Custom Robo - Strategy Guide (Page 04)
Below are the cheat codes, hints and help for Custom Robo - Strategy Guide (Page 04).
05. Standard Bomb X
Features basic functions. Arcs toward target. Launches one bomb at a time.
Blows target diagonally upward high into the air. Advisory: Launch frequently
to prevent your opponent from hiding behind walls.
06. Wave Bomb
Emits three blasts that can pass through walls. Launches one bomb at a time.
Blows target to the side at a low trajectory. Advisory: If your opponent is
hiding behind a wall, fire directly toward them.
07. Straight Bomb G
Flies quickly straight ahead. Launches one bomb at a time. Blows target upward.
Advisory: Launch directly at your opponent from close range.
08. Straight Bomb S
Flies quickly straight ahead. Launches one bomb at a time. Briefly immobilizes
target. Advisory: Launch directly at your opponent from close range.
09. Straight Bomb T
Flies quickly straight ahead. Launches one bomb at a time. Blows target upward.
Advisory: Launch directly at your opponent from close range.
10. Left Flank Bomb H
Launches left then turns right. Blows target slowly sideways. The direction of
the bomb changes when launched from the air. Advisory: Adjust to your foe's
movements and fire from both the ground and air.
11. Right Flank Bomb H
Launches right then turns left. Blows target slowly sideways. The direction of
the bomb changes when launched from the air. Advisory: Adjust to your foe's
movements and fire from both the ground and air.
12. Left Wave Bomb
Launches left then turns right. Explodes in three continuous blasts that can
clear walls. Launches one bomb at a time. Blows target sideways. The direction
of the bomb changes when fired from the air. Advisory: Fire from both the
ground and air.
13. Right Wave Bomb
Launches right then turns left. Explodes in three continuous blasts that can
clear walls. Launches one bomb at a time. Blows target sideways. The direction
of the bomb changes when fired from the air. Advisory: Fire from both the
ground and air.
14. Burrow Bomb D
Explodes after a short period of time when it descends. Launches one bomb at a
time. Blast lingers for a while. Blows target diagonally upward. Advisory: Try
to scatter bombs to block your opponent's path.
15. Burrow Bomb P
Explodes after a short period of time when it descends. Launches one bomb at a
time. Blast lingers for a while. Blows target upward. Advisory: Try to scatter
bombs to block your opponent's path.
16. Freeze Bomb
A bomb with basic functions. Travels in an arc toward target. Launches one bomb
at a time. Briefly immobilizes target. Advisory: Since the bomb won't directly
hit your opponent, fire it as you approach.
17. Tomahawk Bomb B
Travels in an arc toward target. Launches one bomb at a time. Blast lingers for
a while. Blows target sideways. Advisory: Use it on opponents who like to stay
in the air.
18. Tomahawk Bomb G
Travels in a high arc. Launches one bomb at a time. Blows target upward.
Advisory: Use it on opponents who like to stay in the air.
19. Gemini Bomb B
Ground fire: Launches a split bomb toward either side of your foe. Aerial fire:
Launches a split bomb toward the front and back of your foe. Launch two bombs
at a time. Blast lingers for a while. Blows target sideways. Advisory: Fire
frequently to trap your opponent.
20. Gemini Bomb P
Ground fire: Launches a split bomb toward either side of your foe. Aerial fire:
Launches a split bomb toward the front and back of your foe. Can launch two
bombs at a time. Blast lingers for a while. Blows target sideways.
21. Submarine Bomb D
Slowly travels straight ahead. Launches one bomb at a time. Blast lingers for a
while. Blows target up and backward. Advisory: Fire near your foe then block
their way.
22. Submarine Bomb P
Slowly travels straight ahead. Launches one bomb at a time. Blast lingers for a
while. Blows target upward. Advisory: Fire near your foe then block their way.
23. Submarine Bomb K
Slowly flies straight ahead. Launches one bomb at a time. Always knocks target
down on impact. Advisory: Fire in unexpected directions fo block your
opponent's path.
24. Crescent Bomb P
Travels in a slow arc toward target. Launches one bomb at a time. Blast lingers
for a while. Blows target upward. Advisory: Try to fire it constantly to keep
your opponent from jumping.
25. Crescent Bomb C
Travels in a slow arc toward target. Launches one bomb at a time. Blast lingers
for a while. Blows target slightly upward. Advisory: Try to fire it constantly
to keep your opponent from jumping.
26. Crescent Bomb K
Arcs slowly toward target. Launches one bomb at a time. Always knocks down
target on impact. Advisory: Launch frequently to prevent your opponent from
jumping.
27. Dual Bomb
Explodes twice. Capable of creating blasts both in front of and behind your
opponent. Launches one bomb at a time. Blows target diagonally upward.
Advisory: Use it on opponents who try to stay far away from you.
28. Dual Bomb C
Explodes twice. Capable of creating blasts both in front of and behind your
opponent. Launches one bomb at a time. Blows target slowly upward. Advisory:
Use it on opponents who try to stay far away from you.
29. Acrobat Bomb
Explodes at your feet. Does not inflict damage. Launches one bomb at a time.
Blows your robo high into the air. Advisory: Use it when you want to jump very
high.
30. Delta Bomb
Traps target by launching three bombs: to the left, right, and front. Blows
target sideways. Advisory: Launch frequently to keep your foe at a distance.
31. Wall Bomb
Detonates a huge explosion in front of you. Launches one bomb at a time. Blows
target diagonally upward. Advisory: Fire away from your foe to block their way.
32. Smash Bomb
Explodes above your head. Launches one bomb at a time. Blows target diagonally
upward. Advisory: Use it when your opponent tries to attack from the air.
33. Double Mine Bomb
Launches and splits to the left and right sides. Explodes after a short period
of time if it lands on the ground. Launches two bombs at a time. Blows target
diagonally upward. Advisory: Try to cover the area near your foe in bombs.
34. Geo Trap Bomb
Flies in an arc toward target. Launches one bomb at a time. Blows target
diagonally upward. Advisory: Since the bombs are fast and powerful, use them to
chase your foe into the open.
35. Titan Bomb
Slowly flies in an arc. Emits an enormous blast. Launches one bomb at a time.
Blows target diagonally high into the air. Advisory: Don't worry about where
your opponent is and launch repeatedly.
36. Treble Bomb /!\
A Delta Bomb with upgraded firepower and a larger blast radius. Splits into
three bombs. Blows target on a low trajectory.
37. Wyvern Bomb /!\
An upgraded Standard Bomb X with a larger blast radius and longer range.
Launches one bomb at a time. Blows target diagonally upward.
38. Waxing Arc Bomb /!\
An upgraded Left Wave Bomb with higher firepower and a larger blast radius.
Launches one bomb at a time. Blows target diagonally upward.
39. Waning Arc Bomb /!\
An upgraded Right Wave Bomb with higher firepower and a larger blast radius.
Launches one bomb at a time. Blows target diagonally upward.
40. Grand Cross Bomb /!\
A bomb that has been merged with an unknown living being. Emits four enormous
blasts within your robo's range. Launches one bomb at a time. Blows target
diagonally upward.
41. Can Bomb
The weakest bomb, this is a Standard Bomb with less firepower and blast
strength. Launches one bomb at a time. Blows target diagonally upward.
###############################################################################
#08d. Pod Parts# #08d. Pod Parts#
###############################################################################
01. Standard Pod
Features basic functions. Flies straight in the direction it is deployed. Can
deploy two pods at a time. Blows target diagonally upward. Advisory: Fire one
to the left and one to the right to trap your opponent.
02. Standard Pod F
Features basic functions. Flies straight ahead. Can deploy two pods at one
time. Blows target back on a low trajectory. Advisory: Trap your opponent by
deploying one pod to either side.
03. Seeker Pod F
Slowly chases your opponent. Can deploy two pods at one time. Blows target back
on a low trajectory. Advisory: Deploy pods in all directions to confuse your
foe.
04. Seeker Pod G
Slowly chases your opponent. Can deploy two pods at one time. Blows target
upward. Advisory: Deploy pods in all directions to confuse your foe.
05. Speed Pod D
Quickly flies straight ahead. Can deploy two pods at one time. Blast lingers
for a while and blows target diagonally upward. Advisory: Deploy directly at
your foe to defend yourself.
06. Speed Pod P
Quickly flies straight ahead. Can deploy two pods at one time. Blast lingers
for a while and blows target upward. Advisory: Deploy directly at your foe to
defend yourself.
07. Cockroach Pod G
Normally flies slowly but quickly increases its speed when it spots its target.
Can deploy two pods at one time. Blows target upward. Advisory: Deploy one pod
left and one pod right to trap your opponent.
08. Cockroach Pod H
Normally flies slowly but quickly increases its speed when it spots its target.
Can deploy two pods at one time. Blows target slowly sideways. Advisory: Deploy
one pod left and one pod right to trap your opponent.
09. Dolphin Pod
Arcs towards target. Can deploy two pods at one time. Blows target diagonally
upward. Advisory: Deploy when your opponent hides behind a wall or tries to
approach by air.
10. Dolphin Pod G
Arcs towards target. Can deploy two pods at one time. Blows target upward.
Advisory: Deploy when your opponent hides behind a wall or tries to approach by
air.
11. Spider Pod
Remains in place when deployed, then homes in when a target approaches. Can
deploy three pods at one time. Blows target diagonally upward. Advisory:
Surround yourself with pods for protection.
12. Spider Pod G
Remains in place when deployed, then homes in when a target approaches. Can
deploy three pods at one time. Blows target upward. Advisory: Surround yourself
with pods for protection.
13. Sky Freeze Pod
Hangs in the air once deployed, then homes in when a target approaches. Can
deploy two pods at one time. Briefly immobilizes target. Advisory: Use it on
your foes when they try to attack from the air.
14. Ground Freeze Pod
Remains on the ground when deployed, then homes in when a target approaches.
Can deploy two pods at one time. Briefly immobilizes target. Advisory: Use it
in the area around you to prevent foes from approaching.
15. Feint Pod F
Stops in front of its target. Can deploy two pods at one time. Blows target
sideways. Advisory: Scatter pods left and right to block your opponent's way.
16. Feint Pod G
Stops in front of its target. Can deploy two pods at one time. Blows target
upward. Advisory: Scatter pods left and right to block your opponent's way.
17. Float Pod F
Circles over target's head then attacks. Deploys two pods at one time. Blows
target back at a low trajectory. Advisory: Deploy pods frequently to rattle
your opponent.
18. Jumping Pod B
Approaches target from the front then flies over it and explodes in the air.
Can deploy two pods at one time. Blast lingers for a while and blows back at a
low trajectory on impact. Advisory: Deploy toward your foe to keep them from
jumping.
19. Jumping Pod G
Approaches target from the front then flies over it and explodes in the air.
Can deploy two pods at one time. Blast lingers for a while and blows back
upward on impact. Advisory: Deploy toward your foe to keep them from jumping.
20. Diving Pod
Flies in the air, homes in on a target, then descends in front of it. Can
deploy two pods at one time. Blows target diagonally upward. Advisory: Use it
against foes who like to hide behind walls.
21. Wave Pod
Emits four continuous blasts that can clear walls. Deploys one pod at a time.
Blows target to the side at a low trajectory upward. Advisory: When your
opponent is behind a wall, deploy it.
22. Satellite Pod
Hangs in the air once deployed, then homes in when a target approaches. Can
deploy three pods at one time. Blows target diagonally upward. Advisory: Use it
against airborne enemies.
23. Satellite Pod H
Hangs in the air once deployed, then homes in when a target approaches. Can
deploy three pods at one time. Blows target slowly sideways. Advisory: Use it
against airborne enemies.
24. Beast Pod F
Hangs in the air once deployed, then homes in when a target approaches and
jumps in front of it. Can deploy three pods at one time. Blows target back on a
low trajectory. Advisory: Deploy it away from your position.
25. Trio Pod H
Cannot travel far, but can deploy multiple pods, up to three at one time. Blows
target slowly sideways. Advisory: Surround yourself with pods to keep your foe
at bay.
26. Wall Pod
Deploys three horizontal blasts in front of you. Can deploy three pods at one
time. Blows target diagonally upward. Advisory: Aim it straight at your
opponents when they charge.
27. Reflection Pod
Doesn't chase your opponent, but travels around for a long time. Can deploy
three pods at one time. Blows target diagonally upward. Advisory: Constantly
scatter three pods around the arena.
28. Caboose Pod C
Flies in the opposite direction of where you aim. Can deploy two pods at one
time. Blows target slowly upward. Advisory: Use it to cover your escape while
retreating.
29. Caboose Pod T
Flies in the opposite direction of where you aim. Can deploy two pods at one
time. Blows target toward you. Advisory: Use it to cover your escape while
retreating.
30. Caboose Pod X
Flies in the opposite direction of where you aim. Can deploy two pods at one
time. Blows target diagonally high into the air. Advisory: Use it to cover your
escape while retreating.
31. Twin Flank Pod F
Deploys one pod left and one pod right. Deploys two pods at one time. Blows
target back on a low trajectory. Advisory: Use it when a wall separates you and
your foe.
32. Twin Flank Pod G
Deploys one pod left and one pod right. Deploys two pods at one time. Blows
target upward. Advisory: Use it when a wall separates you and your foe.
33. Umbrella Pod
Hovers overhead then explodes. Deploys three pods at one time. Blows target
diagonally upward. Advisory: Use it against opponents who attack from the air.
34. Throwing Pod D
Travels in a high arc. Can deploy two pods at one time. Blast lingers for a
while and blows target diagonally upward on impact. Advisory: Deploy directly
at your foe from behind a wall.
35. Throwing Pod P
Travels in a high arc. Can deploy two pods at one time. Blast lingers for a
while and blows target upward on impact. Advisory: Deploy directly at your foe
from behind a wall.
36. Double Wave Pod
Deploys pods left and right and emits four blasts capable of clearing walls.
Deploys two pods at one time. Blows target diagonally upward. Advisory: Use it
to surround a foe hiding behind a wall.
37. Titan Pod
Moves slowly and emits an enormous blast. Deploys one pod at a time. Blows
target diagonally high into the air. Advisory: Don't worry about your
opponent's position and deploy frequently.
38. Cheetah Pod /!\
A Speed Pod P with upgraded firepower, range, and number of rounds. Can deploy
three pods at one time. Blast lingers for a while and blows target upward.
39. Wolf Spider Pod /!\
A Spider Pod G with upgraded speed and a homing device. Can deploy three pods
at one time. Blows target upward.
40. Orca Pod /!\
A Dolphin Pod G with an upgraded shooting range, a homing device, and more
rounds. Can deploy three pods at one time. Blows target upward.
41. Penumbra I /!\
A pod that was merged with an unknown living being. A Seeker Pod G with
upgraded speed. Can deploy two pods at one time. Blows target upward.
42. Penumbra II /!\
A pod that was merged with an unknown living being. A Penumbra I with upgraded
firepower and speed. Can deploy two pods at one time. Blows target upward.
43. Penumbra III /!\
A pod that was merged with an unknown living being. A Penumbra II with upgraded
firepower, faster speed, and more rounds. Can deploy three pods at one time.
Blows target upward.
44. Can Pod
The weakest pod, this is a Standard Pod with very weak firepower and blast
radius. Can deploy three pods at one time. Blows target diagonally upward.
###############################################################################
#08e. Leg Parts# #08e. Leg Parts#
###############################################################################
01. Standard Legs
Basic set of legs. Features no special characteristics. Possesses no ascent or
descent augmentation. Replace as soon as possible with a different set of legs.
02. High Jump Legs
Increases jump height. Features no descent augmentation. Helps your robo
repeatedly attack from the air.
03. Ground Legs
Decreases jump interval. Enables sharp turning on the ground and in the air,
but decreases jump height. Advisory: Use this set of legs when you want to
shoot while making short jumps.
04. Formula Legs
Increases running speed, but does not allow sharp turns while on the ground.
Advisory: Use this set of legs to drastically change the ground distance
between you and your opponent.
05. Stabilizer Legs
Exhibits good acceleration. Features no descent augmentation. Advisory: Since
this set works with any other parts, use it when there is nothing better to
choose from.
06. Short Thrust Legs
Decreases your dash distance. Enables sharp turning while on the ground.
Advisory: Use this set of legs when you want to make difficult turns in the
air.
07. Long Thrust Legs
Increases your dash distance. Features no descent augmentation. Advisory: Use
this set of legs to drastically change the ground distance between you and your
opponent.
08. Quick Jump Legs
Augments descent abilities. Makes you less vulnerable to attacks when landing.
Advisory: Use this set of legs when you don't want to stay in the air for long.
09. Feather Legs
Decreases jump speed. Makes you less vulnerable to attacks when landing. Also
helps to make sharp turns on the ground. Advisor: Use this set of legs when you
want to spend a lot of time in the air.
10. Wide Jump Legs
Makes long jumps possible. Features no descent augmentation. Advisory: Use this
set of legs to move around in midair without using a dash or continuous jump.
11. Booster Legs
Increases dash speed. Starts off with a slow dash. Advisory: Use this set of
legs when you want to move fast in the air.
12. Swallow Legs /!\
Increases running speed. Augments dash length.
13. Raven Legs /!\
Increases jump height. Increases dash speed.
14. Eclipse Legs /!\
Enables sharp turning in the air. Increases jump height.
15. Ultimate Legs /!\
A leg part that was merged with an unknown living being. Upgrades all
abilities.
16. Can Legs
The weakest leg part. Weakens all abilities.
*******************************************************************************
|09. Holosseums| |09. Holosseums|
*******************************************************************************
01. Basic Arena
A stage that sets the standard for robo battles. The formation of obstacles is
well-balanced and makes this a prime place for normal battles.
02. Diamond Fences
A stage with a peculiar wall pattern. Try not to get cornered.
03. High-Rise Plaza
A stage distinguished by two wall types: high columns and low, triangular
platforms. Use the high walls to evade attacks.
04. Basic Cell
A Basic Arena with magma pools in its corners. Be careful when using a slide
shot.
05. Diamond Cell
A Diamond Fences stage with magma pools in its corners. Be careful around the
molten areas.
06. High-Rise Cell
A High-Rise Plaza with magma pools in the corners. Be careful when fighting
near the molten areas.
07. Crevice Court
An irregular arena with haphazardly strewn walls and obstacles. Use the
unpredictable cover to help your attack.
08. L Formation
A stage distinguished by L-shaped walls. Use the cover to your advantage.
09. Checkmate Foundry
A stage based on a factory. Learn to use the conveyor belts on the sides.
10. Castle Keep
A stage based on a castle's inner keep. Use the sprawling walls to your best
advantage.
11. Castle Citadel
A stage based on the inner citadel of a castle. The central wall where the
stone lantern stands can be vital to victory.
12. Lost World
A strange, organic arena with 4 round obstacles. The stage is somewhat large,
so fight from an advantageous range.
13. Flower Garden
An arena based on a pleasant park. Use the central arch to your advantage.
14. Chinese Bowl
A stage based on a Chinese bowl. Use the inclined environment to your
advantage.
15. Robo's Room
A stage reminiscent of a lavatory. The small area and large number of walls
makes it somewhat difficult to move.
16. Nature Park
A stage designed to mimic the natural world. Use the central bridge to take
control of the entire stage.
17. Little Locomotive
An arena designed to look like a child's play area. Advanced fighters will use
the train for both offense and defense.
18. Merry-Go-Round
A stage designed to look like a merry-go-round. Fire at your foe from between
the horses.
19. Magma Hole
If a robo walks on the middle of this stage, the ground will sink and allow
magma to seep through.
20. Magma Ruins
A stage surrounded by a ring of magma. Over time, the magma slowly melts the
stage...
21. Ice and Snow
An arena covered in ice and snow. Watch your footing on the slippery floors.
22. Frozen Field
A field entirely covered in ice. Be careful when walking on the ground.
23. Dead Line
A conveyor belt that constantly feeds into a sea of magma. Don't let your robo
drift to its doom.
24. Double Dead Line
A stage bracketed on both ends by magma. The conveyor belts on the left and
right sides move differently, so be very careful.
25. Panic Cubes
An arena filled with vertically oscillating block obstacles. Master the terrain
to achieve victory.
26. Panic Walls
An arena that boasts retracting walls. Time the movement of the walls as you
fight.
27. Scramble Walls
A more difficult version of the Panic Walls stage. The walls here elevate in an
odd pattern.
28. Loading Dock
A stage distinguished by a suspended platform. It's always moving, so be
careful.
29. Battle Gear Station
A cogwheel-themed arena. Use the platforms atop the spinning cogwheels to gain
the advantage.
30. Impact Craters
An arena based on a ruined region. The ground splits and moves over time.
31. Sudden Death
The smallest stage. Short-range battles here are always intense.
32. Gigantix Sprawl
The largest stage. Figure out your optimal distace and fight from afar.
33. No-Man's Land
A stark arena with absolutely no walls. Attacks that don't normally hit your
foe may work here...
34. Practice Stage
A stage designed for practice and tactics training.
35. Dark Star
An arena that mystifies the senses. Be careful: it's difficult to gauge the
distance between you and your foe.
*******************************************************************************
|10. Unlockables| |10. Unlockables|
*******************************************************************************
Beating A New Journey for the first time unlocks the following modes/options:
The Grand Battle (Story Mode Part 2)
Arcade Mode (On Main Menu)
Parts Index (On Main Menu)
Sound Test (In Options Menu)
First-Person Mode (Can be enabled/disabled in Options Menu)
Computer-controlled Players (Vs. Mode)
The Grand Battle is only unlocked in the file that cleared A New Journey.
NOTE: There is only one unlockable holosseum, Dark Star, and it is currently
unconfirmed how to unlock it. The cheats section claim that you must complete
50 vs. matches with one robo (not sure who to credit on this), but it isn't correct.
I did 50 vs. matches with the Metal Ape, and did not unlock this holosseum.
However, I have it now. My only advice would be to play Vs. Mode until you get it.
I was playing Single Battle when I unlocked it, but I do not know if it matters. If
anyone has any further information, it would help a lot. See the conclusion for info
on contributions.
There are many hidden parts in The Grand Battle that are not obtained through
battling:
01. Chickenheart (Z's Boss Room): Go to the top side of the pillar on the left
side of the room, face down, and press A.
02. Oil Can (Hero's Home): After winning the tournaments at Mira's House,
Bogey's Cafe, Hub Park and the Test Hall, Lucy will call you home because you
have guests. Go back home, and you will finally be able to enter Lucy's Office
(at any point before now, it's impossible). You'll find yourself in the
Developer's Room, which is a room with a bunch of people that represent real
people who helped make the game. Go into the back room, and talk to the
computer that looks like the computers at the Training Gym, and it will give
you this, along with the Can Gun, Can Bomb, Can Pod, and Can Legs.
03. Rahu I (Isabella's Mansion): In between the containment tank and the parts
generator on the left side of the room is a small passageway which cannot be
seen. Enter the passageway, and go all the way left, then up and right to find
yourself in the containment tank. Press A to get this, along with the Rahu I
Gun, Grand Cross Bomb, Penumbra I Pod, and Ultimate Legs.
04. Rahu II (Bronze Handicap Match): When Lucy comes out as a challenger, keep
talking to her and she'll give you this, along with the Rahu II Gun and
Penumbra II Pod.
05. Rahu III (Silver Battle Royal): Below the holosseum deck where the battles
take place is a broken cart. Enter the cart through the north side, and press
A to get this, along with the Rahu III Gun and Penumbra III Pod.
06. Ray Legend (Z Headquarters): Beat all five cups in the Z Headquarters with
a gold trophy, and talk to Oboro at the entrance.
07. Ray Warrior (Amusement Park): Beat all three cups in the Amusement Park
with a gold trophy, and talk to the police squad member at the entrance.
08. Can Gun (Hero's Home): See Oil Can
09. Crystal Strike Gun (Test Hall): After defeating Computer #4 in the Flying
CPU Battle, repeatedly talk to it, and it will give you the gun.
10. Rahu I Gun (Isabella's Mansion): See Rahu I
11. Rahu II Gun (Bronze Handicap Match): See Rahu II
12. Rahu III Gun (Silver Battle Royal): See Rahu III
13. Wave Laser Gun (Lab Singles Battle): Press A in front of the bookshelf in
the lower right corner of the lab.
14. X Laser Gun (Bogey's Cafe): Before going into the back room to the
tournament, go behind the counter where Bogey usually is, and press A in the
middle of the right wall.
15. Can Bomb (Hero's Home): See Oil Can
16. Grand Cross Bomb (Isabella's Mansion): See Rahu I
17. Can Pod (Hero's Home): See Oil Can
18. Penumbra I Pod (Isabella's Mansion): See Rahu I
19. Penumbra II Pod (Bronze Handicap Match): See Rahu II
20. Penumbra III Pod (Silver Battle Royal): See Rahu III
21. Can Legs (Hero's Home): See Oil Can
22. Ultimate Legs (Isabella's Mansion): See Rahu I
*******************************************************************************
|11. Conclusion| |11. Conclusion|
*******************************************************************************
This document is Copyright (C) 2005 Dylan Mead
Right now, only the following two sites, other than GameFAQs.com, can host my
site.
If you wish to host this FAQ, you must host the entire FAQ; not just a portion
of it. You must also e-mail me at the above address and request permission. If
you actually ask if you can host it, I have no reason not to allow it. I just
don't want it happening unless I'm notified. It would also be appreciated if
the FAQ is updated whenever I submit an update to CheatCC. I do not want
outdated versions of my guide being posted.
NOTE: Glossary definitions, parts index and holosseums data was copied directly
from the game. Although it is not original work, it did take me a very long
time to type, and it doesn't take much effort to e-mail me and ask.
I currently have no one specific to thank. I can always thank GameFAQs for
accepting my guide, or Nintendo for making the game, but for now I don't have
anybody that actually assisted in making the guide to name here. If you wish to
contribute to this guide, e-mail me at the above address, and if I deem your
contribution worthy, I will post it on my guide and credit you here. If you
have contributed, and you wish to remove your contribution, just e-mail me and
I'll do it without question.
If you notice any major typos (not spelling mistakes, but rather grammatical
errors; I didn't proofread) or any wrong information, e-mail me, and I'll make
the change and credit you here.
This is the very last paragraph of my guide. Hopefully, you've enjoyed it. If
you haven't, I don't know why you are reading unimportant information like
this.
*************************************END***************************************
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