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    FAQ/Walkthrough by Adori

    Version: Final | Updated: 08/16/05 | Printable Version | Search Guide | Bookmark Guide

               This FAQ is written for Medabots: Metabee Version, but can
                 be applied to most points in Medabots: Rokusho Version.
    
    
                                           _.'._
                                        _.'     '._
                                     _.'           '._
                                  _.'                /'._
                               _.'\                 /    '._
    .             .           ;    \       _._     /        ;
    |\           /|          |      \   _.'   '._ /          |
    | ',       ,' |______  __|_      \ ;      ___;____      _,.,_     _____   _._
    |   ',   ,'   |  ____||  _ \      |/\    |   ___  ",  .'  _  '.  |_   _|,'   ',
    |     '.'     | | ___ | | \ \     /  \   | .'  ," ; .'  ," ",  '.  | | |  ,''./
    |             | ||   || |  \ \   / /\ \  |  "'' ,'  |  |     |  |  | | .  |
    |   |\   /|   | ||___|| |   \ \ / /__\ \ |  |\  ;   |  |     |  |  | |  ", ',
    |   | \./ |   | |     | |  / / / ______ \|  | \  `, |  |     |  |  | | /',', "
    |   |     |   | |____ | |_/ / / / |    \ \  |__\   ;",  ",_,"  ,"  | | ", "   ,
     \  |     |  /_______||____/  \/  |     \/________"   "._   _."    |_|   '-;-'
      \.|     |./           |          ;_       _;           "."
                            |           /'._ _.'            |
                             ;_        /    '   \         _;
                               '._    /          \     _.'
                                  '._/   /\  /\   \ _.'
                                     '._/  \/  \ _.'
                                        '._ | _.'              ,'
                                           '.'              _,'.'
                                                  ________;__.'____________________
                                                  _________________________________
                                                   |\  /|__  ____    ___  __  __
                                                   | \/ | _||_  _|/\|   "' _|| _|
                                                   ||\/|||_   || //\\  ,'||_ ||_
                                                   ||  |||_   ||/ __ \  \||_ ||_
                                                   \|  |/__|  ||\/  \/__;|__||__|
    
    -- ASCII by LivingNightMare185
    
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                            T A B L E  O F  C O N T E N T S
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Introduction             INTR
                                 1. Walkthrough            WLKT
                                   1a. Foxuno              FXNO
                                 1b. Dashbutton            DSBT
                                 1c. Gentleheart           GNTH
    			     1d. Stonemirror	       STMR
    	                       1e. Utopian	       UTPN
    			    1f. Robo-Emperor           RBEM
    			      1g. Babbyblu             BBBU
                        2. Parts/Tinpet Locations/Medals   PTLM
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    				 +++++++++++++++
    				 An Introduction
    				       INTR
    				 +++++++++++++++
    Forgive my excess use of the term "Holy Medaroli!" Now that I'm back into the
    game, it's become second nature once more to me <_<.
    
    Anyways, where do I start? Back in the days of yore (aka when the only oil
    around to fuel the FAQing machine I am was regular), I created an FAQ for this
    game in summer of 2003. Bluntly put, it sucked, only went past the first
    chapter, and was a blemish on my profile.
    
    2 years later, after doing countless other stuff, I finally came back to this
    FAQ, the last of my incomplete and unedited pre-premium days. I started
    reworking what I had after refamilizaring myself, and then finally built on it
    up to this final build.
    
    Now, just note; this FAQ is NOT, I repeat, NOT dealing with much technical
    stuff. I deal mainly with walkthrough and equipment data. If you want that
    technical stuff, then I suggest that you would be better off using Autocon's
    FAQs for this game as a supplement (they're pretty good), here;
    
    http://db.gamefaqs.com/portable/gbadvance/file/medabots_e.txt
    http://db.gamefaqs.com/portable/gbadvance/file/medabots_sidequest.txt
    
    
        _______________________________________________________________________
       /     \                                                           /     \
      /       \                                                         /       \
     |         |                         Foxuno                        |         |
     |         |                          FXNO                         |         |
      \       /                                                         \       /
       \_____/___________________________________________________________\_____/
    
    
    After your conversation with the secretary, go up the top room to the right. In
    this next room, head left and go through the doorway here and into Dr. Aki's
    laboratory. In here, go and talk to Dr. Aki, and you'll name yourself. Default
    name is Ikki, and I'll be referring to him as such for the rest of the game.
    Afterwards, Dr. Aki recommends Ikki goes to meet his granddaughter Nae. Head
    outside Dr. Aki's room now.
    
    Back out here, go up to the top door, and the scientist will knock you away.
    However, Nae comes out and invites you in. After, head up through the door. In
    here, go up to Nae and she'll show you the Elemental Series Medabots. Go examine
    them if you want, then head into the room to your right to look at the medals
    here, then head out to the lobby of the building and outside.
    
    Outside the lab, run straight downwards until you see a blue and brown building
    with a red roof to your right. Enter this place, which is Ikki's house. Inside,
    head up the stairs after talking to your mom, and upstairs, examine the TV to
    watch a helpful episode of Medabots Weekly. Afterwards, your mom comes up and
    orders you to head down to the Hopmart and pick up some Spice-A-Roni, cash in
    hand. After, head downstairs and go outside.
    
    Out here in town again, head up and to the right and enter the store with 24-
    Hour on it's front. In here, after overhearing the conversation, talk to the man
    the boss was yelling at. His name is Henry, he's somebody most anime fans will
    know who he is, and he'll push a Medabot on Ikki for $49.80. Before we know it,
    we have our very own Medabot, but no Spice-A-Roni. Head home now from here, and
    your mother will send you upstairs.
    
    Up here, Ikki will decide to open his Medabot box. He constructs his Medabot,
    only to realize he's missing a medal. Outside, Ikki's father will meet up with
    the Phantom Renegade (The Phantom Who?), whom will give Ikki's dad a medal for
    Ikki and his new Medabot. Upstairs, Ikki's dad will come in and insert the Medal
    into the Medabot, and Ikki gets his required Medawatch. Default name is
    "Metabee". Save now on the menu if you wish, then head downstairs and go
    outside.
    
    Outside here, Ikki will meet up with reporter-wannabe friend Erika, who notices
    he has a Medabot now.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Brass (Variable Hair, Pateri Vulcan, Short Shot, Flaregather)
    Erika
    
    This is your first fight here, so take the time to get used to the controls.
    Toggle to Medaparts, and use the Missile twice to disable Brass' arms. From
    there, you can either choose to use your Missile once more, or you can take the
    time to use the two weapons equipped on your arms to destroy Brass' head; once
    you defeat the head of the Medabot, that Medabot is out for the rest of the
    Robattle.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Afterwards, Erika reveals a Robattle is occuring at the school, and runs off.
    Head up and left to the big building in the center of the town, and enter this
    building, which is the school. In here, the tournament is over, and Samantha of
    the Screws is the winner. Go up to the pedestal in front of Erika and talk to
    the person there, whom is Samantha, and after a conversation, Ikki will face off
    against Sloan of the Screws.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Totalizer (Tyranolaser, Megalaser, Gigalaser, Rollertank)
    Sloan
    
    As your second Medabot fight, Totalizer may look a bit tough at first, and with
    good reason; your first shots will usually hit his Legs, which have a whopping
    120 HP. However, take into consideration the fact that you can move twice as
    fast as Totalizer and thus get four turns before he can even attack once, and
    you can cause him a major amount of damage before he gets the chance. If worse
    comes to worse, use your Missile attack to deal with him as it'll cause a chain
    reaction, possibly taking out several parts in one attack.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    After winning against Sloan, your next opponent will be Spyke.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Cyandog (Linear Cannon, Snipe Rifle, Assault, Gunner)
    Spyke
    
    Cyandog will make your third opponent in this game. However, he's really on the
    meh side of things. While it may seem he boasts a pretty strong attack, his
    entire body falls easily to your Submachinegun, so continuously use your
    Submachinegun until either Cyandog is destroyed or your Submachinegun is
    destroyed. In the case of the loss of your Submachinegun, use your Missile
    attack. Nevertheless, the Submachinegun should prove to take out Cyandog easily,
    especially if you're lucky and your first attack is at Cyandog's head.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Samantha then decides to take on you herself, disgusted at how her fellow Screws
    lost.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Peppercat (Light Circuit, Light Jump, Light Blow, Quick Alert)
    Samantha
    
    Rounding off the Screws is the slightly stronger Peppercat. She can be a real
    pain if you let her be with her legs, so don't use the Submachinegun - she'll
    just stop your attacks. Instead, use the Rifle which is still strong, or, if it
    doesn't work well enough, switch to Missiles as your last resort to take her
    parts out quickly enough, and she'll fall soon.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Afterwards, the Screws will gang up 3 on 1 on Metabee, but Metabee will deflect
    them with a mysterious technique, and the Screws will disperse. Erika will then
    run off as well.
    
    
    NOTE 1
    ŻŻŻŻŻŻ
    From now on, walking around, you will fight random battles against both
    Medafighters and stray Medabots. The normal rules apply; winner takes a
    Medapart. Save often, lest you lose a part you like.
    
    
    NOTE 2
    ŻŻŻŻŻŻ
    In a later chapter, you will need the following three parts. If you gain
    possession of them, DO NOT LOSE THEM! They are;
    
    BATTLE RIFLE (LEFT ARM)
    PSYCHO MISSILE (HEAD)
    HEAVYWEIGHTER (RIGHT ARM)
    
    Psycho Missile can be found at the Hop-A-Mart, and all three parts can be found
    without having to fight before you need it. Nevertheless, keep your eye out for
    them and don't sell them if you get them.
    
    It is recommended that you level up your Kabuto Medal to about Level 10 right
    now. Afterwards, head on behind the pedestal and go into the actual school.
    Inside here, explore around if you want, then head upstairs to the second floor
    of the school. Up here, take the door to your bottom right, and inside here, go
    and talk to Erika. She'll reveal that there is a Medabot around tickling girls.
    She then cons Ikki into finding the Medabot's operator's hideout. Afterwards,
    head downstairs and exit the school.
    
    Out here, Ikki's dog Salty will run up, along with a girl who introduces herself
    as Karin. She'll ask around for a boy named Koji, and then leaves. Now, from the
    school, walk west, and head up to a ditry grey and blue building. Ikki will note
    it as suspicious, when Erika comes in and says a boy from Rosewood Private
    School is picking fights at the school. However, before you go off to the
    school, head back to the Medabots Laboratory and go find Miss Nae again. Once
    you find her and talk to her, she'll offer you a free medal for finally getting
    a Medabot. Head on into the room to your right. At this point in time, I highly
    recommend the Kappa Medal, merely because of the fact that the next chapter will
    see you pitted against Sea-Type Medabots.
    
    Afterwards, head off to the school. In here, we'll see the student from Rosewood
    Private School as he demolishes the Screws Medabots, and accuses them of doing
    something. The Screws then run off deeper into the school, and the Rosewood
    student and Erika follow. Head to the second floor of the school, and you'll
    confront the mysterious student - and you learn his name is Koji.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Sumilidon (Cat Medal, Hunter, Flexsorsword, Straw Hammer, Sharpedge)
    Koji
    
    At this point in time, you'll probably still be relying on long-range parts, and
    thus, Sumilidon's Shot Trap will hurt. The effects of this Trap means that if
    you fire any long-range attack at Sumilidon, you will first take damage.
    However, there is one window of opportunity available if you've leveled up your
    Medal to at least Level 10; the Medaforce. Wait first until Sumilidon lays the
    Shot Trap first to start charging; you might be able to take a part or two out
    first. Charging up the Medaforce with your legs, once the bar at the bottom hits
    80, use the Aim Shot against Sumilidon, which should take him out.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    After some mutual respect is paid, Karin shows up and we learn she got tickled
    by the tickling Medabot. Afterwards, Koji says he'll investigate more when he
    learns the culprit isn't a student, and he and Karin leave. After, Erika tells
    Ikki to come to her house. Right now, a note is that you should try to fight the
    random Krosserdog battles outside the school in the school park, as Krosserdog
    will randomly give you the Battle Rifle that you will need for later on. Head
    outside the school now. Outside, head down and right and go into the pink house
    with a blue roof; Erika's house. In here, go and talk to Erika, and she'll con
    you into making you wear...a skirt?! OK...Head outside now, and Erika will get
    caught by a tickling Medabot, and runs after it. After the scene, head up to the
    dirty warehouse. Investigate the door, and then head inside.
    
    In here, save, then walk forward, and Ikki will eavesdrop on a Rubberobo. Karin
    will then walk in, note Ikki and his skirt, and Ikki will realize that it's the
    Rubberobo gang involved. The Rubberobo will then send his Medabot after Ikki,
    believing he's a 'cute' girl, but we'll end up fighting instead.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Foxuno (Cat Medal, Foxarmor, Fencing, Rapier, Hakama)
    Rubberobo
    
    Foxuno isn't pretty strong at all. Get two arms that have pretty strong armor,
    as that's where he'll be aiming the most. With this in hand, start firing at him
    with your arms, and repeat this until one of two things happens; either Foxuno's
    head is destroyed, or both of your arm parts are destroyed. In the case of the
    latter, you should at this point in time have charged the Medaforce up enough to
    use it against Foxuno. If in the (unlikely) case you haven't, go and fire at
    Foxuno with your head part instead.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Afterwards, Ikki runs away as the Select Corps. come in. The Select Corps.
    commander will reveal himself to be corrupt, as he takes Ikki's credit for
    defeating the Rubberobos and leaves. After the next officer comes in, Ikki
    decides to go return Erika's skirt. Now head up to the northern-most left box in
    the center here, and you'll obtain the Tortoise Medal. Afterwards, exit the
    Warehouse, and head to Erika's house; you won't be able to go into any other
    buildings. Inside, Ikki will change, but Erika forces him to keep the skirt.
    Erika then mentions that the Selects Corp. SUPPOSEDLY beat the Rubberobo gang
    and arrested them, then heads off to the school.
    
        _______________________________________________________________________
       /     \                                                           /     \
      /       \                                                         /       \
     |         |                      Dashbutton                       |         |
     |         |                         DSBT                          |         |
      \       /                                                         \       /
       \_____/___________________________________________________________\_____/
    
    In the schoolyard, head into the actual school building and then go upstairs to
    the top floor. Now go down and into the first door to the right, which is where
    Erika was earlier. Talk to her, and she'll mention that a ghost is appearning at
    Mountain Odoro, which is north of the town. Afterwards, head downstairs, and
    leave the building and back into the schoolyard. Out here, Spyke and the Screws
    will try to rouse the students to get their stolen stuff from the ghost at Mt.
    Odoro, but they refuse to, as it's a _ghost_. Afterwards, the Screws leave,
    claiming they'll get all the Medaparts back and take them all for themselves.
    After, Erika comes around and forces Ikki into going to Mt. Odoro, and she'll
    give you the Town 1 Map. Afterwards, exit the building, and then go home.
    
    Here, Ikki will cover up for his trip and ask for a picnic lunch, and his mother
    will take it that he's dating Erika. Upstairs, examine the chest beside Ikki's
    bed for a Penlight, then head back downstairs. Your dad will bring you up your
    Lunchbox, and then he will give you a Male Tinpet. If you equip this Medabot
    with a Head Medapart and Medal, you can now use two Medabots in battle! Be sure
    to equip it up fully, then head outside, and go to the northern exit of town.
    The lady that was here beforehand guarding the exit is gone, so go through and
    out of town now.
    
    Out here, we'll meet up with Erika. Before we can move on, though, she'll
    challenge us to a little 'warm-up'.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Brass LEADER (? Medal,Variable Hair, Pateri Vulcan, Short Shot, Flaregather)
    Pretty Prime (Ninja Medal, Reflect Mirror, Don't Move, Shine Shield, Temple
                  Master)
    Erika
    
    You'll finally have your first two on two Medabot battle here, supposing you
    remember to equip your new Medabot tinpet. However, this battle will be tougher
    than you might expect it to be depending on how easy you've made it for
    yourself; in other words, have you started levelling up your second Medal? If
    you haven't, then you have a possiblity of being crushed here. If you did, then
    things should progress much smoother.
    
    Otherwise, your objectives are still the same; destroy the enemy's Head
    Medapart. In this case, you have to destroy Brass' Head Part, since she is the
    leader of Erika's Medabots team. Because you now have two Medabots instead of
    one, and the enemy has two Medabots instead of one, it makes more tactical sense
    now to focus on one enemy first. However, this has some repercussions because if
    both of your Medaparts target the exact same Medapart, and the first attack
    destroys said Part, the second attack won't work. So you'll have to devise new
    strategies wisely.
    
    Anyways, focus on Pretty Prime first, so that you can garner as much experience
    as you can instead of taking out Brass quickly and gaining very little
    experience. Once Pretty Prime's life is ended, start on Brass, and if you by
    this time have a Medaforce ready, use it against her to end the match.
    Otherwise, take her out by the normal means of attacking with your regular
    Medaparts.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Afterwards, Koji and Karin will show up, and reveal that they are out for a
    stroll, with the former guarding the latter. Erika reveals her objective as
    defeating the ghost and capturing it's identity on film, and after a bit of a
    brief war of words, Koji storms off, having challenged Ikki to find and defeat
    the ghost first. Karin will then leave with him, and Erika tells Ikki that the
    ghost is rumored to show up at Odoro Pond. Afterwards, head up to the top of the
    path, and then start going right. On your way, you'll be challenged by a boy.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Toybox (Bear Medal, Toymander, Blast Rod, Yo-Yo, Kendama)
    Boy
    
    I highly doubt the validity of this fight as an actual boss fight. Nevertheless,
    it's pre-scripted and not random, so for all sakes, I'm counting this as a boss
    fight.
    
    Anyways, Toybox isn't a very fast Medabot. You should have a good chance of
    taking him out with ease. Start off by sneaking in some quick attacks, then fall
    back with the more heavy-duty Medaparts, until he eventually falls. In the off-
    chance that your Medabots are somehow sluggish enough to move after Toybox,
    ignore your quick attacks and go straight to the high-power stuff, and focus on
    different Medaparts when attacking Toybox by having one Medabot use an arm and
    the other use either his head or the other arm. Sooner or later, Toybox should
    fall without a problem.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Now, before you continue on your way just head, consider talking to that other
    boy that's around. He'll mention something about something being in a tree. Go
    to the left side and at the river, go up, and examine the green tree next to the
    river and above the rocks, from the bottom-left side. Choose to kick it, and a
    Rubberobo will come out to duel you in a mini-boss fight.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Magdosnake (Snake Medal, Cobrara, Changer, Snakebite, Slither)
    Rubberobo
    
    This is a pretty easy fight. Most of the Medaparts that Magdosnake use, while
    see an advantage on the type of field you'll be fighting on, are overall weak
    and will be destroyed quickly. Start off as strong as you can, however;
    Magdosnake is strill pretty darn strong even in a two on one battle, and he's
    fast as well. Don't let him take a quick advantage, and use high-accuracy
    attacks to quickly disable his legs or one of his other parts. Once he's down a
    few parts, you should be able to follow up from there, and take him out for once
    and for all.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    After, head past the boy you fought earlier, and Ikki will automatically examine
    the sign. A water-taxi Medabot will pop up, and reveal that the Rubberobos are
    here. Ikki will then get his ride paid for by Erika, and you'll be popped over
    to a small island with four chests. The left most box is empty, while the chest
    to your bottom-right contains 1.00$. The middle chest will contain a Psycho
    Missile Head Part, and the upper-right chest...well, a ninja will pop out of the
    chest. After he vanishes, examine the chest again to obtain a Jellyfish Medal.
    
    Afterwards, head back to the mainland, and Erika will be disappointed at the
    lack of clues. After the Medabot leaves, continue your way on right. DO NOT TALK
    TO KOJI AND KARIN WHEN YOU ENCOUNTER THEM! With that out of the way, go down the
    bridge, past the two boys, talking to them if you want, and you'll run into Koji
    and Karin. DO NOT TALK TO THEM!
    
     ____    ___     _______  __   _____  _   _ ____     ____    _    __  __ _____
    / ___|  / \ \   / / ____| \ \ / / _ \| | | |  _ \   / ___|  / \  |  \/  | ____|
    \___ \ / _ \ \ / /|  _|    \ V / | | | | | | |_) | | |  _  / _ \ | |\/| |  _|
     ___) / ___ \ V / | |___    | || |_| | |_| |  _ <  | |_| |/ ___ \| |  | | |___
    |____/_/   \_\_/  |_____|   |_| \___/ \___/|_| \_\  \____/_/   \_\_|  |_|_____|
    
    
    Depending on who you talk to here, in what order, and how often, you'll set off
    a sidequest later on in the game, where you can either get a Cat Medal, a ?
    Medal, or nothing at all. Since you obviously don't want the latter choice to
    happen, saving your game would be a wise choice in the case that you screw up
    majorly and have to reset your game, and you wouldn't want to have to go back
    any farther than you have to.
    
    
    
    If you want the CAT Medal.....Talk to Koji, but NEVAR talk to Karin! (yes,
    deliberate spelling error) If you talk to Karin, you get NOTHING in the end.
    
    If you want the ? Medal.....Talk to Karin TWICE, then talk to Koji ONCE. If you
    do not do it in that order and that amount of times, you get NOTHING in the end.
    
    Afterwards, leave the premises of this small area (you need to talk to Koji
    first though), and Erika suggests heading off to Odoro Marsh. Head back into the
    central part of this area, and go down the bridge south of where the Rubberobo
    was hiding out in the tree. Go left, and down, and over the second lower-most
    bridge and into the Odoro Marsh.
    
    In this area, you'll see a bunch of old men training. If you don't, then you
    took the wrong bridge, so exit and go down and left. Walk past the first two
    hermits, and go try to walk past the third hermit, and he'll stop you to
    challenge you to a Robattle.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Dragonfly LEADER (Bear Medal, Hardweighter, Heavyweighter, Veryweighter, Flyfly)
    Noctobat (Bat Medal, Psycho Missile, Electomissile, Sonic Missile, Grave)
    Hermit
    
    Before I say anything else, note the parts of the Dragonfly. Yep, that's right;
    the Heavyweighter is something you'll need for later on, as well as the Psycho
    Missile, combined with Krosserdog's Battle Rifle from the school parkgrounds.
    Anyways, Noctobat and Dragonfly both have Air-type Medaparts, so if you have any
    of Noctobat's parts on you at the moment from random battles or the store, now
    is the time to equip it. With this in mind, charge up the Kabuto Medal's
    Medaforce so that you can avoid the pain of your enemies dodging attacks, and
    have your other Medabot attack with sure-fire or otherwise high-accuracy
    attacks. When Kabuto Medabot charges up it's Medaforce, let loose, and then
    start battling regularly if you still haven't won your battle. Continue on until
    you win. This shouldn't be too hard, as you'll also have to fight these two
    Medabots in random battles.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Repeat this strategy twice more as you fight two more Hermits with the exact
    same Medabots. Once you pass the final dude, go down into the small gathering of
    rocks, and the Ninja that you encountered earlier will appear once more. When he
    realizes that he's been caught, he'll give you the Bear Medal and leave. Now,
    head back into the central area of Mt. Odoro, and this time, take the upper-left
    area into a Select Corps. camping area. Here, talk to the Girl to have a mini-
    boss fight.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Churlybear LEADER (Bear Medal, Spreader, Smasher, Splasher, Anti-Grav)
    Oceana (Mermaid Medal, All Repair, Cure Hand, Repair Arm, Purple Fins)
    Girl
    
    Ugh. Now this is one of the more annoying battles of what you've faced so far,
    and it'll also appear as a random battle throughout the Odoro area. What makes
    it frustrating is that Churlybear has high defenses, and Oceana's Medaparts can
    instantly completely heal one of Churlybear's Medaparts at random. It's not so
    much difficult, however, than it is really annoying. That, and you can't use the
    Oceana's Medaparts until you get a female Tinpet, though that's coming up pretty
    soon.
    
    What you want to do is start out by having the Kabuto Medal charge up, and your
    other Medabot using 100% accuracy attacks against Oceana, if it's possible.
    Since she can't heal herself, and the attack hits her every time, she'll pretty
    soon lose her Medaparts. With the Ultimate Shot Medapart ready, it can take out
    at least two Medaparts from either enemy Medabot. If it takes care of
    Churlybear, then Churlybear is either down or close to being down, and if it
    takes out Oceana, then that's all good and very well. If it hits Oceana but
    doesn't take her out, start charging up the Kabuto Medal again, and don't fire
    until you're 100% sure it will hit the Churlybear (or alternatively, destroy
    Oceana in the meantime so Churlybear is the only remaining target).
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Afterwards, head left and go down the bridge, and then go into the building
    here. MAKE SURE THAT YOU HAVE THE Psycho Missle, Battle Rifle, AND Heavyweighter
    BEFORE YOU PROGRESS! In here, SAVE, then talk to the non-custom Select Corps.
    sprite. He'll challenge you to a Robattle, which you need to fight to progress.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Attack-Tyrano LEADER (Cat Medal, Breathfire, Crab-Hit, Strike-Hit, Attach Leg)
    Air-Ptera (Cat Medal, Hidden Brake, Pocket Sword, Microsword, Skyleg)
    Landbrachio (Bat Medal, Anti-Skyer, Rave-Luster, Ray-Masher, Land-Leg)
    Select Corps
    
    Now you do see why you should have wanted to save beforehand? Not only are all
    three of these Medabots well-powered, with the latter Medabot being compatible
    with the Bat Medal, but it's also a 2 on 3 fight. On the other hand, they're a
    bit shoddy at defense, and if you can get a lucky hit in, you can take them out
    very fast.
    
    Start off by charging the Kabuto Medal to use the Medaforce, and the other
    Medabot should start taking on Landbrachio, and it should also have superior
    speed. While your support Medabot works on disabling Landbrachio, the Kabuto
    Medal bearer should use the Ultimate Shot against either Air-Ptera or Attack-
    Tyrano. If you have luck enough, the Ultimate Shot will take out Attack-Tyrano's
    head right away, ending the match relatively bloodlessly. Failing that, you'll
    have at least destroyed a few Medaparts permanently, making your life a bit
    easier. Repeat the use of the Ultimate Shot, while your Support Medabot makes
    life difficult for Landbrachio, and then moves on to Air-Ptera once the former
    has been taken out of the running for once and for all. This is a difficult
    fight, but with luck and some good Medaparts, you can still dodge most of the
    enemy attacks and get a few lucky Ultimate Shots in at vital Medaparts.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Outside once again, head past the lone Select Corps. member that's guarding the
    way through the path. Ikki will accidentally break one of his contact lenses as
    the guard drops another one, but he still cannot pass. Afterwards, head back up
    to the bridge, and we'll encounter a Rubberobo who will fight Ikki.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Magdosnake LEADER (Snake Medal, Cobrara, Changer, Snakebite, Slither)
    Gorem (Ghost Medal, Head Shutter, Hand Shutter, Arm Shutter, Blow Up)
    Rubberobo
    
    You're in a lot of hot water here. Although you've faced the Magdosnake before
    and you should have a bit of an easier time now that you've got some stronger
    parts and your Medals have leveled up, the Rubberobo now has a Gorem. With the
    Ghost Medal in it, the Gorem has a +10 status boost on all it's Medaparts.
    Certainly something to pause and hesitate about, to say the least....
    
    Or so they say. Gorem will usually start off by powering up his Medaforce, which
    at this point in time won't work for him. You can take the golden opportunity to
    charge up the Medaforce for the Kabuto medal, and all the time beat the living
    crap out of Magdosnake with your second Medabot. Once the Medaforce is charged
    up, you can disable either Magdosnake or Gorem, and if you don't get
    Magdosnake's head, then charge things up again. Repeat this pattern until
    Magdosnake finally falls, and don't bother to concentrate your fire on Gorem
    unless you can't attack Magdosnake in any particular turn with your second
    Medabot.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Afterwards, the Rubberobo will dart off, leaving Ikki to accidentally fall down
    into the stream, and to wash out to sea.....Oh come now, they wouldn't single-
    handedly kill the main character this far into the game! Or WOULD THEY?
    Actually, no, they wouldn't.
    
    Ikki will then wake up in a kimono in an old lady's house, who explains he fell
    from the waterfall. She introduces herself as Kannie, and the Medabot that saved
    Ikki will say something weird. Ikki then runs outside, thinking that old lady is
    the rumored old witch to live around Mountain Odoro. After, walk back inside and
    talk to Kannie, and she'll ask you to drive off the wild Medabots that might
    have a base around here.
    
    Now, this area is mainly Sea fields. What do you think you should equip for
    legs? That's right. Once you are outside again, go down and talk to both of the
    Medabots that are around here. Afterwards, head north through the small path
    between at the end into the next area. In here, talk to all the Medabots if you
    wish to do so, but when you see the first Medabot hiding behind a small cliff,
    move left and go down the path of trees. Talk to the Medabot at the end and
    offer to have lunch with it. It'll reveal afterwards that the Rubberobos are
    around, and then will give you the HEAVYWEIGHTER part you'll need for later.
    
    After that, head up and talk to the lone Medabot that's in between the tree and
    the cliff. It'll challenge you to a fight.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Flatstick (Snake Medal, Slipper, Accident, Troubler, Speartail)
    Sea Medabot
    
    This is a reasonably easy fight here. Although the enemy Medabot has some
    Medapart advantages thanks to compatability with it's Snake Medal, your Medabots
    should have Legs that work best on Seashores, which is the better advantage
    here. Let's not forget also the fact that it's a 2 on 1 fight, which makes it
    even better. Nevertheless, let's not forget that the Flatstick can be fast when
    it wants to and can dodge attacks, so instead of trying to squander your
    advantage and firing off low-accuracy hits and end up getting demolished, use
    higher-accuracy attacks to take out Flatstick over a short period of time. That
    way, Flatstick doesn't have a chance of eliminating one of your Medabots while
    you're still trying to throw high-attack but low-accuracy attacks at him.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    After you win the battle, head down and go right and across the bridge. Talk to
    the taxi Medabot here and you'll learn that although you cannot get a ride, the
    Rubberobos are around (as if you didn't already know). Now, head down from here,
    talk to the lone Medabot who reveals that he lost a letter of Kannie's, then
    continue on your way down. If you take the left side, you'll see the Rubberobos.
    If you take the right side, you'll both see the Rubberobos and run into them,
    who are trying to force a Medabot into working for them. After Ikki spots them,
    they'll prepare to fight him.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Flatstick LEADER (Snake Medal, Slipper, Accident, Troubler, Speartail)
    Haniwa (Ghost Medal, Clay Flash, Hand Flash, Arm Flash, Teacup)
    Rubberobo
    
    Things are pretty much the same as your earlier fight with a Flatstick. Although
    the presence of the Haniwa evens the odds out and makes things a bit harder,
    your target should still be the Flatstick. Have one Medabot equipped with the
    Kabuto Medal charge up it's Medaforce, and the other should start using Aim Shot
    attacks against either of the enemy Medabots. With some luck, you should take
    out a few parts, making your life easier. When Kabuto gets it's Medaforce
    charged up, let loose as soon as possible to take out one of the Medabots. If
    it's the Haniwa you took out, don't bother charging up your Medaforce again, and
    instead start concentrating your high-accuracy attacks on Flatstick until
    Flatstick falls in turn with Haniwa. Of course, if your Medaforce doesn't
    destroy EITHER of the enemy Medabots, start charging the Medaforce again and
    fire off another Ultimate Shot to destroy one of the Medabots for good.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Afterwards, the Rubberobos will distract Ikki long enough for two more
    Rubberobos to come in and surround Ikki. However, the Phantom Renegade will then
    come in with his dramatic introduction, and he scares off the Rubberobos with
    his finesse. Ikki says he's OK and the Phantom Renegade tells Ikki that evil
    cannot always be seen or felt. He then flys off with a Medabot. Afterwards, go
    and examine the letter to your right and Ikki will realize that it's a letter
    from Kannie. Now go and talk to the Medabot that the Rubberobos tried to
    'convert', and it'll offer you a ride over to Kannie's house. Accept it's offer.
    
    Back at the ranch, talk to the Medabot and Ikki will give it the letter from
    Kannie so that it can leave. Now head back inside. In here, talk to Kannie
    who'll explain that Natsuko is her daughter and Yanagi is her ghost Medabot and
    that they both left elsewhere. Things will begin to click into place for Ikki.
    She then offers the use of her Medabot for Ikki to leave. Kannie's Medabot will
    then lay out two boxes for Ikki; a small one and a large one. If you choose the
    small box, you'll get a male tinpet. If you choose the large box, you'll get a
    female tinpet, the BRASS Medaparts, and $1.00. Don't forget to equip your new
    tinpet to use in battle later on. Afterwards, head outside, and talk to the
    Medabot in front of the house to head back to the main part of Mt. Odoro. Ikki
    will decide to find Erika.
    
    Back here, head straight up from where you are until you spot Karin. Karin
    doesn't know where either Erika or Koji is, and explains that she has a lack of
    sense of direction, and thus gets lost all the time even with an escort. She
    then challenges Ikki. You don't have to accept, but here's a boss strategy just
    because.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Neutranurse LEADER (Mermaid Medal, Holy Helm, Donor, Translate, Petticoat)
    Sailormate (? Medal, Fight Oneshot, Machinegun, Magnum, Mini-Scout)
    Karin
    
    This is easily a fight that's nigh upon impossible to lose unless you try to
    actually lose. For one, you now have three Medabots vs. Karin's two, which makes
    the odds vastly in your favor. Secondly, Neutranurse doesn't so much attack as
    she will constantly try to heal Sailormate.
    
    Because Neutranurse is much like Oceana in that she completely heals one of
    Sailormate's Medaparts, you'll need to use attacks that will destroy a Medapart
    in one hit. This should not be too hard, however; many of the Medaparts you've
    picked up so far are strong enough to take out any of Sailormate's weak
    defenses, and a carefully placed Ultimate Shot can take out Sailormate for good.
    Once Sailormate is down for the running, and all fire is concentrated on
    Neutranurse, she will be unable to heal herself, and her attacking capabilities
    are very weak. Use this to wipe her out as soon as possible. Her dodging rates
    are poor also, so you don't have to refrain from using low-accuracy attacks that
    have a high power rate.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Afterwards, if you won, Karin will give you the Medapart Right Armor, and Ikki
    will thank her for it. IF YOU WANT THE CAT MEDAL, DO NOT TALK TO HER AGAIN! With
    that done, go left from here and head up to the sign. Examine it, and the water
    taxi Medabot will pop up and offer a 1$ ride to Odoro Marsh. Take it to head off
    to the marshlands. IF YOU DO NOT HAVE EITHER THE HEAVYWEIGHTER OR PSYCHO
    MISSILE, DO NOT LEAVE THE PREMISES.
    
    Once you've been deposited in the Marshes, Ikki realizes he needs to find Erika
    and needs to locate Yanagi before Koji does. Once that's done, head up. Once you
    go through the small hole in the wall, continue up and go around the water to
    open a chest for a Battle Rifle, which you'll be needing pretty soon. Head back
    down, and then go right and talk to Sloan, who's guarding the path. In his
    egomaniac mode, he'll stop you from passing, and force you into a Robattle in
    order to pass.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Totalizer LEADER (Tortoise Medal, Tyranolaser, Megalaser, Gigalaser, Rollertank)
    Fireflash (Kappa Medal, Watergun, Shower, Klench, Luminous)
    Sloan
    
    Sloan is back in action with a second Medabot to back him up. However, you have
    not just one, but TWO more Medabots to help your own team out, so the odds are
    now against Sloan. On the other hand, Fireflash is another one of those annoying
    dodge-everything Medabots, so in this battle, it'll be useful to have both the
    Kabuto and Bear Medal. Whereas the Kabuto Medal should be charged up to use it's
    Ultimate Shot, the Bear Medal should be used to use it's Shot, where your
    success rate at hitting the enemy is doubled. With this, Fireflash will be
    vastly easier to hit, and should fall soon enough under attack after attack or
    Kabuto's Ultimate Shot.
    
    Should the Ultimate Shot instead hit Totalizer, Totalizer will lose either his
    legs or some of his other Medaparts, and if you're lucky enough, his head. If
    the Ultimate Shot destroys Totalizer's legs, then start concentrating your fire
    on Totalizer so that both his arms are destroyed. The choice of whether you wish
    to finish this match up quickly, or take out Firefly first and then finish off
    Totalizer for more experience, is entirely up to you.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Afterwards, Sloan will run off, so chase him, and you'll hear a rock falling
    down. Continue on until you see a gray rock. In order to pass, you must equip
    one of your Medabots with the Battle Rifle that you picked up earlier, so do
    that, and then you can destroy the rock. Continue down on and repeat the
    destroying of rocks in the same fashion using your Psycho Missile, and then your
    Heavyweighter. Once you hit the end of the rocks, continue down and left, then
    go up and right down the staircase. On the bottom floor, walk up through the
    maze until you hit Sloan; you'll have to battle him again, so use the same
    strategy as you did with the earlier fight with Sloan's Totalizer and Firefly.
    
    After you win, head into the small room to the right of where Sloan was standing
    to find some broken Medaparts. Examine the greenish-yellow Medapart and Ikki
    will pick up Broken Parts to fix later. Now head left and go down the new path,
    making sure to pick up the treasure chest in a crevasse to your right while
    going down for 10.00$. Head left once you hit the bottom to run into Spyke.
    Spyke will laugh at Ikki for wearing a kimono, comments on how Erika will be
    interested in this type of news, and then gets us into another Robattle.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Cyandog LEADER (? Medal, Linear Cannon, Snipe Rifle, Assault, Gunner)
    Mantaprey (Cat Medal, Kataki, Kamakubi, Kubikiri, Kamaki)
    Spyke
    
    As if things weren't progressing smoothly enough. Cyandog will prove to be just
    as big a joke as ever, and if you still have something like your Submachinegun
    around, the mutt itself will fall quickly. Mantaprey is what makes me venture
    off to say that this is one of the, if not the single most easiest scripted
    battle in the game. Because you see, Mantaprey not only has very weak armor on
    his Medaparts, but he also has a terrible evasion rating. Combine the two, and
    you can take him out in only a few turns, leaving Cyandog to tame and bring to
    heel.
    
    With Mantaprey out of the way, Cyandog will be easy meat, so I recommend
    defeating Mantaprey and then Cyandog to garner as much experience as you can
    before finishing the battle off.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    After, Spyke will run away, and Ikki realizes that Samantha must be up ahead.
    Once you get onto the rocks in the pool, go right and then up, and then head
    left and up back onto dry land again. Talk to Samantha, and she'll say that
    she's tired of hanging around this place, and leaves the premises without even
    bothering to fight. Well, that was rather easy....Continue on up the stairs. On
    the second floor, examine the parts that is blocking your way to get another
    Broken Part, and SAVE YOUR GAME! Now head up, left, down and left along the path
    until you're in front of a cave, and Yanagi the ghost Medabot will appear. Ikki
    realizes that it's out of shape as Yanagi reveals he needs 100 Medaparts for
    Natsuko to come back. Koji then comes onto the scene and tries to fight Yanagi,
    but Ikki stops him. After Koji briefly laughs at Ikki in his kimono, we will
    once again have to Robattle.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Sumilidon LEADER (Cat Medal, Hunter, Flexsorsword, Straw Hammer, Sharpedge)
    Rockflower (Rabbit Medal, Blank Look, Leaves, Stem, Fiyun Ball)
    Koji
    
    Remember in the days of yore, when your newfound Metabee constantly got
    destroyed by the Shot Traps that Sumilidon would lay, in our ol' public school?
    Yeah, Sumilidon still uses it. In other words, equip close-combat Medaparts,
    dummy. In the case of your female tinpet, you should get some healing Medaparts
    onto her instead so that you don't lose any Medaparts in this battle. While your
    Kabuto Medabot should be charging up the Medaforce for use of the Ultimate Shot,
    your second male Medabot should be harassing Koji's Medabots with a constant
    barrage of close-range attacks and should have something equipped for legs that
    moves fast on Rocky fields.
    
    When Kabuto Medabot finally charges up the Medaforce, let loose. If you have
    Damage Ball by now, meaning you've gotten to Level 30, don't use it, as it's not
    as useful at this point as the Ultimate Shot is. If the first Ultimate Shot
    doesn't take care of Koji, start charging up again, and continue your tactics of
    guerilla warfare: close-combat with one, healing with another, Ultimate Shot
    with the last. Eventually, Sumilidon should finally fall to you, giving you the
    win in this battle.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Koji and Ikki will pay each other some mutual respect of words, when a leading
    Rubberobo comes in with some of his subordinates. The leading Rubberobo will
    make fun of Yanagi, and as Koji takes on the subordinates, Ikki takes on the
    leader.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Dashbutton LEADER (Knight Medal, Switching, Right-Ing, Leftup, Burly)
    Giggy Jelly (Jellyfish Medal, Missile Base, Intermissile, Guidemissile,
                Limptank)
    Squidguts
    
    Time to send the Rubberobos packing away for good in the Mountain Odoro. This is
    it. Unfortunately for you, both Dashbutton and Giggy Jelly have a Medal
    compatibility advantage with their Medaparts, and Dashbutton much more
    dangerously so than Giggy Jelly. They both also have some very strong Medaparts,
    particularly Dashbutton and Giggy Jelly's Legs, respectively 140 and 120 HP
    each. Seeing as Dashbutton's arms are also 100 HP each, you're going to have to
    slug your way through this to win.
    
    However, Dashbutton has a very big sacrifice to make for his Full Block
    technique, and that is the vast slowing down that he must go through once he
    uses it. To take advantage of this, I suggest you immediately focus all your
    fire on Giggy Jelly until he is more or less either partially or completely
    disabled and out of the fight, with at least one Medaforce used on him. With
    Giggy Jelly out of your way and your female Medabot taking care of any wounds,
    you can then start focusing open fire on Dashbutton. Use Ultimate Shot nonstop,
    and use your second Medabot to continue with the close-range combat attacks, and
    use his Head Medapart if it's a shooting Medapart. Sooner or later, although
    Dashbutton will hit hard, he will fall to the steady barrage of close-shot
    attacks, Ultimate Shots, and the fact that he cannot deal permanent damage to
    you.
    
    Or, you could just equip Gorem parts on.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Afterwards, you'll get the Head and Leg Parts of Dashbutton - Switching and
    Burly, respectively. You'll also receive a Spider Medal. The Rubberobos will
    retreat just as the Phantom Renegade appears, and tells Ikki that he'll take
    Yanagi to one who knows the most about Medabots. After the Phantom Renegade runs
    off with Yanagi, Koji will follow. Once all that melodrama is done, enter the
    cave that Squidguts came out of earlier.
    
    Ikki will use his Penlight to light up the cave, so grab the two Broken Parts in
    here, then exit the cave. Ikki will run and hide as the Select Corps. (The same
    two people as when you fought Foxuno) come in, and the commander will decide to
    once more take the credit for catching the Rubberobos and getting all the stolen
    Medaparts back. Tokkuri, his assistant, doesn't quite like that, but goes along
    with the plan. Afterwards, exit the cavern, then go left, and Ikki will change
    back into his normal clothes.
    
    Outside of the cavern, go and talk to Erika, who's fretted her head over Ikki.
    She also believes the Select Corps. solved this mystery too and found the ghost.
    If only she knew <_<. Afterwards, head to the center of Mt. Odoro, and try to
    leave back to town, to find yourself blocked by Koji and Karin. Talk to Koji,
    and after he makes a joke about Ikki in his kimono, is frustrated that Squidguts
    and Phantom Renegade got away. Karin will leave with him after wishing for a
    reunion again. After ducking Erika's question about Koji's joke, Erika reminds
    him it's Medabots Weekly day, and the new Medawatch goes on sale...he already
    has one of those new Medawatches!?
    
    Anyways, head back into town, then hang a right and go into the Medabots
    laboratory. Go and see Dr. Akki, and he'll reveal that Ikki's Medawatch is able
    to use the Medaforce - and with the new Medawatches, so will everyone else! Oh
    noes~! After explaining it's functions, Ikki suspects something of Akki, then
    gives him the broken parts. However, it'll take a while to fix it, so go and
    visit Nae now.
    
    Talking to Nae, it appears that she knows of some of the deeds that Ikki has
    performed, and offers him another Medal. After you get whichever Medal you
    choose (Bat might be useful for the next chapter, seeing as it's for Anti-Air
    Bots), exit the laboratory, and Erika will come up and talk to Ikki. Seems she
    got the new Medawatch, but she's astonished Ikki has his already, and Ikki will
    wonder why he has a new Medawatch. In a scene at Rubberobo HeadQuarters, Seaslug
    will be ticked off that Squidguts lost to a kid and lost some of his favorite
    parts. Shrimplip then comes in and suggests that they recruit children to the
    Rubberobo Gang by using the Medabots Island amusement park. Hmmm......At the
    same time, another Rubberobo comes in and gives Seaslug the new Medawatch, but
    does not know of any of it's new features.
    
    
    Head home now to start the next chapter.
    
    
        _______________________________________________________________________
       /     \                                                           /     \
      /       \                                                         /       \
     |         |                      Gentleheart                      |         |
     |         |                         GNTH                          |         |
      \       /                                                         \       /
       \_____/___________________________________________________________\_____/
    
    Just as Ikki reaches the front door of his house, a Medabot will come in and
    give him a free ticket for a free pass to Medabot Island in celebration of it's
    sixth anniversary. Once inside, talk to your Mom and Dad (no need to talk to
    Salty the dog). Seems they're too busy to take Ikki, so head out, and Ikki will
    wonder if Erika is going. Outside, head up and left and go into Erika's house.
    In here, it seems Erika and both her parents are going to Medabot Island, so
    leave their house, and Ikki decides to consult his parents once more.
    
    Going back into your own house, talk to your two parents, and once again Ikki
    will find out his parents cannot take him. Head outside, and Ikki will decide to
    go to the dock where the ship leaves to Medabot Island. Head straight left from
    where you are to go into a now unguarded exit and into a dock. Try to move onto
    the boat, and Erika and her mother will come in. Erika reveals that they're
    short one person and up one ticket since her dad couldn't come, and in exchange
    for being a bodyguard, Ikki can come along with them. Cool beans.
    
    Once on the ship, talk to the two people around you, and then try to leave the
    deck. Erika will come on deck, and Ikki reveals that he is a bit depressed about
    how his parents could not be able to take him. Erika cheers him up by saying
    that his parents were probably just too busy, not that they don't love him.
    Afterwards, they'll reach Medabot Island and everyone on board will get off.
    
    On the Island, we'll see a cameo from Dr. Meta-Evil, and afterwards, continue
    up. An attendant tells us that a tournament is going on, and anyone who wants to
    register needs to go to the left. There'll also be a parade after. After, head
    inside. Here, Erika asks Ikki to come with her to the parade. You cannot refuse,
    so say 'Yes' to advance the plot. Afterwards, she'll leave. I would recommend
    equipping your Medabots with Air-Attribute Legs, so long as you decide to run
    away from all Select Corps. battles (one of their Medabots is Anti-Air).
    
    Before we head off to the tournament, hang a right from the sign. You should see
    a building with a spinning 24 Hours sign next to it. This indicates that it is a
    shop, so head in and purchase whatever you wish (not that there's really much
    there that's worth it, if anything at all). You can also talk to the upper
    cashier to change your Medal names for a fee. After, exit the store. Now go up
    above the sign, but ignore the first fork in the path going left. Instead,
    continue on up until you see a second path headed left, and go past the Select
    Corps. Headquarters and into the next area.
    
    In here, go up straight into the building. Head up to the front counter and talk
    to the attendant to register for B Block, then go left and through the exit (not
    the red door). Inside, save and talk to Erika to learn that she's your first
    opponent, and then go up and right into the battling arena.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Brass LEADER (? Medal,Variable Hair, Pateri Vulcan, Short Shot, Flaregather)
    Pretty Prime (Ninja Medal, Reflect Mirror, Don't Move, Shine Shield, Temple
                  Master)
    Pretty Prime (Ninja Medal, Reflect Mirror, Don't Move, Shine Shield, Temple
                  Master)
    Erika
    
    If you've got a good memory, you'll remember my last strategy for an Erika fight
    was long, but that was merely because of explanations for two on two fights.
    This time around, there's no such complications, so I can get straight to the
    fight.
    
    Anyways, ignore Brass at first, as her firepower won't make much of a difference
    to the fight. Instead, get your trusty Kabuto Medabot to start charging up,
    while your other two Medabots start focusing on one Pretty Prime. When the
    Medaforce is charged up, don't unleash the Ultra Shot just yet - rather, make
    sure the first Pretty Prime you focused on is down for the count first, then let
    your fire go. If it hits the second Pretty Prime, then all is well anyways,
    since you should still have all three of your Medabots. From here, just focus
    your fire on Brass, and she should fall soon as well.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Once you win and are deposited back into the locker room, you'll notice Karin.
    She's your next opponent. Get one of your Medabots decked out in the Psycho
    Missile/Sonic Missile/Electro Missile equipment, but instead of finishing with
    Grave, put on a Leg Medapart that adapts to Room, and put the Bat Medal on him
    for extra cause, and trade one of the arms for an Aim Shot or Rifle part. Save,
    then head back into the battle arena to take on Karin this time.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Neutranurse LEADER (Mermaid Medal, Holy Helm, Donor, Translate, Petticoat)
    Sailormate (? Medal, Fight Oneshot, Machinegun, Magnum, Mini-Scout)
    Draken (Unicorn Medal, Appealsound, Sidemuffler, Silencer, Singer)
    Karin
    
    Karin's new Medabot is highly compatible with it's Unicorn Medal. However, it's
    an Air-Type Medabot, and guess what your Psycho-Missile Medabot is? Start off by
    throwing whatever Anti-Air attacks you can at Draken while the Kabuto Medabot
    charges up the Medaforce, and your third Medabot can take care of either
    Sailormate or Neutranurse for the time being.
    
    Of course, Neutranurse can use Defend to guard other Medabots, and if you didn't
    have something for the Psycho Missile Medabot to adapt to Room easily,
    Neutranurse can get her shield up before you fire at Draken. So make sure you
    have an adaptable Leg Medapart to get the upper edge on Draken.
    
    By the end of the first turn, Draken should be permanently out, due to his
    extremely weak Medaparts (I'm talking in the 10s and 20s here), and either
    Neutranurse or Sailormate should be somewhat damaged. Start the second turn by
    having Kabuto again charge up the Medaforce, the Psycho Missile bot using his
    non Anti-Air arm to fight, and your third Medabot once again fighting with
    whatever.
    
    The third turn should see the use of the Medaforce, with the two support
    Medabots once again mopping up Karin's bots. If this does not defeat her, she
    should only have one Medabot left anyways, so it won't take long before she
    finally bows to your superior might.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Back outside, we'll see our next opponent, Sloan. Save again, enter once more.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Totalizer LEADER (Tortoise Medal, Tyranolaser, Megalaser, Gigalaser, Rollertank)
    Fireflash (Kappa Medal, Watergun, Shower, Klench, Luminous)
    Fireflash (Kappa Medal, Watergun, Shower, Klench, Luminous)
    Sloan
    
    Sloan is once again back in action and ready to fight you. Once again, his
    Medabots are also incredibly slow, with the radiation on one of Fireflash's
    attacks enough to allow you to attack several times before it gets it's own
    attack in. Take advantage of this and make sure you have Room-adaptable Leg
    Medaparts on, and some more powerful attack parts. If you have any 100% accurate
    Medaparts, such as Missile, make sure to equip them; Fireflash is still as
    evasive as ever.
    
    Start off by charging up Medaforce for Kabuto, and start inflicting pain on
    Totalizer with your other two Medabots. The Kabuto bearer should use the
    Medaforce twice in this battle (unless Totalizer is hit by the first Medaforce),
    the first to hit a Fireflash and knock it out permanently, and the second to hit
    either the other Fireflash or take out Totalizer. If the second Ultra Shot hits
    the second Fireflash, then at this point in time, there isn't really much room
    left for Totalizer; you can just take all three of your Medabots and harass him
    with attacks until his eventual downfall.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Another win, another opponent. This time it's Spyke, but remember, he's a lot
    easier. Save, and then head in.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Cyandog LEADER (? Medal, Linear Cannon, Snipe Rifle, Assault, Gunner)
    Mantaprey (Cat Medal, Kataki, Kamakubi, Kubikiri, Kamaki)
    Mantaprey (Cat Medal, Kataki, Kamakubi, Kubikiri, Kamaki)
    Spyke
    
    While Cyandog actually has some pretty decent parts along with his semi-twin
    Krosserdog, somehow he's always a joke when you actually have to face him. Once
    again, he's subpar, and when you put him face to face with one of your male
    Medabots fully equipped with good parts, that alone could take him out, though
    with a bit of tension. However, take the fact that his two accomplices are once
    again jokes (seriously, there's not a single part on the Mantaprey over 20 HP)
    and have poor evasion factor, and your other two Medabots are also fully decked
    in battle equipment, and Cyandog will find the fight going against him with a 1
    vs 3 disadvantage.
    
    In other words, start off by assigning one Medabot to each of the other
    Medabots. The Mantaprey will fall quickly enough, so when one of them falls,
    take their assailant and assign him/her to help your first Medabot with taking
    out Cyandog. The second Mantaprey will fall in a similar fashion, so Cyandog
    will be partially disabled, with no support units. With that in hand, finish him
    off for once and for all.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    There's one more battle, and this time, it's Samantha. Save, and enter the
    battle arena one more time.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Peppercat LEADER (Queen Medal, Light Circuit, Light Jump, Light Blow, Quick
                     Alert)
    Redlace (Spider Medal, Hat Trick, Globe Trick, Bangle Trick, Floater)
    Redlace (Spider Medal, Hat Trick, Globe Trick, Bangle Trick, Floater)
    Samantha
    
    It's been a while since you fought Samantha - your last battle with her was in
    the school yard. Anyways. It is imperative that you do not equip any Shooting
    Medaparts, as the Redlace will set Anti-Shooting Traps. That means that you will
    have to stick to Grappling and Striking Medaparts, whereas your female Medabot,
    if she does not have any of those Medaparts, should take the Kabuto Medal. This
    way, she can charge up the Medaforce while your two male Medabots take the
    opportunity to constantly batter Samantha's Medabots.
    
    While it may look like it, no, the Redlace don't have Air Medaparts at all.
    Instead, stick solely to males attacking and the female using Ultra Shot, and
    try to take out the Redlace before they get the opportunity to use their special
    Medaforce technique; Anti-Attack Trap, which lays a trap for any attack. If you
    get this, it'll hurt, so try not to let them get the chance. Instead, use your
    Medaparts with the least radiation to get in as many attacks as possible, and
    sooner or later, the Redlace and/or Peppercat will fall to a constant barrage of
    attacks, arsenal of traps or no.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Defeating Samantha gives you the B Block championship. After you step out into
    the locker room, go down and exit to your right into the main area, then go up
    through one of the red doors into the spectator area. Erika will call you over,
    and we'll see that small old man from earlier, whose name is Dr. Armond. Armond
    gives a scientific speech about Medabots, and after, Erika leaves to the Arcade
    Building. Exit the building.
    
    Outside, we'll oversee a Rubberobo stealing a little girl's Medal. Talk to the
    girl afterwards. Ikki decides that he needs to catch up with the Rubberobo and
    stop him, so head right. In the main area, a weird dude with red hair will come
    and challenge Ikki to a Robattle. When Ikki refuses, he'll try to harm Ikki with
    his Medabot until Ikki relents to having a Robattle.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Sabotina LEADER (? Medal, Sombrero, Spiky Gun, Needle Gun, Right-A-Way)
    Sabotina (? Medal, Sombrero, Spiky Gun, Needle Gun, Right-A-Way)
    Sabotina (? Medal, Sombrero, Spiky Gun, Needle Gun, Right-A-Way)
    Tequonic
    
    Yes, this dude has only one type of Medabot. No, they aren't psycho super-
    powerful Medabots that can take you out in one hit.
    
    The easiest way to put an end to Tequonic's trio of Sabotinas is if you have any
    Medapart that can lay down a Shot Trap, seeing as all three Sabotinas can only
    shoot but not strike or grapple. Nevertheless, if you don't have a Shot Trap
    Medapart, there's not really too much to regret, because all of Sabotina's parts
    are very weak. Heck, you could probably destroy any one of them in a single
    shot, and if you have one of the many high-armored legs that you've no doubt
    been collecting as of late, they won't be able to harm you quickly enough.
    
    As such, you don't really need to bother using the Medaforce at all in this
    battle. Just make sure you have Medaparts that are compatible with the current
    environment, and attack, attack, and attack without letting up. Sooner or later,
    the pressure of all your warring should make the three Sabotinas cave in and
    fall.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Afterwards, some Select Corps. will come and arrest Tequonic, who tells Ikki
    he'll see him later at the tournament. Since the parade is about to start, head
    down to your left to the left of the eatery, and Ikki will run into the
    Rubberobo. Despite his promise to Erika, follow. At the bottom, head left.
    
    In here, go talk to the Rubberobo, who's trying to steal another little girl's
    Medal. Ikki will interrupt his crime, and we'll be thrust into another Robattle.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Magiclown LEADER (Jellyfish Medal, Finale, Carnival, Festival, Balance-Ball)
    Gorem (Ghost Medal, Head Shutter, Hand Shutter, Arm Shutter, Blow Up)
    Rubberobo
    
    Hurrah for a two-Medabot opponent. It only makes an already easy match easier.
    
    Start off by having whomever bears your Kabuto medal charge up the Medaforce,
    while the other two Medabots take their turns at taking chunks of HP off of
    Gorem's Medaparts. When Kabuto-Bot finishes charging up, let loose the Ultra
    Shot. If it hits Magiclown, it'll destroy at least two of Magiclown's Medaparts
    if not altogether, and if it hits Gorem, it should take out at least one.
    
    Should it hit Gorem, ignore using the Medaforce and batter down whatever is left
    of Gorem. If it hits Magiclown, ignore Gorem and finish off the match quickly.
    If the former happens, once Gorem is down for the count, take on Magiclown.
    Magiclown is in itself a pretty easy opponent, all of his Medaparts easily
    destroyable in just one hit, so the fight should not be very much of a problem
    to you if you've got good Medaparts.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Afterwards, the Rubberobo will run off to the left and up. Follow at him, and
    Koji will enter, unsurprised that Ikki is around. Koji reveals a Rubberobo made
    off with a girl's Medal, and the two realize it's the same person they're
    chasing that's just ahead. Continuing up, the Rubberobos will come out and
    surround Koji, but then Phantom Renegade will come in and scare the Rubberobos.
    They'll drop the Medal and then run away. Ikki asks the Phantom Renegade who he
    is, but the Phantom Renegade says Ikki doesn't need to know it before running
    off again. Koji then realizes Ikki is in trouble now that the parade is over and
    he didn't see it with Erika. Koji reveals Karin is at the First Aid Station,
    then leaves.
    
    Now, head back up to the girl the Rubberobo stole the Medal from, and give it
    back to her. Erika will then come in, miscomprehend the situation thinking that
    Ikki broke their supposed date for a girl, and storms out. The little girl will
    thank Ikki now that she realizes what sacrifice he made, and gives him a Donor
    Medapart.
    
    Now, remember the Cat Medal and ? Medal Quest I was talking about earlier when
    you talked to Koji and Karin in Odoro Mountain? Depending on whether you try to
    go and make up with Erika (Cat Medal) or find Karin and go through a Haunted
    House (? Medal) determines if you'll get a Medal at all, so make sure it
    complements what you said earlier in Mt. Odoro.
    
    
    -CAT MEDAL QUEST-
    
    Head right from the center, and go to the lower-right corner of this screen and
    enter the Arcade. Inside, go up and find Erika, and talk to her. She'll be
    ticked since you made her lose her game, and won't listen to you. However, she
    will listen if you can beat the "Defend the Select Corps.!" game that's around.
    Talk to the boy in the lower left set of game machines, and he'll leave. Examine
    the machine that he was playing to activate the mini-game "Defend the Select
    Corps.!"
    
    How to play it? A Rubberobo has 50 bombs, and you are a Select Corps. member.
    The Rubberobo will try to bomb the Select Corps. building, and you are the only
    thing that can stop him. The Rubberobo will throw bombs to the left, right, or
    center. If he throws a bomb to the left, you must press L to move left and block
    it. If he throws a bomb to the right, you must press R to move right and block
    that. If he throws a bomb down the center, all that you need to do is stand
    right there to block it. After 50 bombs and a gradual speeding of the pace,
    you'll win.
    
    After the game, go and talk to Erika. It seems she knew about what you did
    beforehand, but just wanted to see Ikki's reaction. After, the two will make up.
    
    -END CAT MEDAL QUEST-
    
    
    -? MEDAL QUEST-
    Head right one screen from the center of Medabot Island, and go up to the
    Haunted House. Talk to Karin who's nearby, and she'll reveal that she ran away
    since her dad's coming. She then asks Ikki to take her through the Haunted
    House. Comply with her to go through the Haunted House, and head through the
    left red door. Inside, continue on through the wooden door into a small maze.
    
    In here, you need to find the Medabots that are hiding. From the entrance, go up
    one step, right two steps, then go down one step. Face the shrub to your right
    and examine it, and a Medabot will pop out for you to fight.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Specter LEADER (Monkey Medal, White Cap, White Long Arm, White Whale, White
                   Belt)
    Floro (Unicorn Medal, Sun-Beam, Go-Up, Rise-Up, Stem-Up)
    Gloomeg (Unicorn Medal, Tank Missile, Homing, Grenade, Block Tank)
    Ghost Medabot
    
    
    Thanks to the vast upgrades Specter's Medaparts receives from his Monkey Medal,
    it makes him the most dangerous Medabot there is. However, at the same time, the
    lack of strong armor on his Medaparts (with exception of his legs) also makes
    him the most susceptible to taking a quick and early permanent loss. Since
    you're at this point in the game, gaining as much experience as you can from
    pre-scripted fights should not matter too much; you can gain loads of experience
    much more easily from random battles.
    
    As such, you don't really need to bother defeating all the support Medabots in
    battle if you can take the Leader out fast. To this end, charge up your Kabuto
    Medal Medabot once to unleash the Medaforce, and have your other two guys storm
    Specter's defenses without mercy. Seeing as your Ultra Shot Medaforce should be
    able to take out at least one of the Medabots, or their bottom three Medaparts,
    you can then divert your Kabuto Medabot to assailing Specter until it finally
    falls.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    After the battle, walk up one space, move left five times, then go up one more
    time. Face left, and press A. You'll face another Specter/Floro/Gloomeg trio
    battle, so use the same strategy as above to defeat them. Once you win, head up
    two spaces, go right four, go down one, go right two, then face down and examine
    the bush here. After you win the third battle, head up through the door. In this
    small room, go left and up to see a mirror. A Medabot will appear in the mirror
    and reflect Ikki, but Ikki figures out it's not a reflection at all. A Ghost
    Medabot will come out of the picture and get into a corner, so go right and down
    and then left to fight a fourth Specter/Floro/Gloomeg battle.
    
    After, Karin comments it was scary (to her, am I right?!). Move right into
    another room. In here, it's pitch black, so Ikki gets Karin to stick close to
    him. Anyways, move right until you hit a block, then go down until you hit a
    block. Move right again until you hit a block, then go up to paces. Continue
    right to find a door. Ikki will get knocked from behind by Karin, but
    afterwards, continue on right....only to find that there's another Karin
    outside! Turns out the Karin that ran into you is the Ghost Medabot, so fight
    the Specter/Floro/Gloomeg trio one more time.
    
    Once that's done, head to your right and down through another wooden door into
    another dark room. Fortunantely, you run to the end of each path, instead of
    having to stop midway, so go down, left, up, left, down, and left one last time.
    Outside, Karin will be confronted by another Ghost Medabot, and Ikki...well,
    just go and talk to Karin and see. Karin will run away, and Ikki tries to
    follow, but his costume will come off, and he'll fall down through the floor. Go
    and confront the Ghost Medabot for one last battle.
    
    After, head up the ladder, then go back the ladder to go into a waiting room.
    Head outside now to meet up with Karin. Karin will say that it was fun, but her
    father will come in, jump to conclusions over Ikki, and take her away. After,
    head to the arcade that's right below the haunted house, and go up and talk to
    Erika. She'll explain that she heard what happened from Koji, accept apologies,
    then tells him that the tournament starts soon.
    
    -END ? MEDAL QUEST-
    
    
    Now, go back to the Surprise Site, which is the place you fought your Block B
    Tournament. You'll be facing off against a Southern Island Prince named Prince
    Kir, it seems. Head through and into the battle arena to face off against him.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Redmatador LEADER (Knight Medal, Body Attack, Saber, Mant Shield, Dash Attack)
    Redmatador (Knight Medal, Body Attack, Saber, Mant Shield, Dash Attack)
    Redmatador (Knight Medal, Body Attack, Saber, Mant Shield, Dash Attack)
    Prince Kir
    
    Grapple Trap = Instant Win/10. Failing your lack of weapons such as a
    Cheapertrap, however, you should stick to Aim Shot and Rifle Medaparts as well,
    because all three Redmatadors know the technique Defend.
    
    As such, if you do have a Cheapertrap or something similar, it's very easy to
    win. Just have one Medabot charge up the Kabuto Medal, the second Medabot
    constantly lay Grapple Traps until the Redmatadors are no longer capable of
    defending, and the third do nothing but attack with long-range shooting. Two or
    three Medaforces should be enough for the Kabuto Medabot to perform to eliminate
    one or two of the Redmatadors. Eventually, because they won't be able to attack
    after a certain amount of time, the Redmatadors will stick to defending. This is
    the perfect time to shoot them as much as possible with all three Medabots, and
    eventually, the leader Redmatador will fall or time will run out in your favor.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    After, exit, and you'll find out you're facing some Italian girl. Save again,
    then enter the battle arena to fight yet another fight.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Kingpharoah LEADER (Bear Medal, Grand Bomb, Black Hall, Dark Hall, Sit Down)
    Kingpharoah (Bear Medal, Grand Bomb, Black Hall, Dark Hall, Sit Down)
    Kingpharoah (Bear Medal, Grand Bomb, Black Hall, Dark Hall, Sit Down)
    Shandy
    
    If you have any parts capable of laying down a Shot Trap, now is the time to use
    it. If not, oh well.
    
    The Kingpharoahs are pretty slow Medabots if you're going by Legs, and their
    radiation speed isn't too much better. However, they're an all-Shooting group,
    so gather your army of Grappling Medaparts and equip them. Make sure you bring
    something like a Heavyweighter though while you're at it; the Kingpharoahs are
    still pretty fast.
    
    Start off by doing the regular routine of charging up your Medaforce on the
    Kabuto Medal. Your other Medabots should use whatever success-upping Medaparts
    they have, then get around to throwing strikes or grapples at the Kingpharoahs,
    damaging their Medaparts one by one. Once Kabuto's first Medaforce is thrown,
    charge up a second one and get that thrown too. Once you've gone through two
    Ultra Shots and a steady supply of attacking, survey your damage, and figure out
    whether you want another Ultra Shot or if you should switch your Kabuto Medabot
    to fighting close-combat. After a while, the Kingpharoah trio should be down for
    the count.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Your next opponent seems to be a Siberian Medafighter. Save, and enter the
    battling arena once again.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Auroraqueen LEADER (Queen Medal, Blizzard, Ice, Freeze, Sled)
    Auroraqueen (Queen Medal, Blizzard, Ice, Freeze, Sled)
    Auroraqueen (Queen Medal, Blizzard, Ice, Freeze, Sled)
    Spumani
    
    Item 1: Cheapertrap, or any other Medapart you have capable of laying a Grapple
            Trap (1-3 of these).
    
    Item 2: Two ready-for-battle Victory Heads.
    
    Item 3: Three to four highly accurate Shooting Medaparts.
    
    Item 4: Zero to two Medaparts capable of increasing your accuracy rates.
    
    The only thing that Spumani's trio of Auroraqueens have going for them is their
    high evasive factor. Their Freeze attack will be negated by your Victory Heads
    on the male Medabots' heads, and any close-combat attacking they plan on doing
    will go awry as they fall into the Grapple Traps that you lay for their demise.
    
    However, they still have a high factor of evading attacks, so I highly recommend
    bringing along at least one Medapart that will increase your chances of landing
    an attack if you don't have Arm Medaparts with what you feel is a good enough
    Rate of Success. Since the Auroraqueens don't have any very strong Medaparts,
    you can easily destroy one of their Medaparts in one shot, and with that in
    hand, they'll fall sooner or later.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Your next opponent is a person anime watchers should recognize; the American-
    born Joe Swihan. Save once more, enter the battle arena once more.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Wigwamo LEADER (Phoenix Medal, Acid Con, Acid Bomb, Acid Rain, Repeatastep)
    Wigwamo (Phoenix Medal, Acid Con, Acid Bomb, Acid Rain, Repeatastep)
    Wigwamo (Phoenix Medal, Acid Con, Acid Bomb, Acid Rain, Repeatastep)
    Joe Swihon
    
    Keep one of your Victory Heads on from the last match, and replace the other one
    with Missile. You'll be appreciating the 100% accuracy and chain reaction damage
    here.
    
    The Wigwamo have some status-effect attacks, and they'll use them often.
    However, that isn't as bad as the fact that they have high evasion factors,
    making the choice between status negation or 100% accuracy a difficult one. To
    balance this, equip yourself with the Grapple Trap(s) again, and Shooting
    Medaparts.
    
    Laying down the Grapple Traps will prove to be worth your while, though, as the
    Wigwamo, while strong on Offense, have weak armor with only a slight exception
    of their legs. This'll prove to be the downfall of them after a while, so keep
    up a steady barrage of high-accuracy attacks to that they can't get the upper
    hand on you. Sooner or later, the leader Wigwamo will fall, effectively winning
    you the Robattle.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Outside, you'll see Tequonic again. For an optional fight, save, then talk to
    him to fight him inside the locker room. The strategy is the same as before, but
    since you have walls of text to slug through to find it, for your convenience,
    I've copied and pasted it down here.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Sabotina LEADER (? Medal, Sombrero, Spiky Gun, Needle Gun, Right-A-Way)
    Sabotina (? Medal, Sombrero, Spiky Gun, Needle Gun, Right-A-Way)
    Sabotina (? Medal, Sombrero, Spiky Gun, Needle Gun, Right-A-Way)
    Tequonic
    
    Yes, this dude has only one type of Medabot. No, they aren't psycho super-
    powerful Medabots that can take you out in one hit.
    
    The easiest way to put an end to Tequonic's trio of Sabotinas is if you have any
    Medapart that can lay down a Shot Trap, seeing as all three Sabotinas can only
    shoot but not strike or grapple. Nevertheless, if you don't have a Shot Trap
    Medapart, there's not really too much to regret, because all of Sabotina's parts
    are very weak. Heck, you could probably destroy any one of them in a single
    shot, and if you have one of the many high-armored legs that you've no doubt
    been collecting as of late, they won't be able to harm you quickly enough.
    
    As such, you don't really need to bother using the Medaforce at all in this
    battle. Just make sure you have Medaparts that are compatible with the current
    environment, and attack, attack, and attack without letting up. Sooner or later,
    the pressure of all your warring should make the three Sabotinas cave in and
    fall.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    After your optional fight, save once more, and enter the battling arena to fight
    Tequonic one last time. Once you're done, exit. Hmmm....your opponent's not
    around this time. Save your game, and enter. You'll be facing off against a late
    Koji.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Sumilidon LEADER (Cat Medal, Hunter, Flexsorsword, Straw Hammer, Sharpedge)
    Rockflower (Rabbit Medal, Blank Look, Leaves, Stem, Fiyun Ball)
    Rockflower (Rabbit Medal, Blank Look, Leaves, Stem, Fiyun Ball)
    Koji
    
    Koji's team of today is exactly the same as Koji's team of yesterday except that
    he now has two Rockflowers instead of one. Make sure that you have the Grapple
    Trap on, and then change all the rest of your Arm Medaparts to either
    Grapple/Strike/Healing Medaparts. Once that's done, you're set for battle.
    
    In actual battle, the Medabots don't really prove to be too powerful, and
    Sumilidon is somewhat of a pushover. However, due to the Rockflower's extreme
    lack of attacking, which also makes the fight a lot easier, your Medabots for
    the most part will attack Sumilidon. Coupled with Grapple Traps, all the damage
    being focused on him will see him being destroyed rather quickly, without a
    single point of damage being dealt out to the Rockflowers. And that's all there
    is to it.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    After, Ikki will be crowned as the dark horse of the Medabots tournament. You'll
    then receive the Medaparts Sombrero, Spiky Gun, Needle Gun, Right-A-Way, and a
    Mermaid Medal. After exiting into the locker room, exit the locker room back
    into the main area.
    
    Here, talk to Dr. Armond, and after a bit of chit-chat and congratulations,
    he'll challenge you to a Robattle.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Bayonet LEADER (? Medal, Reaction Bomb, Revolven, Sumachingun, Ochitsukan)
    Zorin (Cat Medal, Broad Antenna, Shin-Sword, Bee-Bee Hammer, Tatakawa)
    Zorin (Cat Medal, Broad Antenna, Shin-Sword, Bee-Bee Hammer, Tatakawa)
    Dr. Armond
    
    Realize that Dr. Armond's Medabots are upgrades of Metabee's and Rokusho's
    Medaparts. Realize at the same time that they're still not all that powerful as
    they look sophisicated, and that they can still be defeated with ease if you
    possess the right strategies.
    
    For one, remember that you (should) have the Leg advantage; the Ochitsukan and
    Tatakawa are not adaptable to Room fields. With a Grapple Trap and Shot Trap
    equipped, your two Male Medabots should be able to secure the speed advantage
    and lay traps to deal initial damage to a Zorin and the Bayonet. While you're at
    it, highly-armored legs that are the custom for Room-adaptable Leg Medaparts
    should be able to defend them long enough to hurt Armond's Medabots. At the same
    time, your female Medabot should be alternating between healing and firing at
    the enemies.
    
    After a few Traps and shoot-outs later, your Kabuto Medabot should start
    charging up, while your other Medabot should continue laying his traps, and the
    female Medabot should go into a full-healing stance. Two turns later, use the
    Medaforce to either utterly destroy one of Armond's Medabots or otherwise nearly
    finish it off. Do the necessary mop-up work from there, then concentrate on
    laying whatever traps you feel are required at that point in time. Once the
    remaining foes are weakened, take a stance of attacking endlessly until the
    Bayonet's Head Medapart is finally destroyed to defeat Armond.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Armond will be impressed, and asks Ikki to be his assistant. Whatever answer you
    choose does not matter. Afterwards, leave the Surprise Site. Outside, Erika
    congratulates Ikki, then reminds him that he promised to make up for missing the
    parade. Oh, darn. Anyways, start by heading right onto the central screen. Here,
    go down, and take the lower-left screen into the rollercoaster area. Go inside
    and ride it, then exit the building once you're done.
    
    Outside here, Ikki will act all depressed, and Erika will mistake it for him
    being scared by the coaster. Erika then reveals that there was a camera flash
    while they were on the coaster, but Ikki never remembers seeing it. After, go
    left, and talk to the boy hiding in the bushes. He reveals he bought a picture
    of a cute girl with a circle around her, which turns out to be Karin! The
    picture was bought by a Rubberobo member, hiding over there in the bushes.
    
    Now, head up and examine the bushes. A Rubberobo member comes out, explains that
    they're selling photos of cute girls from the coaster, and it turns out Erika
    doesn't have a circle around her own :D. The Rubberobo will run off, leaving
    Erika rather indignant. After her rant, go back into the central area. In here,
    head north and go through the exit in the center of the top. In here, Erika will
    note that it's a Witch Castle tour, and Karin's right in front of us in line
    too! However, we won't get in the same tour as Karin, so Erika offers to buy
    some drinks.
    
    However, her idea of buying drinks is giving Ikki the money to buy it. Leave the
    Witch's Castle and in the central area, go right. Talk to the woman under the
    cabana and order an Orange Juice, and Ikki will automatically get 2 of them.
    Head back now and give an Orange Juice to Erika, and she'll mention that if
    somebody becomes the Hero and defeats the villain, they get a stuffed Rappy.
    That's right, she wants one.
    
    Inside, we'll meet with our tour guide, Milky, who explains things somewhat and
    takes us to the third floor. Once you get to the top, go and talk to Erika, and
    she'll run off and disappear! Uh-oh. Right now, head to the left and take the
    left star panel here. From your destination, move up, left, and down into the
    lower star tile. Between the next two panels, go up to get out of the maze. Now
    head up and go through the door. If you screw up, just experiment until you get
    out - where the tiles take you is static, so it shouldn't take too long to
    figure out what tiles you need to step on.
    
    In here, we'll meet up with Erika again, who promises not to run off again. Now,
    talk to anyone in here if you want, then head up and right. Talk to the Rappy
    here, and it'll challenge you to a Metaroad Race. Mini-game time.
    
    Basically, what you do here is that you have to get all three of your Medabots
    over the racing line before you opponent does. In this case, your opponent is
    Erika with her Brass and Pretty Primes, and three Rappys. You also have a
    specific field to race on, so picking the right field is essential. As such, I
    recommend you pick a Seashore or Water field; neither Brass, Pretty Prime, or
    Rappy perform well on Seashores or Water, but you should have the right
    Medaparts to adapt to the Seashore or Water. As for actually racing, you need to
    press the A button as fast as you can to cheer your Medabots on across the line.
    For those emulating this game, I recommend you put your autofire for the A
    button on.
    
    After you win, you'll be taken to the exit of this room, so head on into the
    next room. In here, try to continue on, and the Rappy will force you into
    another Metaroad Race. It's the same thing as before. At the end, talk to
    everyone if you wish. If you say no to the girl, she'll battle you, but it's
    reasonably easy; it's just a toothpick formation that's a leftover from Odoro
    Mountain, so there's no need to form a strategy so long as you have some good
    brute force. After, head outside. Out here, go through the small maze, then talk
    to Milky, and she'll take you on to the second floor. On the way down, the Dark
    Master hijacks the elevator, and we'll have to fight the Rubberobo army soon.
    
    Outside, Erika volunteers Ikki to be the Hero, and Milky casts a spell to give
    Ikki a...dress?! Realizing her error, Milky recasts her spell to give him golden
    armor. Afterwards, go and confront the first Rubberobo. For the first litlte
    bit, things should be easy to fight. Once I feel that the Rubberobos have
    Medabots strong enough, I'll deal out fleshed-out strategies for you to use.
    
    Anyways...
    
    Rubberobo 1: Noctobat (LEADER) and Haniwa
    Rubberobo 2: Noctobat (LEADER), Haniwa, and Gorem
    Rubberobo 3: Noctobat (LEADER), Haniwa, and Gorem
    
    The first three are easily combated by bringing in your own Noctobat with
    Valley-adaptable parts to get a jump on the Rubberobo's Noctobat, and use a
    Psycho Missile to destroy the Noctobat in one hit, thus ending the battle as
    quickly as it started.
    
    Rubberobo 4: Foxuno (LEADER) and Haniwa
    Rubberobo 5: Foxuno (LEADER), Haniwa, and Gorem
    
    Four and five (or rather, four and four reloaded) don't have a very strong
    leader. By focusing all your attacks on Foxuno, you can destroy each of his
    Medaparts within one hit. By using field advantage, you can get the jump on
    Foxuno with three hits, and, if you're lucky enough, his Head Medapart will be
    one of them.
    
    Rubberobo 6: Metaroad Race between Ikki, Erika, and a Rubberobo with Foxuno,
                 Haniwa, and Gorem
    
    Rubberobo 7 is one of the Rappy in disguise. He has a Foxuno (LEADER), Haniwa,
    and Gorem.
    
    Rubberobo 8: Magiclown (LEADER) and Gorem
    Rubberobo 9: Magiclown (LEADER), Gorem, and Haniwa
    
    Eight and nine both use Magiclown as their leader, whom is a relatively weak
    Medabot. Power up Medaforce with the Kabuto Medabot while the other two hit
    Magiclown, then unleash the Medaforce on Magiclown.
    
    
    After you defeat Rubberobo #9, go into the elevator, and you'll be taken down to
    the 1st floor. Down below, go take the left path. The Pappy doll at the
    uppermost part of the path is really a Rubberobo in disguise, so watch out. He
    has Magiclown (LEADER), Gorem, and a Haniwa, but the fight is optional.
    Afterwards, save, then head through the door.
    
    In here, we'll confront the Dark Master, who's abducted the children. However,
    Milky will push forth the Hero (Ikki), and the Dark Master will fight without
    reluctancy.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Fligflag LEADER (Chameleon Medal, Pop-N-Eye, Amphibi-Hand, Amphibi-Arm,
                    Amphibi-Leg)
    Crimson King (Devil Medal, Peck Strike, Dondon Punch, Dopa Punch, Wanafly)
    Crimson King (Devil Medal, Peck Strike, Dondon Punch, Dopa Punch, Wanafly)
    Dark Master
    
    Where to start....
    
    First off, you're going to have to sort your two male Medabots between three key
    types of parts; Anti-Air, Anti-Sea, and 100% Accuracy Attacks. I recommend you
    get a Bat Medal with Electro and Sonic Missile, and throw on something like a
    Tank Missile or Mis-Sile for the head. The other Medabot should use Kabuto for
    the Medal, and something that's compatible like Mis-Sile or Missile for the
    Head. If you have a Scope Hand or any other Anti-Sea Medapart, now's the perfect
    time to equip it onto your Kabuto Medabot, with either an Anti-Air Arm or
    another Anti-Sea Arm. The female Medabot should mainly be used for blind
    attacking unless you somehow have Anti-Sea/Anti-Air/100% Hit Arms/Head for her
    already, as healing won't do you much good in this battle.
    
    The Crimson Kings themselves are pretty tough. They use an attack called Destroy
    that will destroy at least two of your Medaparts, with no harm to themselves.
    However, there is a notable sacrifice to this technique; they can only use it on
    Medabots that are facing backwards (Ala going back to start on another attack),
    so if they get the speed advantage in the first hit, their attack will be
    useless. This is the perfect opportunity to gang-rape them with your Anti-Air
    Arms. That's right - they're Air Medabots, so if both of your Male Medabots have
    Anti-Air, you can hurt them pretty quickly.
    
    The Fligflag is a lot more difficult, however. He has an ability called Conceal
    which increases his evasion rate. While he's weak to Anti-Sea weapons, they
    might not be accurate enough to be able to hit him - thus, the need for at least
    two weapons that are 100% accurate (and if they cause chain damage, that's an
    added bonus).
    
    I would recommend you start off with Anti-Air attacks against the Crimson Kings
    - they're going to beat you no matter what to the first punch, so their first
    attacks will be rendered useless. After that, their second attack should also be
    rendered useless; if you're using something like the Electro Missile/Sonic
    Missile parts, then not only will their first Medapart be destroyed, but a chain
    reaction will follow, causing more damage. In this way, two Anti-Air attacks
    apiece would be able to destroy them before they get their second attack in or
    destroy them right after their second attack has been rendered ineffective.
    
    Once they're both down for the count, then you can turn your attention to the
    Fligflag. Try an Anti-Sea attack, but if it doesn't hit, then go straight to the
    Plan B of using 100% Accurate attacks to take him out. Although it's a bit
    slower, at least you know those attacks will hit him.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    After you win, head over into the next room. Go up and talk to Milky, and
    everyone will congratulate you. After, head down through the red door, and in
    the next room, exit straight out by going straight down. Outside, Erika will
    want to go on the Witch's Castle again, but she says Ikki doesn't have to come.
    Exit this area.
    
    In the central area, a lady will come up to Ikki and asks if he's seen a girl
    about his age - apparently, she disappeared in the Witch's Castle! Hmm...Karin
    was around earlier too....Suspicious....Head back up, and talk to the man
    standing beside the door in a brown suit. He'll deny that any such thing
    happened, saying it's impossible to get lost in the castle. Go and talk to
    Erika, and Ikki decides to get in line for the next tour.
    
    Inside the castle, everyone else will go on the elevator, but Ikki will hang
    behind. Go through the maze to your left and go up the door at the top. In the
    room where you originally fought the Dark Master, head right, and here, go up
    the path where the Pappy doll was originally blocking it. Ikki will find a
    staircase; however, before he can explore it, Milky will come in and Robattle
    him.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Sunwitch LEADER (Rabbit Medal, Majoram, Two Cotton, Boomerang, Clean Box)
    Wolfeel (Ninja Medal, Concealing, Konpinch, Konplier, Duck Under)
    Wolfeel (Ninja Medal, Concealing, Konpinch, Konplier, Duck Under)
    Milky
    
    Although the Wolfeel fall rather easily to the power of Anti-Sea Medaparts, I'd
    rather not use them, seeing as how you're probably limited at this time to very
    few or no Anti-Sea Medaparts.
    
    Instead, take note of the fact that the Wolfeels are grapplers. That means
    Cheaptraps or Cheapertraps. Just one will be fine, however, so equip that onto
    your non-Kabuto male Medabot. At the same time, make sure you have as many
    Medaparts as you can that have 100% accuracy rate, then make sure that you've
    got some strong-armored Legs where possible.
    
    The Wolfeels have a Thunder Attack that cause Paralysis. If you have your female
    Medabot as the third recipient, they'll more than likely attack her first, so
    make sure that you have something strong to keep her from getting knocked out.
    In the same first turn, have the Kabuto Medabot charge up the Medaforce, while
    your other Medabot lays Grapple Traps. In the second turn, continue charging and
    laying Grapple Traps while letting your female Medabot do whatever, then in the
    third turn, switch to the offense, with your Ultra Shot and a 100% accuracy
    attack from your other male Medabot.
    
    From here, throw out as many of the 100% accuracy shots as you can, until all of
    Milky's Medabots eventually fall, or otherwise time runs out and you're in the
    running.
    
    One note: If Milky uses the annoying Pushover, which makes your Medabot forget
    it's current move, it will NOT take ammo off of your head if you're using your
    head attack.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    After, Milky will be ticked off, and pushes Ikki down the stairs...which turns
    out to be a prison of small children. Talk to them to learn that Milky is
    collaborating with the Rubberobos to kidnap and recruit small children to their
    cause. Talk to the girl in the upper-left corner, and after a small talk, you'll
    fight the guards. It's not too much; you've fought a Churlybear before, and the
    new Jorat Medabot isn't very tough at all. You can make do with the Medaparts
    from your last battle.
    
    After, save, then take a look at the next boss strategy to see what Medaparts
    you'll want equipped first, then try to head up the stairs. The boy that Karin
    was with earlier comes down and denies knowing who Karin is, and then unveils
    his disguise. He's really Shrimplips of the Rubberobo! However, before you
    battle him, you'll have to fight an accomplice who is using a Magdosnake
    (LEADER), Haniwa, and Gorem.
    
    After, the Rubberobo henchmen will flee, and Shrimplips reveals they're trying
    to brainwash young children so they can grow up to be great Rubberobos. Now we
    fight the mastermind of this entire ordeal.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Gentleheart LEADER (Spider Medal, Shotclear, Grade Hammer, Gold Hammer, Big
                       Boots)
    Gentleheart (Spider Medal, Shotclear, Grade Hammer, Gold Hammer, Big Boots)
    Gentleheart (Spider Medal, Shotclear, Grade Hammer, Gold Hammer, Big Boots)
    Shrimplips
    
    Actually, the same Medabots that you used for Milky can also work here, so keep
    them on.
    
    Start by charging up the Kabuto Medabot's Medaforce, while the other male
    Medabot lays Grapple traps to stop the Gentlehearts. Your third Medabot should
    just fire away without a care in the world. After two turns of this, fire off
    the Medaforce, while still laying Grapple Traps. Once it's clear the
    Gentlehearts aren't biting any more with grappling, change your second Medabot
    into firing away without a care in the world.
    
    Actually, this whole battle could be described as a loop after the first few
    turns. Because the Gentlehearts lay Erase Traps, which makes the Medabot's
    attack cancel out when the trap is activated, you won't get to do much hitting.
    On the other hand, the Ultra Shot doesn't count as an attack in this definition.
    Therefore, the whole thing is a loop of charge up Medaforce-
    attackandsetoffEraseTraps-Medaforce-attackandsetoffErasetrapsagain-charge up
    Medaforce. The Gentlehearts will either continue laying their Erase Traps, or
    they'll attack and set off the Grapple Traps - and then you can just relay your
    Grapple Traps until the leading Gentleheart finally falls in battle.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Afterwards, you'll get the Medaparts Shotclear and Big Boots. Shrimplips then
    runs off, and the children are free, and Ikki decides to find Karin. Exit out up
    the staircase, and outside, head left into the room you originally fought the
    Dark Master in. Talk to Karin here, and she'll talk about her wandering off and
    getting lost again. She'll offer you a male Tinpet she found - take it. Now
    she'll follow you, so go and exit the castle.
    
    Outside, Karin's father will come and scold her for leaving the First Aid
    Station, and then take her away. After, Erika comes in and gets angry at him for
    getting lost, and reveals she brought the Selects Corps. to find him. At the
    same time, the Select Corps. arrests the Rubberobos still in the building. Erika
    then reminds Ikki that the ferry is leaving right away. After, head down to the
    docks, and leave back to town.
    
    On the ship's deck, try to go off the deck, and you'll get a conversation with
    one of three people. If you were trying to get the Cat Medal, Erika will come.
    If you were trying to get the ? Medal, Karin will come. If you screwed up on
    either quests, Koji will come. Once you dock back home, Erika's mom tells you
    she told your parents where you were. Now, head on home.
    
    Here, Ikki will tell his parents about what happened, until he finally blacks
    out :D.
    
    
        _______________________________________________________________________
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     |         |                      StoneMirror                      |         |
     |         |                         STMR                          |         |
      \       /                                                         \       /
       \_____/___________________________________________________________\_____/
    
    Ikki will wake up commenting how he passed out from overtalking, then wonders if
    Dr. Aki ever finished fixing his parts. Head downstairs and leave the house.
    Outside, head up to the laboratory and go in. Once there, go to Dr. Aki's lab,
    and head off to talk to him. He'll give you the fixed Medaparts; Invisi Body,
    Invisi Hand, Invisi Arm, and Twirl. After, he mentions trouble that's supposedly
    going on in the Medaropolis, with Medabots being used for evil intentions. Aki
    asks Ikki to go and take a look, knowing that Ikki is capable of finding a
    solution to the problem. He'll also let something slip loose, but we've no idea
    what it means at this point in time.
    
    After that, head out, and go up to Nae's lab. She's running a test Robattle with
    the Elemental Series Medabots, and gives Ikki permission to take a closer look.
    Afterwards, Nae asks Ikki for a test battle. Accept it to fight her.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Aquacrown LEADER (Alien Medal, Sacrifice Head, Sacrifice Hand, Sacrifice Arm,
                      Sacrifice Fin)
    Saldron (Alien Medal, Sala-Head, Sala-Hand, Sala-Arm, Sala-Tail)
    Earthkrono (Alien Medal, Spare Head, Spare Hand, Spare Arm, Spare Tank)
    Nae
    
    Seeing as the Elemental Series Medabots more likely than not vastly outclass
    you, you'll want to end this battle as soon as possible. In other words, you'll
    want to take out Aquacrown A-SAP.
    
    Start off by making sure that all your Medabots have Anti-Sea Medaparts, as
    Aquacrown is a Sea Medabot. Your secondary objective is to keep a hold of some
    Bomb parts that have 100% accuracy, just in case your Anti-Sea attacks are
    incapable of actually hitting Aquacrown.
    
    Make sure that you charge up Kabuto Medabot's Medaforce, while you're at it, and
    leave the other two to harassing the Aquacrown. Once Kabuto is done, he can fire
    the Medaforce, and it'll cause major damage wherever it goes. If it does not hit
    Aquacrown, then leave one of the Medabots to continue raining fire on the now-
    damaged foe, while the other two pepper away more damage at Aquacrown, until she
    finally falls.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Afterwards, Nae will offer you a free Elemental Series Medabot. Go to the back
    and examine the three Medabots (one of them isn't completed yet) and pick one
    after poring over the details Nae gives you. A note is that these Medaparts are
    Female Medaparts, so you can't equip them on your Male Tinpets. Afterwards, exit
    the laboratory to outside.
    
    Out here, head to the exit to the right of the 24-Hours shop that was previously
    guarded, and Erika will stop you just as you try to leave. Erika will mention
    that there's a rumor about a "clever Rubberobo" in the Medaropolis, and then
    she'll head out to the Medaropolis. Ikki will decide to investigate as well;
    however, since both Koji and Karin live in Medaropolis, he decides to go visit
    their places first. Now, head right into the next area. In the area after this,
    there's nothing really important to worry about; just walk all the way right
    past the train tracks.
    
    In this area, go right a bit, until you see Erika just up ahead. Go and talk to
    her, and she'll reveal that her so-called big incident involves the school she's
    examining. After your talk is done, head down from the schoolyard near the end
    of the area until you see a pink house on your right. Go right, and examine the
    buzzer on the front gates to the house. Push the intercom, and Karin's dad will
    send Koji flying out of his house, and demands he stays away from Karin. He then
    includes Ikki in his warning. After, Koji offers to tell Ikki what's going on,
    and invites him to his house.
    
    From here, head left one house. Press the intercom on this house's gate, and
    you'll be invited inside. Go inside, and Koji will entice you to come upstairs.
    Head along the hallway and go up the staircase. Up in Koji's room, talk to Koji,
    and he'll explain a bit of Karin's background and why her father tries to shy
    others away from her. He also asks Ikki to get Erika away from Rosewood Private.
    After, head downstairs, and try to leave; Koji's mother will ask Ikki a favor.
    Cue some embarrassing moments before Ikki heads outside. Once outside, head
    right and up into Rosewood Private School again to try and find Erika.
    
    In here, a little kid will run into Ikki and knock him over. After some insults
    to Ikki's choice of clothing, he'll run off again. Now head left and go up. If
    you are on the ? Medal Quest, enter the room to your right, and talk to the
    upper-right boy that is in this room. He'll offer to sell a photo of Karin for
    10$. Say no, and he'll slash it down to 1$. If you are on the Cat Medal Quest,
    then do not go and buy it at all. Anyhow, after that, continue on your way, and
    you'll see the little kid again near the staircase. Talk to him, and he'll
    robattle Ikki in his stuck-up-ness.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Stingaray LEADER (Tortoise Medal, Plasma Laser, Track Laser, Chase Laser,
                      Shadow)
    Armorparadeen (Knight Medal, Clear Armor, Right Armor, Left Armor, Rocking
                   Horse)
    Armorparadeen (Knight Medal, Clear Armor, Right Armor, Left Armor, Rocking
                   Horse)
    Hachiro
    
    Get a Clay Flash off a Haniwa in Mountain Odoro. kthxbye Hachiro. Why,
    precisely? This is because all the Armorparadeen do is defend, defend, and more
    defend. They never actually attack you once. That, and Stingaray's only attack
    is a laser-beam attack, which is nullified by Clay Flash's ability to negate
    Laser attacks. Just be warned, however; Stingaray can still attack the Medabots
    without a Clay Flash equipped, so MAKE SURE that your leader Medabot has the
    Clay Flash on.
    
    However, this brings into fact an issue; time limits. If you only equip one
    Medabot with the Clay Flash, if time runs out and your side has taken more
    damage, you still lose. So this brings into play two options; you can either
    choose to get three Clay Flashes and not receive any damage at all, allowing you
    to slowly whittle away at the Stingaray and Armorparadeens' HP, or you can just
    try to launch attack after attack at Hachiro's Medabots if you lack three Clay
    Flashes.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Afterwards, although still snotty, Hachiro will reveal that Erika was thrown
    out. Follow her suit and leave the building. Outside, we'll meet with Erika,
    who, after getting over her rant over the people of Rosewood Private School,
    reveals her belief that the culprit in her wacky mystery case must be involved
    at Medabots Corporation. After she leaves, head down one screen. In this place,
    go down to the bottom-right part of the screen, and enter the building there. I
    think you'll recognize it on sight; it's got a Medal for it's logo.
    
    Once inside, go up and take the right room. In the next area, go up through the
    door and go talk to the customized blond-haired woman sprite. Ikki will
    introduce himself to the lady, and after a small talk over Medabots, she'll give
    him the Nametag to use in this area. How rude, not giving her name. But anyways,
    head back into the central area, and this time head left.
    
    In this room, go through the door. It's authorized personnel only, but Ikki's
    nametag covers it all. Head up through the second door, and talk to the
    scientist in the center. Ikki introduces himself and reveals that he was allowed
    in by Kirara. The scientist then asks Ikki to become a Monitor, and gives him a
    set of Medaparts along with the Mini S. Wheel - if you equip the Medaparts onto
    the Medabot Tinpet, and then use the Mini S. Wheel, you can get your own vehicle
    to ride on. Also, talk to the lady in the upper left corner....ohhhhh,
    conspiracy.
    
    Anywho, try to exit, and Erika will show up, ticked off that Ikki could get in
    and she couldn't (Well....there's nobody guarding the door....). She reveals
    that she knows what the 'clever' Rubberobo uses for Medabots, and although she's
    unwilling to divulge that secret, she does say she's headed for the Medashop.
    Leave the building.
    
    Outside, take one of your Male Medabots, and equip him with the Medaparts you
    recently acquired (Bodshot, Anti-Missile, Long Cannon, Plasma Dash, a Medal is
    required), and then head into the Vehicle option. Use the Mini S. Wheel, and
    you'll create the Landmotor. With the Landmotor, you can move around outside
    areas, and no random encounters will occur while riding it.
    
    Now, try to head out to the pathway going left from the center. We'll overhear
    shouts of a food thief, and then a man in brown suit will run past you,
    seemingly an off-duty member of the Selects Corp. After that incident has
    passed, head right, and look for a building with a knife and fork on the top of
    it's roof. You should see a Rubberobo to the right of the building. Save, and
    then go and talk to him. The punk will refuse to apologize for causing trouble,
    forcing us to Robattle him.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Turnmonkey LEADER (Monkey Medal, Downstream, Countfall, Timefall, Pita Pita)
    Volume10 (Jellyfish Medal, Larynx, Sound Copy, Return Sound, Pipe Organ)
    Rubberobo Kid
    
    It's a boss battle, but it's three against two. kthxbye. But in all honesty,
    although the fight is pretty easy, I have to make a couple of recommendations of
    Medaparts and why you should use them.
    
    1) Shot Traps. Although the Turnmonkey does not have any Medaparts that can
       shoot long-range attacks at you (see #2 for Turnmonkey), the Volume10's
       entire arsenal consists completely of Shot attacks. By laying Shot Traps,
       you can hamper Volume10's rampage so that he'll damage himself while leaving
       you free to focus on Turnmonkey with your other two attacks.
    
    2) Head Medaparts that have 0 Uses. In other words, they can be anything you
       want, SO LONG AS THEY DO NOT HAVE USES. This means stuff like Clay Flash,
       Headshutter, etcetera. Most preferably is a Head that has a high amount of
       defense. Why? Turnmonkey's Interrupt-oriented parts are able to steal Head
       Uses from Medabots, so that's why you don't want to use them.
    
    3) An Anti-Air part for later.
    
    This battle is DESIGNED to be EASY. Volume10 will just end up Defending
    Turnmonkey after a while, and if your arsenal is relatively powerful, you can
    just wipe them out one after the other before Turnmonkey gets the chance to use
    his Medaforce, which is the only thing that can possibly hamper your fight -
    it's ability to cause Chaos will cause your friends to turn on each other for a
    turn or two. So just watch out for that, and you should be good.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    After, Ikki finds out that the Rubberobo is a kid. As the kid runs away, he
    leaves behind his Rubberobo Suit. Ikki decides to don it for a second, but in
    the space of that second, the corrupt Select Corps. captain and his comrade
    Tokkuri (y'know...the good guy?) come in. The captain tries to arrest Ikki.
    Robattle time.
    
    This battle is the same as all the Select Corps. encounter, and you also fought
    this battle way back in Odoro Mountain against the Select Corps. for training.
    So long as you equipped an Anti-Air Missile from earlier, you should be able to
    take out Air-Ptera easily, and the other two should follow suit.
    
    After, the captain will be angry, and more Select Corps. will come in. However,
    the Phantom Lady, the mirror to the Phantom Renegade, arrives on the scene and
    stops the Select Corps., sending them packing. After, she warns Ikki not to wear
    the Rubberobo Suit around. Hmmm....seems she knows just who Ikki
    is...conspiracy. Once Ikki finishes his crossdressing, he decides to go find
    Erika at the Medashop. However, first off, go into the gray building at the
    upper-left corner of this screen. It's got a polished plate with the label
    Estate Risotto on it. If you go inside, you'll hear a conversation between Henry
    and Kirara. Hmmmm....interesting....
    
    From your current area, head left one screen. On the next screen, go into the
    lower left corner, and enter the building through one of the two doors here.
    This is the Medashop.
    
    The Medashop is a special place. Why? It's the start of another adventure in
    your subsequent fun with the Cat Medal and ? Medal Quest!
    
    -CAT MEDAL QUEST-
    
    Head up the stairs, and go around the room to the other side. Examine the middle
    rack on the wall-touching side, and Ikki will find a telephoton lens. Fork up
    the 20$ for it, and the gift counter attendant will mail it to Erika. And that's
    pretty much all there is to it for this part of the Cat Medal Quest.
    
    -END CAT MEDAL QUEST-
    
    -? MEDAL QUEST-
    
    Head up the stairs, and go around the room to the other side. Examine the
    bottom-most rack on the wall-touching side, and Ikki will find a hamster. Fork
    up the 10$ for it, and the gift counter attendant will mail it to Karin. And
    that's pretty much all there is to it for this part of the ? Medal Quest.
    
    -END ? MEDAL QUEST-
    
    Afterwards, exit the mall. From where you are, go up one screen into the
    upper-left part of Medaropolis, and head into the large blue-and-purple
    building to your left from the entrance. In here, talk to the vender if you
    wish to buy anything (the Missile Medaparts can actually prove to be pretty
    useful as they're 100% and very likely you haven't picked up many 100%
    chain reaction arms). The second vender can change your Medal names, which is
    pretty useless.
    
    Once you're done your nerve-wracking experience, head upstairs. Talk to the top
    lady, and she'll explain how the Medalink works. Afterwards, SAVE GAME, then go
    down to the last available terminal. Right now, you'll battle a bunch of people
    you already know. Since most of these battles are repeats of earlier battles, I
    will for your convenience copy and paste the battle strategies.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Aquacrown LEADER (Alien Medal, Sacrifice Head, Sacrifice Hand, Sacrifice Arm,
                      Sacrifice Fin)
    Saldron (Alien Medal, Sala-Head, Sala-Hand, Sala-Arm, Sala-Tail)
    Earthkrono (Alien Medal, Spare Head, Spare Hand, Spare Arm, Spare Tank)
    Nae
    
    Seeing as the Elemental Series Medabots more likely than not vastly outclass
    you, you'll want to end this battle as soon as possible. In other words, you'll
    want to take out Aquacrown A-SAP.
    
    Start off by making sure that all your Medabots have Anti-Sea Medaparts, as
    Aquacrown is a Sea Medabot. Your secondary objective is to keep a hold of some
    Bomb parts that have 100% accuracy, just in case your Anti-Sea attacks are
    incapable of actually hitting Aquacrown.
    
    Make sure that you charge up Kabuto Medabot's Medaforce, while you're at it, and
    leave the other two to harassing the Aquacrown. Once Kabuto is done, he can fire
    the Medaforce, and it'll cause major damage wherever it goes. If it does not hit
    Aquacrown, then leave one of the Medabots to continue raining fire on the now-
    damaged foe, while the other two pepper away more damage at Aquacrown, until she
    finally falls.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    When you whoop Nae once more, she'll invite you back to her lab for a prize of
    sorts. Once you get back there, she'll offer you to take another of her Medals.
    At this point in time, if you haven't yet gotten it, take the Kappa Medal.
    You'll likely be wanting it, seeing as you're headed to an ocean area very soon
    in the future. Anyways, head back to the Medalink station once you're done. Take
    a note of just who is in the terminal next to where Ikki was battling only
    minutes earlier. Yep, it's Dr. Armond. After some general chitchat, Ikki will
    challenge the good doctor to a battle. Go and get seated for another battle.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Bayonet LEADER (? Medal, Reaction Bomb, Revolven, Sumachingun, Ochitsukan)
    Zorin (Cat Medal, Broad Antenna, Shin-Sword, Bee-Bee Hammer, Tatakawa)
    Zorin (Cat Medal, Broad Antenna, Shin-Sword, Bee-Bee Hammer, Tatakawa)
    Dr. Armond
    
    Realize that Dr. Armond's Medabots are upgrades of Metabee's and Rokusho's
    Medaparts. Realize at the same time that they're still not all that powerful as
    they look sophisicated, and that they can still be defeated with ease if you
    possess the right strategies.
    
    For one, remember that you (should) have the Leg advantage; the Ochitsukan and
    Tatakawa are not adaptable to Room fields. With a Grapple Trap and Shot Trap
    equipped, your two Male Medabots should be able to secure the speed advantage
    and lay traps to deal initial damage to a Zorin and the Bayonet. While you're at
    it, highly-armored legs that are the custom for Room-adaptable Leg Medaparts
    should be able to defend them long enough to hurt Armond's Medabots. At the same
    time, your female Medabot should be alternating between healing and firing at
    the enemies.
    
    After a few Traps and shoot-outs later, your Kabuto Medabot should start
    charging up, while your other Medabot should continue laying his traps, and the
    female Medabot should go into a full-healing stance. Two turns later, use the
    Medaforce to either utterly destroy one of Armond's Medabots or otherwise nearly
    finish it off. Do the necessary mop-up work from there, then concentrate on
    laying whatever traps you feel are required at that point in time. Once the
    remaining foes are weakened, take a stance of attacking endlessly until the
    Bayonet's Head Medapart is finally destroyed to defeat Armond.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Afterwards, cries of Rubberobos comes from downstairs, and Dr. Armond and Erika
    will run off. Head off downstairs. Down below, talk to Dr. Armond. Ikki
    volunteers to fight, and shakes aside the doctor's belief that he's a lapdog of
    Akki, and Armond gives him the Knight Medal. Talk to the man by the display case
    and the two kids in the aisle, and then exit the building. Ikki will decide that
    he should go to Rosewood Private and wait for things there.
    
    Outside, head right, ignoring the mysterious man, and walk up. Ikki will
    encounter the Screws once more. Long story short, they decide that they want the
    glory of stopping the Rubberobos, and Ikki is just one do-gooder obstacle in
    their way. Samantha then sics Sloan and Spyke on Ikki. Strategies below.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Totalizer LEADER (Tortoise Medal, Tyranolaser, Megalaser, Gigalaser, Rollertank)
    Fireflash (Kappa Medal, Watergun, Shower, Klench, Luminous)
    Fireflash (Kappa Medal, Watergun, Shower, Klench, Luminous)
    Sloan
    
    Sloan is once again back in action and ready to fight you. Once again, his
    Medabots are also incredibly slow, with the radiation on one of Fireflash's
    attacks enough to allow you to attack several times before it gets it's own
    attack in. Take advantage of this and make sure you have Room-adaptable Leg
    Medaparts on, and some more powerful attack parts. If you have any 100% accurate
    Medaparts, such as Missile, make sure to equip them; Fireflash is still as
    evasive as ever.
    
    Start off by charging up Medaforce for Kabuto, and start inflicting pain on
    Totalizer with your other two Medabots. The Kabuto bearer should use the
    Medaforce twice in this battle (unless Totalizer is hit by the first Medaforce),
    the first to hit a Fireflash and knock it out permanently, and the second to hit
    either the other Fireflash or take out Totalizer. If the second Ultra Shot hits
    the second Fireflash, then at this point in time, there isn't really much room
    left for Totalizer; you can just take all three of your Medabots and harass him
    with attacks until his eventual downfall.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Cyandog LEADER (? Medal, Linear Cannon, Snipe Rifle, Assault, Gunner)
    Mantaprey (Cat Medal, Kataki, Kamakubi, Kubikiri, Kamaki)
    Mantaprey (Cat Medal, Kataki, Kamakubi, Kubikiri, Kamaki)
    Spyke
    
    While Cyandog actually has some pretty decent parts along with his semi-twin
    Krosserdog, somehow he's always a joke when you actually have to face him. Once
    again, he's subpar, and when you put him face to face with one of your male
    Medabots fully equipped with good parts, that alone could take him out, though
    with a bit of tension. However, take the fact that his two accomplices are once
    again jokes (seriously, there's not a single part on the Mantaprey over 20 HP)
    and have poor evasion factor, and your other two Medabots are also fully decked
    in battle equipment, and Cyandog will find the fight going against him with a 1
    vs 3 disadvantage.
    
    In other words, start off by assigning one Medabot to each of the other
    Medabots. The Mantaprey will fall quickly enough, so when one of them falls,
    take their assailant and assign him/her to help your first Medabot with taking
    out Cyandog. The second Mantaprey will fall in a similar fashion, so Cyandog
    will be partially disabled, with no support units. With that in hand, finish him
    off for once and for all.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    After, Samantha refuses to battle, and instead calls up that mysterious guy from
    down below, the Baron. Apparently he's some clown from Riverview Public that you
    don't know about. We battle.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Banisher LEADER (Ninja Medal, Sweat Mantle, Sweat Cape, Sweat Cloak, Klip Klop)
    Banisher (Ninja Medal, Sweat Mantle, Sweat Cape, Sweat Cloak, Klip Klop)
    Banisher (Ninja Medal, Sweat Mantle, Sweat Cape, Sweat Cloak, Klip Klop)
    Baron
    
    I wish I could I wish I could I wish I could call this a challenge.
    Unfortunately for those who wanted one, it's not. Baron's three Banishers have a
    collective total of one attack; CounterAttack. That's it. That's a goddamn joke,
    that's pathetic.
    
    Because the Banishers only know CounterAttack, you can win by using attacks that
    CounterAttack doesn't work against; in other words, Medaforces. So just take
    into battle Medals that cause damage, and after a while, you'll either finish
    off the leading Banisher, or time will run out, obviously in your favor. A
    winner will be you!
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Afterwards, Baron gets sick and leaves, with the Screws ridiculing Ikki for
    "bullying" Baron. Anyways, head from here to Rosewood Private School now. At the
    entrance here, we'll meet up with Erika, who's witnessed a Rubberobo entering
    the school. The Rubberobo then suddenly runs out of the school. Erika orders
    Ikki after him as she enters the school. From here, leave the school grounds and
    go right to a golden house, and press the intercom.
    
    A butler comes out. Seems a Rosewood Private School student lives here, and he
    mistakes Ikki for said student's friend. Enter anyways. Inside, head through two
    doorframes until you're right next to the butler, and he'll start crying over
    how his charge has made a friend. Anti-social, anyone? He then goes to get the
    "young Master".
    
    Now, first and foremost, go left and examine the middle Medabot out of the three
    pods. Ikki will immediately recognize it as Eggy, the Medabot stolen from the
    Medashop, but is flabbergasted (lol flabbergasted) as to why it's here. Before
    we do any investigation, head right and go up through another doorway and
    examine the photo that is on the table. Ikki will realize it's a picture of
    Hachiro, the annoying kid from school, and is determined not to stick around and
    try to act like a friend.
    
    On his way out, Ikki is saved as Hachiro is accordingly sick. He questions the
    butler to the Medabot, but the butler knows nothing (the butler did it! the
    butler did it! maybe...). Since our only lead has gone bye-bye, leave the house,
    and head off to Rosewood Private School to look for more clues thereabouts.
    
    At Snob High, Erika warns Ikki about a "scary teacher", and gets angry at Ikki
    when she learns of his failure to apprehend the Rubberobo. After, she'll head
    off to the left. Unfortunately, there's no real information of worth on the
    first floor, so unless you like talking to NPCs (in which case, go ahead),
    continue up the right hallway until you get intercepted by a teacher. He'll try
    to stop you from continuing on ahead, but Erika will scream from the other side,
    causing the teacher to run off and giving you free access to the second floor.
    
    From here, go and take the second room on the top from the left staircase.
    Inside, go and talk to Karin, and Ikki will ask her about Hachiro Awano. Karin
    expresses her belief that he's acting the way he is deliberately, and it adds
    another puzzle piece of suspense to the mystery. If you talk to the other kid,
    you'll also learn that Hachiro is in the classroom to the left, so go one
    classroom left. However, a little girl will be blocking the doorway, and you'll
    learn the Principal took her Medawatch, and her teacher, Professor Siraf, went
    to retrieve it. Hmmm....
    
    Backtrack to the left staircase, and this time start heading downwards. At the
    end, go through the two doors and into the teacher's lounge. In here, talk to
    the teachers and you'll learn of the principal's dictatorial reign, of
    forbidding Medawatches in school and snatching any that were around, and of not
    believing in Medabots in education. Once you've talked to all four of them, head
    outside, and you'll see a teacher next to the Principal's office. It's Professor
    Siraf, and Ikki tells him about the girl. Siraf goes off to be the messenger of
    bad news. Head back to Siraf's classroom, SAVE, then head inside.
    
    Before you get the chance to do anything, you'll be confronted by a generic boy
    who battles you with the generic team of three Toyboxes. Take care of him so he
    isn't a problem any more. By this time, you should've come up with a team to
    deal with the random Robattles around here. Afterwards, Ikki will interrogate
    him for information on Hachiro, and the whole classroom will pitch in with some
    really useful information. The clincher is when a girl says she called him a
    freak earlier when he was dressed in weird clothes. If you go back in
    afterwards, you can get some more useful information.
    
    However, seeing as there's nothing more that you can do around the school, leave
    the place. Exiting, you'll run into Erika, who reveals that there's a
    Medafighter that uses the same Medabots as said clever Rubberobo. She originally
    intends to hand this mysterious Medafighter to the Select Corps., then tells
    Ikki that she needs him to get Koji too, as he has this "Hero of Justice" aura
    around him :D. After she heads into the building, board your Vehicle, and go
    left one screen. Continue onwards until you run into two Select Corps., and
    enter the left door of the building they're guarding.
    
    Inside here, talk to the man at the counter, and he'll reference you to the
    Select Corps. near the entrance, guarding the meeting. Talk to that Select
    Corps. member, and he'll mistake your intentions and battle you for training.
    It's the classic Attack-Tyrano-Air-Ptera-Landbrachio battle, however, so don't
    sweat worries. After the battle, however, a code red occurs, and all the Select
    Corps. leave. The man of honor, Tokkuri, explains to Ikki - the Rubberobo Gang
    has held up Rosewood Private School, and have taken hostages! Damnit! Go
    outside, get onto your vehicle, and head to Rosewood Private School. Go around
    the Select Corps., and try to head up to the entrance.
    
    You'll be stopped by Koji himself. He knows Karin's in there, and Ikki only
    confirms it with Erika also being in there. At least Koji is mutual on the
    feeling that the Select Corps. are useless. Koji then suggests a trick, and asks
    the Rubberobo at the door to get his homework for him. The Rubberobo, lacking
    memory skills, tells Koji to get it himself and stands aside -_-. Follow Koji
    inside. Once inside, head right and go up. The fat captain that always takes
    credit for our deeds appears and orders the Select 3 to stop Koji. Koji goes on
    ahead, leaving Ikki to take care of these clowns. Once again, it's the Attack-
    Tyrano-Air-Ptera-Landbrachio trio, so if you have the same team from earlier,
    then you shouldn't have a problem.
    
    After, the Select 3 seem to take their loss as a key to let Ikki pass. Head up
    onto the upper level, and go down to the teacher's lounge. Ikki will run into
    Tokkuri and the Captain again. The Captain decides to wait for the Rubberobos to
    come out, claiming they can't stay there forever, and when Tokkuri objects,
    saying that they still have the children hostage, the Captain doesn't budge.
    After they leave, head into the Teacher's Lounge.
    
    In here, talk to Koji, and he'll explain that he has keys for two of the 2nd
    floor's classrooms. The RIGHT KEY has the key for Karin's classroom, and the
    LEFT KEY (say no the first time you're prompted) is for Erika's classroom. The
    next bit ahead IS a Medal quest, so choose the Medal quest you're on.
    
    
    -CAT MEDAL QUEST-
    
    You'll receive the Left Key, and Koji will offer to go ahead and clear up the
    enemies. Leave the teacher's lounge, and go right and up. Head to the room where
    Hachiro's classmates were earlier, and unlock the door with the Left Key. In
    here, go to the upper-right corner, and confront the right Rubberobo. You'll
    fight a Magiclown-Gorem-Haniwa trio.
    
    After, Erika will get a bit ticked off at Ikki rescuing her, but there's no time
    for that! Squidguts comes in to battle Ikki. He'll stop momentarily as he begins
    to recognize Ikki as the girl from Odoro Marsh, but Ikki will force the battle
    on his own.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Dashbutton LEADER (Knight Medal, Switching, Right-Ing, Leftup, Burly)
    Giggy Jelly (Jellyfish Medal, Missile Base, Intermissile, Guidemissile,
                Limptank)
    Giggy Jelly (Jellyfish Medal, Missile Base, Intermissile, Guidemissile,
                Limptank)
    Squidguts
    
    This time around, you have to face an extra Giggy Jelly, but it's much easier.
    Why? You should have plenty of the Gorem family Medaparts (Head Shutter, Hand
    Shutter, Arm Shutter). By taking in three Male Medabots and equipping each of
    them with one of these parts, the Giggly Jellys' attacks are rendered useless,
    making Dashbutton the only one capable of attacking - except that he only
    Defends. He still has an immense amount of HP, though.
    
    However, Dashbutton has a very big sacrifice to make for his Full Block
    technique, and that is the vast slowing down that he must go through once he
    uses it. To take advantage of this, I suggest you immediately focus all your
    fire on Giggy Jelly until he is more or less either partially or completely
    disabled and out of the fight, with at least one Medaforce used on him. With
    the Giggly Jellys out of the way, you will be able to gain more experience, and
    you can then start focusing open fire on Dashbutton. Use Ultimate Shot nonstop,
    and use your second Medabot to continue with the close-range combat attacks, and
    use his Head Medapart if it's a shooting Medapart. Sooner or later, although
    Dashbutton will hit hard, he will fall to the steady barrage of close-shot
    attacks, Ultimate Shots, and the fact that he cannot deal permanent damage to
    you.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Afterwards, you'll obtain Dashbutton's arms, Right-Ing and LeftUp, along with a
    Big Key. Squidguts will run, with Erika impressed. She'll then leave to find the
    real culprit behind this entire mess. Follow her lead.
    
    -END CAT MEDAL QUEST-
    
    
    
    -? MEDAL QUEST-
    
    You'll receive the Right Key, and Koji will offer to go ahead and clear up the
    enemies. Leave the teacher's lounge, and go right and up. Head to the room where
    Karin was earlier, and unlock the door with the Right Key. Once you're inside,
    go down to the lower-right corner, and face the left Rubberobo to battle a
    Magiclown-Gorem-Haniwa trio. It's fairly easy....but...after the two Rubberobos
    will flee, Ikki will make sure of Karin's safety. Only this time around,
    Gillgirl of the Rubberobos shows up, and since she's somebody you haven't fought
    before, it's a whole new battle.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Stonemirror LEADER (Devil Medal, Death Grin, Death Beckon, Death Curl, Tail End)
    Gloomeg (Jellyfish Medal, Tank Missile, Homing, Grenade, Block Tank)
    Gloomeg (Jellyfish Medal, Tank Missile, Homing, Grenade, Block Tank)
    Gillgirl
    
    First and foremost; make sure all your male Medabots have at least one of the
    Gorem family Medaparts (Head Shutter, Hand Shutter, Arm Shutter). This will
    render the Gloomeg attacks useless, so ignore your female Medabot(s) and bring
    in three Males.
    
    Now, here's the other thing you probably won't understand; equip Leg Medaparts
    that either work okay on all fields or work best on a different type of terrain
    other than here. This is because of Stonemirror's Death Grin attack, Destroy. It
    has Chain Reaction, and it hurts. Since Stonemirror is slow, if you try to go
    faster than him, he'll attack you while you're in the only position where you're
    vulnerable to Destroy - facing away and moving back to your starting position.
    Therefore, lessen your speed so that he runs out of uses right away.
    
    Once the initial drama with Destroy is over, if you have the Gorem parts on, you
    can create total pwnage. Although Stonemirror can still attack, the most
    dangerous of Stonemirror is over, and you shouldn't have any problems at all
    taking care of Gillgirl's trio of Medabots.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    After, you'll receive Stonemirror's arms, Death Beckon and Death Curl, and the
    Big Key. Ikki explains to Karin why he's here, and she looks like she's about to
    confess something, and then leaves. Follow her lead.
    
    -END ? MEDAL QUEST-
    
    Afterwards, exit your respective classroom, and head right and go down all the
    way to the teacher's lounge. Instead of going in there, go into the Principal's
    Office - Ikki's newfound Big Key will unlock the door. Inside, head up, and Ikki
    will square off with Hachiro, who will Robattle him out of nowhere. It's the
    same fight as before, so Haniwa parts = kthxbye. Afterwards, Hachiro starts
    crying, and mentions something about how the principal said he would get lots of
    friends before running out. The mystery becomes even more and more perplexing.
    
    After, Ikki will hear a bit of moaning and groaning. Go and investigate by
    checking the left side of the left bookcase in this room. Ikki will uncover the
    Principal Hanamura - the REAL Principal Hanamura. Turns out a fake has been
    doing all the bad stuff that's going on. Ikki sums things up, and Hanamura
    reveals to Ikki a secret path to the Principal's secret store of Medals.
    Afterwards, go over to the right wall, and examine the part between the two
    flower beds to go inside.
    
    Inside, Ikki will meet up with the fake, who reveals himself as Seaslug, leader
    of the Rubberobo Gang. Ikki starts insulting him, and Seaslug reveals that the
    Rubberobos are about to procure Eggy. Ikki is about to duel Seaslug, when Erika
    calls from outside, with two Rubberobos holding her hostage. Seaslug will of
    course take advantage, and we fight.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Shamen LEADER (Monkey Medal, Misstep, Slipstart, Slipend, Slipped)
    Krosserdog (? Medal, Head Cannon, Aim Rifle, Battle Rifle, Howzer)
    Mantaprey (Cat Medal, Kataki, Kamakubi, Kubikiri, Kamaki)
    Seaslug
    
    The only thing that will be even slightly challenging in this battle is Shamen's
    Impulse attack, which renders one of your Medaparts unusable. This can easily be
    remedied by something like a Victory Armor, or better yet, you could just bring
    in all parts entirely attack-oriented; at this point in time, a single useless
    Medapart shouldn't be too hard to deal with when you have two others to deal
    with.
    
    As for what to do, start attacking Mantaprey first. Since his Medaparts are
    weakly armored, he should be taken out of the running really quickly. After
    that, it's fair game from then on, but if you've gotten this far without a
    problem, then your team should easily be able to take on the remaining duo of
    Krosserdog and Shamen, seeing as they're both relatively easy to take out.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Afterwards, you'll receive Shamen's Right Arm, Misstep. Seaslug will be aghast
    at his defeat and runs away, with his two followers just behind him. Erika also
    follows, intent on beating them all up. Once that's done, go and examine the
    left bookshelf again. Turns out the Principal got caught and was stowed away a
    second time. In gratitude, he'll give you the Head Medapart Appealsound. Once
    you're done here, leave the school.
    
    Outside, we'll meet up with Koji and Karin, and get a status report on Erika.
    Unfortunately, Karin's not doing so well, and her father comes to the school and
    takes her home. Koji runs off, intent on punishing the person behind this mess,
    and Ikki decides to head off to Hachiro's. He'll be intercepted by Koji, who
    gets his suspicions of Hachiro confirmed, and barges into Hachiro's house.
    Follow him inside. Inside, Koji will be held off by the butler, and Ikki
    convinces Koji to leave and let him handle things.
    
    Once that drama is done, head upstairs. Save, and go around the hallway and
    confront Hachiro. Hachiro will start blubbering, and will suddenly Robattle
    Ikki. It's the same team as before of a Stingaray and two Armorparadeens, so
    make sure you have Haniwa family parts equipped. Afterwards, the destruction of
    his Medaparts causes Hachiro to fall through a hole in the floor. Ikki goes to
    rescue him, despite Hachiro's large amount of weight. After, Hachiro apologizes
    for what he's done, and Ikki tells him to go and talk to his butler outside.
    
    Now, head downstairs. Two bumbling Rubberobos who apparently have a case of
    "roof-on-headitis" run outside. Follow them outside, and we'll encounter a
    conversation between Hachiro and his Butler. After, Hachiro will make up with
    Koji and Ikki. Erika then shows up long enough to make a scowl, and then runs
    off. From here, go left. You'll see the Rubberobos captured by the two Select
    Corps. They're still hurt from before, but the Captain ignores that and warns
    Ikki. However, two Medabots come up to heal the Rubberobos, shoving the
    Captain's pride aside. After they leave, Koji asks Ikki to come to Karin's
    house, saying her father wants to speak to him. Drive over to the pink house,
    and go inside.
    
    In here, talk to Koji, who references you to Karin's dad, saying he's got things
    covered. Go down and talk to Karin's dad, and he'll apologize for his outburst
    earlier and thank Ikki for being a friend to Karin. After, leave the house. Ikki
    will decide to go and see Erika first before heading off home. In her house back
    at Riverview, Ikki reveals what he's been up to, and Erika gets REALLY ticked
    off, as she finally figures out that Ikki's the one who's been defeating the
    Rubberobos, not the Select Corps., and if she had hung around with Ikki, she
    would've been able to get a scoop. Robattle time.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Brass LEADER (? Medal,Variable Hair, Pateri Vulcan, Short Shot, Flaregather)
    Pretty Prime (Ninja Medal, Reflect Mirror, Don't Move, Shine Shield, Temple
                  Master)
    Pretty Prime (Ninja Medal, Reflect Mirror, Don't Move, Shine Shield, Temple
                  Master)
    Erika
    
    You've fought this battle numerous times before, so this shouldn't be too much
    of a problem. Nevertheless, make sure that you have legs equipped that adapt to
    Forest terrain, as this time Brass and Pretty Prime are in their home field.
    
    Anyways, ignore Brass at first, as her firepower won't make much of a difference
    to the fight. Instead, get your trusty Kabuto Medabot to start charging up,
    while your other two Medabots start focusing on one Pretty Prime. When the
    Medaforce is charged up, don't unleash the Ultra Shot just yet - rather, make
    sure the first Pretty Prime you focused on is down for the count first, then let
    your fire go. If it hits the second Pretty Prime, then all is well anyways,
    since you should still have all three of your Medabots. From here, just focus
    your fire on Brass, and she should fall soon as well.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    After, Erika will run off, ticked off. Talk to her mother, and you'll learn that
    she's probably in Medaropolis. However, before we go there, head off to Dr.
    Aki's office. We'll see a chance meeting between the doctor and the Phantom
    Renegade. When they see that Ikki's around, the Phantom Renegade will run off,
    and Dr. Aki will try to sidetrack the conversation, telling Ikki that he has to
    do things elsewhere; in other words, Medaropolis.
    
    However, there's another thing you can do. Go and talk to Nae, and she'll ask
    you to another Medabots battle against the Elemental Series. Accept it. It's the
    same battle as before, so it shouldn't be too difficult now that you've got the
    experience of incidents in Medaropolis under your belt. After you win, you'll be
    able to take another one of the Elemental Series Medabots, so take one of the
    two that you haven't yet gotten. After, leave the building, and head off to
    Medaropolis.
    
    Once you enter Medaropolis, head straight off to Koji's house. Go through the
    normal routine of buzzing the intercom, and once inside, go to Koji's room via
    the staircase (Pssst....yes, that is Hachiro there on the couch). Upstairs, talk
    to Koji, and he'll reveal that there's a lot of people going missing, and refers
    Ikki to the Select Corps. HQ, and Koji will take care of Hachiro. The Select
    Corps. may be useless, but it's our only lead, so head to their Headquarters.
    
    At Select Corps. HQ, talk to the person guarding the meeting room, and he'll
    leave to go on patrol. Talk to the three people inside, and they'll reveal that
    the kids are going missing in front of the train station, the Rubberobos are
    involved, and that a young girl came by to ask the same information. The train
    station is one screen south of the Selects Corp. building. Talk to the lady
    sitting on the bench, and she'll reveal that Erika was just here. Talk to Dr.
    Armond, and you'll learn that he's here to meet his girlfriend -_-.
    
    But wait! Examine the statue in front of Dr. Armond from behind. It's a little
    out of place, and Ikki is about to examine it, when a Rubberobo kid comes up and
    knocks Ikki over. Ikki, furious will Robattle the Rubberobo Kid. It's the same
    fight as your first battle against the Rubberobo Kid; a Turnmonkey and Volume10.
    Use the same strategy as before to take him out. After, the Rubberobo Kid dons
    his regular clothes, and the Select Corps. come up and reveals he's one of the
    missing kids, and takes him away to HeadQuarters. A part of the mystery just
    clicked into place....head back to Select Corps Headquarters.
    
    Back here, we'll see the boy being picked up by his mother. As they leave, the
    boy reveals to Ikki that if he investigates the statue at the train station, he
    should be able to find something. Seeing as Erika is nowhere to be found, we
    have no other choice. Head back to the train station. Talk to the man standing
    beside the conversation, and his girlfriend will come and pick him up. Once
    that's done, talk to Dr. Armond. He'll finally realize his date isn't coming,
    and decides to Robattle Ikki.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Zorin LEADER (Cat Medal, Broad Antenna, Shin-Sword, Bee-Bee Hammer, Tatakawa)
    Bayonet (? Medal, Reaction Bomb, Revolven, Sumachingun, Ochitsukan)
    Bayonet (? Medal, Reaction Bomb, Revolven, Sumachingun, Ochitsukan)
    Dr. Armond
    
    Dr. Armond's Medabots lineup differs the slightest bit this time around; instead
    of having a Leader Bayonet with two backup Zorins, he has a Leader Zorin with
    two backup Bayonets. The only thing that you should really change in your
    strategy this time around is to give more emphasis to your Shot Traps than your
    Grapple Traps.
    
    For one, remember that you (should) have the Leg advantage; the Ochitsukan and
    Tatakawa are not adaptable to City fields. With a Grapple Trap and Shot Trap
    equipped, your two Male Medabots should be able to secure the speed advantage
    and lay traps to deal initial damage to the Zorin and a Bayonet. While you're at
    it, highly-armored legs that are the custom for Room-adaptable Leg Medaparts
    should be able to defend them long enough to hurt Armond's Medabots. At the same
    time, your female Medabot should be alternating between healing and firing at
    the enemies.
    
    After a few Traps and shoot-outs later, your Kabuto Medabot should start
    charging up, while your other Medabot should continue laying his traps, and the
    female Medabot should start wrecking chaos by using some of your new Elemental
    Series Medaparts while having at least one healing part on-hand. Two turns
    later, use the Medaforce to either utterly destroy one of Armond's Medabots or
    otherwise nearly finish it off. Do the necessary mop-up work from there, then
    concentrate on laying whatever traps you feel are required at that point in
    time. Once the remaining foes are weakened, take a stance of attacking endlessly
    until the Zorin's Head Medapart is finally destroyed to defeat Armond.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    After, the doctor says something very suspicious...or at least, suspicious if
    you haven't watched the show, in which case you would know exactly what the hell
    is going on. He'll then move aside the statue and disappear into the sewers. You
    obviously are going to have to follow him, so go straight ahead after him
    inside. Inside, Ikki comments on the Rubberobo's similarity to cockroaches, and
    (wisely) decides to change into his Rubberobo suit. Since the sewers qualifies
    as an outside area, you CAN use the Landmotor.
    
    Anyways, head straight down from where you start at, and at the end of the path,
    go right across the bridge. You should see three manholes. The left and middle
    manholes open up to reveal Rubberobo kids who'll battle you with a Turnmonkey
    and Volume10, but you don't get anything besides the customary Medapart and raw
    experience. After you're done having fun here, continue right and up, and go
    across the bridge. Head down, ignoring the Rubberobo standing on guard here, and
    continue right.
    
    In this room, try to get the Rubberobo guard, and he'll stop you, asking for a
    password. Since Ikki doesn't know the password, he can't get past the guard.
    Head back one screen, and talk to the Rubberobo here that's standing on guard,
    and he'll fight you with a Flatstick-Haniwa-Gorem trio. After, the Rubberobo
    will leave, giving Ikki the job of guarding and the password. Take the password
    and head into the Rubberobo hideout one room over. First off, head into the left
    section and examine the right-most bottom bookcase. The Phantom Renegade will
    come out, and runs off to elsewhere instead of dispatching the Rubberobos.
    
    With that scene out of the way, head to the top of the room, and exit through
    the northern door. You'll be asked for another password. Ikki doesn't know it
    offhand, but there's hardly any effor required for him to guess it. Once you get
    in, talk to the upper-right Rubberobo, and he'll show Ikki an experiment with
    carbon-dioxide bubbles - but he'll get caught in his own experiment, with
    painful results. After, talk to the upper-left Rubberobo, and similar results
    will occur. Although you can get money from the room to the left, you'll lose it
    once you exit, so leave that for later and go back down one room.
    
    Back in here, go right through the entrance that was previously guarded. In
    here, we'll witness Squidguts who gives the Rubberobo Kids their mission; go up
    to the city and cause chaos. Once Ikki is done talking, follow the Rubberobos up
    the ladder. Up in the city, Squidguts sends the kids off on their merry way, and
    comments on how he doesn't care what happens to them so long as chaos is served.
    Ikki decides to go find the Rubberobo kids, and chances out of his Rubberobo
    suit.
    
    Your first step should be to get onto the center of the road, and head down and
    left. You should be able to see the Rubberobo Kid and the Select Corps.
    member....in the middle of a staring contest....talk to the kid and you'll face
    him in a Turnmonkey-Volume10 battle on the streets. Afterwards, the Rubberobo
    Kid will run away, with the Select Corps. member running after him. From here,
    head off to the train station, where we'll meet Erika. Talk to her, and she'll
    be investigating the location of the Rubberobo HQ Entrance. Erika then learns
    how behind she is as the Rubberobos, Select Corps., and Phantom Renegade show
    up. After Erika leaves, head left and up, and you'll see a Rubberobo Kid being
    talked to by her mother and father. Battle the Rubberobo Kid, who is also using
    Turnmonkey and Volume10.
    
    After, in defeat, the Rubberobo Kid will run off, and her parents will run after
    her. From here, head up north one screen to the Select Corps. HQ. Talk to the
    guard who has apprehended the Rubberobo Kid, and his captive will run off on
    him, leaving him to follow. After, more Select Corps. will pour out of the
    building, headed to the park to blockade the Rubberobo hideout. From where you
    are now, go one screen south and head to the Medamall in the southwest corner.
    We'll overhear a conversation where Squidguts reveals that he's been against
    using kids from the start, he called the Select Corps. on the kids asses, and
    they're going to be caught while he escapes without a problem.
    
    After, the kids will complain, as the Captain of the Select Corps announces
    their blockade around the Medamall. However, the Phantom Renegade pops up onto
    the scene, and tells them to make it to Rosewood Private School; if they can get
    there, things will be fine. After, head right and go up and talk to the Captain.
    He'll be convinced that Ikki is the one who stirs up trouble, and orders his
    arrest before he leaves. Tokkuri doesn't believe in this order and leaves as
    well, but a Select Corps. member will Robattle Ikki anyways with an Attack-
    Tyrano-Air-Ptera-Landbrachio trio.
    
    Once you've taken care of that guy, the Rubberobo Kids will run off ahead. Go up
    one screen, and take care of the Select Corps. guarding the exit to the east of
    the Rubberobo Kids. Repeat the process on the next screen with the Select Corps.
    who caught the Rubberobo Kid, and they'll all be safe in Rosewood Private.
    After, the Select Corps. decides to go get reinforcements, but Hachiro shows up
    and sidetracks 'em. Ikki thanks Hachiro, and Hachiro gives him a Ghost Medal,
    which is pretty helpful. After, Ikki wonders where the hell the Phantom Renegade
    went off to.
    
    Go up and try to enter Rosewood Private, and the Phantom Renegade will finally
    show up, and reveals his intent to trick the Select Corps. He changes the sign
    to the school, and when the Select Corps. show up, they decide they have the
    wrong place (Woodrose Academy, anyone?). Oh my god. Idiots. Head into the school
    now, and one of the Rubberobo Kids will come up to you in her regular clothes.
    She'll introduce herself as Kahlua and gives Ikki the Manhole Key, which
    supposedly opens up a manhole to a secret meeting place. She also mentions a
    story going around about a hero beating up the Rubberobo Gang, which she thinks
    is Ikki. It's true! Anyways, remember those three manholes in the sewer from
    earlier? Go there now. You should be able to move the statue now by examining it
    from the front.
    
    Examine the top-right manhole, and Ikki will open it using the Manhole Key, and
    goes down a long ladder. In here, go past the guard with your password ready
    (Ikki knows it), and talk to the left two Rubberobos for some information on
    what the hell's going on. Hmmm....after, save, then talk to the right Rubberobo.
    He'll challenge you to a Robattle which you must partake in, but don't worry;
    it's a Noctobat-Haniwa-Gorem battle, so you should be able to win.
    
    After, the Rubberobo will order you to go and call the leaders. Go and try to
    leave the cave, and when you get past the guard, Seaslug will come down with the
    other three (Squidguts, Shrimplips, Gillgirl) and knock Ikki over in his attempt
    to get through. Go and sit in the empty chair now, and Seaslug will start
    talking about an outside interference other than the Select Corps. (That's you).
    A Rubberobo will then come up to Ikki and accuse him of stealing his password
    idea. Seaslug orders him and Ikki to Robattle, so go up on the stage to fight a
    Foxuno-Haniwa-Gorem trio.
    
    After you win, go back down and talk to Seaslug. He'll be pleased enough with
    your performance to declare you a sub-leader candidate. The other candidate will
    step forward, and go up onto the stage. Follow him to fight a Flatstick-Haniwa-
    Gorem battle. After, go and talk to Seaslug again. The four main leaders will
    decide to call Ikki "Medal Leader" -_- and tell him that he needs to change
    uniforms. Unfortunately, they recognize him when he changes into his regular
    clothes, but Seaslug offers him the sub-leader position if Ikki can defeat
    Seaslug still, knowing how fundamental Ikki could be to the Rubberobos. It's the
    same battle as in the school, so no sweats. After, you'll receive Shamen's Left
    Arm Medapart, Slipend.
    
    After, Seaslug realizes that Ikki will never join the Rubberobos, and orders his
    arrest; except the Select Corps. have discovered the Rubberobo hideout. The
    Rubberobos will all run away, leaving Ikki behind to decide and wait for the
    Select Corps. to come down. Once you gain free control of Ikki, examine the
    front of the statue. Ikki will observe it looks like an ant, an the statue falls
    away! At the same time, the Select Corps. decide that Ikki's a leader of the
    Rubberobos, and start coming down, leaving Ikki no choice but to go through the
    new secret path.
    
    Once Ikki's done realizing there's no turning back, go right and up, and you'll
    fight an Antacker guard (although technically he's half Antacker/half Antldier).
    Seeing as it's only a lone guard you have to fight, I don't believe you'll
    really need a strategy, so go ahead and take care of him. From here, head left,
    up, right, up, and left into a room with children. Talk to the children if you
    want for information, but MAKE SURE TO TALK TO THE LADY GUARDING THE CHESTS!
    She's a convenience store person. Buy a Scorpion Dog Head Medapart from her if
    you haven't already gotten one; you'll require it for later.
    
    Once you're done here, go down and talk to the Ant Medabot guards. They call
    Ikki "strong food", and you'll be tossed into a Robattle with an Antacker and
    Antldier. After you win, they'll retreat, so follow them by heading left and up.
    Up here, their Captain, a Rollerman, will join in another battle against you.
    Once you defeat them, they'll retreat into the Queen's chambers. Head on inside,
    and they'll receive orders to tie Ikki up from their queen....a queen who goes
    "Roborobo"....Anyways, wipe 'em out for the last time.
    
    After, the Ant Guards will be rendered useless, their supply of Medaparts gone.
    Now open the four chests for a Female Tinpet, 50$, 5$, and 5$. Now, go and
    examine the statue in here. You'll then need to equip your Scorpion Dog Head
    Medapart (If you don't have one, you can buy it from the lady guarding the
    chests one room back) and melt the rock. The queen will be revealed as a
    Rubberobo, and the ants will decide to become good. They offer to take Ikki back
    to the aboveground, but Ikki has to stop the Rubberobos first. Examine the door
    that was hidden by the statue, then examine it a second time to go through the
    door.
    
    In here, go through the central door, and inside, examine the medal shape in the
    middle. Dr. Armond will then come in and explain a bunch of things. The first is
    that he sponsored the Rubberobos by building this underground base, and secondly
    he tried to help Ikki out so that Ikki could locate a mysterious object in the
    Ancient Ruins - the Fiyun Stone. Armond then asks Ikki to find the Ancient
    Ruins, as Ikki DOES owe Armond. Gillgirl and some of her henchmen then come in,
    and say they'll play a game of tag - Ikki tries to run to the center of this
    area while Gillgirl and her men try to catch up with him.
    
    First off, head outside, then go through the room to the right. In here,
    continue right a small bit to open a chest up for a Blasto Head Medapart, then
    continue on down. From here, progress right until you encounter a stone. Equip
    the Blasto Medapart that you just obtained to destroy the stone. Once it's done,
    Ikki realizes that the area might cave in at the slightest disruption, and
    Gillgirl begins to put the pressure on him. Now, go right and up from here, and
    in the northeast corner, head left until you hit a chest. Open it up for an
    Arma-Head, then go down and destroy a rock that requires you to equip the Arma-
    Head. Now head down, SAVE, then go right. Gillgirl will arrive, and she'll send
    one of her henchmen at Ikki.
    
    This one is a Magdosnake-Gorem-Haniwa battle. It's a battle you've fought a long
    time ago, so this shouldn't present a problem to you at all. After, the ceiling
    begins to weaken, and Gillgirl's henchman begins to warn her, but she refuses to
    listen. Now it's time to fight the real deal.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Stonemirror LEADER (Devil Medal, Death Grin, Death Beckon, Death Curl, Tail End)
    Gloomeg (Jellyfish Medal, Tank Missile, Homing, Grenade, Block Tank)
    Gloomeg (Jellyfish Medal, Tank Missile, Homing, Grenade, Block Tank)
    Gillgirl
    
    If you fought Gillgirl in Rosewood Private School, then you should have a good
    idea of what to expect; lots of pain.
    
    First and foremost; make sure all your male Medabots have at least one of the
    Gorem family Medaparts (Head Shutter, Hand Shutter, Arm Shutter). This will
    render the Gloomeg attacks useless, so ignore your female Medabot(s) and bring
    in three Males.
    
    Now, here's the other thing you probably won't understand; equip Leg Medaparts
    that either work okay on all fields or work best on a different type of terrain
    other than here. This is because of Stonemirror's Death Grin attack, Destroy. It
    has Chain Reaction, and it hurts. Since Stonemirror is slow, if you try to go
    faster than him, he'll attack you while you're in the only position where you're
    vulnerable to Destroy - facing away and moving back to your starting position.
    Therefore, lessen your speed so that he runs out of uses right away.
    
    Once the initial drama with Destroy is over, if you have the Gorem parts on, you
    can create total pwnage. Although Stonemirror can still attack, the most
    dangerous of Stonemirror is over, and you shouldn't have any problems at all
    taking care of Gillgirl's trio of Medabots.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    After, you'll receive StoneMirror's Legs, Tail End. However, Ikki will fall down
    a hole.
    
    Down below, Ikki will realize this is a room in the ocean. Get off the stage and
    go examine the Medabot at the top, and Ikki will decide not to touch it. Now go
    and examine the doorway at the bottom, and Ikki will be transformed into his
    Great Hero costume. Now go back onto the podium, and Ikki will run away as the
    Rubberobos fall down. Gillgirl, being the unwise lady she is, will go and touch
    the Medabot, and takes Ikki with it. Meanwhile, we'll see Dr. Armond talking
    about the Medabot, and discussing things about the room and the Fiyun room.
    Hmmm....and thus ends the Medaropolis Arc.
    
    
        _______________________________________________________________________
       /     \                                                           /     \
      /       \                                                         /       \
     |         |                        Utopian                        |         |
     |         |                         UTPN                          |         |
      \       /                                                         \       /
       \_____/___________________________________________________________\_____/
    
    
    Ikki will be teleported into the past, to an area that borders the ocean called
    the Kodine Kingdom. He's been summoned by a Prophet of sorts to help the people
    out. In this era, he is known as the Great Hero. The Queen of the Kodine Kingdom
    requests of Ikki to defeat a monster known as Blue Hawaii. After, the Prophet
    will ask you to follow him. Go left and up and head through the door in the
    northwest corner (or, you could collect info on what the heck's going on around
    here). In the next room, go into the living quarters to your right, and talk to
    the Prophet. Go and eat your food once the Prophet leaves, and Ikki will
    speculate on how Kodine Kingdom seems nice.
    
    At the same time, we'll see the Rubberobos and Gillgirl caught up in the ocean
    currents, as they try to endure this new hardship :D. After, you'll be given
    control of Ikki to look around the palace. Go wherever you want, but first and
    foremost check the room north of Ikki's. The Sacred Stone...hmmm.....after
    you're done (sorry, can't go through the top rooms until later), exit outside of
    the palace.
    
    Out here, we'll meet up with the Prophet again, who'll introduce Ikki to an
    audience of Kodine Kingdom citizens. They'll mention something about Blue
    Hawaii's 'black-and-white' servants...hmmmm....once they leave, the Prophet
    tells Ikki that he's the only one who can leave Blue Hawaii, and then himself
    leaves. Left behind, Ikki begins to draw comparisons between the black-and-white
    creatures and the Rubberobos.
    
    Anywho, the lower-right house has a boy who'll ask you to battle him. You can
    battle him only once, and he has a Sharkhan, Kuraba, and Moai. You should
    especially try to get a Moai Medapart, since they're the last of the
    CancelAttack Medaparts you can get in this game. The upper-right house is a
    Medashop - you'll likely want to get some Kappalord Medaparts here, seeing as
    how you're likely lacking in Anti-Sea Medaparts. One last note is that a lady in
    the top-left house notes a prophecy of the kingdom sinking into the sea. It
    shouldn't be hard to understand whether that came true or not.
    
    Once you are done your exploration, try to head out the path to the left. You'll
    be stopped by the guard; apparently, even the Great Hero requires the Queen's
    permission. Just then, a Rubberobo will come around and enter the house right
    next to Ikki. Enter the house, and we'll see the Rubberobo demanding candy. Ikki
    will confront him, and the Rubberobo apparently seems to know who Ikki is and is
    surprised he's here. We then Robattle, but no worries; the Rubberobo possesses
    only a single Flatstick, so you shouldn't have any problems at all with
    defeating him. After, Ikki learns the Rubberobo's leader is in the ocean, where
    Blue Hawaii is. It all links together here and now.
    
    Ikki learns he needs to have the Princess/Queen's permission to go west, but for
    now, he's captured the Rubberobo. Now, go outside, and the Rubberobo will follow
    you. Take him to the prison, which is located under the stairs north of the
    Medashop. Down in the dungeon, go and examine the door and the Rubberobo will
    head into the prison. Now, head up the stairs and back outside. Our path is
    clear; we need to head west, but first we need the Queen's permission. From
    here, take the path that goes out east. In the next area, there'll be a guard,
    but he'll be asleep.
    
    Now, go into the flower field, but don't talk to the Princess just yet. NOW go
    talk to the Princess, and she'll ask you to play a game with her (AKA Robattle).
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Utopian LEADER (Monkey Medal, Phanta, Obstruct, Disruptor, Dreamer)
    Utopian (Monkey Medal, Phanta, Obstruct, Disruptor, Dreamer)
    Utopian (Monkey Medal, Phanta, Obstruct, Disruptor, Dreamer)
    Margarita
    
    There are two difficulty ratings to this match; the first one is REALLY REALLY
    REALLY REALLY DIFFICULT!!!! The second one is Pathetically Easy.
    
    The three Utopians can only cause confusion/Chaos to your Medabots, and the same
    goes for their Monkey Medals. Because of this, by putting on, oh say, Finale or
    Victory Armor for the heads of your Medabots (Male only), you have effectively
    damned the Utopians by making it so you will never turn on your allies.
    
    The second part to Pathetically Easy are some Anti-Air parts. The Utopians use
    Medaparts that are Air-oriented; therefore, an Anti-Air Medapart can take them
    out quickly, and end the battle with ease.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Afterwards, Margarita will give you a necklace of flowers with a Medal in the
    middle of it. The Medal is the Unicorn Medal. Next, Ikki will tell Margarita
    what he thinks; that the servants of the Blue Hawaii are the Rubberobo Gang, but
    Margarita doesn't think so. Ikki gets suspicious of her, but he doesn't have
    time enough to confirm them as a Rubberobo comes onto the scene to pick the
    flowers. Once diologue is done, go over and confront the Rubberobo to duel a
    Flatstick and Haniwa.
    
    After, Margarita denies the Rubberobo as being a servant of Blue Hawaii, and
    mentions somebody named Cafe Ole. Her guard then wakes up and comes to grab
    Margarita for her studies, and thanks Ikki for protecting her. After the two
    leave, head back to the prison with your second Rubberobo and lock him away. As
    Ikki does that, he'll realize he forgot to ask permission to head to the west
    from Margarita. Exit the prison, and head into the palace now.
    
    In here, head to the room north of where Ikki ate his dinner, the place with the
    Sacred Stone. Margarita will explain that she escaped from her studies because
    the Chamberlain was asleep, and shows Ikki the sacred stone - it turns out the
    sacred stone is really the Fiyun Stone! Margarita then goes on to say that the
    people who came from the skies with Medabots used this stone, and that it's the
    biggest and most powerful of it's kind. Hmmm...the Chamberlain then comes in and
    retrieves Margarita back. As they leave, Ikki realizes he once again forgot to
    get permission.
    
    Now, head into the back room. The Chamberlain will come out and ask you to come
    in. Head in after him, and sit on the seat opposite from him in his room. He'll
    then reveal that Blue Hawaii is really Cafe Ole, Margarita's former Medabot gone
    renegade. The Chamberlain then asks Ikki to defeat Blue Hawaii, making his
    mission official. Now, exit his room, and go up to Margarita's room. She's gone!
    Ikki decides to go and inform the Chamberlain, so you should do just that. The
    Chamberlain will run off in a panic. Now, try to go and exit the palace now.
    
    However, Ikki hears somebody snoozing, and decides to take a look around. Go to
    the top of the screen and examine the Medabot that is on the wall. Margarita
    will come out and promises to be a good girl from then on if Ikki promises to
    care about her. However, she then runs off to go to the ocean, saying she'll be
    a good girl "starting tomorrow" :P. The Chamberlain then rushes off asking if
    Ikki's found her; Ikki will tell them to just relax and he'll go bring her back.
    With that out of the way, head down and exit the palace.
    
    Outside, the Oracle comes up and bluntly tells Ikki that if he doesn't find the
    Princess and defeat Blue Hawaii, he cannot return to his own time. Now, take the
    western passage, and this time, you'll have the Queen's permission to go off to
    the ocean. Out here, go and talk to Margarita. She'll comment on the ocean
    breeze, and Ikki will comment on his own land. Margarita will then realize that
    Ikki will have to leave soon, and she gets furious over this, thinking he'll
    forget about her. Follow her up to where she goes, and Ikki responds that he's
    headed to fight a real monster. Margarita says Cafe Ole is no monster, and runs
    away.
    
    Now, head left across the bridge. A Rubberobo will pop out of the box and fight
    you with a Flatstick-Haniwa-Gorem trio. After, the Rubberobo tells Ikki that the
    Rubberobos put the boxes out so they can hide in them, or else they'd be eaten
    by a monster (ala Blue Hawaii). Ikki then convinces the Rubberobo to go and wait
    in the prison XD. Anyways, take the left path, going up where you need to. On
    your way, you'll fight two more Rubberobos, whom also use Flatstick-Haniwa-Gorem
    teams. At the end, you'll confront two Rubberobos who've taken Margarita
    hostage. Apparently, they need to sacrifice her to the monster to save their own
    hides. Ikki won't listen to them and fights them right away. It's the same team,
    just for reference.
    
    After, the Rubberobo will go off to prison. Talk to the second one and battle a
    second time. Once you defeat him, he'll explain more in detail; Blue Hawaii will
    eat Gillgirl, who's also around, if Margarita isn't sacrificed to him. Ikki
    promises to save both Gillgirl and Cafe Ole, and Margarita goes back to the
    palace while the Rubberobo goes to the prison.
    
    Now, head back to the crossroad where you fought the first Rubberobo, then head
    north onto the island. Here, take the northeastern path going up, and head in a
    general path of up and left. On the way there, you'll face off against three
    more Rubberobos. Guess what team they're using? After, enter on the end. We'll
    see a big monster, and when one of the Rubberobos gets sucked in, Ikki realizes
    the monster is an illusion. Dive in now. On an island, Ikki will realize that
    Cafe Ole was creating the illusion.
    
    Now, create the team that you used to fight Margarita earlier. After, Cafe Ole
    says he just wanted to see Margarita, and Ikki will offer him the chance to see
    her again. Cafe Ole takes Ikki back to the mainland, while his sidekicks keep
    the Rubberobos imprisoned. After, Cafe Ole will head off to the flower field.
    Now, head back into the kingdom and then go into the palace. From here, head off
    to Margarita's room. In here, Ikki tells her he has a treat for her in the
    flower field, and while Margarita has an idea of what it is, he'll refuse to say
    anything. Now, go off to the flower field.
    
    Here, we'll see the Chamberlain is around, and Cafe Ole is off to the side,
    hiding. Go and talk to Cafe Ole, and Ikki will convince him to go and talk to
    Margarita. The two will make up, and Margarita promises to ward off the
    Chamberlain. Head off to the palace once they too are done in the Flower garden.
    Back at the palace, it turns out there are really three Cafe Ole Medabots, and
    Margarita decides to loan Ikki a set of Utopian Medaparts.
    
    THIS IS YOUR LAST CHANCE TO GET KODINE KINGDOM MEDAPARTS!
    
    Now that that's out of the way, if you want to head back now, go and talk to the
    Oracle. He'll talk about the kingdom's destiny, when the Rubberobos come in. The
    Cafe Oles will beat them up, and they'll get sent back to the present. The
    Oracle then will send Ikki off, after Ikki is done his promise to Margarita to
    return someday. She'll also give you mementos of her - the Silver Locket and the
    Cafe Ole's Medaparts. Unfortunately, it seems Doctor Armond has gained the Fiyun
    Stone...
    
    Ikki will be returned to the present. The Select Corps. are still around, but
    when they catch Gillgirl and her cohorts, they'll be satisfied with their
    capture and leave Ikki alone. Thus ends the Kodine Kingdom arc.
    
    
        _______________________________________________________________________
       /     \                                                           /     \
      /       \                                                         /       \
     |         |                      Robo-Emperor                     |         |
     |         |                          RBEM                         |         |
      \       /                                                         \       /
       \_____/___________________________________________________________\_____/
    
    From the Rubberobo hideout, leave into the sewer, and then try to head left and
    up to the ladder going outside. Koji will come in to confront Ikki, saying he
    found out about the Rubberobos secret HQ. Ikki will explain what happened to
    him, but Koji doesn't believe him. After, Koji will tell Ikki that Erika's
    ticked off at Ikki and he should talk to her. Now, head up to the ladder where
    Ikki will then change his clothes, and go outside.
    
    Up here, talk to Erika, and she'll be really ticked off at how Ikki got into the
    secret hideout and she was blocked off by the Select Corps. She then tells Ikki
    he smells before she leaves, and Ikki decides to head home and change his
    clothes. From here, head off to your house in Riverview. Back at home, talk to
    your mom, and she'll order you to change clothes as she mentions something
    about....a date?!
    
    Anyways, head upstairs. Although the clothes are in a green box above your bed,
    if you check the green box while ON your bed, you'll see a cute little cutscene
    of Ikki jumping on his bed. After, change clothes by examining said green box,
    and Ikki will decide to ask his mom what she meant by his date. Go downstairs
    and your mother will tell you that you need to go in front of the Bonaparte
    Statue. It's still blockaded, so Ikki decides to check Erika's house for Erika.
    Zoom over there.
    
    It seems that Ikki "supposedly" asked Erika out on a date by letter, so Ikki
    runs out and decides to check up on Karin. Head over to her residence in
    Medaropolis, and push the intercom. A shadowy figure comes out and says that
    Ikki invited Karin to in front of the Bonaparte Statue. Ikki decides to head
    over to the train station, so follow his diologue. At the fountain, talk to the
    man in the brown suit and he'll mention something about a girl walking off with
    an old man. Ikki concludes she might have been kidnapped.
    
    Now, talk to Koji. He apparently got tossed out of the hideout, and when Ikki
    asks him about Erika and Karin, he correctly takes it to mean that Karin's
    possibly in danger. Just at that moment, the ground rumbles as something orbits
    in the sky. It's the Flying Fortress Fiyun, powered by the Fiyun Stone, under
    the control of Dr. Armond, who has kidnapped both Erika and Karin! And the only
    way he can get them back is to face off against Armond himself. After, Ikki
    convinces Koji to let him handle the job of saving Karin, since he was the one
    who caused this whole mess anyways. Once Koji leaves, Ikki ponders over what to
    do next.
    
    Anyways, see the Medabot that moves in down from the top of the screen? Go up to
    it, and you'll end up facing a Phoenix and Paradriver. Take care of it with your
    3 to 2 Medabot advantage. After this, head up one screen, and continue through
    the double blockade of Select Corps., who have switched out their classic Select
    3 lineup for a Phoenix and Paradriver, also adding a Dragonfly.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Phoenix LEADER (Phoenix Medal, Blastgun, Fire Gun, Flame Gun, Red Tail)
    Paradriver (Angel Medal, Eagle Belt, Hawk Hand, Swan Arm, Turkey Leg)
    Dragonfly (Bear Medal, Hardweighter, Heavyweighter, Veryweighter, Flyfly)
    Select Corps.
    
    There are only two notable parts to this battle that you need to keep an eye out
    for.
    
    The first is Paradriver, who's attack steals Medaforce from your Medaforce Bars.
    Because of this, the chances of you pulling off a Medaforce while the Paradriver
    is still around are slim to none, so if you have to use one, you'll have to wait
    until the Paradriver is eliminated first.
    
    The second is that all three of these Medabots use Air-Medaparts. Because of
    this, coming into battle with two Male Medabots outfitted with Anti-Air
    Medaparts and the Male Medabot that you use for your Landmotor will help you win
    the match very quickly. Without Anti-Air Medaparts, the Robattle is somewhat
    moderately easy, but once you equip Anti-Air Medaparts, they're all a joke, the
    end.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Once you make it past the two Medabots, go into Riverview.
    
    Here, go to the Medabots Lab, and then head into Dr. Aki's office. Talk to Dr.
    Aki and he'll explain that he and Dr. Armond were friends in college. However,
    they had a fierce rivalry, which explains Armond's motives. He then goes on to
    explain that by using the Wings of the Wind, which he gave to Nae earlier, you
    can use to fly to the Fiyun Fortress. I think you have an idea of where we want
    to go next from here.
    
    In Nae's office, go and talk to her. Nae already has the Wings of the Wind
    ready, explaining off her preparation due to Aki thinking highly of Ikki and
    having "another pair of eyes watching over you", "someone who you know very
    well". However, now's not the time to inquire further. Nae will then give you,
    along with the Wings of the Wind, a female Tinpet, and the Medaparts required to
    use the Wings of the Wind. For reference, they are Cockpit, Stabilizer, Wing,
    and Jet Engine, all female Medaparts. Nae will also give you a new Medal. At
    this point in time, I don't have any recommendation.
    
    Anywho, outfit your female Tinpet, then head out the door. Ikki will chase the
    Fiyun Fortress going up. At the top, Ikki resolves to find out the link between
    the Fiyun Stone and the Kodine Kingdom. Anywho, first off, head straight down
    from where you've landed and go through the door. In the next room, head down
    and confront the first Medabot. You'll fight another Phoenix-Paradriver-
    Dragonfly trio Robattle, so take them out, and the Medabot after that as well.
    Once that's done, head down and right, and fight your way through down into the
    small room, which is a small greenhouse.
    
    In here, talk to the left-most Medabot, and he'll give you a Lemon, which you'll
    need for later. From here, head down into the room. Ikki will comment on how the
    room looks like a factory. Go down the stairs, and talk to all the Medabots to
    learn about how they need oil. More importantly though, go up to the middle
    Medabot. See the two oil cans above him? Examine the left oil can for a Male
    Tinpet. After, go up the stairs, and head to the left side of the room to go
    through a doorway into another room.
    
    Coming in, two Medabots will commence going nuts over how a human has come in. A
    third Medabot stops them and introduces himself as Harvey, and lets Ikki have a
    look around. The top Medabot that just went bonkers over you will challenge you
    to a Robattle with the standard cast. Once you're done in this area, head right
    into the next, into what seems to be a sort of living quarters for the Medabots.
    Talk to everyone if you want, but especiall talk to the Medabot sitting at the
    bottom-right-most table, and you'll learn a girl was around. After, talk to the
    Medabot near the oil cans, and he tells Ikki that he should go ask Harvey for
    oil if he wants any. Ikki's at a loss for clues right now, so he decides to do
    just that. Head one room back.
    
    Back in here, talk to Harvey. Suddenly, the siren will go off, and Harvey tells
    Ikki that he needs to go. He also warns Ikki not to talk to any other Medabots
    on Fiyun, for his own sake. Afterwards, talk to the three Medabots in here.
    Instead of offering their hostility, they'll attack you instead with the regular
    lineup. Dispatch all three of them, and then head into the next room. In here,
    eliminate everyone EXCEPT for the Medabot guarding the door and the Medabot in
    the office.
    
    Once done that, talk to the office-faring Medabot and he'll still be sane,
    explaining that he didn't get lunch. Ikki figures out that it must've been
    something in the oil that changed everyone's personality. Now, head up to the
    guard, and he'll wake up. Ticked off at being woke up, he'll fight you. Take
    care of him as well. When you win, Ikki is more and more resolute on that Dr.
    Armond must've put something in the oil. Now, head into the next room.
    
    For this room, walk through the line of vision of the four Medabots in the four
    gardens, and defeat them all. Once you are done the butchery, head up the stairs
    that are located to the left of the upper-left garden. Upstairs, Ikki resolves
    to find Erika and Karin, and stop Dr. Armond. We'll then cut to a scene between
    Dr. Armond and Erika and Karin. Dr. Armond reveals that the Fiyun Stone is
    powering the Fiyun Fortress, among other things. Apparently he kidnapped the two
    girls so that Ikki would come and try to rescue him, and he wanted Ikki to come
    because Ikki's thwarted his plans, and is acting as Dr. Aki's puppets. He also
    reveals his intent to create a giant Medabot that is unstoppable, all to outfame
    Dr. Aki. He also mentions a Limiter, which supposedly suppresses a Medabot's
    real power.
    
    Back to Ikki, stop the Soniktank and Megaphant that block your way on the second
    floor. They're leftovers from the ant's lair in Medaropolis, so they should not
    pose a problem to you. Afterwards, head down and take on the duo once more.
    Continue until you hit a guard trio of three more Medabots, and take them all
    out. This time they'll have a Digmole to assist them though, so watch out.
    Afterwards, Ikki realizes he must be getting close to Dr. Armond. From here,
    head down to fight a Soniktank and Megaphant minus a Digmole, then go left and
    up to open a chest for a Hat Trick.
    
    Head back down the corridor, then head left and up. Obviously, you'll want to
    save your game before heading into the next room. You'll also want to outfit
    three Medabots other than your main three with Anti-Air Medaparts and a couple
    of White Cap Medaparts. In here, go up and confront Armond. Ikki tells him he's
    supposed to know the difference between right and wrong, and Armond tells Ikki
    he's supposed to be seen and not heard. After that classic exchange of lines, we
    fight.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Robo-Emperor LEADER (Bear Medal, Deathlast, Deathbomb, Deathbeam, Spaghetti)
    Bayonet (? Medal, Reaction Bomb, Revolven, Sumachingun, Ochitsukan)
    Zorin (Cat Medal, Broad Antenna, Shin-Sword, Bee-Bee Hammer, Tatakawa)
    Dr. Armond
    
    Coming in, this'll be a really difficult match, for one good reason; Robo-
    Emperor's ability to use Press, Beam, and Napalm.
    
    However, if you have all the right things to go by, he's an absolute joke. The
    most important thing is to have a couple of Gorem/Haniwa/Maoi parts equipped.
    What I recommend that you definitely have equipped on all three is Gorem, so you
    can deflect Bayonet's Reaction Bomb attack as well as Robo-Emperor's Deathbomb
    attack.
    
    Secondly, remember the terrain? Desert? Guess how poorly these guys perform on
    it :D, Robo-Emperor in particular with his sad sad radiation. Do yourself a
    favor and give yourself the speed advantage, and the match will automatically be
    ridiculously more easy.
    
    Anyways, make sure that you have at least one Grapple Trap and one Shot Trap
    equipped, and everything else either CancelAttack or Attacking Medaparts. The
    Medabot without any Traps should have a Ghost Medal equipped. Focus your efforts
    on Bayonet and Zorin first by releasing the traps, then get your Ghost Medaforce
    started up. After the intial scrimmage with Bayonet and Zorin (Robo-Emperor more
    likely than not has not yet attacked), your Ghost Medal should be ready to use
    Full Body RAD. This means that all three of your opponents will be put down into
    RAD phrase automatically, and they have to march all the way back and forth to
    land a hit on you again.
    
    Repeat your use of Full Body RAD, and this will ensure that Robo-Emperor will
    never land a hit. At the same time, once the Shot and Grapple Traps have been
    laid, start focusing your efforts on raping Zorin and Bayonet, and once they're
    done, take down Robo-Emperor with everything you've got (but make sure not to
    give him a single attack by constantly Full Body RADing), and the match will be
    in your hands soon enough.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    After, Dr. Armond will summon Harvey, who apparently doesn't know Ikki anymore,
    to fight Ikki.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Propolis LEADER (Snake Medal, Hexadon, Mistouch, Stinger, Insecto-Wings)
    Crimson King (Devil Medal, Peck Strike, Dondon Punch, Doda Punch, Wanafly)
    Crimson King (Devil Medal, Peck Strike, Dondon Punch, Doda Punch, Wanafly)
    Harvey
    
    This match is just like the Dark Master, right down to two of the Medabots being
    the same. Bring the three Medabots I told you earlier to outfit with Anti-Air
    Medaparts and White Cap Medaparts, because while the Crimson Kings are still
    weak to Anti-Air Medaparts, Propolis is annoying just like Flig Flag with his
    evasion rate, and you'll want a White Cap Medapart to stick him with No Evasion
    status.
    
    Anyways, this battle isn't really that hard of a match. Pound the two Crimson
    Kings with Anti-Air Medaparts, sic No Evasion effect on Propolis, and eventually
    you'll win.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    After, Harvey will begin to recognize Ikki. Armond mentions the Limiter again,
    then says Ikki won't be able to stop all his flying Medabots before running off.
    Now, go and talk to both Erika and Karin and Ikki will individually ask both of
    them to stay behind while he go confronts Dr. Armond, and they'll concede. Now,
    go and talk to Harvey, and he'll offer to unlock the door to the Engine Room,
    where Dr. Armond is headed. He says that Armond is heading down a misguided
    path, and Ikki's the only one to stop him.
    
    Anyways, head left, and you'll be thrust into a small maze, this time thankfully
    without any renegade Medabots. On your way, make sure that you open the chest to
    grab a Spydertrap Medapart, which is a Shot Trap. Once you get to the chest,
    continue up and right then go down the stairs. On the ground floor, head into
    the garden and enter the door to the bottom-left. From the factory, take the
    eastern route into the larger garden. In here, take the door into the lower-left
    corner to get to where you want to go.
    
    In here, Ikki will recognize the area as the ant's lair from earlier, and
    realizes that it's also part of the Fiyun Fortress. Head down and right and try
    to go into the Engine Room, and Koji will suddenly come and stop you, saying he
    also got the Wings of the Wind, and followed Ikki's lead by talking to Harvey.
    He'll then head into the Engine Room, so follow him.
    
    Inside, go and talk to Koji, and Ikki will recognize the Fiyun Stone, and wonder
    what it's doing here. We'll suddenly hear Dr. Armond, and Koji will go check it
    out. Save, and follow after him and we'll see Dr. Armond. Talk to him and after
    a cliche line of his travel between the bridge and engine room, he confesses his
    stealing of the Fiyun Stone from the Kodine Kingdom. Ikki decides that he has to
    fight Dr. Armond no matter what. It's the same battle as before, so there
    shouldn't be too much of a problem.
    
    After, the Fiyun Fortress begins to shake, and Dr. Armond reveals that fighting
    in the engine room unstabilizes the Fiyun Stone, and runs off. Harvey then comes
    in and says the Fortress is starting it's crash into the ground. Koji then comes
    up with a good idea; one of them can go chase Dr. Armond, whereas the other can
    try and stabilize the Fiyun Fortress. Once you've made up your mind again, go
    talk to Koji and tell him which path you want to take.
    
    -------------------------------
    -IF YOU ARE CHASING THE DOCTOR-
    -------------------------------
    Koji will leave, and Harvey says Dr. Armond has probably run off to the Landing
    Zone, where there's an Escape Pod. He then goes to see who has regained their
    sanity from the oil.
    
    Now, leave the room, and head back up into the garden. Go around the factory
    into the mini-garden, and backtrack your way to where you started into the Fiyun
    Fortress. In this first room, examine the hangar in the middle of the room. Ikki
    will hear the noise of the escape pod just before the hangar opens and Dr.
    Armond comes out. Ikki chases after the Escape Pod and we battle Dr. Armond a
    third time with his Robo-Emperor-Bayonet-Zorin cast.
    
    Afterwards, Dr. Armond is ticked off that his Escape Pod was broken and runs off
    to the edge. Flying Medabots suddenly come in, and Ikki maneuevers the sanity-
    recovered Medabots into holding Dr. Armond captive. After, Armond will drop a
    Penguin Medal for us. Now, go to the control room, and talk to Koji. He'll tell
    you that the fortress is still unstable, so go over to the empty dashboard and
    press A.
    --------------------
    -END DOCTOR'S QUEST-
    --------------------
    
    -------------------------------------
    -IF YOU ARE STABILIZING THE FORTRESS-
    -------------------------------------
    After you tell Koji that you want to stabilize the fortress, he'll head off to
    chase the doctor and Harvey will go to see who has regained their sanity from
    the oil. Now, head off to the bridge/control room where you fought Dr. Armond
    and his Robo-Emperor trio for the first time.
    
    In here, talk to the top Medabot, and he says at their rate, they'll crash into
    the fortress. He then says they'll need more help, and after Ikki volunteers to
    find it, he'll give Ikki the Alien Medal. Now go and confront the girls who are
    still where they were earlier and Ikki will convince them to help out. Ikki then
    wonders whether Koji caught Dr. Armond yet, and decides to go and see. Head to
    the Landing Pad, which is the room where you first started in when you came into
    the Fiyun Fortress.
    
    Here, talk to Koji. Ikki asks for his help, but Koji's all tied up with Armond.
    Thankfully, another sane Medabot comes up from the ground, and goes to the
    Control Room when Ikki orders him. Now, get back to the control room on the
    double, and take your spot. Press A at the empty dashboard.
    -------------------------
    -END STABILIZATION QUEST-
    -------------------------
    
    Although the Fiyun Fortress has been stabilized, we're still losing altitude and
    a crash is undoubtable. Ikki comes up with the insane idea of using the flying
    Medabots to keep the Fiyun Fortress afloat, and learns that the Medabots he
    needs are gathered in the Square (the larger garden area). From here, head off
    to there.
    
    In here, talk to Harvey, and he'll decide they need to try before giving up, and
    all the Medabots will head off to their respective positions. Ikki decides to go
    and observe them. However, trying to head back will result in Ikki hearing
    somebody....somebody familiar....head to the right of the small garden in the
    middle of the area, and we'll suddenly see the Select 3 appear! After their
    comical appearance, the Captain of the Select Corps. comes onto the scene to
    fight Ikki, with photographer ready to capture this battle.
    
    After you win, the Captain is ticked off that he got the wrong stuff on photo.
    Ikki tells him that Fiyun Fortress is about to crash, but the Captain doesn't
    believe him until a shockwave hits. The Captain then runs away, and his
    photographer goes after him, dropping his film. Ikki will automatically pick up
    the Polaroid, and we'll get another cutscene as Ikki's plan works. Koji comes in
    and reveals they landed safely south of Riverview. Now, head out to the Landing
    Pad and go outside.
    
    Out here, the flying Medabots and Harvey will come up to Ikki and thank him for
    convincing to do what they did, which helped save their home. After you're done,
    go over and you'll see the Captain "capture" Dr. Armond as he takes credit for
    Ikki's doing again. Tokkuri begins to think that Ikki's doing everything that
    the Captain's been taking credit for, but the Captain ignores him and leaves.
    Dr. Armond gets in one last line to Ikki before he leaves - it ain't over yet.
    Go up, and the girls and Koji will come and talk, and all will say they're going
    to go home and have a sleep. As they leave, Ikki will then be confronted by the
    Phantom Renegade, who's late for everything. Nevertheless, he'll warn Ikki that
    the real enemy has yet to be defeated.
    
    Afterwards, head on home. At home, Ikki's mom knows nothing of what went on, and
    tells him to go study. Upstairs, however, go to sleep instead, effectively
    ending the Fiyun Fortress Arc.
    
    
        _______________________________________________________________________
       /     \                                                           /     \
      /       \                                                         /       \
     |         |                        Babbyblu                       |         |
     |         |                          BBBU                         |         |
      \       /                                                         \       /
       \_____/___________________________________________________________\_____/
    
    
    
    Once you wake up, go ahead and check the TV. Medabots Island is closed, it
    seems, but more importantly - Dr. Armond and the Rubberobo Gang has escaped from
    jail! Head downstairs, and Ikki will get a letter from his mom. It's an
    invitation to Medabot Island from Shrimplips. Ikki then runs off outside;
    despite that this is most likely a trap, we still need to stop the Rubberobo
    Gang. Outside, Erika's mom confirms she got the same invitation, and said she
    ran off because she thought Ikki was captured. Ikki decides that he needs to get
    going, as it seems Armond is finally getting his revenge against everyone who
    has messed up his plans.
    
    Head left towards the docks. You'll be stopped by a scientist from the Medabots
    Research Laboratory, who asks you to go see Dr. Aki. Comply with him and head
    into the lab, and go to Dr. Aki's room. Ikki will stay outside Aki's room as he
    eavesdrops on a conversation between Aki and the Phantom Reneagade. They talk
    about Armond and the Rubberobo Gang escaping, how this must be related to
    Medabots Island closing, and then they talk about a past incident which we don't
    have enough information to know what they're talking about. After the Phantom
    Renegade leaves, Dr. Aki asks the Phantom Lady who's also around an unsaid task,
    and she accepts. Once she leaves, enter.
    
    In here, talk to Dr. Aki, and he'll tell you Armond is determined to win,
    several children are missing, and that the last ferry is missing. He then
    directs you to the Medabots Corporation in Medaropolis. First, though, head over
    to Nae and talk to her. Recognizing the direness of the situation, she'll offer
    her last working Elemental Series Medabot to Ikki, so take it. She'll also let
    you have another Medal. Next, head to the lower right area of Medaropolis, and
    head into the Medabots Corporation.
    
    Now go and talk to the same researcher who gave you the Landmotor parts and the
    Mini S. Wheel before. He'll have heard from Dr. Aki ahead of time, and he will
    give you the Periscope along with the Scope Head, Scope Hand, Scope Arm, and
    Scope Leg. Now, head off to the Riverview docks, and make sure you have your
    stuff equipped. Save, and try to leave. However, Captain Awamori of the Select
    Corps. comes in, recognizing why Ikki is around. He then sends his Select Corps.
    underling after you. It's a regular Select 3 trio, so take care of it.
    
    After, however, Awamori will run off into the sea with his own Medabot to take
    him to Medabot Island, and three more Select Corps. will come in. After you
    dispatch the first two, Lieutenant Tokkuri finally shows up on the scene and
    shows off his honesty and badassness for what it's worth, and forces the Select
    Corps. to stop attacking Ikki. In thanks, Ikki will give him the Polaroid of
    Awamori's earlier loss against him. Once Tokkuri leaves, head off to the Medabot
    Island. Use your Periscope, and head left one screen to Medabot Island.
    
    Once you get off at Medabots Island, you'll immediately be attacked by two
    Select Corps. However, Phantom Renegade will cackle from afar, and the idiot
    Select Corps. will turn around and start looking for Phantom Renegade. Head out
    into the amusement park, and from here, head off straight to the Witch's Castle.
    Awamori will be guarding the castle, and he won't be surprised Ikki is around,
    as he came to the same conclusions as to the castle being suspicious. He then
    becomes so underhanded and dirty that he thinks about stealing Ikki's Medawatch,
    and orders his Select 3 to steal it. Destroy them for the last time.
    
    After, the Select 3 will be destroyed, and in his loss, Awamori orders his
    underlings to get Ikki. However, the Phantom Renegade comes out and goes through
    his opening prose again, and shames the Captain. He'll give us enough time to
    get through the Select Corps., however, so Ikki will automatically enter the
    castle. Inside, remember where Milky trapped the children earlier the last time
    we were here? Head right and up into that room. In here, you can do one of two
    things; you can either take on the Pappy Doll in another Medarace, or sail over
    the water with your Periscope. Your choice.
    
    Once you make it over, enter the staircase. Downstairs, talk to Hachiro, who at
    least gets points for following movies. However, Milky will appear and explain
    she worked with the Rubberobo Gang so she could kidnap sweet children. When Ikki
    gets mad, she gets mad in return, and we Robattle. Revised strategy.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Sunwitch LEADER (Rabbit Medal, Majoram, Two Cotton, Boomerang, Clean Box)
    Wolfeel (Ninja Medal, Concealing, Konpinch, Konplier, Duck Under)
    Wolfeel (Ninja Medal, Concealing, Konpinch, Konplier, Duck Under)
    Milky
    
    I earlier recommended laying Grapple Traps for the Wolfeels. While this still
    works, the Wolfeel are also very weak to Anti-Sea Medaparts; and now that you've
    got an abundance of Anti-Sea Medaparts and a Medabot who's entire being is
    dedicated to Anti-Sea (Your Periscope Medabot), they can easily be eliminated in
    at most two fell sweeps, leaving only the Sunwitch left at the start of your
    third round of attacks.
    
    From there, it's just a matter of pummeling the Sunwitch with whatever you have.
    See, the Wolfeels won't have the TIME to use their Thunder attacks, and without
    the Wolfeels as back-up support, the Sunwitch is helpless as far as functioning
    on her own goes. So then, keep your barrage of attacks, and she'll fall quickly
    and mercilessly.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    After, Ikki will convince Milky to change her ways, and she'll teleport away,
    leaving the children to exit at their own will. Also, Hachiro makes a comment
    about how it seems Milky kidnapped him for his beauty instead of his money *cue
    laugh track*. After you exit outside, talk to the Pappy Doll, and it'll run
    away, taking care of the Select Corps. for you as well. Head to the left now,
    and take the upper passage. Out here, talk to the Dark Master who's still
    around, and continue pressing at him until he gets angry at you for interrupting
    his sleep. He'll then Robattle you. Time for another C + P Robattle strategy.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Fligflag LEADER (Chameleon Medal, Pop-N-Eye, Amphibi-Hand, Amphibi-Arm,
                    Amphibi-Leg)
    Crimson King (Devil Medal, Peck Strike, Dondon Punch, Dopa Punch, Wanafly)
    Crimson King (Devil Medal, Peck Strike, Dondon Punch, Dopa Punch, Wanafly)
    Dark Master
    
    Where to start....
    
    First off, you're going to have to sort your two male Medabots between three key
    types of parts; Anti-Air, Anti-Sea, and 100% Accuracy Attacks. I recommend you
    get a Bat Medal with Electro and Sonic Missile, and throw on something like a
    Tank Missile or Mis-Sile for the head. The other Medabot should use Kabuto for
    the Medal, and something that's compatible like Mis-Sile or Missile for the
    Head. If you have a Scope Hand or any other Anti-Sea Medapart, now's the perfect
    time to equip it onto your Kabuto Medabot, with either an Anti-Air Arm or
    another Anti-Sea Arm. The female Medabot should mainly be used for blind
    attacking unless you somehow have Anti-Sea/Anti-Air/100% Hit Arms/Head for her
    already, as healing won't do you much good in this battle.
    
    The Crimson Kings themselves are pretty tough. They use an attack called Destroy
    that will destroy at least two of your Medaparts, with no harm to themselves.
    However, there is a notable sacrifice to this technique; they can only use it on
    Medabots that are facing backwards (Ala going back to start on another attack),
    so if they get the speed advantage in the first hit, their attack will be
    useless. This is the perfect opportunity to gang-rape them with your Anti-Air
    Arms. That's right - they're Air Medabots, so if both of your Male Medabots have
    Anti-Air, you can hurt them pretty quickly.
    
    The Fligflag is a lot more difficult, however. He has an ability called Conceal
    which increases his evasion rate. While he's weak to Anti-Sea weapons, they
    might not be accurate enough to be able to hit him - thus, the need for at least
    two weapons that are 100% accurate (and if they cause chain damage, that's an
    added bonus).
    
    I would recommend you start off with Anti-Air attacks against the Crimson Kings
    - they're going to beat you no matter what to the first punch, so their first
    attacks will be rendered useless. After that, their second attack should also be
    rendered useless; if you're using something like the Electro Missile/Sonic
    Missile parts, then not only will their first Medapart be destroyed, but a chain
    reaction will follow, causing more damage. In this way, two Anti-Air attacks
    apiece would be able to destroy them before they get their second attack in or
    destroy them right after their second attack has been rendered ineffective.
    
    Once they're both down for the count, then you can turn your attention to the
    Fligflag. Try an Anti-Sea attack, but if it doesn't hit, then go straight to the
    Plan B of using 100% Accurate attacks to take him out. Although it's a bit
    slower, at least you know those attacks will hit him.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    After, the Dark Master will run off, revealing hidden stairs. One of the Select
    Corps. will run off to report the newly visible stairs to Awamori...like he's
    going to be able to make his report. Anyways, head down the stairs.
    
    Downstairs, Ikki will wisely put his Rubberobo suit on. You cannot use the
    Landmotor in here now. Anyhow, make sure you go through the right doorway at the
    entrance to open a chest for a Slipper Medapart, then head left and up. Before
    entering the meeting room, equip Gorem Medaparts onto three of your Medabots.
    Once inside, you'll see that the head at this meeting is Gillgirl. Take the
    empty seat at the top, and Gillgirl will discuss their ways to defeat Ikki, ala
    you. She then calls on Ikki to use him as an example of how to Robattle.
    
    Of course, she's using her classic Stonemirror-Gloomeg-Gloomeg lineup, which is
    why you should have Gorem Medaparts on. Once you defeat her, you'll get
    Stonemirror's Head Medapart, Death Grin. Gillgirl will ask Ikki to show his face
    so she knows the face of the Rubberobo who beat her, but once she recognizes
    him, she runs away, with her underlings following. OK....With them out of the
    way, head left and go down past the bookcases. This is the cafeteria, and none
    of the Rubberobos will bother to fight you, since they're on lunch break. You
    can talk to them in other words, so do so if you wish. Also, look at the vending
    machine - all they get to eat is Spice-A-Roni :D.
    
    Head right into the kitchen, however, and they'll all run off with burning
    mouths looking for water. Talk to the cook. Turns out it's the Phantom Lady, who
    sabotaged the food by making it all "Mouth in Hell" Spice-A-Roni. With the
    Rubberobos gone, she goes into Plan B, and leaves. Well, continue on your
    journey going right, then go up into the north-east corner of the room and head
    downstairs.
    
    Down here, head down and we'll meet up with the Screws! Apparently, they got to
    Medabot Island by stowing away on the ship. Samantha asks Ikki to get rid of the
    Medabot that's in their way, and then they'll discuss terms on THE PLAN. We
    can't advance without eliminating the Medabot anyways, so go and eliminate it.
    No worries, it's a single Gentleheart. You should be able to beat it easily.
    After, the Screws will go on ahead. Follow them and talk to Samantha. Spyke
    needs the keywords to hack into the computer system, but he doesn't have them.
    Samantha 'persuades' Ikki to go and find them, and Spyke gives Ikki a Walkie-
    Talkie to relay the keywords when he finds them.
    
    Anywho, head up, go into the room to the left, and head down into a room with a
    number of quiz machines. You have to examine them in a specific order. The first
    set of machines will ask you a question and then give you the answer, whereas
    the latter machines will ask you a question that YOU will have to answer. Here's
    an ASCII of the area, with numbers representing the order of the machines you
    need to go examine. Ignore the machines that are labelled X.
    
    #7 - 2) 16
    #8 - 3) Medals
    #9 - Answer No once
               ___ ___
              |       |
              |3 4 6 1|
     _________|3 4 6 1|
    | 8   8   7 2   5 |
    | 8 X 8 X 7 2   5 |
    |   X   X         |
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    After, Ikki gets the password 2468, and relays it to Spyke, who answers
    affirmative. After, head back to the Screws. Samantha orders Spyke to stay
    behind and keep things checked up. After Samantha and Sloan leave, head off to
    follow them. Before you enter the room they're in, if you haven't got them still
    on, equip some Gorem parts. In here, we'll meet up with Squidguts, who'll refuse
    to divert the location of all the missing children. Take him out, as he still
    has his Dashbutton/Giggy Jelly/Giggy Jelly lineup.
    
    Afterwards, you'll get Dashbutton's Leg Medapart, Burly. The Rubberobos retreat,
    locking the door behind it. Examine the door, and Spyke says it's a real lock,
    and not an electronic one. He then says we should look for a ventilation shaft.
    Examine the left part of the left bookcase above you, and Samantha orders Sloan
    to go into the shaft here, except he's too fat to do it. Ikki will then climb
    up, with Samantha following him. Up in the shaft, go around, and head down into
    the shaft at the lower-left.
    
    In this here infirmary room, carve your way through to the exit by battling the
    Rubberobos in the way (You'll have to battle all three of them). After, examine
    the door, and head through to meet up with Squidguts again. Samantha will take
    on his two underlings, while you're left to defeat Squidguts again. Take him
    out, and he'll retreat again, leaving behind a Keyword 2. Samantha tells Ikki
    not to chase him, as they need to get to the root of this evil here. After she
    leaves, examine the letter on the table for the Keyword 1, then continue on up.
    
    Now head up and examine the door beside Samantha. Ikki will input the two
    keywords, but Spyke delivers the news that you need four keywords. Ikki tells
    Samantha to stay behind, so go and examine the door to your right. Spyke will be
    able to open this one up, and adds some extra information; this is Gillgirl's
    territory, so make sure you have Gorem parts still equipped. Head through the
    second doorway and go upstairs. Down here, we'll see a waiter, who'll change
    disguises to reveal herself as Gillgirl. Apparently, she doesn't make enough
    money as a Rubberobo :D.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Stonemirror LEADER (Devil Medal, Death Grin, Death Beckon, Death Curl, Tail End)
    Gloomeg (Jellyfish Medal, Tank Missile, Homing, Grenade, Block Tank)
    Gloomeg (Jellyfish Medal, Tank Missile, Homing, Grenade, Block Tank)
    Gillgirl
    
    As always, make sure that you use three Male Medabots.
    
    First and foremost; make sure all your male Medabots have at least one of the
    Gorem family Medaparts (Head Shutter, Hand Shutter, Arm Shutter). This will
    render the Gloomeg attacks useless, so ignore your female Medabot(s) and bring
    in three Males.
    
    Now, here's the other thing you probably won't understand; equip Leg Medaparts
    that either work okay on all fields or work best on a different type of terrain
    other than here. This is because of Stonemirror's Death Grin attack, Destroy. It
    has Chain Reaction, and it hurts. Since Stonemirror is slow, if you try to go
    faster than him, he'll attack you while you're in the only position where you're
    vulnerable to Destroy - facing away and moving back to your starting position.
    Therefore, lessen your speed so that he runs out of uses right away.
    
    Once the initial drama with Destroy is over, if you have the Gorem parts on, you
    can create total pwnage. Although Stonemirror can still attack, the most
    dangerous of Stonemirror is over, and you shouldn't have any problems at all
    taking care of Gillgirl's trio of Medabots.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    After, Gillgirl will run away. Examine the letter she leaves behind on the table
    to get the Keyword 3, then head back downstairs. Head to Samantha, and we'll see
    a Rubberobo running away from her. Go and check the door now to input Keyword 3,
    and then you'll be attacked by a Medabot, resulting in a battle with a
    Gentleheart and a Dashbutton. Take care of them. Afterwards, you'll receive
    Keyword 4, so go and input the last keyword into the door. You'll be attacked by
    another Gentleheart/Dashbutton duo. Take care of this group.
    
    Afterwards, Spyke calls in and states that they've been cornered by the
    Rubberobos. Samantha goes to help them repel the fiends, and tells Ikki that he
    needs to press on. Go through the now-open door, and head downstairs. This next
    area is pretty complicated to explain, so I'll just give you the buttons to push
    and when. From the start, press Left, Left, Up, Right, Down, Left, Left, A.
    We'll meet up with Koji and Karin, who explain most of the invited people were
    kidnapped, and don't have their Medawatches. Also, Seaslug has possession of
    Erika. Equip a Medabot with the Head Medapart Slipper to break down the door,
    then press Left and Right to go through the door.
    
    Go down and examine the next door, and equip a Plate Beam Head Medapart to break
    this one down. Ikki tells Karin and Koji to stay behind as they don't have their
    Medabots. Now go onto the first tile. Press Left, Up, Right, and then Up, and
    talk to Seaslug. He'll run away, forcing you into battle with another Rubberobo
    who uses the Noctobat-Gorem-Haniwa trio. After you win, from where you end off
    at, press Up, Up, Up, Left, Left, Down, and A to open a chest for $59.60. Now
    press Down, Up, Left, Up, Left, Left, and A to talk to Seaslug again. He'll run
    away and leave you with another Noctobat-Haniwa-Gorem trio, so take care of this
    clown as well.
    
    When you're finished here, press Left, Down, Down, Right, Down, Down, Up, Down,
    Right, and talk to Seaslug again. Predictably, he'll run off again, but this
    time your enemy has a Foxuno in place of his Noctobat. Once he's finished, press
    Left, Up, Left, Right, Up, Down, Right, Up, Right, Up, and then walk left to go
    and confront Seaslug. Ikki will distract Seaslug as Koji knocks Seaslug away.
    Koji will then destroy the door that's blocking your way. After, press Right,
    Up, and Down and then go through the doorway.
    
    In here, we'll meet up with Shrimplips, and he'll send Rubberobos at us. Our
    first battle is a combination of Gentleheart, Dashbutton, and Shamen. Repeat
    once, and then Koji will come in and stop the flow of Shamen Medabots, so your
    next battle will only be against a Dashbutton and Gentleheart. Koji then stops
    the Dashbuttons, so this next battle will be just a Gentleheart. After, Koji
    will take care of the last Rubberobo, so Shrimplips will battle you this time.
    You should have lots of practice now with eliminating Gentlehearts, so take care
    of them.
    
    Once you win, you'll receive Gentleheart's Left Arm and Right Arm, Gold Hammer
    and Grade Hammer. Afterwards, Shrimplips will run away, and Koji will run after
    him. Now go and open the six chests, which are a Left Armor, 30$, 30$, a Male
    Tinpet, 30$, and 30$. Now, prepare for a Seaslug battle, then head down. We'll
    see Seaslug steal Erika's Medal, so go and confront him. He'll threaten to throw
    Erika's Medal into a pool of acid, but before Ikki can do anything, the Phantom
    Renegade comes in and intervenes by knocking Seaslug into the pool. Oh noes.
    Except, it's carbonic acid. Soda water. -_- Anywho, Seaslug doesn't like Ikki's
    criticization, and Robattles us.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Shamen LEADER (Monkey Medal, Misstep, Slipstart, Slipend, Slipped)
    Krosserdog (? Medal, Head Cannon, Aim Rifle, Battle Rifle, Howzer)
    Mantaprey (Cat Medal, Kataki, Kamakubi, Kubikiri, Kamaki)
    Seaslug
    
    The only thing that will be even slightly challenging in this battle is Shamen's
    Impulse attack, which renders one of your Medaparts unusable. This can easily be
    remedied by something like a Victory Armor, or better yet, you could just bring
    in all parts entirely attack-oriented; at this point in time, a single useless
    Medapart shouldn't be too hard to deal with when you have two others to deal
    with.
    
    As for what to do, start attacking Mantaprey first. Since his Medaparts are
    weakly armored, he should be taken out of the running really quickly. After
    that, it's fair game from then on, but if you've gotten this far without a
    problem, then your team should easily be able to take on the remaining duo of
    Krosserdog and Shamen, seeing as they're both relatively easy to take out.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    After, you'll get Shamen's Head and Leg Medaparts, Misstep and Slipped, and one
    Switch. Seaslug will run away, and the Phantom Renegade will pursue him, leaving
    Erika's Medal in the lake. Ikki offers to go get it. To get in, use the
    Periscope vehicle (If you by chance lost any one of the parts, the four lockers
    in this room contain the four parts to the Periscope). Examine the bottom-right
    corner to obtain a Dragon Medal, then go down the center column to get Erika's
    Medal. Head out of the water, and give the Medal to Erika.
    
    Now, head back up, and you should see a conveyor belt to the far right. Examine
    the wall below it to activate the switch, using the Switch you got from Seaslug.
    Head into the next room. Here, talk to the scientist in the middle of the room.
    It turns out he's the researcher from the Medabots Corporation who gave Ikki the
    Landmotor and Periscope. He works for both sides and is interested in seeing the
    final battle between Ikki and Armond. Phantom Lady comes in and calls him a
    traitor, but he worms his way out of it and gives her the key to the next door.
    
    With that done, SAVE! Go down and talk to Phantom Lady next. Whole buncha story
    info/10. Then probably the toughest fight in the game so far.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Mega-Emperor LEADER (Kuwagata Medal, Deathbreak, Deathmissile, Deathlaser,
                         Deathcrawler)
    Mega-Emperor (Kabuto Medal, Deathbreak, Deathmissile, Deathlaser, Deathcrawler)
    Mega-Emperor (Bear Medal, Deathbreak, Deathmissile, Deathlaser, Deathcrawler)
    Mega-Emperor
    
    Whoo! To say that this is going to be a tough battle is understating it. But
    that's only if you choose to not take the easiest path out.
    
    Notice what the attacks of the three Mega-Emperors are? That's right; Break,
    Missile, and Laser, all which have a CancelAttack part. Equip your Leader
    Medabot and one of your partners with a Moai, Gorem, and Haniwa part, and bring
    in a third female Medabot whom has Appealsound equipped. You'll need to use it
    right away, but since Appealsound is faster than Deathbreak, Deathmissle, and
    Deathlaser, so long as the Mega-Emperors don't use their Medaforces that are
    filled up off the bat, they will be unable to use Medaforces at all throughout
    the battle. Next up, your Partner Medabot needs to sub out one of his
    CancelAttack Medaparts (preferably the Moai part), so that you can actually
    cause damage.
    
    Once that's done, you've effectively won, so just attack until you either defeat
    the Leader Medabot or win by default after time runs out (unless you couldn't
    deal as much damage to them as they deal to your female Medabot).
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    After you win, you'll have to fight them again. Once you defeat them, Armond
    will go hysterical and run off. Go up and talk to Phantom Lady, and she tells
    Ikki to run away, believing the place is about to self-destruct. Head back into
    the room with the researchers, and talk to the central scientist again. Now,
    SAVE SAVE SAVE SAVE SAVE! Now go up and examine the tank. We'll accidentally
    unleash the REAL final boss of this game.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Babbyblu LEADER (Unicorn Medal, Fracture, Past Touch, Past Feel, Umbilical)
    Mega-Emperor (! Medal, Deathbreak, Deathmissile, Deathlaser, Deathcrawler)
    Armorparadeen (Ninja Medal, Clear Armor, Right Armor, Left Armor, Rocking Horse)
    Babbyblu
    
    There are three Medaparts you need equipped; one is a Shot Trap Medapart,
    another is a No Defense Medapart to nullifie Armorparadeen completely, and the
    third is a Head Medapart for each of your three Male Medabots that offers
    stability (Finale, Victory Armor).
    
    Once that's done, note this; the only person who actually does ANY attacking is
    Mega-Emperor. Babbyblu will try to use Force Bind to seal Medaforces and
    Confusion to confuse your Medabots, and Armorparadeen will try to Defend his
    partners, but that's all. Thus, if you focus your fire on Mega-Emperor from the
    get-go, and eliminate him, then the battle is pretty much at that point in time
    over. When he's done for, then you can take out Babbyblu and win the match.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    After, you win Fracture, Past Touch, Past Feel, and Umbilical, the complete set
    of Babbyblu. The scientist will blubber and ignore Ikki's warnings of the self-
    destruct switch. Head left onto the conveyor belt, and in the next room, we'll
    meet up with Seaslug. After he leaves, go down to the tiles, and head along the
    top wall so that you don't actually touch the tiles. In the smaller room of
    tiles, from the first tile, press Up, Down, Up, Up, Down, Right, and Down and
    then go up the staircase.
    
    Up here, go to the Screws, and Ikki warns them about the impending explosion.
    Once they leave, follow suit upstairs, and walk on the path outside the
    underground lair until you run into the Captain of the Select Corps. After a
    bit, you'll be thrust upstairs, and the Dark Master will sit over the stairs,
    blocking everyone inside. Head outside, and we'll meet up with Erika and Karin.
    
    After a long conversation, head down to the docks. Here, the Captain will
    finally get his just desserts from Tokkuri. After, just scroll through the text
    until you get to the ending. Wait for the credits to roll, and you will be able
    to partake in the Partsun Rally! However, I'm not writing up for this, as I'm
    leaving it to you to do this quest. So this walkthrough is officially over.
        _______________________________________________________________________
       /     \                                                           /     \
      /       \                                                         /       \
     |         |            2. Parts/Tinpet Locations/Medals           |         |
     |         |                         PLTM                          |         |
      \       /                                                         \       /
       \_____/___________________________________________________________\_____/
    
    Due to the size of some things *cough*Medaparts*cough* I have decided to put the
    Tinpet Locations first in this section, then the Medal Locations, and finally
    the Medaparts.
    
    
    ----------------
    Tinpet Locations
    ----------------
    NOTE: You can only carry 9 of these 10 Tinpets.
    
    	Tinpet 1 - Male
    This Tinpet is forced upon you to advance in the story. Shortly after you start
    the game, when you head to the 24-Hour Hop-Mart to buy Spice-A-Roni, Henry will
    force this Tinpet on you along with Metabee Medaparts for $49.50.
    
    
    	Tinpet 2 - Male
    This is another story-forced Medabot Tinpet. Once you defeat Foxuno in the first
    chapter and go home with plans to head up to Odoro Marsh, your dad will give you
    this Tinpet as a present after Ikki tells his mom to prepare him a lunch.
    
    
    	Tinpet 3 - Male
    	Tinpet 4 - Female
    Once you fall down the waterfall in Odoro Marsh and chase away the Rubberobos
    down below, take the letter back to Kannie. She'll offer you one of two gifts as
    a present. Open the large box for the Female Tinpet and you'll also get Brass
    Medaparts and some money. Open the small box for the Male Tinpet.
    
    Later on, you can get the other Medabot by talking to the Medabot in Odoro Marsh
    that cabs you around, and going down to Kannie's again.
    
    
    	Tinpet 5 - Male
    After you defeat Shrimplips in the cellars of the Witch's Castle, emerge from
    the underground lair and head to where the Dark Master was originally standing.
    You'll find Karin here. Talk to her and accept her present of a Male Tinpet that
    she does not want.
    
    
    	Tinpet 6 - Female
    While going through the Rubberobo hideout underneath the Bonaparte Statue in
    Medaropolis, open a chest to obtain this Tinpet.
    
    
    	Tinpet 7 - Female
    The first time you get into the flower field in Kodine Kingdom, instead of
    talking to Margarita, instead take a path on the bottom of the screen that leads
    right to a chest. Inside this chest is the Tinpet.
    
    
    	Tinpet 8 - Female
    Once the Fiyun Fortress crisis emerges, you'll be forced over to Nae's to
    progress in the story. Along with the Wings of the Wind Medaparts and Special
    Item that she gives you, you'll also obtain this Medabot.
    
    
    	Tinpet 9 - Male
    While you're in the Fiyun Fortress (you can visit it after you crash as well),
    head into the factory room that's just before the garden where you first meet
    Harvey. In the center of the room, examine the oil cans to get this Tinpet.
    
    
    	Tinpet 10 - Male
    In the Rubberobo hideout underneath the Witch's Castle, once you defeat
    Shrimplips, examine the room that he was guarding to find six chests. One of the
    chests should have the last Tinpet.
    
    
    ---------------
    Medal Locations
    ---------------
    
    
    	Medal - Kabuto
    You will obtain this Medal at the beginning shortly after arriving home with
    your new Medabot Tinpet. Your dad will get a Medal from the Phantom Renegade,
    and in turn gives it to Ikki.
    
    
    	Medal - Tortoise
    After you defeat Foxuno and the Rubberobos in the warehouse in Riverview and the
    Select Corps. take them away, search the boxes to the left of where they were
    standing. One of them should have the Tortoise Medal inside.
    
    
    	Medal - Jellyfish
    In Odoro Pond, once you get taxied to the small island, check the chest that
    Sasuke the Ninja jumps out of again. You'll find the Jellyfish Medal inside.
    
    
    	Medal - Bear
    After you free Sasuke from his chest, go the left side of the main part of Odoro
    Marsh, and take the lower-left bridge. In here, go through the numerous hermits
    until you get to a clearing of rocks. Here, Sasuke will appear again, and gives
    Ikki the Bear Medal.
    
    
    	Medal - Spider
    When fighting Squidguts of the Rubberobos at the climax of the Odoro Marsh
    chapter, you'll receive the Spider Medal as an award for defeating him.
    
    
    	Medal - Mermaid
    After you win the Medabots Tournament at Medabots Island, Dr. Armond will
    automatically give you this Medal for an award.
    
    
    	Medal - Knight
    In the Medaropolis arc, once Eggy the Medabot prototype is stolen from the
    Medashop by the Rubberobos, talk to Dr. Armond. He'll give you this medal in his
    stead.
    
    
    	Medal - Ghost
    Once Squidguts betrays the Rubberobo kids in Medaropolis and leaves them to the
    Select Corps, take the Rubberobo kids to Rosewood Private Academy. Once they get
    there, Hachiro will confront and deal with a Select Corps. looking to intervene,
    and gives Ikki the Ghost Medal.
    
    
    	Medal - Unicorn
    Defeating Margarita for the first time in the Kodine Kingdom in the flower
    field, she'll give you a necklace of flowers afterward. Contained within is the
    Unicorn Medal.
    
    
    	Medal - Penguin/Alien
    These two Medals are special, as you can get one of them, but not the other. In
    the Fiyun Fortress, when you defeat Armond in the Engine Room, the fortress will
    destabilize. If you chase after Armond and capture him, you'll win the Penguin
    Medal in the process. If you choose to stabilize the Fortress, you'll gain the
    Alien Medal in the process.
    
    
    	Medal - Devil
    This is the Medal that you get awarded for taking back the Fiyun Stone to the
    Kodine Kingdom.
    
    
    	Medal - Dragon
    Wade around in Seaslug's soda pool in the Rubberobo hideout under Witch's
    Castle, and you'll find it in the southwest corner.
    
    
    	Medal - Cat, ?
    You can only get one of these two Medals per playthrough. This is achieved by
    doing Erika's or Karin's quest, which are outlined throughout the walkthrough.
    Completing Erika's quest results in gaining the Cat Medal, whereas doing Karin's
    quest nets you the ? Medal.
    
    
    	Medal - !
    Obtained along with your other awards for completing the Partsun Rally.
    
    
    	Medal - Monkey, Rabbit, Chameleon, Mouse, Bat, Kappa
    These Medals are the six Medals that Nae has in her lab. You can get 5 of them
    throughout the storyline. If there's a sixth way to get the last Medal, I am
    unaware of it, so please contact me.
    
    
    
    
    ------------------
    Medaparts Database
    ------------------
    
    Holy Medaroli! Charts! WARNING to those who have largechartsphobia; large charts
    ahead.
    
    Anywho...
    
    The Medabot Types are split up into two; the first is the primary attribute of
    the Medapart, and the second is the second attribute. If either of these match
    up with the specialty of the equipped Medal, the Medaparts get bonuses. For
    example, a Scope Head equipped with a Kappa Medal would be more efficient and
    powerful than usual.
    
    
    Some stats that are shared between Medaparts...
    
    Name - The name of the Medapart.
    Power - How powerful the Medaparts' attack is.
    Armor - This is basically the HP of the Medapart, and is how much damage you can
            take before that Medapart is destroyed.
    Type - The type of the Medapart (obviously).
    Rate of Success - The likelihood of the Medaparts' attack to succeed. The
                      higher, the more likely.
    		  NOTE: Rate of Success is not out of 100.
    	          NOTE: 100% attacks are not represented in their RoS, so look
                            closely at Medapart descriptions.
    
    -----
    Types
    -----
    These intials are used to designate the attributes shown in each Medapart box.
    
    
    AA = Anti-Air
    ANS = Anti-Sea
    AS = Aim Shot
    B = Beserk
    BI = Bind
    BO = Bomb
    C = Cancel
    CA = Counterattack
    CO = Conceal
    D = Destroy
    DS = Defense
    DD = Defend
    F = Flow
    Float = FL
    FO = Formation
    G = Gravity
    GR = Grapple
    H = Heal
    I = Interrupt
    M = Movement
    O = Optic
    R = Release
    RE = Regenerate
    RV = Revive
    S = Shoot
    SC = Scout
    SO = Stop
    ST = Strike
    SU = Support
    T = Time
    TE = Teamwork
    TR = Transform
    
    
    
    
    --------------
    Head Medaparts
    --------------
    
    # of Uses - Because the Heads have a lot of other stuff to do, the amount of
                ammo that they can use is limited unlike the Arms. When you run out
                of uses, you can no longer use that weapon.
    
    +------------------------------------------------------------------------------+
    |                                  Male Heads                                  |
    |-----------------+---------+-----------------+--------------+---------+-------|
    |       Name      |  Armor  | Rate of Success |     Power    |# of Uses|  Type |
    |-----------------+---------+-----------------+--------------+---------+-------|
    | Acid Con        |      35 |              15 |           24 |       6 | ST/F  |
    |------------------------------------------------------------------------------|
    | Air Bag         |      50 |              20 |            0 |       3 | DD/DS |
    |------------------------------------------------------------------------------|
    | Aircon          |      50 |              32 |            0 |       8 | I/TR  |
    |------------------------------------------------------------------------------|
    | Antenna         |      50 |              18 |           42 |       5 | SU/GR |
    |------------------------------------------------------------------------------|
    | Anti-Skyer      |      60 |               9 |           12 |      10 | S/AA  |
    |------------------------------------------------------------------------------|
    | Arma-Head       |      70 |              24 |           52 |       5 | DD/DS |
    |------------------------------------------------------------------------------|
    | Bat-Charge      |      70 |              24 |           20 |       8 | SU/T  |
    |------------------------------------------------------------------------------|
    | Batori Stand    |      55 |              35 |           24 |       6 | DD/TE |
    |------------------------------------------------------------------------------|
    | Blank Look      |      55 |              35 |           16 |      10 | SU/T  |
    |------------------------------------------------------------------------------|
    | Blastgun        |      35 |              21 |           20 |       6 | ST/F  |
    |------------------------------------------------------------------------------|
    | Blasto          |      65 |              12 |           42 |       3 | S/BO  |
    |------------------------------------------------------------------------------|
    | Bodshot         |      40 |              18 |           52 |       6 | SU/SC |
    |------------------------------------------------------------------------------|
    | Body Attack     |      50 |              21 |            0 |       2 | DD/DS |
    |------------------------------------------------------------------------------|
    | Breathfire      |      35 |              20 |           18 |       6 | ST/F  |
    |------------------------------------------------------------------------------|
    | Broad Antenna   |      65 |              33 |           26 |      12 | SU/GR |
    |------------------------------------------------------------------------------|
    | Clay Flash      |      70 |               0 |            0 |       0 | I/C   |
    |------------------------------------------------------------------------------|
    | Clear Armor     |     100 |              20 |           16 |       6 | DD/DS |
    |------------------------------------------------------------------------------|
    | Cobrara         |      35 |              12 |           30 |       6 | ST/M  |
    |------------------------------------------------------------------------------|
    | Concealing      |      20 |              15 |           12 |       0 | DD/CA |
    |------------------------------------------------------------------------------|
    | CoverUp         |      75 |              14 |           30 |       5 | SU/CO |
    |------------------------------------------------------------------------------|
    | Cover-Up        |      50 |              29 |           20 |       5 | DD/FO |
    |------------------------------------------------------------------------------|
    | Deathblast      |      70 |               4 |           45 |       4 | AS/G  |
    |------------------------------------------------------------------------------|
    | Death-Break     |      70 |              27 |           40 |       4 | AS/G  |
    |------------------------------------------------------------------------------|
    | Devil Body      |      55 |               9 |           62 |       2 | B/D   |
    |------------------------------------------------------------------------------|
    | Downstream      |      50 |              17 |            8 |      12 | I/I   |
    |------------------------------------------------------------------------------|
    | Drago Crystal   |      40 |              23 |           32 |       6 | H/H   |
    |------------------------------------------------------------------------------|
    | Eagle Belt      |      35 |              18 |           40 |       8 | I/R   |
    |------------------------------------------------------------------------------|
    | Enticed         |      35 |              30 |           28 |       5 | AS/D  |
    |------------------------------------------------------------------------------|
    | Fame Mascot     |      45 |              23 |           30 |       6 | I/R   |
    |------------------------------------------------------------------------------|
    | Feeler          |      15 |              24 |           10 |       0 | DD/CA |
    |------------------------------------------------------------------------------|
    | Finale          |      55 |              35 |            0 |      10 | H/R   |
    |------------------------------------------------------------------------------|
    | Fracture        |      60 |               9 |            0 |       8 | I/R   |
    |------------------------------------------------------------------------------|
    | Full Moused     |      55 |              26 |           32 |       8 | SU/SC |
    |------------------------------------------------------------------------------|
    | Foxarmor        |      35 |              62 |           12 |       8 | S/G   |
    |------------------------------------------------------------------------------|
    | Grand Bomb      |      45 |               8 |           60 |       2 | S/BO  |
    |------------------------------------------------------------------------------|
    | Guardian        |      50 |              36 |            0 |       4 | H/R   |
    |------------------------------------------------------------------------------|
    | Gun Crab        |      35 |              26 |           32 |       4 | ST/GR |
    |------------------------------------------------------------------------------|
    | Hamster Bite    |      35 |              23 |           40 |       3 | ST/GR |
    |------------------------------------------------------------------------------|
    | Hatchin         |      35 |              17 |           20 |       4 | ST/BI |
    |------------------------------------------------------------------------------|
    | Headband        |      35 |               8 |           32 |       4 | ST/BI |
    |------------------------------------------------------------------------------|
    | Head Cannon     |      45 |              35 |           26 |       6 | S/S   |
    |------------------------------------------------------------------------------|
    | Head Shutter    |      70 |               0 |            0 |       0 | I/C   |
    |------------------------------------------------------------------------------|
    | Helmet          |      35 |               9 |           26 |       2 | H/D   |
    |------------------------------------------------------------------------------|
    | Hexadon         |      35 |              26 |           20 |       5 | ST/M  |
    |------------------------------------------------------------------------------|
    | Hidden Break    |      50 |              35 |           16 |       6 | SU/SC |
    |------------------------------------------------------------------------------|
    | Hunter          |      50 |              11 |           38 |       6 | DD/FO |
    |------------------------------------------------------------------------------|
    | Invisi Body     |      50 |              30 |           26 |       6 | SU/CO |
    |------------------------------------------------------------------------------|
    | Kataki          |      15 |              48 |           30 |       4 | ST/GR |
    |------------------------------------------------------------------------------|
    | Larynx          |      40 |              27 |           28 |       6 | S/BO  |
    |------------------------------------------------------------------------------|
    | Linear Cannon   |      45 |              27 |           36 |       6 | S/S   |
    |------------------------------------------------------------------------------|
    | Lion Attack     |      45 |               8 |           44 |       3 | ST/F  |
    |------------------------------------------------------------------------------|
    | Marcus          |      40 |              20 |           52 |       6 | DD/TE |
    |------------------------------------------------------------------------------|
    | Maxima Punch    |      60 |              24 |           18 |       5 | ST/GR |
    |------------------------------------------------------------------------------|
    | Missile         |      35 |              24 |           32 |       4 | S/S   |
    |------------------------------------------------------------------------------|
    | Mis-Sile        |      25 |              32 |           38 |       2 | S/BO  |
    |------------------------------------------------------------------------------|
    | Missile Base    |      45 |              23 |           24 |       6 | S/BO  |
    |------------------------------------------------------------------------------|
    | Misstep         |      45 |              36 |            0 |       6 | I/I   |
    |------------------------------------------------------------------------------|
    | Morning Call    |      40 |              51 |            0 |       8 | H/R   |
    |------------------------------------------------------------------------------|
    | Mushroom        |      60 |              20 |            0 |       8 | I/I   |
    |------------------------------------------------------------------------------|
    | New Wave        |      35 |              15 |           20 |       5 | ST/B  |
    |------------------------------------------------------------------------------|
    | Omelette        |      75 |              22 |            0 |       8 | I/TR  |
    |------------------------------------------------------------------------------|
    | Pan             |      40 |              32 |            0 |      10 | I/I   |
    |------------------------------------------------------------------------------|
    | Peck Strike     |      50 |              21 |           63 |       3 | B/D   |
    |------------------------------------------------------------------------------|
    | Phanta          |      25 |              20 |            0 |       4 | I/I   |
    |------------------------------------------------------------------------------|
    | Plasma Laser    |      40 |              14 |           40 |       3 | S/O   |
    |------------------------------------------------------------------------------|
    | Plate Beam      |      45 |               5 |           60 |       4 | S/O   |
    |------------------------------------------------------------------------------|
    | Pop-n-Eye       |      50 |              18 |           36 |       7 | SU/CO |
    |------------------------------------------------------------------------------|
    | Power Drivers   |      55 |              36 |           16 |       7 | S/G   |
    |------------------------------------------------------------------------------|
    | Psycho Missile  |      35 |              21 |            8 |       8 | S/AA  |
    |------------------------------------------------------------------------------|
    | Reaction Bomb   |      45 |              47 |           20 |       4 | S/S   |
    |------------------------------------------------------------------------------|
    | Samurai Blast   |      25 |              17 |           44 |       2 | ST/GR |
    |------------------------------------------------------------------------------|
    | Scope Head      |      50 |              15 |           10 |       9 | S/ANS |
    |------------------------------------------------------------------------------|
    | Scorpion Dog    |      35 |              12 |           30 |       6 | ST/F  |
    |------------------------------------------------------------------------------|
    | Search Radar    |      70 |              12 |           28 |       5 | SU/SC |
    |------------------------------------------------------------------------------|
    | Shotclear       |      30 |              15 |            0 |       4 | DD/FO |
    |------------------------------------------------------------------------------|
    | Slipper         |      45 |              14 |           24 |       7 | ST/M  |
    |------------------------------------------------------------------------------|
    | Sombrero        |      40 |              20 |           40 |       8 | S/S   |
    |------------------------------------------------------------------------------|
    | Spreader        |      40 |              53 |           12 |      10 | S/G   |
    |------------------------------------------------------------------------------|
    | Spydertrap      |      35 |              21 |           26 |       8 | DD/FO |
    |------------------------------------------------------------------------------|
    | Stonecluster    |      70 |               0 |            0 |       0 | I/C   |
    |------------------------------------------------------------------------------|
    | Sumo Press      |      35 |              24 |           22 |       8 | S/G   |
    |------------------------------------------------------------------------------|
    | Sun-Beam        |      55 |               8 |           44 |       2 | S/O   |
    |------------------------------------------------------------------------------|
    | Sweat Mantle    |      65 |              20 |           40 |       4 | DD/CA |
    |------------------------------------------------------------------------------|
    | Switching       |      90 |              12 |            0 |       1 | DD/DS |
    |------------------------------------------------------------------------------|
    | Tank Missile    |      65 |              15 |           30 |       3 | S/BO  |
    |------------------------------------------------------------------------------|
    | Tension Up      |      50 |              17 |           26 |       6 | SU/T  |
    |------------------------------------------------------------------------------|
    | Toymander       |      40 |              38 |           20 |       8 | AS/G  |
    |------------------------------------------------------------------------------|
    | Trample         |      55 |              15 |           26 |       6 | ST/GR |
    |------------------------------------------------------------------------------|
    | Tyranolaser     |      55 |               9 |           54 |       2 | S/O   |
    |------------------------------------------------------------------------------|
    | Victory Armor   |      85 |              27 |            0 |       8 | H/R   |
    |------------------------------------------------------------------------------|
    | Void            |      70 |              20 |           72 |       3 | DD/DS |
    |------------------------------------------------------------------------------|
    | White Cap       |      40 |              30 |            0 |      12 | I/I   |
    +-----------------+---------+-----------------+--------------+---------+-------+
    
    
    
    +------------------------------------------------------------------------------+
    |                                 Female Heads                                 |
    |-----------------+---------+-----------------+--------------+---------+-------|
    |       Name      |  Armor  | Rate of Success |     Power    |# of Uses|  Type |
    |-----------------+---------+-----------------+--------------+---------+-------|
    | Allrepair       |      30 |              18 |           45 |       5 | H/H   |
    |------------------------------------------------------------------------------|
    | Appealsound     |      15 |              12 |            0 |       5 | I/R   |
    |------------------------------------------------------------------------------|
    | Beauty Mask     |      30 |              20 |           43 |       8 | SU/CO |
    |------------------------------------------------------------------------------|
    | Blizzard        |      30 |               8 |           33 |       4 | ST/SO |
    |------------------------------------------------------------------------------|
    | Bodycon         |      45 |              11 |           63 |       3 | SU/CO |
    |------------------------------------------------------------------------------|
    | Changa-Head     |      45 |              31 |            0 |      10 | I/TR  |
    |------------------------------------------------------------------------------|
    | Charmee         |      45 |              26 |           13 |       6 | SU/T  |
    |------------------------------------------------------------------------------|
    | Charm Point     |      45 |              29 |           19 |       9 | DD/FO |
    |------------------------------------------------------------------------------|
    | Cherub Body     |      30 |              11 |           75 |       4 | I/RE  |
    |------------------------------------------------------------------------------|
    | Cockpit         |      45 |               9 |           13 |       4 | S/AA  |
    |------------------------------------------------------------------------------|
    | Death Grin      |      45 |              14 |           98 |       2 | B/D   |
    |------------------------------------------------------------------------------|
    | Field Barrier   |      35 |              14 |           30 |      10 | DD/FO |
    |------------------------------------------------------------------------------|
    | Fight Oneshot   |      45 |              33 |           33 |       3 | SU/SC |
    |------------------------------------------------------------------------------|
    | Flip            |      40 |               6 |           23 |       6 | ST/SO |
    |------------------------------------------------------------------------------|
    | Greet Con       |      15 |              20 |           13 |       4 | H/RV  |
    |------------------------------------------------------------------------------|
    | Hat Trick       |      50 |              27 |           23 |       8 | DD/FO |
    |------------------------------------------------------------------------------|
    | Holy Helm       |      45 |              14 |            0 |       4 | DD/DS |
    |------------------------------------------------------------------------------|
    | Lightcircuit    |      30 |              14 |           23 |       4 | ST/SO |
    |------------------------------------------------------------------------------|
    | Majoram         |      35 |              17 |           10 |       6 | SU/R  |
    |------------------------------------------------------------------------------|
    | Reflect Mirror  |      60 |              11 |           20 |       2 | DD/CA |
    |------------------------------------------------------------------------------|
    | Reza-Reactor    |      30 |              14 |           28 |       5 | H/RV  |
    |------------------------------------------------------------------------------|
    | Sacrifice Head  |      45 |              30 |            0 |       7 | I/TR  |
    |------------------------------------------------------------------------------|
    | Sala-Head       |      35 |              28 |            0 |      10 | I/TR  |
    |------------------------------------------------------------------------------|
    | Spare Head      |      70 |              30 |            0 |       8 | I/TR  |
    |------------------------------------------------------------------------------|
    | Variablehair    |      45 |              18 |           53 |       3 | SU/SC |
    |------------------------------------------------------------------------------|
    | Watergun        |      45 |               9 |           18 |       9 | S/AS  |
    +-----------------+---------+-----------------+--------------+---------+-------+
    
    
    
    ----
    Arms
    ----
    Charge - When you attack with your arms, you have to take time to build up your
             attack. The charge is the amount of time (NOT in seconds) that it takes
             between your choosing an attack and your executing that attack. Also
             influenced by Propulsion of your Legs.
    Radiation - Akin to Charge, Radiation is much the same, except that it is the
                amount of time between your attack and the cool-down phase that you
                must go through before choosing another attack. This is also
    	    influenced by Propulsion of your Legs.
    
    
    +------------------------------------------------------------------------------+
    |                                Male Right Arms                               |
    |----------------+-------+-----------------+-------+--------+-----------+------|
    |      Name      | Armor | Rate of Success | Power | Charge | Radiation | Type |
    |----------------+-------+-----------------+-------+--------+-----------+------|
    | Accident       |    40 |              18 |    12 |      8 |        16 | ST/M |
    |------------------------------------------------------------------------------|
    | Acid Bomb      |    30 |              20 |    12 |      9 |        15 | ST/F |
    |------------------------------------------------------------------------------|
    | Aim Rifle      |    40 |              46 |    13 |      7 |         5 | S/S  |
    |------------------------------------------------------------------------------|
    | Amphibi-Hand   |    45 |              24 |    18 |     12 |         8 | SU/C |
    |------------------------------------------------------------------------------|
    | Anti-Missile   |    50 |              12 |     6 |     13 |         6 | S/AA |
    |------------------------------------------------------------------------------|
    | Arma-Hand      |    65 |              32 |    26 |     10 |        18 | DD/D |
    |------------------------------------------------------------------------------|
    | Avoid          |    65 |              26 |    36 |     10 |        23 | DD/D |
    |------------------------------------------------------------------------------|
    | Beam Saber     |    20 |              32 |    26 |      6 |         9 | ST/G |
    |------------------------------------------------------------------------------|
    | Black Hall     |    40 |              30 |    18 |     16 |         9 | S/G  |
    |------------------------------------------------------------------------------|
    | Blast Rod      |    35 |              14 |    14 |     12 |        16 | B/BI |
    |------------------------------------------------------------------------------|
    | Bubble Blow    |    20 |              52 |    40 |     12 |         6 | AS/R |
    |------------------------------------------------------------------------------|
    | Burning Pin    |    60 |              20 |    21 |     17 |         9 | S/BO |
    |------------------------------------------------------------------------------|
    | Burst          |    25 |              72 |    42 |     12 |         8 | AS/D |
    |------------------------------------------------------------------------------|
    | Cancellor      |    45 |              48 |     0 |      4 |         8 | H/R  |
    |------------------------------------------------------------------------------|
    | Cannonshell    |    50 |              46 |    12 |      8 |        14 | DD/T |
    |------------------------------------------------------------------------------|
    | Carnival       |    35 |              42 |    14 |     14 |         6 | S/BO |
    |------------------------------------------------------------------------------|
    | Catch          |    30 |              22 |    10 |     10 |        16 | ST/B |
    |------------------------------------------------------------------------------|
    | Changer        |    30 |              16 |    15 |      8 |        14 | ST/M |
    |------------------------------------------------------------------------------|
    | Charger        |    65 |              32 |    10 |     10 |         8 | SU/T |
    |------------------------------------------------------------------------------|
    | Cheapertrap    |    45 |              28 |    13 |     12 |         6 | DD/F |
    |------------------------------------------------------------------------------|
    | Clinch Wave    |    30 |              20 |    10 |     10 |        18 | ST/B |
    |------------------------------------------------------------------------------|
    | Crab-Hit       |    30 |              32 |    21 |      3 |        10 | B/GR |
    |------------------------------------------------------------------------------|
    | Countfall      |    45 |              22 |     4 |      7 |         7 | I/I  |
    |------------------------------------------------------------------------------|
    | Curewater      |    35 |              50 |    13 |      7 |        16 | DD/T |
    |------------------------------------------------------------------------------|
    | Deathbomb      |    60 |               4 |    64 |     18 |         9 | AS/B |
    |------------------------------------------------------------------------------|
    | Deathmissile   |    60 |              24 |    60 |     18 |         9 | AS/B |
    |------------------------------------------------------------------------------|
    | Decoy Krab     |    80 |              34 |    11 |      8 |        12 | ST/G |
    |------------------------------------------------------------------------------|
    | Devil Hand     |    30 |              12 |    31 |      7 |        10 | B/D  |
    |------------------------------------------------------------------------------|
    | Dondon Punch   |    45 |              28 |    23 |      6 |        12 | B/D  |
    |------------------------------------------------------------------------------|
    | Dragonattack   |    30 |              16 |    19 |     13 |        16 | ST/B |
    |------------------------------------------------------------------------------|
    | Electro        |    30 |              28 |     3 |     14 |         8 | S/AA |
    | Missile        |       |                 |       |        |           |      |
    |------------------------------------------------------------------------------|
    | Fencing        |    30 |              42 |    15 |      5 |         7 | ST/G |
    |------------------------------------------------------------------------------|
    | Fire Gun       |    30 |              28 |    10 |      8 |        14 | ST/F |
    |------------------------------------------------------------------------------|
    | Flexsorsword   |    30 |              22 |    46 |      7 |        10 | B/GR |
    |------------------------------------------------------------------------------|
    | Go-Up          |    45 |               0 |     0 |      0 |         0 | SU/T |
    |------------------------------------------------------------------------------|
    | Grade Hammer   |    50 |              16 |    28 |      7 |         9 | ST/G |
    |------------------------------------------------------------------------------|
    | Hamlette       |    70 |              16 |     0 |     10 |         9 | I/TR |
    |------------------------------------------------------------------------------|
    | Handcluster    |    65 |               0 |     0 |      5 |        12 | I/C  |
    |------------------------------------------------------------------------------|
    | Hand Flash     |    65 |               0 |     0 |      5 |        12 | I/C  |
    |------------------------------------------------------------------------------|
    | Hand Shutter   |    65 |               0 |     0 |      5 |        12 | I/C  |
    |------------------------------------------------------------------------------|
    | Hawk Hand      |    30 |              44 |    10 |     14 |         8 | I/RE |
    |------------------------------------------------------------------------------|
    | Heavyweighter  |    30 |              44 |    10 |     14 |         8 | S/G  |
    |------------------------------------------------------------------------------|
    | Helmight       |    15 |              26 |    61 |     16 |         9 | AS/D |
    |------------------------------------------------------------------------------|
    | Homing         |    60 |              20 |    15 |     14 |         7 | S/BO |
    |------------------------------------------------------------------------------|
    | Intermissile   |    40 |              30 |    12 |      8 |         4 | S/BO |
    |------------------------------------------------------------------------------|
    | Invisi Hand    |    45 |              40 |    13 |     12 |         6 | SU/C |
    |------------------------------------------------------------------------------|
    | Kamakubi       |    20 |              54 |    19 |      5 |         8 | ST/G |
    |------------------------------------------------------------------------------|
    | Konpinch       |    20 |              12 |    14 |     10 |        18 | ST/S |
    |------------------------------------------------------------------------------|
    | Leaves         |    50 |              46 |     8 |      9 |        10 | SU/T |
    |------------------------------------------------------------------------------|
    | Light Axe      |    30 |              22 |    21 |      5 |         7 | ST/G |
    |------------------------------------------------------------------------------|
    | Maxima Sword   |    55 |              42 |     9 |      6 |         6 | ST/G |
    |------------------------------------------------------------------------------|
    | Megalaser      |    40 |              12 |    33 |     18 |         9 | S/O  |
    |------------------------------------------------------------------------------|
    | Metakiller     |    10 |              32 |    50 |      6 |         9 | B/GR |
    |------------------------------------------------------------------------------|
    | Mistouch       |    30 |              34 |    10 |     10 |        13 | ST/M |
    |------------------------------------------------------------------------------|
    | Mute Hand      |    60 |              50 |     0 |     11 |        11 | I/TR |
    |------------------------------------------------------------------------------|
    | Ninja Dagger   |    30 |              62 |    12 |      0 |         0 | ST/G |
    |------------------------------------------------------------------------------|
    | Obstruct       |    20 |              16 |     0 |     10 |        10 | I/I  |
    |------------------------------------------------------------------------------|
    | Past Touch     |    70 |              12 |     0 |     14 |        15 | I/R  |
    |------------------------------------------------------------------------------|
    | Plus Driver    |    50 |              40 |     8 |     14 |        10 | S/G  |
    |------------------------------------------------------------------------------|
    | Pocket Sword   |    40 |              44 |     7 |      4 |         6 | ST/G |
    |------------------------------------------------------------------------------|
    | Point Radar    |    65 |              24 |    14 |     14 |         6 | SU/S |
    |------------------------------------------------------------------------------|
    | Pun            |    35 |              26 |     0 |      6 |         4 | I/I  |
    |------------------------------------------------------------------------------|
    | Rave-Luster    |    60 |               6 |    31 |     18 |         9 | S/O  |
    |------------------------------------------------------------------------------|
    | Revolven       |    40 |              68 |    14 |      7 |         5 | S/S  |
    |------------------------------------------------------------------------------|
    | Revolver       |    30 |              36 |    19 |      5 |         3 | S/S  |
    |------------------------------------------------------------------------------|
    | Right Armor    |    95 |              26 |     8 |      6 |        16 | DD/D |
    |------------------------------------------------------------------------------|
    | Right Beam     |    35 |              14 |    23 |     14 |         6 | S/O  |
    |------------------------------------------------------------------------------|
    | Right Guard    |   160 |              12 |     6 |      6 |        17 | DD/D |
    |------------------------------------------------------------------------------|
    | Right-Ing      |   100 |              24 |    12 |      7 |        21 | DD/D |
    |------------------------------------------------------------------------------|
    | Saber          |    40 |              24 |    12 |      4 |         6 | ST/G |
    |------------------------------------------------------------------------------|
    | Scope Hand     |    45 |              20 |     5 |     14 |        10 | S/ANS|
    |------------------------------------------------------------------------------|
    | Scorpion Cat   |    30 |              16 |    15 |      8 |        14 | ST/F |
    |------------------------------------------------------------------------------|
    | Scout          |    50 |              34 |    16 |     13 |         8 | SU/S |
    |------------------------------------------------------------------------------|
    | Shin-Sword     |    30 |              62 |    15 |      7 |         9 | ST/G |
    |------------------------------------------------------------------------------|
    | Shitake        |    55 |              14 |     0 |      7 |         5 | I/I  |
    |------------------------------------------------------------------------------|
    | Shoot Barrel   |    30 |              24 |    42 |     10 |         7 | AS/S |
    |------------------------------------------------------------------------------|
    | Shooter        |    35 |              26 |    26 |     16 |         6 | DD/T |
    |------------------------------------------------------------------------------|
    | Slipstart      |    40 |              28 |     0 |      6 |         5 | I/I  |
    |------------------------------------------------------------------------------|
    | Smasher        |    35 |              70 |     6 |     15 |        10 | S/G  |
    |------------------------------------------------------------------------------|
    | Snipe Rifle    |    40 |              26 |    16 |      7 |         5 | S/S  |
    |------------------------------------------------------------------------------|
    | Sound Copy     |    85 |              22 |    18 |      7 |        16 | DD/D |
    |------------------------------------------------------------------------------|
    | Spiky Gun      |    35 |              26 |    20 |      8 |         4 | S/S  |
    |------------------------------------------------------------------------------|
    | Spin Knuckle   |    30 |              18 |    16 |      3 |         4 | ST/G |
    |------------------------------------------------------------------------------|
    | Starnet        |    30 |              60 |     0 |      6 |         8 | I/I  |
    |------------------------------------------------------------------------------|
    | Stopwatch      |    45 |              42 |     0 |      9 |         9 | SU/T |
    |------------------------------------------------------------------------------|
    | Swear Cape     |    60 |              26 |    70 |      9 |         9 | DD/C |
    |------------------------------------------------------------------------------|
    | Sword          |    20 |              32 |    22 |      3 |         4 | ST/G |
    |------------------------------------------------------------------------------|
    | Thunder Hit    |    10 |              36 |    34 |      9 |         6 | AS/S |
    |------------------------------------------------------------------------------|
    | Track Laser    |    35 |              26 |    20 |     10 |         4 | S/O  |
    |------------------------------------------------------------------------------|
    | Trapbuster     |    55 |              28 |     0 |      8 |        13 | H/R  |
    |------------------------------------------------------------------------------|
    | Underwater Flo |    60 |              16 |     6 |     18 |        12 |S/ANS |
    |------------------------------------------------------------------------------|
    | Vulcan         |    45 |              14 |    29 |     10 |         5 | S/S  |
    |------------------------------------------------------------------------------|
    | White Long Arm |    35 |              24 |     0 |      5 |         6 | I/I  |
    |------------------------------------------------------------------------------|
    | Wire           |    30 |              10 |    16 |     10 |        16 | ST/B |
    +----------------+-------+-----------------+-------+--------+-----------+------+
    
    
    +------------------------------------------------------------------------------+
    |                               Female Right Arms                              |
    |----------------+-------+-----------------+-------+--------+-----------+------|
    |      Name      | Armor | Rate of Success | Power | Charge | Radiation | Type |
    |----------------+-------+-----------------+-------+--------+-----------+------|
    | Changa-Hand    |    40 |              26 |     0 |      8 |         8 | I/TR |
    |------------------------------------------------------------------------------|
    | Charmy Hand    |    40 |              34 |     6 |      9 |         9 | SU/T |
    |------------------------------------------------------------------------------|
    | Cherub Hand    |    25 |              28 |    15 |      8 |        12 | H/RE |
    |------------------------------------------------------------------------------|
    | C-Right        |    15 |              68 |     9 |      9 |         6 | S/S  |
    |------------------------------------------------------------------------------|
    | Cure Hand      |    35 |              18 |    23 |     10 |        17 | H/H  |
    |------------------------------------------------------------------------------|
    | Death Beckon   |    40 |              10 |    49 |      7 |        13 | B/D  |
    |------------------------------------------------------------------------------|
    | Donor          |    40 |              30 |     9 |      7 |        13 | H/H  |
    |------------------------------------------------------------------------------|
    | Don't Move     |    25 |              14 |    13 |     11 |        13 | ST/S |
    |------------------------------------------------------------------------------|
    | Energy Barrier |    30 |              24 |    15 |     10 |         7 | DD/F |
    |------------------------------------------------------------------------------|
    | Explosive Ball |    25 |              32 |    13 |      0 |         0 | S/BO |
    |------------------------------------------------------------------------------|
    | Flap           |    35 |               8 |    11 |      7 |         9 | ST/S |
    |------------------------------------------------------------------------------|
    | Free Arm       |    25 |              18 |    14 |      8 |        14 | H/RV |
    |------------------------------------------------------------------------------|
    | Globe Trick    |    45 |              36 |    11 |     13 |         8 | DD/F |
    |------------------------------------------------------------------------------|
    | Hand Whip      |    40 |              22 |     0 |     11 |        11 | SU/T |
    |------------------------------------------------------------------------------|
    | Ice            |    25 |              10 |    16 |     11 |        17 | ST/S |
    |------------------------------------------------------------------------------|
    | Lightjump      |    25 |              18 |    11 |     11 |        17 | ST/S |
    |------------------------------------------------------------------------------|
    | Machinegun     |    25 |              20 |    24 |      4 |         3 | S/S  |
    |------------------------------------------------------------------------------|
    | Pateri Vulcan  |    25 |              26 |    19 |      4 |         3 | S/S  |
    |------------------------------------------------------------------------------|
    | Sacrifice Hand |    40 |              20 |     0 |      8 |        10 | I/TR |
    |------------------------------------------------------------------------------|
    | Sala-Hand      |    30 |              22 |     0 |      7 |         8 | I/TR |
    |------------------------------------------------------------------------------|
    | Shower         |    40 |              12 |     9 |     14 |        10 | S/AN |
    |------------------------------------------------------------------------------|
    | Sidemuffler    |    10 |              16 |     0 |      6 |        12 | I/R  |
    |------------------------------------------------------------------------------|
    | Spare Hand     |    65 |              20 |     0 |     10 |         9 | I/TR |
    |------------------------------------------------------------------------------|
    | Stabilizer     |    40 |              16 |     6 |     14 |         8 | S/AA |
    |------------------------------------------------------------------------------|
    | Two Cotton     |    30 |              22 |     5 |     13 |        14 | SU/T |
    |------------------------------------------------------------------------------|
    | Zeta Complete  |    10 |              26 |     6 |      5 |        15 | H/RV |
    +----------------+-------+-----------------+-------+--------+-----------+------+
    
    
    +------------------------------------------------------------------------------+
    |                                Male Left Arms                                |
    |----------------+-------+-----------------+-------+--------+-----------+------|
    |      Name      | Armor | Rate of Success | Power | Charge | Radiation | Type |
    |----------------+-------+-----------------+-------+--------+-----------+------|
    | Acid Rain      |    30 |              10 |    18 |     11 |        19 | B/FL |
    |------------------------------------------------------------------------------|
    | Amphibi-Arm    |    45 |              12 |    27 |     15 |        10 | SU/C |
    |------------------------------------------------------------------------------|
    | Archer         |    35 |              23 |    39 |     20 |         8 | DD/T |
    |------------------------------------------------------------------------------|
    | Arma-Arm       |    65 |              24 |    39 |     13 |        23 | DD/D |
    |------------------------------------------------------------------------------|
    | Armcluster     |    65 |               0 |     0 |      6 |        15 | IC   |
    |------------------------------------------------------------------------------|
    | Arm Flash      |    65 |               0 |     0 |      6 |        15 | I/C  |
    |------------------------------------------------------------------------------|
    | Arm Shutter    |    65 |               0 |     0 |      6 |        15 | I/C  |
    |------------------------------------------------------------------------------|
    | Assault        |    40 |              18 |    24 |      9 |         6 | AS/S |
    |------------------------------------------------------------------------------|
    | Balloon Blow   |    20 |              26 |    60 |     15 |         8 | AS/R |
    |------------------------------------------------------------------------------|
    | Battle Rifle   |    40 |              23 |    20 |      9 |         6 | AS/S |
    |------------------------------------------------------------------------------|
    | Barrierbuster  |    55 |              14 |     0 |     10 |        16 | H/R  |
    |------------------------------------------------------------------------------|
    | Bee-Bee Hammer |    30 |              34 |    32 |      8 |        11 | B/GR |
    |------------------------------------------------------------------------------|
    | Blaze Shield   |    80 |               6 |    70 |     10 |        13 | DD/C |
    |------------------------------------------------------------------------------|
    | Burst Hammer   |    60 |              10 |    32 |     21 |        11 | AS/B |
    |------------------------------------------------------------------------------|
    | Cannonball     |    50 |              23 |    18 |     10 |        18 | DD/T |
    |------------------------------------------------------------------------------|
    | Chase Laser    |    35 |              13 |    30 |     13 |         5 | AS/O |
    |------------------------------------------------------------------------------|
    | Cheaptrap      |    45 |              14 |    20 |     15 |         8 | DD/F |
    |------------------------------------------------------------------------------|
    | Cut Radar      |    65 |              12 |    21 |     18 |         8 | SU/S |
    |------------------------------------------------------------------------------|
    | Dark Hall      |    40 |              15 |    27 |     20 |        11 | AS/G |
    |------------------------------------------------------------------------------|
    | Deathbeam      |    60 |               4 |    60 |     30 |        15 | AS/O |
    |------------------------------------------------------------------------------|
    | Deathlaser     |    60 |               6 |    56 |     25 |        13 | AS/O |
    |------------------------------------------------------------------------------|
    | Devil Arm      |    36 |               6 |    60 |      9 |        13 | B/D  |
    |------------------------------------------------------------------------------|
    | Disruptor      |    20 |              18 |     0 |     13 |        13 | I/I  |
    |------------------------------------------------------------------------------|
    | Dopa Punch     |    45 |              14 |    35 |      8 |        15 | B/D  |
    |------------------------------------------------------------------------------|
    | Exit           |    65 |              13 |    54 |     13 |        29 | DD/D |
    |------------------------------------------------------------------------------|
    | Fan            |    45 |              21 |     0 |     11 |        11 | SU/T |
    |------------------------------------------------------------------------------|
    | Festival       |    35 |              21 |    21 |     18 |         8 | AS/B |
    |------------------------------------------------------------------------------|
    | Flame Gun      |    30 |              14 |    15 |     10 |        18 | B/FL |
    |------------------------------------------------------------------------------|
    | Gatling Gun    |    45 |               7 |    44 |     13 |         6 | AS/S |
    |------------------------------------------------------------------------------|
    | Gato Ring      |    10 |              19 |    29 |      5 |         4 | S/S  |
    |------------------------------------------------------------------------------|
    | Generator      |    65 |              16 |    15 |     13 |        10 | SU/T |
    |------------------------------------------------------------------------------|
    | Gigalaser      |    40 |               6 |    50 |     23 |        11 | AS/O |
    |------------------------------------------------------------------------------|
    | Goatattack     |    30 |               5 |    29 |     13 |        18 | ST/M |
    |------------------------------------------------------------------------------|
    | Gold Hammer    |    50 |               8 |    42 |      9 |        11 | B/GR |
    |------------------------------------------------------------------------------|
    | Great Axe      |    30 |              11 |    32 |      6 |         9 | B/GR |
    |------------------------------------------------------------------------------|
    | Greate Shield  |   160 |               6 |     9 |      8 |        21 | DD/D |
    |------------------------------------------------------------------------------|
    | Grenade        |    60 |              10 |    23 |     18 |         9 | AS/B |
    |------------------------------------------------------------------------------|
    | Guidemissile   |    40 |              15 |    18 |     10 |         5 | AS/B |
    |------------------------------------------------------------------------------|
    | Ham-Egg        |    70 |              18 |     0 |     13 |        11 | I/TR |
    |------------------------------------------------------------------------------|
    | Helming        |    15 |              13 |    92 |     20 |        11 | AS/D |
    |------------------------------------------------------------------------------|
    | Invisi Arm     |    45 |              20 |    20 |     15 |         8 | SU/C |
    |------------------------------------------------------------------------------|
    | Keen           |    35 |              28 |     0 |      8 |         5 | I/I  |
    |------------------------------------------------------------------------------|
    | Konplier       |    20 |               6 |    21 |     13 |        23 | B/SO |
    |------------------------------------------------------------------------------|
    | Kubikiri       |    20 |              12 |    33 |      6 |        10 | B/GR |
    |------------------------------------------------------------------------------|
    | Left Armor     |    95 |              13 |    12 |      8 |        20 | DD/D |
    |------------------------------------------------------------------------------|
    | Left Beam      |    35 |               7 |    35 |     18 |         8 | AS/O |
    |------------------------------------------------------------------------------|
    | Leftup         |   100 |              12 |    18 |      9 |        26 | DD/D |
    |------------------------------------------------------------------------------|
    | Long Cannon    |    50 |               7 |     8 |     16 |         8 | AS/A |
    |------------------------------------------------------------------------------|
    | Mant Shield    |    60 |              14 |    11 |      3 |        10 | DD/D |
    |------------------------------------------------------------------------------|
    | Maitake        |    55 |              18 |     0 |      9 |         6 | I/I  |
    |------------------------------------------------------------------------------|
    | Maxima Drill   |    55 |              16 |    20 |      8 |         8 | B/GR |
    |------------------------------------------------------------------------------|
    | Megaton Punch  |    30 |              14 |    24 |      5 |         8 | B/GR |
    |------------------------------------------------------------------------------|
    | Microsword     |    40 |              27 |    11 |      5 |         8 | B/GR |
    |------------------------------------------------------------------------------|
    | Minus Driver   |    50 |              24 |    12 |     18 |        13 | AS/G |
    |------------------------------------------------------------------------------|
    | Mute Arm       |    60 |              53 |     0 |     14 |        14 | I/TR |
    |------------------------------------------------------------------------------|
    | Needle Gun     |    35 |              13 |    30 |     10 |         5 | AS/S |
    |------------------------------------------------------------------------------|
    | Net            |    30 |               5 |    24 |     13 |        20 | B/BI |
    |------------------------------------------------------------------------------|
    | Nibble Wave    |    30 |              10 |    15 |     13 |        23 | B/BI |
    |------------------------------------------------------------------------------|
    | Ninja Sword    |    30 |              31 |    12 |      0 |         0 | B/GR |
    |------------------------------------------------------------------------------|
    | Past Feel      |    80 |              13 |    15 |     11 |        13 | SU/R |
    |------------------------------------------------------------------------------|
    | Pipo Hammer    |    20 |              11 |    39 |      4 |         5 | B/GR |
    |------------------------------------------------------------------------------|
    | Pro-Fence      |    25 |              36 |    63 |     15 |        10 | AS/D |
    |------------------------------------------------------------------------------|
    | Range Shooter  |    30 |              16 |    23 |      8 |         5 | S/S  |
    |------------------------------------------------------------------------------|
    | Rapier         |    30 |              21 |    23 |      6 |         9 | B/GR |
    |------------------------------------------------------------------------------|
    | Ray-Masher     |    50 |               3 |    47 |     23 |        11 | AS/O |
    |------------------------------------------------------------------------------|
    | Real Krab      |    10 |              12 |    47 |      1 |         2 | B/GR |
    |------------------------------------------------------------------------------|
    | Recovery       |    45 |              24 |     0 |      5 |        10 | H/R  |
    |------------------------------------------------------------------------------|
    | Repair Spring  |    35 |               9 |    45 |     19 |        10 | DD/T |
    |------------------------------------------------------------------------------|
    | Return Sound   |    85 |              11 |    27 |      9 |        20 | DD/D |
    |------------------------------------------------------------------------------|
    | Rise-Up        |    45 |               0 |     8 |      0 |         0 | SU/T |
    |------------------------------------------------------------------------------|
    | Samurai Saber  |    20 |              16 |    40 |      8 |        11 | B/GR |
    |------------------------------------------------------------------------------|
    | Scope Arm      |    45 |              10 |     8 |     18 |        13 | A/ANS|
    |------------------------------------------------------------------------------|
    | Scorpion Rat   |    30 |               8 |    23 |     10 |        18 | B/FL |
    |------------------------------------------------------------------------------|
    | Slipend        |    40 |              30 |     0 |      8 |         6 | I/I  |
    |------------------------------------------------------------------------------|
    | Snakebite      |    30 |               8 |    23 |     10 |        18 | B/MO |
    |------------------------------------------------------------------------------|
    | Splasher       |    35 |              35 |     9 |     19 |        13 | AS/G |
    |------------------------------------------------------------------------------|
    | Spotter        |    50 |              17 |    24 |     16 |        10 | SU/S |
    |------------------------------------------------------------------------------|
    | Sonic Missile  |    30 |              14 |     5 |     18 |        10 | S/AA |
    |------------------------------------------------------------------------------|
    | Stem           |    50 |              23 |    12 |     11 |        13 | SU/T |
    |------------------------------------------------------------------------------|
    | Stinger        |    30 |              17 |    15 |     13 |        23 | B/M  |
    |------------------------------------------------------------------------------|
    | Straw Hammer   |    30 |              14 |    26 |      5 |         6 | ST/G |
    |------------------------------------------------------------------------------|
    | Strike-Hit     |    30 |              16 |    17 |      4 |         5 | B/GR |
    |------------------------------------------------------------------------------|
    | Submachingun   |    30 |              10 |    36 |      5 |         4 | AS/S |
    |------------------------------------------------------------------------------|
    | Sumachingun    |    40 |              38 |    23 |      9 |         6 | AS/S |
    |------------------------------------------------------------------------------|
    | Swan Arm       |    30 |              12 |    30 |     10 |        10 | I/RE |
    |------------------------------------------------------------------------------|
    | Sweat Cloak    |    60 |              13 |    60 |     11 |        11 | DD/C |
    |------------------------------------------------------------------------------|
    | Thudarm        |    10 |              16 |    29 |      5 |         8 | ST/G |
    |------------------------------------------------------------------------------|
    | Timefall       |    45 |              11 |     6 |      9 |         9 | I/I  |
    |------------------------------------------------------------------------------|
    | Troubler       |    40 |               9 |    18 |     10 |        20 | B/MO |
    |------------------------------------------------------------------------------|
    | Twist          |    30 |              11 |    15 |     13 |        20 | B/BI |
    |------------------------------------------------------------------------------|
    | Veryweighter   |    30 |              32 |    12 |     18 |        10 | AS/G |
    |------------------------------------------------------------------------------|
    | Undersea Flo   |    60 |               8 |     9 |     23 |        15 |S/ANS |
    |------------------------------------------------------------------------------|
    | White Whale    |    35 |              26 |     0 |      6 |         8 | I/I  |
    |------------------------------------------------------------------------------|
    | Yo-Yo          |    35 |               6 |    41 |     13 |        10 | I/RE |
    +----------------+-------+-----------------+-------+--------+-----------+------+
    
    
    +------------------------------------------------------------------------------+
    |                               Female Left Arms                               |
    |----------------+-------+-----------------+-------+--------+-----------+------|
    |      Name      | Armor | Rate of Success | Power | Charge | Radiation | Type |
    |----------------+-------+-----------------+-------+--------+-----------+------|
    | Arm Candy      |    40 |              11 |    25 |     14 |        14 | SU/T |
    |------------------------------------------------------------------------------|
    | Bangle Trick   |    45 |              18 |    18 |     16 |        10 | DD/F |
    |------------------------------------------------------------------------------|
    | Boomerang Arm  |    30 |              11 |     8 |     16 |        18 | SU/T |
    |------------------------------------------------------------------------------|
    | Changa-Arm     |    40 |              28 |     0 |     10 |        10 | I/TR |
    |------------------------------------------------------------------------------|
    | Charmy Arm     |    40 |              17 |    10 |     11 |        11 | SU/T |
    |------------------------------------------------------------------------------|
    | Cherub Arm     |    25 |               5 |    18 |     10 |        15 | H/RE |
    |------------------------------------------------------------------------------|
    | C-Left         |    15 |              19 |    29 |      9 |         6 | AS/S |
    |------------------------------------------------------------------------------|
    | Death Curl     |    40 |               5 |    74 |      9 |        16 | B/D  |
    |------------------------------------------------------------------------------|
    | Flop           |    35 |               4 |    18 |      9 |        11 | B/SO |
    |------------------------------------------------------------------------------|
    | Force Barrier  |    30 |              12 |    23 |     13 |         9 | DD/F |
    |------------------------------------------------------------------------------|
    | Freeze         |    25 |               5 |    25 |     14 |        21 | B/SO |
    |------------------------------------------------------------------------------|
    | Hand Grenade   |    25 |              16 |    19 |      0 |         0 | AS/B |
    |------------------------------------------------------------------------------|
    | Klench         |    40 |               6 |    14 |     18 |        13 | S/AN |
    |------------------------------------------------------------------------------|
    | Light Blow     |    25 |               9 |    18 |     14 |        21 | B/SO |
    |------------------------------------------------------------------------------|
    | Magnum         |    25 |              18 |    25 |      5 |         4 | AS/S |
    |------------------------------------------------------------------------------|
    | New Arm        |    25 |              15 |    21 |     10 |        18 | H/RV |
    |------------------------------------------------------------------------------|
    | Repair Arm     |    35 |               9 |    34 |     13 |        21 | H/H  |
    |------------------------------------------------------------------------------|
    | Sacrifice Arm  |    40 |              24 |     0 |     10 |        13 | I/TR |
    |------------------------------------------------------------------------------|
    | Sala-Arm       |    30 |              24 |     0 |      9 |        10 | I/TR |
    |------------------------------------------------------------------------------|
    | Shine Shield   |    85 |              30 |    11 |      6 |        21 | DD/D |
    |------------------------------------------------------------------------------|
    | Short Shot     |    25 |              23 |    19 |      5 |         4 | AS/S |
    |------------------------------------------------------------------------------|
    | Silencer       |    10 |               8 |     0 |      8 |        15 | I/R  |
    |------------------------------------------------------------------------------|
    | Spare Arm      |    65 |              24 |     0 |     13 |        11 | I/TR |
    |------------------------------------------------------------------------------|
    | Translate      |    40 |              15 |    14 |      9 |        16 | H/H  |
    |------------------------------------------------------------------------------|
    | Wing           |    40 |               8 |    10 |     18 |        10 | AS/A |
    |------------------------------------------------------------------------------|
    | Zeta Perfect   |    10 |              13 |    10 |      6 |        19 | H/RV |
    +----------------+-------+-----------------+-------+--------+-----------+------+
    
    
    ----
    Legs
    ----
    
    Propulsion - Propulsion influences Charge and Radiation of the Arms. The higher
                 the number, the faster the Charge and Radiation.
    Evasion - Evasion is the likelihood of you dodging an attack.
    	  NOTE: Not all attacks can be dodged.
    	  NOTE: Evasion stats is NOT out of 100.
    Defense - Defense is pretty much self-explanatory; it's how strong your Legs
              will hold up when attacked by an enemy Medbaot.
    Proximity - Increases the success rate of Heal, Beserk, Strike, and Defense.
    Remoteness - Increases the success rate of Shoot, Aim Shot, Support, and
                 Interrupt.
    BatArea - This is the type of field the legs are best adapted to for optimum
              performance.
    
    
    The following additional initials are used in the primary attribute of the
    Leg Medaparts.
    
    ML = Multi-Legged
    TL = Two-Legged
    W = Wheels
    TA = Tank
    S&UW = Shore and Underwater
    
    The following intials are used in the BatArea.
    
    Average = Battles Okay on All Field
    P&D = Plains and Deserts
    RF&V = Rocky Fields and Valleys
    G&F = Grasslands and Forest
    C&R = City and Room
    S&UW = Shore and Underwater
    None = Not influenced by any fields
    
    +------------------------------------------------------------------------------+
    |                                   Male Legs                                  |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    |     Name     | Armor | Prop. | Evade | Def. | Prox. | Rmot. | Type | BatArea |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Abductor     |    45 |    33 |    32 |   30 |    13 |    18 | TL/S | G&F     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Ace Hooves   |    30 |    23 |    42 |   55 |    16 |     9 | ML/R | RF&V    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Airline      |    35 |    72 |    43 |   37 |    11 |    20 | A/RE | P&D     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Amphibi Leg  |    65 |    17 |    73 |   61 |    26 |     8 | S/CO | S&UW    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Anti-Grav    |    65 |    17 |    23 |   36 |    13 |    13 | FL/G | Average |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Anti-Stand   |    65 |    12 |    78 |   67 |    23 |    11 | S/O  | S&UW    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Armor Car    |    65 |    33 |    37 |   31 |     7 |    16 | W/S  | C&R     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Attach Leg   |    40 |    23 |    27 |   42 |    16 |    18 | TL/G | G&F     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Balance Ball |    45 |    48 |    42 |   31 |     4 |    16 | W/BO | C&R     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Big Boots    |   130 |     3 |     3 |   24 |     8 |    17 | T/FO | None    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Block Tank   |   120 |    12 |     0 |   12 |     2 |    23 | T/BO | None    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Block Tread  |   110 |     9 |     6 |    0 |    14 |    23 | T/BO | None    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Blow Up      |    75 |    17 |     3 |   54 |    22 |     7 | FL/C | Average |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Burly        |   140 |     0 |     9 |    0 |    11 |    20 | T/DS | None    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Chairly      |    60 |    43 |    22 |   25 |    13 |    13 | W/SC | C&R     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Chauffeur    |   140 |     0 |     6 |    6 |    11 |    17 | T/DS | None    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Chi Leg      |    40 |    43 |    22 |   24 |    16 |    15 | TL/G | G&F     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Dash Attack  |    30 |    18 |    32 |   73 |    13 |     6 | ML/G | RF&V    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Deathcrawler |    70 |    18 |    22 |   61 |    19 |    18 | ML/G | RF&V    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Depth-Sole   |    75 |     2 |    73 |   73 |    20 |    11 | S/D  | S&UW    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Devil Leg    |    55 |    28 |    12 |   48 |    19 |     9 | TL/D | G&F     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Dog Race     |    50 |    43 |    27 |   37 |     1 |    19 | W/O  | C&R     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Dragonbed    |    85 |     7 |    13 |   48 |    16 |     4 | FL/H | Average |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Dreamer      |    35 |    82 |    43 |   31 |     5 |    23 | A/I  | P&D     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Duck Under   |    70 |     7 |    78 |   67 |    26 |     8 | S/CA | S&UW    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Falldown     |    35 |    33 |    32 |   30 |    16 |    21 | TL/S | G&F     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | First Wave   |    60 |    38 |    32 |   19 |    13 |    10 | W/GR | C&R     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Fishtail     |    55 |    12 |    73 |   79 |    29 |     5 | S/BI | S&UW    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Fiyun Ball   |    80 |    22 |     3 |   48 |    10 |    10 | FL/T | Average |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Flyfly       |    40 |    72 |    53 |   31 |     8 |    17 | A/G  | P&D     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Fortress     |    45 |    48 |    32 |   25 |    13 |    13 | W/TE | C&R     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Fungoton     |    60 |    38 |    37 |   19 |    10 |    13 | W/I  | C&R     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Grave        |    25 |    67 |    48 |   37 |    14 |    24 | A/AA | P&D     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Gunner       |    50 |    38 |    22 |   42 |    10 |    15 | TL/S | G&F     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Hakama       |    40 |    33 |    22 |   36 |    13 |    15 | TL/G | G&F     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Half-Egg     |   100 |    12 |     9 |   12 |     8 |    26 | T/TR | None    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Helcaos      |    55 |    23 |    17 |   36 |    19 |    12 | TL/D | G&F     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Hop          |    40 |    38 |    27 |   24 |    16 |     8 | TL/T | G&F     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Howzer       |    50 |    38 |    17 |   36 |    13 |    21 | TL/S | G&F     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Insecto-Wing |    35 |    77 |    48 |   25 |     8 |    20 | A/M  | P&D     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Kamaki       |    15 |    28 |    37 |   61 |    22 |     9 | ML/G | RF&V    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Kendama      |    55 |    48 |    37 |   13 |    10 |    10 | W/G  | C&R     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Kinta Leg    |    50 |    28 |    12 |   48 |    16 |    12 | TL/G | G&F     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Klip-Klop    |    55 |    23 |    22 |   42 |    16 |    15 | TL/C | G&F     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Land-Leg     |   120 |     6 |     0 |   12 |     5 |    23 | T/AA | None    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Limptank     |   120 |     6 |     6 |   12 |     8 |    26 | T/BO | None    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Mover        |    65 |    12 |    23 |   42 |    16 |     7 | FL/S | Average |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Multi-Leg    |    20 |    23 |    32 |   73 |    19 |     6 | ML/F | RF&V    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Mute Leg     |    50 |    23 |    22 |   36 |    13 |    12 | TL/T | G&F     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Ochitsuka    |    45 |    43 |    17 |   42 |    10 |    21 | TL/S | G&F     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Ochitsukan   |    50 |    38 |    27 |   30 |    10 |    18 | TL/S | G&F     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Octoleg      |    25 |    13 |    32 |   61 |    25 |    12 | ML/B | RF&V    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Panic        |    80 |     7 |     8 |   48 |    22 |     7 | FL/D | Average |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Pipe Organ   |    70 |    12 |    18 |   42 |    16 |    10 | FL/B | Average |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Pita Pata    |    35 |    33 |    12 |   48 |    16 |    15 | TL/I | G&F     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Plasma Dash  |    50 |    43 |    32 |   25 |     4 |    19 | W/AA | C&R     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Red Tail     |    30 |    77 |    38 |   43 |    17 |    17 | A/F  | P&D     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Repeatastep  |    45 |    33 |    12 |   48 |    10 |    18 | TL/F | G&F     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Right-A-Way  |    55 |    53 |    27 |   13 |    10 |    22 | W/S  | C&R     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Rocking      |    65 |    33 |    32 |   37 |     7 |    10 | W/DS | C&R     |
    | Horse        |       |       |       |      |       |       |      |         |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Rollertank   |   120 |     9 |     3 |   18 |     2 |    29 | TA/O | None    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Sagittari    |    45 |    43 |    42 |   19 |     1 |    22 | W/TE | C&R     |
    | Base         |       |       |       |      |       |       |      |         |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Samurai Kick |    55 |    33 |    22 |   36 |    19 |     9 | TL/G | G&F     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Scope Leg    |    60 |    22 |    68 |   73 |    23 |     5 | S/AS | S&UW    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Shadow       |    55 |    38 |    42 |   13 |     1 |    22 | W/O  | C&R     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Sharpedge    |    45 |    43 |    22 |   36 |    19 |    12 | TL/G | G&F     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Shovel       |   110 |     6 |    12 |   24 |     8 |    20 | T/R  | None    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Sidejump     |    25 |    33 |    27 |   49 |    25 |    12 | ML/G | RF&V    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Side Winder  |    65 |    33 |    22 |   37 |     7 |    19 | W/DS | C&R     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Sit Down     |   130 |     3 |     6 |   18 |     5 |    29 | T/G  | None    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Skyleg       |    40 |    67 |    38 |   49 |    11 |    14 | A/GR | P&D     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Slipped      |   100 |     6 |    12 |    6 |    14 |    23 | T/I  | None    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Slither      |    20 |    33 |    32 |   61 |    16 |    12 | ML/M | RF&V    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Smacker      |    65 |    17 |    63 |   79 |    17 |    14 | S/GR | S&UW    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Snail        |    55 |    53 |    22 |   31 |     7 |    19 | W/T  | C&R     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Squashbasher |    50 |    53 |    27 |   25 |     4 |    16 | W/I  | C&R     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Spaghetti    |    70 |    13 |    22 |   67 |    13 |    18 | ML/S | RF&V    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Speartail    |    70 |     7 |    68 |   85 |    23 |     2 | S/M  | S&UW    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Starfish     |    60 |    12 |    83 |   73 |    20 |     8 | S/GR | S&UW    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Stem-Up      |    25 |    23 |    27 |   61 |    19 |    15 | ML/T | RF&V    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Swick        |    25 |    28 |    37 |   49 |    19 |    15 | ML/B | RF&V    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Tatacker     |    45 |    28 |    32 |   36 |    22 |     9 | TL/G | G&F     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Tatakawa     |    50 |    33 |    27 |   24 |    22 |    15 | TL/G | G&F     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Tatakick     |    35 |    43 |    17 |   42 |    22 |     9 | TL/G | G&F     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Teacup       |    75 |    12 |    18 |   54 |    19 |     1 | FL/C | Average |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Tiptoe       |    35 |    28 |    32 |   24 |    22 |    12 | TL/G | G&F     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Triple       |    35 |    23 |    42 |   55 |    19 |    12 | ML/F | RF&V    |
    | Thread       |       |       |       |      |       |       |      |         |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Tripod       |    75 |     2 |    13 |   60 |    10 |     1 | FL/C | Average |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Turkey Leg   |    30 |    72 |    43 |   37 |    14 |    26 | A/RE | P&D     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Twirl        |    25 |    23 |    32 |   61 |    19 |    12 | ML/C | RF&V    |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Umbilical    |    85 |     2 |     8 |   60 |    13 |    13 | FL/R | Average |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Wanafly      |    45 |    62 |    33 |   43 |    11 |    20 | A/D  | P&D     |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | White Belt   |    70 |    22 |    13 |   36 |    19 |     4 | FL/I | Average |
    |--------------+-------+-------+-------+------+-------+-------+------+---------|
    | Zigzag       |    15 |    23 |    32 |   67 |    22 |    12 | ML/F | RF&V    |
    +--------------+-------+-------+-------+------+-------+-------+------+---------+
    
    
    +-------------+-------+-------+-------+------+-------+-------+-------+---------+
    |                                  Female Legs                                 |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    |     Name    | Armor | Prop. | Evade | Def. | Prox. | Rmot. |  Type | BatArea |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | Changa-Fly  |    40 |    74 |    52 |   41 |    11 |    23 | A/TR  | P&D     |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | Charmy Leg  |    30 |    40 |    32 |   30 |    10 |    18 | TL/T  | G&F     |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | Cherub Leg  |    30 |    86 |    58 |   31 |    17 |    17 | A/RE  | P&D     |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | Clean Box   |    80 |    26 |    10 |   45 |    13 |    10 | F/T   | Aver    |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | Fin         |    55 |    20 |    88 |   71 |    26 |     5 | S/RV  | S&UW    |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | Flaregather |    45 |    46 |    26 |   25 |    10 |    21 | TL/ST | G&F     |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | Flavor      |   125 |     7 |    11 |   10 |    14 |    23 | T/ST  | None    |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | Floater     |    70 |    20 |    22 |   35 |    22 |     4 | F/FO  | Aver    |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | Flower      |    65 |    14 |    28 |   40 |    19 |     7 | FL/FO | Aver    |
    | Barrier     |       |       |       |      |       |       |       |         |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | High Leg    |    50 |    34 |    14 |   40 |    16 |    18 | TL/T  | G&F     |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | Jet Engine  |    25 |    92 |    64 |   26 |     8 |    26 | A/AA  | P&D     |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | Luminous    |    60 |    26 |    82 |   61 |    20 |    14 | S/ANS | S&UW    |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | Mini-Scout  |    45 |    46 |    20 |   30 |    13 |    15 | TL/S  | G&F     |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | Petticoat   |    40 |    52 |    14 |   30 |    16 |    12 | TL/H  | G&F     |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | Purple Fins |    65 |    14 |    76 |   66 |    29 |    11 | S/H   | S&UW    |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | Quick Alert |    40 |    34 |    38 |   25 |    22 |     9 | TL/ST | G&F     |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | Sacrifice   |    70 |     8 |    94 |   56 |    23 |     8 | S/TR  | S&UW    |
    | Fin         |       |       |       |      |       |       |       |         |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | Sala-Tail   |    75 |     8 |    16 |   50 |    16 |    13 | F/TR  | Aver    |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | Singer      |    35 |    98 |    40 |   36 |    14 |    20 | A/R   | P&D     |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | Sled        |    35 |    52 |    26 |   20 |    19 |    12 | TL/S  | G&F     |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | Spare Tank  |   115 |    11 |     7 |   20 |     8 |    29 | T/TR  | None    |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | Tabi        |    30 |    40 |    38 |   30 |    22 |     9 | TL/BO | G&F     |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | Tail End    |    40 |    28 |    32 |   35 |    16 |    15 | TL/D  | G&F     |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | Tamofoot    |    35 |    40 |    20 |   35 |    13 |    21 | TL/S  | G&F     |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | Temple      |    40 |    28 |    26 |   40 |    16 |    15 | TL/CA | G&F     |
    | Master      |       |       |       |      |       |       |       |         |
    |-------------+-------+-------+-------+------+-------+-------+-------+---------|
    | Zeta Entire |    50 |    40 |    26 |   20 |    19 |    15 | TL/RV | G&F     |
    +-------------+-------+-------+-------+------+-------+-------+-------+---------+
    
    
    
    
    
    
    -------
    Contact
    -------
    If you have any comments, complaints, or contributions that you would like to
    say or submit, please email them to me at yamishuryou AT gmail DOT com.
    
    
    I'm out. Have a good time with...
    
                                         '
                                        ,'   `.
                                     ,'    @    `.
                                  ,'    ,' ' `.    `.
                               ,'    ,'  ,'@`.  `.   ,`.
          .    .              |  '@'  ,'@@@@@@@`.  `@'  |
         / `.,' \  ,------.,-----. ,'@@/\@@@@,-----.    ,'`.  ,-------.  ,---.
        /        \ | .----'| ,--. `.@@/  \@@@| ,--. `.,' ,. `.`--. ,--',' ,__.`.
       /  /`.,'   \| |,--. | ||  ` |@/ /\ \@@| |,' ,'| ,'  `. |  | |  | ,'   `.,'
      /  /      \  | |`--' | ||  , |/ '--` \@| |`.`. | `'  ,' |  | |  ``..``..`.
     `  '       `  ' |----.| `--' ,' '----` \| `--' `.`. `' ,'   | |  ,'`.___,','
      `./        \,'------'`-----'`./@@@@@@\,'------''  `.,'     `-'  `.______,'
                              |  @.@@@@@@@@@@@@@@@@@.@  |
                               `.   `.@,'`.,'`.@@@,'  ,'
                                  `. ,' ,'`.'`. `. ,'
                                     `.  `. ,'  ,'
                                        `. @ ,'
                                           '                     ,,;;;
                                                             ,,,;;;;
                                                     ''''''''''''''''''''''''''''
                                                        M  E  T  A  B  E  E
                                                   ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
    
    -ASCII done by Dark Vortex
    
    
    
      .-.  .-.
      (_  \ /  _)        __
           |   _.._ _ o (_ |_    ._  _
           |  (_|| | || __)| ||_||\/(_)|_|
    			      /
    
    
    
    İ2003-2005 Yami Shuryou