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Game Cheats » Nintendo GameCube Cheat Codes » Games Starting with the Letter C » Custom Robo - Strategy Guide (Page 03)

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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