a sign of future updates.

VERSION 0.69 (Submitted 2005-07-28)
-Rearranged TOC a little bit
-Added Days Nine through Eleven of A New Journey
-Completed Unlockables, except for Dark Star

VERSION 0.6 (Submitted 2005-07-26)
-Added Days Five through Eight of A New Journey
-Divided Glossary into two parts
-Added extra Z Button function to Controls
-Updated conclusion

VERSION 0.54 (Submitted 2005-07-23)
-Completed Controls
-Completed Glossary
-Completed Strategic Advice
-Completed Days One through Four of A New Journey
-Completed Parts Index
-Completed Holosseums

*******************************************************************************
|02. Controls|                                                   |02. Controls|
*******************************************************************************

Control Stick
1. Move
2. Make selections
3. Aim Bombs and Pods (Battles)
4. Rotate camera in Viewing Mode

A Button
1. Talk with people
2. Skip through text
3. Investigate objects
4. Confirm selections
5. Jump (Battles)
6. Press with the Z Button to randomly choose your robo's parts

B Button
1. Cancel selections
2. Return to the previous screen
3. Skip through text
4. Use gun (Battles)
5. Speed up timer (Arcade Mode)

X Button
1. Display help screen (Hold)
2. Charge (Battles)
3. Zoom out in Viewing Mode

Y Button
1. Display detailed part information on Customization screen
2. Change rules on Holosseum select screen
3. Change target (2-on-2/Handicap/Battle Royal)
4. Swap robos (Tag Battle)
5. Zoom in in Viewing Mode

L Button
1. Use pods (Aim with Control Stick)
2. Secret Select Mode (Holosseum select screen, Customize screen)

R Button
1. Use bombs (Aim with Control Stick)
2. Practice Mode (Customization screen)

Z Button
1. Press with the A Button to randomly choose your robo's parts
2. Hold down on the holosseum select screen to change the appearance of the
Basic Arena and No-Man's Land holosseums

Start Button
1. Pause game
2. Finish customization

Control Pad
1. Press left to enter Viewing Mode
2. Press right to exit Viewing Mode

C-Stick
1. Press up with 1st-person mode enabled to enter 1st-person mode
2. Press down with 1st-person mode enabled to exit 1st-person mode

*******************************************************************************
|03. Menus|                                                         |03. Menus|
*******************************************************************************

###############################################################################
#03a. Main Menu#                                               #03a. Main Menu#
###############################################################################

STORY MODE
The first option on the main menu. When you select Story Mode, you are given
the option of three files. If it is your first time playing, all files will be
labelled "New Data". If you have played a file before, that file will be called
either "???" or your character's name, depending on how far you are. When you
select a file, you can either "Start Story Mode", "Copy File", or "Erase File".
Copying and erasing files are fairly straightforward. If you choose to start
story mode, it will open a menu with "A New Journey" and "The Grand Battle",
however The Grand Battle will only be available once you clear A New Journey.

ARCADE MODE
This option will only be available once you clear A New Journey in Story Mode.
Arcade mode is eight consecutive battles. You can use any parts you have
unlocked in Story Mode, and you can customize again after every battle. The
opponents get consecutively harder as you progress. You can play with five
different battle types: Single Battle, 2-ON-2, Tag Battle, 3-Player Battle
Royal, or 4-Player Battle Royal. You can also set the difficulty level to
either Normal or Hard. Winning a match in arcade mode using a certain part is
the only way to unlock that part in the Parts Index.

VS. MODE
Vs. mode is the only mode in the game that allows more than one player. You are
given six battle types to choose from: Single Battle, 2-ON-2, Tag Battle,
1-ON-2 Handicap, 3-Player Battle Royal & 4-Player Battle Royal. Within each
battle type you can choose the teams. Computer-controlled opponents are only
available once you clear A New Journey in Story Mode. No matter what you
choose, you will also be given the option of a 3-Set Match, 5-Set Match, 7-Set
Match or Endless Match. If one player/team wins more than half of the matches
in 3-Set, 5-Set or 7-Set before all the matches are over, the remaining matches
will still take place. After choosing the amount of matches, you will be given
the option of choosing a holosseum. You can use secret select mode to choose
one secretly, or if you can't choose, there is a random option in the lower-
right corner. Press the Y Button on the holosseum select screen to view the
battle rules. Depending on the type of battle, different rules will be shown.
The options are:
Battle Time: 90, 120, 180, or infinite. The default is 180.
Victory Conditions: Defeat one robo or defeat two robos. The default is two.
Friendly fire damage: Off or on. The default is off.
Allies block gun rounds: Off or on. The default is on.
Friendly pod and bomb blasts cause damage: Off or on. The default is on.
Pods explode on robos other than their primary targets: Off or on. The default
is off.
Ally's charges cause damage: Off or on. The default is off.
After the holosseum select screen, you are shown the customization screen. If a
player is on a team with a CPU, they will have control over the setup. If the
CPU stands alone, or is on a team with another CPU, P1 will have control over
them. For player robos, you can alter all parts of a robo, as usual, and you
can alter the amount of HP the robo has. The options for HP are 100%, 90%, 70%,
50%, 30%, and 20%. For CPU robos, you can alter the difficulty, type and HP.
There are five different difficulties: Very Easy, Easy, Normal, Hard and Very
Hard. Under each difficulty, there are 20 different predetermined robo setups
to choose from. Once customization is complete, the battle begins. After each
battle, the score of each robo is displayed. One point is gained for winning a
battle. If a team wins a battle, both winning robos will score a point.

OPTIONS
Rumble: Turn the Rumble Feature on or off.

Illegal Parts: Turn illegal parts on or off. If disallowed, illegal parts will
be unavailable in Arcade Mode or Vs. Mode. 

Sound Test: Press A to access a sub-menu.
   Sound: Set the sound to stereo or mono.
   BGM Volume: Change the volume of the background music, from 0% to 200%.
   Return to Default: Resets sound settings.
   Play BGM: Listen to the game music. There are 53 songs total. Only available
      after clearing A New Journey.

Controller Config: Press A to access a configuration screen. Here you can alter
the commands for the A, B, X, Y, L and R buttons. Each controller can be
altered individually, but is only available if a controller is plugged into
that socket. Select confirm to save settings. Select default to return to the
default controller configuration.

Vs. Scoreboard: Press A to access the vs. scoreboard screen. The scoreboard
lists all unlocked robos, and the amount of matches they've participated in. It
also shows how many victories, losses and draws the robo has, and its win
percentage. At the top, the Vs. Mode play time is displayed. Press the A Button
to view the second screen, which has the same information for different robos.
At the bottom of the screen is the total score for all robos combined.

Load Data: Use this function to load data from a memory card if you started the
game without a card, or swapped cards while the game was on.

Erase Data: Use this function to erase all Story Mode data, Vs. Mode data and
parts data from your memory card.

1st-Person View: This option is only available once A New Journey has been
completed. When on, you can press the C Stick up to activate the first-person
perspective.

PARTS INDEX
The parts index is an index of all the parts used in the game. It is unlocked
when you first clear A New Journey. At first, no parts are displayed in the
parts index, but you can add parts by winning a match in Arcade Mode using that
part. Trying to gain all of the parts in the Parts Index can be a good way to
practice using different parts. 

###############################################################################
#03b. In-Game Menu#                                         #03b. In-Game Menu#
###############################################################################

CUSTOMIZE ROBO
Choose this to customize your robo. This is available in both the pause menu
and the pre-battle menu. Press X to view the controls for the customization
screen. Press R to enter practice mode. Press the control pad left to enter
viewing mode. Press Y in a tag battle to view part information. Press A to
customize. Press B or START to finish customizing. When customizing your robo
body parts, selecting a part will give you the choice of five different colors:
original, red, blue, green or yellow.

STRATEGIC ADVICE
Select this to view strategic advice for the game. Strategic advice is added
once it is mentioned in Story Mode. This is available in both the pause menu
and the pre-battle menu.

GLOSSARY
The glossary is a list of all important custom robo terms used. Terms are added
once mentioned in Story Mode. For a list of all the terms, see the glossary
section of this guide. This is only available on the pause menu.

TEXT SPEED
Alter the text speed for the game. The five options are Very Fast, Fast,
Normal, Slow and Very Slow. This is only available on the pause menu.

RETURN TO GAME
Exit the menu screen and return to the game. This is only available on the
pause menu.

QUIT
Exit the game. Any unsaved progress will not be saved. This is only available
on the pause menu.

PARTNER DATA
View your partner's customization. This is only available on the pre-battle
menu, and is grayed out when you do not have a partner.

OPPONENT DATA
View your opponent(s)'s customization. This is only available on the pre-battle
menu.

HOLOSSEUM DATA
View the holosseum for the battle. This is only available on the pre-battle
menu.

START BATTLE
Begin the battle. This is only available on the pre-battle menu.

GRAND BATTLE RULES
View information on the rules of The Grand Battle. This is only available on
the pause menu in The Grand Battle. Information is added in the same way as the
strategic advice and the glossary.

SCORE DATA
View your current score, the high score, and the task scores for the current
tournament. This is only available in The Grand Battle, and is available on
both the pre-battle and the pause menu. It is grayed out if you are not in a
tournament.

*******************************************************************************
|04. Glossary|                                                   |04. Glossary|
*******************************************************************************

###############################################################################
#04a. Normal Glossary#                                   #04a. Normal Glossary#
###############################################################################

This section is a list of all the terms that specifically apply to Custom Robo,
and their definitions in alphabetical order.

2-on-2 Battle: A two-on-two battle in which two commanders team up against two
opponents.

Autonomous Robo: A robo that can move without a commander controlling it.
Currently used only for menial tasks and heavy labor assignments.

Battle Show: A secret robo-battle tournament that takes place in Bogey's Cafe.
These battles have been deemed illegal because of the number of battle wagers
placed on them.

Battle Wager: A bet placed on a robo battle. Betting on robo battles in any
form is illegal.

Bogey's Cafe: A dodgy cafe owned by the equally dodgy Bogey. Ernest, chief of
the Steel Hearts, is a regular customer, often seen with a nice cup of really
warm tea and a notebook full of poetry.

Bounty Hunter: A freelance mercenary who hunts criminals and receives rewards
for their capture from law enforcement officials.

Command: The act of controlling a robo.

Commander: A person skilled in robo control and operation.

Custom Robo: The robo, averaging about 30 cm tall, is the realization of years
of work in robot technology and engineering. Commanders control their robos
with their minds.

Daimon: A Chinese restaurant owned by Dendai Don. They serve everything from
trustworthy standards to very elaborate and exotic dishes.

Dark Blue: A team of wealthy, if unscrupulous mercenaries. They are the main
reason bounty hunters have a bad name, and they have fashioned themselves as
Steel Hearts' rivals.

Department of Licensing: The robo licensing center. Commanders-in-training must
pass a test to receive their robo operator's license. The tests are
administered by slightly obsolete testing machines that utilize archaic and, at
times, irritating AI programs. Commanders must wait one year between each rank-
advancement test.

Dive: When a commander merges his or her thoughts with a robo in order to
control it in a holosseum. If a commander dives for too long, his or her brain
waves becomes unstable and erratic.

Exam Machine: A license-test machine locates inside the Department of Licensing
test hall. To take a test, insert an exam card and your robo cube into the exam
machine.

Eye-scan Registration: A robo will only respond to the commander to whom it has
been registered. An eye scan is required to register a robo. After the eye scan
is complete, the robo responds to no one but that commander. The eye-scan
registration has become a ritual among commanders when they first receive a new
robo.

Father's Watch: The watch given to you by your late father. It is the only
memento you have of him.

Holosseum: A holographic battle environment roughly 3.6 square meters in size.
Skilled commanders can construct their own holosseums from their thoughts and
memories. For those who can't, there are prebuilt holosseums in each robo. The
machine that projects the holosseum is called a holosseum deck.

Hub Park: A lovely park, considered by many to be both a restful garden and a
good place for a romantic rendezvous.

Illegal Part: A part constructed in violation of the robo-development
ordinances. All parts must conform to certain regulations when they are
constructed. Parts that do not conform are considered dangerous, and commanders
who use them stand in violation of the law.

License: A document required by all robo commanders before diving into their
first robo. Licenses are ranked in classes. Class D is the lowest, then C, B,
and A. Mercenaries need a Class D license, while the police force requires a
Class A license.

Marv: A criminal wanted for crimes that have, at least for now, not been
disclosed.

Parts: The custom robo s made up of 5 parts:
       Body (the robo's chassis)
       Gun (the right arm)
       Bomb (the left arm)
       Pod (the backpack)
       Leg (the robo's legs)
You can change any of these parts to create your own custom robo.

Parts Generator: A machine that transfers downloaded parts data into robo
cubes. You can find one in just about every building, public or private. They
are essential to the customization of robos.

Police Squad: Members use high-performance custom robos to protect themselves
and to fight criminals.

Police Squad HQ: Just your standard police headquarters. Nothing to see here.
Move along, move along.

Ray 01: Your very first robo! A Shining Fighter model. A standard, yet
versatile robo.

Research Lab: The official robo research laboratory, where new robo models and
parts are developed and tested before hitting the market. Linda is the lab's
director and chief researcher.

Robo Battle: Typically, a one-on-one battle between robos that takes place in a
holosseum. At the end of the robo battle, the winner gains access to the
loser's parts data. Download the new parts data at a parts generator.

Robo Cannon: The deployment system that launches robos into battle inside of
the holosseum.

Robo Cube: The form a custom robo takes when it is not fighting in a holosseum.
This small, easy to carry cube contains all the parts data you've downloaded,
as well as the robo itself.

Safety Switch: A fail-safe switch that keeps commanders from being hurt by the
stress and mental feedback of robo battles.

Stealth Function: The ability some robos possess to vanish momentarily during
an air dash or charge.

Steel Hearts HQ: The small bounty-hunter office where you work. Although the
employees of Steel Hearts want to return some dignity to the job of bounty
hunter, most people just call them "bottom-feeders," common mercenaries who
will do any job for the right price.

Takuma University: An elite university training in both technical and robo-
piloting skills. Ernest, chief of Steel Hearts, and Linda, director of the Robo
Research Labs, both graduated from this elite university. In fact, Ernest
graduated in the top of his class.

Training Gym: A robo-battle training facility that provides commanders both real
and AI opponents against whom they can improve their skills. Membership is
cheap but still somehow outside of the Steel Hearts employee budget.

Z Syndicate: A mysterious organization whose motives, whereabouts, and members
are unknown. One thing that IS certain is that they are illegally modifying
robos for some dire and, no doubt, sinister purpose.

###############################################################################
#04b. Spoiler Glossary#                                 #04b. Spoiler Glossary#
###############################################################################

This is a special "spoiler" glossary containing definitions that spoils the
story for the game. Only read this if you have cleared A New Journey or do not
care about the story developments and strictly play the game for robo battling.

Class-S Rating: The license above Class A. Currently the highest license that
the public can attain is Class A, but one can take the Class-S exam if three
Class-S commanders give endorsements. Class-S commanders possess skills and
mental prowess far beyond those of normal commanders. The government disavows
knowledge of the Class-S license.

Half-Dive: A unique ability. Marcia alone possesses the power to dive into
someone else's robo and read that robo's most recent battle. This allows her to
see whatever its commander saw in that battle. The stress of a half-dive
prevents Marcia from using this ability often.

Memory-Erasure Device: A device hidden within your father's watch. It has the
ability to erase Rahu's genetic memory, stopping Rahu from growing more
powerful. It only works when activated with a chip that Sergei possesses.

Rahu: A living being capable of integrating evolutionary enhancements from both
living and nonliving objects around it. Hundreds of years ago, it all but
annihilated the entire human race.

The Outside World: A world that exists beyond the boundaries of the known
world.

*******************************************************************************
|05. Strategic Advice|                                   |05. Strategic Advice|
*******************************************************************************

The information found in this section is based on, however not a word-for-word
copy of, the Strategic Advice found in the pause menu of story mode.

BASIC RULES
The basic idea of Custom Robo is to create a unique custom robo, and battle it
against an enemy robo. You win if your opponent's energy is depleted, or if you
have more HP at the end of the battle.

ROBO CANNON
When the battle starts, all robos will be in what's called the "robo cannon",
still in robo cube form. The robo cannon can be aimed with the Control Stick.
Once the robo cannon launches the robo cubes, they will roll on the ground with
a random number ranging from 1 to 6 displayed. The number is the length of time
in seconds you will have to wait to control your robo, however the countdown
can be sped up by rapidly tapping the A, B, X or Y Buttons.

NEW PARTS
When you win a battle, you will most likely gain access to a new part that can
be used in your next battle. However, the part will be unavailable until you
visit a "parts generator". It's hard to describe what it looks like, but you'll
probably know it when you see it, as they are scattered all throughout the
game.

TEST MODE
Test mode can be activated by pressing the R Button on the customization
screen. It can be used to test new parts without actually having to use them in
a battle.

ROBO MODELS/STYLES
There are many different types of Robo Models, and all of them possess their
own unique abilities, which can be seen in the Parts Index. The different types
are Shining Fighter, Aerial Beauty, Metal Grappler, Little Raider, Strike
Vanisher, Trick Flyer, Lightning Sky and Funky Big Head. In addition, each of
these robo models comes in three different styles: Normal, Armor and Speed.
Armor robos have increased defense and decreased speed. Speed robos have
increased speed and decreased defense. Normal robos have a perfect balance of
the two.

STATUS DETAILS
On the customization screen, when highlighting a part there are certain details
that are displayed above the part names. This applies to robo models, guns,
bombs and pods, but not legs.

ROBO MODEL STATUS DETAILS
DWN - Indicates the endurance level of the robo; more specifically, how much
      abuse it can take before it gets knocked down
DEF - Indicates the defense of the robo. The higher the bar, the less damage it
      will take from an attack
SPD - Indicates the speed of the robo
SKY - Indicates the robo's proficiency at jumping and air dashing
ATK - Indicates the attack power of the robo. The higher the bar, the more
      damage its attack will deal to the opponent

GUN STATUS DETAILS
ATK - Indicates how much damage the gun will inflict
SPD - Indicates the round's speed after being fired from the gun
HMG - Indicates how long the fired round will chase the target
RPD - Indicates how fast the gun can fire
DWN - Indicates the gun's ability to knock down the target

BOMB STATUS DETAILS
ATK - Indicates how much damage the bomb will inflict
SPD - Indicates the bomb's speed after being fired
SIZ - Indicates the size of the explosion left behind by the bomb
TIM - Indicates how long the explosion effect remains
DWN - Indicates the bomb's ability to knock down the target

POD STATUS DETAILS
ATK - Indicates how much damage the pod will inflict
SPD - Indicates the pod's speed after being fired
HMG - Indicates how long the fired pod will chase the target
SIZ - Indicates the size of the explosion left behind by the pod
TIM - Indicates how long the explosion effect remains

SYSTEM FAILURE
A robo's systems will fail if it suffers a great amount of damage in a short
period of time. A robo is incapable of fighting while down, but upon recovery,
the robo will temporarily be invincible. The time spent knocked down can be
shortened by rapidly tapping the A, B, X or Y Button. When a robo is knocked
down, recently fired gun rounds will disappear from the holosseum, so if your
opponent has a slow-firing weapon, it may be better strategy to try to knock it
down then dodge the oncoming round.

ROBO VULNERABILITY
During a battle, your robo will experience many moments of vulnerability. If
you fight carelessly, your opponent will take advantage and counter your
attacks. For example, when a robo stops moving, it takes a short while to
accelerate to full speed again. When landing after a jump, before and after a
charge, and after firing a gun or bomb are also prime moments of vulnerability.
These moments of time are good times for ambushes.

USING OBSTACLES
Being careless in a battle may lose you valuable energy you may regret losing
later. Most holosseums are designed with many barriers, so it is wise to form
a strategy that somehow uses those barriers as defense from oncoming attacks.
It is possible to fire your gun while moving, so it can be made that you end
up behind a wall after firing your gun to protect against the enemy robo. It is
also wise to time a jump dash so you end it behind a wall.

CORNERS
The four corners are the most dangerous places in a holosseum. If possible, try
to trap your opponent in a corner, but be sure not to get trapped yourself.

JUMP HEIGHT
The longer you press the A Button, the higher you jump, however the robo will
never exceed its own jump height. If you press the A and B Buttons
simultaneously, your robo will make the smallest possible jump and fire its
gun.

USING PODS
Pods don't have to be used to directly harm your opponent. There are many pods
that will do better to block your opponent's movements then deal physical harm
to them. Using pods wisely can trap your opponent in one of the holosseum's
four corners. There are also some pods that are more suited to be scattered
about the holosseum rather than be targeted at your opponent. Your opponent
will have difficulty moving if you occasionally scatter pods.

BLAST TYPES
There are certain models of bombs and pods with letters in their names. The
standard model without a letter will blast the target diagonally upward. Models
with letters in their names have different effects:
Gazer (G) - Blasts the target upward.
Horizon (H) - Blasts the target slowly sideways.
Burst (B) - Blasts the target sideways, close to the ground, and leaves a blast
    zone.
Destroy (D) - Blasts the target diagonally upward, and leaves a blast zone.
Stun (S) - Paralyzes the target for a short while.
Pillar (P) - Blasts the target straight up, and leaves a blast zone.
Flipper (F) - Blasts the target sideways.
Cyclone (C) - Blasts the target slowly upward.
Traction (T) - Blasts the target toward the firing robo.
Knockdown (K) - Knocks down the target.
Explosion (X) - Blasts the target diagonally upward.

LOW AIR DASH
Repeatedly tap the A Button to do a low air dash. By doing this you can move
quickly without losing too much cover.

CHARGING
You can charge with the X Button. You will be invincible during a charge, but
extremely vulnerable before and after charging. If a charge makes contact, it
will automatically knock down the opponent. Every robo has a different type of
charge attack.

COMBOS
Using your gun, bombs and pods in combination is the best way to win a battle.
Although the gun is probably the most important of these three weapons, if you
cannot use all three you will have trouble in the later battles of the story
mode. Also, when playing with friends your attacks will be to predictable, and
hence, easily avoided and countered.

WEAPONS WITH AERIAL ABILITIES
Some guns and bombs have different effects when fired from the air then when
fired on the ground. These different effects can be seen in the weapon info on
the customization screen.

DODGING ROUNDS
Although there are often many walls to protect yourself, it is almost
impossible to avoid taking damage. When approaching your opponent, they will
almost certainly fire at you. Guns with strong homing ability, but slow speed,
such as the Dragon Gun and Hornet Gun can be dodged by letting them approach
and jumping at the last second. Guns with high speeds, such as the Gatling Gun
and the Twin Fang Gun can best be dodged by approaching while circling around
your opponent. This method is much safer than a direct approach because it
decreases the chance of being hit.

2-ON-2 BATTLES
In a 2-on-2 battle, you and a partner robo will compete against two other
robos. You win if both the opposing robos lose all of their energy before you
do. Whether your partner's robo survives does not matter. You can change your
target by pressing the Y Button. Your partner's gun will not harm you, however
their bombs and pods will.

SINGLE-USE BATTLING
In The Grand Battle, some tournaments will have a single-use rule in effect.
This rule will require you to change your robo model, gun, bomb and pod for
every fight. The legs do not need to be changed.

GRAND BATTLE SCORING
In The Grand Battle, you will be awarded points for each battle. If you get a
certain number of points, you may qualify for a bronze, silver or gold trophy,
however the amount of points necessary changes for each tournament. The scoring
works as follows:
Energy: 300 points for every percentage point
Time: 100 points for every second remaining
Destruction Bonus: 10000 points for every robot defeated
Perfect Bonus: 5000 points for winning without taking damage
Losses: Score drops by 10% per loss
Handicap: Score drops by 25% for each successive handicap
Illegal Parts: Score drops by 50%

TAG BATTLES
A tag battle consists of four robos, but only two will be in the holosseum at
one time. It is essentially a 1-on-1 battle where each commander has two robos.
You win the battle if you reduce either of your opponents robos to 0 energy.
Press the Y Button to swap robos. After changing, you must wait seven seconds
before you can change again. If you change while knocked down, you will
experience momentary invulnerability. If a robo's energy drops below 150 and is
swapped out, it will slowly heal itself, but will never go above 150.

HANDICAP BATTLES
A handicap battle is a 1-on-2 battle that pits you against two enemy robos. As
with a 2-on-2 battle, you can change your target with the Y Button.

REVERSE HANDICAP BATTLES
A reverse handicap battle is a 1-on-2 battle that pits you and a partner
against one enemy robo. As with a 2-on-2 battle, whether your partner survives
or not is irrelevant.

BATTLE ROYAL
A battle royal is exactly what it sounds like. It's a completely free-for-all
match in which the last robo standing wins. In The Grand Battle, there will
always be four robos, however it is possible to have a three-player battle
royal as well.

*******************************************************************************
|06. A New Journey|                                         |06. A New Journey|
*******************************************************************************

To begin A New Journey, on the main menu go to Story Mode, New Data (or your
name if you have played already), Start Story Mode, and finally A New Journey.

The game will begin with a phone call from your dad. He will call you outside,
and upon leaving you will find him there. It is your birthday and he is giving
you his special watch he promised you, on the condition that you always keep
it, and never take it off.

###############################################################################
#06a. Day One#                                                   #06a. Day One#
###############################################################################

You will be woken up by your landlady, Lucy. Apparently, you were dreaming,
and Lucy has woken you up because you have a job interview at Steel Hearts.
When you get out of bed, you will have control over your character. You are
currently in your house, which is a section of a three-part apartment complex
owned by your landlady, whom you were recently acquainted. In the upper-right
corner, you will notice a parts generator (see glossary). Exit the room and
walk left to be automatically drawn to Lucy for a conversation.

Lucy sees you off for your interview, and mentions important story events such
as your father's long-term absence. Apparently, since that time you received
the watch, you have not seen your father, and recently you have obtained a
letter informing of your father's death, and a will telling you to become a
robo commander. After the conversation, head out, and you will be on the world
map screen. This screen contains all the major locations of the town, but you
currently can only go to the Steel Hearts HQ and back home. As you progress,
more locations will become available. Your character will automatically walk
to the Steel Hearts office as soon as you leave your home.

In the office, if you talk to Harry, the guy sitting on the couch, he will tell
you to talk to Ernest, the guy behind the desk at the back of the room. Walk
towards him to be automatically drawn into an interview. You will find out that
the Steel Hearts is a bounty hunter service (see glossary). Despite what you
answer to the questions, Ernest will come to the conclusion that he cannot hire
you due to your lack of experience in custom robos. At the end of the
interview, Ernest will get a phone call from the director of the Robo Research
Lab, Linda, about a burglary that the police squad is having trouble with.
Harry is sent to the scene, and Ernest wishes you to go as well for the absurd
reason that it might scare you away from the business. You will automatically
follow Harry to the lab.

Upon arrival at the lab, you will find several police squad members in heated
robo battles with the burglars. You will also find out that the police squad
and bounty hunters don't like each other very much. The burglars are trying to
steal the lab's newest robo model, Ray 01, a formerly top secret project. In
an attempt to impress Linda, Harry runs over to one of the burglars and engages
in a battle with it. During the battle, you and Linda will converse shortly
about robos, until she tells you to go help Harry, assuming you are with Steel
Hearts.

Talk to Harry to break his concentration and cause him to lose the battle. It
sounds evil, but you can't progress until you do it. Harry will fly back into a
bunch of boxes, and Ray 01 will roll to the ground. Press the A Button in front
of the robo cube to pick it up, and press the button. You will do an eye-scan
registration, and the Customize Robo option will be accessible on the pause
menu. You can't customize yet, though, because you only have standard parts.
Talk to the burglar to fight him in your very first robo battle. Harry will
give you some basic advice on moving and firing your gun. Harry will almost
always give you advice before a battle, until he's given you all the advice he
can. Anyways, the battle:

Opponent: Burglar
Robo: Splendor
Gun: Basic
Bomb: Standard
Pod: Standard
Legs: Standard
Holosseum: Basic Arena
Reward: N/A

After the battle, one of the police squad members will fall, and you must
challenge the burglar that defeated him.

Opponent: Burglar
Robo: Metal Ape
Gun: Basic
Bomb: Standard
Pod: Standard
Legs: Standard
Holosseum: Basic Arena
Reward: N/A

Another police squad member falls, so it's up to you to clean up after him as
well.

Opponent: Burglar
Robo: Splendor
Gun: Basic
Bomb: Standard F
Pod: Standard
Legs: Standard
Holosseum: Basic Arena
Reward: Twin Flank Pod F

The final police squad member falls as well, so you must take out the fourth
and final burglar. If you visit the parts generator, as instructed by Harry,
you will get the Twin Flank Pod F you just received for winning that match.

Opponent: Burglar
Robo: Metal Bear
Gun: 3-Way
Bomb: Standard F
Pod: Feint F
Legs: Standard
Holosseum: Basic Arena
Reward: 3-Way Gun

After the fights, you will meet Harry's sister, Captain Mira of the police
squad, and her subordinate, Roy. The four burglars have been sent to Police
Squad HQ. Mira wishes for Harry to obtain a Class-A license and join the police
squad, but Harry refuses, and Mira leaves with Roy. Afterwards, Linda will come
and thank you for taking care of the burglars. She will also let you keep Ray
01, seeing as how only you can use it now anyway. Linda also promises to call
Ernest and tell him to hire you. Linda will ask your name, and you finally get
to put it in (all this time in the name slot it said "???"). It doesn't really
matter what you put in. The name will be what you are referred to throughout
the game, and will also be put in place of "New Data" in the Story Mode menu.

Linda will go back in the lab to help clean up, and Harry will describe parts
generators for you. However, Harry doesn't want to leave yet for fear of more
work, so he tells you to talk to the scientists in the area that are cleaning
up. There are eight scientists in all, and you must talk to each one at least
once before Harry will leave. Once you have left, head back to the Steel Hearts
office. Upon arrival, you officially become a member of the Steel Hearts upon
request of Harry, and more importantly, Linda.

Harry will ask if you are going home or staying. If you say your going home,
the game will save and the next day will commence. If you choose to stay, you
can wander into any place available on the world map screen, and the next day
will begin only when you enter your house. Nothing can ever be gained by
wandering around at night, but you can talk to people and see things you
wouldn't normally see. You will be asked this same question at the end of every
day in A New Journey.

###############################################################################
#06b. Day Two#                                                   #06b. Day Two#
###############################################################################

You will be woken up by Lucy this morning as well, for the reason that it is
your first day of work as a bounty hunter and you shouldn't be late. Head
outside, and after a short chat with Lucy, leave the complex and go to Steel
Hearts HQ and talk with Ernest. You will find out that the Steel Hearts have
another member, Marcia, whom is currently out on duty. Ernest will then send
you and Harry to the gym to train. Upon leaving the office, Harry will guide
you to the Training Gym.

The Steel Hearts have a group membership at the gym, so you can train for free.
However, the game will not allow you to come and train whenever you choose.
Harry will offer a practice round with him at one of the holosseum decks in the
gym.

Opponent: Harry
Robo: Glory
Gun: Gatling
Bomb: Crescent P
Pod: Speed P
Legs: Standard
Holosseum: Diamond Fences
Reward: Standard Bomb S

Harry decides to take a little break, and tells you to challenge the gym's
training computers. There are four in all, and you can only challenge each one
once. You can only continue once all of the computers have been defeated. First
is the computer in the lower-left corner:

Opponent: Computer
Robo: Buggy
Gun: Basic
Bomb: Standard
Pod: Dolphin
Legs: Short Thrust
Holosseum: Diamond Fences
Reward: Speed Pod D

Next is the computer in the upper-left corner:

Opponent: Computer
Robo: Buggy
Gun: 3-Way
Bomb: Standard F
Pod: Standard
Legs: Wide Jump
Holosseum: High-Rise Plaza
Reward: Criminal

Third is the computer at the very top:

Opponent: Computer
Robo: Peregrine
Gun: 3-Way
Bomb: Standard S
Pod: Dolphin
Legs: Standard
Holosseum: Diamond Fences
Reward: Gemini Bomb P

Finally, the computer in the upper-right corner:

Opponent: Computer
Robo: Peregrine
Gun: Gatling
Bomb: Standard
Pod: Cockroach H
Legs: Ground
Holosseum: High-Rise Plaza
Reward: Cockroach Pod H

When you defeat all of the computers (the order doesn't matter), you will get
a phone call from Ernest. Harry's cell phone is turned off, and Ernest urgently
needs to speak with him. Head to the front desk to find Harry attempting to
obtain the phone number of the receptionist, Sophie. A bit of womanizing and
profanity later, you have work to do at Hub Park.

When you get to Hub Park, talk to the girl standing in front of the two guys
battling to find out the cause of the problem. She invited them both out to a
date in the same place at the same time, and upon seeing each other immediately
started fighting. The girl, Mary, will leave, and you will have to battle one
of the guys standing there. You can fight either one, but you cannot fight
both. Anthony is the guy on the left, and Thomas is the guy on the right.

Opponent: Anthony
Robo: Criminal
Gun: Gatling
Bomb: Crescent P
Pod: Feint G
Legs: Long Thrust
Holosseum: Flower Garden

Opponent: Thomas
Robo: Splendor
Gun: Gatling
Bomb: Straight G
Pod: Speed D
Legs: Standard
Holosseum: Flower Garden

Reward: Reflection Pod, Long Thrust Legs

After defeating them, they will collapse, but will get up after you turn your
back and attempt to attack you. Before they can, however, an unknown voice
calls out and warns you about their actions. The unknown voice is Marcia, whom
you now meet for the first time. She tells you she has a Class-B license, and
asks you what license class you have. When she finds out you are without a
license, she shockingly reveals that bounty hunters by law require a Class-D
license or higher, a fact that Harry completely forgot. Marcia and Harry decide
to go inquire to Ernest about this new dilemma, so upon receiving control, head
over to the Steel Hearts HQ.

Ernest is reluctant at first about paying the license fee to get you a license,
until he finds out that he is responsible if you are caught. He decides that
Harry will take you to get your Class-D license tomorrow. You will also find
out that Harry refuses to take the Class-C test because it's unnecessary, and
that Marcia wishes to advance to Class A, but can't afford it. Ernest will let
you all go home early, so head home and get some rest for the test tomorrow.

###############################################################################
#06c. Day Three#                                               #06c. Day Three#
###############################################################################

Lucy wakes you up again today, this time for "that lying test". When you go
outside, she will tell you how to get there. Just go right when you leave. It's
really easy to find; not only is it nearby, but it's now the only labelled
location you have not been. Enter the building to find Harry trying to obtain
yet another receptionist's phone number. After he notices you, he will walk
over to you and hand you your exam card. If you walk over to the unused exam
machine you can take the test.

The first portion of the test is ten knowledge questions. The questions are
really easy, but the answers are below.

1. What is the name of a person who controls a custom robo?
Captain
Commander*
Commandeer

2. What is it called when a person and his robo become one?
A Dive*
A Drive
A Live

3. What is it called when your robo is in its easy-to-carry form?
Robo Dude
Robo Tube
Robo Cube*

4. What is the custom robo research center also known as?
Labradory
Lavatory
Laboratory*

5. Which license class do you need in order to join the police squad?
Class A*
Class B
Class C

6. What is the name of the arena where custom robos fight?
Colosseum
Holossus
Holosseum*

7. What is the name of the machine that transfers custom robo data?
Parts Giver
Parts Burninator
Parts Generator*

8. Which of the following is an actual custom robo part?
Pod*
Pork
Bot

9. The proper name of this testing hall is called the Custom Robo...
Compartment of Licensing
Department of Licensing*
Department of Fish and Game

10. What question number are we on?
8th question
9th question
10th question*

The second part of the test is skill. You are required to defeat a custom robo
under the control of the computer.

Opponent: Computer
Robo: Buggy
Gun: 3-Way
Bomb: Gemini B
Pod: Cockroach G
Legs: Quick Jump
Holosseum: Crevice Court
Reward: Feather Legs

After defeating the computer, go back to Harry and talk to him. He actually
succeeded in getting Trish's (the receptionist's) number. Head back to the
Steel Hearts office. When Ernest finds out that you passed, he sends you home,
and tells Harry to accompany you for some quality time together.

On the world map screen, head back home. When you get there, you will go inside
and go to bed. Harry will hurry back home to call Trish, dropping the phone
number in front of your house.

###############################################################################
#06d. Day Four#                                                 #06d. Day Four#
###############################################################################

Lucy will wake you again, so head outside. When you leave, you will find that
your neighbors are arguing extremely loudly. However, ignore it for now and go
to work. When you get there, Ernest will send you back to deal with the
problem anyway. Apparently, Lucy tried to help but couldn't because robos were
involved. He sends a reluctant Harry with you as well.

Upon arriving, after talking with Lucy about the problem, you and Harry will go
inside. Harry will tell you to challenge the wife while he takes care of the
husband. Talk to her to initiate a battle.

Opponent: Woman
Robo: Metal Ape
Gun: Blade
Bomb: Straight T
Pod: Feint F
Legs: Long Thrust
Holosseum: Magma Hole
Reward: Vertical Gun

After both the husband and wife are defeated, they will quickly make up and
take revenge on you in your very first Story Mode 2-on-2 battle.

Opponent: Woman/Walt            Partner: Harry
Robo: Metal Ape/Dour Head       Robo: Glory
Gun: Blade/Left 5-Way           Gun: Vertical
Bomb: Gemini P/Dual             Bomb: Crescent P
Pod: Wave/Diving                Pod: Cockroach H
Legs: Long Thrust/High Jump     Legs: Standard
Holosseum: Basic Arena
Reward: Metal Ape, Spider Pod

After that match, Marcia will enter the room saying that Ernest was worried
about Harry because he was acting weird. You will also find out the cause of
the problem; the wife found a girl's phone number in the coat pocket of the
husband. Upon examination, Harry finds out that it is indeed Trish's number,
but keeps such information to himself and instead just takes it as evidence.
Marcia goes to comfort the children, and Harry will tell you a bit about
her past. Her parents passed away a few years ago, and her brother, an elite
member of the police squad, abandoned her just recently. As well, Marcia
possesses a strange power, and all these things grouped together caused her to
shut herself out from the world and keep everything to herself. She wants a
Class-A license because she wants to join the police squad, and Harry
speculates that she wants to search for her brother.

As the three of you prepare to leave, Marcia gets a phone call from Ernest
telling you to get to Bogey's Cafe. A wanted criminal named Marv has been
spotted, and Ernest wishes to claim the reward. After a few unnecessary
questions, the three of you head off and automatically walk to Bogey's.

When you arrive, you find some weird guy with pink hair, and two goons with
sunglasses. During a conversation, you find out that Evil, the pink-haired guy,
is the leader of a rival bounty hunter group Dark Blue. Not only that, but they
have already caught Marv. Bogey requested the services of Dark Blue because
Ernest had been there all day in a dark corner writing poetry and weeping,
and he didn't want to rely on a group with such a weird leader.

After a brief conversation between the two groups, the three of you decide to
head back to the office. When you get there, Ernest is angry at first about
your failure, but then a witty comment from Harry shocks him back into place,
and causes him to dismiss the three of you and leave through the door behind
him. You will be asked if you are going home, so say what you wish. Either way,
the next day must commence before the story continues.

###############################################################################
#06e. Day Five#                                                 #06e. Day Five#
###############################################################################

You will be woken up by your cellphone. It's Harry, and you have work to do.
There is a robo fight going on at the Daimon Chinese restaurant, and the owner,
Dendai Don, called Steel Hearts. Head outside and talk with Lucy, and she'll
tell you where Daimon is. It is at the very top of the map, in the center.

When you get there, you'll find Ernest, Marcia and Harry already present. Talk
to Ernest to find out that a guy who was eating at the restaurant at the time
was killed due to the mental shock of an incredibly intense robo battle. Talk
to Marcia and Harry as well, and then Mira and Roy will show up. According to
Mira, a witness claimed that the victim was fighting an autonomous robo, which
had recently fled the scene and was nowhere to be found. Mira asks Marcia to 
use her special ability, the half-dive, to read the victims last thoughts.
After a bit of convincing, Marcia agrees.

Upon half-diving, Marcia witnesses the opponent robo, and claims that it looks
more like a living thing than a robo. Roy and Mira ask Marcia to go to Police
Squad HQ with them to draw a composite sketch of the robo, to which she also
agrees. You, Harry and Ernest head back to the office and wait for her. After
a conversation about Marcia and the half-dive, Ernest gets a phone call from
Bogey asking for the assistance of the Steel Hearts. There is some guy who
keeps winning all of his matches, causing Bogey to lose all his money. Head
over there to solve the problem.

When you and Harry get there, you find that Dark Blue is already there, but
this time they're being "generous" and fighting you for rights to the job. You
will have to do a 2-on-2 battle against Evil and one of his goons.

Opponent: Evil/Lackey 2          Partner: Harry
Robo: Juggler/Metal Ox           Robo: Glory
Gun: Right Pulse/Gatling         Gun: 3-Way
Bomb: Left Flank H/Submarine D   Bomb: Standard F
Pod: Speed P/Feint G             Pod: Dolphin
Legs: Stabilizer/Quick Jump      Legs: Standard
Holosseum: Checkmate Foundry
Reward: Left Flank Bomb H, Feint Pod F

After winning the match, Evil claims he allowed you to win, and leaves. Bogey
directs you to the location of the problem; behind a hidden door at the back of
the cafe. Bogey has been hosting illegal gambling matches, and someone has been
winning too much.

Go into the back room, and talk to all of the people in the room. There are
seven people in total to talk to. After talking to each person at least once,
talk to the waiter at the front desk to sign up for a 16-combatant singles
tournament. Harry will be number 16, you are number 9, and the guy you're
supposed to defeat, Shiner, is number 1. Talk to the waiter again, and say
"I'm ready." to start the tournament.

For the first round, you must face a member of the police squad (participating
in an illegal tournament). His name is Paulie.

Opponent: Paulie
Robo: Javelin
Gun: Gatling
Bomb: Straight S
Pod: Satellite
Legs: Standard
Holosseum: Diamond Cell
Reward: Javelin

Talk to the waiter again (he's in front of the holosseum deck) to start the
second match. Your second opponent is your neighbor, Walt.

Opponent: Walt
Robo: Dour Head
Gun: Right 5-Way
Bomb: Crescent P
Pod: Feint G
Legs: Standard
Holosseum: Ice and Snow
Reward: Left 5-Way Gun

Again, talk to the waiter to start the semifinal match, in which you will be
facing Harry.

Opponent: Harry
Robo: Glory
Gun: Vertical
Bomb: Standard S
Pod: Cockroach H
Legs: Short Thrust
Holosseum: Checkmate Foundry
Reward: Caboose Pod C

Talk to the waiter one final time to initiate the final match. This match is
against none other than Shiner.

Opponent: Shiner
Robo: Breaker
Gun: Flame
Bomb: Straight G
Pod: Caboose X
Legs: Long Thrust
Holosseum: Crevice Court
Reward: Flame Gun

After the battle, Shiner isn't the least bit disappointed in his loss. He
claims his "job is done here". Harry accuses him of being a member of the Z
Syndicate, because the syndicate's logo is embedded on his shoulder. Harry
describes to our dimwitted main character about the Z Syndicate (honestly, he
knows absolutely nothing about robos or the town he lives in or anything).
Shiner admits to nothing, and when the lights go out unexpectedly, he escapes.
When the lights turn back on, Marcia walks in, claiming not to see anyone on
the way. The waiter closes up for the day, and the weird guy with blue hair
that was standing in the corner bumps into Marcia on his way out. After a bit
of mumbling, Marcia runs after the man. I don't know how obvious it is to you
so I'm not going to say anything specific. If you don't know, you'll find out
eventually. Harry asks you if you want to go home or wander around, and Day 5
comes to a close...

###############################################################################
#06f. Day Six#                                                   #06f. Day Six#
###############################################################################

Lucy wakes you up this morning. Get up and go outside to talk to her, as per
usual. She says she's decided to go to Daimon today. Head to work to find Harry
and Marcia. Marcia is refusing to talk to anyone about the event that occurred
the day before. Ernest enters the room with a big surprise... he's entered you,
Harry and Marcia in a battle tournament at the Training Gym. Although he says
he's doing it for the health and well-being of his employees, he actually wants
more publicity. Well, either way, you get to participate in a tournament. You
will automatically be taken to the Training Gym. Because you're still an
amateur, Harry tells you to talk to the people hanging around the gym for
information. You have to talk to everyone: that's three generic boys, two
generic girls, Walt & family, Harry, Marcia, and Sophie. Talk to every one of
those people, and Sophie will announce the start of the tournament. You will be
competing in five matches, all of which except for the last one will be at the
same holosseum deck you practiced with Harry at on Day 2. Press A in front of
the holosseum deck to fight your first opponent, your neighbor's son, Will,
whom does not have any specific reason for competing other than for fun.

Opponent: Will
Robo: Seal Head
Gun: 3-Way
Bomb: Standard F
Pod: Seeker F
Legs: Quick Jump
Holosseum: Little Locomotive
Reward: Twin Flank Pod G

Your next opponent is Dendai Don, owner of Daimon Chinese restaurant. He had to
shut down his restaurant after the event yesterday, and wanted to win the
tournament to gain publicity.

Opponent: Don
Robo: Shrike
Gun: Drill
Bomb: Straight G
Pod: Twin Flank F
Legs: High Jump
Holosseum: Chinese Bowl
Reward: High Jump Legs

Opponent number three is Mary, the girl you met at Hub Park on Day 2. She
doesn't remember ever meeting you, and claims she got to Round 3 in the
competition by promising her two previous male opponents a date if they lost.
Even though she makes a similar offer to you, nothing of the such happens if
you lose; the game just resets to right before the match and you try again.

Opponent: Mary
Robo: Earth
Gun: Vertical
Bomb: Gemini P
Pod: Ground Freeze
Legs: Quick Jump
Holosseum: Flower Garden
Reward: Earth

Next is the semifinal round. The round pits Marcia against Harry, and you
against Evil. Harry loses against Marcia pretty badly, but is confident in your
ability to defeat Evil.

Opponent: Evil
Robo: Juggler
Gun: Right Pulse
Bomb: Burrow D
Pod: Dolphin G
Legs: Short Thrust
Holosseum: Diamond Fences
Reward: Gatling Gun

At last! The final round! Head to the holosseum deck at the top of the room to
challenge your final opponent, Marcia.

Opponent: Marcia
Robo: Milky Way
Gun: Homing Star
Bomb: Wave
Pod: Spider
Legs: Booster
Holosseum: L Formation
Reward: Booster Legs

A surprised Harry and Marcia congratulate you on your victory, and you are
officially declared the champion. After making an embarrassing advertisement for
Steel Hearts, the day comes to a close.

###############################################################################
#06g. Day Seven#                                               #06g. Day Seven#
###############################################################################

You will be woken up by a phone call from Ernest. Linda has hired the Steel
Hearts to guard the research labs. Marcia and Harry are there waiting for you,
so head out.

When you get to the research lab, head inside, and enter the reception room,
located at the back of the entrance hall. Linda, Marcia and Harry are all
waiting in the room. Evil is also there, because Dark Blue was also hired to
assist in guarding the lab. Apparently, the lab has been targeted for
something, and Dark Blue has been unable to stop it before today. Evil himself
personally volunteered to guard it for free to restore the honor of his team,
having failed to capture the culprits. Evil leaves after greeting you, and
Linda says that you and Harry can stay in the reception room. Linda and Marcia
leave the room and go to the director's Room. Harry decides to go look around,
and tells you to go talk to the techs to gain some info. If you go to Lab 01
and talk to Harry, he tells you to come back to him once you talk to everybody.
There are three scientists in each lab, Harry in Lab 01, Evil in the main
lobby, and Linda and Marcia in the director's room.

Go back to Harry and talk to him and he suggests going back to the reception
room. In the reception room, you, Harry and Marcia discuss your findings. There
is no logical reason for anybody being able to enter the lab at night. Despite
what you say you found, Harry deduces it to be an inside job, and decides to
investigate at night.

Instantly, it becomes night time, and all the researchers have gone home. Harry
and Marcia split up to investigate the labs, so head out of the reception room
and over to the presentation room. It's the first door on the right side of the
lobby. Investigate with the A Button near the back of the room, and you will
hear a loud crashing sound, followed by Harry yelling for you to return to the
reception room. Go to the reception room to find Marcia, Harry and Evil. The
window at the back of the room is shattered, and Evil saw a dark, cloaked
figure run outside when he entered the room. Upon Evil's suggestion, everybody
splits up to see if a bomb was planted. Investigate a little bit, then talk to
Marcia. She questions the fact that they're searching for a bomb, and the four
leave the reception room to find the entire lab in disarray. The four of you
split up to see if the culprit is still inside. If you check into Lab 01 and
Lab 02, you'll find Marcia and Harry in the midst of robo battles with some
unknown, yet oddly clothed people. They are from the Z Syndicate. Go to the
presentation room to find a guy not battling, and challenge him.

Opponent: Z Lackey
Robo: Glaive
Gun: Gatling
Bomb: Right Flank H
Pod: Throwing D
Legs: Stabilizer
Holosseum: High-Rise Plaza
Reward: Throwing Pod D

Exit the presentation room to find another lackey waiting for you.

Opponent: Z Lackey
Robo: Criminal
Gun: Vertical
Bomb: Double Mine
Pod: Seeker F
Legs: Quick Jump
Holosseum: Crevice Court
Reward: Double Mine Bomb

Go back into the reception room to find a third lackey investigating the room.
Talk to him to challenge him.

Opponent: Z Lackey
Robo: Glaive
Gun: Shotgun
Bomb: Straight T
Pod: Speed D
Legs: Long Thrust
Holosseum: Ice and Snow
Reward: Straight Bomb T

Head outside now to witness Marcia lose a battle to an unknown woman, and you
run out in defense of her. Despite whether you choose to fight, negotiate, or
flee, you end up battling her, despite Marcia's recommendation to the opposite.
This is your first battle against an illegal robo, so be careful.

Opponent: Woman
Robo: Athena /!\
Gun: Waxing Arc /!\
Bomb: Right Wave
Pod: Dolphin
Legs: High Jump
Holosseum: Panic Cubes
Reward: N/A

After winning, the woman leaves, and Harry rushes out to see if the two of you
are okay. Harry says that the guy he was fighting dropped his robo cube when he
left, so Marcia decides to attempt a half-dive. While half-diving, Marcia says
a lot of broken sentences, but the gist of it is that Z's boss died, and a
power struggle caused them to split into sides. They were also looking for
an unknown item at the lab. Marcia wishes to ask Linda.

In the director's room, you and Harry ask Linda to tell them what they could
possibly be seeking, but she can't think of anything. She decides to report the
appearance of the Z Syndicate to the police, however. You're done for the day,
so head home.

###############################################################################
#06h. Day Eight#                                               #06h. Day Eight#
###############################################################################

You are woken up by your cellphone again this morning. It is Ernest again, and
he is mad at you for being late. He tells you to head to Bogey's and meet up
with Marcia and Harry, because some strange robo is causing problems. Get up
and talk to Lucy to discover the reason why you didn't get up on time; she's
decided to stop waking you up! Anyway, head to Bogey's Cafe.

Upon your arrival, Bogey tells you that a weird robo is trashing his back room.
After contemplating what it could be, an autonomous robo run amok, or something
similar, you head back there. The room is a complete mess, with fallen cement,
and cracks in the wall, and the culprit, as Marcia reveals, is the same robo
she encountered during her half-dive at Daimon, but it looks a bit different
from the last time she saw it. Harry tells you to stop it, because he wishes to
see what its holosseum looks like, and Harry and Marcia have their own
holosseums already. Go up to the robo and press A in front of it to commence a
challenge.

Opponent: ???
Robo: Rahu I /!\
Gun: Rahu I /!\
Bomb: Grand Cross /!\
Pod: Penumbra I /!\
Legs: Ultimate /!\
Holosseum: Nature Park
Reward: N/A

When you defeat the robo, Harry asks you what the holosseum looked like. In the
world of custom robo, trees and grass are made out of metal and plastic, and
yet in that holosseum, the plants weren't made out of such materials. After
describing the holosseum, you find some weird guy with gray hair named Oboro,
and the blue-haired guy that you saw last time you were here. They tell you
that the strange robo was drawn to the room by the greed, envy and hatred left
behind by all the people who lost money when Shiner was there a few days ago.
Oboro, admittedly a member of the Z Syndicate, tells you that he is taking the
robo. When Harry realizes that they are from Z, he says that they have to fend
them off, but Marcia says she doesn't want to, and begs you not to as well.
Despite what she says, Harry fights Oboro, and tells you to fight the blue-
haired guy.

Opponent: Man
Robo: Ruhiel /!\
Gun: Raptor /!\
Bomb: Standard
Pod: Spider G
Legs: Booster
Holosseum: L Formation
Reward: N/A

After you defeat the blue-haired guy, the strange robo behind you wakes up and
escapes. Oboro, regretting fighting instead of taking the robo, runs away with
the man. You and Harry try to comfort Marcia, whom was really distressed since
encountering Oboro and the blue-haired man, but before she says anything, Mira
and Linda enter the room asking what happened. After confirming the appearance
of the robo, Mira shows the sketch to Linda. After a brief discussion you have
yet to be able to understand, Mira and Linda leave without explanation. Harry,
angry at being left out, decides to leave, and day eight comes to an awkward
close.

###############################################################################
#06i. Day Nine#                                                 #06i. Day Nine#
###############################################################################

You will actually get up by yourself this morning, a feat that surprises Lucy,
whom was just entering your room. Lucy will stand aside, so head out and go to
Steel Hearts, as per the usual routine, and talk to Ernest. The police squad is
sponsoring a battle tournament today, and despite Ernest's reluctance to enter
such a tournament, he received a phone call from Mira strongly urging that the
Steel Hearts enter the tournament. The tournament is taking place in the
training room at police squad HQ. Because this is a new location, Harry will
automatically take you there. Upon entering, there will only be one door
available for entry, the training room, where the tournament is taking place.
The police chief makes a boring speech about a bunch of crap, and says that
the tournament will start momentarily. There is a singles tournament and a
2-on-2 tournament, and Harry asks which one they should enter. Marcia is still
incapable of fighting for a reason still unknown to you, so Harry decides to
enter the 2-on-2 tournament with you. He leaves you with a classic task: talk
to everybody in the room. There are six generic boys and two generic girls,
along with Evil and one of his lackeys, Roy, Mira, the police chief, a cop,
Will & Wendy, Sophie, Harry and Marcia. After talking to all 19 people in the
room, Sophie will step forward and announce the start of the tournament. The
way this tournament works is that there are eight blocks, Blocks A-H. Blocks
A-D are fighting here in each of the four corner holosseum decks, and blocks
E-H are fighting in the Training Gym. You won't be able to go to the Training
Gym, but you won't need to because you're in Block D. You're first opponents
are Will and Wendy.

Opponent: Will/Wendy             Partner: Harry
Robo: Seal Head/Swift            Robo: Glory
Gun: 3-Way/Vertical              Gun: Gatling
Bomb: Submarine K/Left Flank H   Bomb: Wave
Pod: Reflection/Umbrella         Pod: Diving
Legs: Feather/Stabilizer         Legs: Stabilizer
Holosseum: Little Locomotive
Reward: Seal Head, Umbrella Pod

Your next opponents are Anthony and Thomas, last seen at Hub Park on a certain
Day 02. However, they didn't remember you until reminded by Harry, and they are
now the best of friends for reasons too weird to understand.

Opponent: Anthony/Thomas      Partner: Harry
Robo: Criminal/Splendor       Robo: Glory
Gun: 3-Way/Gatling            Gun: Drill
Bomb: Crescent C/Crescent P   Bomb: Gemini B
Pod: Jumping B/Jumping G      Pod: Seeker F
Legs: Standard/Formula        Legs: Booster
Holosseum: Flower Garden
Reward: Crescent Bomb P, Trio Pod H

Next you'll be fighting two police squad guys, whom are afraid of losing to
bounty hunters, so are giving the excuse that they are going easy on you.

Opponent: Police/Police      Partner: Harry
Robo: Javelin/Defender       Robo: Glory
Gun: Vertical/Drill          Gun: 3-Way
Bomb: Right Wave/Freeze      Bomb: Burrow D
Pod: Float F/Ground Freeze   Pod: Twin Flank F
Legs: Short Thrust/Booster   Legs: Quick Jump
Holosseum: Checkmate Foundry
Reward: Right Flank Bomb H, Short Thrust Legs

Next up is Walt and his wife, Carmen. They're reason for entering is because
they wish to use the prize money (Carmen wants a bag, and Walt wants a toupee),
but what they don't realize is that the tournament isn't for money. After
learning of this, they decide to use their rage to defeat you and Harry.

Opponent: Carmen/Walt         Partner: Harry
Robo: Metal Ape/Dour Head     Robo: Glory
Gun: Blade/Left 5-Way         Gun: Vertical
Bomb: Tomahawk G/Standard X   Bomb: Left Flank H
Pod: Reflection/Cockroach G   Pod: Jumping G
Legs: High Jump/Wide Jump     Legs: Stabilizer
Holosseum: Ice and Snow
Reward: Right 5-Way Gun, Wide Jump Legs

Your fifth opponents are Bogey and the waiter that runs the battle show.

Opponent:  Waiter/Bogey     Partner: Harry
Robo: Peregrine/Tank Head   Robo: Glory
Gun: Stun/Bubble            Gun: Shotgun
Bomb: Straight S/Dual C     Bomb: Standard S
Pod: Beast F/Throwing D     Pod: Dolphin G
Legs: Stabilizer/Feather    Legs: Booster
Holosseum: Crevice Court
Reward: Swift, Satellite Pod

The last battle against Bogey concludes the preliminary round. The winning
teams from Blocks A-D will now compete amongst each other. You will be fighting
against Mira and Roy.

Opponent: Mira/Roy              Partner: Harry
Robo: Sol/Halberd               Robo: Glory
Gun: Ion/Magnum                 Gun: Vertical
Bomb: Delta/Geo Trap            Bomb: Tomahawk G
Pod: Standard F/Satellite H     Pod: Reflection
Legs: Stabilizer/Short Thrust   Legs: Wide Jump
Holosseum: High-Rise Cell
Reward: Bubble Gun, Wall Bomb

After winning this fight, the tournament is postponed temporarily, so you can
find out what is wrong with Marcia. If you tried to talk to her in between
matches, she would just mumble some stuff and/or say she needs to be left
alone. Go talk to her now. She still won't say anything, so report back to
Harry and he says he'll go with you. He goes to Marcia and makes up some story
about his stomach being sore, and asks her to switch with him. Before Marcia
gives a straight answer, Harry calls out to Sophie that he and Marcia are
swapping, and the tournament continues before she can refuse.

The semifinal round begins. This battle takes place in the center holosseum
deck, against Evil and Lackey 1. However, Marcia says she still can't fight, so
Evil tells his lackey to step aside and fights you 1-on-1.

Opponent: Evil
Robo: Juggler
Gun: Left Pulse
Bomb: Standard K
Pod: Jumping B
Legs: Quick Jump
Holosseum: High-Rise Plaza
Reward: Left Pulse Gun

After claiming he threw the match due to the lack of prize money for victory,
Evil departs, and the final round begins. Your final opponents are Linda and
Ernest, however Marcia still refuses to fight. You offer to fight by yourself,
and Ernest agrees to it, however Harry and Linda do not like that idea. Harry
asks Marcia one last time what is wrong, and she finally decides to say
something. She says her brother is watching her from somewhere, and asks for
his help. After learning that she was sad about her brother again, Harry throws
a fit and says that her brother is never coming back, and that she needs to
learn how to help herself and her friends. She realizes that she was being
selfish, and has a revolution. She decides she wants to help the people she
cares about, and starts by helping you in your battle.

Opponent: Ernest/Linda          Partner: Marcia
Robo: Metal Bear/Seeker         Robo: Milky Way
Gun: Sniper/Hornet              Gun: Homing Star
Bomb: Acrobat/Tomahawk B        Bomb: Standard X
Pod: Twin Flank G/Cockroach G   Pod: Jumping B
Legs: Long Thrust/Long Thrust   Legs: Stabilizer
Holosseum: L Formation
Reward: Right Pulse Gun, Acrobat Bomb

Marcia thanks you and Harry for helping her through her problem, and Ernest
says that she needs to battle for other people more than for herself in order
to become stronger. You also find out that Ernest and Linda graduated from
Takuma University in the same year, and Ernest was the best in his class (see
glossary for more info). Mira decides to invite you and Marcia over to her
house for dinner. Ernest is invited as well, but decides to celebrate in
Bogey's Cafe with Linda. Mira tells you to come by later, and leaves with Harry
to get ready. Marcia asks you what you're going to do, just like Harry usually
does, but don't worry about going home and missing the dinner party. It almost
makes it seem as though you went to bed and got up the next morning, but you
will already be awake, and you'll decide it's time to head over to Mira's. Head
outside, and after telling Lucy what you're up to, head over to Harry's Home,
which is in the northeastern corner of the world map. When you get there,
Marcia is already there.

You spend a short while discussing a few things. Mira tells Harry to join the
police squad again, but he says he doesn't want to work for his sister. Harry
asks what the police have been up to lately, sponsoring tournaments and such
instead of law enforcement, and Mira says they want a good relationship with
the public. Marcia asks what they're doing about the strange robo that was at
Daimon and Bogey's Cafe, and Mira says not to worry about it, and to celebrate
instead of worry. Mira asks you about the watch you have on your wrist, and
you'll say it is the only memory you have of your father. Although you don't
know what he did for a living, you know he died at work, because you got a
letter saying so with no return address. Harry finds it strange that your
father and Marcia's brother both disappeared, but doesn't look any farther into
it for fear of offending you. Marcia looks at the time and decides it's time to
go. She leaves, and Harry asks what you're going to do. This time, the day will
end when you say you're going home.

###############################################################################
#06j. Day Ten#                                                   #06j. Day Ten#
###############################################################################

You'll get up on your own this morning as well. After an unimportant
conversation with Lucy, head over to Steel Hearts. Talk to Ernest. He'll
congratulate you on winning the tournament. Because of the results of the
tournament, the police have invited the three of you to a practice round,
although Ernest doesn't know the details. You just have to head over there and
find out. Go to Police Squad HQ. Again, the only room you're allowed in is the
training room. Talk to the police chief, and he'll tell you that he has a plan
for catching the autonomous robo that's been causing problems, but he'll tell
you after the matches. In this practice match, the three of you each have to
fight two random police squad members, Roy and Mira in singles matches with no
breaks. Harry fights first, Marcia second, and you third. Harry and Marcia both
win all their matches, and it's up to you to win yours. Talk to the police
chief to start the first match.

Opponent: Police
Robo: Defender
Gun: Needle
Bomb: Straight G
Pod: Throwing P
Legs: Stabilizer
Holosseum: High-Rise Plaza
Reward:  Straight Bomb G

Talk to the chief again to start the second match.

Opponent: Police
Robo: Javelin
Gun: Afterburner
Bomb: Submarine P
Pod: Trio H
Legs: Short Thrust
Holosseum: Diamond Cell
Reward: Submarine Bomb K

The chief sends the two cops back to work, and then tells Roy to prepare for
his battle. However, Linda interrupts and asks the chief if she could fight you
first. The chief agrees, so talk to him to fight Linda.

Opponent: Linda
Robo: Seeker
Gun: Hornet
Bomb: Dual C
Pod: Jumping B
Legs: Booster
Holosseum: Diamond Fences
Reward: Dual Bomb C

Now, you can fight Roy. Talk to the chief to start.

Opponent: Roy
Robo: Halberd
Gun: Magnum
Bomb: Straight T
Pod: Double Wave
Legs: Quick Jump
Holosseum: High-Rise Cell
Reward: Wave Pod

Talk to the chief once again to start the match against Mira.

Opponent: Mira
Robo: Sol
Gun: Ion
Bomb: Delta
Pod: Caboose C
Legs: Stabilizer
Holosseum: High-Rise Cell
Reward: Float Pod F

Although the battle with Mira was supposed to be the final battle, the chief
wishes to challenge your skills. Talk to him to start this match, the actual
final match of this practice round.

Opponent: Chief
Robo: Metal Ox
Gun: Rayfall
Bomb: Standard X
Pod: Caboose X
Legs: Ground
Holosseum: High-Rise Cell
Reward: Sword Storm Gun, Standard Pod F

The chief concedes, and they all admit that you, Harry and Marcia have amazing
skills. Mira says that your skills are close to that of Class S. Linda approves
of your mental capabilities, and the chief decides to allow you to take the
license test. When Harry hears this, he is shocked, until he learns that it is
strictly a skills test. Marcia questions the fee for the test, but Roy says
that Class-S tests are free. See the spoiler glossary for info on the Class-S
rating. The chief says that the previous day's tournament and that day's
practice matches were to test you, Harry and Marcia's ability alone, and that
they can now take the Class-S exam, being recommended by four Class-S
commanders. Roy, Mira, Linda and the Chief are all Class S, however to the
public they are all Class A. The chief takes you to the examination hall, where
the Class-S test is taken, which is located to the left of the training room,
and up the hallway. In order to clear the test, you must challenge a test
machine and defeat the robo under its control. Harry goes into the room on the
left, Marcia to the right, so enter the room in the center and talk to the
computer inside.

Opponent: Computer
Robo: Rahu I /!\
Gun: Rahu I /!\
Bomb: Grand Cross /!\
Pod: Penumbra I /!\
Legs: Ultimate /!\
Holosseum: Nature Park
Reward: N/A

After questioning to yourself whether your opponent was "that" robo, head back
to the examination hall entrance area. Marcia and Harry also had the same
speculations on their opponent's robo, but both were able to defeat it.
However, Harry's robo was broken in the battle. (This is strictly a story-
related event. Yours nor anybody else's robo is capable of being destroyed.)
The chief officially announces you, Harry and Marcia Class-S commanders. He
also tells you that a Class-S license comes with special knowledge that nobody
else knows, and is considered top secret by the government. This information is
chock full of spoilers, so read at your own risk.

The robo you just battled is called Rahu, however Rahu is a living being, not a
robo. Centuries ago, Rahu nearly destroyed the human race. The robo fought
during the Class-S examination was a simulation of Rahu, derived from his
behavior in battle. Marcia questions why nobody knew about the human race
almost being destroyed, but the chief assures that no normal citizen knows
anything, and that only Class-S commanders are trusted with such knowledge.
Rahu's holosseum is built from a completely natural environment, and resembles
what the world used to look like before Rahu destroyed it.

There is more information for the chief to tell you, but Roy recommends that
you hear the remainder of the story tomorrow, because it has been a long day.
Marcia and Harry depart to think about what they've been told, and Mira asks
you if you are going home or not. Your answer has the same effect as it does
when Harry asks.

###############################################################################
#06k. Day Eleven#                                             #06k. Day Eleven#
###############################################################################

You are woken by your cellphone. It's Ernest, yelling at you to get over to
Daimon. Dendai Don called and said "that robo", which you recently learned the
identity of, is there, and is destroying his restaurant. Head outside, talk to
Lucy, and head over to Daimon.

When you get there, Harry, Marcia and Evil are there. Evil is battling Rahu,
while Marcia and Harry watch. Talk to Marcia or Harry (if you talk to Harry,
Marcia talks first anyway) to find out that Rahu is somehow stronger than he
was before, and that Evil was already fighting when they got there. To
everyone's surprise, Evil wins the battle, however when Marcia tells him to
give it to the police squad, he refuses. He instead wishes to give the robo to
the Z Syndicate in order to join, working under Eliza, the woman you met at the
lab when you were hired as a guard. Both halves of the Z Syndicate have been
attempting to capture Rahu (if you recall, the Z Syndicate broke up out of a
disagreement). Although Evil doesn't know anything about Rahu or the Z
Syndicate, his infatuation with Eliza makes him want to give it to them anyway.
Marcia realizes that the attempted burglary at the lab was Evil's doing, and
that's why he worked for free. Evil's goons disabled the security, allowing Z
to break in. When Linda hired Steel Hearts, Evil broke a window and made up
a story about a shadowy figure to distract you while they broke in.

The woman you met at the lab, Eliza you now know her as, enters the restaurant
at this point to take the robo. Evil tells her that he was able to secure the
robo, and asks if he is now able to join the Z Syndicate. The woman, however,
doesn't recall such a promise, and in fact refuses to admit that she has ever
met Evil. Evil falls to the ground, sobbing. Harry steps forward and declares
that the woman cannot have Rahu. To back up his declaration, he challenges her,
but immediately afterwards remembers that his robo is broken. Marcia offers to
take his place, but Harry argues that she lost last time she fought her. This
time, the woman steps forward and says that she has never fought Marcia before
(she doesn't actually say Marcia's name). Then, you step forward and say that
you'll battle her, because you beat her once. When the woman hears this, she
dismisses it as nonsense, but agrees to fight you. Mocking you, she allows you
to go to the parts generator before the match, so talk to her when you're ready
to fight.

Opponent: Woman
Robo: Athena /!\
Gun: Waning Arc /!\
Bomb: Left Wave
Pod: Dolphin
Legs: High Jump
Holosseum: Panic Cubes
Reward: N/A

After defeating her, she says your skills are "interesting", and decides to
turn off her safety switch. However, before a rematch takes place, an unknown
voice yells out for you to stop. The voice belongs to Oboro, whom is
accompanied by the blue-haired guy. If you recall, they were last seen at
Bogey's Cafe, when you last encountered Rahu. Oboro attempts to claim Rahu for
himself. The woman and Oboro argue over who has rights over Rahu. The woman
backs down, knowing she can't take on two opponents, but says she'll come back
for Rahu. When Oboro attempts to take Rahu, Marcia urges you to partner up with
her and fight them. Harry questions why she's so willing when she was incapable
of fighting last time, but she says she needs to fight She needs to know why
"he's" there, referring to the blue-haired man, because "he" is Marcia's
brother. Sergei (that's his name) is shocked that Marcia knew (he's wearing a
mask to disguise himself), and Oboro decides to take it easy on her because of
the newfound relation.

Opponent: Sergei/Oboro               Partner: Marcia
Robo: Ruhiel /!\ / Rakansen /!\      Robo: Milky Way
Gun: Raptor /!\ / Wyrm /!\           Gun: Homing Star
Bomb: Wyvern /!\ / Treble /!\        Bomb: Dual C
Pod: Wolf Spider /!\ / Cheetah /!\   Pod: Standard F
Legs: Raven /!\ / Swallow /!\        Legs: Feather
Holosseum: Castle Keep
Reward: N/A

Sergei and Oboro are surprised in your and Marcia's ability, however Oboro
makes the classic bad guy claim that he was going easy, and would have
dominated had he battled for real. Oboro still plans to take Rahu, and right
when Marcia attempts to stop Sergei, he sets off some sort of flash bomb that
makes the screen turn white. When vision is restored, Sergei, Oboro and Rahu
are all gone. Evil is gone too, and Harry says that he probably left during the
battle. Marcia says that the three of you need to contact the police squad,
reminding Harry that Mira asked them to go back to police squad HQ anyway to
hear the rest of the story that was left unfinished yesterday. When you gain
control, leave Daimon and head over to police squad HQ. The chief and Mira are
waiting in the chief's office, which is straight ahead from the entrance. Go in
and talk to the chief.

The chief tells you that this part of the story is also restricted to Class-S
commanders, and hence is unknown to the public, just like Rahu is. You say that
you, Harry and Marcia just came into contact with Rahu at Daimon, which shocks
Mira and the chief. They ask where it is, and you tell them that the Z
Syndicate has it. Then they ask why the restaurant owner didn't contact them,
and you say it's because he didn't want his restaurant closed down again.
Despite this, the chief gets back on topic and the story commences. This part
of the conversation also has many spoilers within it, so again, read at your
discretion.

The chief says that Roy is investigating the location of Z's hideout, which is
located somewhere in "the outside world". The world, as is known to ordinary
civilians, is a flat world that ends at a huge wall. The chief asks you to
follow him, and he leads you out of his office and to the restroom. The chief
claims that he was in need of a room that could not be suspected of holding any
importance, so he chose a bathroom. He walks over to a picture of a handprint
on the wall, and tells you that it is a sensor that activates when Class-S
commanders press their hand against it. The chief activates it, and the entire
room starts shaking, moving downward into an underground passageway. In the
passageway is what we know as a train, but such a thing is unknown in the game.
The chief tells you to get on. The train will take you to another platform on
the opposite side of the town, and the five of you will exit the train, and
enter the door on the right side. On the other side of the door is an
indescribably strange hallway. You just have to see it. When you get to the end
of the hallway, Mira tells you that you are inside the custom robo statue
outside Daimon (it is visible from the world map). The big gray wall in front
of you is the wall at the end of the world, and according to common knowledge,
nothing lies behind it. However, even though there shouldn't be anything behind
the wall, the chief presses a button, and it opens up to reveal "the outside
world", which extends far beyond what is known of the world.

You'll find yourself on another world map screen, this one of the outside
world. Behind you is a dome containing the world as it is known to civilians.
The outside world is the world that Rahu destroyed centuries ago. Your purpose
being complete out here, the chief takes you back to his office to continue the
discussion.

Back in the chief's office. Marcia and Harry question why everybody's being
deceived, claiming it not to be the ethical thing to do. In response to this
question, the chief asks Harry if his life has improved at all now that he
knows this, and Harry says no. Marcia says that it makes her feel unsafe,
knowing about the ruin outside of the known world, and in response to the
chief's question, says that there would not have been a problem had they not
been told this. The public was not told the truth out of protection. People
were happy not knowing, so it was not necessary to ruin their lives with such a
truth. It is the duty of Class-S commanders, among which you are now included,
to keep the truth from the public. However, the Z Syndicate also knows the
truth about the outside world. It is unknown how they found out about the
outside world, or what they are planning to do, but it is certain that their
hideout is in the outside world. It is also certain that they are planning
something, and it probably involves Rahu. Roy has been investigating the
outside world for the past few days, and is close to finding the location of
Z's hideout. Once the hideout is found, Mira and Roy are going to be sent out
to destroy the Z Syndicate, and the chief needs your help to do it. He tells
you, Harry and Marcia to go home and think it over, but he warns you that Rahu
is back and the same thing that happened so long ago may happen again to this
dome world that you live in. Mira will ask if you're going home or wandering
around, and day eleven comes to an insightful close.

To be continued...

*******************************************************************************
|08. Parts Index|                                             |08. Parts Index|
*******************************************************************************

###############################################################################
#08a. Body Parts#                                             #08a. Body Parts#
###############################################################################

01. Ray 01
A Shining Fighter model. Exhibits basic capabilities. Well-balanced attributes
allow operators to use all robo functions with ease. Can air-dash twice.
Collision: Charges straight toward its opponent.

02. Splendor
A Shining Fighter model. Exhibits basic capabilities. Well-balanced attributes
allow operators to use all robo functions with ease. Can air-dash twice.
Collision: Rises then charges straight toward its opponent. Can clear walls.

03. Glory
A Shining Fighter model. Exhibits basic capabilities. Well-balanced attributes
allow operators to use all robo functions with ease. Can air-dash twice.
Collision: Rises diagonally and attacks.

04. Milky Way
An Aerial Beauty model. Very agile while airborne. Great at avoiding attacks
but lacks power. Capable of two continuous jumps. Collision: Charges toward its
opponent with a short jump. Able to clear walls.

05. Earth
An Aerial Beauty model. Very agile while airborne. Great at avoiding attacks
but lacks power. Capable of two continuous jumps. Collision: Rises diagonally
and attacks. Able to clear walls.

06. Sol
An Aerial Beauty model. Very agile while airborne. Great at avoiding attacks
but lacks power. Capable of two continuous jumps. Collision: Performs a slight
jump and attacks its opponent. Able to clear walls.

07. Metal Ape
A Metal Grappler mode. Strong on offense and defense. Poor mobility makes
dodging attacks difficult. Air dashes once. Collision: Rises diagonally and
attacks.

08. Metal Bear
A Metal Grappler mode. Strong on offense and defense. Poor mobility makes
dodging attacks difficult. Air dashes once. Collision: Charges straight toward
its foe and attacks. Extremely strong offensively.

09. Metal Ox
A Metal Grappler mode. Strong on offense and defense. Poor mobility makes
dodging attacks difficult. Air dashes once. Collision: Rises vertically then
charges straight toward its opponent. Able to clear walls.

10. Swift
A Little Raider model. Extremely agile while on the ground. Poor defense
allows foes to knock it down easily. Can jump up to three times. Collision:
Charges toward its opponent with a short jump. Able to clear walls.

11. Shrike
A Little Raider model. Extremely agile while on the ground. Poor defense
allows foes to knock it down easily. Can jump up to three times. Collision:
Rises diagonally and attacks.

12. Peregrine
A Little Raider model. Extremely agile while on the ground. Poor defense
allows foes to knock it down easily. Can jump up to three times. Collision:
Charges straight toward its opponent.

13. Javelin
A Strike Vanisher model. Uses stealth function to dodge fire while air-dashing.
Slow while on the ground. Can air-dash up to three times. Collision: Can
repeatedly charge straight toward its opponent from a short range. There is no
invincibility time.

14. Glaive
A Strike Vanisher model. Uses stealth function to dodge fire while air-dashing.
Slow while on the ground. Can air-dash up to three times. Collision: Jumps
toward its opponent then drifts backward.

15. Halberd
A Strike Vanisher model. Uses stealth function to dodge fire while air-dashing.
Slow while on the ground. Can air-dash up to three times. Collision: Charges
straight toward its opponent.

16. Criminal
A Trick Flyer model. Very agile while airborne. Extremely slow on the ground.
Can perform up to three short-range, but elaborate, air-dashes. Collision:
Charges straight toward its opponent and drifts upward after impact.

17. Buggy
A Trick Flyer model. Very agile while airborne. Extremely slow on the ground.
Can perform up to three short-range, but elaborate, air-dashes. Collision:
Rises vertically and immediately returns to its original spot, damaging its
opponent.

18. Juggler
A Trick Flyer model. Very agile while airborne. Extremely slow on the ground.
Can perform up to three short-range, but elaborate, air-dashes. Collision:
Rises diagonally and immediately drops down, damaging its opponent below.

19. Defender
A Lightning Sky model. Can attack and change direction while air-dashing. Slow
in all movements besides air-dashes. Performs only a single long-range air-
dash and slowly descends. Collision: Slowly charges toward its opponent.

20. Seeker
A Lightning Sky model. Can attack and change direction while air-dashing. Slow
in all movements besides air-dashes. Performs only a single long-range air-
dash and slowly descends. Collision: Ascends slightly as it charges its foe.

21. Breaker
A Lightning Sky model. Can attack and change direction while air-dashing. Slow
in all movements besides air-dashes. Performs only a single long-range air-
dash and slowly descends. Collision: Slowly ascends toward its opponent.

22. Seal Head
A Funky Big Head model. Excellent at dodging attacks while airborne. Highly
rated defense. Slow in all movements. Can perform two continuous jumps.
Collision: Slowly moves toward its opponent.

23. Dour Head
A Funky Big Head model. Excellent at dodging attacks while airborne. Highly
rated defense. Slow in all movements. Can perform two continuous jumps.
Collision: Rises diagonally upward and descends after impact.

24. Tank Head
A Funky Big Head model. Excellent at dodging attacks while airborne. Highly
rated defense. Slow in all movements. Can perform two continuous jumps.
Collision: Pounces from high in the air. Able to clear walls.

25. Rakansen /!\
A Strike Vanisher model with better ground mobility and more air-dashes.
Collision: Ascends backward then immediately charges straight at its opponent.

26. Ruhiel /!\
A Lightning Sky model with upgraded defensive and aerial abilities. Collision:
Ascends quickly and flies straight ahead.

27. Athena /!\
An Aerial Beauty model with upgraded aerial abilities and additional jumps.
Collision: Ascends quickly.

28. Ray Legend /!\
An obsolete version of Ray created during the early years of custom robo.
Imbalanced with good offense and poor defense. Collision: Attacks by jumping
backwards.

29. Ray Warrior /!\
???

30. Oil Can
A Shining Fighter model with lower defense. Weakest of the robos. Collision:
Charges toward its opponent.

31. Rahu I /!\
A robo that was merged with an unknown living being. A Lightning Sky model with
upgraded ground mobility and aerial abilities. Collision: Charges straight
toward its opponent.

32. Rahu II /!\
A robo that was merged with an unknown living being. An evolved version of
Rahu I with upgraded defensive abilities and ground mobility. Collision:
Ascends backward then immediately charges forward.

33. Rahu III /!\
A robo that was merged with an unknown living being.  Extremely high defensive
and aerial capabilities. Resistant to knockdowns. Collision: Slowly approaches
its opponent, attacks, then slowly ascends.

34. Chickenheart
A Burning Beast model. Excellent jump speed and jump height. Uses stealth
function to dodge fire while air-dashing. Can only air-dash once, but can glide
for a long time. Collision: Rises then quickly descends, attacking its opponent
below. Ascends after attacking.

###############################################################################
#08b. Gun Parts#                                               #08b. Gun Parts#
###############################################################################

01. Basic Gun
A gun with basic capabilities. Fires three rounds at a time. Aerial and ground
shots are the same. Range: medium. Advisory: It's hard to hit your foe with
this gun alone, so use bombs or pods first to freeze your opponent.

02. 3-Way Gun
Fires three rounds in three rows. Aerial and ground shots are the same. Range:
medium-long. Advisory: It's easier to hit your target when shooting from afar,
so try to stay away from your opponent when firing.

03. Gatling Gun
Fires eight small rounds straight ahead. Aerial and ground shots are the same.
Range: medium. Advisory: When fired from a distance, power increases but
accuracy decreases.

04. Vertical Gun
Fires two rounds straight ahead and two more vertically. Aerial and ground
shots are the same. Range: medium. Advisory: The rounds that shoot out
vertically can clear walls, so try hiding behind walls while firing.

05. Sniper Gun
Fires one fast round straight ahead. Aerial and ground shots are the same.
Range: medium-long. Advisory: After firing, you will become vulnerable, so try
to keep your distance.

06. Stun Gun
Fires two short rounds capable of briefly stopping your foe. Aerial and ground
shots are the same. Range: short. Advisory: Since the gun's range is short,
approach your opponent after launching a bomb or a pod.

07. Hornet Gun
Spreads five rounds that chase its target. Aerial and ground shots are the
same. Range: medium. Advisory: Shots can be dodged with a jump, so try to shoot
from an elevated position.

08. Flame Gun
Fires six rounds. Aerial and ground shots are the same. Range: medium.
Advisory: Since its power increases over distance, stay as far away as possible
when shooting.

09. Dragon Gun
Fires powerful shots that chase the target. Aerial and ground shots are the
same. Range: medium-long. Advisory: Since its firing speed is slow, attack when
your opponent is vulnerable.

10. Splash Gun
Fires three rounds capable of briefly stopping your foe. Aerial and ground
shots are the same. Range: short-medium. Advisory: Try to scatter your shots
while moving around.

11. Left Arc Gun
Fires two rounds to the left that then curve at an angle. When shot from the
air, the firing direction reverses. Range: medium-long. Advisory: Adjust your
attack to your opponent's movements by shooting from both the ground and the
air.

12. Right Arc Gun
Fires two rounds to the right that then curve at an angle. When shot from the
air, the firing direction reverses. Range: medium-long. Advisory: Adjust your
attack to your opponent's movements by shooting from both the ground and the
air.

13. Shotgun
Fires three short, yet powerful rounds capable of knocking down your opponent.
Aerial and ground shots are the same. Range: short. Advisory: This gun is
capable of knocking down any robo so try to go for an overload.

14. Rayfall Gun
Fires four homing rounds vertically. Ground fire: Rounds pause in midair.
Aerial fire: Rounds do not pause in midair. Range: long. Advisory: The time it
takes the rounds to home varies on where you shoot from so alternate firing
positions.

15. Bubble Gun
Fires large, slow bubbles at your opponent. Ground fire: Flies to the left and
right. Aerial fire: Flies straight. Range: short-medium. Advisory: When firing
from the ground, hide behind walls. In the air, scatter your shots.

16. Eagle Gun
Fires a quick, straight round. Ground fire: Rounds will not pause. Aerial fire:
Rounds will pause briefly, then fly. Range: medium-long. Advisory: Scatter
your fire while airborne.

17. V Laser Gun
Fires a quick, laser-like round. Ground fire: Rounds follow V-shaped paths.
Aerial fire: Rounds fly straight. Range: medium-long. Advisory: On the ground,
use it to clear obstacles. In the air, do a short jump and fire when your
opponent is close.

18. Magnum Gun
Fires a single, powerful, short-range round. Aerial and ground shots are the
same. Range: short. Advisory: If you fire from afar, your opponent will not go
down, so make sure you get close.

19. Needle Gun
Fires three vertical, laser-like rounds. Aerial and ground shots are the same.
Range: medium. Advisory: Your opponent will be blown upward when hit, so use
the chance to close in and attack.

20. Starshot Gun
Splits into five rounds as it ascends. Ground fire: Rounds split vertically.
Aerial fire: Rounds split horizontally. Range: long. Advisory: When in the air,
spread your fire. When on the ground, fire repeatedly when your opponent
approaches.

21. Glider Gun
Fires two large rounds. Ground fire: Rounds fly straight. Aerial fire: One round
flies from the side. Range: long. Advisory: Spread your fire when in the air
and blast away when your foe approaches.

22. Homing Star Gun
Breaks up after you fire and chases your opponent. Ground fire: Rounds break in
a vertical pattern. Aerial fire: Rounds break in a horizontal pattern. Range:
medium-long. Advisory: When your opponent is walking, fire from the air. If
your foe jumps, shoot from the ground.

23. Trap Gun
Fires several shots. Ground fire: Rounds delay briefly. Aerial fire: Rounds fly
straight. Range: medium-long. Advisory: Spread your fire when on the ground.
When firing from the air, use the gun to immobilize your opponent.

24. Drill Gun
Repeatedly fires shots that draw your opponent toward you. Aerial and ground
shots are the same. Range: short. Advisory: If one round hits your opponent, so
will the remaining amount. This gun works best if fired quickly from afar.

25. Titan Gun
Fires an extremely large shot. Aerial and ground shots are the same. Range:
medium. Advisory: Since its firepower is weak, try to fire this gun as quickly
as possible.

26. Claw Gun
Repeatedly fires shots that pull your opponent toward you. Ground fire: Rounds
ascend slightly. Aerial fire: Rounds fly straight. Range: medium. Advisory: The
gun has low firepower, so draw your foe toward you and use a bomb or collision.

27. Knuckle Gun
Fires extremely short-range rounds. Ground fire: Blows your opponent upward.
Aerial fire: Blows your opponent far away. Range: short. Advisory: The gun is
powerful but difficult to hit with. Stop your opponent with a bomb or pod, then
fire.

28. Afterburner Gun
Fires rounds that gradually increase in speed. Ground fire: Blows opponent away
from you. Aerial fire: Draws opponent toward you. Range: medium-long. Advisory:
Adjust to your foe's shooting range and fire from the ground and air to change
which direction they fly.

29. Blade Gun
Fires shots in a straight row. Rounds do not follow your foe. Aerial and ground
shots are the same. Range: short-medium. Advisory: You won't be vulnerable
while firing, so use it in between bomb and pod attacks.

30. Meteor Storm Gun
Fires multiple shots that spread outward. Aerial and ground shots are the same.
Range: short-medium. Advisory: Firepower increases with distance, so try to
stay as far away as possible from your opponent.

31. Twin Fang Gun
Fires quick continuous rounds. Ground fire: Rounds quickly rise, then fall
straight down. Aerial fire: Rounds fly straight. Range: short. Advisory: High
firepower is offset by a short range, so try to get close before attacking.

32. Gravity Gun
Fires shots that grow large and become immobile. Ground fire: Rounds move
straight ahead. Aerial fire: Rounds ascend diagonally. Range: medium. Advisory:
Your foe will be blown upward when shot from the ground, so fire some aerial
shots first.

33. Phoenix Gun
Fires quick, large rounds. Ground fire: Two rounds shoot up and down. Aerial
fire: Rounds fly straight. Range: long. Advisory: Prevent your foe from jumping
by shooting from the ground. When your opponent is on the ground, fire from the
air.

34. Left Pulse Gun
Fires eight rounds that start left then turn right. Firing direction reverses
when shot from the air. Range: medium. Advisory: Since the rounds bend, hide
behind a wall and fire.

35. Right Pulse Gun
Fires eight rounds that start right then turn left. Firing direction reverses
when shot from the air. Range: medium. Advisory: Since the rounds bend, hide
behind a wall and fire.

36. Sword Storm Gun
Fires rounds that ascend high then fly straight at the target. The rounds rise
differently when fired from the air. Range: medium-long. Advisory: Though it
can fire repeatedly, this gun can be difficult to aim with, so shift your
timing and fire from both the ground and air.

37. Ion Gun
Fires two rounds that turn twice. Rounds turn differently when fired from the
air. Range: medium. Advisory: It's easy to hit your target with this gun, but
the rounds move slowly, so fire as quickly as possible.

38. Flare Gun
Fires rounds that explode after a certain amount of time. The timing of the
explosions change when the gun is fired from the air. Range: medium. Advisory:
Your opponent will receive the most damage when hit during a blast, so time it
well.

39. Left 5-Way Gun
Fires five rounds that spread to the left side. The rounds turn in the opposite
direction when fired from the air. Range: medium-long. Advisory: Spread your
fire from both the ground and the air.

40. Right 5-Way Gun
Fires five rounds that spread to the right side. The rounds turn in the
opposite direction when fired from the air. Range: medium-long. Advisory:
Spread your fire from both the ground and the air.

41. Halo Gun
Fires a large homing round. Ground fire: Ascends then chases your opponent.
Aerial fire: Stops in front of you. Range: medium-long. Advisory: Since it
takes time for the rounds to reach your opponent, shoot from behind a wall.
When firing from the air, wait until they approach you.

42. Wave Laser Gun /!\
Fires short rounds that can stop your opponent for a long period of time.
Aerial and ground shots are the same. Range: short.

43. X Laser Gun /!\
Fires two rounds from each side that curve at an angle. Range changes when shot
from the ground or the air. Range: medium.

44. Crystal Strike Gun /!\
Fires large rounds continuously. Ground fire: Stops in midair then chases the
target. Aerial fire: Flies straight. Range: long.

45. Wyrm Gun /!\
A Dragon Gun with upgraded speed and additional rounds. Ground fire: Fires four
continuous rounds. Aerial fire: Fires one quick round. Range: medium.

46. Raptor Gun /!\
An Eagle Gun with upgraded firepower, speed, and rounds. Ground fire: Fires one
straight round and one diagonal round. Aerial fire: Fires two rounds that stop
in midair before attacking. Range: medium-long.

47. Waxing Arc Gun /!\
A Left Arc Gun with additional rounds and a homing device. Fires four rounds
that start left then curve at an angle. The rounds turn in the opposite
direction when fired from the air. Range: medium-long.

48. Waning Arc Gun /!\
A Right Arc Gun with additional rounds and a homing device. Fires four rounds
that start right then curve at an angle. The rounds turn in the opposite
direction when fired from the air. Range: medium-long.

49. Rahu I Gun /!\
A gun that was merged with an unknown living being. A Flare Cannon with
upgraded firepower and bigger rounds. Once fired, the rounds explode after a set
time. Range: medium.

50. Rahu II Gun /!\
A gun that was merged with an unknown living being. An evolved version of
Rahu I with upgraded firepower, round size, and shooting range. When fired, the
rounds emit large blasts after a set amount of time. Range: medium.

51. Rahu III Gun /!\
A gun that was merged with an unknown living being. An evolved version of
Rahu II with upgraded firepower, round size, and shooting range. When fired,
the rounds emit extremely large blasts after a short period of time. Range:
medium-long.

52. Can Gun
The weakest gun, this model is a weaker version of the Basic gun. Fires three
rounds in a straight line. Rounds become small after leaving the gun. Aerial
and ground shots are the same. Range: medium.

###############################################################################
#08c. Bomb Parts#                                             #08c. Bomb Parts#
###############################################################################

01. Standard Bomb
Features basic functions. Flies straight toward target. Launches one bomb at a
time. Blows target back diagonally. Advisory: Launch as often as possible so
your opponent cannot hide behind the walls.

02. Standard Bomb F
Features basic functions. Flies straight toward target. Launches one bomb at a
time. Blows target sideways. Advisory: Launch as often as possible so your
opponent cannot hide behind the walls.

03. Standard Bomb S
Features basic functions. Flies straight toward target. Launches one bomb at a
time. Briefly immobilizes target. Advisory: Launch as often as possible so your
opponent cannot hide behind the walls.

04. Standard Bomb K
Features basic functions. Flies in an arc toward target. Launches one bomb at a
time. Always knocks target down on impact. Advisory: Constantly launch bombs to
run your opponent out of hiding.

05. Standard Bomb X
Features basic functions. Arcs toward target. Launches one bomb at a time.
Blows target diagonally upward high into the air. Advisory: Launch frequently
to prevent your opponent from hiding behind walls.

06. Wave Bomb
Emits three blasts that can pass through walls. Launches one bomb at a time.
Blows target to the side at a low trajectory. Advisory: If your opponent is
hiding behind a wall, fire directly toward them.

07. Straight Bomb G
Flies quickly straight ahead. Launches one bomb at a time. Blows target upward.
Advisory: Launch directly at your opponent from close range.

08. Straight Bomb S
Flies quickly straight ahead. Launches one bomb at a time. Briefly immobilizes
target. Advisory: Launch directly at your opponent from close range.

09. Straight Bomb T
Flies quickly straight ahead. Launches one bomb at a time. Blows target upward.
Advisory: Launch directly at your opponent from close range.

10. Left Flank Bomb H
Launches left then turns right. Blows target slowly sideways. The direction of
the bomb changes when launched from the air. Advisory: Adjust to your foe's
movements and fire from both the ground and air.

11. Right Flank Bomb H
Launches right then turns left. Blows target slowly sideways. The direction of
the bomb changes when launched from the air. Advisory: Adjust to your foe's
movements and fire from both the ground and air.

12. Left Wave Bomb
Launches left then turns right. Explodes in three continuous blasts that can
clear walls. Launches one bomb at a time. Blows target sideways. The direction
of the bomb changes when fired from the air. Advisory: Fire from both the
ground and air.

13. Right Wave Bomb
Launches right then turns left. Explodes in three continuous blasts that can
clear walls. Launches one bomb at a time. Blows target sideways. The direction
of the bomb changes when fired from the air. Advisory: Fire from both the
ground and air.

14. Burrow Bomb D
Explodes after a short period of time when it descends. Launches one bomb at a
time. Blast lingers for a while. Blows target diagonally upward. Advisory: Try
to scatter bombs to block your opponent's path.

15. Burrow Bomb P
Explodes after a short period of time when it descends. Launches one bomb at a
time. Blast lingers for a while. Blows target upward. Advisory: Try to scatter
bombs to block your opponent's path.

16. Freeze Bomb
A bomb with basic functions. Travels in an arc toward target. Launches one bomb
at a time. Briefly immobilizes target. Advisory: Since the bomb won't directly
hit your opponent, fire it as you approach.

17. Tomahawk Bomb B
Travels in an arc toward target. Launches one bomb at a time. Blast lingers for
a while. Blows target sideways. Advisory: Use it on opponents who like to stay
in the air.

18. Tomahawk Bomb G
Travels in a high arc. Launches one bomb at a time. Blows target upward.
Advisory: Use it on opponents who like to stay in the air.

19. Gemini Bomb B
Ground fire: Launches a split bomb toward either side of your foe. Aerial fire:
Launches a split bomb toward the front and back of your foe. Launch two bombs
at a time. Blast lingers for a while. Blows target sideways. Advisory: Fire
frequently to trap your opponent.

20. Gemini Bomb P
Ground fire: Launches a split bomb toward either side of your foe. Aerial fire:
Launches a split bomb toward the front and back of your foe. Can launch two
bombs at a time. Blast lingers for a while. Blows target sideways.

21. Submarine Bomb D
Slowly travels straight ahead. Launches one bomb at a time. Blast lingers for a
while. Blows target up and backward. Advisory: Fire near your foe then block
their way.

22. Submarine Bomb P
Slowly travels straight ahead. Launches one bomb at a time. Blast lingers for a
while. Blows target upward. Advisory: Fire near your foe then block their way.

23. Submarine Bomb K
Slowly flies straight ahead. Launches one bomb at a time. Always knocks target
down on impact. Advisory: Fire in unexpected directions to block your
opponent's path.

24. Crescent Bomb P
Travels in a slow arc toward target. Launches one bomb at a time. Blast lingers
for a while. Blows target upward. Advisory: Try to fire it constantly to keep
your opponent from jumping.

25. Crescent Bomb C
Travels in a slow arc toward target. Launches one bomb at a time. Blast lingers
for a while. Blows target slightly upward. Advisory: Try to fire it constantly
to keep your opponent from jumping.

26. Crescent Bomb K
Arcs slowly toward target. Launches one bomb at a time. Always knocks down
target on impact. Advisory: Launch frequently to prevent your opponent from
jumping.

27. Dual Bomb
Explodes twice. Capable of creating blasts both in front of and behind your
opponent. Launches one bomb at a time. Blows target diagonally upward.
Advisory: Use it on opponents who try to stay far away from you.

28. Dual Bomb C
Explodes twice. Capable of creating blasts both in front of and behind your
opponent. Launches one bomb at a time. Blows target slowly upward. Advisory:
Use it on opponents who try to stay far away from you.

29. Acrobat Bomb
Explodes at your feet. Does not inflict damage. Launches one bomb at a time.
Blows your robo high into the air. Advisory: Use it when you want to jump very
high.

30. Delta Bomb
Traps target by launching three bombs: to the left, right, and front. Blows
target sideways. Advisory: Launch frequently to keep your foe at a distance.

31. Wall Bomb
Detonates a huge explosion in front of you. Launches one bomb at a time. Blows
target diagonally upward. Advisory: Fire away from your foe to block their way.

32. Smash Bomb
Explodes above your head. Launches one bomb at a time. Blows target diagonally
upward. Advisory: Use it when your opponent tries to attack from the air.

33. Double Mine Bomb
Launches and splits to the left and right sides. Explodes after a short period
of time if it lands on the ground. Launches two bombs at a time. Blows target
diagonally upward. Advisory: Try to cover the area near your foe in bombs.

34. Geo Trap Bomb
Flies in an arc toward target. Launches one bomb at a time. Blows target
diagonally upward. Advisory: Since the bombs are fast and powerful, use them to
chase your foe into the open.

35. Titan Bomb
Slowly flies in an arc. Emits an enormous blast. Launches one bomb at a time.
Blows target diagonally high into the air. Advisory: Don't worry about where
your opponent is and launch repeatedly.

36. Treble Bomb /!\
A Delta Bomb with upgraded firepower and a larger blast radius. Splits into
three bombs. Blows target on a low trajectory.

37. Wyvern Bomb /!\
An upgraded Standard Bomb X with a larger blast radius and longer range.
Launches one bomb at a time. Blows target diagonally upward.

38. Waxing Arc Bomb /!\
An upgraded Left Wave Bomb with higher firepower and a larger blast radius.
Launches one bomb at a time. Blows target diagonally upward.

39. Waning Arc Bomb /!\
An upgraded Right Wave Bomb with higher firepower and a larger blast radius.
Launches one bomb at a time. Blows target diagonally upward.

40. Grand Cross Bomb /!\
A bomb that has been merged with an unknown living being. Emits four enormous
blasts within your robo's range. Launches one bomb at a time. Blows target
diagonally upward.

41. Can Bomb
The weakest bomb, this is a Standard Bomb with less firepower and blast
strength. Launches one bomb at a time. Blows target diagonally upward.

###############################################################################
#08d. Pod Parts#                                               #08d. Pod Parts#
###############################################################################

01. Standard Pod
Features basic functions. Flies straight in the direction it is deployed. Can
deploy two pods at a time. Blows target diagonally upward. Advisory: Fire one
to the left and one to the right to trap your opponent.

02. Standard Pod F
Features basic functions. Flies straight ahead. Can deploy two pods at one
time. Blows target back on a low trajectory. Advisory: Trap your opponent by
deploying one pod to either side.

03. Seeker Pod F
Slowly chases your opponent. Can deploy two pods at one time. Blows target back
on a low trajectory. Advisory: Deploy pods in all directions to confuse your
foe.

04. Seeker Pod G
Slowly chases your opponent. Can deploy two pods at one time. Blows target
upward. Advisory: Deploy pods in all directions to confuse your foe.

05. Speed Pod D
Quickly flies straight ahead. Can deploy two pods at one time. Blast lingers
for a while and blows target diagonally upward. Advisory: Deploy directly at
your foe to defend yourself.

06. Speed Pod P
Quickly flies straight ahead. Can deploy two pods at one time. Blast lingers
for a while and blows target upward. Advisory: Deploy directly at your foe to
defend yourself.

07. Cockroach Pod G
Normally flies slowly but quickly increases its speed when it spots its target.
Can deploy two pods at one time. Blows target upward. Advisory: Deploy one pod
left and one pod right to trap your opponent.

08. Cockroach Pod H
Normally flies slowly but quickly increases its speed when it spots its target.
Can deploy two pods at one time. Blows target slowly sideways. Advisory: Deploy
one pod left and one pod right to trap your opponent.

09. Dolphin Pod
Arcs towards target. Can deploy two pods at one time. Blows target diagonally
upward. Advisory: Deploy when your opponent hides behind a wall or tries to
approach by air.

10. Dolphin Pod G
Arcs towards target. Can deploy two pods at one time. Blows target upward.
Advisory: Deploy when your opponent hides behind a wall or tries to approach by
air.

11. Spider Pod
Remains in place when deployed, then homes in when a target approaches. Can
deploy three pods at one time. Blows target diagonally upward. Advisory:
Surround yourself with pods for protection.

12. Spider Pod G
Remains in place when deployed, then homes in when a target approaches. Can
deploy three pods at one time. Blows target upward. Advisory: Surround yourself
with pods for protection.

13. Sky Freeze Pod
Hangs in the air once deployed, then homes in when a target approaches. Can
deploy two pods at one time. Briefly immobilizes target. Advisory: Use it on
your foes when they try to attack from the air.

14. Ground Freeze Pod
Remains on the ground when deployed, then homes in when a target approaches.
Can deploy two pods at one time. Briefly immobilizes target. Advisory: Use it
in the area around you to prevent foes from approaching.

15. Feint Pod F
Stops in front of its target. Can deploy two pods at one time. Blows target
sideways. Advisory: Scatter pods left and right to block your opponent's way.

16. Feint Pod G
Stops in front of its target. Can deploy two pods at one time. Blows target
upward. Advisory: Scatter pods left and right to block your opponent's way.

17. Float Pod F
Circles over target's head then attacks. Deploys two pods at one time. Blows
target back at a low trajectory. Advisory: Deploy pods frequently to rattle
your opponent.

18. Jumping Pod B
Approaches target from the front then flies over it and explodes in the air.
Can deploy two pods at one time. Blast lingers for a while and blows back at a
low trajectory on impact. Advisory: Deploy toward your foe to keep them from
jumping.

19. Jumping Pod G
Approaches target from the front then flies over it and explodes in the air.
Can deploy two pods at one time. Blast lingers for a while and blows back
upward on impact. Advisory: Deploy toward your foe to keep them from jumping.

20. Diving Pod
Flies in the air, homes in on a target, then descends in front of it. Can
deploy two pods at one time. Blows target diagonally upward. Advisory: Use it
against foes who like to hide behind walls.

21. Wave Pod
Emits four continuous blasts that can clear walls. Deploys one pod at a time.
Blows target to the side at a low trajectory upward. Advisory: When your
opponent is behind a wall, deploy it.

22. Satellite Pod
Hangs in the air once deployed, then homes in when a target approaches. Can
deploy three pods at one time. Blows target diagonally upward. Advisory: Use it
against airborne enemies.

23. Satellite Pod H
Hangs in the air once deployed, then homes in when a target approaches. Can
deploy three pods at one time. Blows target slowly sideways. Advisory: Use it
against airborne enemies.

24. Beast Pod F
Hangs in the air once deployed, then homes in when a target approaches and
jumps in front of it. Can deploy three pods at one time. Blows target back on a
low trajectory. Advisory: Deploy it away from your position.

25. Trio Pod H
Cannot travel far, but can deploy multiple pods, up to three at one time. Blows
target slowly sideways. Advisory: Surround yourself with pods to keep your foe
at bay.

26. Wall Pod
Deploys three horizontal blasts in front of you. Can deploy three pods at one
time. Blows target diagonally upward. Advisory: Aim it straight at your
opponents when they charge.

27. Reflection Pod
Doesn't chase your opponent, but travels around for a long time. Can deploy
three pods at one time. Blows target diagonally upward. Advisory: Constantly
scatter three pods around the arena.

28. Caboose Pod C
Flies in the opposite direction of where you aim. Can deploy two pods at one
time. Blows target slowly upward. Advisory: Use it to cover your escape while
retreating.

29. Caboose Pod T
Flies in the opposite direction of where you aim. Can deploy two pods at one
time. Blows target toward you. Advisory: Use it to cover your escape while
retreating.

30. Caboose Pod X
Flies in the opposite direction of where you aim. Can deploy two pods at one
time. Blows target diagonally high into the air. Advisory: Use it to cover your
escape while retreating.

31. Twin Flank Pod F
Deploys one pod left and one pod right. Deploys two pods at one time. Blows
target back on a low trajectory. Advisory: Use it when a wall separates you and
your foe.

32. Twin Flank Pod G
Deploys one pod left and one pod right. Deploys two pods at one time. Blows
target upward. Advisory: Use it when a wall separates you and your foe.

33. Umbrella Pod
Hovers overhead then explodes. Deploys three pods at one time. Blows target
diagonally upward. Advisory: Use it against opponents who attack from the air.

34. Throwing Pod D
Travels in a high arc. Can deploy two pods at one time. Blast lingers for a
while and blows target diagonally upward on impact. Advisory: Deploy directly
at your foe from behind a wall.

35. Throwing Pod P
Travels in a high arc. Can deploy two pods at one time. Blast lingers for a
while and blows target upward on impact. Advisory: Deploy directly at your foe
from behind a wall.

36. Double Wave Pod
Deploys pods left and right and emits four blasts capable of clearing walls.
Deploys two pods at one time. Blows target diagonally upward. Advisory: Use it
to surround a foe hiding behind a wall.

37. Titan Pod
Moves slowly and emits an enormous blast. Deploys one pod at a time. Blows
target diagonally high into the air. Advisory: Don't worry about your
opponent's position and deploy frequently.

38. Cheetah Pod /!\
A Speed Pod P with upgraded firepower, range, and number of rounds. Can deploy
three pods at one time. Blast lingers for a while and blows target upward.

39. Wolf Spider Pod /!\
A Spider Pod G with upgraded speed and a homing device. Can deploy three pods
at one time. Blows target upward.

40. Orca Pod /!\
A Dolphin Pod G with an upgraded shooting range, a homing device, and more
rounds. Can deploy three pods at one time. Blows target upward.

41. Penumbra I /!\
A pod that was merged with an unknown living being. A Seeker Pod G with
upgraded speed. Can deploy two pods at one time. Blows target upward.

42. Penumbra II /!\
A pod that was merged with an unknown living being. A Penumbra I with upgraded
firepower and speed. Can deploy two pods at one time. Blows target upward.

43. Penumbra III /!\
A pod that was merged with an unknown living being. A Penumbra II with upgraded
firepower, faster speed, and more rounds. Can deploy three pods at one time.
Blows target upward.

44. Can Pod
The weakest pod, this is a Standard Pod with very weak firepower and blast
radius. Can deploy three pods at one time. Blows target diagonally upward.

###############################################################################
#08e. Leg Parts#                                               #08e. Leg Parts#
###############################################################################

01. Standard Legs
Basic set of legs. Features no special characteristics. Possesses no ascent or
descent augmentation. Replace as soon as possible with a different set of legs.

02. High Jump Legs
Increases jump height. Features no descent augmentation. Helps your robo
repeatedly attack from the air.

03. Ground Legs
Decreases jump interval. Enables sharp turning on the ground and in the air,
but decreases jump height. Advisory: Use this set of legs when you want to
shoot while making short jumps.

04. Formula Legs
Increases running speed, but does not allow sharp turns while on the ground.
Advisory: Use this set of legs to drastically change the ground distance
between you and your opponent.

05. Stabilizer Legs
Exhibits good acceleration. Features no descent augmentation. Advisory: Since
this set works with any other parts, use it when there is nothing better to
choose from.

06. Short Thrust Legs
Decreases your dash distance. Enables sharp turning while on the ground.
Advisory: Use this set of legs when you want to make difficult turns in the
air.

07. Long Thrust Legs
Increases your dash distance. Features no descent augmentation. Advisory: Use
this set of legs to drastically change the ground distance between you and your
opponent.

08. Quick Jump Legs
Augments descent abilities. Makes you less vulnerable to attacks when landing.
Advisory: Use this set of legs when you don't want to stay in the air for long.

09. Feather Legs
Decreases jump speed. Makes you less vulnerable to attacks when landing. Also
helps to make sharp turns on the ground. Advisor: Use this set of legs when you
want to spend a lot of time in the air.

10. Wide Jump Legs
Makes long jumps possible. Features no descent augmentation. Advisory: Use this
set of legs to move around in midair without using a dash or continuous jump.

11. Booster Legs
Increases dash speed. Starts off with a slow dash. Advisory: Use this set of
legs when you want to move fast in the air.

12. Swallow Legs /!\
Increases running speed. Augments dash length.

13. Raven Legs /!\
Increases jump height. Increases dash speed.

14. Eclipse Legs /!\
Enables sharp turning in the air. Increases jump height.

15. Ultimate Legs /!\
A leg part that was merged with an unknown living being. Upgrades all
abilities.

16. Can Legs
The weakest leg part. Weakens all abilities.

*******************************************************************************
|09. Holosseums|                                               |09. Holosseums|
*******************************************************************************

01. Basic Arena
A stage that sets the standard for robo battles. The formation of obstacles is
well-balanced and makes this a prime place for normal battles.

02. Diamond Fences
A stage with a peculiar wall pattern. Try not to get cornered.

03. High-Rise Plaza
A stage distinguished by two wall types: high columns and low, triangular
platforms. Use the high walls to evade attacks.

04. Basic Cell
A Basic Arena with magma pools in its corners. Be careful when using a slide
shot.

05. Diamond Cell
A Diamond Fences stage with magma pools in its corners. Be careful around the
molten areas.

06. High-Rise Cell
A High-Rise Plaza with magma pools in the corners. Be careful when fighting
near the molten areas.

07. Crevice Court
An irregular arena with haphazardly strewn walls and obstacles. Use the
unpredictable cover to help your attack.

08. L Formation
A stage distinguished by L-shaped walls. Use the cover to your advantage.

09. Checkmate Foundry
A stage based on a factory. Learn to use the conveyor belts on the sides.

10. Castle Keep
A stage based on a castle's inner keep. Use the sprawling walls to your best
advantage.

11. Castle Citadel
A stage based on the inner citadel of a castle. The central wall where the
stone lantern stands can be vital to victory.

12. Lost World
A strange, organic arena with 4 round obstacles. The stage is somewhat large,
so fight from an advantageous range.

13. Flower Garden
An arena based on a pleasant park. Use the central arch to your advantage.

14. Chinese Bowl
A stage based on a Chinese bowl. Use the inclined environment to your
advantage.

15. Robo's Room
A stage reminiscent of a lavatory. The small area and large number of walls
makes it somewhat difficult to move.

16. Nature Park
A stage designed to mimic the natural world. Use the central bridge to take
control of the entire stage.

17. Little Locomotive
An arena designed to look like a child's play area. Advanced fighters will use
the train for both offense and defense.

18. Merry-Go-Round
A stage designed to look like a merry-go-round. Fire at your foe from between
the horses.

19. Magma Hole
If a robo walks on the middle of this stage, the ground will sink and allow
magma to seep through.

20. Magma Ruins
A stage surrounded by a ring of magma. Over time, the magma slowly melts the
stage...

21. Ice and Snow
An arena covered in ice and snow. Watch your footing on the slippery floors.

22. Frozen Field
A field entirely covered in ice. Be careful when walking on the ground.

23. Dead Line
A conveyor belt that constantly feeds into a sea of magma. Don't let your robo
drift to its doom.

24. Double Dead Line
A stage bracketed on both ends by magma. The conveyor belts on the left and
right sides move differently, so be very careful.

25. Panic Cubes
An arena filled with vertically oscillating block obstacles. Master the terrain
to achieve victory.

26. Panic Walls
An arena that boasts retracting walls. Time the movement of the walls as you
fight.

27. Scramble Walls
A more difficult version of the Panic Walls stage. The walls here elevate in an
odd pattern.

28. Loading Dock
A stage distinguished by a suspended platform. It's always moving, so be
careful.

29. Battle Gear Station
A cogwheel-themed arena. Use the platforms atop the spinning cogwheels to gain
the advantage.

30. Impact Craters
An arena based on a ruined region. The ground splits and moves over time.

31. Sudden Death
The smallest stage. Short-range battles here are always intense.

32. Gigantix Sprawl
The largest stage. Figure out your optimal distance and fight from afar.

33. No-Man's Land
A stark arena with absolutely no walls. Attacks that don't normally hit your
foe may work here...

34. Practice Stage
A stage designed for practice and tactics training.

35. Dark Star
An arena that mystifies the senses. Be careful: it's difficult to gauge the
distance between you and your foe.

*******************************************************************************
|10. Unlockables|                                             |10. Unlockables|
*******************************************************************************

Beating A New Journey for the first time unlocks the following modes/options:
        The Grand Battle (Story Mode Part 2)
        Arcade Mode (On Main Menu)
        Parts Index (On Main Menu)
        Sound Test (In Options Menu)
        First-Person Mode (Can be enabled/disabled in Options Menu)
        Computer-controlled Players (Vs. Mode)
The Grand Battle is only unlocked in the file that cleared A New Journey.

NOTE: There is only one unlockable holosseum, Dark Star, and it is currently
unconfirmed how to unlock it. The cheats section of GameFAQs claim that you
must complete 50 vs. matches with one robo (not sure who to credit on this),
but it isn't correct. I did 50 vs. matches with the Metal Ape, and did not
unlock this holosseum. However, I have it now. My only advice would be to play
Vs. Mode until you get it. I was playing Single Battle when I unlocked it, but
I do not know if it matters. If anyone has any further information, it would
help a lot. See the conclusion for info on contributions.

There are many hidden parts in The Grand Battle that are not obtained through
battling:

01. Chickenheart (Z's Boss Room): Go to the top side of the pillar on the left
side of the room, face down, and press A.

02. Oil Can (Hero's Home): After winning the tournaments at Mira's House,
Bogey's Cafe, Hub Park and the Test Hall, Lucy will call you home because you
have guests. Go back home, and you will finally be able to enter Lucy's Office
(at any point before now, it's impossible). You'll find yourself in the
Developer's Room, which is a room with a bunch of people that represent real
people who helped make the game. Go into the back room, and talk to the
computer that looks like the computers at the Training Gym, and it will give
you this, along with the Can Gun, Can Bomb, Can Pod, and Can Legs.

03. Rahu I (Isabella's Mansion): In between the containment tank and the parts
generator on the left side of the room is a small passageway which cannot be
seen. Enter the passageway, and go all the way left, then up and right to find
yourself in the containment tank. Press A to get this, along with the Rahu I
Gun, Grand Cross Bomb, Penumbra I Pod, and Ultimate Legs.

04. Rahu II (Bronze Handicap Match): When Lucy comes out as a challenger, keep
talking to her and she'll give you this, along with the Rahu II Gun and
Penumbra II Pod.

05. Rahu III (Silver Battle Royal): Below the holosseum deck where the battles
take place is a broken cart. Enter the cart through the north side, and press
A to get this, along with the Rahu III Gun and Penumbra III Pod.

06. Ray Legend (Z Headquarters): Beat all five cups in the Z Headquarters with
a gold trophy, and talk to Oboro at the entrance.

07. Ray Warrior (Amusement Park): Beat all three cups in the Amusement Park
with a gold trophy, and talk to the police squad member at the entrance.

08. Can Gun (Hero's Home): See Oil Can

09. Crystal Strike Gun (Test Hall): After defeating Computer #4 in the Flying
CPU Battle, repeatedly talk to it, and it will give you the gun.

10. Rahu I Gun (Isabella's Mansion): See Rahu I

11. Rahu II Gun (Bronze Handicap Match): See Rahu II

12. Rahu III Gun (Silver Battle Royal): See Rahu III

13. Wave Laser Gun (Lab Singles Battle): Press A in front of the bookshelf in
the lower right corner of the lab.

14. X Laser Gun (Bogey's Cafe): Before going into the back room to the
tournament, go behind the counter where Bogey usually is, and press A in the
middle of the right wall.

15. Can Bomb (Hero's Home): See Oil Can

16. Grand Cross Bomb (Isabella's Mansion): See Rahu I

17. Can Pod (Hero's Home): See Oil Can

18. Penumbra I Pod (Isabella's Mansion): See Rahu I

19. Penumbra II Pod (Bronze Handicap Match): See Rahu II

20. Penumbra III Pod (Silver Battle Royal): See Rahu III

21. Can Legs (Hero's Home): See Oil Can

22. Ultimate Legs (Isabella's Mansion): See Rahu I

*******************************************************************************
|11. Conclusion|                                               |11. Conclusion|
*******************************************************************************

This document is Copyright (C) 2005 Dylan Mead <[email protected]>

Right now, only the following two sites, other than GameFAQs.com, can host my
guide.

http://www.neoseeker.com/
http://www.cheatcc.com/

If you wish to host this FAQ, you must host the entire FAQ; not just a portion
of it. You must also e-mail me at the above address and request permission. If
you actually ask if you can host it, I have no reason not to allow it. I just
don't want it happening unless I'm notified. It would also be appreciated if
the FAQ is updated whenever I submit an update to GameFAQs. I do not want
outdated versions of my guide being posted.

NOTE: Glossary definitions, parts index and holosseums data was copied directly
from the game. Although it is not original work, it did take me a very long
time to type, and it doesn't take much effort to e-mail me and ask.

I currently have no one specific to thank. I can always thank GameFAQs for
accepting my guide, or Nintendo for making the game, but for now I don't have
anybody that actually assisted in making the guide to name here. If you wish to
contribute to this guide, e-mail me at the above address, and if I deem your
contribution worthy, I will post it on my guide and credit you here. If you
have contributed, and you wish to remove your contribution, just e-mail me and
I'll do it without question.

If you notice any major typos (not spelling mistakes, but rather grammatical
errors; I didn't proofread) or any wrong information, e-mail me, and I'll make
the change and credit you here.

This is the very last paragraph of my guide. Hopefully, you've enjoyed it. If
you haven't, I don't know why you are reading unimportant information like
this.

*************************************END***************************************