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    FAQ/Walkthrough by wartjr2373

    Version: 0.73 | Updated: 01/18/08 | Printable Version | Search Guide | Bookmark Guide

    CUSTOM ROBO WALKTHROUGH
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    Name: Dylan Mead
    E-Mail: getanetpassport@gmail.com
    Date Began: July 20, 2005
    
    *******************************************************************************
    |00. Table Of Contents|                                 |00. Table Of Contents|
    *******************************************************************************
    
    01. Introduction <I>
    02. Controls <C>
    03. Menus <C>
            03a. Main Menu
            03b. In-Game Menu
    04. Glossary <C>
            04a. Normal Glossary
            04b. Spoiler Glossary
    05. Strategic Advice <C>
    06. A New Journey <I>
            06a. Day One
            06b. Day Two
            06c. Day Three
            06d. Day Four
            06e. Day Five
            06f. Day Six
            06g. Day Seven
            06h. Day Eight
            06i. Day Nine
            06j. Day Ten
            06k. Day Eleven
    07. The Grand Battle <N>
            07a. Tea Room Tournament
            07b. Steel Hearts Cup
            07c. Noodle Bowl
            07d. Computer Battle
            07e. Police Squad 2-on-2 Battle
            07f. Tag Battle Tournament
            07g. Lab Single Battle
            07h. Lab Handicap Battle
            07i. Lab Bonus Battle
            07j. Mira's Battle Party
            07k. Bogey's 2-on-2 Festival
            07l. Park Dance Battle
            07m. Flying CPU Battle
            07n. Holosseum Test
            07o. Eliza's Room
            07p. Training with Shiner
            07q. Isabella's Mansion
            07r. Playing with Oboro
            07s. Z's Boss Room
            07t. Bronze Handicap Match
            07u. Silver Battle Royal
            07v. Golden Single Battle
    08. Parts Index <C>
            08a. Body Parts
            08b. Gun Parts
            08c. Bomb Parts
            08d. Pod Parts
            08e. Leg Parts
    09. Holosseums <C>
    10. Unlockables <C>
    11. Conclusion <C>
    
    NOTE: If you want to get to a certain section quickly, do a search for the
    exact section name, number included, that is seen in the table of contents.
    Do not include <C>, <I> or <N> in the search.
    
    C=Complete, at least for now
    I=Incomplete, but started
    N=Not started
    
    *******************************************************************************
    |01. Introduction|                                           |01. Introduction|
    *******************************************************************************
    
    There's no introduction yet. Just a version history.
    
    VERSION 0.73 (Submitted 2008-01-19)
    -Added menus section
    -It's been a really long time, I know. As of this point I'm not sure if I will
     finish this FAQ. The menu section is not something I made recently; it's been
     sitting on my computer pretty much for the whole 2.5 years. I was waiting for
     a larger contribution before updating, but obviously that never happened. I may
     still finish the FAQ, but don't consider this a sign of future updates.
    
    VERSION 0.69 (Submitted 2005-07-28)
    -Rearranged TOC a little bit
    -Added Days Nine through Eleven of A New Journey
    -Completed Unlockables, except for Dark Star
    
    VERSION 0.6 (Submitted 2005-07-26)
    -Added Days Five through Eight of A New Journey
    -Divided Glossary into two parts
    -Added extra Z Button function to Controls
    -Updated conclusion
    
    VERSION 0.54 (Submitted 2005-07-23)
    -Completed Controls
    -Completed Glossary
    -Completed Strategic Advice
    -Completed Days One through Four of A New Journey
    -Completed Parts Index
    -Completed Holosseums
    
    *******************************************************************************
    |02. Controls|                                                   |02. Controls|
    *******************************************************************************
    
    Control Stick
    1. Move
    2. Make selections
    3. Aim Bombs and Pods (Battles)
    4. Rotate camera in Viewing Mode
    
    A Button
    1. Talk with people
    2. Skip through text
    3. Investigate objects
    4. Confirm selections
    5. Jump (Battles)
    6. Press with the Z Button to randomly choose your robo's parts
    
    B Button
    1. Cancel selections
    2. Return to the previous screen
    3. Skip through text
    4. Use gun (Battles)
    5. Speed up timer (Arcade Mode)
    
    X Button
    1. Display help screen (Hold)
    2. Charge (Battles)
    3. Zoom out in Viewing Mode
    
    Y Button
    1. Display detailed part information on Customization screen
    2. Change rules on Holosseum select screen
    3. Change target (2-on-2/Handicap/Battle Royal)
    4. Swap robos (Tag Battle)
    5. Zoom in in Viewing Mode
    
    L Button
    1. Use pods (Aim with Control Stick)
    2. Secret Select Mode (Holosseum select screen, Customize screen)
    
    R Button
    1. Use bombs (Aim with Control Stick)
    2. Practice Mode (Customization screen)
    
    Z Button
    1. Press with the A Button to randomly choose your robo's parts
    2. Hold down on the holosseum select screen to change the appearance of the
    Basic Arena and No-Man's Land holosseums
    
    Start Button
    1. Pause game
    2. Finish customization
    
    Control Pad
    1. Press left to enter Viewing Mode
    2. Press right to exit Viewing Mode
    
    C-Stick
    1. Press up with 1st-person mode enabled to enter 1st-person mode
    2. Press down with 1st-person mode enabled to exit 1st-person mode
    
    *******************************************************************************
    |03. Menus|                                                         |03. Menus|
    *******************************************************************************
    
    ###############################################################################
    #03a. Main Menu#                                               #03a. Main Menu#
    ###############################################################################
    
    STORY MODE
    The first option on the main menu. When you select Story Mode, you are given
    the option of three files. If it is your first time playing, all files will be
    labelled "New Data". If you have played a file before, that file will be called
    either "???" or your character's name, depending on how far you are. When you
    select a file, you can either "Start Story Mode", "Copy File", or "Erase File".
    Copying and erasing files are fairly straightforward. If you choose to start
    story mode, it will open a menu with "A New Journey" and "The Grand Battle",
    however The Grand Battle will only be available once you clear A New Journey.
    
    ARCADE MODE
    This option will only be available once you clear A New Journey in Story Mode.
    Arcade mode is eight consecutive battles. You can use any parts you have
    unlocked in Story Mode, and you can customize again after every battle. The
    opponents get consecutively harder as you progress. You can play with five
    different battle types: Single Battle, 2-ON-2, Tag Battle, 3-Player Battle
    Royal, or 4-Player Battle Royal. You can also set the difficulty level to
    either Normal or Hard. Winning a match in arcade mode using a certain part is
    the only way to unlock that part in the Parts Index.
    
    VS. MODE
    Vs. mode is the only mode in the game that allows more than one player. You are
    given six battle types to choose from: Single Battle, 2-ON-2, Tag Battle,
    1-ON-2 Handicap, 3-Player Battle Royal & 4-Player Battle Royal. Within each
    battle type you can choose the teams. Computer-controlled opponents are only
    available once you clear A New Journey in Story Mode. No matter what you
    choose, you will also be given the option of a 3-Set Match, 5-Set Match, 7-Set
    Match or Endless Match. If one player/team wins more than half of the matches
    in 3-Set, 5-Set or 7-Set before all the matches are over, the remaining matches
    will still take place. After choosing the amount of matches, you will be given
    the option of choosing a holosseum. You can use secret select mode to choose
    one secretly, or if you can't choose, there is a random option in the lower-
    right corner. Press the Y Button on the holosseum select screen to view the
    battle rules. Depending on the type of battle, different rules will be shown.
    The options are:
    Battle Time: 90, 120, 180, or infinite. The default is 180.
    Victory Conditions: Defeat one robo or defeat two robos. The default is two.
    Friendly fire damage: Off or on. The default is off.
    Allies block gun rounds: Off or on. The default is on.
    Friendly pod and bomb blasts cause damage: Off or on. The default is on.
    Pods explode on robos other than their primary targets: Off or on. The default
    is off.
    Ally's charges cause damage: Off or on. The default is off.
    After the holosseum select screen, you are shown the customization screen. If a
    player is on a team with a CPU, they will have control over the setup. If the
    CPU stands alone, or is on a team with another CPU, P1 will have control over
    them. For player robos, you can alter all parts of a robo, as usual, and you
    can alter the amount of HP the robo has. The options for HP are 100%, 90%, 70%,
    50%, 30%, and 20%. For CPU robos, you can alter the difficulty, type and HP.
    There are five different difficulties: Very Easy, Easy, Normal, Hard and Very
    Hard. Under each difficulty, there are 20 different predetermined robo setups
    to choose from. Once customization is complete, the battle begins. After each
    battle, the score of each robo is displayed. One point is gained for winning a
    battle. If a team wins a battle, both winning robos will score a point.
    
    OPTIONS
    Rumble: Turn the Rumble Feature on or off.
    
    Illegal Parts: Turn illegal parts on or off. If disallowed, illegal parts will
    be unavailable in Arcade Mode or Vs. Mode. 
    
    Sound Test: Press A to access a sub-menu.
       Sound: Set the sound to stereo or mono.
       BGM Volume: Change the volume of the background music, from 0% to 200%.
       Return to Default: Resets sound settings.
       Play BGM: Listen to the game music. There are 53 songs total. Only available
          after clearing A New Journey.
    
    Controller Config: Press A to access a configuration screen. Here you can alter
    the commands for the A, B, X, Y, L and R buttons. Each controller can be
    altered individually, but is only available if a controller is plugged into
    that socket. Select confirm to save settings. Select default to return to the
    default controller configuration.
    
    Vs. Scoreboard: Press A to access the vs. scoreboard screen. The scoreboard
    lists all unlocked robos, and the amount of matches they've participated in. It
    also shows how many victories, losses and draws the robo has, and its win
    percentage. At the top, the Vs. Mode play time is displayed. Press the A Button
    to view the second screen, which has the same information for different robos.
    At the bottom of the screen is the total score for all robos combined.
    
    Load Data: Use this function to load data from a memory card if you started the
    game without a card, or swapped cards while the game was on.
    
    Erase Data: Use this function to erase all Story Mode data, Vs. Mode data and
    parts data from your memory card.
    
    1st-Person View: This option is only available once A New Journey has been
    completed. When on, you can press the C Stick up to activate the first-person
    perspective.
    
    PARTS INDEX
    The parts index is an index of all the parts used in the game. It is unlocked
    when you first clear A New Journey. At first, no parts are displayed in the
    parts index, but you can add parts by winning a match in Arcade Mode using that
    part. Trying to gain all of the parts in the Parts Index can be a good way to
    practice using different parts. 
    
    ###############################################################################
    #03b. In-Game Menu#                                         #03b. In-Game Menu#
    ###############################################################################
    
    CUSTOMIZE ROBO
    Choose this to customize your robo. This is available in both the pause menu
    and the pre-battle menu. Press X to view the controls for the customization
    screen. Press R to enter practice mode. Press the control pad left to enter
    viewing mode. Press Y in a tag battle to view part information. Press A to
    customize. Press B or START to finish customizing. When customizing your robo
    body parts, selecting a part will give you the choice of five different colors:
    original, red, blue, green or yellow.
    
    STRATEGIC ADVICE
    Select this to view strategic advice for the game. Strategic advice is added
    once it is mentioned in Story Mode. This is available in both the pause menu
    and the pre-battle menu.
    
    GLOSSARY
    The glossary is a list of all important custom robo terms used. Terms are added
    once mentioned in Story Mode. For a list of all the terms, see the glossary
    section of this guide. This is only available on the pause menu.
    
    TEXT SPEED
    Alter the text speed for the game. The five options are Very Fast, Fast,
    Normal, Slow and Very Slow. This is only available on the pause menu.
    
    RETURN TO GAME
    Exit the menu screen and return to the game. This is only available on the
    pause menu.
    
    QUIT
    Exit the game. Any unsaved progress will not be saved. This is only available
    on the pause menu.
    
    PARTNER DATA
    View your partner's customization. This is only available on the pre-battle
    menu, and is grayed out when you do not have a partner.
    
    OPPONENT DATA
    View your opponent(s)'s customization. This is only available on the pre-battle
    menu.
    
    HOLOSSEUM DATA
    View the holosseum for the battle. This is only available on the pre-battle
    menu.
    
    START BATTLE
    Begin the battle. This is only available on the pre-battle menu.
    
    GRAND BATTLE RULES
    View information on the rules of The Grand Battle. This is only available on
    the pause menu in The Grand Battle. Information is added in the same way as the
    strategic advice and the glossary.
    
    SCORE DATA
    View your current score, the high score, and the task scores for the current
    tournament. This is only available in The Grand Battle, and is available on
    both the pre-battle and the pause menu. It is grayed out if you are not in a
    tournament.
    
    *******************************************************************************
    |04. Glossary|                                                   |04. Glossary|
    *******************************************************************************
    
    ###############################################################################
    #04a. Normal Glossary#                                   #04a. Normal Glossary#
    ###############################################################################
    
    This section is a list of all the terms that specifically apply to Custom Robo,
    and their definitions in alphabetical order.
    
    2-on-2 Battle: A two-on-two battle in which two commanders team up against two
    opponents.
    
    Autonomous Robo: A robo that can move without a commander controlling it.
    Currently used only for menial tasks and heavy labor assignments.
    
    Battle Show: A secret robo-battle tournament that takes place in Bogey's Cafe.
    These battles have been deemed illegal because of the number of battle wagers
    placed on them.
    
    Battle Wager: A bet placed on a robo battle. Betting on robo battles in any
    form is illegal.
    
    Bogey's Cafe: A dodgy cafe owned by the equally dodgy Bogey. Ernest, chief of
    the Steel Hearts, is a regular customer, often seen with a nice cup of really
    warm tea and a notebook full of poetry.
    
    Bounty Hunter: A freelance mercenary who hunts criminals and receives rewards
    for their capture from law enforcement officials.
    
    Command: The act of controlling a robo.
    
    Commander: A person skilled in robo control and operation.
    
    Custom Robo: The robo, averaging about 30 cm tall, is the realization of years
    of work in robot technology and engineering. Commanders control their robos
    with their minds.
    
    Daimon: A Chinese restaurant owned by Dendai Don. They serve everything from
    trustworthy standards to very elaborate and exotic dishes.
    
    Dark Blue: A team of wealthy, if unscrupulous mercenaries. They are the main
    reason bounty hunters have a bad name, and they have fashioned themselves as
    Steel Hearts' rivals.
    
    Department of Licensing: The robo licensing center. Commanders-in-training must
    pass a test to receive their robo operator's license. The tests are
    administered by slightly obsolete testing machines that utilize archaic and, at
    times, irritating AI programs. Commanders must wait one year between each rank-
    advancement test.
    
    Dive: When a commander merges his or her thoughts with a robo in order to
    control it in a holosseum. If a commander dives for too long, his or her brain
    waves becomes unstable and erratic.
    
    Exam Machine: A license-test machine locates inside the Department of Licensing
    test hall. To take a test, insert an exam card and your robo cube into the exam
    machine.
    
    Eye-scan Registration: A robo will only respond to the commander to whom it has
    been registered. An eye scan is required to register a robo. After the eye scan
    is complete, the robo responds to no one but that commander. The eye-scan
    registration has become a ritual among commanders when they first receive a new
    robo.
    
    Father's Watch: The watch given to you by your late father. It is the only
    memento you have of him.
    
    Holosseum: A holographic battle environment roughly 3.6 square meters in size.
    Skilled commanders can construct their own holosseums from their thoughts and
    memories. For those who can't, there are prebuilt holosseums in each robo. The
    machine that projects the holosseum is called a holosseum deck.
    
    Hub Park: A lovely park, considered by many to be both a restful garden and a
    good place for a romantic rendezvous.
    
    Illegal Part: A part constructed in violation of the robo-development
    ordinances. All parts must conform to certain regulations when they are
    constructed. Parts that do not conform are considered dangerous, and commanders
    who use them stand in violation of the law.
    
    License: A document required by all robo commanders before diving into their
    first robo. Licenses are ranked in classes. Class D is the lowest, then C, B,
    and A. Mercenaries need a Class D license, while the police force requires a
    Class A license.
    
    Marv: A criminal wanted for crimes that have, at least for now, not been
    disclosed.
    
    Parts: The custom robo s made up of 5 parts:
           Body (the robo's chassis)
           Gun (the right arm)
           Bomb (the left arm)
           Pod (the backpack)
           Leg (the robo's legs)
    You can change any of these parts to create your own custom robo.
    
    Parts Generator: A machine that transfers downloaded parts data into robo
    cubes. You can find one in just about every building, public or private. They
    are essential to the customization of robos.
    
    Police Squad: Members use high-performance custom robos to protect themselves
    and to fight criminals.
    
    Police Squad HQ: Just your standard police headquarters. Nothing to see here.
    Move along, move along.
    
    Ray 01: Your very first robo! A Shining Fighter model. A standard, yet
    versatile robo.
    
    Research Lab: The official robo research laboratory, where new robo models and
    parts are developed and tested before hitting the market. Linda is the lab's
    director and chief researcher.
    
    Robo Battle: Typically, a one-on-one battle between robos that takes place in a
    holosseum. At the end of the robo battle, the winner gains access to the
    loser's parts data. Download the new parts data at a parts generator.
    
    Robo Cannon: The deployment system that launches robos into battle inside of
    the holosseum.
    
    Robo Cube: The form a custom robo takes when it is not fighting in a holosseum.
    This small, easy to carry cube contains all the parts data you've downloaded,
    as well as the robo itself.
    
    Safety Switch: A fail-safe switch that keeps commanders from being hurt by the
    stress and mental feedback of robo battles.
    
    Stealth Function: The ability some robos possess to vanish momentarily during
    an air dash or charge.
    
    Steel Hearts HQ: The small bounty-hunter office where you work. Although the
    employees of Steel Hearts want to return some dignity to the job of bounty
    hunter, most people just call them "bottom-feeders," common mercenaries who
    will do any job for the right price.
    
    Takuma University: An elite university training in both technical and robo-
    piloting skills. Ernest, chief of Steel Hearts, and Linda, director of the Robo
    Research Labs, both graduated from this elite university. In fact, Ernest
    graduated in the top of his class.
    
    Training Gym: A robo-battle training facility that provides commanders both real
    and AI opponents against whom they can improve their skills. Membership is
    cheap but still somehow outside of the Steel Hearts employee budget.
    
    Z Syndicate: A mysterious organization whose motives, whereabouts, and members
    are unknown. One thing that IS certain is that they are illegally modifying
    robos for some dire and, no doubt, sinister purpose.
    
    ###############################################################################
    #04b. Spoiler Glossary#                                 #04b. Spoiler Glossary#
    ###############################################################################
    
    This is a special "spoiler" glossary containing definitions that spoils the
    story for the game. Only read this if you have cleared A New Journey or do not
    care about the story developments and strictly play the game for robo battling.
    
    Class-S Rating: The license above Class A. Currently the highest license that
    the public can attain is Class A, but one can take the Class-S exam if three
    Class-S commanders give endorsements. Class-S commanders possess skills and
    mental prowess far beyond those of normal commanders. The government disavows
    knowledge of the Class-S license.
    
    Half-Dive: A unique ability. Marcia alone possesses the power to dive into
    someone else's robo and read that robo's most recent battle. This allows her to
    see whatever its commander saw in that battle. The stress of a half-dive
    prevents Marcia from using this ability often.
    
    Memory-Erasure Device: A device hidden within your father's watch. It has the
    ability to erase Rahu's genetic memory, stopping Rahu from growing more
    powerful. It only works when activated with a chip that Sergei possesses.
    
    Rahu: A living being capable of integrating evolutionary enhancements from both
    living and nonliving objects around it. Hundreds of years ago, it all but
    annihilated the entire human race.
    
    The Outside World: A world that exists beyond the boundaries of the known
    world.
    
    *******************************************************************************
    |05. Strategic Advice|                                   |05. Strategic Advice|
    *******************************************************************************
    
    The information found in this section is based on, however not a word-for-word
    copy of, the Strategic Advice found in the pause menu of story mode.
    
    BASIC RULES
    The basic idea of Custom Robo is to create a unique custom robo, and battle it
    against an enemy robo. You win if your opponent's energy is depleted, or if you
    have more HP at the end of the battle.
    
    ROBO CANNON
    When the battle starts, all robos will be in what's called the "robo cannon",
    still in robo cube form. The robo cannon can be aimed with the Control Stick.
    Once the robo cannon launches the robo cubes, they will roll on the ground with
    a random number ranging from 1 to 6 displayed. The number is the length of time
    in seconds you will have to wait to control your robo, however the countdown
    can be sped up by rapidly tapping the A, B, X or Y Buttons.
    
    NEW PARTS
    When you win a battle, you will most likely gain access to a new part that can
    be used in your next battle. However, the part will be unavailable until you
    visit a "parts generator". It's hard to describe what it looks like, but you'll
    probably know it when you see it, as they are scattered all throughout the
    game.
    
    TEST MODE
    Test mode can be activated by pressing the R Button on the customization
    screen. It can be used to test new parts without actually having to use them in
    a battle.
    
    ROBO MODELS/STYLES
    There are many different types of Robo Models, and all of them possess their
    own unique abilities, which can be seen in the Parts Index. The different types
    are Shining Fighter, Aerial Beauty, Metal Grappler, Little Raider, Strike
    Vanisher, Trick Flyer, Lightning Sky and Funky Big Head. In addition, each of
    these robo models comes in three different styles: Normal, Armor and Speed.
    Armor robos have increased defense and decreased speed. Speed robos have
    increased speed and decreased defense. Normal robos have a perfect balance of
    the two.
    
    STATUS DETAILS
    On the customization screen, when highlighting a part there are certain details
    that are displayed above the part names. This applies to robo models, guns,
    bombs and pods, but not legs.
    
    ROBO MODEL STATUS DETAILS
    DWN - Indicates the endurance level of the robo; more specifically, how much
          abuse it can take before it gets knocked down
    DEF - Indicates the defense of the robo. The higher the bar, the less damage it
          will take from an attack
    SPD - Indicates the speed of the robo
    SKY - Indicates the robo's proficiency at jumping and air dashing
    ATK - Indicates the attack power of the robo. The higher the bar, the more
          damage its attack will deal to the opponent
    
    GUN STATUS DETAILS
    ATK - Indicates how much damage the gun will inflict
    SPD - Indicates the round's speed after being fired from the gun
    HMG - Indicates how long the fired round will chase the target
    RPD - Indicates how fast the gun can fire
    DWN - Indicates the gun's ability to knock down the target
    
    BOMB STATUS DETAILS
    ATK - Indicates how much damage the bomb will inflict
    SPD - Indicates the bomb's speed after being fired
    SIZ - Indicates the size of the explosion left behind by the bomb
    TIM - Indicates how long the explosion effect remains
    DWN - Indicates the bomb's ability to knock down the target
    
    POD STATUS DETAILS
    ATK - Indicates how much damage the pod will inflict
    SPD - Indicates the pod's speed after being fired
    HMG - Indicates how long the fired pod will chase the target
    SIZ - Indicates the size of the explosion left behind by the pod
    TIM - Indicates how long the explosion effect remains
    
    SYSTEM FAILURE
    A robo's systems will fail if it suffers a great amount of damage in a short
    period of time. A robo is incapable of fighting while down, but upon recovery,
    the robo will temporarily be invincible. The time spent knocked down can be
    shortened by rapidly tapping the A, B, X or Y Button. When a robo is knocked
    down, recently fired gun rounds will disappear from the holosseum, so if your
    opponent has a slow-firing weapon, it may be better strategy to try to knock it
    down then dodge the oncoming round.
    
    ROBO VULNERABILITY
    During a battle, your robo will experience many moments of vulnerability. If
    you fight carelessly, your opponent will take advantage and counter your
    attacks. For example, when a robo stops moving, it takes a short while to
    accelerate to full speed again. When landing after a jump, before and after a
    charge, and after firing a gun or bomb are also prime moments of vulnerability.
    These moments of time are good times for ambushes.
    
    USING OBSTACLES
    Being careless in a battle may lose you valuable energy you may regret losing
    later. Most holosseums are designed with many barriers, so it is wise to form
    a strategy that somehow uses those barriers as defense from oncoming attacks.
    It is possible to fire your gun while moving, so it can be made that you end
    up behind a wall after firing your gun to protect against the enemy robo. It is
    also wise to time a jump dash so you end it behind a wall.
    
    CORNERS
    The four corners are the most dangerous places in a holosseum. If possible, try
    to trap your opponent in a corner, but be sure not to get trapped yourself.
    
    JUMP HEIGHT
    The longer you press the A Button, the higher you jump, however the robo will
    never exceed its own jump height. If you press the A and B Buttons
    simultaneously, your robo will make the smallest possible jump and fire its
    gun.
    
    USING PODS
    Pods don't have to be used to directly harm your opponent. There are many pods
    that will do better to block your opponent's movements then deal physical harm
    to them. Using pods wisely can trap your opponent in one of the holosseum's
    four corners. There are also some pods that are more suited to be scattered
    about the holosseum rather than be targeted at your opponent. Your opponent
    will have difficulty moving if you occasionally scatter pods.
    
    BLAST TYPES
    There are certain models of bombs and pods with letters in their names. The
    standard model without a letter will blast the target diagonally upward. Models
    with letters in their names have different effects:
    Gazer (G) - Blasts the target upward.
    Horizon (H) - Blasts the target slowly sideways.
    Burst (B) - Blasts the target sideways, close to the ground, and leaves a blast
        zone.
    Destroy (D) - Blasts the target diagonally upward, and leaves a blast zone.
    Stun (S) - Paralyzes the target for a short while.
    Pillar (P) - Blasts the target straight up, and leaves a blast zone.
    Flipper (F) - Blasts the target sideways.
    Cyclone (C) - Blasts the target slowly upward.
    Traction (T) - Blasts the target toward the firing robo.
    Knockdown (K) - Knocks down the target.
    Explosion (X) - Blasts the target diagonally upward.
    
    LOW AIR DASH
    Repeatedly tap the A Button to do a low air dash. By doing this you can move
    quickly without losing too much cover.
    
    CHARGING
    You can charge with the X Button. You will be invincible during a charge, but
    extremely vulnerable before and after charging. If a charge makes contact, it
    will automatically knock down the opponent. Every robo has a different type of
    charge attack.
    
    COMBOS
    Using your gun, bombs and pods in combination is the best way to win a battle.
    Although the gun is probably the most important of these three weapons, if you
    cannot use all three you will have trouble in the later battles of the story
    mode. Also, when playing with friends your attacks will be to predictable, and
    hence, easily avoided and countered.
    
    WEAPONS WITH AERIAL ABILITIES
    Some guns and bombs have different effects when fired from the air then when
    fired on the ground. These different effects can be seen in the weapon info on
    the customization screen.
    
    DODGING ROUNDS
    Although there are often many walls to protect yourself, it is almost
    impossible to avoid taking damage. When approaching your opponent, they will
    almost certainly fire at you. Guns with strong homing ability, but slow speed,
    such as the Dragon Gun and Hornet Gun can be dodged by letting them approach
    and jumping at the last second. Guns with high speeds, such as the Gatling Gun
    and the Twin Fang Gun can best be dodged by approaching while circling around
    your opponent. This method is much safer than a direct approach because it
    decreases the chance of being hit.
    
    2-ON-2 BATTLES
    In a 2-on-2 battle, you and a partner robo will compete against two other
    robos. You win if both the opposing robos lose all of their energy before you
    do. Whether your partner's robo survives does not matter. You can change your
    target by pressing the Y Button. Your partner's gun will not harm you, however
    their bombs and pods will.
    
    SINGLE-USE BATTLING
    In The Grand Battle, some tournaments will have a single-use rule in effect.
    This rule will require you to change your robo model, gun, bomb and pod for
    every fight. The legs do not need to be changed.
    
    GRAND BATTLE SCORING
    In The Grand Battle, you will be awarded points for each battle. If you get a
    certain number of points, you may qualify for a bronze, silver or gold trophy,
    however the amount of points necessary changes for each tournament. The scoring
    works as follows:
    Energy: 300 points for every percentage point
    Time: 100 points for every second remaining
    Destruction Bonus: 10000 points for every robot defeated
    Perfect Bonus: 5000 points for winning without taking damage
    Losses: Score drops by 10% per loss
    Handicap: Score drops by 25% for each successive handicap
    Illegal Parts: Score drops by 50%
    
    TAG BATTLES
    A tag battle consists of four robos, but only two will be in the holosseum at
    one time. It is essentially a 1-on-1 battle where each commander has two robos.
    You win the battle if you reduce either of your opponents robos to 0 energy.
    Press the Y Button to swap robos. After changing, you must wait seven seconds
    before you can change again. If you change while knocked down, you will
    experience momentary invulnerability. If a robo's energy drops below 150 and is
    swapped out, it will slowly heal itself, but will never go above 150.
    
    HANDICAP BATTLES
    A handicap battle is a 1-on-2 battle that pits you against two enemy robos. As
    with a 2-on-2 battle, you can change your target with the Y Button.
    
    REVERSE HANDICAP BATTLES
    A reverse handicap battle is a 1-on-2 battle that pits you and a partner
    against one enemy robo. As with a 2-on-2 battle, whether your partner survives
    or not is irrelevant.
    
    BATTLE ROYAL
    A battle royal is exactly what it sounds like. It's a completely free-for-all
    match in which the last robo standing wins. In The Grand Battle, there will
    always be four robos, however it is possible to have a three-player battle
    royal as well.
    
    *******************************************************************************
    |06. A New Journey|                                         |06. A New Journey|
    *******************************************************************************
    
    To begin A New Journey, on the main menu go to Story Mode, New Data (or your
    name if you have played already), Start Story Mode, and finally A New Journey.
    
    The game will begin with a phone call from your dad. He will call you outside,
    and upon leaving you will find him there. It is your birthday and he is giving
    you his special watch he promised you, on the condition that you always keep
    it, and never take it off.
    
    ###############################################################################
    #06a. Day One#                                                   #06a. Day One#
    ###############################################################################
    
    You will be woken up by your landlady, Lucy. Apparently, you were dreaming,
    and Lucy has woken you up because you have a job interview at Steel Hearts.
    When you get out of bed, you will have control over your character. You are
    currently in your house, which is a section of a three-part apartment complex
    owned by your landlady, whom you were recently acquainted. In the upper-right
    corner, you will notice a parts generator (see glossary). Exit the room and
    walk left to be automatically drawn to Lucy for a conversation.
    
    Lucy sees you off for your interview, and mentions important story events such
    as your father's long-term absence. Apparently, since that time you received
    the watch, you have not seen your father, and recently you have obtained a
    letter informing of your father's death, and a will telling you to become a
    robo commander. After the conversation, head out, and you will be on the world
    map screen. This screen contains all the major locations of the town, but you
    currently can only go to the Steel Hearts HQ and back home. As you progress,
    more locations will become available. Your character will automatically walk
    to the Steel Hearts office as soon as you leave your home.
    
    In the office, if you talk to Harry, the guy sitting on the couch, he will tell
    you to talk to Ernest, the guy behind the desk at the back of the room. Walk
    towards him to be automatically drawn into an interview. You will find out that
    the Steel Hearts is a bounty hunter service (see glossary). Despite what you
    answer to the questions, Ernest will come to the conclusion that he cannot hire
    you due to your lack of experience in custom robos. At the end of the
    interview, Ernest will get a phone call from the director of the Robo Research
    Lab, Linda, about a burglary that the police squad is having trouble with.
    Harry is sent to the scene, and Ernest wishes you to go as well for the absurd
    reason that it might scare you away from the business. You will automatically
    follow Harry to the lab.
    
    Upon arrival at the lab, you will find several police squad members in heated
    robo battles with the burglars. You will also find out that the police squad
    and bounty hunters don't like each other very much. The burglars are trying to
    steal the lab's newest robo model, Ray 01, a formerly top secret project. In
    an attempt to impress Linda, Harry runs over to one of the burglars and engages
    in a battle with it. During the battle, you and Linda will converse shortly
    about robos, until she tells you to go help Harry, assuming you are with Steel
    Hearts.
    
    Talk to Harry to break his concentration and cause him to lose the battle. It
    sounds evil, but you can't progress until you do it. Harry will fly back into a
    bunch of boxes, and Ray 01 will roll to the ground. Press the A Button in front
    of the robo cube to pick it up, and press the button. You will do an eye-scan
    registration, and the Customize Robo option will be accessible on the pause
    menu. You can't customize yet, though, because you only have standard parts.
    Talk to the burglar to fight him in your very first robo battle. Harry will
    give you some basic advice on moving and firing your gun. Harry will almost
    always give you advice before a battle, until he's given you all the advice he
    can. Anyways, the battle:
    
    Opponent: Burglar
    Robo: Splendor
    Gun: Basic
    Bomb: Standard
    Pod: Standard
    Legs: Standard
    Holosseum: Basic Arena
    Reward: N/A
    
    After the battle, one of the police squad members will fall, and you must
    challenge the burglar that defeated him.
    
    Opponent: Burglar
    Robo: Metal Ape
    Gun: Basic
    Bomb: Standard
    Pod: Standard
    Legs: Standard
    Holosseum: Basic Arena
    Reward: N/A
    
    Another police squad member falls, so it's up to you to clean up after him as
    well.
    
    Opponent: Burglar
    Robo: Splendor
    Gun: Basic
    Bomb: Standard F
    Pod: Standard
    Legs: Standard
    Holosseum: Basic Arena
    Reward: Twin Flank Pod F
    
    The final police squad member falls as well, so you must take out the fourth
    and final burglar. If you visit the parts generator, as instructed by Harry,
    you will get the Twin Flank Pod F you just received for winning that match.
    
    Opponent: Burglar
    Robo: Metal Bear
    Gun: 3-Way
    Bomb: Standard F
    Pod: Feint F
    Legs: Standard
    Holosseum: Basic Arena
    Reward: 3-Way Gun
    
    After the fights, you will meet Harry's sister, Captain Mira of the police
    squad, and her subordinate, Roy. The four burglars have been sent to Police
    Squad HQ. Mira wishes for Harry to obtain a Class-A license and join the police
    squad, but Harry refuses, and Mira leaves with Roy. Afterwards, Linda will come
    and thank you for taking care of the burglars. She will also let you keep Ray
    01, seeing as how only you can use it now anyway. Linda also promises to call
    Ernest and tell him to hire you. Linda will ask your name, and you finally get
    to put it in (all this time in the name slot it said "???"). It doesn't really
    matter what you put in. The name will be what you are referred to throughout
    the game, and will also be put in place of "New Data" in the Story Mode menu.
    
    Linda will go back in the lab to help clean up, and Harry will describe parts
    generators for you. However, Harry doesn't want to leave yet for fear of more
    work, so he tells you to talk to the scientists in the area that are cleaning
    up. There are eight scientists in all, and you must talk to each one at least
    once before Harry will leave. Once you have left, head back to the Steel Hearts
    office. Upon arrival, you officially become a member of the Steel Hearts upon
    request of Harry, and more importantly, Linda.
    
    Harry will ask if you are going home or staying. If you say your going home,
    the game will save and the next day will commence. If you choose to stay, you
    can wander into any place available on the world map screen, and the next day
    will begin only when you enter your house. Nothing can ever be gained by
    wandering around at night, but you can talk to people and see things you
    wouldn't normally see. You will be asked this same question at the end of every
    day in A New Journey.
    
    ###############################################################################
    #06b. Day Two#                                                   #06b. Day Two#
    ###############################################################################
    
    You will be woken up by Lucy this morning as well, for the reason that it is
    your first day of work as a bounty hunter and you shouldn't be late. Head
    outside, and after a short chat with Lucy, leave the complex and go to Steel
    Hearts HQ and talk with Ernest. You will find out that the Steel Hearts have
    another member, Marcia, whom is currently out on duty. Ernest will then send
    you and Harry to the gym to train. Upon leaving the office, Harry will guide
    you to the Training Gym.
    
    The Steel Hearts have a group membership at the gym, so you can train for free.
    However, the game will not allow you to come and train whenever you choose.
    Harry will offer a practice round with him at one of the holosseum decks in the
    gym.
    
    Opponent: Harry
    Robo: Glory
    Gun: Gatling
    Bomb: Crescent P
    Pod: Speed P
    Legs: Standard
    Holosseum: Diamond Fences
    Reward: Standard Bomb S
    
    Harry decides to take a little break, and tells you to challenge the gym's
    training computers. There are four in all, and you can only challenge each one
    once. You can only continue once all of the computers have been defeated. First
    is the computer in the lower-left corner:
    
    Opponent: Computer
    Robo: Buggy
    Gun: Basic
    Bomb: Standard
    Pod: Dolphin
    Legs: Short Thrust
    Holosseum: Diamond Fences
    Reward: Speed Pod D
    
    Next is the computer in the upper-left corner:
    
    Opponent: Computer
    Robo: Buggy
    Gun: 3-Way
    Bomb: Standard F
    Pod: Standard
    Legs: Wide Jump
    Holosseum: High-Rise Plaza
    Reward: Criminal
    
    Third is the computer at the very top:
    
    Opponent: Computer
    Robo: Peregrine
    Gun: 3-Way
    Bomb: Standard S
    Pod: Dolphin
    Legs: Standard
    Holosseum: Diamond Fences
    Reward: Gemini Bomb P
    
    Finally, the computer in the upper-right corner:
    
    Opponent: Computer
    Robo: Peregrine
    Gun: Gatling
    Bomb: Standard
    Pod: Cockroach H
    Legs: Ground
    Holosseum: High-Rise Plaza
    Reward: Cockroach Pod H
    
    When you defeat all of the computers (the order doesn't matter), you will get
    a phone call from Ernest. Harry's cell phone is turned off, and Ernest urgently
    needs to speak with him. Head to the front desk to find Harry attempting to
    obtain the phone number of the receptionist, Sophie. A bit of womanizing and
    profanity later, you have work to do at Hub Park.
    
    When you get to Hub Park, talk to the girl standing in front of the two guys
    battling to find out the cause of the problem. She invited them both out to a
    date in the same place at the same time, and upon seeing each other immediately
    started fighting. The girl, Mary, will leave, and you will have to battle one
    of the guys standing there. You can fight either one, but you cannot fight
    both. Anthony is the guy on the left, and Thomas is the guy on the right.
    
    Opponent: Anthony
    Robo: Criminal
    Gun: Gatling
    Bomb: Crescent P
    Pod: Feint G
    Legs: Long Thrust
    Holosseum: Flower Garden
    
    Opponent: Thomas
    Robo: Splendor
    Gun: Gatling
    Bomb: Straight G
    Pod: Speed D
    Legs: Standard
    Holosseum: Flower Garden
    
    Reward: Reflection Pod, Long Thrust Legs
    
    After defeating them, they will collapse, but will get up after you turn your
    back and attempt to attack you. Before they can, however, an unknown voice
    calls out and warns you about their actions. The unknown voice is Marcia, whom
    you now meet for the first time. She tells you she has a Class-B license, and
    asks you what license class you have. When she finds out you are without a
    license, she shockingly reveals that bounty hunters by law require a Class-D
    license or higher, a fact that Harry completely forgot. Marcia and Harry decide
    to go inquire to Ernest about this new dilemma, so upon receiving control, head
    over to the Steel Hearts HQ.
    
    Ernest is reluctant at first about paying the license fee to get you a license,
    until he finds out that he is responsible if you are caught. He decides that
    Harry will take you to get your Class-D license tomorrow. You will also find
    out that Harry refuses to take the Class-C test because it's unnecessary, and
    that Marcia wishes to advance to Class A, but can't afford it. Ernest will let
    you all go home early, so head home and get some rest for the test tomorrow.
    
    ###############################################################################
    #06c. Day Three#                                               #06c. Day Three#
    ###############################################################################
    
    Lucy wakes you up again today, this time for "that lying test". When you go
    outside, she will tell you how to get there. Just go right when you leave. It's
    really easy to find; not only is it nearby, but it's now the only labelled
    location you have not been. Enter the building to find Harry trying to obtain
    yet another receptionist's phone number. After he notices you, he will walk
    over to you and hand you your exam card. If you walk over to the unused exam
    machine you can take the test.
    
    The first portion of the test is ten knowledge questions. The questions are
    really easy, but the answers are below.
    
    1. What is the name of a person who controls a custom robo?
    Captain
    Commander*
    Commandeer
    
    2. What is it called when a person and his robo become one?
    A Dive*
    A Drive
    A Live
    
    3. What is it called when your robo is in its easy-to-carry form?
    Robo Dude
    Robo Tube
    Robo Cube*
    
    4. What is the custom robo research center also known as?
    Labradory
    Lavatory
    Laboratory*
    
    5. Which license class do you need in order to join the police squad?
    Class A*
    Class B
    Class C
    
    6. What is the name of the arena where custom robos fight?
    Colosseum
    Holossus
    Holosseum*
    
    7. What is the name of the machine that transfers custom robo data?
    Parts Giver
    Parts Burninator
    Parts Generator*
    
    8. Which of the following is an actual custom robo part?
    Pod*
    Pork
    Bot
    
    9. The proper name of this testing hall is called the Custom Robo...
    Compartment of Licensing
    Department of Licensing*
    Department of Fish and Game
    
    10. What question number are we on?
    8th question
    9th question
    10th question*
    
    The second part of the test is skill. You are required to defeat a custom robo
    under the control of the computer.
    
    Opponent: Computer
    Robo: Buggy
    Gun: 3-Way
    Bomb: Gemini B
    Pod: Cockroach G
    Legs: Quick Jump
    Holosseum: Crevice Court
    Reward: Feather Legs
    
    After defeating the computer, go back to Harry and talk to him. He actually
    succeeded in getting Trish's (the receptionist's) number. Head back to the
    Steel Hearts office. When Ernest finds out that you passed, he sends you home,
    and tells Harry to accompany you for some quality time together.
    
    On the world map screen, head back home. When you get there, you will go inside
    and go to bed. Harry will hurry back home to call Trish, dropping the phone
    number in front of your house.
    
    ###############################################################################
    #06d. Day Four#                                                 #06d. Day Four#
    ###############################################################################
    
    Lucy will wake you again, so head outside. When you leave, you will find that
    your neighbors are arguing extremely loudly. However, ignore it for now and go
    to work. When you get there, Ernest will send you back to deal with the
    problem anyway. Apparently, Lucy tried to help but couldn't because robos were
    involved. He sends a reluctant Harry with you as well.
    
    Upon arriving, after talking with Lucy about the problem, you and Harry will go
    inside. Harry will tell you to challenge the wife while he takes care of the
    husband. Talk to her to initiate a battle.
    
    Opponent: Woman
    Robo: Metal Ape
    Gun: Blade
    Bomb: Straight T
    Pod: Feint F
    Legs: Long Thrust
    Holosseum: Magma Hole
    Reward: Vertical Gun
    
    After both the husband and wife are defeated, they will quickly make up and
    take revenge on you in your very first Story Mode 2-on-2 battle.
    
    Opponent: Woman/Walt            Partner: Harry
    Robo: Metal Ape/Dour Head       Robo: Glory
    Gun: Blade/Left 5-Way           Gun: Vertical
    Bomb: Gemini P/Dual             Bomb: Crescent P
    Pod: Wave/Diving                Pod: Cockroach H
    Legs: Long Thrust/High Jump     Legs: Standard
    Holosseum: Basic Arena
    Reward: Metal Ape, Spider Pod
    
    After that match, Marcia will enter the room saying that Ernest was worried
    about Harry because he was acting weird. You will also find out the cause of
    the problem; the wife found a girl's phone number in the coat pocket of the
    husband. Upon examination, Harry finds out that it is indeed Trish's number,
    but keeps such information to himself and instead just takes it as evidence.
    Marcia goes to comfort the children, and Harry will tell you a bit about
    her past. Her parents passed away a few years ago, and her brother, an elite
    member of the police squad, abandoned her just recently. As well, Marcia
    possesses a strange power, and all these things grouped together caused her to
    shut herself out from the world and keep everything to herself. She wants a
    Class-A license because she wants to join the police squad, and Harry
    speculates that she wants to search for her brother.
    
    As the three of you prepare to leave, Marcia gets a phone call from Ernest
    telling you to get to Bogey's Cafe. A wanted criminal named Marv has been
    spotted, and Ernest wishes to claim the reward. After a few unnecessary
    questions, the three of you head off and automatically walk to Bogey's.
    
    When you arrive, you find some weird guy with pink hair, and two goons with
    sunglasses. During a conversation, you find out that Evil, the pink-haired guy,
    is the leader of a rival bounty hunter group Dark Blue. Not only that, but they
    have already caught Marv. Bogey requested the services of Dark Blue because
    Ernest had been there all day in a dark corner writing poetry and weeping,
    and he didn't want to rely on a group with such a weird leader.
    
    After a brief conversation between the two groups, the three of you decide to
    head back to the office. When you get there, Ernest is angry at first about
    your failure, but then a witty comment from Harry shocks him back into place,
    and causes him to dismiss the three of you and leave through the door behind
    him. You will be asked if you are going home, so say what you wish. Either way,
    the next day must commence before the story continues.
    
    ###############################################################################
    #06e. Day Five#                                                 #06e. Day Five#
    ###############################################################################
    
    You will be woken up by your cellphone. It's Harry, and you have work to do.
    There is a robo fight going on at the Daimon Chinese restaurant, and the owner,
    Dendai Don, called Steel Hearts. Head outside and talk with Lucy, and she'll
    tell you where Daimon is. It is at the very top of the map, in the center.
    
    When you get there, you'll find Ernest, Marcia and Harry already present. Talk
    to Ernest to find out that a guy who was eating at the restaurant at the time
    was killed due to the mental shock of an incredibly intense robo battle. Talk
    to Marcia and Harry as well, and then Mira and Roy will show up. According to
    Mira, a witness claimed that the victim was fighting an autonomous robo, which
    had recently fled the scene and was nowhere to be found. Mira asks Marcia to 
    use her special ability, the half-dive, to read the victims last thoughts.
    After a bit of convincing, Marcia agrees.
    
    Upon half-diving, Marcia witnesses the opponent robo, and claims that it looks
    more like a living thing than a robo. Roy and Mira ask Marcia to go to Police
    Squad HQ with them to draw a composite sketch of the robo, to which she also
    agrees. You, Harry and Ernest head back to the office and wait for her. After
    a conversation about Marcia and the half-dive, Ernest gets a phone call from
    Bogey asking for the assistance of the Steel Hearts. There is some guy who
    keeps winning all of his matches, causing Bogey to lose all his money. Head
    over there to solve the problem.
    
    When you and Harry get there, you find that Dark Blue is already there, but
    this time they're being "generous" and fighting you for rights to the job. You
    will have to do a 2-on-2 battle against Evil and one of his goons.
    
    Opponent: Evil/Lackey 2          Partner: Harry
    Robo: Juggler/Metal Ox           Robo: Glory
    Gun: Right Pulse/Gatling         Gun: 3-Way
    Bomb: Left Flank H/Submarine D   Bomb: Standard F
    Pod: Speed P/Feint G             Pod: Dolphin
    Legs: Stabilizer/Quick Jump      Legs: Standard
    Holosseum: Checkmate Foundry
    Reward: Left Flank Bomb H, Feint Pod F
    
    After winning the match, Evil claims he allowed you to win, and leaves. Bogey
    directs you to the location of the problem; behind a hidden door at the back of
    the cafe. Bogey has been hosting illegal gambling matches, and someone has been
    winning too much.
    
    Go into the back room, and talk to all of the people in the room. There are
    seven people in total to talk to. After talking to each person at least once,
    talk to the waiter at the front desk to sign up for a 16-combatant singles
    tournament. Harry will be number 16, you are number 9, and the guy you're
    supposed to defeat, Shiner, is number 1. Talk to the waiter again, and say
    "I'm ready." to start the tournament.
    
    For the first round, you must face a member of the police squad (participating
    in an illegal tournament). His name is Paulie.
    
    Opponent: Paulie
    Robo: Javelin
    Gun: Gatling
    Bomb: Straight S
    Pod: Satellite
    Legs: Standard
    Holosseum: Diamond Cell
    Reward: Javelin
    
    Talk to the waiter again (he's in front of the holosseum deck) to start the
    second match. Your second opponent is your neighbor, Walt.
    
    Opponent: Walt
    Robo: Dour Head
    Gun: Right 5-Way
    Bomb: Crescent P
    Pod: Feint G
    Legs: Standard
    Holosseum: Ice and Snow
    Reward: Left 5-Way Gun
    
    Again, talk to the waiter to start the semifinal match, in which you will be
    facing Harry.
    
    Opponent: Harry
    Robo: Glory
    Gun: Vertical
    Bomb: Standard S
    Pod: Cockroach H
    Legs: Short Thrust
    Holosseum: Checkmate Foundry
    Reward: Caboose Pod C
    
    Talk to the waiter one final time to initiate the final match. This match is
    against none other than Shiner.
    
    Opponent: Shiner
    Robo: Breaker
    Gun: Flame
    Bomb: Straight G
    Pod: Caboose X
    Legs: Long Thrust
    Holosseum: Crevice Court
    Reward: Flame Gun
    
    After the battle, Shiner isn't the least bit disappointed in his loss. He
    claims his "job is done here". Harry accuses him of being a member of the Z
    Syndicate, because the syndicate's logo is embedded on his shoulder. Harry
    describes to our dimwitted main character about the Z Syndicate (honestly, he
    knows absolutely nothing about robos or the town he lives in or anything).
    Shiner admits to nothing, and when the lights go out unexpectedly, he escapes.
    When the lights turn back on, Marcia walks in, claiming not to see anyone on
    the way. The waiter closes up for the day, and the weird guy with blue hair
    that was standing in the corner bumps into Marcia on his way out. After a bit
    of mumbling, Marcia runs after the man. I don't know how obvious it is to you
    so I'm not going to say anything specific. If you don't know, you'll find out
    eventually. Harry asks you if you want to go home or wander around, and Day 5
    comes to a close...
    
    ###############################################################################
    #06f. Day Six#                                                   #06f. Day Six#
    ###############################################################################
    
    Lucy wakes you up this morning. Get up and go outside to talk to her, as per
    usual. She says she's decided to go to Daimon today. Head to work to find Harry
    and Marcia. Marcia is refusing to talk to anyone about the event that occurred
    the day before. Ernest enters the room with a big surprise... he's entered you,
    Harry and Marcia in a battle tournament at the Training Gym. Although he says
    he's doing it for the health and well-being of his employees, he actually wants
    more publicity. Well, either way, you get to participate in a tournament. You
    will automatically be taken to the Training Gym. Because you're still an
    amateur, Harry tells you to talk to the people hanging around the gym for
    information. You have to talk to everyone: that's three generic boys, two
    generic girls, Walt & family, Harry, Marcia, and Sophie. Talk to every one of
    those people, and Sophie will announce the start of the tournament. You will be
    competing in five matches, all of which except for the last one will be at the
    same holosseum deck you practiced with Harry at on Day 2. Press A in front of
    the holosseum deck to fight your first opponent, your neighbor's son, Will,
    whom does not have any specific reason for competing other than for fun.
    
    Opponent: Will
    Robo: Seal Head
    Gun: 3-Way
    Bomb: Standard F
    Pod: Seeker F
    Legs: Quick Jump
    Holosseum: Little Locomotive
    Reward: Twin Flank Pod G
    
    Your next opponent is Dendai Don, owner of Daimon Chinese restaurant. He had to
    shut down his restaurant after the event yesterday, and wanted to win the
    tournament to gain publicity.
    
    Opponent: Don
    Robo: Shrike
    Gun: Drill
    Bomb: Straight G
    Pod: Twin Flank F
    Legs: High Jump
    Holosseum: Chinese Bowl
    Reward: High Jump Legs
    
    Opponent number three is Mary, the girl you met at Hub Park on Day 2. She
    doesn't remember ever meeting you, and claims she got to Round 3 in the
    competition by promising her two previous male opponents a date if they lost.
    Even though she makes a similar offer to you, nothing of the such happens if
    you lose; the game just resets to right before the match and you try again.
    
    Opponent: Mary
    Robo: Earth
    Gun: Vertical
    Bomb: Gemini P
    Pod: Ground Freeze
    Legs: Quick Jump
    Holosseum: Flower Garden
    Reward: Earth
    
    Next is the semifinal round. The round pits Marcia against Harry, and you
    against Evil. Harry loses against Marcia pretty badly, but is confident in your
    ability to defeat Evil.
    
    Opponent: Evil
    Robo: Juggler
    Gun: Right Pulse
    Bomb: Burrow D
    Pod: Dolphin G
    Legs: Short Thrust
    Holosseum: Diamond Fences
    Reward: Gatling Gun
    
    At last! The final round! Head to the holosseum deck at the top of the room to
    challenge your final opponent, Marcia.
    
    Opponent: Marcia
    Robo: Milky Way
    Gun: Homing Star
    Bomb: Wave
    Pod: Spider
    Legs: Booster
    Holosseum: L Formation
    Reward: Booster Legs
    
    A surprised Harry and Marcia congratulate you on your victory, and you are
    officially declared the champion. After making an embarrassing advertisement for
    Steel Hearts, the day comes to a close.
    
    ###############################################################################
    #06g. Day Seven#                                               #06g. Day Seven#
    ###############################################################################
    
    You will be woken up by a phone call from Ernest. Linda has hired the Steel
    Hearts to guard the research labs. Marcia and Harry are there waiting for you,
    so head out.
    
    When you get to the research lab, head inside, and enter the reception room,
    located at the back of the entrance hall. Linda, Marcia and Harry are all
    waiting in the room. Evil is also there, because Dark Blue was also hired to
    assist in guarding the lab. Apparently, the lab has been targeted for
    something, and Dark Blue has been unable to stop it before today. Evil himself
    personally volunteered to guard it for free to restore the honor of his team,
    having failed to capture the culprits. Evil leaves after greeting you, and
    Linda says that you and Harry can stay in the reception room. Linda and Marcia
    leave the room and go to the director's Room. Harry decides to go look around,
    and tells you to go talk to the techs to gain some info. If you go to Lab 01
    and talk to Harry, he tells you to come back to him once you talk to everybody.
    There are three scientists in each lab, Harry in Lab 01, Evil in the main
    lobby, and Linda and Marcia in the director's room.
    
    Go back to Harry and talk to him and he suggests going back to the reception
    room. In the reception room, you, Harry and Marcia discuss your findings. There
    is no logical reason for anybody being able to enter the lab at night. Despite
    what you say you found, Harry deduces it to be an inside job, and decides to
    investigate at night.
    
    Instantly, it becomes night time, and all the researchers have gone home. Harry
    and Marcia split up to investigate the labs, so head out of the reception room
    and over to the presentation room. It's the first door on the right side of the
    lobby. Investigate with the A Button near the back of the room, and you will
    hear a loud crashing sound, followed by Harry yelling for you to return to the
    reception room. Go to the reception room to find Marcia, Harry and Evil. The
    window at the back of the room is shattered, and Evil saw a dark, cloaked
    figure run outside when he entered the room. Upon Evil's suggestion, everybody
    splits up to see if a bomb was planted. Investigate a little bit, then talk to
    Marcia. She questions the fact that they're searching for a bomb, and the four
    leave the reception room to find the entire lab in disarray. The four of you
    split up to see if the culprit is still inside. If you check into Lab 01 and
    Lab 02, you'll find Marcia and Harry in the midst of robo battles with some
    unknown, yet oddly clothed people. They are from the Z Syndicate. Go to the
    presentation room to find a guy not battling, and challenge him.
    
    Opponent: Z Lackey
    Robo: Glaive
    Gun: Gatling
    Bomb: Right Flank H
    Pod: Throwing D
    Legs: Stabilizer
    Holosseum: High-Rise Plaza
    Reward: Throwing Pod D
    
    Exit the presentation room to find another lackey waiting for you.
    
    Opponent: Z Lackey
    Robo: Criminal
    Gun: Vertical
    Bomb: Double Mine
    Pod: Seeker F
    Legs: Quick Jump
    Holosseum: Crevice Court
    Reward: Double Mine Bomb
    
    Go back into the reception room to find a third lackey investigating the room.
    Talk to him to challenge him.
    
    Opponent: Z Lackey
    Robo: Glaive
    Gun: Shotgun
    Bomb: Straight T
    Pod: Speed D
    Legs: Long Thrust
    Holosseum: Ice and Snow
    Reward: Straight Bomb T
    
    Head outside now to witness Marcia lose a battle to an unknown woman, and you
    run out in defense of her. Despite whether you choose to fight, negotiate, or
    flee, you end up battling her, despite Marcia's recommendation to the opposite.
    This is your first battle against an illegal robo, so be careful.
    
    Opponent: Woman
    Robo: Athena /!\
    Gun: Waxing Arc /!\
    Bomb: Right Wave
    Pod: Dolphin
    Legs: High Jump
    Holosseum: Panic Cubes
    Reward: N/A
    
    After winning, the woman leaves, and Harry rushes out to see if the two of you
    are okay. Harry says that the guy he was fighting dropped his robo cube when he
    left, so Marcia decides to attempt a half-dive. While half-diving, Marcia says
    a lot of broken sentences, but the gist of it is that Z's boss died, and a
    power struggle caused them to split into sides. They were also looking for
    an unknown item at the lab. Marcia wishes to ask Linda.
    
    In the director's room, you and Harry ask Linda to tell them what they could
    possibly be seeking, but she can't think of anything. She decides to report the
    appearance of the Z Syndicate to the police, however. You're done for the day,
    so head home.
    
    ###############################################################################
    #06h. Day Eight#                                               #06h. Day Eight#
    ###############################################################################
    
    You are woken up by your cellphone again this morning. It is Ernest again, and
    he is mad at you for being late. He tells you to head to Bogey's and meet up
    with Marcia and Harry, because some strange robo is causing problems. Get up
    and talk to Lucy to discover the reason why you didn't get up on time; she's
    decided to stop waking you up! Anyway, head to Bogey's Cafe.
    
    Upon your arrival, Bogey tells you that a weird robo is trashing his back room.
    After contemplating what it could be, an autonomous robo run amok, or something
    similar, you head back there. The room is a complete mess, with fallen cement,
    and cracks in the wall, and the culprit, as Marcia reveals, is the same robo
    she encountered during her half-dive at Daimon, but it looks a bit different
    from the last time she saw it. Harry tells you to stop it, because he wishes to
    see what its holosseum looks like, and Harry and Marcia have their own
    holosseums already. Go up to the robo and press A in front of it to commence a
    challenge.
    
    Opponent: ???
    Robo: Rahu I /!\
    Gun: Rahu I /!\
    Bomb: Grand Cross /!\
    Pod: Penumbra I /!\
    Legs: Ultimate /!\
    Holosseum: Nature Park
    Reward: N/A
    
    When you defeat the robo, Harry asks you what the holosseum looked like. In the
    world of custom robo, trees and grass are made out of metal and plastic, and
    yet in that holosseum, the plants weren't made out of such materials. After
    describing the holosseum, you find some weird guy with gray hair named Oboro,
    and the blue-haired guy that you saw last time you were here. They tell you
    that the strange robo was drawn to the room by the greed, envy and hatred left
    behind by all the people who lost money when Shiner was there a few days ago.
    Oboro, admittedly a member of the Z Syndicate, tells you that he is taking the
    robo. When Harry realizes that they are from Z, he says that they have to fend
    them off, but Marcia says she doesn't want to, and begs you not to as well.
    Despite what she says, Harry fights Oboro, and tells you to fight the blue-
    haired guy.
    
    Opponent: Man
    Robo: Ruhiel /!\
    Gun: Raptor /!\
    Bomb: Standard
    Pod: Spider G
    Legs: Booster
    Holosseum: L Formation
    Reward: N/A
    
    After you defeat the blue-haired guy, the strange robo behind you wakes up and
    escapes. Oboro, regretting fighting instead of taking the robo, runs away with
    the man. You and Harry try to comfort Marcia, whom was really distressed since
    encountering Oboro and the blue-haired man, but before she says anything, Mira
    and Linda enter the room asking what happened. After confirming the appearance
    of the robo, Mira shows the sketch to Linda. After a brief discussion you have
    yet to be able to understand, Mira and Linda leave without explanation. Harry,
    angry at being left out, decides to leave, and day eight comes to an awkward
    close.
    
    ###############################################################################
    #06i. Day Nine#                                                 #06i. Day Nine#
    ###############################################################################
    
    You will actually get up by yourself this morning, a feat that surprises Lucy,
    whom was just entering your room. Lucy will stand aside, so head out and go to
    Steel Hearts, as per the usual routine, and talk to Ernest. The police squad is
    sponsoring a battle tournament today, and despite Ernest's reluctance to enter
    such a tournament, he received a phone call from Mira strongly urging that the
    Steel Hearts enter the tournament. The tournament is taking place in the
    training room at police squad HQ. Because this is a new location, Harry will
    automatically take you there. Upon entering, there will only be one door
    available for entry, the training room, where the tournament is taking place.
    The police chief makes a boring speech about a bunch of crap, and says that
    the tournament will start momentarily. There is a singles tournament and a
    2-on-2 tournament, and Harry asks which one they should enter. Marcia is still
    incapable of fighting for a reason still unknown to you, so Harry decides to
    enter the 2-on-2 tournament with you. He leaves you with a classic task: talk
    to everybody in the room. There are six generic boys and two generic girls,
    along with Evil and one of his lackeys, Roy, Mira, the police chief, a cop,
    Will & Wendy, Sophie, Harry and Marcia. After talking to all 19 people in the
    room, Sophie will step forward and announce the start of the tournament. The
    way this tournament works is that there are eight blocks, Blocks A-H. Blocks
    A-D are fighting here in each of the four corner holosseum decks, and blocks
    E-H are fighting in the Training Gym. You won't be able to go to the Training
    Gym, but you won't need to because you're in Block D. You're first opponents
    are Will and Wendy.
    
    Opponent: Will/Wendy             Partner: Harry
    Robo: Seal Head/Swift            Robo: Glory
    Gun: 3-Way/Vertical              Gun: Gatling
    Bomb: Submarine K/Left Flank H   Bomb: Wave
    Pod: Reflection/Umbrella         Pod: Diving
    Legs: Feather/Stabilizer         Legs: Stabilizer
    Holosseum: Little Locomotive
    Reward: Seal Head, Umbrella Pod
    
    Your next opponents are Anthony and Thomas, last seen at Hub Park on a certain
    Day 02. However, they didn't remember you until reminded by Harry, and they are
    now the best of friends for reasons too weird to understand.
    
    Opponent: Anthony/Thomas      Partner: Harry
    Robo: Criminal/Splendor       Robo: Glory
    Gun: 3-Way/Gatling            Gun: Drill
    Bomb: Crescent C/Crescent P   Bomb: Gemini B
    Pod: Jumping B/Jumping G      Pod: Seeker F
    Legs: Standard/Formula        Legs: Booster
    Holosseum: Flower Garden
    Reward: Crescent Bomb P, Trio Pod H
    
    Next you'll be fighting two police squad guys, whom are afraid of losing to
    bounty hunters, so are giving the excuse that they are going easy on you.
    
    Opponent: Police/Police      Partner: Harry
    Robo: Javelin/Defender       Robo: Glory
    Gun: Vertical/Drill          Gun: 3-Way
    Bomb: Right Wave/Freeze      Bomb: Burrow D
    Pod: Float F/Ground Freeze   Pod: Twin Flank F
    Legs: Short Thrust/Booster   Legs: Quick Jump
    Holosseum: Checkmate Foundry
    Reward: Right Flank Bomb H, Short Thrust Legs
    
    Next up is Walt and his wife, Carmen. They're reason for entering is because
    they wish to use the prize money (Carmen wants a bag, and Walt wants a toupee),
    but what they don't realize is that the tournament isn't for money. After
    learning of this, they decide to use their rage to defeat you and Harry.
    
    Opponent: Carmen/Walt         Partner: Harry
    Robo: Metal Ape/Dour Head     Robo: Glory
    Gun: Blade/Left 5-Way         Gun: Vertical
    Bomb: Tomahawk G/Standard X   Bomb: Left Flank H
    Pod: Reflection/Cockroach G   Pod: Jumping G
    Legs: High Jump/Wide Jump     Legs: Stabilizer
    Holosseum: Ice and Snow
    Reward: Right 5-Way Gun, Wide Jump Legs
    
    Your fifth opponents are Bogey and the waiter that runs the battle show.
    
    Opponent:  Waiter/Bogey     Partner: Harry
    Robo: Peregrine/Tank Head   Robo: Glory
    Gun: Stun/Bubble            Gun: Shotgun
    Bomb: Straight S/Dual C     Bomb: Standard S
    Pod: Beast F/Throwing D     Pod: Dolphin G
    Legs: Stabilizer/Feather    Legs: Booster
    Holosseum: Crevice Court
    Reward: Swift, Satellite Pod
    
    The last battle against Bogey concludes the preliminary round. The winning
    teams from Blocks A-D will now compete amongst each other. You will be fighting
    against Mira and Roy.
    
    Opponent: Mira/Roy              Partner: Harry
    Robo: Sol/Halberd               Robo: Glory
    Gun: Ion/Magnum                 Gun: Vertical
    Bomb: Delta/Geo Trap            Bomb: Tomahawk G
    Pod: Standard F/Satellite H     Pod: Reflection
    Legs: Stabilizer/Short Thrust   Legs: Wide Jump
    Holosseum: High-Rise Cell
    Reward: Bubble Gun, Wall Bomb
    
    After winning this fight, the tournament is postponed temporarily, so you can
    find out what is wrong with Marcia. If you tried to talk to her in between
    matches, she would just mumble some stuff and/or say she needs to be left
    alone. Go talk to her now. She still won't say anything, so report back to
    Harry and he says he'll go with you. He goes to Marcia and makes up some story
    about his stomach being sore, and asks her to switch with him. Before Marcia
    gives a straight answer, Harry calls out to Sophie that he and Marcia are
    swapping, and the tournament continues before she can refuse.
    
    The semifinal round begins. This battle takes place in the center holosseum
    deck, against Evil and Lackey 1. However, Marcia says she still can't fight, so
    Evil tells his lackey to step aside and fights you 1-on-1.
    
    Opponent: Evil
    Robo: Juggler
    Gun: Left Pulse
    Bomb: Standard K
    Pod: Jumping B
    Legs: Quick Jump
    Holosseum: High-Rise Plaza
    Reward: Left Pulse Gun
    
    After claiming he threw the match due to the lack of prize money for victory,
    Evil departs, and the final round begins. Your final opponents are Linda and
    Ernest, however Marcia still refuses to fight. You offer to fight by yourself,
    and Ernest agrees to it, however Harry and Linda do not like that idea. Harry
    asks Marcia one last time what is wrong, and she finally decides to say
    something. She says her brother is watching her from somewhere, and asks for
    his help. After learning that she was sad about her brother again, Harry throws
    a fit and says that her brother is never coming back, and that she needs to
    learn how to help herself and her friends. She realizes that she was being
    selfish, and has a revolution. She decides she wants to help the people she
    cares about, and starts by helping you in your battle.
    
    Opponent: Ernest/Linda          Partner: Marcia
    Robo: Metal Bear/Seeker         Robo: Milky Way
    Gun: Sniper/Hornet              Gun: Homing Star
    Bomb: Acrobat/Tomahawk B        Bomb: Standard X
    Pod: Twin Flank G/Cockroach G   Pod: Jumping B
    Legs: Long Thrust/Long Thrust   Legs: Stabilizer
    Holosseum: L Formation
    Reward: Right Pulse Gun, Acrobat Bomb
    
    Marcia thanks you and Harry for helping her through her problem, and Ernest
    says that she needs to battle for other people more than for herself in order
    to become stronger. You also find out that Ernest and Linda graduated from
    Takuma University in the same year, and Ernest was the best in his class (see
    glossary for more info). Mira decides to invite you and Marcia over to her
    house for dinner. Ernest is invited as well, but decides to celebrate in
    Bogey's Cafe with Linda. Mira tells you to come by later, and leaves with Harry
    to get ready. Marcia asks you what you're going to do, just like Harry usually
    does, but don't worry about going home and missing the dinner party. It almost
    makes it seem as though you went to bed and got up the next morning, but you
    will already be awake, and you'll decide it's time to head over to Mira's. Head
    outside, and after telling Lucy what you're up to, head over to Harry's Home,
    which is in the northeastern corner of the world map. When you get there,
    Marcia is already there.
    
    You spend a short while discussing a few things. Mira tells Harry to join the
    police squad again, but he says he doesn't want to work for his sister. Harry
    asks what the police have been up to lately, sponsoring tournaments and such
    instead of law enforcement, and Mira says they want a good relationship with
    the public. Marcia asks what they're doing about the strange robo that was at
    Daimon and Bogey's Cafe, and Mira says not to worry about it, and to celebrate
    instead of worry. Mira asks you about the watch you have on your wrist, and
    you'll say it is the only memory you have of your father. Although you don't
    know what he did for a living, you know he died at work, because you got a
    letter saying so with no return address. Harry finds it strange that your
    father and Marcia's brother both disappeared, but doesn't look any farther into
    it for fear of offending you. Marcia looks at the time and decides it's time to
    go. She leaves, and Harry asks what you're going to do. This time, the day will
    end when you say you're going home.
    
    ###############################################################################
    #06j. Day Ten#                                                   #06j. Day Ten#
    ###############################################################################
    
    You'll get up on your own this morning as well. After an unimportant
    conversation with Lucy, head over to Steel Hearts. Talk to Ernest. He'll
    congratulate you on winning the tournament. Because of the results of the
    tournament, the police have invited the three of you to a practice round,
    although Ernest doesn't know the details. You just have to head over there and
    find out. Go to Police Squad HQ. Again, the only room you're allowed in is the
    training room. Talk to the police chief, and he'll tell you that he has a plan
    for catching the autonomous robo that's been causing problems, but he'll tell
    you after the matches. In this practice match, the three of you each have to
    fight two random police squad members, Roy and Mira in singles matches with no
    breaks. Harry fights first, Marcia second, and you third. Harry and Marcia both
    win all their matches, and it's up to you to win yours. Talk to the police
    chief to start the first match.
    
    Opponent: Police
    Robo: Defender
    Gun: Needle
    Bomb: Straight G
    Pod: Throwing P
    Legs: Stabilizer
    Holosseum: High-Rise Plaza
    Reward:  Straight Bomb G
    
    Talk to the chief again to start the second match.
    
    Opponent: Police
    Robo: Javelin
    Gun: Afterburner
    Bomb: Submarine P
    Pod: Trio H
    Legs: Short Thrust
    Holosseum: Diamond Cell
    Reward: Submarine Bomb K
    
    The chief sends the two cops back to work, and then tells Roy to prepare for
    his battle. However, Linda interrupts and asks the chief if she could fight you
    first. The chief agrees, so talk to him to fight Linda.
    
    Opponent: Linda
    Robo: Seeker
    Gun: Hornet
    Bomb: Dual C
    Pod: Jumping B
    Legs: Booster
    Holosseum: Diamond Fences
    Reward: Dual Bomb C
    
    Now, you can fight Roy. Talk to the chief to start.
    
    Opponent: Roy
    Robo: Halberd
    Gun: Magnum
    Bomb: Straight T
    Pod: Double Wave
    Legs: Quick Jump
    Holosseum: High-Rise Cell
    Reward: Wave Pod
    
    Talk to the chief once again to start the match against Mira.
    
    Opponent: Mira
    Robo: Sol
    Gun: Ion
    Bomb: Delta
    Pod: Caboose C
    Legs: Stabilizer
    Holosseum: High-Rise Cell
    Reward: Float Pod F
    
    Although the battle with Mira was supposed to be the final battle, the chief
    wishes to challenge your skills. Talk to him to start this match, the actual
    final match of this practice round.
    
    Opponent: Chief
    Robo: Metal Ox
    Gun: Rayfall
    Bomb: Standard X
    Pod: Caboose X
    Legs: Ground
    Holosseum: High-Rise Cell
    Reward: Sword Storm Gun, Standard Pod F
    
    The chief concedes, and they all admit that you, Harry and Marcia have amazing
    skills. Mira says that your skills are close to that of Class S. Linda approves
    of your mental capabilities, and the chief decides to allow you to take the
    license test. When Harry hears this, he is shocked, until he learns that it is
    strictly a skills test. Marcia questions the fee for the test, but Roy says
    that Class-S tests are free. See the spoiler glossary for info on the Class-S
    rating. The chief says that the previous day's tournament and that day's
    practice matches were to test you, Harry and Marcia's ability alone, and that
    they can now take the Class-S exam, being recommended by four Class-S
    commanders. Roy, Mira, Linda and the Chief are all Class S, however to the
    public they are all Class A. The chief takes you to the examination hall, where
    the Class-S test is taken, which is located to the left of the training room,
    and up the hallway. In order to clear the test, you must challenge a test
    machine and defeat the robo under its control. Harry goes into the room on the
    left, Marcia to the right, so enter the room in the center and talk to the
    computer inside.
    
    Opponent: Computer
    Robo: Rahu I /!\
    Gun: Rahu I /!\
    Bomb: Grand Cross /!\
    Pod: Penumbra I /!\
    Legs: Ultimate /!\
    Holosseum: Nature Park
    Reward: N/A
    
    After questioning to yourself whether your opponent was "that" robo, head back
    to the examination hall entrance area. Marcia and Harry also had the same
    speculations on their opponent's robo, but both were able to defeat it.
    However, Harry's robo was broken in the battle. (This is strictly a story-
    related event. Yours nor anybody else's robo is capable of being destroyed.)
    The chief officially announces you, Harry and Marcia Class-S commanders. He
    also tells you that a Class-S license comes with special knowledge that nobody
    else knows, and is considered top secret by the government. This information is
    chock full of spoilers, so read at your own risk.
    
    The robo you just battled is called Rahu, however Rahu is a living being, not a
    robo. Centuries ago, Rahu nearly destroyed the human race. The robo fought
    during the Class-S examination was a simulation of Rahu, derived from his
    behavior in battle. Marcia questions why nobody knew about the human race
    almost being destroyed, but the chief assures that no normal citizen knows
    anything, and that only Class-S commanders are trusted with such knowledge.
    Rahu's holosseum is built from a completely natural environment, and resembles
    what the world used to look like before Rahu destroyed it.
    
    There is more information for the chief to tell you, but Roy recommends that
    you hear the remainder of the story tomorrow, because it has been a long day.
    Marcia and Harry depart to think about what they've been told, and Mira asks
    you if you are going home or not. Your answer has the same effect as it does
    when Harry asks.
    
    ###############################################################################
    #06k. Day Eleven#                                             #06k. Day Eleven#
    ###############################################################################
    
    You are woken by your cellphone. It's Ernest, yelling at you to get over to
    Daimon. Dendai Don called and said "that robo", which you recently learned the
    identity of, is there, and is destroying his restaurant. Head outside, talk to
    Lucy, and head over to Daimon.
    
    When you get there, Harry, Marcia and Evil are there. Evil is battling Rahu,
    while Marcia and Harry watch. Talk to Marcia or Harry (if you talk to Harry,
    Marcia talks first anyway) to find out that Rahu is somehow stronger than he
    was before, and that Evil was already fighting when they got there. To
    everyone's surprise, Evil wins the battle, however when Marcia tells him to
    give it to the police squad, he refuses. He instead wishes to give the robo to
    the Z Syndicate in order to join, working under Eliza, the woman you met at the
    lab when you were hired as a guard. Both halves of the Z Syndicate have been
    attempting to capture Rahu (if you recall, the Z Syndicate broke up out of a
    disagreement). Although Evil doesn't know anything about Rahu or the Z
    Syndicate, his infatuation with Eliza makes him want to give it to them anyway.
    Marcia realizes that the attempted burglary at the lab was Evil's doing, and
    that's why he worked for free. Evil's goons disabled the security, allowing Z
    to break in. When Linda hired Steel Hearts, Evil broke a window and made up
    a story about a shadowy figure to distract you while they broke in.
    
    The woman you met at the lab, Eliza you now know her as, enters the restaurant
    at this point to take the robo. Evil tells her that he was able to secure the
    robo, and asks if he is now able to join the Z Syndicate. The woman, however,
    doesn't recall such a promise, and in fact refuses to admit that she has ever
    met Evil. Evil falls to the ground, sobbing. Harry steps forward and declares
    that the woman cannot have Rahu. To back up his declaration, he challenges her,
    but immediately afterwards remembers that his robo is broken. Marcia offers to
    take his place, but Harry argues that she lost last time she fought her. This
    time, the woman steps forward and says that she has never fought Marcia before
    (she doesn't actually say Marcia's name). Then, you step forward and say that
    you'll battle her, because you beat her once. When the woman hears this, she
    dismisses it as nonsense, but agrees to fight you. Mocking you, she allows you
    to go to the parts generator before the match, so talk to her when you're ready
    to fight.
    
    Opponent: Woman
    Robo: Athena /!\
    Gun: Waning Arc /!\
    Bomb: Left Wave
    Pod: Dolphin
    Legs: High Jump
    Holosseum: Panic Cubes
    Reward: N/A
    
    After defeating her, she says your skills are "interesting", and decides to
    turn off her safety switch. However, before a rematch takes place, an unknown
    voice yells out for you to stop. The voice belongs to Oboro, whom is
    accompanied by the blue-haired guy. If you recall, they were last seen at
    Bogey's Cafe, when you last encountered Rahu. Oboro attempts to claim Rahu for
    himself. The woman and Oboro argue over who has rights over Rahu. The woman
    backs down, knowing she can't take on two opponents, but says she'll come back
    for Rahu. When Oboro attempts to take Rahu, Marcia urges you to partner up with
    her and fight them. Harry questions why she's so willing when she was incapable
    of fighting last time, but she says she needs to fight She needs to know why
    "he's" there, referring to the blue-haired man, because "he" is Marcia's
    brother. Sergei (that's his name) is shocked that Marcia knew (he's wearing a
    mask to disguise himself), and Oboro decides to take it easy on her because of
    the newfound relation.
    
    Opponent: Sergei/Oboro               Partner: Marcia
    Robo: Ruhiel /!\ / Rakansen /!\      Robo: Milky Way
    Gun: Raptor /!\ / Wyrm /!\           Gun: Homing Star
    Bomb: Wyvern /!\ / Treble /!\        Bomb: Dual C
    Pod: Wolf Spider /!\ / Cheetah /!\   Pod: Standard F
    Legs: Raven /!\ / Swallow /!\        Legs: Feather
    Holosseum: Castle Keep
    Reward: N/A
    
    Sergei and Oboro are surprised in your and Marcia's ability, however Oboro
    makes the classic bad guy claim that he was going easy, and would have
    dominated had he battled for real. Oboro still plans to take Rahu, and right
    when Marcia attempts to stop Sergei, he sets off some sort of flash bomb that
    makes the screen turn white. When vision is restored, Sergei, Oboro and Rahu
    are all gone. Evil is gone too, and Harry says that he probably left during the
    battle. Marcia says that the three of you need to contact the police squad,
    reminding Harry that Mira asked them to go back to police squad HQ anyway to
    hear the rest of the story that was left unfinished yesterday. When you gain
    control, leave Daimon and head over to police squad HQ. The chief and Mira are
    waiting in the chief's office, which is straight ahead from the entrance. Go in
    and talk to the chief.
    
    The chief tells you that this part of the story is also restricted to Class-S
    commanders, and hence is unknown to the public, just like Rahu is. You say that
    you, Harry and Marcia just came into contact with Rahu at Daimon, which shocks
    Mira and the chief. They ask where it is, and you tell them that the Z
    Syndicate has it. Then they ask why the restaurant owner didn't contact them,
    and you say it's because he didn't want his restaurant closed down again.
    Despite this, the chief gets back on topic and the story commences. This part
    of the conversation also has many spoilers within it, so again, read at your
    discretion.
    
    The chief says that Roy is investigating the location of Z's hideout, which is
    located somewhere in "the outside world". The world, as is known to ordinary
    civilians, is a flat world that ends at a huge wall. The chief asks you to
    follow him, and he leads you out of his office and to the restroom. The chief
    claims that he was in need of a room that could not be suspected of holding any
    importance, so he chose a bathroom. He walks over to a picture of a handprint
    on the wall, and tells you that it is a sensor that activates when Class-S
    commanders press their hand against it. The chief activates it, and the entire
    room starts shaking, moving downward into an underground passageway. In the
    passageway is what we know as a train, but such a thing is unknown in the game.
    The chief tells you to get on. The train will take you to another platform on
    the opposite side of the town, and the five of you will exit the train, and
    enter the door on the right side. On the other side of the door is an
    indescribably strange hallway. You just have to see it. When you get to the end
    of the hallway, Mira tells you that you are inside the custom robo statue
    outside Daimon (it is visible from the world map). The big gray wall in front
    of you is the wall at the end of the world, and according to common knowledge,
    nothing lies behind it. However, even though there shouldn't be anything behind
    the wall, the chief presses a button, and it opens up to reveal "the outside
    world", which extends far beyond what is known of the world.
    
    You'll find yourself on another world map screen, this one of the outside
    world. Behind you is a dome containing the world as it is known to civilians.
    The outside world is the world that Rahu destroyed centuries ago. Your purpose
    being complete out here, the chief takes you back to his office to continue the
    discussion.
    
    Back in the chief's office. Marcia and Harry question why everybody's being
    deceived, claiming it not to be the ethical thing to do. In response to this
    question, the chief asks Harry if his life has improved at all now that he
    knows this, and Harry says no. Marcia says that it makes her feel unsafe,
    knowing about the ruin outside of the known world, and in response to the
    chief's question, says that there would not have been a problem had they not
    been told this. The public was not told the truth out of protection. People
    were happy not knowing, so it was not necessary to ruin their lives with such a
    truth. It is the duty of Class-S commanders, among which you are now included,
    to keep the truth from the public. However, the Z Syndicate also knows the
    truth about the outside world. It is unknown how they found out about the
    outside world, or what they are planning to do, but it is certain that their
    hideout is in the outside world. It is also certain that they are planning
    something, and it probably involves Rahu. Roy has been investigating the
    outside world for the past few days, and is close to finding the location of
    Z's hideout. Once the hideout is found, Mira and Roy are going to be sent out
    to destroy the Z Syndicate, and the chief needs your help to do it. He tells
    you, Harry and Marcia to go home and think it over, but he warns you that Rahu
    is back and the same thing that happened so long ago may happen again to this
    dome world that you live in. Mira will ask if you're going home or wandering
    around, and day eleven comes to an insightful close.
    
    To be continued...
    
    *******************************************************************************
    |08. Parts Index|                                             |08. Parts Index|
    *******************************************************************************
    
    ###############################################################################
    #08a. Body Parts#                                             #08a. Body Parts#
    ###############################################################################
    
    01. Ray 01
    A Shining Fighter model. Exhibits basic capabilities. Well-balanced attributes
    allow operators to use all robo functions with ease. Can air-dash twice.
    Collision: Charges straight toward its opponent.
    
    02. Splendor
    A Shining Fighter model. Exhibits basic capabilities. Well-balanced attributes
    allow operators to use all robo functions with ease. Can air-dash twice.
    Collision: Rises then charges straight toward its opponent. Can clear walls.
    
    03. Glory
    A Shining Fighter model. Exhibits basic capabilities. Well-balanced attributes
    allow operators to use all robo functions with ease. Can air-dash twice.
    Collision: Rises diagonally and attacks.
    
    04. Milky Way
    An Aerial Beauty model. Very agile while airborne. Great at avoiding attacks
    but lacks power. Capable of two continuous jumps. Collision: Charges toward its
    opponent with a short jump. Able to clear walls.
    
    05. Earth
    An Aerial Beauty model. Very agile while airborne. Great at avoiding attacks
    but lacks power. Capable of two continuous jumps. Collision: Rises diagonally
    and attacks. Able to clear walls.
    
    06. Sol
    An Aerial Beauty model. Very agile while airborne. Great at avoiding attacks
    but lacks power. Capable of two continuous jumps. Collision: Performs a slight
    jump and attacks its opponent. Able to clear walls.
    
    07. Metal Ape
    A Metal Grappler mode. Strong on offense and defense. Poor mobility makes
    dodging attacks difficult. Air dashes once. Collision: Rises diagonally and
    attacks.
    
    08. Metal Bear
    A Metal Grappler mode. Strong on offense and defense. Poor mobility makes
    dodging attacks difficult. Air dashes once. Collision: Charges straight toward
    its foe and attacks. Extremely strong offensively.
    
    09. Metal Ox
    A Metal Grappler mode. Strong on offense and defense. Poor mobility makes
    dodging attacks difficult. Air dashes once. Collision: Rises vertically then
    charges straight toward its opponent. Able to clear walls.
    
    10. Swift
    A Little Raider model. Extremely agile while on the ground. Poor defense
    allows foes to knock it down easily. Can jump up to three times. Collision:
    Charges toward its opponent with a short jump. Able to clear walls.
    
    11. Shrike
    A Little Raider model. Extremely agile while on the ground. Poor defense
    allows foes to knock it down easily. Can jump up to three times. Collision:
    Rises diagonally and attacks.
    
    12. Peregrine
    A Little Raider model. Extremely agile while on the ground. Poor defense
    allows foes to knock it down easily. Can jump up to three times. Collision:
    Charges straight toward its opponent.
    
    13. Javelin
    A Strike Vanisher model. Uses stealth function to dodge fire while air-dashing.
    Slow while on the ground. Can air-dash up to three times. Collision: Can
    repeatedly charge straight toward its opponent from a short range. There is no
    invincibility time.
    
    14. Glaive
    A Strike Vanisher model. Uses stealth function to dodge fire while air-dashing.
    Slow while on the ground. Can air-dash up to three times. Collision: Jumps
    toward its opponent then drifts backward.
    
    15. Halberd
    A Strike Vanisher model. Uses stealth function to dodge fire while air-dashing.
    Slow while on the ground. Can air-dash up to three times. Collision: Charges
    straight toward its opponent.
    
    16. Criminal
    A Trick Flyer model. Very agile while airborne. Extremely slow on the ground.
    Can perform up to three short-range, but elaborate, air-dashes. Collision:
    Charges straight toward its opponent and drifts upward after impact.
    
    17. Buggy
    A Trick Flyer model. Very agile while airborne. Extremely slow on the ground.
    Can perform up to three short-range, but elaborate, air-dashes. Collision:
    Rises vertically and immediately returns to its original spot, damaging its
    opponent.
    
    18. Juggler
    A Trick Flyer model. Very agile while airborne. Extremely slow on the ground.
    Can perform up to three short-range, but elaborate, air-dashes. Collision:
    Rises diagonally and immediately drops down, damaging its opponent below.
    
    19. Defender
    A Lightning Sky model. Can attack and change direction while air-dashing. Slow
    in all movements besides air-dashes. Performs only a single long-range air-
    dash and slowly descends. Collision: Slowly charges toward its opponent.
    
    20. Seeker
    A Lightning Sky model. Can attack and change direction while air-dashing. Slow
    in all movements besides air-dashes. Performs only a single long-range air-
    dash and slowly descends. Collision: Ascends slightly as it charges its foe.
    
    21. Breaker
    A Lightning Sky model. Can attack and change direction while air-dashing. Slow
    in all movements besides air-dashes. Performs only a single long-range air-
    dash and slowly descends. Collision: Slowly ascends toward its opponent.
    
    22. Seal Head
    A Funky Big Head model. Excellent at dodging attacks while airborne. Highly
    rated defense. Slow in all movements. Can perform two continuous jumps.
    Collision: Slowly moves toward its opponent.
    
    23. Dour Head
    A Funky Big Head model. Excellent at dodging attacks while airborne. Highly
    rated defense. Slow in all movements. Can perform two continuous jumps.
    Collision: Rises diagonally upward and descends after impact.
    
    24. Tank Head
    A Funky Big Head model. Excellent at dodging attacks while airborne. Highly
    rated defense. Slow in all movements. Can perform two continuous jumps.
    Collision: Pounces from high in the air. Able to clear walls.
    
    25. Rakansen /!\
    A Strike Vanisher model with better ground mobility and more air-dashes.
    Collision: Ascends backward then immediately charges straight at its opponent.
    
    26. Ruhiel /!\
    A Lightning Sky model with upgraded defensive and aerial abilities. Collision:
    Ascends quickly and flies straight ahead.
    
    27. Athena /!\
    An Aerial Beauty model with upgraded aerial abilities and additional jumps.
    Collision: Ascends quickly.
    
    28. Ray Legend /!\
    An obsolete version of Ray created during the early years of custom robo.
    Imbalanced with good offense and poor defense. Collision: Attacks by jumping
    backwards.
    
    29. Ray Warrior /!\
    ???
    
    30. Oil Can
    A Shining Fighter model with lower defense. Weakest of the robos. Collision:
    Charges toward its opponent.
    
    31. Rahu I /!\
    A robo that was merged with an unknown living being. A Lightning Sky model with
    upgraded ground mobility and aerial abilities. Collision: Charges straight
    toward its opponent.
    
    32. Rahu II /!\
    A robo that was merged with an unknown living being. An evolved version of
    Rahu I with upgraded defensive abilities and ground mobility. Collision:
    Ascends backward then immediately charges forward.
    
    33. Rahu III /!\
    A robo that was merged with an unknown living being.  Extremely high defensive
    and aerial capabilities. Resistant to knockdowns. Collision: Slowly approaches
    its opponent, attacks, then slowly ascends.
    
    34. Chickenheart
    A Burning Beast model. Excellent jump speed and jump height. Uses stealth
    function to dodge fire while air-dashing. Can only air-dash once, but can glide
    for a long time. Collision: Rises then quickly descends, attacking its opponent
    below. Ascends after attacking.
    
    ###############################################################################
    #08b. Gun Parts#                                               #08b. Gun Parts#
    ###############################################################################
    
    01. Basic Gun
    A gun with basic capabilities. Fires three rounds at a time. Aerial and ground
    shots are the same. Range: medium. Advisory: It's hard to hit your foe with
    this gun alone, so use bombs or pods first to freeze your opponent.
    
    02. 3-Way Gun
    Fires three rounds in three rows. Aerial and ground shots are the same. Range:
    medium-long. Advisory: It's easier to hit your target when shooting from afar,
    so try to stay away from your opponent when firing.
    
    03. Gatling Gun
    Fires eight small rounds straight ahead. Aerial and ground shots are the same.
    Range: medium. Advisory: When fired from a distance, power increases but
    accuracy decreases.
    
    04. Vertical Gun
    Fires two rounds straight ahead and two more vertically. Aerial and ground
    shots are the same. Range: medium. Advisory: The rounds that shoot out
    vertically can clear walls, so try hiding behind walls while firing.
    
    05. Sniper Gun
    Fires one fast round straight ahead. Aerial and ground shots are the same.
    Range: medium-long. Advisory: After firing, you will become vulnerable, so try
    to keep your distance.
    
    06. Stun Gun
    Fires two short rounds capable of briefly stopping your foe. Aerial and ground
    shots are the same. Range: short. Advisory: Since the gun's range is short,
    approach your opponent after launching a bomb or a pod.
    
    07. Hornet Gun
    Spreads five rounds that chase its target. Aerial and ground shots are the
    same. Range: medium. Advisory: Shots can be dodged with a jump, so try to shoot
    from an elevated position.
    
    08. Flame Gun
    Fires six rounds. Aerial and ground shots are the same. Range: medium.
    Advisory: Since its power increases over distance, stay as far away as possible
    when shooting.
    
    09. Dragon Gun
    Fires powerful shots that chase the target. Aerial and ground shots are the
    same. Range: medium-long. Advisory: Since its firing speed is slow, attack when
    your opponent is vulnerable.
    
    10. Splash Gun
    Fires three rounds capable of briefly stopping your foe. Aerial and ground
    shots are the same. Range: short-medium. Advisory: Try to scatter your shots
    while moving around.
    
    11. Left Arc Gun
    Fires two rounds to the left that then curve at an angle. When shot from the
    air, the firing direction reverses. Range: medium-long. Advisory: Adjust your
    attack to your opponent's movements by shooting from both the ground and the
    air.
    
    12. Right Arc Gun
    Fires two rounds to the right that then curve at an angle. When shot from the
    air, the firing direction reverses. Range: medium-long. Advisory: Adjust your
    attack to your opponent's movements by shooting from both the ground and the
    air.
    
    13. Shotgun
    Fires three short, yet powerful rounds capable of knocking down your opponent.
    Aerial and ground shots are the same. Range: short. Advisory: This gun is
    capable of knocking down any robo so try to go for an overload.
    
    14. Rayfall Gun
    Fires four homing rounds vertically. Ground fire: Rounds pause in midair.
    Aerial fire: Rounds do not pause in midair. Range: long. Advisory: The time it
    takes the rounds to home varies on where you shoot from so alternate firing
    positions.
    
    15. Bubble Gun
    Fires large, slow bubbles at your opponent. Ground fire: Flies to the left and
    right. Aerial fire: Flies straight. Range: short-medium. Advisory: When firing
    from the ground, hide behind walls. In the air, scatter your shots.
    
    16. Eagle Gun
    Fires a quick, straight round. Ground fire: Rounds will not pause. Aerial fire:
    Rounds will pause briefly, then fly. Range: medium-long. Advisory: Scatter
    your fire while airborne.
    
    17. V Laser Gun
    Fires a quick, laser-like round. Ground fire: Rounds follow V-shaped paths.
    Aerial fire: Rounds fly straight. Range: medium-long. Advisory: On the ground,
    use it to clear obstacles. In the air, do a short jump and fire when your
    opponent is close.
    
    18. Magnum Gun
    Fires a single, powerful, short-range round. Aerial and ground shots are the
    same. Range: short. Advisory: If you fire from afar, your opponent will not go
    down, so make sure you get close.
    
    19. Needle Gun
    Fires three vertical, laser-like rounds. Aerial and ground shots are the same.
    Range: medium. Advisory: Your opponent will be blown upward when hit, so use
    the chance to close in and attack.
    
    20. Starshot Gun
    Splits into five rounds as it ascends. Ground fire: Rounds split vertically.
    Aerial fire: Rounds split horizontally. Range: long. Advisory: When in the air,
    spread your fire. When on the ground, fire repeatedly when your opponent
    approaches.
    
    21. Glider Gun
    Fires two large rounds. Ground fire: Rounds fly straight. Aerial fire: One round
    flies from the side. Range: long. Advisory: Spread your fire when in the air
    and blast away when your foe approaches.
    
    22. Homing Star Gun
    Breaks up after you fire and chases your opponent. Ground fire: Rounds break in
    a vertical pattern. Aerial fire: Rounds break in a horizontal pattern. Range:
    medium-long. Advisory: When your opponent is walking, fire from the air. If
    your foe jumps, shoot from the ground.
    
    23. Trap Gun
    Fires several shots. Ground fire: Rounds delay briefly. Aerial fire: Rounds fly
    straight. Range: medium-long. Advisory: Spread your fire when on the ground.
    When firing from the air, use the gun to immobilize your opponent.
    
    24. Drill Gun
    Repeatedly fires shots that draw your opponent toward you. Aerial and ground
    shots are the same. Range: short. Advisory: If one round hits your opponent, so
    will the remaining amount. This gun works best if fired quickly from afar.
    
    25. Titan Gun
    Fires an extremely large shot. Aerial and ground shots are the same. Range:
    medium. Advisory: Since its firepower is weak, try to fire this gun as quickly
    as possible.
    
    26. Claw Gun
    Repeatedly fires shots that pull your opponent toward you. Ground fire: Rounds
    ascend slightly. Aerial fire: Rounds fly straight. Range: medium. Advisory: The
    gun has low firepower, so draw your foe toward you and use a bomb or collision.
    
    27. Knuckle Gun
    Fires extremely short-range rounds. Ground fire: Blows your opponent upward.
    Aerial fire: Blows your opponent far away. Range: short. Advisory: The gun is
    powerful but difficult to hit with. Stop your opponent with a bomb or pod, then
    fire.
    
    28. Afterburner Gun
    Fires rounds that gradually increase in speed. Ground fire: Blows opponent away
    from you. Aerial fire: Draws opponent toward you. Range: medium-long. Advisory:
    Adjust to your foe's shooting range and fire from the ground and air to change
    which direction they fly.
    
    29. Blade Gun
    Fires shots in a straight row. Rounds do not follow your foe. Aerial and ground
    shots are the same. Range: short-medium. Advisory: You won't be vulnerable
    while firing, so use it in between bomb and pod attacks.
    
    30. Meteor Storm Gun
    Fires multiple shots that spread outward. Aerial and ground shots are the same.
    Range: short-medium. Advisory: Firepower increases with distance, so try to
    stay as far away as possible from your opponent.
    
    31. Twin Fang Gun
    Fires quick continuous rounds. Ground fire: Rounds quickly rise, then fall
    straight down. Aerial fire: Rounds fly straight. Range: short. Advisory: High
    firepower is offset by a short range, so try to get close before attacking.
    
    32. Gravity Gun
    Fires shots that grow large and become immobile. Ground fire: Rounds move
    straight ahead. Aerial fire: Rounds ascend diagonally. Range: medium. Advisory:
    Your foe will be blown upward when shot from the ground, so fire some aerial
    shots first.
    
    33. Phoenix Gun
    Fires quick, large rounds. Ground fire: Two rounds shoot up and down. Aerial
    fire: Rounds fly straight. Range: long. Advisory: Prevent your foe from jumping
    by shooting from the ground. When your opponent is on the ground, fire from the
    air.
    
    34. Left Pulse Gun
    Fires eight rounds that start left then turn right. Firing direction reverses
    when shot from the air. Range: medium. Advisory: Since the rounds bend, hide
    behind a wall and fire.
    
    35. Right Pulse Gun
    Fires eight rounds that start right then turn left. Firing direction reverses
    when shot from the air. Range: medium. Advisory: Since the rounds bend, hide
    behind a wall and fire.
    
    36. Sword Storm Gun
    Fires rounds that ascend high then fly straight at the target. The rounds rise
    differently when fired from the air. Range: medium-long. Advisory: Though it
    can fire repeatedly, this gun can be difficult to aim with, so shift your
    timing and fire from both the ground and air.
    
    37. Ion Gun
    Fires two rounds that turn twice. Rounds turn differently when fired from the
    air. Range: medium. Advisory: It's easy to hit your target with this gun, but
    the rounds move slowly, so fire as quickly as possible.
    
    38. Flare Gun
    Fires rounds that explode after a certain amount of time. The timing of the
    explosions change when the gun is fired from the air. Range: medium. Advisory:
    Your opponent will receive the most damage when hit during a blast, so time it
    well.
    
    39. Left 5-Way Gun
    Fires five rounds that spread to the left side. The rounds turn in the opposite
    direction when fired from the air. Range: medium-long. Advisory: Spread your
    fire from both the ground and the air.
    
    40. Right 5-Way Gun
    Fires five rounds that spread to the right side. The rounds turn in the
    opposite direction when fired from the air. Range: medium-long. Advisory:
    Spread your fire from both the ground and the air.
    
    41. Halo Gun
    Fires a large homing round. Ground fire: Ascends then chases your opponent.
    Aerial fire: Stops in front of you. Range: medium-long. Advisory: Since it
    takes time for the rounds to reach your opponent, shoot from behind a wall.
    When firing from the air, wait until they approach you.
    
    42. Wave Laser Gun /!\
    Fires short rounds that can stop your opponent for a long period of time.
    Aerial and ground shots are the same. Range: short.
    
    43. X Laser Gun /!\
    Fires two rounds from each side that curve at an angle. Range changes when shot
    from the ground or the air. Range: medium.
    
    44. Crystal Strike Gun /!\
    Fires large rounds continuously. Ground fire: Stops in midair then chases the
    target. Aerial fire: Flies straight. Range: long.
    
    45. Wyrm Gun /!\
    A Dragon Gun with upgraded speed and additional rounds. Ground fire: Fires four
    continuous rounds. Aerial fire: Fires one quick round. Range: medium.
    
    46. Raptor Gun /!\
    An Eagle Gun with upgraded firepower, speed, and rounds. Ground fire: Fires one
    straight round and one diagonal round. Aerial fire: Fires two rounds that stop
    in midair before attacking. Range: medium-long.
    
    47. Waxing Arc Gun /!\
    A Left Arc Gun with additional rounds and a homing device. Fires four rounds
    that start left then curve at an angle. The rounds turn in the opposite
    direction when fired from the air. Range: medium-long.
    
    48. Waning Arc Gun /!\
    A Right Arc Gun with additional rounds and a homing device. Fires four rounds
    that start right then curve at an angle. The rounds turn in the opposite
    direction when fired from the air. Range: medium-long.
    
    49. Rahu I Gun /!\
    A gun that was merged with an unknown living being. A Flare Cannon with
    upgraded firepower and bigger rounds. Once fired, the rounds explode after a set
    time. Range: medium.
    
    50. Rahu II Gun /!\
    A gun that was merged with an unknown living being. An evolved version of
    Rahu I with upgraded firepower, round size, and shooting range. When fired, the
    rounds emit large blasts after a set amount of time. Range: medium.
    
    51. Rahu III Gun /!\
    A gun that was merged with an unknown living being. An evolved version of
    Rahu II with upgraded firepower, round size, and shooting range. When fired,
    the rounds emit extremely large blasts after a short period of time. Range:
    medium-long.
    
    52. Can Gun
    The weakest gun, this model is a weaker version of the Basic gun. Fires three
    rounds in a straight line. Rounds become small after leaving the gun. Aerial
    and ground shots are the same. Range: medium.
    
    ###############################################################################
    #08c. Bomb Parts#                                             #08c. Bomb Parts#
    ###############################################################################
    
    01. Standard Bomb
    Features basic functions. Flies straight toward target. Launches one bomb at a
    time. Blows target back diagonally. Advisory: Launch as often as possible so
    your opponent cannot hide behind the walls.
    
    02. Standard Bomb F
    Features basic functions. Flies straight toward target. Launches one bomb at a
    time. Blows target sideways. Advisory: Launch as often as possible so your
    opponent cannot hide behind the walls.
    
    03. Standard Bomb S
    Features basic functions. Flies straight toward target. Launches one bomb at a
    time. Briefly immobilizes target. Advisory: Launch as often as possible so your
    opponent cannot hide behind the walls.
    
    04. Standard Bomb K
    Features basic functions. Flies in an arc toward target. Launches one bomb at a
    time. Always knocks target down on impact. Advisory: Constantly launch bombs to
    run your opponent out of hiding.
    
    05. Standard Bomb X
    Features basic functions. Arcs toward target. Launches one bomb at a time.
    Blows target diagonally upward high into the air. Advisory: Launch frequently
    to prevent your opponent from hiding behind walls.
    
    06. Wave Bomb
    Emits three blasts that can pass through walls. Launches one bomb at a time.
    Blows target to the side at a low trajectory. Advisory: If your opponent is
    hiding behind a wall, fire directly toward them.
    
    07. Straight Bomb G
    Flies quickly straight ahead. Launches one bomb at a time. Blows target upward.
    Advisory: Launch directly at your opponent from close range.
    
    08. Straight Bomb S
    Flies quickly straight ahead. Launches one bomb at a time. Briefly immobilizes
    target. Advisory: Launch directly at your opponent from close range.
    
    09. Straight Bomb T
    Flies quickly straight ahead. Launches one bomb at a time. Blows target upward.
    Advisory: Launch directly at your opponent from close range.
    
    10. Left Flank Bomb H
    Launches left then turns right. Blows target slowly sideways. The direction of
    the bomb changes when launched from the air. Advisory: Adjust to your foe's
    movements and fire from both the ground and air.
    
    11. Right Flank Bomb H
    Launches right then turns left. Blows target slowly sideways. The direction of
    the bomb changes when launched from the air. Advisory: Adjust to your foe's
    movements and fire from both the ground and air.
    
    12. Left Wave Bomb
    Launches left then turns right. Explodes in three continuous blasts that can
    clear walls. Launches one bomb at a time. Blows target sideways. The direction
    of the bomb changes when fired from the air. Advisory: Fire from both the
    ground and air.
    
    13. Right Wave Bomb
    Launches right then turns left. Explodes in three continuous blasts that can
    clear walls. Launches one bomb at a time. Blows target sideways. The direction
    of the bomb changes when fired from the air. Advisory: Fire from both the
    ground and air.
    
    14. Burrow Bomb D
    Explodes after a short period of time when it descends. Launches one bomb at a
    time. Blast lingers for a while. Blows target diagonally upward. Advisory: Try
    to scatter bombs to block your opponent's path.
    
    15. Burrow Bomb P
    Explodes after a short period of time when it descends. Launches one bomb at a
    time. Blast lingers for a while. Blows target upward. Advisory: Try to scatter
    bombs to block your opponent's path.
    
    16. Freeze Bomb
    A bomb with basic functions. Travels in an arc toward target. Launches one bomb
    at a time. Briefly immobilizes target. Advisory: Since the bomb won't directly
    hit your opponent, fire it as you approach.
    
    17. Tomahawk Bomb B
    Travels in an arc toward target. Launches one bomb at a time. Blast lingers for
    a while. Blows target sideways. Advisory: Use it on opponents who like to stay
    in the air.
    
    18. Tomahawk Bomb G
    Travels in a high arc. Launches one bomb at a time. Blows target upward.
    Advisory: Use it on opponents who like to stay in the air.
    
    19. Gemini Bomb B
    Ground fire: Launches a split bomb toward either side of your foe. Aerial fire:
    Launches a split bomb toward the front and back of your foe. Launch two bombs
    at a time. Blast lingers for a while. Blows target sideways. Advisory: Fire
    frequently to trap your opponent.
    
    20. Gemini Bomb P
    Ground fire: Launches a split bomb toward either side of your foe. Aerial fire:
    Launches a split bomb toward the front and back of your foe. Can launch two
    bombs at a time. Blast lingers for a while. Blows target sideways.
    
    21. Submarine Bomb D
    Slowly travels straight ahead. Launches one bomb at a time. Blast lingers for a
    while. Blows target up and backward. Advisory: Fire near your foe then block
    their way.
    
    22. Submarine Bomb P
    Slowly travels straight ahead. Launches one bomb at a time. Blast lingers for a
    while. Blows target upward. Advisory: Fire near your foe then block their way.
    
    23. Submarine Bomb K
    Slowly flies straight ahead. Launches one bomb at a time. Always knocks target
    down on impact. Advisory: Fire in unexpected directions to block your
    opponent's path.
    
    24. Crescent Bomb P
    Travels in a slow arc toward target. Launches one bomb at a time. Blast lingers
    for a while. Blows target upward. Advisory: Try to fire it constantly to keep
    your opponent from jumping.
    
    25. Crescent Bomb C
    Travels in a slow arc toward target. Launches one bomb at a time. Blast lingers
    for a while. Blows target slightly upward. Advisory: Try to fire it constantly
    to keep your opponent from jumping.
    
    26. Crescent Bomb K
    Arcs slowly toward target. Launches one bomb at a time. Always knocks down
    target on impact. Advisory: Launch frequently to prevent your opponent from
    jumping.
    
    27. Dual Bomb
    Explodes twice. Capable of creating blasts both in front of and behind your
    opponent. Launches one bomb at a time. Blows target diagonally upward.
    Advisory: Use it on opponents who try to stay far away from you.
    
    28. Dual Bomb C
    Explodes twice. Capable of creating blasts both in front of and behind your
    opponent. Launches one bomb at a time. Blows target slowly upward. Advisory:
    Use it on opponents who try to stay far away from you.
    
    29. Acrobat Bomb
    Explodes at your feet. Does not inflict damage. Launches one bomb at a time.
    Blows your robo high into the air. Advisory: Use it when you want to jump very
    high.
    
    30. Delta Bomb
    Traps target by launching three bombs: to the left, right, and front. Blows
    target sideways. Advisory: Launch frequently to keep your foe at a distance.
    
    31. Wall Bomb
    Detonates a huge explosion in front of you. Launches one bomb at a time. Blows
    target diagonally upward. Advisory: Fire away from your foe to block their way.
    
    32. Smash Bomb
    Explodes above your head. Launches one bomb at a time. Blows target diagonally
    upward. Advisory: Use it when your opponent tries to attack from the air.
    
    33. Double Mine Bomb
    Launches and splits to the left and right sides. Explodes after a short period
    of time if it lands on the ground. Launches two bombs at a time. Blows target
    diagonally upward. Advisory: Try to cover the area near your foe in bombs.
    
    34. Geo Trap Bomb
    Flies in an arc toward target. Launches one bomb at a time. Blows target
    diagonally upward. Advisory: Since the bombs are fast and powerful, use them to
    chase your foe into the open.
    
    35. Titan Bomb
    Slowly flies in an arc. Emits an enormous blast. Launches one bomb at a time.
    Blows target diagonally high into the air. Advisory: Don't worry about where
    your opponent is and launch repeatedly.
    
    36. Treble Bomb /!\
    A Delta Bomb with upgraded firepower and a larger blast radius. Splits into
    three bombs. Blows target on a low trajectory.
    
    37. Wyvern Bomb /!\
    An upgraded Standard Bomb X with a larger blast radius and longer range.
    Launches one bomb at a time. Blows target diagonally upward.
    
    38. Waxing Arc Bomb /!\
    An upgraded Left Wave Bomb with higher firepower and a larger blast radius.
    Launches one bomb at a time. Blows target diagonally upward.
    
    39. Waning Arc Bomb /!\
    An upgraded Right Wave Bomb with higher firepower and a larger blast radius.
    Launches one bomb at a time. Blows target diagonally upward.
    
    40. Grand Cross Bomb /!\
    A bomb that has been merged with an unknown living being. Emits four enormous
    blasts within your robo's range. Launches one bomb at a time. Blows target
    diagonally upward.
    
    41. Can Bomb
    The weakest bomb, this is a Standard Bomb with less firepower and blast
    strength. Launches one bomb at a time. Blows target diagonally upward.
    
    ###############################################################################
    #08d. Pod Parts#                                               #08d. Pod Parts#
    ###############################################################################
    
    01. Standard Pod
    Features basic functions. Flies straight in the direction it is deployed. Can
    deploy two pods at a time. Blows target diagonally upward. Advisory: Fire one
    to the left and one to the right to trap your opponent.
    
    02. Standard Pod F
    Features basic functions. Flies straight ahead. Can deploy two pods at one
    time. Blows target back on a low trajectory. Advisory: Trap your opponent by
    deploying one pod to either side.
    
    03. Seeker Pod F
    Slowly chases your opponent. Can deploy two pods at one time. Blows target back
    on a low trajectory. Advisory: Deploy pods in all directions to confuse your
    foe.
    
    04. Seeker Pod G
    Slowly chases your opponent. Can deploy two pods at one time. Blows target
    upward. Advisory: Deploy pods in all directions to confuse your foe.
    
    05. Speed Pod D
    Quickly flies straight ahead. Can deploy two pods at one time. Blast lingers
    for a while and blows target diagonally upward. Advisory: Deploy directly at
    your foe to defend yourself.
    
    06. Speed Pod P
    Quickly flies straight ahead. Can deploy two pods at one time. Blast lingers
    for a while and blows target upward. Advisory: Deploy directly at your foe to
    defend yourself.
    
    07. Cockroach Pod G
    Normally flies slowly but quickly increases its speed when it spots its target.
    Can deploy two pods at one time. Blows target upward. Advisory: Deploy one pod
    left and one pod right to trap your opponent.
    
    08. Cockroach Pod H
    Normally flies slowly but quickly increases its speed when it spots its target.
    Can deploy two pods at one time. Blows target slowly sideways. Advisory: Deploy
    one pod left and one pod right to trap your opponent.
    
    09. Dolphin Pod
    Arcs towards target. Can deploy two pods at one time. Blows target diagonally
    upward. Advisory: Deploy when your opponent hides behind a wall or tries to
    approach by air.
    
    10. Dolphin Pod G
    Arcs towards target. Can deploy two pods at one time. Blows target upward.
    Advisory: Deploy when your opponent hides behind a wall or tries to approach by
    air.
    
    11. Spider Pod
    Remains in place when deployed, then homes in when a target approaches. Can
    deploy three pods at one time. Blows target diagonally upward. Advisory:
    Surround yourself with pods for protection.
    
    12. Spider Pod G
    Remains in place when deployed, then homes in when a target approaches. Can
    deploy three pods at one time. Blows target upward. Advisory: Surround yourself
    with pods for protection.
    
    13. Sky Freeze Pod
    Hangs in the air once deployed, then homes in when a target approaches. Can
    deploy two pods at one time. Briefly immobilizes target. Advisory: Use it on
    your foes when they try to attack from the air.
    
    14. Ground Freeze Pod
    Remains on the ground when deployed, then homes in when a target approaches.
    Can deploy two pods at one time. Briefly immobilizes target. Advisory: Use it
    in the area around you to prevent foes from approaching.
    
    15. Feint Pod F
    Stops in front of its target. Can deploy two pods at one time. Blows target
    sideways. Advisory: Scatter pods left and right to block your opponent's way.
    
    16. Feint Pod G
    Stops in front of its target. Can deploy two pods at one time. Blows target
    upward. Advisory: Scatter pods left and right to block your opponent's way.
    
    17. Float Pod F
    Circles over target's head then attacks. Deploys two pods at one time. Blows
    target back at a low trajectory. Advisory: Deploy pods frequently to rattle
    your opponent.
    
    18. Jumping Pod B
    Approaches target from the front then flies over it and explodes in the air.
    Can deploy two pods at one time. Blast lingers for a while and blows back at a
    low trajectory on impact. Advisory: Deploy toward your foe to keep them from
    jumping.
    
    19. Jumping Pod G
    Approaches target from the front then flies over it and explodes in the air.
    Can deploy two pods at one time. Blast lingers for a while and blows back
    upward on impact. Advisory: Deploy toward your foe to keep them from jumping.
    
    20. Diving Pod
    Flies in the air, homes in on a target, then descends in front of it. Can
    deploy two pods at one time. Blows target diagonally upward. Advisory: Use it
    against foes who like to hide behind walls.
    
    21. Wave Pod
    Emits four continuous blasts that can clear walls. Deploys one pod at a time.
    Blows target to the side at a low trajectory upward. Advisory: When your
    opponent is behind a wall, deploy it.
    
    22. Satellite Pod
    Hangs in the air once deployed, then homes in when a target approaches. Can
    deploy three pods at one time. Blows target diagonally upward. Advisory: Use it
    against airborne enemies.
    
    23. Satellite Pod H
    Hangs in the air once deployed, then homes in when a target approaches. Can
    deploy three pods at one time. Blows target slowly sideways. Advisory: Use it
    against airborne enemies.
    
    24. Beast Pod F
    Hangs in the air once deployed, then homes in when a target approaches and
    jumps in front of it. Can deploy three pods at one time. Blows target back on a
    low trajectory. Advisory: Deploy it away from your position.
    
    25. Trio Pod H
    Cannot travel far, but can deploy multiple pods, up to three at one time. Blows
    target slowly sideways. Advisory: Surround yourself with pods to keep your foe
    at bay.
    
    26. Wall Pod
    Deploys three horizontal blasts in front of you. Can deploy three pods at one
    time. Blows target diagonally upward. Advisory: Aim it straight at your
    opponents when they charge.
    
    27. Reflection Pod
    Doesn't chase your opponent, but travels around for a long time. Can deploy
    three pods at one time. Blows target diagonally upward. Advisory: Constantly
    scatter three pods around the arena.
    
    28. Caboose Pod C
    Flies in the opposite direction of where you aim. Can deploy two pods at one
    time. Blows target slowly upward. Advisory: Use it to cover your escape while
    retreating.
    
    29. Caboose Pod T
    Flies in the opposite direction of where you aim. Can deploy two pods at one
    time. Blows target toward you. Advisory: Use it to cover your escape while
    retreating.
    
    30. Caboose Pod X
    Flies in the opposite direction of where you aim. Can deploy two pods at one
    time. Blows target diagonally high into the air. Advisory: Use it to cover your
    escape while retreating.
    
    31. Twin Flank Pod F
    Deploys one pod left and one pod right. Deploys two pods at one time. Blows
    target back on a low trajectory. Advisory: Use it when a wall separates you and
    your foe.
    
    32. Twin Flank Pod G
    Deploys one pod left and one pod right. Deploys two pods at one time. Blows
    target upward. Advisory: Use it when a wall separates you and your foe.
    
    33. Umbrella Pod
    Hovers overhead then explodes. Deploys three pods at one time. Blows target
    diagonally upward. Advisory: Use it against opponents who attack from the air.
    
    34. Throwing Pod D
    Travels in a high arc. Can deploy two pods at one time. Blast lingers for a
    while and blows target diagonally upward on impact. Advisory: Deploy directly
    at your foe from behind a wall.
    
    35. Throwing Pod P
    Travels in a high arc. Can deploy two pods at one time. Blast lingers for a
    while and blows target upward on impact. Advisory: Deploy directly at your foe
    from behind a wall.
    
    36. Double Wave Pod
    Deploys pods left and right and emits four blasts capable of clearing walls.
    Deploys two pods at one time. Blows target diagonally upward. Advisory: Use it
    to surround a foe hiding behind a wall.
    
    37. Titan Pod
    Moves slowly and emits an enormous blast. Deploys one pod at a time. Blows
    target diagonally high into the air. Advisory: Don't worry about your
    opponent's position and deploy frequently.
    
    38. Cheetah Pod /!\
    A Speed Pod P with upgraded firepower, range, and number of rounds. Can deploy
    three pods at one time. Blast lingers for a while and blows target upward.
    
    39. Wolf Spider Pod /!\
    A Spider Pod G with upgraded speed and a homing device. Can deploy three pods
    at one time. Blows target upward.
    
    40. Orca Pod /!\
    A Dolphin Pod G with an upgraded shooting range, a homing device, and more
    rounds. Can deploy three pods at one time. Blows target upward.
    
    41. Penumbra I /!\
    A pod that was merged with an unknown living being. A Seeker Pod G with
    upgraded speed. Can deploy two pods at one time. Blows target upward.
    
    42. Penumbra II /!\
    A pod that was merged with an unknown living being. A Penumbra I with upgraded
    firepower and speed. Can deploy two pods at one time. Blows target upward.
    
    43. Penumbra III /!\
    A pod that was merged with an unknown living being. A Penumbra II with upgraded
    firepower, faster speed, and more rounds. Can deploy three pods at one time.
    Blows target upward.
    
    44. Can Pod
    The weakest pod, this is a Standard Pod with very weak firepower and blast
    radius. Can deploy three pods at one time. Blows target diagonally upward.
    
    ###############################################################################
    #08e. Leg Parts#                                               #08e. Leg Parts#
    ###############################################################################
    
    01. Standard Legs
    Basic set of legs. Features no special characteristics. Possesses no ascent or
    descent augmentation. Replace as soon as possible with a different set of legs.
    
    02. High Jump Legs
    Increases jump height. Features no descent augmentation. Helps your robo
    repeatedly attack from the air.
    
    03. Ground Legs
    Decreases jump interval. Enables sharp turning on the ground and in the air,
    but decreases jump height. Advisory: Use this set of legs when you want to
    shoot while making short jumps.
    
    04. Formula Legs
    Increases running speed, but does not allow sharp turns while on the ground.
    Advisory: Use this set of legs to drastically change the ground distance
    between you and your opponent.
    
    05. Stabilizer Legs
    Exhibits good acceleration. Features no descent augmentation. Advisory: Since
    this set works with any other parts, use it when there is nothing better to
    choose from.
    
    06. Short Thrust Legs
    Decreases your dash distance. Enables sharp turning while on the ground.
    Advisory: Use this set of legs when you want to make difficult turns in the
    air.
    
    07. Long Thrust Legs
    Increases your dash distance. Features no descent augmentation. Advisory: Use
    this set of legs to drastically change the ground distance between you and your
    opponent.
    
    08. Quick Jump Legs
    Augments descent abilities. Makes you less vulnerable to attacks when landing.
    Advisory: Use this set of legs when you don't want to stay in the air for long.
    
    09. Feather Legs
    Decreases jump speed. Makes you less vulnerable to attacks when landing. Also
    helps to make sharp turns on the ground. Advisor: Use this set of legs when you
    want to spend a lot of time in the air.
    
    10. Wide Jump Legs
    Makes long jumps possible. Features no descent augmentation. Advisory: Use this
    set of legs to move around in midair without using a dash or continuous jump.
    
    11. Booster Legs
    Increases dash speed. Starts off with a slow dash. Advisory: Use this set of
    legs when you want to move fast in the air.
    
    12. Swallow Legs /!\
    Increases running speed. Augments dash length.
    
    13. Raven Legs /!\
    Increases jump height. Increases dash speed.
    
    14. Eclipse Legs /!\
    Enables sharp turning in the air. Increases jump height.
    
    15. Ultimate Legs /!\
    A leg part that was merged with an unknown living being. Upgrades all
    abilities.
    
    16. Can Legs
    The weakest leg part. Weakens all abilities.
    
    *******************************************************************************
    |09. Holosseums|                                               |09. Holosseums|
    *******************************************************************************
    
    01. Basic Arena
    A stage that sets the standard for robo battles. The formation of obstacles is
    well-balanced and makes this a prime place for normal battles.
    
    02. Diamond Fences
    A stage with a peculiar wall pattern. Try not to get cornered.
    
    03. High-Rise Plaza
    A stage distinguished by two wall types: high columns and low, triangular
    platforms. Use the high walls to evade attacks.
    
    04. Basic Cell
    A Basic Arena with magma pools in its corners. Be careful when using a slide
    shot.
    
    05. Diamond Cell
    A Diamond Fences stage with magma pools in its corners. Be careful around the
    molten areas.
    
    06. High-Rise Cell
    A High-Rise Plaza with magma pools in the corners. Be careful when fighting
    near the molten areas.
    
    07. Crevice Court
    An irregular arena with haphazardly strewn walls and obstacles. Use the
    unpredictable cover to help your attack.
    
    08. L Formation
    A stage distinguished by L-shaped walls. Use the cover to your advantage.
    
    09. Checkmate Foundry
    A stage based on a factory. Learn to use the conveyor belts on the sides.
    
    10. Castle Keep
    A stage based on a castle's inner keep. Use the sprawling walls to your best
    advantage.
    
    11. Castle Citadel
    A stage based on the inner citadel of a castle. The central wall where the
    stone lantern stands can be vital to victory.
    
    12. Lost World
    A strange, organic arena with 4 round obstacles. The stage is somewhat large,
    so fight from an advantageous range.
    
    13. Flower Garden
    An arena based on a pleasant park. Use the central arch to your advantage.
    
    14. Chinese Bowl
    A stage based on a Chinese bowl. Use the inclined environment to your
    advantage.
    
    15. Robo's Room
    A stage reminiscent of a lavatory. The small area and large number of walls
    makes it somewhat difficult to move.
    
    16. Nature Park
    A stage designed to mimic the natural world. Use the central bridge to take
    control of the entire stage.
    
    17. Little Locomotive
    An arena designed to look like a child's play area. Advanced fighters will use
    the train for both offense and defense.
    
    18. Merry-Go-Round
    A stage designed to look like a merry-go-round. Fire at your foe from between
    the horses.
    
    19. Magma Hole
    If a robo walks on the middle of this stage, the ground will sink and allow
    magma to seep through.
    
    20. Magma Ruins
    A stage surrounded by a ring of magma. Over time, the magma slowly melts the
    stage...
    
    21. Ice and Snow
    An arena covered in ice and snow. Watch your footing on the slippery floors.
    
    22. Frozen Field
    A field entirely covered in ice. Be careful when walking on the ground.
    
    23. Dead Line
    A conveyor belt that constantly feeds into a sea of magma. Don't let your robo
    drift to its doom.
    
    24. Double Dead Line
    A stage bracketed on both ends by magma. The conveyor belts on the left and
    right sides move differently, so be very careful.
    
    25. Panic Cubes
    An arena filled with vertically oscillating block obstacles. Master the terrain
    to achieve victory.
    
    26. Panic Walls
    An arena that boasts retracting walls. Time the movement of the walls as you
    fight.
    
    27. Scramble Walls
    A more difficult version of the Panic Walls stage. The walls here elevate in an
    odd pattern.
    
    28. Loading Dock
    A stage distinguished by a suspended platform. It's always moving, so be
    careful.
    
    29. Battle Gear Station
    A cogwheel-themed arena. Use the platforms atop the spinning cogwheels to gain
    the advantage.
    
    30. Impact Craters
    An arena based on a ruined region. The ground splits and moves over time.
    
    31. Sudden Death
    The smallest stage. Short-range battles here are always intense.
    
    32. Gigantix Sprawl
    The largest stage. Figure out your optimal distance and fight from afar.
    
    33. No-Man's Land
    A stark arena with absolutely no walls. Attacks that don't normally hit your
    foe may work here...
    
    34. Practice Stage
    A stage designed for practice and tactics training.
    
    35. Dark Star
    An arena that mystifies the senses. Be careful: it's difficult to gauge the
    distance between you and your foe.
    
    *******************************************************************************
    |10. Unlockables|                                             |10. Unlockables|
    *******************************************************************************
    
    Beating A New Journey for the first time unlocks the following modes/options:
            The Grand Battle (Story Mode Part 2)
            Arcade Mode (On Main Menu)
            Parts Index (On Main Menu)
            Sound Test (In Options Menu)
            First-Person Mode (Can be enabled/disabled in Options Menu)
            Computer-controlled Players (Vs. Mode)
    The Grand Battle is only unlocked in the file that cleared A New Journey.
    
    NOTE: There is only one unlockable holosseum, Dark Star, and it is currently
    unconfirmed how to unlock it. The cheats section of GameFAQs claim that you
    must complete 50 vs. matches with one robo (not sure who to credit on this),
    but it isn't correct. I did 50 vs. matches with the Metal Ape, and did not
    unlock this holosseum. However, I have it now. My only advice would be to play
    Vs. Mode until you get it. I was playing Single Battle when I unlocked it, but
    I do not know if it matters. If anyone has any further information, it would
    help a lot. See the conclusion for info on contributions.
    
    There are many hidden parts in The Grand Battle that are not obtained through
    battling:
    
    01. Chickenheart (Z's Boss Room): Go to the top side of the pillar on the left
    side of the room, face down, and press A.
    
    02. Oil Can (Hero's Home): After winning the tournaments at Mira's House,
    Bogey's Cafe, Hub Park and the Test Hall, Lucy will call you home because you
    have guests. Go back home, and you will finally be able to enter Lucy's Office
    (at any point before now, it's impossible). You'll find yourself in the
    Developer's Room, which is a room with a bunch of people that represent real
    people who helped make the game. Go into the back room, and talk to the
    computer that looks like the computers at the Training Gym, and it will give
    you this, along with the Can Gun, Can Bomb, Can Pod, and Can Legs.
    
    03. Rahu I (Isabella's Mansion): In between the containment tank and the parts
    generator on the left side of the room is a small passageway which cannot be
    seen. Enter the passageway, and go all the way left, then up and right to find
    yourself in the containment tank. Press A to get this, along with the Rahu I
    Gun, Grand Cross Bomb, Penumbra I Pod, and Ultimate Legs.
    
    04. Rahu II (Bronze Handicap Match): When Lucy comes out as a challenger, keep
    talking to her and she'll give you this, along with the Rahu II Gun and
    Penumbra II Pod.
    
    05. Rahu III (Silver Battle Royal): Below the holosseum deck where the battles
    take place is a broken cart. Enter the cart through the north side, and press
    A to get this, along with the Rahu III Gun and Penumbra III Pod.
    
    06. Ray Legend (Z Headquarters): Beat all five cups in the Z Headquarters with
    a gold trophy, and talk to Oboro at the entrance.
    
    07. Ray Warrior (Amusement Park): Beat all three cups in the Amusement Park
    with a gold trophy, and talk to the police squad member at the entrance.
    
    08. Can Gun (Hero's Home): See Oil Can
    
    09. Crystal Strike Gun (Test Hall): After defeating Computer #4 in the Flying
    CPU Battle, repeatedly talk to it, and it will give you the gun.
    
    10. Rahu I Gun (Isabella's Mansion): See Rahu I
    
    11. Rahu II Gun (Bronze Handicap Match): See Rahu II
    
    12. Rahu III Gun (Silver Battle Royal): See Rahu III
    
    13. Wave Laser Gun (Lab Singles Battle): Press A in front of the bookshelf in
    the lower right corner of the lab.
    
    14. X Laser Gun (Bogey's Cafe): Before going into the back room to the
    tournament, go behind the counter where Bogey usually is, and press A in the
    middle of the right wall.
    
    15. Can Bomb (Hero's Home): See Oil Can
    
    16. Grand Cross Bomb (Isabella's Mansion): See Rahu I
    
    17. Can Pod (Hero's Home): See Oil Can
    
    18. Penumbra I Pod (Isabella's Mansion): See Rahu I
    
    19. Penumbra II Pod (Bronze Handicap Match): See Rahu II
    
    20. Penumbra III Pod (Silver Battle Royal): See Rahu III
    
    21. Can Legs (Hero's Home): See Oil Can
    
    22. Ultimate Legs (Isabella's Mansion): See Rahu I
    
    *******************************************************************************
    |11. Conclusion|                                               |11. Conclusion|
    *******************************************************************************
    
    This document is Copyright (C) 2005 Dylan Mead <getanetpassport@hotmail.com>
    
    Right now, only the following two sites, other than GameFAQs.com, can host my
    guide.
    
    http://www.neoseeker.com/
    http://www.cheatcc.com/
    
    If you wish to host this FAQ, you must host the entire FAQ; not just a portion
    of it. You must also e-mail me at the above address and request permission. If
    you actually ask if you can host it, I have no reason not to allow it. I just
    don't want it happening unless I'm notified. It would also be appreciated if
    the FAQ is updated whenever I submit an update to GameFAQs. I do not want
    outdated versions of my guide being posted.
    
    NOTE: Glossary definitions, parts index and holosseums data was copied directly
    from the game. Although it is not original work, it did take me a very long
    time to type, and it doesn't take much effort to e-mail me and ask.
    
    I currently have no one specific to thank. I can always thank GameFAQs for
    accepting my guide, or Nintendo for making the game, but for now I don't have
    anybody that actually assisted in making the guide to name here. If you wish to
    contribute to this guide, e-mail me at the above address, and if I deem your
    contribution worthy, I will post it on my guide and credit you here. If you
    have contributed, and you wish to remove your contribution, just e-mail me and
    I'll do it without question.
    
    If you notice any major typos (not spelling mistakes, but rather grammatical
    errors; I didn't proofread) or any wrong information, e-mail me, and I'll make
    the change and credit you here.
    
    This is the very last paragraph of my guide. Hopefully, you've enjoyed it. If
    you haven't, I don't know why you are reading unimportant information like
    this.
    
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