------------------------------------------------------------------------------- __ __ _ _ _ | \/ | ___ __| | __ _| |__ ___ | |_ ___ | |\/| |/ _ \/ _` |/ _` | '_ \ / _ \| __/ __| | | | | __/ (_| | (_| | |_) | (_) | |_\__ \ |_| |_|\___|\__,_|\__,_|_.__/ \___/ \__|___/ ___ __ _ _ _ |_ _|_ __ / _(_)_ __ (_) |_ _ _ | || '_ \| |_| | '_ \| | __| | | | | || | | | _| | | | | | |_| |_| | |___|_| |_|_| |_|_| |_|_|\__|\__, | |___/ ------------------------------------------------------------------------------- MEDABOTS INFINITY FAQ for the NINTENDO GAMECUBE ********** -Information Regarding the Game- (1a) Name: MEDABOTS INFINITY (MEDAROT BRAVE in Japan) Platform: Nintendo Gamecube Release Date: 12/14/2003 (USA), 11/28/03 (Japan), 09/24/04 (Europe) Publishers: Natsume, Imagineer, Ubisoft Players: 1-2 Genre: Action/Adventure/RPG Difficulty Level: 9 (on a scale of 1 to 10) ********** -Copyright Notice- (1b) FAQ copyright Mike Christian (BlakbeetleKBT5Y). This project was started on/around May 22nd, 2006. Its most recent revision was on August 20th, 2006. ------------------------------------------------------------------------------- Currently, it is an unfinished work in progress! I am updating this guide frequently (at the rate of about once per week). Keep watching! ------------------------------------------------------------------------------- You have my complete permission to reproduce this guide in its original form via electronic means or printing, provided that 1) you change absolutely NOTHING in it, 2) you give me (Mike Christian) COMPLETE credit for writing it, and 3) you charge NO MONEY for the reproduction of the guide. In other words, I give you full permission to post this guide on your website/message board/forum/community and to print it out and give copies to your friends. I am not giving you permission to take the info given here and put it into a strategy guide or magazine and sell it. Medabots and all related trademarks are copyright their respective owners, which include but are not limited to Natsume, Imagineer, Comics Bonbon, and Medarot Company. Nintendo and all related trademarks and indicia are copyright Nintendo. ********** -Author's Notes- (1c) Welcome to the first complete online walkthrough for MEDABOTS INFINITY for the Nintendo Gamecube (GCN). To be perfectly blunt, I've never written a FAQ before, so bear with me through this. I'm a talented author in my own right, and do my best to review games and merchandise for my online website, but writing a FAQ for a game is something I've never done. I'd like to thank my parents (my dad especially) for their support throughout this whole endeavor. Without my father being here to pummel me into finishing this game once, I think I would have given up way too early in the game. I thank Natsume, Imagineer, and the Medarot Company for giving me the obsession with my two all time favorite Medabots; Blakbeetle and Brass. Though neither of them are Medabots fans (yet), I especially thank my good friends Pat and Griff, for without them, I wouldn't have the interest and appreciation for anime and Japanese gaming I do today. In my opinion, though, most importantly I thank God for letting me live in a free country where I can enjoy such luxuries as video games and television. I hope you enjoy and benefit from this FAQ. Medabots forever! Your friend in robattle; Mike ********** -Table of Contents- (1d) Section 1: FAQ OVERVIEW Information Regarding the Game (1a) Copyright Notice (1b) Author's Notes (1c) Table of Contents (1d) Revision History (1e) Section 2: THE WORLD OF MEDABOTS INFINITY The Story of Medabots (2a) The Characters (2b) The Medabots Guide (2c) The World of ToruToru Land (2d) How Things Work (2e) Controls and Moves (2f) Section 3: WALKTHROUGH (3a) Chapter 1: Grassland A, Rock A, Jungle A (3b) Chapter 2: Seashore A, Snowfield A, Iceberg A (3c) Chapter 3: Ruins-Out A, Ruins-In A, Laboratory A (3d) Section 4: MEDAPARTS INDEX (4a) [UNSTARTED] Section 5: MEDALS INDEX (5a) [UNSTARTED] Section 6: SECRETS AND SIDE QUESTS (6a) [UNSTARTED] ********** -Revision History- (1e) May 22nd, 2006: Guide started. June 6th, 2006: Chapters 1 and 2 finished. Walkthrough for Chapter 3 started. Medabots guide nearing completion. Characters guide finished. World of ToruToru Land guide finished. How Things Work guide finished. Controls and Moves guide finished. Revision History added. June 7th, 2006: Errors corrected; formatting reworked for greater legibility. Dividers added. Chapter 3 finished. August 20th, 2006: Realization that this FAQ is not already finished occurs. Panic ensues shortly thereafter. Guide is reformatted to match GameFAQs restrictions on formatting, spellchecked for errors, continuity problems fixed. Guide submitted for GameFAQs approval. ********** -The Story of Medabots- (2a) For those not familiar with Medabots, let me start by saying this isn't a Pokemon ripoff. Actually, the original Medabots series came out just a few short months after Pokemon did, making it awfully less inspired-by Pokemon than most of the common "kid raises pet monster" series that we see saturating the market today. If anything, this series is probably one of the more major inspirations for the now classic series "Rockman EXE", better known in the US as MegaMan Battle Network. Unlike Pokemon, which can only really change their fighting styles by evolution, Medabots can instantly change their fighting styles by adding new parts to their body. Think of this as a cross between Custom Robo and the classic childrens' toy Mr. Potato Head. Medabots is a very family-friendly anime that manages to cater to a wide variety of interests and remain very gender-neutral, being entertaining enough to hold an adult's interest (my father, who is around forty-five years old, loves the Medabots anime, and my mother, who doesn't often sit still to watch more than maybe five minutes of anime at a time can name several of the characters instantly on sight) while being captivating and colorful enough to keep children entertained. The series teaches many basic morals and ethics for kids such as being kind to others, befriending people who are bullied, sharing with those less fortunate, tolerance of those who are different, the consequences of crime, etc. It has relatively little violence in it for a children's series (primarily just the robot fights) and it's understood that nobody ever dies or is injured-- the robots in the series show good sportsmanship in fighting and each fight is overseen by a referee who encourages fairness and honor in all battles. The series basically involves humans or "Medafighters" who buy and train female and male robots (collectively referred to as "Medabots") to fight in events referred to as "Robattles". The premise is basically to beat your opponent (also a Medabot, trained by another Medafighter) into submission using a variety of cool attacks and moves. If you've never heard of or played Medabots before, there's a popular TV anime that this game is based on. I highly recommend you purchasing and viewing at least the first few episodes (it's on DVD and VHS, available from ADV Films through online stores such as Amazon) to get familiarized with the series. You may also want to play the prequel to this game; Medabots: Gold (METABEE) or Medabots: Silver (ROKUSHO) for the Nintendo Game Boy Advance. They are worthwhile investments, since they can be used to uncover a special item at the end of the game (more on this later). ********** -The Characters- (2b) IKKI Ikki (not Ikky, Icky, Ikke, or any other typographical nonsense) is the main character of Medabots as a series, at least in the United States. His overall personality is that of your average grade schooler; he appears to be a fairly brash, fairly outspoken kid who enjoys playing and goofing off more than doing actual work. He acts like a know-it-all in the field of Medabots, being very well-read on the subject and having enough knowledge to be writing this FAQ himself. (I'd kinda like it if he would, too...) However, his obnoxious persona is just a front he puts up. Deep inside, Ikki has enough courage and valor for an entire army of soldiers. He's caring, brave, and willing to put his life on the line for any one of his friends if he knows they need it. He has a humorous relationship with his Medabot, Metabee-- they act like true brothers, cascading back and forth between best pals and total enemies. When it comes to others messing with Metabee, though, Ikki draws the line. He'd take bullets for his Medabot if he knew there was a chance Metabee wouldn't recover from the blow. METABEE Metabee is arrogant and self-centered most of the time one talks to him, but he has a strong sense of justice and isn't about to let other people be bullied, or worse, bully themselves. Metabee tolerates Ikki to an extent; so long as Ikki understands his place and doesn't annoy him by acting superior. However, Metabee also understands the importance of friendship very well, and defends Ikki staunchly. There's more to Metabee than just his arrogant persona, however. He has a good relationship with Brass, Arika's Medabot, and has a friendly rivalry with Roks, Koji's Medabot. Metabee takes it upon himself to be the helper of weak Medabots (as evidenced in the anime with Komandog and Cyandog, and in this specific game, Jaxy) and is too happy to share his experience whenever he gets the opportunity. ARIKA Arika (whose name is consistently spelled throughout the US series as "Erika", but I prefer the Japanese pronunciation AND spelling for it, so I'll refer to her by her original name, thank you) is the obligatory non-stereotypical female lead, Ikki's best human friend and partner-in-crime (as well as potential love interest), and aspiring young photo-journalist. Consistently on the trail of her next big scoop, Arika follows Ikki around with a camera and notebook; knowing that her heroic friend is a source of good stories-- as long as there's nothing else around. Arika is hot-headed and fiesty, which is a perfect flame for the dynamite that is Ikki's blunt, sarcastic personality. The two often butt heads like true rivals, but deep inside Arika knows she loves Ikki more than anyone in the world-- but she wouldn't admit that if her life depended on it. Her Medabot is the ever-timid, ever-polite female schoolgirl Medabot known as Brass (equipped with a second set of armor referred to as Pretty Prime), who handles Arika's personal affairs like a secretary, and plays cameragirl for her when Arika's busy on her next story. KOJI Koji is the Chaud Blaze to Ikki's Lan Hikari. Pompous, rich, and not afraid to let you know it, this master Medafighter controls a legion of robots with ease. Though he operates Sumilidon in the anime effortlessly, and Warbandit in some of the GBA games, he switches to a new KWG model known as Roks (which is the series' replacement for Rokusho). For those familiar with the "Kilobot season" of the anime, Koji is not the same character as Zuru (the "mystery medafighter" who operates Roks and Tyrellbeetle). Koji is a true prodigy; he's very rarely beaten in battle, and his talents aren't mere fluff but rather the result of years of training. Koji's one true fear is any type of insect, however, slowing him to a crippling halt. It's unknown if this extends to insect Medabots, but I personally doubt this as Koji seems to show no fear of his own Medabot, Roks-- a stag beetle type. Koji has a strong, almost overpowering sense of justice, and in this he actually gets along with Ikki fairly well. When the two aren't trying to best each other in a match, they pair up and tear through the bad guys effortlessly whenever their talents are needed for the side of good. ROKS Koji's Roks is a bit different from the Roks in the anime, and radically different from the legendary Rokusho. Roks is a humble manservant who is very attentive to Koji's needs. He's not the kind to let Koji be bossed around easily, and thinks of himself as a bodyguard of sorts. Roks isn't as strong as Metabee, however, but he can hold his own in a battle and views Metabee and the others as close allies. He speaks with a humble, almost samurai-like persona. KARIN Karin is the perfect visual embodiment of innocence. She is ludicrously wealthy (even more so than Koji, from what I understand) but not one ounce of pride is in her entire petite frame. She's truly the perfect girl, being willing to do literally anything for her friends. Karin is gentle and loving to a fault; she's easily confused and fairly gullible, but the upside to that is that she has friends who watch out for her. Karin suffers from a heart condition that requires her to move slowly and carefully, and thus Koji trails her through the park a lot at the request of her parents to make sure she doesn't get sick. Thus, the two are more or less inseparable. (I secretly think Koji has a crush on Karin.) Karin's Medabot Neutranurse (or Nurse for short) is equally polite and gentle; healing Medabots is her specialty, and she does a great job of it. THE SCREWS Samantha, Spyke, and Sloan comprise this group of wanna-be tough guys (well, two guys and one very loud girl). They're pretty much jerks and cowards, but occasionally show sides of being good guys if it so benefits them. They're not all bad, and often rush headlong into danger to help out Ikki, whether they realize it or not. Their Medabots vary from time to time, but in this game they operate Peppercat (a cat type Medabot with the ability to stop enemy movements), Krosserdog (a wolf type Medabot with a specialty in rifle attacks), Totalizer (a tortoise type Medabot with poor mobility but strong laser attacks), and Kingpharaoh (a pyramid type Medabot with a wide variety of gravity and napalm attacks). MAX (AIMFLASH) and JAXY (POTATOBUG) Two rogue Medabots that have no known operators. I'd normally list them in with the other Medabots, but they deserve special mention here because they are both "main characters" throughout the storyline. Max is modelled after Aimflash, which is a fast-moving camera type Medabot with several various attacks including a powerful laser weapon. He's a journalist by nature (it's "in his blood", literally) and agrees to train as an understudy with Arika. He has a crippling crush on Brass, but gets so shy that he can't pronounce her name when talking to her. Oh well, that's love for you. When he's not falling head over heels for the pretty sailor girl, Max's quick-talking, goofy personality and rapid, nervous movements make him an interesting character. He has a sincere heart, and an eager willingness to help, so he befriends Arika easily enough. He has an interesting concept of family, especially, as he refers to Arika as "sister", and Ikki and Metabee as "brother Ikki" and "brother Metabee". Jaxy, on the other hand, isn't nearly as open and outgoing as Max. She's a shy insect type Medabot with an obviously scarred past. She doesn't talk much (really, at all) during the first part of the game, and only Karin is able to get her to say more than a word or two; probably due to her own innocent, shy nature. Nurse and Karin eventually befriend Jaxy, and through time we learn that Jaxy has become separated from her owner. Eventually it's revealed that Jaxy has a near supernatural power; the ability to change into other Medabots. This power, naturally, isn't something a Medabot develops overnight; and her vicious, cruel owner comes back from the past, seeking to manipulate the traumatized robot into playing a part in a violent agenda. DIRECTOR TUNE The creator of ToruToru Land, the theme park world in which the game takes place. Director Tune is a kindly, if not somewhat silly older gentleman with a love for Medabots and children. He befriends Ikki early on in the game, and pops by periodically to give the player gifts. DOCTOR HARU Apparently a colleague of Tune's, Doctor Haru is a young, slightly eccentric scientist who develops and researches Medabots. She appears periodically in the game, searching for a "suspicious Medabot". She's not the overly friendly type but not blatantly rude either; her personality could best be described as "all business". She also comes around every now and again to give the player gifts, though hers are generally only achieved after doing a specific quest. THE RUBBEROBO GANG Best described as the comic relief villains of the game, these guys actually try their hardest to be a major threat, but really are nothing more than a bunch of goofballs running around causing havoc, wearing gaudy neoprene suits. They pop in to Robattle Ikki and Metabee constantly, but their Medabots are off-the-shelf models that aren't very powerful. Their only real strength lies in their incomprehensible numbers, as without that, they'd be no threat at all. THE SELECT CORPS Roughly as effective as the Rubberobo Gang, the Select Corps are the inept military police stereotypes. They mean well, but just... aren't that good at their job. Oh well, they're trying, right? Their Medabots are equally clunky, choosing mostly to go with themes of dinosaurs. In this game, Attack-Tyrano is the traditional Select Corps Medabot, but I don't seem to recall ever actually fighting these guys (unlike the GBA RPGs where you fight them roughly every three seconds whether it's detrimental to the plot or not). MR. REFEREE This guy is awesome. He's the referee. What more do you want? He makes sure you don't cheat, and that's all there is to it. He has a penchant for silly entrances and overly dramatic speeches. ********** -The Medabots Guide- (2c) ------------------------------------------------------------------------------- IMPORTANT! REGARDING MEGA EMPEROR, ROKUSHO, SUMILIDON, AND ARCBEETLE: It's probably prudent to go ahead and mention right now that Sumilidon, Robo Emperor, Babbyblu, Rokusho, Sailormate, Metabee v1, Warbandit, Kantaroth, Femjet, Landmotor, Exor, Unitrix, and others (both Medabot AND Kilobot) do not appear in this game at all, and therefore cannot be earned as parts. However, Mega Emperor and Arcbeetle both appear in this game as hidden boss opponents, and their parts can be earned through linking the GBA games (Medabots: Gold [METABEE] and Medabots: Silver [ROKUSHO]) to the Gamecube through the GBA link cable and defeating the final boss, according to an e-Mail from Natsume. On a message dated April 28th, 2006, Mike wrote: "Greetings from a dedicated Medabots fan. I am writing you this e-Mail in hopes that you'll be able to answer a question for me. In the manual for MEDABOTS INFINITY, it mentions that you can use the GBA Link to hook up your GBA copy of Medabots Metabee or Medabots Rokusho to the Gamecube and it will unlock something within the game. My question is this; what does it unlock? I have beaten the game through several times from start to finish and note absolutely nothing out of the ordinary. Any information on this would be greatly appreciated. Warm regards!" On a message dated May 1st, 2006, Natsume replied: "Hello, It unlocks a Medabot...each version unlocks a different Medabot. You get the Medabot at the end of the game. Thank you, Customer Service Natsume Inc." I think that answers those questions. ------------------------------------------------------------------------------- This guide lists all of the Medabots that appear in this game. More will be added as I find their parts; this is indeed an incomplete list. They are listed in the order they appear in the Medabots Library. NAME is the name of the robot and its model number; GENDER is simply whether it's male or female; QUOTE is the little biography that the game's library lists for it; MOBILITY is the range of movement that the Medabot can use (see the "How Things Work" section for a better grasp on this); SPECIALTY is the overall attack style of the Medabot (mainly, what kinds of weapons it uses; again, see "How Things Work" to understand this more); and DESCRIPTION is a brief understanding of what the Medabot is all about, as well as tips on fighting it. Most of the "random encounter" Medabots that you find and fight within the game generally have an unusual variety of weapons; for instance, they might have the head and legs of one Medabot, but a left arm from another and a right arm from a third. Therefore, they can change their fighting strategies up fairly easily. I refer to these Medabots as "variants" because they're not the pure, unmodified versions of their original bodies. In such a case, refer to the other Medabots for finding out how they operate, and then do the math when fighting your opponent. Generally the head and legs on any Medabot determine its fighting style, and I've yet to fight an opponent that used a head NOT related to the legs. NAME: DRAGONFLY (DRF-0X) GENDER: Male QUOTE: "It's moving slowly, but you'd better not touch it... the inside is utter chaos." MOBILITY: Air SPECIALTY: Press DESCRIPTION: Dragonfly is one of the most common Medabots in the game that you'll find. He's not particularly fast, but makes up for it with attacks that cover a good distance, and pack a fair punch. Dragonfly is a good, solid starter opponent, and operates fairly well as a set. I don't recommend going in with a complete set of Dragonfly Medaparts, as some variety is always good, but it's always a pretty safe bet to have at least one of his parts on hand at pretty much all times when exploring a level, as they can move things out of the way and prove valuable in a Robattle. He's not too smart in terms of computer AI, so you shouldn't have any trouble beating him or any of his siblings when you fight them. NAME: FLYFALCON (HWK-0X) GENDER: Male QUOTE: "Swift, raging napalm attacks! You can't avoid them so easily, so move it, move it!" MOBILITY: Air SPECIALTY: Napalm DESCRIPTION: Flyfalcon is annoying. He, unlike Dragonfly, seems to be really good at dodging attacks and returning some of his own. His weapon can spread out and attack wide ranges, so be careful; he can catch you even if you hide in bushes or behind rocks. His weapons are found throughout the stages like candy, for some odd reason, and they're actually pretty powerful, so pick up a few for Metabee when you see them. NAME: PHOENIX (PHX-0X) GENDER: Male QUOTE: "Take my red-hot fire attack! If you can feel my beat, your heart will be on fire!" MOBILITY: Air SPECIALTY: Burn DESCRIPTION: Phoenix is generally one of the first Medabots you find parts for. In my playthrough of MEDABOTS INFINITY, I found his parts long before I ever fought him. He's a little misleading; his parts are referred to as Fire Guns, but actually they're strike Medaparts, meaning they're better left to a Medabot with a Kuwagata Medal --or even better yet, a Phoenix Medal if you're able to find one. He's got a wicked attack, though, which makes up for his overall slow speed; it's an attack that causes your Medabot to slowly lose their armor-- literally melting it away. Be careful; it'll drain your hit points like no tomorrow, and you can't jump in the water to put it out. NAME: FOSSILKAT (FSL-0X) GENDER: Female QUOTE: "I'll get your heart with my beauty... then I'll break your heart into pieces. You'll blow up in the end." MOBILITY: Air SPECIALTY: Napalm, Bug, Strike DESCRIPTION: Fossilkat is actually the first Medabot given to you as a gift, from a young boy rather early in the game. She's got a good variety of attacks, including a sword for one arm and a shooting Medapart for the other. She's kind of slow, but makes up for it by being fairly versatile-- helping you reach places that Metabee can't go early on in the game. In battle, she's not too swift, so take advantage of her slow speed by using powerful attacks at close range. Her sword can't really damage you that much, and her napalm bomb will only really damage you from a long range. NAME: BOARBOOSTER (BRB-0X) GENDER: Female QUOTE: "Don't hide, come out! There is no wall between us. I won't let you get away from me so easily!" MOBILITY: Air SPECIALTY: Break DESCRIPTION: The leader of the Rubberobo Gang (Seaslug) operates this unusual Medabot. She's not very pretty to look at (an unusual trend for female Medabots-- they're generally very cute in their design) and strangely isn't too powerful either. In battle, she can score a few lucky hits on you with her attacks that happen to be very similar to Dragonfly's, but overall she-- like any other flying Medabot-- suffers from aggravatingly low speed. Honestly, she's not much of a challenge, but her arm Medaparts are valuable in one aspect: they can punch directly through walls to hit enemies on the other side. Superb if you're playing as a girl Medabot and need to attack enemies from a distance (since females generally speaking have less armor than males). NAME: GOREM-2 (DGU-0X) GENDER: Male QUOTE: "I'm now more powerful than ever! Shooting attacks won't bother me, hee hee hee!" MOBILITY: Float SPECIALTY: Cancellation DESCRIPTION: This guy is a kick. Gorem doesn't have any attacks by his default nature; instead, each of his parts offer an immunity to attacks. Being a floating Medabot, he moves like a snail (even less quickly than flying Medabots) and he has a tendency to run into walls a lot. I'm afraid I can't give any strategies for fighting him, since whatever weapons you find him carrying are going to affect his fighting style, but as a general rule, floating Medabots like Gorem try to get to what they think is a safe place and blast you from a distance. The only sure thing I can tell you is to not attack him with attacks he can cancel; you'll waste your time and they'll do no damage to him. In fact, he'll absorb them and turn them into Medaforce, and use them on you. Ironically enough, Gorem's legs are so powerful that on my Metabee, I can use Metabee's normal weapons (rifle and machine gun) and destroy anything in one hit, including Medabots. Go figure. NAME: BARONCASTLE (BRK-0X) GENDER: Male QUOTE: "A floating castle is strange. It's funny that people keep slipping... oh well, let's shoot!" MOBILITY: Float SPECIALTY: Confusion DESCRIPTION: If Aragoma Torakichi had a Medabot, this would be it. Baroncastle is a strange, giant floating chess piece with a penchant for confusion. Baroncastle has a fairly unique move; he'll fire a banana peel down onto the floor, and if it touches you, you'll slip and hit your head on the floor, damaging it. Do this enough times, and your Medabot's functions will cease. This can also cause you to trip and fall into the water, too. He's ridiculously slow, but the AI for the Baroncastles I've fought all seem to have him highly desirable of positioning himself over a pit or other such area that you can't really get to him with, so keep your long-distance weapons handy and be prepared to gun him down. NAME: MAGICALCARD (MJC-0X) GENDER: Male QUOTE: "Ooops! You slipped-- and now you can't defend. Oh now, now you're confused, too?" MOBILITY: Float SPECIALTY: Confusion DESCRIPTION: Gillgirl of the Rubberobo Gang operates this clown. Magicalcard has no attacks by default, and the only thing he has that really harms you is the same attack Baroncastle uses; the banana. His armor is tough, though, to make up for this, and he has a habit of running like insane to get away from you. Pound on him with whatever you can, and try to use long distance weapons like beams. He's not too mobile, so you should do fine. NAME: BOTAFLY (FLY-0X) GENDER: Female QUOTE: "Lovely ladies go from one flower to another, but actually they're not flowers-- they're traps." MOBILITY: Float SPECIALTY: Traps DESCRIPTION: Botafly seems to enjoy not confronting you at all. She's not violent by any means, but will occasionally plunk down a trap every now and again and try to lure you into it. In her case, the traps she uses are "shot" traps, and so if you happen to trigger one, it'll damage your body starting with your legs. The easiest way to avoid it is to watch the perimeter of the trap when it's laid (it'll be flashing either blue or red, with a "!" above it) and not shoot when in that area. As always, any weapon with a good range is effective. NAME: SALDRON (SLD-0X) GENDER: Female QUOTE: "I shall change through your powers... I shall burn all of your enemies. That is my happiness!" MOBILITY: Float SPECIALTY: Medapart Change DESCRIPTION: In the Medabots RPGs for the GBA, Saldron was one of the most useful Medabots of all time because she had one specialty that was deadly if used by the right trainer; the ability to change her parts into both male and female weapons. She had the best of both sides on her, and could shape change into Metabee, Mega Emperor, Rokusho, or anyone else she felt like. Saldron still changes her parts in this game, but instead uses female parts only, and only a limited variety of them. As a result of this, it's not really clear what she's ever going to change to. She can use parts from Blakbeetle, Brass, Boarbooster, Peppercat, Potatobug (Jaxy), Blackstag, Uglyduck, Snowbro, and Fossilkat; among others. Dr. Haru gives you all of Saldron's parts as a gift if you can complete a challenge using her. Saldron is slow by default, but given a pair of land legs, she's almost unstoppable when used by a clever trainer. NAME: OCTOCLAM (CLA-1X) GENDER: Male QUOTE: "Grab and pull it! Release it with good timing! I'm falling, I'm falling! Help me!" MOBILITY: Multi-Legged SPECIALTY: Bind DESCRIPTION: Octoclam is a quick little fellow. He zips around on his half-dozen legs, trying to skewer you with his arms that look like a cross between boat anchors and grappling hooks. If he connects, he can slow you down for even more hits. One of Octoclam's tricks is the ability to pull heavy items like ice blocks and boulders toward himself, which is actually kind of dangerous because if he's not careful he'll simply end up getting flattened by whatever he's dragging. His armor is thin, and he's a close-range Medabot, so feel free to stay back and snipe him. NAME: SPIDAR (SPI-1X) GENDER: Male QUOTE: "Where you run to escape is not always safe. Watch where you step; those are booby traps." MOBILITY: Multi-Legged SPECIALTY: Traps DESCRIPTION: Apparently a good friend of Botafly, Spidar takes after her with a knack for using strange traps on you. His seem to be more of the "grapple" variety, so don't come at him with swords. He moves very quickly, and can have a trap down before you've realized it. Shoot at him with powerful attacks such as chain guns, missiles, and lasers to knock him down for good. NAME: MULTIKOLOR (CMO-0X) GENDER: Male QUOTE: "Hiding's my specialty! I'm behind you now-- yes, in the bush." MOBILITY: Multi-Legged SPECIALTY: Camouflage DESCRIPTION: Multikolor is actually unusual in that he seems to be very skittish and afraid of fighting. He doesn't stay near you for long at all, running as far away from you as he can get. He uses a camouflage weapon that protects his head from attacks, which means that he'll last fairly long in a battle provided this cloaking device is up. Don't worry; he's always visible. He can't turn invisible like his specialty suggests, so just blast away at him. As an aside, he's fond of grappling weapons if he has to fight, and often comes carrying one of Poison Copy's arms. NAME: POISON COPY (SCR-0X) GENDER: Male QUOTE: "Let's melt it, let's melt it! There's nowhere to run now! Are you going to deal with it?" MOBILITY: Multi-Legged SPECIALTY: Burn DESCRIPTION: Poison Copy acts like Phoenix's hyperactive little brother on steroids. However, that doesn't make him stupid; Poison Copy is almost always carrying something to defend himself with, be it Multikolor's arm cloak or Knight Armor's shield. He's very, very fast, and specializes in getting close up on you to punch you with his flame pincers. He's not terribly strong, though, so if you can get the drop on him before he does you, you've got the fight won. This is one of the few Medabots I recommend a close range weapon on rather than a long-distance one; he tries to get as close to you as he can, so take advantage of this. NAME: MAXSNAKE (SNA-0X) GENDER: Male QUOTE: "Wait up, will you? You're infected by a virus. Don't move for a few seconds, okay?" MOBILITY: Multi-Legged SPECIALTY: Virus DESCRIPTION: This thing is insane. I have never fought a battle with a Maxsnake and come out in the same shape I went into it. He has the uncanny ability to land several hits on you without even really trying. Stay away from him at all costs; chances are he's one of the battles you'll end up winning by default rather than actually killing him off. If you have to finish him for whatever reason (such as in a timed mission) don't hesitate to pound the stuffing out of him with everything you have. Try to use Metabee's Medaforce beam with him, since there's really nothing else that'll take it out as fast. If this isn't available to you, close range is not advised as he's a grappling Medabot. Punch him around with a laser beam if you've got one, rifles if you don't. Above all else, keep moving! NAME: SAIKACHI (KBT-5X) GENDER: Male QUOTE: "A containing attack by my right arm, then a counter by my left arm. Missiles to finish-- I'm just perfect." MOBILITY: Two-Legged SPECIALTY: Shooting DESCRIPTION: With a cocky quote like that, it's Metabee, of course! Metabee is one of the most well-rounded Medabots in the game, and obviously the one you start out with. He's possibly bested only by Arcbeetle, and even then, I don't think Arcbeetle is still as well-rounded as Metabee. If you're fighting him, it's likely that you're fighting a friend in two-player mode. Ironically enough, the only Medabot I can recommend for fighting Metabee is himself, so go with what you know and shoot him down. If you're feeling lucky, switch to grappling (such as Roks) and simply use the patented MegaMan Legends method of dealing with things-- circle him and pound him while he tries to take aim. NAME: ROKS (KWG-5X) GENDER: Male QUOTE: "Rush at enemies left and right while holding them down with my head Medaparts; I'm simply perfect." MOBILITY: Two-Legged SPECIALTY: Grappling DESCRIPTION: Roks is sadly no match for Rokusho, as his power won't even really come close to the levels the original had. I guess it comes with maturity. Still, he's no pushover either. Roks is fairly agile, and moves at a reasonable speed. He's not too much for an experienced player to handle, but can give you a good run for your money if he manages to hit you a few times with a sword. Use a quick Medabot, and try not to get in close. Roks rarely changes weapons but is known to do so every now and again, so if he has a gun, you may find yourself out of luck. Lasers are always a safe bet; don't rely on the Medaforce unless you're really good at running away, since Roks is a born hunter and will come find you. NAME: ATTACK-TYRANO (TIR-0X) GENDER: Male QUOTE: "I'm the captain of the Select Corps! My right arm hammer is valuable so use it with care." MOBILITY: Two-Legged SPECIALTY: Grappling DESCRIPTION: I've never had a problem fighting him for some reason. If he wins, it's either due to a pure fluke or because your Medabot fell in a lake or got blown up or something. His attacks are really slow (two of them being hammers with poor range, and one of them being a melt weapon like Phoenix/Poison Copy) and he's not too awful fast. Still, he'll relentlessly pursue you. Range attacks are fine; he never packs much of a punch with his default components, and the strongest weapon I've ever seen him carry was Dragonfly's right arm. Take him out, and don't waste your time with fancy moves. NAME: NIN-NINJA (NIN-0X) GENDER: Male QUOTE: "Hello, boys and girls! Did you learn how to use traps yet? Come and see me at the Ninja Park!" MOBILITY: Two-Legged SPECIALTY: Grappling DESCRIPTION: You fight these guys by the dozens in this game. Their parts are really easily obtained, too, in the stages. Nin-Ninja is a very basic, commercial model with nothing really impressive; his arms are swords and his head is a trap. He's good for beginners, and will come in handy later when you get your Kuwagata Medal. He does fairly well as a fill-in until you obtain all of Roks' parts. Nin-Ninja in battle is nothing fancy, moving at an average clip, so keep your distance and like all the other grappling Medabots, fire on him whenever you've got a clear opening. NAME: KROSSERDOG (DOG-1X) GENDER: Male QUOTE: "Hey, stop it right there! My Medaparts will make you look like a beehive in no time." MOBILITY: Two-Legged SPECIALTY: Shooting DESCRIPTION: Krosserdog isn't that impressive to fight, but you'll find that he's a great set of armor for Metabee. All of his parts are rifle attacks, which are quick, one-shot bursts meaning you can snap off a few and keep running, unlike the missiles or chain guns that bolt you to one place while you fire, and are easily countered. Rifles also have a fiendishly long range, meaning you can pick off enemies like floating Medabots quickly. Krosserdog is worth picking up several parts for, particularly his head which gives you much more ammo than Metabee's head, but still packs a punch. He's quick and easy to fight, so give him a taste of his own medicine and use long distance attacks. His AI's aim is atrocious-- use it to your advantage. NAME: BELZELGA (DVL-1X) GENDER: Male QUOTE: "It's nice to be able to fight freely... well, I've got one more time for revival." MOBILITY: Two-Legged SPECIALTY: Sacrifice DESCRIPTION: Belzelga is to an average Medabot what a wasp is to a fly, which is fitting because that's exactly what Belzelga is; a giant black wasp. He uses attacks called "sacrifice" which can severely damage a Medabot, blowing up one or more parts instantaneously in one hit, but the cost is that you only get one shot and your Medapart that you sacrificed is destroyed. In other words, Belzelga is truly a Medabot that relies more on luck than any strategic advantage. Since only his arms are sacrificial, he does have one advantage; his head Medapart can restore damaged parts. This means that if you miss, you still have a chance for comeback by restoring the broken part. Combine Belzelga's parts with a Monkey Medal, and you can charge up the Medaforce to restore his head uses, meaning-- in effect-- unlimited uses of his sacrifice weapons. He's best suited for Robattles; it's suicide to take him through a stage and expect to clear it in any length of time. NAME: SAILOR-MULTI (aka BRASS; SLR-1X) GENDER: Female QUOTE: "My job is to support others, and not everyone can do what I do. Can you Robattle with me?" MOBILITY: Two-Legged SPECIALTY: Shooting DESCRIPTION: Brass is my all-time favorite Medabot, by far and away. She's like a finely drawn line between Metabee and Roks, only in a female version. Brass uses scout for her head, and both arms are shooting parts-- chain gun and rifle. Think of her as Metabee's little sister. She's not quite as powerful as Metabee, but she's agile enough and the scout feature is a nice touch. Brass is your first opponent in the game, and a fairly generic one at that. You shouldn't have any problems beating her. Her later appearances, however, have her much more vicious; Brass can take you out in a few seconds flat if you let her. Traps are good because if you can take out her legs, she'll slow down immensely and her aim will be reduced drastically. NAME: NEUTRANURSE (aka NURSE; NRS-1X) GENDER: Female QUOTE: "I don't like violence. Preventive care is important against attacks and damage!" MOBILITY: Two-Legged SPECIALTY: Healing DESCRIPTION: Nurse is a little cutie. She obviously can't hurt you, so instead she tries a different strategy; outlasting you. Nurse runs around and doesn't stop moving, hiding behind whatever she can find and luring you into traps so that you can take damage. Whenever she takes a few hits, she'll run away and heal herself up then come back out and try to lure you into a false sense of security. Her parts are simply a must-have for anyone who uses female Medabots even semi-regularly, since males can't heal themselves (only Belzelga can restore parts, but he can't restore drained HP). As much as I hate to say it, any combat is effective against her, just mind your surroundings and don't fall into any traps. NAME: BLAKBEETLE (KBT-5Y) GENDER: Female QUOTE: "Women are delicate? You're so out of date! You need to be taught a lesson!" MOBILITY: Two-Legged SPECIALTY: Healing DESCRIPTION: For every Sonic, there is a Shadow and for every MegaMan, there is a Bass; Blakbeetle is truly no exception to this rule. Blakbeetle is the effectual anti-Metabee. At first glance, she appears to be a tough, evil Medabot, but actually there's a lot more to her than meets the eye... Blakbeetle is arguably far more powerful than even Metabee is, and has one of the strongest AIs in the game to defeat. She only gets harder with each encore, until she reaches a point where not even her owner can stop her emotional rampage. You first encounter her when using Saldron, so be ready for a fight. Blakbeetle isn't an easy match using anyone. When fighting Blakbeetle, she works exactly like Metabee, with the perspective of "anything you can do I can do better". Has Metabee met his equal? NAME: PRETTY PRIME (VAL-0X) GENDER: Female QUOTE: "Guided by a light, I shall show you the right path. Don't hesitate, and let us go!" MOBILITY: Two-Legged SPECIALTY: Freezing DESCRIPTION: Pretty Prime is Brass's second form. Jaxy is loaned these Medaparts as a gift of goodwill from Arika. She's fairly quick, and has a strong right arm sword which can freeze her enemies. She can also defend herself with her left arm shield and helmet. Not exceptionally powerful, but strategically savvy, Pretty Prime puts up an honorable fight. Use whatever strategies you used on Brass and you shouldn't have a problem. NAME: PEPPERCAT (CAT-1X) GENDER: Female QUOTE: "Meow meow meow meow! I can move, but you can't! Feel numb for a little while, okay?" MOBILITY: Two-Legged SPECIALTY: Freezing DESCRIPTION: Peppercat wants some Meow Mix, it seems. Seriously; Peppercat is another of my longtime favorites. She's quick and deadly, but has an unusual AI. Whenever I fight her, she has an uncanny tendency to run towards the nearest body of water and fall in it, so anything you can do to help her achieve that goal will help you out faster. If for some reason she decides she'd prefer to fight intelligently rather than swim in the drink, keep your distance and just gun her down. NAME: AIMFLASH (aka MAX; CMR-0X) GENDER: Male QUOTE: "Flash! It's a scoop! Today's headline is mine, mine! I might be slow but I'm really very powerful!" MOBILITY: Wheels SPECIALTY: Beam DESCRIPTION: Ow. The first three times I fought Max, he toasted me in one shot. His arm that looks like a tripod is a machine gun, and his massive viewfinder arm is actually a giant laser Cannon of doom and destruction that can eat through anything's armor with freakish accuracy. Max's quote is heavily misleading, as he zips around the area like he's on roller skates (actually, he is) and guns you down like you're made of paper mache. Gorem's Cancel Optic arm is heavily useful here, because without it Max is forced to rely on his lackluster machine gun (his head is just a confusion Medapart). Don't be afraid to pound him, since he's not going to give you any breaks. Maybe he's afraid you're going to steal Brass from him. NAME: CORDY (KNK-0X) GENDER: Male QUOTE: "One bite makes you feel good. Your head and arms are useless. Oh, a Robattle? Heh, forget it." MOBILITY: Wheels SPECIALTY: Confusion DESCRIPTION: I'm not sure what this thing is supposed to be. It looks like a mushroom riding around in a taxi cab with tree branches sticking out of its head. I know that just made no sense. Cordy is another hyperactive Medabot that won't sit still, so ranged attacks are going to be an interesting challenge to hit him with. His brand of confusion attacks prohibits you from being able to use your Medaparts. Fun. Try close range instead, since he likes to throw his confusion attacks at you. If you can win anything from him, his legs are probably the most useful to have since they're very fast. NAME: GREAT KABUKI (KAB-0X) GENDER: Male QUOTE: "I'm the most famous actor of all the Medabots. Robattle is like dancing on the stage." MOBILITY: Wheels SPECIALTY: Confusion DESCRIPTION: Gee, it's Cordy in a slightly different costume, with a slightly different attack; he reverses your directions randomly in hopes of your falling into a pit or other such nasty trap. Use the same battle plan for him that you used on Cordy and have fun, this guy's no challenge. NAME: DOCTOR BOKCHOY (BOK-0X) GENDER: Male QUOTE: "Hmmm, now I see... now I get it. I don't care about you anymore!" MOBILITY: Wheels SPECIALTY: Scouting DESCRIPTION: He's rather weak, but insanely fast. I rarely see him packing any hefty artillery (his light frame makes aiming difficult) so just chase him around and pound on him with whatever you please. His scout ability makes your accuracy for hitting enemy head Medaparts increase. Oh, and he's not a good swimmer. NAME: KNIGHT ARMOR (NIT-0X) GENDER: Male QUOTE: "Bring it on! There is no one who can break my defenses! NO ONE!" MOBILITY: Wheels SPECIALTY: Defense DESCRIPTION: Knight Armor is true to his medieval heritage; he's always got a sword of some variety. He chases you around and whacks on you with grappling Medaparts, and occasionally stops to defend now and then. His armor ratings are absurdly high so punch through him with the Medaforce. NAME: POTATOBUG (aka JAXY; GCT-0X) GENDER: Female QUOTE: "I'm not daydreaming, my face is naturally like this... I can't help it." MOBILITY: Wheels SPECIALTY: Bug DESCRIPTION: Jaxy is a shy one, and she doesn't like to stay near you. She'll change her head Medapart every now and again like Saldron, but as I've yet to earn it, I'm not familiar with her repertoire. Her arms are bug arms, and she's not afraid to punch you with them if you corner her. Her legs are really fast, and I think she's the only wheeled female Medabot, so try to score those first-- they come in handy late in the game. She's not overly powerful, but nonetheless, fight her like you would anyone else. By the time you reach her in the game, you should be really talented at Robattling. NAME: TOTALIZER (TOT-1X) GENDER: Male QUOTE: "It's too late when you see the flash! I move slowly but my attacks are super fast." MOBILITY: Tank SPECIALTY: Laser DESCRIPTION: This guy moves literally like a tank. His armor is too heavy for him to go any faster than a crawl, so get either really close to him or behind something he can't shoot through (like a rock) and charge up strong attacks like the Medaforce. If you have one of his laser parts, even better-- use that against him. He's not fast enough to dodge it. His arms are a true prize in this battle, since they are highly compatible with Metabee. NAME: KINGPHARAOH (EGT-0X) GENDER: Male QUOTE: "Come on! Bring it! I shall Robattle you with the spirit of the ancient lesson." MOBILITY: Tank SPECIALTY: Napalm DESCRIPTION: Kingpharaoh is a tough nut to crack. He's very strong, but very slow-- his only weakness. His head has one of the best armor ratings in the game, so instead try to knock out his weapons first then go for the kill. I hate to say this, but stay as close to him as possible and use Gorem's Cancel Gravity part, and you should do just fine. NAME: HIPPOPO (HPP-0X) GENDER: Male QUOTE: "Don't underestimate me because of my face! I can blow you away with just my nose!" MOBILITY: Tank SPECIALTY: Wave DESCRIPTION: This dude is slow, and not too bright. His legs are hideously well-armored though, so use a scout part and aim for his ugly mug. Pound him with a laser, and stay far away-- his Wave arm will slow you down like Octoclam. If you win it, it's useful on a raft in the water-- it helps you cross places if a fan isn't nearby to push the raft. NAME: RHINORUSH (RIN-0X) GENDER: Male QUOTE: "Kaboom, kaboom! My heavy armor and fire power-- you think you can defeat me?" MOBILITY: Tank SPECIALTY: Missiles DESCRIPTION: Shrimplips of the Rubberobos operates this ugly thing. Rhinorush is an aggravatingly difficult Medabot to master; his arms are the only useful part of him, whereas his head is a worthless shield that only blocks weak attacks. The missiles he gives up fire faster than Metabee's helmet, so score one if you can-- it's a pretty nice prize all things considered. As always, lasers work well on slow opponents, and there's always the Medaforce. NAME: SNOWBRO (SBL-0X) GENDER: Female QUOTE: "Cold, glittering, and beautiful ice. Be careful not to get frozen while looking at it." MOBILITY: Tank SPECIALTY: Freezing DESCRIPTION: It's the Hostess Medabot! Okay, I'm done joking. Snowbro's so darn cute, but her attacks pack a punch. Pingens seem to be fond of carrying one of her flappy arms around, and if you get slapped, you get stunned. Think of this as an ice-element Peppercat only slower. Lasers ahoy, and Medaforce to finish. NAME: AVIKING (aka ABISGREATER; KNG-0X) GENDER: Male QUOTE: "Don't come near me without thinking! Both of my arms can't make an allowance for you!" MOBILITY: Sea SPECIALTY: Sacrifice DESCRIPTION: This is similar to Belzelga but with water mobility. Squidguts of the Rubberobos operates him. Like Belzelga, his arms can be sacrificed to attack, but his head is a missile head and so therefore can't replace his arms like Belzelga. I've found that his legs are the most friendly for Metabee if you need to take Metabee swimming, as they have the highest ratio for shooting Medaparts while still being sea-based. Aviking's slow enough that he shouldn't put up a fight, so just watch out for the sacrifice moves and dish out some damage against him. Even better, let him blow his own arms off, and just run away from him winning by default. NAME: BUSTROYER (aka BASS-TROYER; BBS-0X) GENDER: Male QUOTE: "I feel alive in the water. I won't let you pass me in the water so easily!" MOBILITY: Sea SPECIALTY: Destroy DESCRIPTION: Like Aviking, he packs a mighty punch. Unlike Aviking, his range is insanely low. However, his arms can kill most Medabots in one hit, but they can't punch any further than one space in front of him, and they take a very long time to charge up to do so. He won't lose them, though, because they're not sacrificial, so you do get another hit if you miss. Bustroyer has pathetic range in battle and is slow to boot, so stay away from him if you're also swimming in the drink, and just hit him with range attacks. NAME: UGLYDUCK (DUC-0X) GENDER: Female QUOTE: "Who says swans are the most beautiful? Don't you think white ducks are as beautiful?" MOBILITY: Sea SPECIALTY: Break DESCRIPTION: Uglyduck is another interesting Medabot, she's a bit of a mixed bag with several different moves, but in battle she almost always relies just on her basic gravity attacks. Use the same strategy you used on Boarbooster, and get close to her. She can't hit you easily if you're right on her back! NAME: OCEANA (MAR-0X) GENDER: Female QUOTE: "Healing is my specialty. Twirl twirl twirl, now you're fine!" MOBILITY: Sea SPECIALTY: Uh, Healing? DESCRIPTION: Metabee's lover from the anime, Oceana is identical to Nurse with a set of sea legs instead. Like Nurse, her basic versions can't hurt you, but she loves to dodge your attacks in the water. Occasionally she can be carrying a weapon, but it's rare that it'll be anything strong. Use the same strategy you used with Nurse. NAME: PINGEN (PEN-0X) GENDER: Female QUOTE: "Are you in trouble? Call Pingen! Pingen can repair your broken Medaparts!" MOBILITY: Sea SPECIALTY: Healing DESCRIPTION: Pingen, unlike Nurse or Oceana, has a different kind of healing. She can repair destroyed Medaparts like Belzelga, and her water mobility is a true gem when fighting through the ice arenas. Carry one of her arms around on your girls at all times (or alternatively her head), and you'll find that she's a great asset. She's a bit more aggressive in battle than the other medics, but her weapons are rarely-- if ever-- impressive. I find that the missiles work best on her due to her slow mobility on land. ********** -The World of ToruToru Land- (2d) ToruToru Land has many environments for your Medabots to explore, but the general understanding throughout the game is that you (Ikki) take your Medabot (nine out of ten times Metabee) through the theme park and visit the attractions in the order the game makes you. When you enter an attraction, there are various different objects and traps scattered through it. Many of these are devised to harm you in some way, but a few of them can be used to your advantage if you happen to be a savvy player. Another thing that is noticeable is that the game will often spring missions on you, and they can be confusing to complete. Regardless of whatever mission it is, you're always given three minutes to complete it. There's always an enemy Medabot in the area, too, and more often than not it's hostile, which adds to your annoyance when trying to complete the task. The missions used in the game are: "Defeat enemies" "Open the exit door" "Defeat all Guards" "Defeat all Cannons" "Run until time's up" In every mission, the objective is the same: destroy the enemy Medabot first so that you can get the EXP from it as well as one of its Medaparts, then complete whatever it wants you to do. The only mission this doesn't always work in is "Run until time's up", because I think in that one you're supposed to let the enemy live. However, I generally take out the opponent regardless, and I don't get penalized for it. If, however, the clock stops moving but you're still stuck in the room, then the game "failed" you for that mission and you have to restart the stage. You'll know you got one of the missions right if it says "Clear" after you've finished the task. On the subject of traps, a lot of them can be annoying, but luckily for you Ikki explains what most (if not all of them) do the first time you see one. This guide is more for your convenience. Here's a list of the more common gimmicks found throughout the game's attractions and what they do. DOORS A door is a large, metal shield that is placed to block off entrances and exits to rooms throughout the stage. Doors are opened by one of two things; completing a certain task or pressing a switch. Doors don't always stay open forever, too, and oftentimes are placed in misleading areas that look like the goal for the stage but actually reroute you back to the beginning. SWITCHES These come in three great flavors; green, yellow, and blue. Switches can activate literally anything in the game; but they're most commonly used to open doors. Green switches stay lit up when pressed, and don't turn themselves off. Consider it a permanent switch. Yellow switches stay lit up for a little while, but they're all timed and eventually go back to normal. Blue switches stay lit up only when something is standing on them. This means you have to roll a crate onto one or trick an enemy into standing on it. Switches can also be your enemy, too; a lot of them trigger machinery, such as rolling boulders or enemies-- so be careful. Check your immediate surroundings before punching one. JARS These clay jars are hidden throughout the stages, and serve as containers to hide goodies, as well as obstacles to blast through. They're usually empty, but some contain Points, and some contain Medaparts. Some can also contain enemies. Rare ones contain Flower Pots (I'll get to those below). They can't hurt you, so just open them with any attack. Be careful, sometimes you can damage the contents, though. POINTS These red numerical blobs are just that; points for your Medabot. It's wise to pick up every one you see, since at the end of the level they're converted into EXP which levels up your Medabot's talents. They're also used to boost your standings in the competition in ToruToru land. MEDAPARTS These are blatantly obvious; a small blue bubble holding a random Medapart. Generally the ones found don't make any sense for the areas they're in, but you can find complete parts for Snowbro, Poison Copy, Botafly, Knight Armor, Flyfalcon, Phoenix, Dragonfly, Nin-Ninja, and a ton of other Medabots throughout the stages. There's only one in each level, so when you've found it, don't worry about any more. However, to keep it you must finish the goal-- if you get finished off or reset the stage, you forfeit the part. FLOWER POTS These come in a variety of colors (Purple, Light Blue, Green, Yellow, Blue, Red, and Orange; seven in all) and are given to Karin after fighting the final boss. Once given to her, she rewards you by giving you a pass that unlocks a hidden stage in the game. However, when you see them, they can be destroyed easily-- by you or anything else-- so be careful. Don't shoot it, otherwise it'll break and become useless. They all look pink, but actually they are really different colors. You need to collect all seven varieties and hold onto them in order for them to be any use. They can only be found into the attractions; not in the overworld. GUARDS A Guard is an enemy that looks like a small turtle with a hammer on its shell. They move fairly quickly and can take off good chunks of your armor if they connect. They're particularly immune to most basic attacks, so try to catch them off Guard by using a rifle or laser. It takes a few hits on average to destroy them, and they sometimes drop points when they're destroyed. CANNONS Cannons are immobile enemies. They can turn to lock onto you sometimes, and other times they simply stare straight ahead firing every few seconds. Their armor is very hard to make up for their disadvantage of not being able to move, so generally it's wiser to forget about them rather than try to pick off every one you see. If you have to fight, use a laser beam or the chain gun, as the rifle doesn't do enough damage to penetrate their armor. Don't bother wasting the Medaforce on them. BOULDERS A boulder looks like just that; a large, immovable round stone. However, it's far from immobile. If something hits it and causes it to start rolling, it'll destroy everything in its path until it hits an obstacle or wall. This means it'll take out you too, and no matter what your armor or defense ratings are, you're out of luck if it connects. Boulders have a variety of uses, including being able to hold down switches, crush enemy Medabots and Guards, and even just using them to hide behind. ICE CUBES Ice cubes are like boulders with a twist. They melt if struck with certain attacks like Burn or Napalm, and turn to ice bridges in the water, allowing for temporary travel over them. Other than that, they're effectively the same as boulders. You find them more often in the ruins and the ice arenas than anywhere else, as they're not really that useful. PITS A pit is a large black hole that's spotted on the ground. You can tell what it is because it looks like a black switch. Fall into one and your leg armor will get waffled for a lot of hit points. (Metabee's legs can only survive falling into them four times before they eat through his legs.) They're used most commonly to swallow things like boulders and ice cubes, and occasionally the odd Guard as well. If a pit is closed while something's inside it, you can run over the lid. This can also effectively trap enemies, too. LASER CANNONS Laser Cannons are like regular Cannons but even more evil; they can't be destroyed no matter WHAT attack you use. They fire lasers periodically, which can kill some Medabots in one hit. They're vicious when paired together, as they stun you when they connect, too. Lure enemies near them and use them as shields. RAFTS A raft is a wooden platform that sits on the surface of water, usually. If there's a fan nearby, it'll blow the raft along the surface of the water, but the rafts can also move using Wave Medaparts, too. If you're standing on shallow water or swimming in deep water and one comes near you, get away from it as it will damage you the way boulders do if it connects. FANS A fan is a large device that looks more like a windmill. It can draw things towards it or blow them away from it, and the speed and power of the fan can be changed if you clobber it with a striking Medapart. They're not able to be destroyed, so don't worry about hitting it too hard. Fans can also be triggered with switches. BOMBS A bomb is a small oval-shaped device that detonates after a set amount of time, critically damaging anything withing a few blocks of its blast radius. They can be moved with hammer Medaparts if you're desperate. Don't get near them unless you're using Gorem's Cancel Bomb Medapart. BALLOON BOMBS Exactly the same as a normal bomb, but balloon bombs can float around before being destroyed. They need to be shot to activate; and once the balloon is shot it pops, dropping the bomb wherever the balloon was hovering over. Useful if you're trying to trigger certain switches. CONSTRUCTION DATA Construction data looks like a bright red question mark inside a yellow balloon. Touch it, and a random item will be added into your list of things you can use in the game's construction mode. BRIDGES A bridge is a large wooden plank that stands upright. It needs to be struck in order to be lowered for safe crossing. They snap back up after a brief amount of time, so be quick when crossing, or have a way around needing to come back that way. GLASS WALLS Glass walls are like regular walls, with the exception that lasers can go through them. These are exceptional covers to hide behind for optic Medabots. There are many other traps in the stages, but don't worry; Ikki will explain anything I missed. ********** -How Things Work- (2e) Medabots are both simple and complex at once, so mastering the finer arts of customizing them is the key to success in the games. To have a functional Medabot, one needs three key items: -A Tin-Pet (Male or female) -A Medal (any variety; Medals are unisex) -A set of four Medaparts (head, right arm, left arm, legs) The Tin-Pet is the frame that the Medabot is built on. Think of it as its nerve system. A Tin-Pet is useless by itself, as without Medaparts to support it, it cannot move on its own. Medaparts are attached to the frame to shield it and balance its weight, and also to give it the weaponry and mobility it needs to move about. This is the external armor you see on all Medabots that make them look different from the others. Lastly, the Medal is the heart and soul of the Medabot, and what you actually address as your partner. Each has its own personality, strengths, weaknesses, and defenses. Each also has a powerful innate attack known as the Medaforce. In the beginning of the game, you are given a Kabuto Medal and it is made your "Partner" medal. It must be equipped to a Medabot at all times, but it doesn't necessarily have to be Metabee. Just because you have a full set of robot armor, a frame, and a Medal doesn't mean you're going to succeed at everything you do. Medals have to be compatible with Medaparts to be of any effect in a battle. After all, what good is a Medal that's designed for confusion attacks when used on a Medabot that specializes in optic weaponry? This is what's called the "Rate of Success", and it means that the more compatible your Medal is with your Medaparts, the more effective your Medabot will be in battle. If you're using a properly combined Medabot, it may only take you two or three hits to defeat an enemy, whereas a poor combination could take anywhere from fifteen to thirty hits to do the job. Consider what your fighting style is like when customizing the Medabot. If you're really desperate to use grappling attacks, for instance, but your Medal is designed for healing, you can choose to train your Medabot by picking one thing and going through courses, doing it over and over and over and over again until your Medabot eventually masters it. This is artificially raising the statistics on one Medal to make it have the same effect as another, but takes a long time to do, and a lot of practice. Again, think about what you're going to do before you decide to do it. While we're on the subject of Medabots that use different Medaparts, let's talk for a moment on the different types of Medaparts. All Medaparts full under generic categories (such as Melt and Break) but each can do different things, and all have different ratings of power and success. Legs also fall under categories of movement as well, but to complicate things they're also only compatible with certain medals. For instance; you may have a Medabot that's using Melt Medaparts, and if you put on a set of legs that are Water legs designed for a Medabot who uses Destroy Medaparts, your power rating on your Melt weapons is going to plummet. That being said, here's a list of what Medapart types do. GRAVITY (Break, Press) Gravity attacks are mainly shooting attacks, and are traditionally associated with a Bear Medal. Break attacks look like a blast of dark energy. They travel slowly, but are one of the few attacks that can travel through walls and most obstacles. Boarbooster uses this attack often. Press attacks look like a blast of green and black energy. They travel slightly faster than Break attacks, but they can't go through walls. However, they're used to push items out of the way like ice cubes. They have a range of different uses, but are one of the most common Medabot attacks in the early stages of the game, and are rather easy Medaparts to come by. Dragonfly uses this attack. FLAME (Melt, Fire) Flame attacks are strike attacks, even though some of them are called "Fire Gun" or "Flame Gun". They are associated with a Phoenix Medal, traditionally. Melt and Fire do the exact same thing; strike an enemy Medabot with an attack and its armor ratings will start to drain. Fire attacks can also burn through ice cubes, allowing you to enter areas you normally couldn't. They're fairly versatile weapons, and you come into possession of many of them in the game. Poison Copy is perhaps best known for this attack. MOVEMENT (Bug, Virus) Movement attacks lower enemy power ratings, and are associated with Snake Medals. Bug and Virus attacks, like Flame attacks, do basically the same thing. When attacking an enemy Medabot, they will lower its abilities; such as its power rating or accuracy. Not very useful in arena situations; however, in vs. matches and Robattles they're very effective. Both Potatobug and Maxsnake use this attack freely. STOP (Thunder, Freeze) Stop attacks are traditionally associated with the Queen Medal, and are used primarily by Female Medabots. Once again, the same attack style just recolored slightly. Thunder and Freeze are designed to temporarily stop enemy Medabots from moving around. Thunder is the more useful of the two when fighting, because it is faster to recharge than Freeze. However, Freeze can generate a path for you to cross in the water if you need to get across deep rivers. Peppercat and Snowbro use these attacks. INTELLIGENCE (Scout, Conceal) Intelligence abilities are associated with Mouse and Chameleon Medals. Intelligence moves are not attacks at all. Conceal is designed to protect your head Medapart from attacks, while Scout is designed to aim at an enemy's head. Dr. Bokchoy uses Scout, and Multikolor does what chameleons do best; Conceal. TRAP (Grappling Trap, Shot Trap) Trap attacks are associated primarily with Spider Medals. Traps are areas of the field that will damage an enemy if they perform a specific type of attack in it. Only one can be active at a time, and they stay visible for a few minutes before disappearing. However, if a trap is invisible, it is still active until it's deactivated (ie; an enemy triggers it). Works well on all enemies, highly effective in Robattles. Spidar and Botafly are known to use these. SHOOT (Napalm, Missile, Rifle, Chain Gun) Shooting attacks range greatly in what they do, but all are useful in certain circumstances. They are traditionally associated with Kabuto and Jellyfish Medals. Chain Guns are a series of weak multi-shot attacks that do more damage in numbers than in a single shot. They have very short range and aren't exceedingly powerful by themselves, but take out Cannons very quickly. Rifles are a more powerful shot and are easier to fire; unlike Chain Guns which force you to stand still for a few moments, you can fire a quick shot from a Rifle and keep moving. They're better for taking out quick-moving Guard enemies. Missiles home in on enemies. They're very powerful, able to take out both Cannons and Guards in one hit if used properly; however, the charge rate is very slow on them and they're best left to immobile or slow enemies. The attack is also highly telegraphed and thus very easy to dodge. Napalm attacks are most unusual. They look slightly like a hand grenade, and are thrown overhead (meaning they don't move in a straight path like normal shots). When they land, they explode in a radius of several squares, similar to bomb obstacles. They can also melt through ice cubes. Metabee, Rhinorush, and Flyfalcon all use attacks like these, among others. STATUS (Confusion, Pushover, Impair, No Defense) Status ailments are traditionally associated with a Monkey Medal. Confusion causes enemies to lose a sense of direction; with Medabots, they run in circles and slow down or speed up drastically. This is useful if you're trying to make a two-leg Medabot fall into a trap. Pushover causes enemy Medabots to fall onto their heads, damaging them immensely. Impair causes enemy Medabots to be unable to use their Medaparts for a brief while. No Defense causes enemy Medabots to be unable to use their innate defense abilities. Cordy and Great Kabuki are two examples of Status Medabots. STRIKE (Sword, Hammer) Strike Medaparts are traditionally associated with Kuwagata Medals. However, since so many different kinds of Medaparts are Strike Medaparts, they can also work well with other Medals. Sword Medaparts are a quick slicing attack, good for opening several pots at once and activating some traps. Hammer Medaparts are better for knocking heavy items away from you like boulders and ice cubes. Rokusho and Attack-Tyrano are known for using these kinds of parts. TIME SLOW (Hold, Wave) Hold and Wave Medaparts both slow down enemies and are traditionally associated with the Clam or Squid Medal. Hold is like a grappling hook; it draws things toward you rather than shoving them away from you, even though it's a strike part. It slows enemies down. Wave is a blast of sound; it also slows down enemies briefly as well as blowing certain traps away from you. Its primary use is on a raft; it can be used to cross long rivers. BERSERK (Destroy, Sacrifice) Berserk attacks are used to take out helpless Medabots that can't defend. They are traditionally associated with Devil Medals. Destroy is a powerful strike attack that will damage enemies immensely if they aren't defending, however, it takes a very long time to charge and is very short ranged. Sacrifice throws a massive burst of energy forward that can destroy anything in its path, but does it at a very high cost; it destroys the Medapart used for the attack, meaning you only get one shot. Bustroyer and Belzelga are known for these powerful attacks. OPTIC (Laser, Beam) Optic attacks are powerful shot attacks that generally are able to destroy any Medapart in just one or two hits, but take long periods to charge. They are used by Medabots with Tortoise Medals, however, Kabutos can use them easily as well. Laser attacks and Beam attacks operate identically; but the general idea is that Beams do less damage but charge much faster enabling for more rapidity. Aimflash and Totalizer use these frequently. DEFENSE (Defense, Half Block) Defenders use Knight Medals traditionally. Defense and Half Block operate similarly; Defense when activated causes attacks to do less damage while you're defending, whereas Half Block when activated causes weak attacks to do no damage at all. CANCEL (Cancel Gravity/Optic/Bomb) Cancel attacks are used by Ghost Medals, and only one Medabot in the entire game uses them. Each Cancel part cancels the effects of a specific attack type. They cannot be activated, and can be destroyed by the types of attacks they DON'T cancel; so if you're using Cancel Optic, you can still have your part destroyed by Cancel Bomb. Useful if you're going up against a specific type of enemy. HEALING (Time Recovery, Recovery, Repair) Healing moves are like defense moves; they help you rather than harm others. They're traditionally associated with the rare Mermaid, Angel, and Penguin Medals. Time Recovery repairs you slowly, the opposite of a Melt attack. Recovery instantly heals a small portion of your damage. Repair instantly recovers one of your Medaparts that have been destroyed, but cannot restore itself if it has been destroyed, and it cannot repair your head if your head's been destroyed. Now that Medapart types are out of the way, let's finish by discussing leg types. AIR Air moves defaultly at a slow speed, but can fly at high speeds if using the action trigger. Air Medaparts cannot activate floor switches, meaning you'll need to either roll boulders or cubes onto them or have Guards activate them for you. Air Medaparts cannot move past fans that are currently blowing wind, either. FLOAT Float moves very slowly and cannot move by itself. It needs to be propelled using the action trigger. When it flies, it moves forward in a straight line. The only benefit is it allows you to fly over boulders and other small items as well as letting you reach heights you couldn't before. Very difficult to use in battle. Cannot move past fans that blow wind. MULTI-LEGGED Multi-Legged armor is thin, but moves faster than most leg types. Its exception is that it cannot jump, but other than that one handicap, it's generally good for clearing courses that Two-Legged can't get through quickly. Its action trigger allows it to sidestep attacks. TWO-LEGGED These are the legs you start the game with and aren't very impressive by default. They do allow for jumping across bridges and other things, but move at an average speed. They're primarily used for grappling Medabots. These are the only legs that allow you to jump. WHEELS These are very, very, very fast legs-- the fastest in the game, actually. Their action trigger allows them to move even faster, however, they are difficult to control and cannot jump, meaning they're primarily used to clear easy courses in quick amounts of time. They slow down drastically in shallow water and lose traction on ice. TANK These are the slowest legs in the game, but are also the most heavily armored. If you're in an area with a lot of pits, you may consider these if you're worried about losing your leg armor. They can take a beating, and their action trigger allows the Medabot to move while defending from attack. They cannot jump, and have difficulties navigating small or narrow areas. SEA These are the only legs that allow you to move through deep waters without drowning. You can avoid attacks by diving with its trigger, however, certain water levels have whirlpools and if you touch one, you'll get sucked underneath and become waterlogged, forcing your Medabot to shut down. A few miscellaneous notes about Medabots: All Medabots that fall into water will immediately drown unless they're using Sea legs or legs that allow them to float. This means Two-Legged, Multi-Legged, Wheels and Tank will all drown underwater. Sea can even drown with a whirlpool. If your legs are blown off while you're using Air or Float Medapart legs, you'll be reduced to your Tin-Pet legs which act as Two-Legged except slower and without the ability to jump. You will then become susceptible to drowning as well. All Medabots, no matter what their armor types are, will be crushed if run over by a boulder; destroying all of their armor. All Medabots will shut down if their heads are destroyed. The rest of their armor can take any kind of abuse and be destroyed, but if their heads are, they're out no matter what they're wearing. Nothing can heal a deactivated Medabot, not even any kind of Medaforce. All Medabots have an innate Medaforce attack. Each one does different things. The Medaforce can only be used in a Robattle, though. You are required to use each leg type at least ONCE in the game to clear the various challenges in order to fight the final boss. Become familiar with all of the types early in the game so that it doesn't come as a shock to you when you need to clear challenges playing as other characters. ********** -Controls and Moves- (2f) This section is for the default controls of the game; note that you can change this on the options screen. Control Stick: Moves Ikki around (overworld), Medabot around (arena) C-Stick: Changes active Medapart (arena) D-Pad: Changes camera view (overworld), changes camera view (arena) Start/Pause: Brings up options menu (overworld), pauses game (arena) A: Investigates items/talks to people (overworld), rolls forward (arena), charges/activates Medaforce when held down with Y (arena) B: Activates Medawatch (overworld), Activates Medapart (arena) Y: Calls up map (overworld), Charges/activates Medaforce when held down with A (arena), defends (arena) X: Does nothing L: Pages left (Medawatch, options), centers camera (arena) R: Pages right (Medwatch, options), activates action trigger (arena) Z: Does nothing ********** -Walkthrough- (3a) ********** CHAPTER 1: A Taste of Medabots (3b) BOSSES: Brass, Poison Copy (variant), Dr. Bokchoy (variant), Nin-Ninja (variant) ITEMS OBTAINED: Purple Plant (gift for Karin) ********** Arika and Brass show up to take Metabee and his rather slothful owner, Ikki, to the local theme park, ToruToru Land. Apparently, a "Robattle race" is taking event in the theme park, and Arika reminds Ikki that he was going to participate. After talking the seemingly reluctant Ikki into going for it, Ikki realizes he has no ticket to get into the park with. Luckily, Brass and Arika thought ahead and got tickets for both Ikki and Metabee. Once they enter the park, Ikki will automatically talk to the Select Corps representative. He'll make you fill out your names (my dad chose Ikusho for Ikki and I chose Blakbeetle for Metabee, but the guide will refer to the characters by their traditional names --Ikki and Metabee). Even though the GBA games put all Medabot Medal names in capital letters (such as CORDY and FACE LANTERN) the GCN game puts all Medal names in normal spelling (such as Cordy and Face Lantern). There is no name change shop either, so don't get any ideas about going to one and renaming your Medal if you decide you don't like its name. Make sure you're going to be satisfied whenever you save your Medal's name. From here, you suffer through a bit more dialogue, and the Select Corps agent tells you to take the Forest Path. Once that is done, you walk over to the first attraction and Arika asks you to take in a warm-up match with her and Brass. There's no getting out of it, so if you win, you get nothing, if you lose, you get a game over screen and are forced to retry. Therefore, it's best to win. !!!BOSS BATTLE!!! Enemy: Brass Difficulty: Easy Read the Medabots Guide for strategies on beating Brass. Once it's over, you get points based on how fast you defeated her, and your Medal will level up. ********** Arika's not too pleased with being defeated so easily, so she shuffles off and tells you to go your own way, and at this point, you've gained control of Ikki and Metabee to do with as you please. You can walk around and talk to the other Medabots and Medafighters, as well as check the scoreboard in the center of the park. Metabee will nag you if you get too far off the beaten path. Head towards the forest and you'll run into Karin and Nurse. They exchange pleasantries, and Nurse offers a piece of important advice to Metabee: Don't fall into deeper waters. After they leave, investigate the machine next to the building that they were next to (by the girl with the red skirt) and save your game. You can save at any of the smaller machines in the park as they're open, or at the giant scoreboard. After doing that, investigate the door to enter your first arena. ********** --GRASSLAND A-- ********** Ikki will answer any questions you have about traps in this stage and all subsequent stages that introduce new traps, so radio him for support by investigating near one of the large floating question marks. From the start, press all the green switches by running over them then go north through the door. Shoot the clay pots with your rifle, collecting their items. Be careful to avoid the Guards, as in this point in the game they're probably more of a threat to you than you are to them. Once this task is down, simply go west and follow the set path. Jump over the small boulders in the way, and keep moving. They can't hurt you. Once you come to the fork in the road, press the blue switch to open the door to the secluded room. It locks behind you, so you'll have to press the yellow switches to get out. Avoid the Guards and collect the "TIPTOE" Medapart inside the pot! Congratulations, you just won Nin-Ninja's legs. They're good for grappling. Leave the room, and take the path south that you didn't take before, entering the shooting range. There are plenty of Cannons here, and Cannons are even tougher than Guards. Dodge them, and shoot the pots for the points inside if you like. You won't find any more Medaparts or anything else that's horrendously interesting in this stage, so go north across the stone bridge and up the path. Up next are balloon bombs. Follow Nurse's advice and don't jump in the creek. Shoot the balloon bombs with your rifle (because it has better range) above the switches and the bombs will fall down, opening the paths for you. There are four of these traps total. Continue following the path, pressing the blue switch to get into the last room. Once inside, dodge the Guards and press the green switches to make it out of there safely. The series of three doors will open, and the red exit teleporter will be available. ********** See? That wasn't so bad. Once you've finished your first attraction, you'll end up back outside and have your first run-in with Max. Max is a scattered little guy with an attention span fueled by sugar, it seems. He takes off in search of a scoop-- sound familiar? After Max leaves, and you have control again, feel free to re-enter the stage and this time jump over the creek with the balloon bombs, trailing the path to find the "NINJA DAGGER" Medapart to go with your "TIPTOE" legs. This is advisable to pick up now because you will later come into possession of a Kuwagata Medal which works well with Grapple parts. Besides, you want a complete set of everything, right? Be warned; stages level up after you beat them the first time, so be prepared; it's a little more difficult the second go through. Once you've finished up your business, take a gander at the machine, save your game if you like, and head off to the Rock A attraction, which is the next attraction open. If you can't find it, don't worry, just investigate all the machines until you find the one that says the zone it's connected to is Rock A. At this point, I won't navigate you further on the overworld map, so if you have trouble just look at the machines parked outside of buildings, and you can gain your bearings easily. You can also press "Y" to pull up the overscreen map to check your surroundings. The red cursor on said map indicates the next zone to go to, so away you go! On the way to Rock A, you'll run into a woman wearing a white lab coat. This is Dr. Haru (she's important to the plot later). Apparently she's looking for a suspicious Medabot (they all act suspicious if you ask me, but that's my opinion). Ikki responds that he hasn't and she continues on her way. Customize Metabee to have whatever parts you'd like (even though at this stage you can only choose from Nin-Ninja's legs and Sword Arm), SAVE, and attempt go into the Rock A. Wait-- you can't go in yet! Hah hah! Koji and Roks show up. Metabee asks for a battle but Roks declines because Koji's looking for Karin. Ikki steers Koji toward Karin, and they run off. Roks alludes to her heart condition without coming out and saying anything. Koji starts to head in the opposite direction, Ikki steers him in the right direction, and they eventually get off on their way. Max comes rolling up as soon as they leave, still on the trail of his elusive scoop. Satirizing the amazing Peter Parker, Max rolls off with "his journalist senses tingling". Ikki notes that Max is one part Koji and one part Arika, and then the two regain control. Head on inside. ********** --ROCK A-- ********** Welcome to Rock A. The first thing I noticed about this stage was it had a background tune reminiscent of Spencer Nilsen's Sonic CD soundtrack, and the second thing was it's a lot tougher than the Grassland A. From the start, there are three clusters of pots. Investigate the question marks to learn bombs are inside them. Unlike balloon bombs, these bombs go off once they've been opened from their cases, and have a very wide range. Go east across the bridge after destroying the pots and playing with the bombs (don't, you'll get hurt. I'm just joking, really!). The water here is shallow, so you can play in it if you feel like doing so. The only way you can go after crossing the first bridge is-- gasp-- east across a second bridge! Do so. Be careful; you will drown in the waters from here on out because now they've all gotten deeper. Keep going east, destroying anything blocking your path and picking up the points you find from fighting the Guards. After finally crossing the third bridge (which is more narrow at one point than the first two), turn and go north. Be careful not to fall into the water. Once moving past the first island/bridge, you can choose to go one of two ways; west across a small island and shallow waters up to the mainland, or east across dry land through a small series of dry creek beds. Go east first, navigating the small areas until you come out on the other side near a door leading north. The door is locked, so come back later. For now, continue west. Here you are forced to make a jump across a small channel with deep water; luckily there is a bridge to aid you in the jump. You can still fall in, so be careful and time your jump just right. I advise jumping first onto the bridge, then jumping again onto the mainland headed west. Tap the green floor switch, which opens the door. Backtrack to the door you had to pass up, head inside, and shoot the pots to gain many points and a "COVER-UP" Medapart. This is Nin-Ninja's third part, only one more to complete the set! But wait-- there's also a pot in here that contains a "PURPLE PLANT" item! Grab this before it it destroyed and be careful not to attack it or let it get damaged by a bomb or Guard enemy-- you need it alive and in good condition to give to Karin at the end of the game! Once you've netted your goodies, go all the way back to the area where the second island was that you ignored on the way here and now cross that path. Once crossing the path, you'll be greeted with a similar set of creek beds. Continue heading west across another narrow bridge to a large open area. Navigate around the area clockwise, picking up all the points you find. Eventually you will be forced to cross a wide bridge that leads east towards a set of two doors. Go across the wide bridge, turn, go north across the small bridge, then turn east, then south, leading you to a green switch. Press it, which opens the door to the exit-- and a Robattle fight. !!!BOSS BATTLE!!! Enemy: Poison Copy Difficulty: Moderate Your opponent is a hybrid Medabot (the first of many you'll fight). It is a variation on Poison Copy, using a Attack-Tyrano hammer arm and a Multikolor invisible arm. The Medabot is primarily based on Poison Copy, so study the strategy for that Medabot in my guide and let loose. You'll find it's a lot tougher opponent than Brass was-- maybe she was just going easy on you? Wipe him out and you win a prize. In my case, I won the "ZIGZAG" legs. These are much faster legs than Metabee's normal legs, and they also enable him to strafe (or sidestep). However, they're STILL not waterproof, and they're weaker in armor PLUS you cannot jump while using them. Think carefully about the terrain you enter before using them if you walk away with them as your prize from the fight. ********** Remember that you can always re-enter the Rock A to get anything you missed the first time. Each level opens up a new Medapart after collecting the first one (so you can pick up a total of two Medaparts to each level). In Rock A's case, coming back a second time coughs up the valuable "NINJA SWORD", which is the last part needed to complete your Nin-Ninja set! I won't bother walking you through each level a second time; feel free to explore yourself to gain the experience. You can also level Metabee up faster this way. Your next stop is the Jungle A. Before you go into the attraction, however, look around first and find the green caterpillar Medabot hiding in the bushes. Talk to her, or at least try-- she runs away before you can say much more than hello. Guess she's just shy. Move on to the Jungle A attraction, save, and go on in. You get your first mission in this course. ********** --JUNGLE A-- ********** Jungle A is confusing, but thankfully it's quick if you have a guide. From the start, avoid the pits and move north. Pick up the points if you want then go east into a clearing. You can't knock that bridge down without a strike Medapart (Nin-Ninja's blade arms are an idea if you bothered with them) so we'll skip it for now; it's not important. If you were lucky enough to win the hammer Medapart off of Poison Copy, that's effective here too. Shoot the pots in the clearing, releiving them of their goodies, then tap the yellow floor switch and move southeast to the door that just opened up. Follow the path through the small area that was opened up to a door which leads into a secluded room for your first mission: a Robattle fight. !!!BOSS BATTLE!!! Your first mission (generally, most of them are optional but some are required to open the gates to the exit) requires you to perform a simple task and defeat the rogue Medabot wandering around in the room. However, he is very quick and you'll spend most of your time chasing him. You MUST destroy him before time runs up otherwise the mission is considered a failure and you will have to start the entire level over again. Enemy: Dr. Bokchoy Difficulty: Moderate The room is circular and the opponent moves very quickly, however, he has only one attack which thankfully doesn't do that much damage. Take him out using head missiles or the Medaforce, and continue on. Once he is destroyed, like any of the other bosses he submits one part at the end of the course. Once he's done in, go through the exit door (west). Turn north after entering the door and follow the path to the west. Press the green button to open the door and move on. Continue west across the bridge to the island, where the drawbridge is to the south of you. Ignore it (because now it's a non-issue) and proceed north across the narrow bridge back to the mainland. As always, don't fall in the water. Shoot down the balloon bombs and collect the points. If you have a Hammer Medapart on you can knock the boulder onto the switch revealing a hidden room to the north with a few extra points inside. If not, ignore it and proceed east through the narrow area. You come out where there is a fork in the road and you can go either north across two pits or go east through a small clearing. Go east past the Guards (don't bother destroying them as they give up nothing and respawn after a few seconds). Navigate past the pits and jump over the two side-by-side pits, grabbing the points. Head north, doing so again. From here, go east, destroy the pot hidden back behind the Cannon, and grab the "FLIP" Medapart. This Medapart is for Female Medabots, so it won't do you much good now, but don't despair and save it for later. It'll come in handy then. (Come back later for a "SWANY" Medapart on the second play-through of the course!) Head back west all the way to the end, past all the Cannons and pits. You will come upon an area where boulders are rolling out of action floors and into pits. Be very careful; and time your movements to chase the boulders so that they don't crush you. If they hit you it's all over and you have to start anew. Navigate through the three VERY narrow hallways and to the exit door, and head on in for a boss Robattle. !!!BOSS BATTLE!!! Enemy: Nin-Ninja Difficulty: Moderate The enemy is a generic Nin-Ninja variant. He's using Poison Copy's arm and Bustroyer's arm, meaning he has pathetic range. Use this to your advantage and stand back, sniping him as you go. Once he's been retired, collect the Medaparts off of both bosses (I played through the course twice and got "CHAIRLY" and "ENVIRONMENT" both times, so I imagine you'll end up with similar results), claim your EXP, and step outside for another run-in. ********** A man in a blue jumpsuit runs into you (literally) and knocks you down. He apologizes then takes off in a hurry, and all Metabee can do is comment on how klutzy he thinks you are. Oh well. Off to the seashore! On your way out of the forest, go say hi to Spyke (the kid with the spiky hair and blue soccer jersey). ********** CHAPTER 2: The Metabirds and the Metabees (3c) BOSSES: Oceana (variant), Krosserdog, OPTIONAL Octoclam (variant), Phoenix (variant), Botafly (variant) ITEMS OBTAINED: Female Tin-Pet, Kuwagata Medal, Blue Plant (gift for Karin) ********** On your way to the new section of the map that's opened up, you can say hi to Sloan (the short, stocky kid with the red hat and yellow shirt) by the gates of the water area. Do so and continue to the first water attraction, Seashore A. ********** --SEASHORE A-- ********** What fun! An entire level full of water! Since you still don't have swimming legs, my advice is to be cautious. Equip Metabee as you see fit, save, and head on in. From the start of the course (love that elevator music!) head on south across the little bridge, tap the green button, and immediately head back to the way you came, hiding from the boulders that are about to come rolling past ready to crush you. They move very quickly and mercilessly, so be prepared. Once they've gone past, head on north and then west through the door. As always, you have a choice here; continue southwest through an alcove or go straight south down another path. Go southwest, ignoring the south path. The south path only leads to a few points and a bomb, so it's not worth heading towards unless you're trying to get every point you can, and frankly, the time you'd waste doing so isn't worth it. Like I said earlier; go southwest through the cave. Follow the path down until you reach a set of bridges leading west. Go past the bridges (continuing south) until you see a little nook holding two pots. One has a bomb, but the other has another "PURPLE PLANT" in case you missed it the first time. Pick it up if you missed it (if you got the first one, you can disregard this as it's the same item), then go back to the bridges and cross them. Go past the locked door here and head southwest, destroying the containers surrounding the button. Tap it, then head up west and do the same for a second green button. Once both are activated go back to the locked door you ignored and go north through it. You'll be dropped into a huge room with a few Guards and a fork in the path; one end leads to a one-way door further north which has a blue button in front of it, while the other end goes further west past a creek and more Guards and Cannons. Go west first, ignoring the one way door. Once you get to a point where there are lots of tall orange and red flowers in a cute grassy field, you'll see a Cannon and a pot hidden behind it. Run over to the pot and destroy it for the Medapart "FIRE GUN"! Once you've got it, go out of the field and run north across the shallow water for a shortcut. Go through the rocks on the other side of the field, taking an east at the first fork. You'll go across a bridge that's shaped like a "t" (with three blocks on one side and one on the other). Cross that, being careful not to touch the two accelerator panels. Continue east, then turn north and cross the wide bridge and go into the exit door. !!!BOSS BATTLE!!! Enemy: Oceana Difficulty: Moderate This variant upon Metabee's anime girlfriend, Oceana, isn't a threat-- but she tries her hardest anyway. No, the real dangers here are not only the Cannons which continuously fire upon you while you try to Robattle, but also the deep rivers which surround the island you're fighting on. Oceana can swim in the water, but you can't-- how unfair! The only answer is to shoot her down. She has two weapons; one being a trap arm from Botafly, and the other being a freeze arm from Snowbro. Don't fall into either one. Once you've defeated Oceana, you'll win one of her parts and, as always, EXP. The part that I won was "PURPLE FINS", which allows a girl Medabot to swim in the water. ********** Once your business in the Seashore is finished, step outside for some fresh manure. If Spyke and Sloan are nearby, then it's a sure bet that Samantha, leader of the Screws, will be ordering them to cause havoc. Samantha comes running up, and after an exchange of her brilliant wit (ha ha) orders Spyke and Sloan to go do some shenanigans of some variety. The three run off to go fight an apparently weak-looking Medafighter. Ikki and Metabee are curious, so they decide to follow the Screws. You know what this means... Head up the path to the next attraction, Snowfield A, but before you can get there Ikki and Metabee witness the Screws trying to rob another Medafighter. Spyke, who now apparently is British, is ordered by Samantha to fight you. Exchange pleasantries and opening banter with Spyke, then he and the Screws will run off (again) to another part of the snowfield. Head further down the path, a few buildings past the Snowfield A, and find them parked outside a Robattle building. Spyke transports Krosserdog (after being cuffed in the head an umpteenth time by the short-tempered Samantha) and runs into the building. Nothing to do but give chase. !!!BOSS BATTLE!!! Enemy: Krosserdog Difficulty: Moderate Get ready for an actual challenge. Krosserdog isn't nearly as weak as he lets on, giving you an actual run for your money. All three of his parts are rifles, meaning you're going to have a nice prize for Metabee no matter what you get once he's down. Beat him however you see fit-- I just used the rifle arm. He's quick, yes, but the arena's easy to knock him into the water with, drowning him instantly. An alternative victory involves shooting the balloon bombs down around him. Whatever you decide, just get him out of the way. I won the "BATTLE RIFLE" for my efforts. Once the Screws run off in a mixture of disgust and defeat, the little boy whom you rescued from a mugging walks up and gives you a very kind reward; a full set of Fossilkat's Medaparts! These will come in handy once you get a female Tin-Pet! Save at the Snowfield A, then head on in. In case you can't find the Snowfield A again, Gorem-2 is hovering around outside it. ********** --SNOWFIELD A-- ********** Sea legs are pretty useful here, but you don't have a girl Medabot to use yet and the only sea legs you'd have by now would be Oceana's, so head on in with Metabee customized however you feel. If you have Fire Gun (and by all means, you should!) equip it if you don't mind changing out the rifle, and use it to melt through all the ice cubes in this area. There's an optional fight with Octoclam in this area but I won't take you to him because he's the long way around and more threat than value. If you find him, refer to the strategies mentioned earlier in this guide in the Medabots Section. From the start, move south along the path. The area is very slick, so watch your step. You will move across a narrow ice walkway, being shot continuously by Cannons, so be ready to jump or take it-- either way, get across without falling in the water. Step on the yellow switch and move through the door that it opens on that island. Move west across the small bridge (being careful not to fall into any small pools nearby) and you'll see an island with a blue button and a fan assembly in front of a bridge leading west. Stand on the blue button for approximately six seconds, and the rafts connected to the bridge will move so that you can move safely to the next island. Head northwest across to the next island. You're close to the end. From here you have two choices; go north to the exit, OR, if you brought the Fire Gun you can snag a Medapart by going a different route. Go up south and then west dodging the pools until you see a pusher assembly that has an ice block parked in front of it. If you have the Fire Gun, just burn the block and cross to the next island, and you'll be able to snag the Medapart (I got an "ENERGY BARRIER" from Botafly). If you didn't bring it, like me the first time through here (I came in with Poison Copy's Scorpion Rat) you won't be able to reach it normally. You can try a daring jump across the river which seperates the two islands, but you'll probably end up falling in. It IS possible to do, but it requires perfect control and timing. My advice is to hold off if you don't have the Fire Gun and backtrack to the fork taking the path you didn't the first time. Ultimately, you'll end up on a massive island with four green switches. Tap all of them to open the exit door which takes you to a nice Robattle fight with Phoenix. !!!BOSS BATTLE!!! Enemy: Phoenix Difficulty: Easy Phoenix isn't too smart in your first encounter. He floats around psychotically and doesn't even really try to hit you. He borrowed his buddy Octoclam's hook arm, and may occasionally smack you with it. In the case of my fight, he ran face-first into an ice block and stayed there while I unloaded the Medaforce into him. Your results probably won't vary. However you like to fight, take out Phoenix and claim your EXP and prizes. I walked out with "RED TAIL" legs. ********** Once outside, Ikki runs into the man from earlier. He apologizes for running into Ikki, and Metabee is quick to chastise the old guy. The man seems to be amused by Metabee's attitude and wowed by Ikki's fame. They exchange pleasantries, and the man offers Ikki and Metabee a female Tin-Pet and Kuwagata Medal! Woo, free stuff! Name up that Kuwagata Medal right now. After he leaves, Max rolls by in search of another scoop. Ikki and Metabee exchange witty banter with him, or try to anyway, and Max rolls off. Whatever. Iceberg A, here we come. ********** --ICEBERG A-- ********** Bring one of Nin-Ninja's arms or Attack-Tyrano's Hammer if you have it; the lovely lady Medabot you have isn't a match for this level yet. (Pro tip: You might take a few moments of your time and send your newly- acquired female Medabot through some of the older stages you've already been to in order to level her up and become familiar with different leg and attack types. This is recommended since you'll have to learn how to control female Medabots later in the game ANYWAY, so why not do it now and save yourself some tears and pain? It's worth it, trust me!) This place is DARK! I feel like I need a flashlight just to see where I'm going. Anyway! From the start, you can go several places, but let's be reasonable people; go east across the bridge if you want to claim a free Medapart. Now that Metabee's got that girlfriend, it's time to be a good stereotypical male carnival-goer and risk life and limb to win her lots of prizes, right. Right?! With your strike Medapart arm (whichever one you chose) smack the drawbridge so that you can jump to the next platform. Go south till the end of the island (passing all the laser machines) and open the clay pot at the end, claiming the "FEATHERMEND" Medapart for your female Medabot. Now that you've got it, step on the yellow button in the center of the area, and be prepared to dodge the lasers heading back across the drawbridge. Go back to the start where you beamed in and this time go west across two bridges until you reach a door with a blue button outside. Step on inside, and you're in the caves now. Head on west through a narrow area. You'll find a few mirrors (which aren't worth messing with) and several blue switches. It's NOT wise to press these lest lasers start firing (and you subsequently get shot). Instead, continue west past them. Once you reach the end of the tunnel go south until you see the two laser Cannons, then go east. Welcome to your first major puzzle in the game; the revenge of timed doors. Step on the yellow button in the center of the room past the laser Cannons and KEEP MOVING. Don't stop. Head towards the one-way door with the blue button and press it. From there keep progressing east. You should see another yellow switch; stomp that one too. From there, turn south and then west and you'll see a third yellow switch; nail that and keep moving west. There is a set of four containers to the left in a plus pattern; one of them contains "BLUE PLANT". Quickly retrieve it being careful not to destroy it or take too long. After you've grabbed it, you'll see another door in the crevasse ahead with a blue one-way switch, step on it and go on through, continuing west. This time, turn south and east to a fourth and final yellow switch which leads up to a series of doors, press all of the green buttons that you see. This will hold the doors open for you. At this point, you can progress a little more cautiously now that you're not concerned about the time limit, if you missed the plant now's a good time to backtrack and get it. Your end goal is to continue east past the laser Cannons (being careful not to get nailed by them) and past the series of glass walls. Step on the green switch while you're continuing and then turn around and go west again and then quickly north down the hallway; heading for the exit door just to your north. !!!BOSS BATTLE!!! Enemy: Botafly Difficulty: Easy You're going to start fighting a lot more females now that you've got the girl Tin-Pet, so be thankful. Botafly's hardly a fair fight, as she is a floater. You'll be able to take her down quickly, so just choose whatever your favorite attack is and chase her down. The robattle arena has a few rooms, but no major traps to be concerned with. Botafly's carrying a Cure Arm and a Freeze Arm, but neither of these present any major danger to you. It took me three head missiles to take her down, and I got "FLOWER BARRIER" for my troubles. Hurrah! ********** Step outside for another meeting with Karin. Hey, that shy green Medabot's with her! Karin greets you and the boys greet the green Medabot who immediately moves to hide behind Karin. She trembles the entire conversation as if she's cold (I can't imagine why-- you're only in an ICE arena, right?). Karin explains that Nurse ran an errand for her, so she's watching this green Medabot, whose name is Jaxy. Karin fills us in on the fact that Jaxy's been seperated from her owner. She also reveals that the Medabot apparently doesn't want to be reunited with her master, and that she gets along with Nurse. Karin mentions that she may just keep Jaxy if her owner doesn't want her back. Metabee chooses this point in time to step in and make a traditional Metabee comment, accusing the already high-strung Jaxy of being "weird". Jaxy rolls off upset, Karin reprimands Metabee and chases after Jaxy, Ikki takes Karin's side and tells Metabee off, and Metabee pretends to be nonplussed but secretly feels bad. On your way out of the ocean area, you'll run into Arika, Max, and the older man who gave you the Medabot's Tin-Pet. Arika asks where you have been, and Ikki curtly responds that she was the one who had run off. In a touch of adolescent senility Arika seems to remember that this is true, and Metabee makes a slam about Arika. The older man implies that Ikki and Arika are a cute pair, and explains that Arika came to him for an interview. Arika introduces him as Director Tune, and Metabee calls him "THE MAN". (Fight the man?) Max comments that his journalistic sense was spot on, and I restrain the urge to cuff him upside the head. He then turns and calls Arika "Sister" and Arika bonks Metabee for noticing this. Metabee accuses Arika of being a Medabot, which wins an award for being one of the best lines from this game. Brass comes running up with film, and Max asks who she is. Arika introduces her and Max starts stuttering, clearly in love. Brass doesn't understand Max's soliloquy, but tries to be polite anyway. Director Tune comments that it's like a first date. Metabee makes fun of Max's stuttering, but is quickly shut up when Max asks Brass if they can "start as friends" and she unwittingly accepts. Suddenly, Metabee's not laughing anymore, Director Tune and Arika run off, Brass gives chase to Arika and Max gives chase to Brass, and all Metabee can do is twirl around, clearly confused. ********** CHAPTER 3: Indiana Ikki and the Raiders of the Lost Medabots (3d) BOSSES: Cordy (variant), Snowbro (variant), Maxsnake (variant), Dragonfly (variant), Knight Armor (variant), Spidar (variant) ITEMS OBTAINED: Nothing of interest other than Medaparts. ********** Another part of the map has opened up, so now that the drama's out of the way, let's discreetly move on to what is probably one of the most annoying courses in the game, Ruins-Out A. I know a lot of you have been looking for a guide for this stage, and it seems to be the hardest one for new players of the game. Before you can get to the Ruins, though, Ikki and Metabee run into Karin and Jaxy again. Metabee greets Jaxy in his usual tactless fashion, and Ikki comments aloud, wondering what made Jaxy agoraphobic. Karin responds that it must have been her former master, explaining that Medafighters have a heavy influence on their own Medabots. She comments that depending on how they're raised Medabots will be either aggressive like Metabee, or quiet like Nurse. Ikki puts two and two together and responds that he doesn't like Karin's theory that Nurse is sweet because she raised her, and that Metabee's mean because he was raised by Ikki. Karin heaps kerosene on the inferno by adding that Metabee mirrors Ikki, and Metabee helplessly asks to be shot, winning another point for hysterical line factor. Karin goes on to comment that new Medals are like newborn children, and that Jaxy probably had a severely traumatic event in her past. Metabee responds that Ikki (calling him "this punk") had little influence on him, and Ikki agrees that if he had, Metabee would be less violent. They start to fight again to Karin's amusement. Jaxy whispers something to Karin who interprets for Ikki and Metabee that Jaxy will be more social later. Suddenly without warning, here comes Dr. Haru on her one-track-minded quest to find a suspicious-looking Medabot. Karin innocently responds that she hasn't (lying obviously about the very one standing behind her). Dr. Haru takes a sudden interest in Jaxy who's still hiding behind Karin, then responds that her mind is playing tricks on her and starts to run off. Ikki and Metabee question her as to who she is, and Haru explains that she's the technical advisor at the park. She explains that she saw someone sneaking in and that there was a Medabot escaping from the park, and Ikki responds that if he sees a suspicious one he'll notify Select Corps (and wisely chooses not to add that he's NOT going to tell her). This seems to satisfy Haru, who turns and leaves. Jaxy gets scared and motors away, and Karin chases her down, bowing as she leaves. Now that our suspicions are sufficiently raised, let's pretend that never happened and move on to Ruins-Out A. ********** --RUINS-OUT A-- ********** If you want to get through here quickly and you have Oceana's Purple Fins, equip your girl as you see fit and head in. This walkthrough is written with Metabee in mind, so I'm taking the long route through. From the start; move northeast ignoring the locked door. You'll come across a wooden bridge heading north and a set of three machines to the south. If you want a quick way across the bridge, step on the pad in front of the middle machine and it will launch you across the two islands that the bridge would take you across. Either way, cross to the second island and press the green button then head back south again. Once you're back on the mainland, proceed east past the fox statue until you reach a large bowl and a canal with some short bridges in it. Cross the bridges headed east onto the checkered platform, but be careful not to fall into the deep waters. Once you're safely on the shallow water/platform, follow the platform to its end headed north. Once you reach the end (you'll know you're there when some more wooden bridges appear), cross the bridges and head back east past the punching machinery. Round the bend headed northeast until you reach another platform that you can use to cross the river. Continue north past another iron fence with square shrubbery, past a set of double doors (locked) where a set of alarms are outside. You'll need to come back to this later so make a note of where it is. For now, continue on north until you reach a four-way canal with a fountain inset in the center. All the water is shallow immediately surrounding it, so just cross to the west and continue on. Continue west; you'll see a set of three Cannons. Destroy them if you must, then continue-- you can see you're right near the exit, and-- you guessed it-- the door is closed. You can't leave yet, ha ha! You'll see there's a second set of three Cannons, these are pointed north. Move past them, and you'll near the door. From the exit door, continue west past a set of small bushes in an "x" pattern. Shortly after the "x" bushes you'll see a fan blowing; step on the yellow button in front of it and a small raft will eventually come for you to ride to an island; get on. The raft will delay a few moments, then eventually will start up and carry to back to the island which it came from. Don't fall off of it! Once you're at the island, step on the green button and follow the bridge headed south. Once you're to the mainland immediately turn east; there's a crate lodged between a set of three walls. Destroy it to claim your "SWICK" Medapart legs! Once obtaining those, move west. You'll eventually find two machines that are designed to push objects back and forth; press the green button between them, then wait for the stone to cross to the other side. Once it does, slip through where it originally occupied into the next area, being careful not to get crushed by it. Once past the machinery and in the next area immediately turn and move north until you see a yellow button. Here's another puzzle, so get ready to run. Tap the yellow button and the green one to the immediate northeast of it, then be prepared to haul as fast as you can back south and west. There was a large wall there that retracted (past the gray pillars and broken bricks). It will only stay retracted for a short amount of time so sneak on past it, and head all the way far west until you see a laser turret against the back southwest corner. Once you see it, be sure to stay out of its path and hug the wall slightly north and east, and begin to follow that path quickly up until you see a large sturdy brick wall. Continue following that wall up to a set of broken bricks, then another wall; there's a locked door at the end. Once you reach the locked door go north and east slightly past another huge bowl and you'll see a Robattle room. Head in to fight Cordy. !!!BOSS BATTLE!!! Enemy: Cordy Difficulty: Moderate There are two green switches in this room. Step on them both, then start brawling. Cordy's fast like Dr. Bokchoy, and is much more aggressive. He too has a virus arm borrowed from Maxsnake, and he's not afraid to hit you with it. There are poisonous floors in this room that will give you confusion status ailments if you step on them. Charge up the Medaforce only once; if you don't hit him with it (and there's a high likelihood you'll miss-- he's very quick) choose instead to pound on him with missile shots and rifle shots. Assuming you're using your girl Medabot you'll need your Medaforce for this round-- she's not powerful enough to kill him with her conventional weapons (assuming you're using just the Fossilkat set and the Kuwagata Medal). Whatever it takes, bring Cordy down and FAST before time's up, otherwise you have to navigate this mess all over again. Once Cordy's out of the way, head back through the door, going west then south to the locked door you came across when headed this way originally. From here, head south out the door and down the hallway, taking an east at the first opportunity. Follow the iron fence to the end, then turn north and head as far north as you can until you're lined up with the exit, then turn and travel east. Guess what? The exit door STILL isn't open! Continue hugging the wall past the exit door headed east; you have one last task. You'll come across a set of shrubs, when you do (if you choose to keep following the wall) you'll reach a dead end so avoid them early and head a little to the right. (There's another fox statue nearby in case you're lost.) Once done, keep heading east to the fountain you were at earlier. Remember the alarms outside those double-doors I told you about earlier? That's right. Head on inside and DON'T touch the blue button; touch only the green one, then leave again quickly. Don't break any of the pots inside. Once that's finished, simply backtrack to the exit door and leave. Whew-- you're out of this mess, finally! I got a "JACK" from Cordy. Next stop? Ruins-In A! As always, before you can get in there's simply too much storybuilding to be done. Go forward and you'll see Karin, Jaxy, and Director Tune all conversing quietly about Dr. Haru. You manage to overhear Director Tune asking Karin to watch Jaxy for a while longer. Ikki and Metabee walk up and Director Tune leaves hurriedly, Jaxy and Karin leaving shortly after. The boys ponder their suspicious behavior, but decide they can't do anything about it. Save at the machine leading to Ruins-In A, then attempt to enter. Arika will run up to you and ask if you've seen Director Tune. Metabee pokes fun at her over-interviewing him, and Arika ignores the jab. She mentions something about "Medanapping incidents", saying that some children have lost their Medabots. Ikki's infamous line from the GBA games is botched here as "Moly Hedaroli" (Holy Medaroli, I think it originally was), and I resist the urge to cuff him. (Get used to it, I'm going to do that a lot during this guide.) Arika goes on to mention that things are looking pretty serious, saying that some of the recovered Medabots mention a very dark place where many still are. Arika asks us to report strays to the Select Corps, and then runs off in search of clues. Head on into Ruins-Out A. ********** --RUINS-IN A-- ********** This round will go easily with just Metabee; no need for special effects. You can make it through with other leg types, but for durability my advice is to use Metabee and play it safe. From the start, you're probably going to trigger the alarms. Apparently, alarms cause Guards to do one of two things; activate or shut down. They don't have any effect on Cannons, so you should be fine. In any sense, trip the alarms if you have to and get ready to run. Head west to a hallway that has two fox statues outside of it. Proceed west and you'll enter a room with three buttons; step on each one. Once done, head left and enter the southernmost door (which would be the one on the "left"). As always, yellow switches are timed so keep moving. You'll enter a room with some weird statues that look like the face statues from Marble Garden Zone (if you've ever played the classic that is Sonic the Hedgehog 3 for the SEGA Megadrive/Genesis). There's a green switch down the hall so be sure to trigger it, and dodge the cannon fire. Continue west through a second door, being sure to press the green switch at the corner. Turn and go north, following the path. You'll enter a third door; be sure not to step on the poison tiles. There's a locked door to your north; ignore it and instead proceed east. You'll come to a fork in the road; you can turn now and go south, or instead you can continue straight (east). Go east first, and you'll see some more smoke tiles. Wait for the smoke to dissipate, then head past them and step on the green button in the room. Turn back and take the route you ignored earlier (which is the hallway leading south). Inside is a room with a few Guards, and two buttons-- green and yellow. Press them both and leave the room through the entrance you came in-- north. Don't go through the doorway. At this point, you'll see the two locked doors from earlier. Pick the left one and head on inside; it's a circular room with a large pillar and several action tiles. There will be a yellow button that will open a door to the north; press it and head on down the hallway, out of this circular room. You'll see a yellow button that you literally can't miss heading out of the circle room and down the path; press it and then follow the path east. Don't go to the north hallway just yet; instead keep following the path and you'll see the other circular room that I told you not to go in (it was the room on the right). Press the yellow button outside it, opening the door inside, then go in, step on that yellow button, and turn around and leave heading back through the path and up north. Press the yellow button outside the door and DON'T GO IN. Instead, if you look, you'll see a little hallway that's very narrow and cleverly hidden; it leads west. Follow it. It leads to a green button; press it, then turn around and leave, headed back for the door I told you not to go into a second ago. You'll wind up in a room with some weird walls inside and several pots and accelerator panels. There are hallways leading to dead ends both west and east; ignore all of it and instead continue moving onward north. You'll see a red carpet and a set of double doors; head on in for a mission. !!!BOSS BATTLE!!! Enemy: Snowbro Difficulty: Easy Yep, it's another mission. This one's mindlessly easy; just take out the Snowbro inside. It's a variant Snowbro model, packing one of Pingen's arms (not that she's going to use it). She's not going to act very hostile to you, but I'm afraid that the rules are the rules and if you want to get out of here, you're going to have to beat up on an innocent girl Medabot. Take her down by whatever means are necessary (I used the Medaforce since she's so slow), and then leave the way you came. There's nothing else to see here. Retrace your steps all the way back to where the two circular rooms were. Pick either one (I chose the left one) and press the yellow button to get in, then the yellow button inside. Head south, and you'll see that the door you used to get in is now locked, and Guards are roaming the room freely. The trick to getting out of here is sadly just a matter of time, so endure the Guards (don't bother killing them as they respawn) and when the door clicks open, head out and down the hallway. Depending on which room you chose, you'll have to travel either west or east a brief distance to get to that room with the one green switch and the one yellow switch-- the one I said not go leave earlier. Press the yellow switch and head out the door that opens. Hallway look familiar? You're back where you started. Light up the three switches again if you want, then head on back east into the starting room and this time travel the path you didn't take at the beginning-- east. You'll see another set of dual fox statues, so continue east through that hallway then turn south. You'll see a set of machines that are bouncing a stone back and forth-- don't be careless, otherwise you'll get crushed. Instead, wait for a gap and be careful not to let the stone crush you! You'll see a door to your immediate north that's in the hallway with the stone. It may be locked or open-- it opens and shuts intermittently. Head inside the room once it opens (stand and wait for it while not being crushed by the stone) and shoot the containers for another free Medapart-- a "FLOWER BARRIER". Wait for the door to open again (since it probably closed while you were getting your treat), then head out, minding the rolling stone in the hallway. Continue east down the hallway until you reach the other machine, then turn north at that gap. You'll see a room to your east/right that has absolutely no way in-- it's blocked off. Ignore it and proceed north. You'll see a green button and a room ahead of you-- press the button but don't go in the room. It's full of press wall traps that will crush you if you try to go in, so just ignore it and instead head east through the narrow hallway next to the button. Follow the narrow hallway's one-way path all the way through until you see a green button at the end and four ways you can go. Press the button, then turn and go north. You'll end up in an indoor garden with plenty of branching paths; ignore them all and continue north until you reach a path where you're forced to go either west or east; go west first, and then immediately turn north at the first chance and squeeze between the cannons and fans. You'll see a green button, press it then leave and head back to the branching path where you'll now go east this time. You'll see more cannons and fans, so make it past them up and towards the door that now is open, head through and then turn back north and go through one last locked door for a second boss fight. !!!BOSS BATTLE!!! Enemy: Maxsnake Difficulty: Easy This one is... odd. He doesn't mind the glaring truth that he can be hurt by the cannons, and instead searches for you trying to whack you with his Fire Arm. There are at least eight cannons in this room and all of them are shooting straight forward. The room is huge, but instead run all the way to one end and let Maxsnake wander around aimlessly getting shot by the cannons. If they don't do him in within, say, a minute, enter the fray (avoiding the cannon blasts) and help them out by shooting at him with the rifle. Either way, survive this encounter in one piece and leave the way you came. Backtrack all the way to the starting room (you should know how to get back). Once there, turn and go north through through the final set of fox statues and follow it the short distance to the red dot on the map-- through the last gate and to the exit teleporter. Congratulations, you're done with this mess of an attraction. I won Snowbro's "FREE ARM" and Maxsnake's "MUSK". I'm not interested in going back in to find out what else is in there any time soon; you're welcome to explore it, though. From here, you're supposed to go to the Laboratory A. But I bet you know what's coming next-- plot! ********** Save your game, and proceed to the next spot the map indicates. But before you can get there, you'll run into Karin, Jaxy, and Director Tune. What do you know? Jaxy finally manages a "hello"! Success! *wild cheering* Karin gasps and even Metabee is wowed for all of two seconds. Then, as if his Medal has been replaced with a CD for a inebriating beverage commercial, Metabee runs up to Jaxy and screams "WAZZZZZZAAAPPPP" (which scores another humorous line point). Jaxy gets nervous and steps back a little, and everyone muses that she at least got a "hello" in. Ikki chews Metabee out, saying he has no tact at all, and Metabee points out that Ikki raised him. Ikki shoots back that Metabee should treat his master with more respect, and Metabee pointedly enunciates that he has no master. The two bicker again, and Jaxy and Karin giggle about them. Ikki eventually knocks it off and Metabee shortly thereafter. Ikki asks Karin if Jaxy did indeed get seperated from her master, and offers to take Jaxy to the Select Corps. Karin mentions something about the "Medanapping incident" (get used to it... this is a fairly mediocre, watered down translation of what was probably really good Japanese dialogue; so they're going to refer to EVERYTHING as "that incident" as if it was something trivial that happened between tea and croquet), and then goes on to say that Jaxy's former owner likely was simply too busy for her. Metabee becomes incensed at this concept and insists that Jaxy needs to return, but Karin simply bats this idea away and maintains that Jaxy can stay with her. Karin also confesses her concern for Jaxy, and Dr. Metabee states that it'll be a year before Jaxy could even participate in a Robattle fight, suspecting that she never even had to begin with. Ikki ignores Metabee and asks Jaxy if she's fought before, and Jaxy admits that she has battled before. However, Metabee asks if she's won and Jaxy admits that her former battles were all losses. Ikki and Metabee go on to state that Medabots and Medafighters must work together in a fight. Jaxy tries to understand the foreign concept of a team effort, somewhat interested. Metabee asks if her master ever tought her that, and Jaxy replies no. Metabee gets angry and insults her former owner, implying that they were a horrible person. Karin tries to defend Jaxy's owner but fails; and Jaxy falls into the role of the perfect abuse victim, stating that it was all her fault and that her master is completely innocent. Metabee says that SOME people never win, but insists that Jaxy never gives up. Pan over to Spyke and Krosserdog, then back to the conversation at hand. Metabee states that nobody is naturally weak, and that everyone can become stronger with effort. Metabee offers to battle Jaxy whenever she'd like, and Jaxy rolls away, apparently a little more open now. Ikki says that Metabee can be nice on occasion, and Metabee simply replies with "Duh. Of course." Laboratory A awaits you. Save and go in. ********** --LABORATORY A-- ********** Fire Arm is a good idea to put on Metabee for this zone if you've got it. From the start, step on all four green buttons, then head north. You'll enter a huge circular room with rolling boulders everywhere. Be careful not to get creamed and press the yellow button in the west area, then head all the way east through the double doors and get ready to robattle. !!!BOSS BATTLE!!! Enemy: Dragonfly Difficulty: Moderate This one only has one important attack to dodge, and that's the gravity attack which looks like a burst of green and black energy. He fires it off often, and occasionally tries to whack you with his sword arm. The green arm he's carrying belongs to Gorem-2, and it absorbs laser attacks-- but you're fine, since you don't have any. Unload on him quickly. The room is full of bombs, so don't get run over. If you take too much damage from the fight, start over-- there are other Robattles in this arena, and you need to conserve your strength. Once Dragonfly is defeated, go through the northern door first into a hallway. Shoot the crate to release the button holding the door open, then head on inside. Inside the secluded room are two yellow buttons; punch both then turn around and head south back into the large room and through the southern door. Punch through the various crates inside this room to find a "CHEAPERTRAP" Medapart and a ton of Cannons and bombs! Yay! After avoiding mutilation, turn and enter the now-opened east room. The door will lock behind you after entering, but that's okay. Go down south into the room and you'll see a machine with a boulder. Sneak behind it and press the blue switch, launching the boulder. Once it starts rolling, chase the boulder closely (it won't hurt you as long as you're NOT in front of it) and it'll mow down the Cannon in your path, allowing you to get to the hallway. Inside you'll find a green button right by the door, press it and be careful not to get caught in any of the traps in this hallway. Stones are going to start rolling down the two sides of the hallway, one going north and the other south. Use them to plow down the obstacles in your path and proceed north; you need to make it to the end to press a few more buttons. Once you make it to the end, press the green button and enter the large circular room. You'll see a set of green buttons inside at the extreme north of the room; press those then backtrack all the way to the end and re-enter the large arena where you fought Dragonfly. This time, go back outside the double doors (moving back west) back to the room with the rolling boulders and follow the red carpet north into the next area. Upon entering the small circular room, avoid the cannons proceed east first, ignoring the left blue button and instead pressing the right one. Be ready to immediately dodge as that boulder is going to start rolling. However, once it's out of the way, you can sneak into a little alcove to the south and collect a 100 point bonus in one of the pots if you're feeling really brave. It doesn't matter if you collect it or not, though-- after all, you can always get points elsewhere. Ultimately, go northeast through the path and into a room with cannons and green buttons. Press all the buttons then leave and head back into the circular room, being careful not to release the boulders from the machines. Head west and follow the path. You'll end up in a large room with a ton of small pillars and roving Guards. There are two ways to go-- south and further west through a narrow passage. Proceed south first through the door for another Robattle fight. !!!BOSS BATTLE!!! Enemy: Knight Armor Difficulty: Moderate Knight Armor is very quick, but thankfully he has only one weapon; Nin-Ninja's sword arm. However, he's also packing Dr. Bokchoy's radar, meaning he can scout to hit your head Medapart. That's not good. Run from him, hiding behind the bookshelves to charge up your Medaforce, as he's heavily armored. It took me one full-on shot of the Medaforce, three missiles and numerous rifle shots to destroy him, so good luck. Now that he's out of the way, leave and go back into the room with the narrow passage and proceed west through it like I told you to earlier. It'll take you around a bend and into a hallway leading north; you're just a few steps from the goal. Head north down the bottleneck hallway being careful not to get nailed by any of the Cannons or pits. You'll end up in a huge room with a ton of crates; destroy them all and then head through the door leading east, down several turns and past two green buttons into a cramped room with laser cannons and mirrors. Once in here, go south through the double doors for the final Robattle of this arena. !!!BOSS BATTLE!!! Enemy: Spidar Difficulty: Annoying Spidar is fast enough as it is, but he has an uncanny ability to dodge attacks and he defends constantly. This one was carrying another Octoclam arm and a part from Great Kabuki, but neither were much of a threat. I stood back and sniped him with missiles and rifle shots; since he was too fast for the Medaforce. The good thing is he has a slim chance of actually landing a hit on YOU, so if you can't actually take him down, try to injure him badly enough that the referee decides in your favor when time runs out. I won "DOHTACK", "TROJAN HORSE", and "SPYDERTRAP". Not bad for a little effort. ********** Koji and Roks are waiting for you once you step outside. I would like to note before we proceed any further that Koji has an awesome theme song. I recommend dancing to it, which is fun. Apparently, your preppy friend is out of breath for some reason. He mentions that Rubberobos-- and that's as far as he gets before a Rubberobo itself runs by with a stolen... something. The boys give chase, Koji's fear of insects rises to the surface again, and Ikki suckers Koji into battling with him if they clear out the Rubberobos. Save your game, you've got your work cut out for you. !!!To be continued!!! ********** --Medaparts Index-- (4a) [UNSTARTED] ********** --Medals Index-- (5a) [UNSTARTED] ********** Guide (C)2006 BlakbeetleKBT5Y (Mike Christian). All rights reserved. Contact me @ [email protected] if you have any questions or comments!