Custom Robo - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Custom Robo - Strategy Guide (Page 03).
You'll get up on your own this morning as well. After an unimportant conversation with Lucy, head over to Steel Hearts. Talk to Ernest. He'll congratulate you on winning the tournament. Because of the results of the tournament, the police have invited the three of you to a practice round, although Ernest doesn't know the details. You just have to head over there and find out. Go to Police Squad HQ. Again, the only room you're allowed in is the training room. Talk to the police chief, and he'll tell you that he has a plan for catching the autonomous robo that's been causing problems, but he'll tell you after the matches. In this practice match, the three of you each have to fight two random police squad members, Roy and Mira in singles matches with no breaks. Harry fights first, Marcia second, and you third. Harry and Marcia both win all their matches, and it's up to you to win yours. Talk to the police chief to start the first match. Opponent: Police Robo: Defender Gun: Needle Bomb: Straight G Pod: Throwing P Legs: Stabilizer Holosseum: High-Rise Plaza Reward: Straight Bomb G Talk to the chief again to start the second match. Opponent: Police Robo: Javelin Gun: Afterburner Bomb: Submarine P Pod: Trio H Legs: Short Thrust Holosseum: Diamond Cell Reward: Submarine Bomb K The chief sends the two cops back to work, and then tells Roy to prepare for his battle. However, Linda interrupts and asks the chief if she could fight you first. The chief agrees, so talk to him to fight Linda. Opponent: Linda Robo: Seeker Gun: Hornet Bomb: Dual C Pod: Jumping B Legs: Booster Holosseum: Diamond Fences Reward: Dual Bomb C Now, you can fight Roy. Talk to the chief to start. Opponent: Roy Robo: Halberd Gun: Magnum Bomb: Straight T Pod: Double Wave Legs: Quick Jump Holosseum: High-Rise Cell Reward: Wave Pod Talk to the chief once again to start the match against Mira. Opponent: Mira Robo: Sol Gun: Ion Bomb: Delta Pod: Caboose C Legs: Stabilizer Holosseum: High-Rise Cell Reward: Float Pod F Although the battle with Mira was supposed to be the final battle, the chief wishes to challenge your skills. Talk to him to start this match, the actual final match of this practice round. Opponent: Chief Robo: Metal Ox Gun: Rayfall Bomb: Standard X Pod: Caboose X Legs: Ground Holosseum: High-Rise Cell Reward: Sword Storm Gun, Standard Pod F The chief concedes, and they all admit that you, Harry and Marcia have amazing skills. Mira says that your skills are close to that of Class S. Linda approves of your mental capabilities, and the chief decides to allow you to take the license test. When Harry hears this, he is shocked, until he learns that it is strictly a skills test. Marcia questions the fee for the test, but Roy says that Class-S tests are free. See the spoiler glossary for info on the Class-S rating. The chief says that the previous day's tournament and that days practice matches were to test you, Harry and Marcia's ability alone, and that they can now take the Class-S exam, being recommended by four Class-S commanders. Roy, Mira, Linda and the Chief are all Class S, however to the public they are all Class A. The chief takes you to the examination hall, where the Class-S test is taken, which is located to the left of the training room, and up the hallway. In order to clear the test, you must challenge a test machine and defeat the robo under its control. Harry goes into the room on the left, Marcia to the right, so enter the room in the center and talk to the computer inside. Opponent: Computer Robo: Rahu I /!\ Gun: Rahu I /!\ Bomb: Grand Cross /!\ Pod: Penumbra I /!\ Legs: Ultimate /!\ Holosseum: Nature Park Reward: N/A After questioning to yourself whether your opponent was "that" robo, head back to the examination hall entrance area. Marcia and Harry also had the same speculations on their opponent's robo, but both were able to defeat it. However, Harry's robo was broken in the battle. (This is strictly a story- related event. Yours nor anybody else's robo is capable of being destroyed.) The chief officially announces you, Harry and Marcia Class-S commanders. He also tells you that a Class-S license comes with special knowledge that nobody else knows, and is considered top secret by the government. This information is chock full of spoilers, so read at your own risk. The robo you just battled is called Rahu, however Rahu is a living being, not a robo. Centuries ago, Rahu nearly destroyed the human race. The robo fought during the Class-S examination was a simulation of Rahu, derived from his behavior in battle. Marcia questions why nobody knew about the human race almost being destroyed, but the chief assures that no normal citizen knows anything, and that only Class-S commanders are trusted with such knowledge. Rahu's holosseum is built from a completely natural environment, and resembles what the world used to look like before Rahu destroyed it. There is more information for the chief to tell you, but Roy recommends that you hear the remainder of the story tomorrow, because it has been a long day. Marcia and Harry depart to think about what they've been told, and Mira asks you if you are going home or not. Your answer has the same effect as it does when Harry asks. ############################################################################### #06k. Day Eleven# #06k. Day Eleven# ############################################################################### You are woken by your cellphone. It's Ernest, yelling at you to get over to Daimon. Dendai Don called and said "that robo", which you recently learned the identity of, is there, and is destroying his restaurant. Head outside, talk to Lucy, and head over to Daimon. When you get there, Harry, Marcia and Evil are there. Evil is battling Rahu, while Marcia and Harry watch. Talk to Marcia or Harry (if you talk to Harry, Marcia talks first anyway) to find out that Rahu is somehow stronger than he was before, and that Evil was already fighting when they got there. To everyone's surprise, Evil wins the battle, however when Marcia tells him to give it to the police squad, he refuses. He instead wishes to give the robo to the Z Syndicate in order to join, working under Eliza, the woman you met at the lab when you were hired as a guard. Both halves of the Z Syndicate have been attempting to capture Rahu (if you recall, the Z Syndicate broke up out of a disagreement). Although Evil doesn't know anything about Rahu or the Z Syndicate, his infatuation with Eliza makes him want to give it to them anyway. Marcia realizes that the attempted burglary at the lab was Evil's doing, and that's why he worked for free. Evil's goons disabled the security, allowing Z to break in. When Linda hired Steel Hearts, Evil broke a window and made up a story about a shadowy figure to distract you while they broke in. The woman you met at the lab, Eliza you now know her as, enters the restaurant at this point to take the robo. Evil tells her that he was able to secure the robo, and asks if he is now able to join the Z Syndicate. The woman, however, doesn't recall such a promise, and in fact refuses to admit that she has ever met Evil. Evil falls to the ground, sobbing. Harry steps forward and declares that the woman cannot have Rahu. To back up his declaration, he challenges her, but immediately afterwards remembers that his robo is broken. Marcia offers to take his place, but Harry argues that she lost last time she fought her. This time, the woman steps forward and says that she has never fought Marcia before (she doesn't actually say Marcia's name). Then, you step forward and say that you'll battle her, because you beat her once. When the woman hears this, she dismisses it as nonsense, but agrees to fight you. Mocking you, she allows you to go to the parts generator before the match, so talk to her when you're ready to fight. Opponent: Woman Robo: Athena /!\ Gun: Waning Arc /!\ Bomb: Left Wave Pod: Dolphin Legs: High Jump Holosseum: Panic Cubes Reward: N/A After defeating her, she says your skills are "interesting", and decides to turn off her safety switch. However, before a rematch takes place, an unknown voice yells out for you to stop. The voice belongs to Oboro, whom is accompanied by the blue-haired guy. If you recall, they were last seen at Bogey's Cafe, when you last encountered Rahu. Oboro attempts to claim Rahu for himself. The woman and Oboro argue over who has rights over Rahu. The woman backs down, knowing she can't take on two opponents, but says she'll come back for Rahu. When Oboro attempts to take Rahu, Marcia urges you to partner up with her and fight them. Harry questions why she's so willing when she was incapable of fighting last time, but she says she needs to fight She needs to know why "he's" there, referring to the blue-haired man, because "he" is Marcia's brother. Sergei (that's his name) is shocked that Marcia knew (he's wearing a mask to disguise himself), and Oboro decides to take it easy on her because of the newfound relation. Opponent: Sergei/Oboro Partner: Marcia Robo: Ruhiel /!\ / Rakansen /!\ Robo: Milky Way Gun: Raptor /!\ / Wyrm /!\ Gun: Homing Star Bomb: Wyvern /!\ / Treble /!\ Bomb: Dual C Pod: Wolf Spider /!\ / Cheetah /!\ Pod: Standard F Legs: Raven /!\ / Swallow /!\ Legs: Feather Holosseum: Castle Keep Reward: N/A Sergei and Oboro are surprised in your and Marcia's ability, however Oboro makes the classic bad guy claim that he was going easy, and would have dominated had he battled for real. Oboro still plans to take Rahu, and right when Marcia attempts to stop Sergei, he sets off some sort of flash bomb that makes the screen turn white. When vision is restored, Sergei, Oboro and Rahu are all gone. Evil is gone too, and Harry says that he probably left during the battle. Marcia says that the three of you need to contact the police squad, reminding Harry that Mira asked them to go back to police squad HQ anyway to hear the rest of the story that was left unfinished yesterday. When you gain control, leave Daimon and head over to police squad HQ. The chief and Mira are waiting in the chief's office, which is straight ahead from the entrance. Go in and talk to the chief. The chief tells you that this part of the story is also restricted to Class-S commanders, and hence is unknown to the public, just like Rahu is. You say that you, Harry and Marcia just came into contact with Rahu at Daimon, which shocks Mira and the chief. They ask where it is, and you tell them that the Z Syndicate has it. Then they ask why the restaurant owner didn't contact them, and you say it's because he didn't want his restaurant closed down again. Despite this, the chief gets back on topic and the story commences. This part of the conversation also has many spoilers within it, so again, read at your discretion. The chief says that Roy is investigating the location of Z's hideout, which is located somewhere in "the outside world". The world, as is known to ordinary civilians, is a flat world that ends at a huge wall. The chief asks you to follow him, and he leads you out of his office and to the restroom. The chief claims that he was in need of a room that could not be suspected of holding any importance, so he chose a bathroom. He walks over to a picture of a handprint on the wall, and tells you that it is a sensor that activates when Class-S commanders press their hand against it. The chief activates it, and the entire room starts shaking, moving downward into an underground passageway. In the passageway is what we know as a train, but such a thing is unknown in the game. The chief tells you to get on. The train will take you to another platform on the opposite side of the town, and the five of you will exit the train, and enter the door on the right side. On the other side of the door is an indescribably strange hallway. You just have to see it. When you get to the end of the hallway, Mira tells you that you are inside the custom robo statue outside Daimon (it is visible from the world map). The big gray wall in front of you is the wall at the end of the world, and according to common knowledge, nothing lies behind it. However, even though there shouldn't be anything behind the wall, the chief presses a button, and it opens up to reveal "the outside world", which extends far beyond what is known of the world. You'll find yourself on another world map screen, this one of the outside world. Behind you is a dome containing the world as it is known to civilians. The outside world is the world that Rahu destroyed centuries ago. Your purpose being complete out here, the chief takes you back to his office to continue the discussion. Back in the chief's office. Marcia and Harry question why everybody's being deceived, claiming it not to be the ethical thing to do. In response to this question, the chief asks Harry if his life has improved at all now that he knows this, and Harry says no. Marcia says that it makes her feel unsafe, knowing about the ruin outside of the known world, and in response to the chief's question, says that there would not have been a problem had they not been told this. The public was not told the truth out of protection. People were happy not knowing, so it was not necessary to ruin their lives with such a truth. It is the duty of Class-S commanders, among which you are now included, to keep the truth from the public. However, the Z Syndicate also knows the truth about the outside world. It is unknown how they found out about the outside world, or what they are planning to do, but it is certain that their hideout is in the outside world. It is also certain that they are planning something, and it probably involves Rahu. Roy has been investigating the outside world for the past few days, and is close to finding the location of Z's hideout. Once the hideout is found, Mira and Roy are going to be sent out to destroy the Z Syndicate, and the chief needs your help to do it. He tells you, Harry and Marcia to go home and think it over, but he warns you that Rahu is back and the same thing that happened so long ago may happen again to this dome world that you live in. Mira will ask if you're going home or wandering around, and day eleven comes to an insightful close. To be continued... ******************************************************************************* |08. Parts Index| |08. Parts Index| ******************************************************************************* ############################################################################### #08a. Body Parts# #08a. Body Parts# ############################################################################### 01. Ray 01 A Shining Fighter model. Exhibits basic capabilities. Well-balanced attributes allow operators to use all robo functions with ease. Can air-dash twice. Collision: Charges straight toward its opponent. 02. Splendor A Shining Fighter model. Exhibits basic capabilities. Well-balanced attributes allow operators to use all robo functions with ease. Can air-dash twice. Collision: Rises then charges straight toward its opponent. Can clear walls. 03. Glory A Shining Fighter model. Exhibits basic capabilities. Well-balanced attributes allow operators to use all robo functions with ease. Can air-dash twice. Collision: Rises diagonally and attacks. 04. Milky Way An Aerial Beauty model. Very agile while airborne. Great at avoiding attacks but lacks power. Capable of two continuous jumps. Collision: Charges toward its opponent with a short jump. Able to clear walls. 05. Earth An Aerial Beauty model. Very agile while airborne. Great at avoiding attacks but lacks power. Capable of two continuous jumps. Collision: Rises diagonally and attacks. Able to clear walls. 06. Sol An Aerial Beauty model. Very agile while airborne. Great at avoiding attacks but lacks power. Capable of two continuous jumps. Collision: Performs a slight jump and attacks its opponent. Able to clear walls. 07. Metal Ape A Metal Grappler mode. Strong on offense and defense. Poor mobility makes dodging attacks difficult. Air dashes once. Collision: Rises daigonally and attacks. 08. Metal Bear A Metal Grappler mode. Strong on offense and defense. Poor mobility makes dodging attacks difficult. Air dashes once. Collision: Charges straight toward its foe and attacks. Extremely strong offensively. 09. Metal Ox A Metal Grappler mode. Strong on offense and defense. Poor mobility makes dodging attacks difficult. Air dashes once. Collision: Rises vertically then charges straight toward its opponent. Able to clear walls. 10. Swift A Little Raider model. Extrememly agile while on the ground. Poor defense allows foes to knock it down easily. Can jump up to three times. Collision: Charges toward its opponent with a short jump. Able to clear walls. 11. Shrike A Little Raider model. Extrememly agile while on the ground. Poor defense allows foes to knock it down easily. Can jump up to three times. Collision: Rises diagonally and attacks. 12. Peregrine A Little Raider model. Extrememly agile while on the ground. Poor defense allows foes to knock it down easily. Can jump up to three times. Collision: Charges straight toward its opponent. 13. Javelin A Strike Vanisher model. Uses stealth function to dodge fire while air-dashing. Slow while on the ground. Can air-dash up to three times. Collision: Can repeatedly charge straight toward its opponent from a short range. There is no invincibility time. 14. Glaive A Strike Vanisher model. Uses stealth function to dodge fire while air-dashing. Slow while on the ground. Can air-dash up to three times. Collision: Jumps toward its opponent then drifts backward. 15. Halberd A Strike Vanisher model. Uses stealth function to dodge fire while air-dashing. Slow while on the ground. Can air-dash up to three times. Collision: Charges straight toward its opponent. 16. Criminal A Trick Flyer model. Very agile while airborne. Extremely slow on the ground. Can perform up to three short-range, but elaborate, air-dashes. Collision: Charges straight toward its opponent and drifts upward after impact. 17. Buggy A Trick Flyer model. Very agile while airborne. Extremely slow on the ground. Can perform up to three short-range, but elaborate, air-dashes. Collision: Rises vertically and immediately returns to its original spot, damaging its opponent. 18. Juggler A Trick Flyer model. Very agile while airborne. Extremely slow on the ground. Can perform up to three short-range, but elaborate, air-dashes. Collision: Rises diagonally and immediately drops down, damaging its opponent below. 19. Defender A Lightning Sky model. Can attack and change direction while air-dashing. Slow in all movements besides air-dashes. Performs only a single long-range air- dash and slowly descends. Collision: Slowly charges toward its opponent. 20. Seeker A Lightning Sky model. Can attack and change direction while air-dashing. Slow in all movements besides air-dashes. Performs only a single long-range air- dash and slowly descends. Collision: Ascends slightly as it charges its foe. 21. Breaker A Lightning Sky model. Can attack and change direction while air-dashing. Slow in all movements besides air-dashes. Performs only a single long-range air- dash and slowly descends. Collision: Slowly ascends toward its opponent. 22. Seal Head A Funky Big Head model. Excellent at dodging attacks while airborne. Highly rated defense. Slow in all movements. Can perform two continuous jumps. Collision: Slowly moves toward its opponent. 23. Dour Head A Funky Big Head model. Excellent at dodging attacks while airborne. Highly rated defense. Slow in all movements. Can perform two continuous jumps. Collision: Rises diagonally upward and descends after impact. 24. Tank Head A Funky Big Head model. Excellent at dodging attacks while airborne. Highly rated defense. Slow in all movements. Can perform two continuous jumps. Collision: Pounces from high in the air. Able to clear walls. 25. Rakansen /!\ A Strike Vanisher model with better ground mobility and more air-dashes. Collision: Ascends backward then immediately charges straight at its opponent. 26. Ruhiel /!\ A Lightning Sky model with upgraded defensive and aerial abilities. Collision: Ascends quickly and flies straight ahead. 27. Athena /!\ An Aerial Beauty model with upgraded aerial abilities and additional jumps. Collision: Ascends quickly. 28. Ray Legend /!\ An obsolete version of Ray created during the early years of custom robo. Imbalanced with good offense and poor defense. Collision: Attacks by jumping backwards. 29. Ray Warrior /!\ ??? 30. Oil Can A Shining Fighter model with lower defense. Weakest of the robos. Collision: Charges toward its opponent. 31. Rahu I /!\ A robo that was merged with an unknown living being. A Lightning Sky model with upgraded ground mobility and aerial abilities. Collision: Charges straight toward its opponent. 32. Rahu II /!\ A robo that was merged with an unknown living being. An evolved version of Rahu I with upgraded defensive abilities and ground mobility. Collision: Ascends backward then immediately charges forward. 33. Rahu III /!\ A robo that was merged with an unknown living being. Extremely high defensive and aerial capabilities. Resistant to knockdowns. Collision: Slowly approaches its opponent, attacks, then slowly ascends. 34. Chickenheart A Burning Beast model. Excellent jump speed and jump height. Uses stealth function to dodge fire while air-dashing. Can only air-dash once, but can glide for a long time. Collision: Rises then quickly descends, attacking its opponent below. Ascends after attacking. ############################################################################### #08b. Gun Parts# #08b. Gun Parts# ############################################################################### 01. Basic Gun A gun with basic capabilities. Fires three rounds at a time. Aerial and ground shots are the same. Range: medium. Advisory: It's hard to hit your foe with this gun alone, so use bombs or pods first to freeze your opponent. 02. 3-Way Gun Fires three rounds in three rows. Aerial and ground shots are the same. Range: medium-long. Advisory: It's easier to hit your target when shooting from afar, so try to stay away from your opponent when firing. 03. Gatling Gun Fires eight small rounds straight ahead. Aerial and ground shots are the same. Range: medium. Advisory: When fired from a distance, power increases but accuracy decreases. 04. Vertical Gun Fires two rounds straight ahead and two more vertically. Aerial and ground shots are the same. Range: medium. Advisory: The rounds that shoot out vertically can clear walls, so try hiding behind walls while firing. 05. Sniper Gun Fires one fast round straight ahead. Aerial and ground shots are the same. Range: medium-long. Advisory: After firing, you will become vulnerable, so try to keep your distance. 06. Stun Gun Fires two short rounds capable of briefly stopping your foe. Aerial and ground shots are the same. Range: short. Advisory: Since the gun's range is short, approach your opponent after launching a bomb or a pod. 07. Hornet Gun Spreads five rounds that chase its target. Aerial and ground shots are the same. Range: medium. Advisory: Shots can be dodged with a jump, so try to shoot from an elevated position. 08. Flame Gun Fires six rounds. Aerial and ground shots are the same. Range: medium. Advisory: Since its power increases over distance, stay as far away as possible when shooting. 09. Dragon Gun Fires powerful shots that chase the target. Aerial and ground shots are the same. Range: medium-long. Advisory: Since its firing speed is slow, attack when your opponent is vulnerable. 10. Splash Gun Fires three rounds capable of briefly stopping your foe. Aerial and ground shots are the same. Range: short-medium. Advisory: Try to scatter your shots while moving around. 11. Left Arc Gun Fires two rounds to the left that then curve at an angle. When shot from the air, the firing direction reverses. Range: medium-long. Advisory: Adjust your attack to your opponent's movements by shooting from both the ground and the air. 12. Right Arc Gun Fires two rounds to the right that then curve at an angle. When shot from the air, the firing direction reverses. Range: medium-long. Advisory: Adjust your attack to your opponent's movements by shooting from both the ground and the air. 13. Shotgun Fires three short, yet powerful rounds capable of knocking down your opponent. Aerial and ground shots are the same. Range: short. Advisory: This gun is capable of knocking down any robo so try to go for an overload. 14. Rayfall Gun Fures four homing rounds vertically. Ground fire: Rounds pause in midair. Aerial fire: Rounds do not pause in midair. Range: long. Advisory: The time it takes the rounds to home varies on where you shoot from so alternate firing positions. 15. Bubble Gun Fires large, slow bubbles at your opponent. Ground fire: Flies to the left and right. Aerial fire: Flies straight. Range: short-medium. Advisory: When firing from the ground, hide behind walls. In the air, scatter your shots. 16. Eagle Gun Fires a quick, straight round. Ground fire: Rounds will not pause. Aerial fire: Rounds will pause briefly, then fly. Range: medium-long. Advisory: Scatter your fire while airborne. 17. V Laser Gun Fires a quick, laser-like round. Ground fire: Rounds follow V-shaped paths. Aerial fire: Roudns fly straight. Range: medium-long. Advisory: On the ground, use it to clear obstacles. In the air, do a short jump and fire when your opponent is close. 18. Magnum Gun Fires a single, powerful, short-range round. Aerial and ground shots are the same. Range: short. Advisory: If you fire from afar, your opponent will not go down, so make sure you get close. 19. Needle Gun Fires three vertical, laser-like rounds. Aerial and ground shots are the same. Range: medium. Advisory: Your opponent will be blown upward when hit, so use the chance to close in and attack. 20. Starshot Gun Splits into five rounds as it ascends. Ground fire: Rounds split vertically. Aerial fire: Rounds split horizontally. Range: long. Advisory: When in the air, spread your fire. When on the ground, fire repeatedly when your opponent approaches. 21. Glider Gun Fires two large rounds. Ground fre: Rounds fly straight. Aerial fire: One round flies from the side. Range: long. Advisory: Spread your fire when in the air and blast away when your foe approaches. 22. Homing Star Gun Breaks up after you fire and chases your opponent. Ground fire: Rounds break in a vertical pattern. Aerial fire: Rounds break in a horizontal pattern. Range: medium-long. Advisory: When your opponent is walking, fire from the air. If your foe jumps, shoot from the ground. 23. Trap Gun Fires several shots. Ground fire: Rounds delay briefly. Aerial fire: Rounds fly straight. Range: medium-long. Advisory: Spread your fire when on the ground. When firing from the air, use the gun to immobilize your opponent. 24. Drill Gun Repeatedly fires shots that draw your opponent toward you. Aerial and ground shots are the same. Range: short. Advisory: If one round hits your opponent, so will the remaining amount. This gun works best if fired quickly from afar. 25. Titan Gun Fires an extremely large shot. Aerial and ground shots are the same. Range: medium. Advisory: Since its firepower is weak, try to fire this gun as quickly as possible. 26. Claw Gun Repeatedly fires shots that pull your opponent toward you. Ground fire: Rounds ascend slightly. Aerial fire: Rounds fly straight. Range: medium. Advisory: The gun has low firepower, so draw your foe toward you and use a bomb or collision. 27. Knuckle Gun Fires extremely short-range rounds. Ground fire: Blows your opponent upward. Aerial fire: Blows your opponent far away. Range: short. Advisory: The gun is powerful but difficult to hit with. Stop your opponent with a bomb or pod, then fire. 28. Afterburner Gun Fires rounds that gradually increase in speed. Ground fire: Blows opponent away from you. Aerial fire: Draws opponent toward you. Range: medium-long. Advisory: Adjust to your foe's shooting range and fire from the ground and air to change which direction they fly. 29. Blade Gun Fires shots in a straight row. Rounds do not follow your foe. Aerial and ground shots are the same. Range: short-medium. Advisory: You won't be vulnerable while firing, so use it in between bomb and pod attacks. 30. Meteor Storm Gun Fires multiple shots that spread outward. Aerial and ground shots are the same. Range: short-medium. Advisory: Firepower increases with distance, so try to stay as far away as possible from your opponent. 31. Twin Fang Gun Fires quick continuous rounds. Ground fire: Rounds quickly rise, then fall straight down. Aerial fire: Rounds fly straight. Range: short. Advisory: High firepower is offset by a short range, so try to get close before attacking. 32. Gravity Gun Fires shots that grow large and become immobile. Ground fire: Rounds move straight ahead. Aerial fire: Rounds ascend diagonally. Range: medium. Advisory: Your foe will be blown upward when shot from the ground, so fire some aerial shots first. 33. Phoenix Gun Fires quick, large rounds. Ground fire: Two rounds shoot up and down. Aerial fire: Rounds fly straight. Range: long. Advisory: Prevent your foe from jumping by shooting from the ground. When your opponent is on the ground, fire from the air. 34. Left Pulse Gun Fires eight rounds that start left then turn right. Firing direction reverses when shot from the air. Range: medium. Advisory: Since the rounds bend, hide behind a wall and fire. 35. Right Pulse Gun Fires eight rounds that start right then turn left. Firing direction reverses when shot from the air. Range: medium. Advisory: Since the rounds bend, hide behind a wall and fire. 36. Sword Storm Gun Fires rounds that ascend high then fly straight at the target. The rounds rise differently when fired from the air. Range: medium-long. Advisory: Though it can fire repeatedly, this gun can be difficult to aim with, so shift your timing and fire from both the ground and air. 37. Ion Gun Fires two rounds that turn twice. Rounds turn differently when fired from the air. Range: medium. Advisory: It's easy to hit your target with this gun, but the rounds move slowly, so fire as quickly as possible. 38. Flare Gun Fires rounds that explode after a certain amount of time. The timing of the explosions change when the gun is fired from the air. Range: medium. Advisory: Your opponent will receive the most damage when hit during a blast, so time it well. 39. Left 5-Way Gun Fires five rounds that spread to the left side. The rounds turn in the opposite direction when fired from the air. Range: medium-long. Advisory: Spread your fire from both the ground and the air. 40. Right 5-Way Gun Fires five rounds that spread to the right side. The rounds turn in the opposite direction when fired from the air. Range: medium-long. Advisory: Spread your fire from both the ground and the air. 41. Halo Gun Fires a large homing round. Ground fire: Ascends then chases your opponent. Aerial fire: Stops in front of you. Range: medium-long. Advisory: Since it takes time for the rounds to reach your opponent, shoot from behind a wall. When firing from the air, wait until they approach you. 42. Wave Laser Gun /!\ Fires short rounds that can stop your opponent for a long period of time. Aerial and ground shots are the same. Range: short. 43. X Laser Gun /!\ Fires two rounds from each side that curve at an angle. Range changes when shot from the ground or the air. Range: medium. 44. Crystal Strike Gun /!\ Fires large rounds continuously. Ground fire: Stops in midair then chases the target. Aerial fire: Flies straight. Range: long. 45. Wyrm Gun /!\ A Dragon Gun with upgraded speed and additional rounds. Ground fire: Fires four continuous rounds. Aerial fire: Fires one quick round. Range: medium. 46. Raptor Gun /!\ An Eagle Gun with upgraded firepower, speed, and rounds. Ground fire: Fires one straight round and one diagonal round. Aerial fire: Fires two rounds that stop in midair before attacking. Range: medium-long. 47. Waxing Arc Gun /!\ A Left Arc Gun with additional rounds and a homing device. Fires four rounds that start left then curve at an angle. The rounds turn in the opposite direction when fired from the air. Range: medium-long. 48. Waning Arc Gun /!\ A Right Arc Gun with additional rounds and a homing device. Fires four rounds that start right then curve at an angle. The rounds turn in the opposite direction when fired from the air. Range: medium-long. 49. Rahu I Gun /!\ A gun that was merged with an unknown living being. A Flare Cannon with upgraded firepowe and bigger rounds. Once fired, the rounds explode after a set time. Range: medium. 50. Rahu II Gun /!\ A gun that was merged with an unknown living being. An evolved version of Rahu I with upgraded firepower, round size, and shooting range. When fired, the rounds emit large blasts after a set amount of time. Range: medium. 51. Rahu III Gun /!\ A gun that was merged with an unknown living being. An evolved version of Rahu II with upgraded firepower, round size, and shooting range. When fired, the rounds emit extremely large blasts after a short period of time. Range: medium-long. 52. Can Gun The weakest gun, this model is a weaker version of the Basic gun. Fires three rounds in a straight line. Rounds become small after leaving the gun. Aerial and ground shots are the same. Range: medium. ############################################################################### #08c. Bomb Parts# #08c. Bomb Parts# ############################################################################### 01. Standard Bomb Features basic functions. Flies straight toward target. Launches one bomb at a time. Blows target back diagonally. Advisory: Launch as often as possible so your opponent cannot hide behind the walls. 02. Standard Bomb F Features basic functions. Flies straight toward target. Launches one bomb at a time. Blows target sideways. Advisory: Launch as often as possible so your opponent cannot hide behind the walls. 03. Standard Bomb S Features basic functions. Flies straight toward target. Launches one bomb at a time. Briefly immobilizes target. Advisory: Launch as often as possible so your opponent cannot hide behind the walls. 04. Standard Bomb K Features basic functions. Flies in an arc toward target. Launches one bomb at a time. Always knocks target down on impact. Advisory: Constantly launch bombs to run your opponent out of hiding.
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