System Overview

The core game loop, three-section survival model, species identities, and the long-term value of circulated parts.

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Portable Containment Unit

P-O-X is a self-contained handheld strategy system built around biomechanical Infectors. A PCU stores collected parts, holds an Infector lineup, runs the 17-stage Genome Arena, and exchanges battle data with nearby units over radio.

The strongest way to approach the game is as a persistent collection and prediction system: part HP grows through circulation, W.A.D.s are programmed before combat, and each opponent’s species and habits change which target-code variant is valuable.

Three sections, one defeat condition

Every Infector is assembled from a Head, Body, and Tail. Each section has its own HP, attacks when selected WITH, can be targeted AT, and can be placed on DEFEND.

The battle is lost when any one section reaches zero. Total HP can therefore be misleading: a 500/500/30 Infector is only one exposed low-HP section away from defeat.

Parts become stronger through transfer

Official strategy guidance states that a part taken from another player gains 10 HP, increasing both the damage it can deal and the punishment it can survive. Losing a part is therefore not necessarily permanent failure; a circulated copy may eventually return stronger.

This creates a long-term metagame in which rare, repeatedly transferred parts can cross important normal- and special-damage breakpoints.

The Wild result

A victory can occasionally produce no Victory Points and no captured part. The official explanation is that the winning Infector has gone Wild and infected the opponent instead. It is a random event, not proof that the battle failed to register.

Spino PCU

SPINO

Spinoblast Violidae

Red · Power · Strength · Force. Direct offense, amplification, target-specific damage, and high-impact finishing attacks.

Cycro PCU

CYCRO

Cycrocyte Violidae

Green · Speed · Agility · Stealth. Extra attacks, sequence disruption, adaptation, mimicry, and reactive tempo.

Plasmo PCU

PLASMO

Plasmocid Violidae

Blue · Deception · Defense · Camouflage. Damage reduction, retaliation, redirection, healing, and survival.

P-O-X Lore & Field Glossary

The preserved origin story, terminology, institutions, and world-building that explain what the PCU is supposed to contain.

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How P-O-X Began

A strange and unpredictable meteor shower scattered extraterrestrial rock across Earth. Scientists studying the fragments discovered that the meteorites were threaded with an unknown form of alien DNA. To obtain better readings, they injected microscopic cybernetic organisms—nanobots—into the samples.

The experiment failed catastrophically. The alien life force overwhelmed and assimilated the nanobots, combining biological programming with machine technology. The resulting entities were described as DNA Infectors: adaptive biomechanical organisms capable of reproducing traits, exchanging body structures, and entering combat through a radio-linked population.

Scientists called the new organism P-O-X. Humanity responded by creating the PCU, or P-O-X Containment Unit, a handheld device able to capture, control, assemble, program, and transmit Infectors. The player’s larger mission is to create hybrid strands powerful enough to seek out and destroy uncontrolled alien P-O-X.

P.O.X.

Programmable Ordinance Xeno Infector: the alien DNA/nanobot organism controlled through a PCU.

PCU

P-O-X Containment Unit. Creates, controls, transmits, captures, stores, and dissects Infectors. Its shell color identifies the unit’s native species.

P.S.A.

P-O-X Secret Agent: a human player who owns and controls a PCU.

E.P.A.

Elite P-O-X Agent: a veteran player who teaches new agents and helps establish play in new populations.

Infector

A programmed combat organism assembled from one Head, one Body, and one Tail, each with its own HP, color pair, and special ability.

Genome Library

The PCU collection of acquired parts. Parts are grouped by species and retain their individual HP values.

Bioforge

The creation area. Select a Head, Body, and Tail; program a three-round W.A.D.; then assign the new Infector a name.

Stasis Lab

Storage for captured multiplayer Infectors. Captures can be examined, purged, or dissected to recover a single part.

Resonance Field

The PCU radio field that transmits one selected Infector into the local play population. The RF can be turned on or off independently of the main display.

Transmission Gateway

The gate occupied by the selected transmitting Infector. Loading and activating it begins the multiplayer Battle Cycle.

Battle Cycle

A timed multiplayer window shown by the Battle Clock. Period instructions describe fifteen PCU time units, approximately half an hour.

Genome Arena

The seventeen-level solo campaign containing mazes, puzzles, doors, keys, hazards, shops, enemy Infectors, and Overspores.

Overspore

The major enemy guarding a stage’s final genome reward. Defeating it opens or awards the stage’s new part.

Cryopod

A container that may hold healing proteins, dormant Infectors, traps, or RNA currency used at a Body Regeneration Shop.

Pylon

A navigation marker placed throughout the Genome Arena to help identify rooms and previously explored routes.

Population

The group of PCUs within a play area: a household, bus, schoolyard, city, special event, or any other active radio population.

Sleep / Awake

Sleep turns off the display while preserving data and allowing the Battle Clock to continue. A sleeping unit can awaken when RF activity calls it into battle.

Purge

Breaks a built Infector back into its component parts or permanently removes a captured Infector held in Stasis.

How to Play

Build an Infector, select a W.A.D., explore the Genome Arena, and manage an active multiplayer gate.

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Head

HEAD
One-third of the Infector’s HP and ability set. Often carries Before effects that shape the opening of combat.

Body

BODY
The central section and a common Arena target. Many important Hit, Damage, and Blocked Triggers reside here.

Tail

TAIL
The third attack and defense section. All three retail classified ability slots occur at the end of the species Tail ranges.

Forge an Infector

  1. Select one Head, one Body, and one Tail from the Library.
  2. Check HP balance and target codes, not only ability names.
  3. Program the three-round W.A.D.
  4. Name and store the Infector in the lineup.

A powerful ability that never receives the correct WITH, AT, DEFEND, or trigger condition is effectively an empty slot.

Genome Arena

Solo Arena play disables RF. This can be used deliberately near the end of a multiplayer Battle Cycle when the player wants to stop broadcasting.

Letting the PCU go to sleep during solo play saves the current Arena level. Use this for multi-session mapping and difficult-stage practice.

Multiplayer Gate Play

An active gate Infector can be carried while the PCU broadcasts. Official stealth tips recommend turning sound off and carrying the unit in a cargo pocket or an outer backpack pocket so nearby players do not immediately know it is active.

Audio should be re-enabled for Arena locks and switches because their click or clang is important feedback.

Team Configuration

Two PCUs with the same name and ID do not battle one another. This permits a team arrangement, although each player’s Infectors can still spread independently through the wider population.

Document duplicate IDs carefully to avoid confusing a deliberate team setup with a communication fault.

Physical Reset erases progress. Resetting a PCU returns it to initial setup and removes collected Library parts and Victory Points. Photograph rare data and accept the loss before any jumper or firmware experiment.

Tech Speak

The exact combat vocabulary used by the part descriptions, plus practical damage breakpoints.

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Always

The ability remains active and can resolve whenever its trigger condition is met.

1 Activation

The ability can activate only once during a combat.

Before

Resolves before the first combat Phase. Opening cancellation, damage amplification, speed, and protection often occur here.

Hit Trigger

Activates when the part lands an unblocked hit against a valid target color.

Blocked Trigger

Activates when the part is used to block an attack against a valid target color.

Damage Trigger

Activates when the part takes damage from a valid target color. Defending it every round may prevent the ability from firing.

Bump Trigger

Activates when the attacking part is blocked by a valid target color.

Target Codes

RG: Red or Green. GB: Green or Blue. BR: Blue or Red. Every ability has one indexed version for each pair.

Round, Phase, Strike

A Round is one of the six attack/defense sequences in a Phase—three attacks per Infector. A Strike is any attack, blocked or unblocked. A Successful Hit is not blocked.

Shutdown & Stun

Shutdown prevents a section from attacking for the rest of combat. Stun prevents attacks temporarily. The section can still be damaged in both states.

Part HPNormal successful-hit damageSpecial damage tierStrategic meaning
30–10010% of current HP3Low-HP abilities need trigger quality more than raw output.
110–20010% of current HP7The first major special-damage breakpoint.
210–30010% of current HP11Repeated special activations can quickly end a weak section.
310–40010% of current HP15Predictable defenses become dangerous to rely on.
410–50010% of current HP20Maximum-tier circulated parts demand dedicated counters.

Damage Calculator

Normal: 10 · Special tier: 3

Normal damage is 10% of the attacking part’s HP. Special effects use the tier table and may have additional wording that changes the final result.

W.A.D. Strategy

WITH selects the attacking section, AT selects the target, and DEFEND selects the blocking section for each of three repeating rounds.

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Program the part, not just the pattern

  1. WITH: which owned section attacks.
  2. AT: which enemy section is targeted.
  3. DEFEND: which owned section blocks.

Three rounds create nine variables. After round three the sequence repeats unless an ability changes targets, defenses, strike order, or attack count.

Use triggers as the design guide

  • Give Hit Triggers targets they can actually reach.
  • Place Blocked Triggers on DEFEND.
  • Expose Damage Triggers when their effect is worth the hit.
  • Send Bump Triggers into likely defenders.
  • Protect 1 Activation parts until the moment their one use matters.

Interactive W.A.D. Planning Console

ROUND
WITH
AT
DEFEND
1
2
3

Emperor POX Training Manual — Denis Jr.’s W.A.D. Advice

The classic advice opens with the idea that P-O-X is a strategy game in which brains are more powerful than brute force. Its Arena recommendation is to attack the enemy Body twice while defending the section believed to be weakest. That is not a universal solution; it is a starting pressure plan.

The four example patterns

TBT / BTB / TBT

Tail attacks Body while Tail defends, then Body attacks Tail while Body defends. Head is never used and never defended.

BTB / TBT / BTB

Body attacks Tail while Body defends, alternating with Tail attacking Body while Tail defends. Head is always exposed.

HTH / THT / HTH

Head and Tail alternate attacks against each other’s target, while Body never attacks or defends and remains exposed.

HBH / BHB / HBH

Head and Body alternate pressure. Tail never attacks or defends and is the consistently exposed section.

Every example intentionally demonstrates the same warning: one section is always left out of both WITH and DEFEND. Before using any pattern, identify the exposed section and decide whether its HP and ability can tolerate that risk.

Locks and switches

  1. Turn sound on.
  2. Approach the lock or panel.
  3. Press Up once or change the displayed selection.
  4. Press Confirm/B after every change.
  5. Listen for the CLING or click that means the lock opened.
  6. When the sound does not play, repeat systematically rather than making random unconfirmed changes.

Persistence across all 17 stages

No player should expect to clear every Arena on the first attempt. Route memory, hazard placement, enemy W.A.D.s, and resource timing are learned through repetition. Let the PCU sleep to save the current level, then resume the survey later.

Multiplayer lineup diversity

Five hundred HP can still lose to thirty HP when the W.A.D. and triggers are wrong. No pattern is unbeatable. Do not equip all four Infectors with BTB / TBT / BTB or any other single favorite. Give each lineup member a different target plan, defense rotation, and trigger package so at least one can punish the opponent’s habitual sequence.

Scouting and practice

Study regular opponents’ patterns through open discussion, friendly scouting, and post-match analysis. A second PCU is an excellent practice partner: repeat battles, change one variable at a time, and record which counter-W.A.D. actually changed the outcome.

Why “Body twice” can work

Two Body targets create concentrated damage without committing all three rounds to a single obvious target. The third AT slot can probe Head or Tail, pull the defender away, or finish whichever section is actually weakest.

When concentration fails

Three identical AT selections are easy to read and can trigger anti-pattern abilities such as D-SCRAMBL. Concentrate only after the opposing defender or weak section has been identified.

Defend the real failure point

The weakest section is not always the one with the lowest starting HP. A critical amplifier, healer, or only active attacker may deserve protection even when another section has fewer points.

Build a four-counter lineup

One Infector can pressure Body, one can rotate targets, one can punish blocks, and one can absorb concentrated attacks. Switching strategic identities is stronger than cloning the same W.A.D. four times.

Body Building: Design the Infector and the W.A.D. Together

A strong body combination is not simply the three parts with the highest HP. It must deal meaningful damage, survive the attacks it expects to receive, and use a W.A.D. that actually activates its chosen triggers.

  1. Select interacting parts. Read the complete ability text and identify whether each part wants to hit, be blocked, take damage, or act before combat.
  2. Identify the exposed section. Every W.A.D. leaves patterns. A section omitted from DEFEND is the likely failure point, even when it has the most HP.
  3. Do not default to one target for all three rounds. Concentrated pressure can be useful, but a perfectly repetitive AT sequence is easy to block and can activate counters such as D-SCRAMB.
  4. Test in the Arena. Change one variable at a time. When the result differs from the expected trigger order, purge and rebuild rather than assuming the part description is wrong.
Classic layered-defense example: CARAPACE / SHADOW-A / DIFFUSOR. CARAPACE reduces damage to the entire Infector by half; SHADOW-A halves damage directed at the Body; DIFFUSOR halves damage directed at the Tail. If reductions stack in the expected order, Body and Tail receive two layers while Head receives only CARAPACE. Protecting Head is therefore the natural starting plan—but defending it every round also makes the W.A.D. predictable. Hardware testing should record rounding and stacking order.

Opening Assault

HeadADRENODEBodyS-CANNONTailONESHOT

ADRENODE doubles all damage for the battle. S-CANNON attacks six times on its first successful hit, while ONESHOT deals a 50%-HP strike the first time it connects. The build is designed to decide the battle early, before defensive engines and cumulative abilities mature.

W.A.D. plan: put S-CANNON and ONESHOT in the first two WITH slots, aim them at different likely weak sections, and use the third round to finish whichever section is exposed. Do not waste both one-time openings into the same defender unless scouting has shown that defense cannot move.

Major counters: OCCULARI can cancel the first attack, AZURHALO halves the first incoming damage, JD-RESIN reflects a first strike, and L-SHIELD or EC-BLAST can convert that opening damage into healing.

Reactive Fortress

HeadD-SCRAMBBodyGRAFTERSTailRECOCOON

D-SCRAMB punishes an opponent who directs all three attacks at one section by redistributing the targets across Head, Body, and Tail. GRAFTERS feeds damage back into all three enemy sections when struck. RECOCOON accepts damage, then shields the entire Infector during the following phase.

W.A.D. plan: rotate DEFEND across H/B/T as the original hint recommends. Place GRAFTERS or RECOCOON in a round where the opponent is likely to connect, then use the cocooned phase to expose a valuable attacker safely.

Risk: if the opponent already rotates targets, D-SCRAMB may never fire. If GRAFTERS and RECOCOON are defended too aggressively, their Damage Triggers never contribute.

Regeneration Chain

HeadHASTENERBodyHYPGRAFTTailISOGRAFT

HASTENER grants an extra attack each round. HYPGRAFT takes damage and then heals one quarter of it back. ISOGRAFT’s first successful hit restores all three owned sections to their original HP.

W.A.D. plan: use HYPGRAFT as the routine damage sink and preserve ISOGRAFT until the lineup has actually lost HP. A successful ISOGRAFT at full health wastes the one-time full restoration. Scout the engine carefully because HASTENER’s extra attack can cause ISOGRAFT to fire earlier than intended.

Major counters: OCCULARI can cancel the critical first hit, VSPITTER can stun the healer, and EMP-SHOK can shut down the attacking part for the rest of combat.

Control & Attrition

HeadD-SCRAMBBodyTRAMPLESTailEMP-SHOK

TRAMPLES alternates damage based on its own HP, while EMP-SHOK permanently disables the section that damages it on its one activation. D-SCRAMB discourages all-in targeting and can force a concentrated enemy W.A.D. to spread out.

W.A.D. plan: expose EMP-SHOK when the opponent’s most dangerous attacker is scheduled, and defend it after the shutdown has been spent. Use TRAMPLES steadily rather than relying on a single burst.

Interaction warning: D-SCRAMB’s redistribution can make it harder to guarantee that a particular attacker hits EMP-SHOK. This combination is strongest against a predictable concentrated sequence, not a well-balanced rotating W.A.D.

Period player method

“Cloning” an Opponent’s Infector

The historical method called Cloning uses a deliberate loss followed by a counterattack. Build a sacrificial Infector expected to lose to the target. After the opponent’s RF is turned off, forge a second Infector specifically designed to beat that target and attack the occupied gate. The reported result is a captured copy of the opposing Infector without permanently depriving the other player of the original.

  1. Record the target’s visible species, parts, HP, and W.A.D. behavior.
  2. Use the sacrificial battle to confirm its trigger order and favored defense.
  3. Build the counter with different target colors and a W.A.D. tailored to the observed weakness.
  4. Attack the gate only after the opponent has ended transmission.
  5. Document whether the captured copy preserves part HP, name, victory count, and ability behavior.

This is preserved as a community-era technique rather than a fully verified rule. Test it only with consenting players and record the exact PCU state so the mechanic can be reproduced.

Species Strategy & Practical Builds

Species identity matters, but official advice favors well-rounded mixed-species Infectors over pure specialization.

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Spino PCU

SPINO OFFENSE

Lead with Always-active damage and amplification, then spend 1 Activation effects when the opponent’s defense has been exposed.

Attack, attack, attack

The official recommendation is to lead with parts whose special damage is Always active and reserve 1 Activation burst parts for the last round or the moment a vulnerable section is exposed.

Amplification first

ADREMODE doubles all damage dealt by the Infector. TRINODE+ specifically doubles TRISPORE. These Before effects should be selected with attacks that can reliably connect; amplification is wasted when the W.A.D. never gives the damaging part a useful target.

Choose the correct Ache

HED-ACHE, BOD-ACHE, and TAL-ACHE double damage only against their matching target section. Scout the opponent’s weak section, then choose the Ache and AT sequence together.

Burst timing

ONESHOT delivers 50% of its own HP on the first successful hit. DUALMODE doubles the first attack but is spent if blocked. Avoid presenting either effect into an obvious defense; use an earlier round to pull the defender elsewhere.

Repressor commitment

REOPPRSR trades the Infector’s other attacks for one large tail attack. Pairing it with global amplification can create a finisher, but the plan becomes easy to predict and leaves the build dependent on one section remaining active.

Bump pressure

ADAPTIVE, TITAN-NI, and FISSFUSS gain value when blocked. They punish a defender even when the normal hit fails, making them useful against an opponent who repeatedly guards one predictable section.

Cycro PCU

CYCRO TEMPO

Win through extra attacks, altered strike order, mimicry, disruption, and recovery that keeps the attack engine running.

Win the action economy

AC-RELAY adds an attack per phase and HASTENER adds one per round. FIRSTHIT, S-CANNON, B-WHIPS, CHAOS-AC, and CHAOS-X2 can further multiply strikes. More attacks are valuable only while the attacking sections remain alive and unstunned.

Combine attacks with recovery

Official advice recommends coupling multiple attacks in one round with rapid healing. Cycro tempo parts can be mixed with Plasmo recovery or damage-reduction parts so the offense survives long enough to compound.

Opening control

ADVANCER acts first. AGRESS-R rotates an ineffective attack order. D-SCRAMBL breaks up an opponent who targets one section three times. These heads are best selected after studying the opponent’s habitual W.A.D.

Reactive body core

DISPLACR distributes damage, REFLEXIV blocks the next damaging hit, JD-RESIN returns the first hit, and GRAFTERS retaliates across sections. Their Damage Triggers require the body to be exposed at the right times rather than defended every round.

Stun and mimic

VSPITTER can stun the struck ability, while BD-MIMIC copies the first body part it hits. Target selection is therefore part selection: aim at the section whose ability is most valuable to disable or copy.

Manage self-stun and delayed damage

B-WHIPS becomes stunned after its multiattack. EX-TOXIF stores damage and applies it on a later schedule. Plan the following rounds so the Infector is not left with only inactive attackers when delayed effects resolve.

Plasmo PCU

PLASMO DEFENSE

Predict incoming attacks and turn blocks or damage into healing, shields, retaliation, redirection, or shutdown.

Defense creates offense

The official Plasmo guidance emphasizes return damage when blocking or taking damage. A Plasmo W.A.D. should predict where the opponent attacks and place the correct reactive part on defense or intentional exposure.

Layered opening protection

OCCULARI cancels the first attack, AZURHALO halves the first damage, HELMET-P protects the head from normal damage, and CARAPACE halves all incoming damage. Select the layer that addresses the opponent’s actual threat instead of stacking redundant protection.

The RE-COMB+ package

RE-COMB+ absorbs blocked damage and adds it to its next successful hit. D-COMBIN doubles the absorbed amount. The combination requires the body to block first and later attack successfully, so its DEFEND and WITH placements must be coordinated across rounds.

Damage-trigger planning

Most Plasmo bodies and tails activate when damaged. Defending those sections every round can prevent their abilities from ever firing; deliberately expose the reactive section when its trigger is worth more than the incoming damage.

Healing is not immortality

MICROGET, HYPGRAFT, L-SHIELD, EC-BLAST, ISOGRAFT, and related effects repair or convert damage, but the battle ends immediately when any section reaches zero. A heal that resolves after lethal damage cannot save an already defeated section.

Punish concentrated attacks

V-RECOIL returns damage, RECOCOON creates a later shield, GALVANIC caps phase damage, and EMP-SHOK disables the first attacking section that damages it. These are strong against opponents who reuse one attacker or one target pattern.

Mixed-species rule of thumb: choose the ability and target code that solve the build’s weakness. A Spino finisher may need Plasmo survival; a Cycro attack engine may need healing; a Plasmo counterbuild may need one Spino part capable of ending a weakened section.

High-impact ability packages

TRINODE+ + TRISPORE

TRINODE+ specifically doubles TRISPORE’s damage for the combat. Give TRISPORE repeated WITH opportunities and remember that its successful-hit damage is distributed across all three enemy sections rather than concentrated.

D-COMBIN + RE-COMB+

D-COMBIN doubles the damage RE-COMB+ absorbs. Put RE-COMB+ on DEFEND when the opponent is likely to attack it, then later use the Body WITH an attack that can land and release the stored damage.

ADREMODE + Finisher

ADREMODE doubles all Infector damage. ONESHOT, the correct Ache Tail, or REOPPRSR can turn that global amplification into a decisive hit, but each package becomes vulnerable when the finishing section is blocked, stunned, or shut down.

Extra Attacks + Recovery

AC-RELAY or HASTENER can anchor a multiattack build. Add recovery or damage control so the attacking section does not collapse before the extra strikes compound.

Intentional Exposure

DISPLACR, JD-RESIN, GRAFTERS, Plasmo healing, recoil, and shutdown effects need incoming damage. Leave the reactive section undefended only when the triggered benefit exceeds the likely hit.

Target-Code Coverage

Carry RG, GB, and BR coverage across the four-Infector lineup. A perfect ability with the wrong target pair may never activate against the opponent’s species.

Complete Infector Arsenal

All 63 ability groups and all 189 indexed color-target variants. Original Hasbro part strips are cropped to the exact 53×40 badge area.

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Spino

Spinoblast Violidae

Color: Red · Values: Power, Strength, Force

Head
Spino Heads

5 abilities · 15 indexed target variants

SPINO · HEAD001–003
PRIME-NO
PRIME-NO part badgePart badge

PRIME-NO

Primary Acronodes

Spino · Head1 ActivationBefore
Frequency

1 Activation, Before

Description

A neuroscan examines the opposing Infector before combat and sends a low-level pulse through every section.

Effect

Before combat, every opposing section takes damage equal to 10% of PRIMEMO’s current HP.

Part Code / Target Species
IndexTargetColorsSpecies affected
001 RG Red + Green Spino / Cycro
002 GB Green + Blue Cycro / Plasmo
003 BR Blue + Red Plasmo / Spino
SPINO · HEAD004–006
DUALNODE
DUALNODE part badgePart badge

DUALNODE

Dual Phase Acronodes

Spino · Head1 ActivationBefore
Frequency

1 Activation, Before

Description

A cranial energy-storage gland charges the first attacking section for an amplified opening blow.

Effect

The first attack deals double damage. If that opening attack is blocked, the amplification is spent with no effect.

Part Code / Target Species
IndexTargetColorsSpecies affected
004 RG Red + Green Spino / Cycro
005 GB Green + Blue Cycro / Plasmo
006 BR Blue + Red Plasmo / Spino
SPINO · HEAD007–009
CRIMSON
CRIMSON part badgePart badge

CRIMSON

Crimson Plague Acronodes

Spino · HeadAlwaysBefore
Frequency

Always, Before

Description

An acidic scanner continuously attacks both Infectors, including the creature carrying it.

Effect

At the beginning of each combat loop, every section on both Infectors takes 5 damage.

Part Code / Target Species
IndexTargetColorsSpecies affected
007 RG Red + Green Spino / Cycro
008 GB Green + Blue Cycro / Plasmo
009 BR Blue + Red Plasmo / Spino
SPINO · HEAD010–012
TRINODE+
TRINODE+ part badgePart badge

TRINODE+

Triphage Adrenal Acronodes

Spino · HeadAlwaysBefore
Frequency

Always, Before

Description

A specialized adrenal node energizes Triphage spores throughout combat.

Effect

All damage dealt by TRISPORE is doubled for the remainder of combat.

Part Code / Target Species
IndexTargetColorsSpecies affected
010 RG Red + Green Spino / Cycro
011 GB Green + Blue Cycro / Plasmo
012 BR Blue + Red Plasmo / Spino
SPINO · HEAD013–015
ADRENODE
ADRENODE part badgePart badge

ADRENODE

Adrenal Acronodes

Spino · HeadAlwaysBefore
Frequency

Always, Before

Description

Oversized adrenal glands flood the Infector with attack-enhancing chemicals.

Effect

All damage dealt by the Infector is doubled for the remainder of combat.

Part Code / Target Species
IndexTargetColorsSpecies affected
013 RG Red + Green Spino / Cycro
014 GB Green + Blue Cycro / Plasmo
015 BR Blue + Red Plasmo / Spino
Body
Spino Bodys

8 abilities · 24 indexed target variants

SPINO · BODY016–018
TRISPORE
TRISPORE part badgePart badge

TRISPORE

Triphage Spores

Spino · BodyAlwaysHit Trigger
Frequency

Always, Hit Trigger

Description

The payload divides into three coordinated spore clusters when it connects.

Effect

Special damage is divided evenly among the opponent’s head, body, and tail.

Part Code / Target Species
IndexTargetColorsSpecies affected
016 RG Red + Green Spino / Cycro
017 GB Green + Blue Cycro / Plasmo
018 BR Blue + Red Plasmo / Spino
SPINO · BODY019–021
TRAMPLES
TRAMPLES part badgePart badge

TRAMPLES

Tramplifier Spores

Spino · BodyAlwaysHit Trigger
Frequency

Always, Hit Trigger

Description

The spores absorb energy from one impact and use it to strengthen the next.

Effect

Successful hits alternate between 10% HP damage and 20% HP damage.

Part Code / Target Species
IndexTargetColorsSpecies affected
019 RG Red + Green Spino / Cycro
020 GB Green + Blue Cycro / Plasmo
021 BR Blue + Red Plasmo / Spino
SPINO · BODY022–024
ADAPTIVE
ADAPTIVE part badgePart badge

ADAPTIVE

Adaptive Blastocytes

Spino · Body1 ActivationBump Trigger
Frequency

1 Activation, Bump Trigger

Description

On the first blocked strike, intelligent blastocytes reprogram the attack routing around the blocker.

Effect

If its first strike is blocked, the part changes the WAD “At” target so later attacks bypass that blocking section.

Part Code / Target Species
IndexTargetColorsSpecies affected
022 RG Red + Green Spino / Cycro
023 GB Green + Blue Cycro / Plasmo
024 BR Blue + Red Plasmo / Spino
SPINO · BODY025–027
H-PHASER
H-PHASER part badgePart badge

H-PHASER

Cranial Amphasers

Spino · BodyAlwaysHit Trigger
Frequency

Always, Hit Trigger

Description

Corrosive compounds recognize structural features common to head sections.

Effect

Deals normal target damage plus extra head damage equal to 10% of this part’s HP.

Part Code / Target Species
IndexTargetColorsSpecies affected
025 RG Red + Green Spino / Cycro
026 GB Green + Blue Cycro / Plasmo
027 BR Blue + Red Plasmo / Spino
SPINO · BODY028–030
B-PHASER
B-PHASER part badgePart badge

B-PHASER

Abdomic Amphasers

Spino · BodyAlwaysHit Trigger
Frequency

Always, Hit Trigger

Description

Electrical impulses seek the structures common to body sections.

Effect

Deals normal target damage plus extra body damage equal to 10% of this part’s HP.

Part Code / Target Species
IndexTargetColorsSpecies affected
028 RG Red + Green Spino / Cycro
029 GB Green + Blue Cycro / Plasmo
030 BR Blue + Red Plasmo / Spino
SPINO · BODY031–033
T-PHASER
T-PHASER part badgePart badge

T-PHASER

Thorax Amphasers

Spino · BodyAlwaysHit Trigger
Frequency

Always, Hit Trigger

Description

A resin attacks tail structures and creates spreading microfractures.

Effect

Deals normal target damage plus extra tail damage equal to 10% of this part’s HP.

Part Code / Target Species
IndexTargetColorsSpecies affected
031 RG Red + Green Spino / Cycro
032 GB Green + Blue Cycro / Plasmo
033 BR Blue + Red Plasmo / Spino
SPINO · BODY034–036
EXPANDER
EXPANDER part badgePart badge

EXPANDER

Expanding Blastocytes

Spino · BodyAlwaysHit Trigger
Frequency

Always, Hit Trigger

Description

Each successful impact uses kinetic energy to replicate additional explosive blastocytes.

Effect

Its successful-hit damage grows cumulatively as combat continues.

Part Code / Target Species
IndexTargetColorsSpecies affected
034 RG Red + Green Spino / Cycro
035 GB Green + Blue Cycro / Plasmo
036 BR Blue + Red Plasmo / Spino
SPINO · BODY037–039
TITAN-NI
TITAN-NI part badgePart badge

TITAN-NI

Titanetic Nerve Inductors

Spino · BodyAlwaysBump Trigger
Frequency

Always, Bump Trigger

Description

Self-destructive inductors attach to a blocking section and detonate despite the block.

Effect

When blocked, the part still deals 3 damage to the blocker.

Part Code / Target Species
IndexTargetColorsSpecies affected
037 RG Red + Green Spino / Cycro
038 GB Green + Blue Cycro / Plasmo
039 BR Blue + Red Plasmo / Spino
Tail

Spino Tails

8 abilities · 24 indexed target variants

SPINO · TAIL040–042
ONESHOT
ONESHOT part badgePart badge

ONESHOT

Single Packet Ferratoxin

Spino · Tail1 ActivationHit Trigger
Frequency

1 Activation, Hit Trigger

Description

A single high-potency toxin packet is released on the first successful strike.

Effect

The first successful hit deals damage equal to 50% of the part’s HP; later hits deal normal damage.

Part Code / Target Species
IndexTargetColorsSpecies affected
040 RG Red + Green Spino / Cycro
041 GB Green + Blue Cycro / Plasmo
042 BR Blue + Red Plasmo / Spino
SPINO · TAIL043–045
B-LATHE
B-LATHE part badgePart badge

B-LATHE

Brutalathe

Spino · TailAlwaysHit Trigger
Frequency

Always, Hit Trigger

Description

A rotating blade assembly cuts again as it retracts from a successful impact.

Effect

Successful hits deal damage equal to 15% of the part’s HP.

Part Code / Target Species
IndexTargetColorsSpecies affected
043 RG Red + Green Spino / Cycro
044 GB Green + Blue Cycro / Plasmo
045 BR Blue + Red Plasmo / Spino
SPINO · TAIL046–048
HED-ACHE
HED-ACHE part badgePart badge

HED-ACHE

Cranial Discoider

Spino · TailAlwaysHit Trigger
Frequency

Always, Hit Trigger

Description

Specialized enzymes break down membranes found in head sections.

Effect

Damage is doubled when the target is a head.

Part Code / Target Species
IndexTargetColorsSpecies affected
046 RG Red + Green Spino / Cycro
047 GB Green + Blue Cycro / Plasmo
048 BR Blue + Red Plasmo / Spino
SPINO · TAIL049–051
BOD-ACHE
BOD-ACHE part badgePart badge

BOD-ACHE

Abdomic Discoider

Spino · TailAlwaysHit Trigger
Frequency

Always, Hit Trigger

Description

Specialized enzymes attack the fixator musculature of body sections.

Effect

Damage is doubled when the target is a body.

Part Code / Target Species
IndexTargetColorsSpecies affected
049 RG Red + Green Spino / Cycro
050 GB Green + Blue Cycro / Plasmo
051 BR Blue + Red Plasmo / Spino
SPINO · TAIL052–054
TAL-ACHE
TAL-ACHE part badgePart badge

TAL-ACHE

Thorax Discoider

Spino · TailAlwaysHit Trigger
Frequency

Always, Hit Trigger

Description

Specialized enzymes attack the skeletal underpinnings of tail sections.

Effect

Damage is doubled when the target is a tail.

Part Code / Target Species
IndexTargetColorsSpecies affected
052 RG Red + Green Spino / Cycro
053 GB Green + Blue Cycro / Plasmo
054 BR Blue + Red Plasmo / Spino
SPINO · TAIL055–057
FISSFUSS
FISSFUSS part badgePart badge

FISSFUSS

Fission/Fusion Duct

Spino · Tail1 ActivationBump Trigger
Frequency

1 Activation, Bump Trigger

Description

Its first collision with a blocking section releases a sticky, burning resin.

Effect

Deals 3 damage to the first section that blocks it.

Part Code / Target Species
IndexTargetColorsSpecies affected
055 RG Red + Green Spino / Cycro
056 GB Green + Blue Cycro / Plasmo
057 BR Blue + Red Plasmo / Spino
SPINO · TAIL058–060
REOPPRSR
REOPPRSR part badgePart badge

REOPPRSR

Relay Coil Oppressors

Spino · TailAlwaysHit Trigger
Frequency

Always, Hit Trigger

Description

Relay coils drain the Infector’s other attacks and combine their energy into one discharge.

Effect

The Infector gives up its other attacks in exchange for one large hit from this tail.

Part Code / Target Species
IndexTargetColorsSpecies affected
058 RG Red + Green Spino / Cycro
059 GB Green + Blue Cycro / Plasmo
060 BR Blue + Red Plasmo / Spino
SPINO · TAILCLASSIFIED
CLASSIFIED
CLASSIFIED part badgePart badge

CLASSIFIED

Candidate: All or Nothing

Spino · TailAlwaysHit Trigger
Frequency

Always, Hit Trigger

Description

The retail guide conceals this ability. The eighth Spino-tail position in Hasbro’s patent prototype is named ALL OR NOTHING.

Effect

Patent-derived candidate only: normal damage is 0; a special hit deals 50% of the part’s HP.

CLASSIFIED RETAIL RANGE: 061–063

The numbering proves that this is the eighth Spino Tail ability group and that it has RG, GB, and BR versions. Its retail name and behavior remain unverified. The candidate shown in the research section comes from the equivalent position in pre-release patent material and must not be treated as confirmed retail data.

Part Code / Target Species
IndexTargetColorsSpecies affected
061 RG Red + Green Spino / Cycro
062 GB Green + Blue Cycro / Plasmo
063 BR Blue + Red Plasmo / Spino
Cycro

Cycrocyte Violidae

Color: Green · Values: Speed, Agility, Stealth

Head
Cycro Heads

5 abilities · 15 indexed target variants

CYCRO · HEAD064–066
ADVANCER
ADVANCER part badgePart badge

ADVANCER

Advanced Reflex Acronodes

Cycro · Head1 ActivationBefore
Frequency

1 Activation, Before

Description

Enhanced neural connections give the Infector an opening reflex advantage.

Effect

The Infector acts first at the beginning of combat.

Part Code / Target Species
IndexTargetColorsSpecies affected
064 GB Green + Blue Cycro / Plasmo
065 BR Blue + Red Plasmo / Spino
066 RG Red + Green Spino / Cycro
CYCRO · HEAD067–069
AGGRESS-R
AGGRESS-R part badgePart badge

AGGRESS-R

Cyclic Aggression Regulator

Cycro · Head1 ActivationBefore
Frequency

1 Activation, Before

Description

A combat regulator evaluates the current targeting plan before the first exchange.

Effect

If the current “At” sequence cannot hit, the Infector rotates its attack order.

Part Code / Target Species
IndexTargetColorsSpecies affected
067 GB Green + Blue Cycro / Plasmo
068 BR Blue + Red Plasmo / Spino
069 RG Red + Green Spino / Cycro
CYCRO · HEAD070–072
D-SCRAMB
D-SCRAMB part badgePart badge

D-SCRAMB

Cyclic Defense Regulator

Cycro · Head1 ActivationBefore
Frequency

1 Activation, Before

Description

The regulator detects an opponent concentrating every attack on one section.

Effect

If all three opposing attacks target the same section, their targets are reassigned across head, body, and tail.

Part Code / Target Species
IndexTargetColorsSpecies affected
070 GB Green + Blue Cycro / Plasmo
071 BR Blue + Red Plasmo / Spino
072 RG Red + Green Spino / Cycro
CYCRO · HEAD073–075
AC-RELAY
AC-RELAY part badgePart badge

AC-RELAY

Adreno Cortex Relay

Cycro · HeadAlwaysBefore
Frequency

Always, Before

Description

A rapid neural relay inserts an additional strike into every combat phase.

Effect

AC-RELAY performs one extra attack in each phase.

Part Code / Target Species
IndexTargetColorsSpecies affected
073 GB Green + Blue Cycro / Plasmo
074 BR Blue + Red Plasmo / Spino
075 RG Red + Green Spino / Cycro
CYCRO · HEAD076–078
HASTENER
HASTENER part badgePart badge

HASTENER

Histrionic Gland Strike

Cycro · HeadAlwaysBefore
Frequency

Always, Before

Description

A speed-enhancing gland repeatedly accelerates the Infector’s attack cycle.

Effect

The Infector gains one extra attack per round, using its first attacking section.

Part Code / Target Species
IndexTargetColorsSpecies affected
076 GB Green + Blue Cycro / Plasmo
077 BR Blue + Red Plasmo / Spino
078 RG Red + Green Spino / Cycro
Body
Cycro Bodys

8 abilities · 24 indexed target variants

CYCRO · BODY079–081
FIRSTHIT
FIRSTHIT part badgePart badge

FIRSTHIT

Hyperkinetic Blastophage

Cycro · Body1 ActivationHit Trigger
Frequency

1 Activation, Hit Trigger

Description

The first successful impact releases a burst of hyperkinetic attacks.

Effect

On its first successful hit, the part attacks three times.

Part Code / Target Species
IndexTargetColorsSpecies affected
079 GB Green + Blue Cycro / Plasmo
080 BR Blue + Red Plasmo / Spino
081 RG Red + Green Spino / Cycro
CYCRO · BODY082–084
DISPLACR
DISPLACR part badgePart badge

DISPLACR

Displacer Glands

Cycro · BodyAlwaysDamage Trigger
Frequency

Always, Damage Trigger

Description

Displacer glands spread incoming energy throughout the entire organism.

Effect

Damage directed at this part is distributed evenly among the Infector’s head, body, and tail.

Part Code / Target Species
IndexTargetColorsSpecies affected
082 GB Green + Blue Cycro / Plasmo
083 BR Blue + Red Plasmo / Spino
084 RG Red + Green Spino / Cycro
CYCRO · BODY085–087
REFLEXIV
REFLEXIV part badgePart badge

REFLEXIV

Reflexive Carapace

Cycro · BodyAlwaysDamage Trigger
Frequency

Always, Damage Trigger

Description

After taking damage, the carapace rapidly hardens against the next impact.

Effect

After being damaged, it blocks the next hit that would damage it.

Part Code / Target Species
IndexTargetColorsSpecies affected
085 GB Green + Blue Cycro / Plasmo
086 BR Blue + Red Plasmo / Spino
087 RG Red + Green Spino / Cycro
CYCRO · BODY088–090
ABT-DUCT
ABT-DUCT part badgePart badge

ABT-DUCT

Abdo Thorax Inductor

Cycro · BodyAlwaysHit Trigger
Frequency

Always, Hit Trigger

Description

An induction network alternates between a broad multi-section discharge and a focused strike.

Effect

Its successful-hit pattern cycles between a distributed attack and a single-section attack.

Part Code / Target Species
IndexTargetColorsSpecies affected
088 GB Green + Blue Cycro / Plasmo
089 BR Blue + Red Plasmo / Spino
090 RG Red + Green Spino / Cycro
CYCRO · BODY091–093
S-CANNON
S-CANNON part badgePart badge

S-CANNON

Toroidal Spore Cannon

Cycro · Body1 ActivationHit Trigger
Frequency

1 Activation, Hit Trigger

Description

A toroidal chamber releases a six-shot spore barrage when it first connects.

Effect

On its first successful hit, the part fires six attacks.

Part Code / Target Species
IndexTargetColorsSpecies affected
091 GB Green + Blue Cycro / Plasmo
092 BR Blue + Red Plasmo / Spino
093 RG Red + Green Spino / Cycro
CYCRO · BODY094–096
JD-RESIN
JD-RESIN part badgePart badge

JD-RESIN

Jade Resin Carapace

Cycro · Body1 ActivationDamage Trigger
Frequency

1 Activation, Damage Trigger

Description

A resilient resin shell reverses the energy of the first damaging impact.

Effect

The first hit against this part is deflected back to the attacking section.

Part Code / Target Species
IndexTargetColorsSpecies affected
094 GB Green + Blue Cycro / Plasmo
095 BR Blue + Red Plasmo / Spino
096 RG Red + Green Spino / Cycro
CYCRO · BODY097–099
CHAOS-AC
CHAOS-AC part badgePart badge

CHAOS-AC

Chaosite Accumulator

Cycro · Body1 ActivationHit Trigger
Frequency

1 Activation, Hit Trigger

Description

Chaosite stores the energy of successive attacks and releases increasingly dense bursts.

Effect

The part accumulates additional strikes as the battle advances.

Part Code / Target Species
IndexTargetColorsSpecies affected
097 GB Green + Blue Cycro / Plasmo
098 BR Blue + Red Plasmo / Spino
099 RG Red + Green Spino / Cycro
CYCRO · BODY100–102
GRAFTERS
GRAFTERS part badgePart badge

GRAFTERS

Adrenal Graft

Cycro · BodyAlwaysDamage Trigger
Frequency

Always, Damage Trigger

Description

An adrenal graft reacts to injury by projecting a portion of the trauma outward.

Effect

After taking damage, it returns damage across the opponent’s sections.

Part Code / Target Species
IndexTargetColorsSpecies affected
100 GB Green + Blue Cycro / Plasmo
101 BR Blue + Red Plasmo / Spino
102 RG Red + Green Spino / Cycro
Tail
Cycro Tails

8 abilities · 24 indexed target variants

CYCRO · TAIL103–105
ACIDIC-C
ACIDIC-C part badgePart badge

ACIDIC-C

Acidic Capacitor

Cycro · TailAlwaysHit Trigger
Frequency

Always, Hit Trigger

Description

An acidic capacitor cycles through wide and narrow discharge patterns.

Effect

The attack pattern cycles through all three sections, two sections, and then one section.

Part Code / Target Species
IndexTargetColorsSpecies affected
103 GB Green + Blue Cycro / Plasmo
104 BR Blue + Red Plasmo / Spino
105 RG Red + Green Spino / Cycro
CYCRO · TAIL106–108
VSPITTER
VSPITTER part badgePart badge

VSPITTER

Stun Venom Spitter

Cycro · Tail1 ActivationHit Trigger
Frequency

1 Activation, Hit Trigger

Description

The first venom packet temporarily disrupts the struck ability’s neural control.

Effect

The first successful strike stuns the hit ability for 5 rounds.

Part Code / Target Species
IndexTargetColorsSpecies affected
106 GB Green + Blue Cycro / Plasmo
107 BR Blue + Red Plasmo / Spino
108 RG Red + Green Spino / Cycro
CYCRO · TAIL109–111
EX-TOXIF
EX-TOXIF part badgePart badge

EX-TOXIF

External Toxifilter

Cycro · TailAlwaysDamage Trigger
Frequency

Always, Damage Trigger

Description

An external filter delays toxic damage, allowing it to build before release.

Effect

Incoming damage is accumulated and then applied every fourth round.

Part Code / Target Species
IndexTargetColorsSpecies affected
109 GB Green + Blue Cycro / Plasmo
110 BR Blue + Red Plasmo / Spino
111 RG Red + Green Spino / Cycro
CYCRO · TAIL112–114
B-WHIPS
B-WHIPS part badgePart badge

B-WHIPS

Berserker Wire Whips

Cycro · TailAlwaysHit Trigger
Frequency

Always, Hit Trigger

Description

The whips unleash a three-strike frenzy followed by a recovery period.

Effect

Performs three attacks in one phase, then remains stunned for 3 rounds.

Part Code / Target Species
IndexTargetColorsSpecies affected
112 GB Green + Blue Cycro / Plasmo
113 BR Blue + Red Plasmo / Spino
114 RG Red + Green Spino / Cycro
CYCRO · TAIL115–117
WEBSHIELD
WEBSHIELD part badgePart badge

WEBSHIELD

Diffusion Web Shield

Cycro · Tail1 ActivationDamage Trigger
Frequency

1 Activation, Damage Trigger

Description

A diffusion web cannibalizes energy from another section to reinforce itself after being hit.

Effect

When first damaged, it takes half of another owned section’s HP and adds that amount to itself.

Part Code / Target Species
IndexTargetColorsSpecies affected
115 GB Green + Blue Cycro / Plasmo
116 BR Blue + Red Plasmo / Spino
117 RG Red + Green Spino / Cycro
CYCRO · TAIL118–120
CHAOS-X2
CHAOS-X2 part badgePart badge

CHAOS-X2

Chaosite Doubler

Cycro · TailAlwaysHit Trigger
Frequency

Always, Hit Trigger

Description

A chaosite core doubles the accumulated attack burst from one round to the next.

Effect

Its cumulative number of strikes doubles each round.

Part Code / Target Species
IndexTargetColorsSpecies affected
118 GB Green + Blue Cycro / Plasmo
119 BR Blue + Red Plasmo / Spino
120 RG Red + Green Spino / Cycro
CYCRO · TAIL121–123
BD-MIMIC
BD-MIMIC part badgePart badge

BD-MIMIC

Abdo Mimic

Cycro · Tail1 ActivationHit Trigger
Frequency

1 Activation, Hit Trigger

Description

The tail samples and reproduces the structure of the first body ability it contacts.

Effect

It becomes a copy of the first body part it successfully hits.

Part Code / Target Species
IndexTargetColorsSpecies affected
121 GB Green + Blue Cycro / Plasmo
122 BR Blue + Red Plasmo / Spino
123 RG Red + Green Spino / Cycro
CYCRO · TAILCLASSIFIED
CLASSIFIED
CLASSIFIED part badgePart badge

CLASSIFIED

Candidate: Major Mimic

Cycro · TailAlwaysHit Trigger
Frequency

Always, Hit Trigger

Description

The retail guide conceals this ability. The eighth Cycro-tail position in Hasbro’s patent prototype is named MAJOR MIMIC.

Effect

Patent-derived candidate only: temporarily copies each ability it hits while retaining its own activation strain.

CLASSIFIED RETAIL RANGE: 124–126

The numbering proves that this is the eighth Cycro Tail ability group and that it has RG, GB, and BR versions. Its retail name and behavior remain unverified. The candidate shown in the research section comes from the equivalent position in pre-release patent material and must not be treated as confirmed retail data.

Part Code / Target Species
IndexTargetColorsSpecies affected
124 GB Green + Blue Cycro / Plasmo
125 BR Blue + Red Plasmo / Spino
126 RG Red + Green Spino / Cycro
Plasmo

Plasmocid Violidae

Color: Blue · Values: Deception, Defense, Camouflage

Head
Plasmo Heads

5 abilities · 15 indexed target variants

PLASMO · HEAD127–129
OCCULARI
OCCULARI part badgePart badge

OCCULARI

Occular Interference

Plasmo · Head1 ActivationBefore
Frequency

1 Activation, Before

Description

An interference organ disrupts the opponent’s first planned action.

Effect

Cancels the opponent’s first attack, including that attack’s special ability.

Part Code / Target Species
IndexTargetColorsSpecies affected
127 BR Blue + Red Plasmo / Spino
128 RG Red + Green Spino / Cycro
129 GB Green + Blue Cycro / Plasmo
PLASMO · HEAD130–132
AZURHALO
AZURHALO part badgePart badge

AZURHALO

Azur Halo

Plasmo · Head1 ActivationBefore
Frequency

1 Activation, Before

Description

A blue defensive field disperses the first incoming impact.

Effect

The first incoming damage is reduced by half.

Part Code / Target Species
IndexTargetColorsSpecies affected
130 BR Blue + Red Plasmo / Spino
131 RG Red + Green Spino / Cycro
132 GB Green + Blue Cycro / Plasmo
PLASMO · HEAD133–135
D-COMBINE
D-COMBINE part badgePart badge

D-COMBINE

Dorsal Accelerator

Plasmo · HeadAlwaysBefore
Frequency

Always, Before

Description

A dorsal accelerator magnifies the energy captured and returned by RE-COMB+.

Effect

Doubles the damage that RE-COMB+ absorbs and adds to its next hit.

Part Code / Target Species
IndexTargetColorsSpecies affected
133 BR Blue + Red Plasmo / Spino
134 RG Red + Green Spino / Cycro
135 GB Green + Blue Cycro / Plasmo
PLASMO · HEAD136–138
HELMET-P
HELMET-P part badgePart badge

HELMET-P

Plated Helmatte

Plasmo · Head1 ActivationBefore
Frequency

1 Activation, Before

Description

Overlapping silicate plates temporarily protect the head from ordinary impacts.

Effect

Protects the head from normal damage for 5 rounds.

Part Code / Target Species
IndexTargetColorsSpecies affected
136 BR Blue + Red Plasmo / Spino
137 RG Red + Green Spino / Cycro
138 GB Green + Blue Cycro / Plasmo
PLASMO · HEAD139–141
CARAPACE
CARAPACE part badgePart badge

CARAPACE

Honeycomb Carapace

Plasmo · HeadAlwaysBefore
Frequency

Always, Before

Description

A light honeycomb covering distributes stress across the entire Infector.

Effect

All damage dealt to the Infector is reduced by half.

Part Code / Target Species
IndexTargetColorsSpecies affected
139 BR Blue + Red Plasmo / Spino
140 RG Red + Green Spino / Cycro
141 GB Green + Blue Cycro / Plasmo
Body
Plasmo Bodys

8 abilities · 24 indexed target variants

PLASMO · BODY142–144
RE-COMB+
RE-COMB+ part badgePart badge

RE-COMB+

Dorsal Recombinator

Plasmo · BodyAlwaysBlocked Trigger
Frequency

Always, Blocked Trigger

Description

Helical energy loops capture the force of attacks this section successfully blocks.

Effect

When it blocks, the prevented damage is absorbed and added to its next successful hit.

Part Code / Target Species
IndexTargetColorsSpecies affected
142 BR Blue + Red Plasmo / Spino
143 RG Red + Green Spino / Cycro
144 GB Green + Blue Cycro / Plasmo
PLASMO · BODY145–147
MICROGFT
MICROGFT part badgePart badge

MICROGFT

Receptor Micrograft

Plasmo · BodyAlwaysDamage Trigger
Frequency

Always, Damage Trigger

Description

A fibrous regenerative covering converts a small portion of each injury into repair material.

Effect

Takes the damage, then immediately heals 10% of that damage.

Part Code / Target Species
IndexTargetColorsSpecies affected
145 BR Blue + Red Plasmo / Spino
146 RG Red + Green Spino / Cycro
147 GB Green + Blue Cycro / Plasmo
PLASMO · BODY148–150
W-MATRIX
W-MATRIX part badgePart badge

W-MATRIX

Wilynetic Screen Matrix

Plasmo · Body1 ActivationDamage Trigger
Frequency

1 Activation, Damage Trigger

Description

An adaptive energy screen rewrites defensive routing after its first impact.

Effect

When first hit, it changes the WAD “Defend” sequence.

Part Code / Target Species
IndexTargetColorsSpecies affected
148 BR Blue + Red Plasmo / Spino
149 RG Red + Green Spino / Cycro
150 GB Green + Blue Cycro / Plasmo
PLASMO · BODY151–153
L-SHIELD
L-SHIELD part badgePart badge

L-SHIELD

Elastin Shield

Plasmo · Body1 ActivationDamage Trigger
Frequency

1 Activation, Damage Trigger

Description

An elastin casing converts the first incoming attack into regenerative material.

Effect

On the first hit, it gains the incoming damage as HP instead of losing HP.

Part Code / Target Species
IndexTargetColorsSpecies affected
151 BR Blue + Red Plasmo / Spino
152 RG Red + Green Spino / Cycro
153 GB Green + Blue Cycro / Plasmo
PLASMO · BODY154–156
NEGADAPT
NEGADAPT part badgePart badge

NEGADAPT

Adaptive Negator

Plasmo · BodyAlwaysDamage Trigger
Frequency

Always, Damage Trigger

Description

The part reads the control signal of a special attack and sends disruptive feedback.

Effect

When hit by a special ability, it cancels that attacking special ability.

Part Code / Target Species
IndexTargetColorsSpecies affected
154 BR Blue + Red Plasmo / Spino
155 RG Red + Green Spino / Cycro
156 GB Green + Blue Cycro / Plasmo
PLASMO · BODY157–159
EC-BLAST
EC-BLAST part badgePart badge

EC-BLAST

Endothoracic Ectoblast

Plasmo · Body1 ActivationDamage Trigger
Frequency

1 Activation, Damage Trigger

Description

Gelatinous ectoplasm converts the first incoming injury into temporary regenerative mass.

Effect

On the first hit, it takes no damage and instead gains temporary HP equal to twice the incoming damage.

Part Code / Target Species
IndexTargetColorsSpecies affected
157 BR Blue + Red Plasmo / Spino
158 RG Red + Green Spino / Cycro
159 GB Green + Blue Cycro / Plasmo
PLASMO · BODY160–162
HYPGRAFT
HYPGRAFT part badgePart badge

HYPGRAFT

Receptor Hypergraft

Plasmo · BodyAlwaysDamage Trigger
Frequency

Always, Damage Trigger

Description

A reinforced regenerative matrix converts a larger portion of injury into repair proteins.

Effect

Takes the damage, then heals itself for one quarter of that damage.

Part Code / Target Species
IndexTargetColorsSpecies affected
160 BR Blue + Red Plasmo / Spino
161 RG Red + Green Spino / Cycro
162 GB Green + Blue Cycro / Plasmo
PLASMO · BODY163–165
SHADOW-A
SHADOW-A part badgePart badge

SHADOW-A

Shadophasic Armor

Plasmo · BodyAlwaysDamage Trigger
Frequency

Always, Damage Trigger

Description

Its molecular structure partially phases away, allowing attacks to pass through.

Effect

All damage targeting SHADOW-A is reduced by half.

Part Code / Target Species
IndexTargetColorsSpecies affected
163 BR Blue + Red Plasmo / Spino
164 RG Red + Green Spino / Cycro
165 GB Green + Blue Cycro / Plasmo
Tail
Plasmo Tails

8 abilities · 24 indexed target variants

PLASMO · TAIL166–168
V-RECOIL
V-RECOIL part badgePart badge

V-RECOIL

Ventral Recoil

Plasmo · TailAlwaysDamage Trigger
Frequency

Always, Damage Trigger

Description

Layers of shifting cytoplasm explode outward in response to injury.

Effect

Takes the damage and returns half of the damage taken to the attacking section.

Part Code / Target Species
IndexTargetColorsSpecies affected
166 BR Blue + Red Plasmo / Spino
167 RG Red + Green Spino / Cycro
168 GB Green + Blue Cycro / Plasmo
PLASMO · TAIL169–171
RECOCOON
RECOCOON part badgePart badge

RECOCOON

Reflexive Cocoon

Plasmo · TailAlwaysDamage Trigger
Frequency

Always, Damage Trigger

Description

After injury, spinnerets surround the Infector with a temporary defensive cocoon.

Effect

Takes the damage, then shields all three owned sections during the next phase.

Part Code / Target Species
IndexTargetColorsSpecies affected
169 BR Blue + Red Plasmo / Spino
170 RG Red + Green Spino / Cycro
171 GB Green + Blue Cycro / Plasmo
PLASMO · TAIL172–174
GALVANIC
GALVANIC part badgePart badge

GALVANIC

Galvanic Suppressor

Plasmo · TailAlwaysDamage Trigger
Frequency

Always, Damage Trigger

Description

A slick composite shell limits how much force can couple into the tail at once.

Effect

This part can take no more than 10 damage in a phase.

Part Code / Target Species
IndexTargetColorsSpecies affected
172 BR Blue + Red Plasmo / Spino
173 RG Red + Green Spino / Cycro
174 GB Green + Blue Cycro / Plasmo
PLASMO · TAIL175–177
ISOGRAFT
ISOGRAFT part badgePart badge

ISOGRAFT

Isograft Limiter

Plasmo · Tail1 ActivationDamage Trigger
Frequency

1 Activation, Damage Trigger

Description

A feedback graft converts the energy of its attack into restorative material for its host.

Effect

Deals regular damage, then restores all owned sections to their original HP.

Part Code / Target Species
IndexTargetColorsSpecies affected
175 BR Blue + Red Plasmo / Spino
176 RG Red + Green Spino / Cycro
177 GB Green + Blue Cycro / Plasmo
PLASMO · TAIL178–180
DIFFUSOR
DIFFUSOR part badgePart badge

DIFFUSOR

Symbiotic Diffusor

Plasmo · TailAlwaysDamage Trigger
Frequency

Always, Damage Trigger

Description

A homogeneous cartilage matrix disperses incoming energy.

Effect

All damage targeting DIFFUSOR is reduced by half.

Part Code / Target Species
IndexTargetColorsSpecies affected
178 BR Blue + Red Plasmo / Spino
179 RG Red + Green Spino / Cycro
180 GB Green + Blue Cycro / Plasmo
PLASMO · TAIL181–183
UNDER-PL
UNDER-PL part badgePart badge

UNDER-PL

Homeostatic Underplating

Plasmo · TailAlwaysDamage Trigger
Frequency

Always, Damage Trigger

Description

Layered underplating stores injury and releases it gradually instead of all at once.

Effect

Accumulates damage and applies one third of the stored amount whenever it reactivates.

Part Code / Target Species
IndexTargetColorsSpecies affected
181 BR Blue + Red Plasmo / Spino
182 RG Red + Green Spino / Cycro
183 GB Green + Blue Cycro / Plasmo
PLASMO · TAIL184–186
EMP-SHOCK
EMP-SHOCK part badgePart badge

EMP-SHOCK

EMF Shock Core

Plasmo · Tail1 ActivationDamage Trigger
Frequency

1 Activation, Damage Trigger

Description

An electromagnetic core sends a disabling pulse back through the first attacker that damages it.

Effect

Takes the first damage, then disables the attacking section for the rest of combat.

Part Code / Target Species
IndexTargetColorsSpecies affected
184 BR Blue + Red Plasmo / Spino
185 RG Red + Green Spino / Cycro
186 GB Green + Blue Cycro / Plasmo
PLASMO · TAILCLASSIFIED
CLASSIFIED
CLASSIFIED part badgePart badge

CLASSIFIED

Candidate: Simulacrum

Plasmo · TailAlwaysDamage Trigger
Frequency

Always, Damage Trigger

Description

The retail guide conceals this ability. The eighth Plasmo-tail position in Hasbro’s patent prototype is named SIMULACRUM.

Effect

Patent-derived candidate only: redirects incoming damage to the owned section with the highest current battle HP.

CLASSIFIED RETAIL RANGE: 187–189

The numbering proves that this is the eighth Plasmo Tail ability group and that it has RG, GB, and BR versions. Its retail name and behavior remain unverified. The candidate shown in the research section comes from the equivalent position in pre-release patent material and must not be treated as confirmed retail data.

Part Code / Target Species
IndexTargetColorsSpecies affected
187 BR Blue + Red Plasmo / Spino
188 RG Red + Green Spino / Cycro
189 GB Green + Blue Cycro / Plasmo

Complete 001–189 Part Index

Search every index by ability, species, section, target pair, color pair, frequency, and trigger.

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BadgeIndexAbilitySpeciesSectionTargetColorsSpecies affectedFrequency / trigger
001 PRIME-NOPrimary Acronodes SpinoHead RGRed + Green Spino / Cycro 1 ActivationBefore
002 PRIME-NOPrimary Acronodes SpinoHead GBGreen + Blue Cycro / Plasmo 1 ActivationBefore
003 PRIME-NOPrimary Acronodes SpinoHead BRBlue + Red Plasmo / Spino 1 ActivationBefore
004 DUALNODEDual Phase Acronodes SpinoHead RGRed + Green Spino / Cycro 1 ActivationBefore
005 DUALNODEDual Phase Acronodes SpinoHead GBGreen + Blue Cycro / Plasmo 1 ActivationBefore
006 DUALNODEDual Phase Acronodes SpinoHead BRBlue + Red Plasmo / Spino 1 ActivationBefore
007 CRIMSONCrimson Plague Acronodes SpinoHead RGRed + Green Spino / Cycro AlwaysBefore
008 CRIMSONCrimson Plague Acronodes SpinoHead GBGreen + Blue Cycro / Plasmo AlwaysBefore
009 CRIMSONCrimson Plague Acronodes SpinoHead BRBlue + Red Plasmo / Spino AlwaysBefore
010 TRINODE+Triphage Adrenal Acronodes SpinoHead RGRed + Green Spino / Cycro AlwaysBefore
011 TRINODE+Triphage Adrenal Acronodes SpinoHead GBGreen + Blue Cycro / Plasmo AlwaysBefore
012 TRINODE+Triphage Adrenal Acronodes SpinoHead BRBlue + Red Plasmo / Spino AlwaysBefore
013 ADRENODEAdrenal Acronodes SpinoHead RGRed + Green Spino / Cycro AlwaysBefore
014 ADRENODEAdrenal Acronodes SpinoHead GBGreen + Blue Cycro / Plasmo AlwaysBefore
015 ADRENODEAdrenal Acronodes SpinoHead BRBlue + Red Plasmo / Spino AlwaysBefore
016 TRISPORETriphage Spores SpinoBody RGRed + Green Spino / Cycro AlwaysHit Trigger
017 TRISPORETriphage Spores SpinoBody GBGreen + Blue Cycro / Plasmo AlwaysHit Trigger
018 TRISPORETriphage Spores SpinoBody BRBlue + Red Plasmo / Spino AlwaysHit Trigger
019 TRAMPLESTramplifier Spores SpinoBody RGRed + Green Spino / Cycro AlwaysHit Trigger
020 TRAMPLESTramplifier Spores SpinoBody GBGreen + Blue Cycro / Plasmo AlwaysHit Trigger
021 TRAMPLESTramplifier Spores SpinoBody BRBlue + Red Plasmo / Spino AlwaysHit Trigger
022 ADAPTIVEAdaptive Blastocytes SpinoBody RGRed + Green Spino / Cycro 1 ActivationBump Trigger
023 ADAPTIVEAdaptive Blastocytes SpinoBody GBGreen + Blue Cycro / Plasmo 1 ActivationBump Trigger
024 ADAPTIVEAdaptive Blastocytes SpinoBody BRBlue + Red Plasmo / Spino 1 ActivationBump Trigger
025 H-PHASERCranial Amphasers SpinoBody RGRed + Green Spino / Cycro AlwaysHit Trigger
026 H-PHASERCranial Amphasers SpinoBody GBGreen + Blue Cycro / Plasmo AlwaysHit Trigger
027 H-PHASERCranial Amphasers SpinoBody BRBlue + Red Plasmo / Spino AlwaysHit Trigger
028 B-PHASERAbdomic Amphasers SpinoBody RGRed + Green Spino / Cycro AlwaysHit Trigger
029 B-PHASERAbdomic Amphasers SpinoBody GBGreen + Blue Cycro / Plasmo AlwaysHit Trigger
030 B-PHASERAbdomic Amphasers SpinoBody BRBlue + Red Plasmo / Spino AlwaysHit Trigger
031 T-PHASERThorax Amphasers SpinoBody RGRed + Green Spino / Cycro AlwaysHit Trigger
032 T-PHASERThorax Amphasers SpinoBody GBGreen + Blue Cycro / Plasmo AlwaysHit Trigger
033 T-PHASERThorax Amphasers SpinoBody BRBlue + Red Plasmo / Spino AlwaysHit Trigger
034 EXPANDERExpanding Blastocytes SpinoBody RGRed + Green Spino / Cycro AlwaysHit Trigger
035 EXPANDERExpanding Blastocytes SpinoBody GBGreen + Blue Cycro / Plasmo AlwaysHit Trigger
036 EXPANDERExpanding Blastocytes SpinoBody BRBlue + Red Plasmo / Spino AlwaysHit Trigger
037 TITAN-NITitanetic Nerve Inductors SpinoBody RGRed + Green Spino / Cycro AlwaysBump Trigger
038 TITAN-NITitanetic Nerve Inductors SpinoBody GBGreen + Blue Cycro / Plasmo AlwaysBump Trigger
039 TITAN-NITitanetic Nerve Inductors SpinoBody BRBlue + Red Plasmo / Spino AlwaysBump Trigger
040 ONESHOTSingle Packet Ferratoxin SpinoTail RGRed + Green Spino / Cycro 1 ActivationHit Trigger
041 ONESHOTSingle Packet Ferratoxin SpinoTail GBGreen + Blue Cycro / Plasmo 1 ActivationHit Trigger
042 ONESHOTSingle Packet Ferratoxin SpinoTail BRBlue + Red Plasmo / Spino 1 ActivationHit Trigger
043 B-LATHEBrutalathe SpinoTail RGRed + Green Spino / Cycro AlwaysHit Trigger
044 B-LATHEBrutalathe SpinoTail GBGreen + Blue Cycro / Plasmo AlwaysHit Trigger
045 B-LATHEBrutalathe SpinoTail BRBlue + Red Plasmo / Spino AlwaysHit Trigger
046 HED-ACHECranial Discoider SpinoTail RGRed + Green Spino / Cycro AlwaysHit Trigger
047 HED-ACHECranial Discoider SpinoTail GBGreen + Blue Cycro / Plasmo AlwaysHit Trigger
048 HED-ACHECranial Discoider SpinoTail BRBlue + Red Plasmo / Spino AlwaysHit Trigger
049 BOD-ACHEAbdomic Discoider SpinoTail RGRed + Green Spino / Cycro AlwaysHit Trigger
050 BOD-ACHEAbdomic Discoider SpinoTail GBGreen + Blue Cycro / Plasmo AlwaysHit Trigger
051 BOD-ACHEAbdomic Discoider SpinoTail BRBlue + Red Plasmo / Spino AlwaysHit Trigger
052 TAL-ACHEThorax Discoider SpinoTail RGRed + Green Spino / Cycro AlwaysHit Trigger
053 TAL-ACHEThorax Discoider SpinoTail GBGreen + Blue Cycro / Plasmo AlwaysHit Trigger
054 TAL-ACHEThorax Discoider SpinoTail BRBlue + Red Plasmo / Spino AlwaysHit Trigger
055 FISSFUSSFission/Fusion Duct SpinoTail RGRed + Green Spino / Cycro 1 ActivationBump Trigger
056 FISSFUSSFission/Fusion Duct SpinoTail GBGreen + Blue Cycro / Plasmo 1 ActivationBump Trigger
057 FISSFUSSFission/Fusion Duct SpinoTail BRBlue + Red Plasmo / Spino 1 ActivationBump Trigger
058 REOPPRSRRelay Coil Oppressors SpinoTail RGRed + Green Spino / Cycro AlwaysHit Trigger
059 REOPPRSRRelay Coil Oppressors SpinoTail GBGreen + Blue Cycro / Plasmo AlwaysHit Trigger
060 REOPPRSRRelay Coil Oppressors SpinoTail BRBlue + Red Plasmo / Spino AlwaysHit Trigger
061 CLASSIFIEDCandidate: All or Nothing SpinoTail RGRed + Green Spino / Cycro AlwaysHit Trigger
062 CLASSIFIEDCandidate: All or Nothing SpinoTail GBGreen + Blue Cycro / Plasmo AlwaysHit Trigger
063 CLASSIFIEDCandidate: All or Nothing SpinoTail BRBlue + Red Plasmo / Spino AlwaysHit Trigger
064 ADVANCERAdvanced Reflex Acronodes CycroHead GBGreen + Blue Cycro / Plasmo 1 ActivationBefore
065 ADVANCERAdvanced Reflex Acronodes CycroHead BRBlue + Red Plasmo / Spino 1 ActivationBefore
066 ADVANCERAdvanced Reflex Acronodes CycroHead RGRed + Green Spino / Cycro 1 ActivationBefore
067 AGGRESS-RCyclic Aggression Regulator CycroHead GBGreen + Blue Cycro / Plasmo 1 ActivationBefore
068 AGGRESS-RCyclic Aggression Regulator CycroHead BRBlue + Red Plasmo / Spino 1 ActivationBefore
069 AGGRESS-RCyclic Aggression Regulator CycroHead RGRed + Green Spino / Cycro 1 ActivationBefore
070 D-SCRAMBCyclic Defense Regulator CycroHead GBGreen + Blue Cycro / Plasmo 1 ActivationBefore
071 D-SCRAMBCyclic Defense Regulator CycroHead BRBlue + Red Plasmo / Spino 1 ActivationBefore
072 D-SCRAMBCyclic Defense Regulator CycroHead RGRed + Green Spino / Cycro 1 ActivationBefore
073 AC-RELAYAdreno Cortex Relay CycroHead GBGreen + Blue Cycro / Plasmo AlwaysBefore
074 AC-RELAYAdreno Cortex Relay CycroHead BRBlue + Red Plasmo / Spino AlwaysBefore
075 AC-RELAYAdreno Cortex Relay CycroHead RGRed + Green Spino / Cycro AlwaysBefore
076 HASTENERHistrionic Gland Strike CycroHead GBGreen + Blue Cycro / Plasmo AlwaysBefore
077 HASTENERHistrionic Gland Strike CycroHead BRBlue + Red Plasmo / Spino AlwaysBefore
078 HASTENERHistrionic Gland Strike CycroHead RGRed + Green Spino / Cycro AlwaysBefore
079 FIRSTHITHyperkinetic Blastophage CycroBody GBGreen + Blue Cycro / Plasmo 1 ActivationHit Trigger
080 FIRSTHITHyperkinetic Blastophage CycroBody BRBlue + Red Plasmo / Spino 1 ActivationHit Trigger
081 FIRSTHITHyperkinetic Blastophage CycroBody RGRed + Green Spino / Cycro 1 ActivationHit Trigger
082 DISPLACRDisplacer Glands CycroBody GBGreen + Blue Cycro / Plasmo AlwaysDamage Trigger
083 DISPLACRDisplacer Glands CycroBody BRBlue + Red Plasmo / Spino AlwaysDamage Trigger
084 DISPLACRDisplacer Glands CycroBody RGRed + Green Spino / Cycro AlwaysDamage Trigger
085 REFLEXIVReflexive Carapace CycroBody GBGreen + Blue Cycro / Plasmo AlwaysDamage Trigger
086 REFLEXIVReflexive Carapace CycroBody BRBlue + Red Plasmo / Spino AlwaysDamage Trigger
087 REFLEXIVReflexive Carapace CycroBody RGRed + Green Spino / Cycro AlwaysDamage Trigger
088 ABT-DUCTAbdo Thorax Inductor CycroBody GBGreen + Blue Cycro / Plasmo AlwaysHit Trigger
089 ABT-DUCTAbdo Thorax Inductor CycroBody BRBlue + Red Plasmo / Spino AlwaysHit Trigger
090 ABT-DUCTAbdo Thorax Inductor CycroBody RGRed + Green Spino / Cycro AlwaysHit Trigger
091 S-CANNONToroidal Spore Cannon CycroBody GBGreen + Blue Cycro / Plasmo 1 ActivationHit Trigger
092 S-CANNONToroidal Spore Cannon CycroBody BRBlue + Red Plasmo / Spino 1 ActivationHit Trigger
093 S-CANNONToroidal Spore Cannon CycroBody RGRed + Green Spino / Cycro 1 ActivationHit Trigger
094 JD-RESINJade Resin Carapace CycroBody GBGreen + Blue Cycro / Plasmo 1 ActivationDamage Trigger
095 JD-RESINJade Resin Carapace CycroBody BRBlue + Red Plasmo / Spino 1 ActivationDamage Trigger
096 JD-RESINJade Resin Carapace CycroBody RGRed + Green Spino / Cycro 1 ActivationDamage Trigger
097 CHAOS-ACChaosite Accumulator CycroBody GBGreen + Blue Cycro / Plasmo 1 ActivationHit Trigger
098 CHAOS-ACChaosite Accumulator CycroBody BRBlue + Red Plasmo / Spino 1 ActivationHit Trigger
099 CHAOS-ACChaosite Accumulator CycroBody RGRed + Green Spino / Cycro 1 ActivationHit Trigger
100 GRAFTERSAdrenal Graft CycroBody GBGreen + Blue Cycro / Plasmo AlwaysDamage Trigger
101 GRAFTERSAdrenal Graft CycroBody BRBlue + Red Plasmo / Spino AlwaysDamage Trigger
102 GRAFTERSAdrenal Graft CycroBody RGRed + Green Spino / Cycro AlwaysDamage Trigger
103 ACIDIC-CAcidic Capacitor CycroTail GBGreen + Blue Cycro / Plasmo AlwaysHit Trigger
104 ACIDIC-CAcidic Capacitor CycroTail BRBlue + Red Plasmo / Spino AlwaysHit Trigger
105 ACIDIC-CAcidic Capacitor CycroTail RGRed + Green Spino / Cycro AlwaysHit Trigger
106 VSPITTERStun Venom Spitter CycroTail GBGreen + Blue Cycro / Plasmo 1 ActivationHit Trigger
107 VSPITTERStun Venom Spitter CycroTail BRBlue + Red Plasmo / Spino 1 ActivationHit Trigger
108 VSPITTERStun Venom Spitter CycroTail RGRed + Green Spino / Cycro 1 ActivationHit Trigger
109 EX-TOXIFExternal Toxifilter CycroTail GBGreen + Blue Cycro / Plasmo AlwaysDamage Trigger
110 EX-TOXIFExternal Toxifilter CycroTail BRBlue + Red Plasmo / Spino AlwaysDamage Trigger
111 EX-TOXIFExternal Toxifilter CycroTail RGRed + Green Spino / Cycro AlwaysDamage Trigger
112 B-WHIPSBerserker Wire Whips CycroTail GBGreen + Blue Cycro / Plasmo AlwaysHit Trigger
113 B-WHIPSBerserker Wire Whips CycroTail BRBlue + Red Plasmo / Spino AlwaysHit Trigger
114 B-WHIPSBerserker Wire Whips CycroTail RGRed + Green Spino / Cycro AlwaysHit Trigger
115 WEBSHIELDDiffusion Web Shield CycroTail GBGreen + Blue Cycro / Plasmo 1 ActivationDamage Trigger
116 WEBSHIELDDiffusion Web Shield CycroTail BRBlue + Red Plasmo / Spino 1 ActivationDamage Trigger
117 WEBSHIELDDiffusion Web Shield CycroTail RGRed + Green Spino / Cycro 1 ActivationDamage Trigger
118 CHAOS-X2Chaosite Doubler CycroTail GBGreen + Blue Cycro / Plasmo AlwaysHit Trigger
119 CHAOS-X2Chaosite Doubler CycroTail BRBlue + Red Plasmo / Spino AlwaysHit Trigger
120 CHAOS-X2Chaosite Doubler CycroTail RGRed + Green Spino / Cycro AlwaysHit Trigger
121 BD-MIMICAbdo Mimic CycroTail GBGreen + Blue Cycro / Plasmo 1 ActivationHit Trigger
122 BD-MIMICAbdo Mimic CycroTail BRBlue + Red Plasmo / Spino 1 ActivationHit Trigger
123 BD-MIMICAbdo Mimic CycroTail RGRed + Green Spino / Cycro 1 ActivationHit Trigger
124 CLASSIFIEDCandidate: Major Mimic CycroTail GBGreen + Blue Cycro / Plasmo AlwaysHit Trigger
125 CLASSIFIEDCandidate: Major Mimic CycroTail BRBlue + Red Plasmo / Spino AlwaysHit Trigger
126 CLASSIFIEDCandidate: Major Mimic CycroTail RGRed + Green Spino / Cycro AlwaysHit Trigger
127 OCCULARIOccular Interference PlasmoHead BRBlue + Red Plasmo / Spino 1 ActivationBefore
128 OCCULARIOccular Interference PlasmoHead RGRed + Green Spino / Cycro 1 ActivationBefore
129 OCCULARIOccular Interference PlasmoHead GBGreen + Blue Cycro / Plasmo 1 ActivationBefore
130 AZURHALOAzur Halo PlasmoHead BRBlue + Red Plasmo / Spino 1 ActivationBefore
131 AZURHALOAzur Halo PlasmoHead RGRed + Green Spino / Cycro 1 ActivationBefore
132 AZURHALOAzur Halo PlasmoHead GBGreen + Blue Cycro / Plasmo 1 ActivationBefore
133 D-COMBINEDorsal Accelerator PlasmoHead BRBlue + Red Plasmo / Spino AlwaysBefore
134 D-COMBINEDorsal Accelerator PlasmoHead RGRed + Green Spino / Cycro AlwaysBefore
135 D-COMBINEDorsal Accelerator PlasmoHead GBGreen + Blue Cycro / Plasmo AlwaysBefore
136 HELMET-PPlated Helmatte PlasmoHead BRBlue + Red Plasmo / Spino 1 ActivationBefore
137 HELMET-PPlated Helmatte PlasmoHead RGRed + Green Spino / Cycro 1 ActivationBefore
138 HELMET-PPlated Helmatte PlasmoHead GBGreen + Blue Cycro / Plasmo 1 ActivationBefore
139 CARAPACEHoneycomb Carapace PlasmoHead BRBlue + Red Plasmo / Spino AlwaysBefore
140 CARAPACEHoneycomb Carapace PlasmoHead RGRed + Green Spino / Cycro AlwaysBefore
141 CARAPACEHoneycomb Carapace PlasmoHead GBGreen + Blue Cycro / Plasmo AlwaysBefore
142 RE-COMB+Dorsal Recombinator PlasmoBody BRBlue + Red Plasmo / Spino AlwaysBlocked Trigger
143 RE-COMB+Dorsal Recombinator PlasmoBody RGRed + Green Spino / Cycro AlwaysBlocked Trigger
144 RE-COMB+Dorsal Recombinator PlasmoBody GBGreen + Blue Cycro / Plasmo AlwaysBlocked Trigger
145 MICROGFTReceptor Micrograft PlasmoBody BRBlue + Red Plasmo / Spino AlwaysDamage Trigger
146 MICROGFTReceptor Micrograft PlasmoBody RGRed + Green Spino / Cycro AlwaysDamage Trigger
147 MICROGFTReceptor Micrograft PlasmoBody GBGreen + Blue Cycro / Plasmo AlwaysDamage Trigger
148 W-MATRIXWilynetic Screen Matrix PlasmoBody BRBlue + Red Plasmo / Spino 1 ActivationDamage Trigger
149 W-MATRIXWilynetic Screen Matrix PlasmoBody RGRed + Green Spino / Cycro 1 ActivationDamage Trigger
150 W-MATRIXWilynetic Screen Matrix PlasmoBody GBGreen + Blue Cycro / Plasmo 1 ActivationDamage Trigger
151 L-SHIELDElastin Shield PlasmoBody BRBlue + Red Plasmo / Spino 1 ActivationDamage Trigger
152 L-SHIELDElastin Shield PlasmoBody RGRed + Green Spino / Cycro 1 ActivationDamage Trigger
153 L-SHIELDElastin Shield PlasmoBody GBGreen + Blue Cycro / Plasmo 1 ActivationDamage Trigger
154 NEGADAPTAdaptive Negator PlasmoBody BRBlue + Red Plasmo / Spino AlwaysDamage Trigger
155 NEGADAPTAdaptive Negator PlasmoBody RGRed + Green Spino / Cycro AlwaysDamage Trigger
156 NEGADAPTAdaptive Negator PlasmoBody GBGreen + Blue Cycro / Plasmo AlwaysDamage Trigger
157 EC-BLASTEndothoracic Ectoblast PlasmoBody BRBlue + Red Plasmo / Spino 1 ActivationDamage Trigger
158 EC-BLASTEndothoracic Ectoblast PlasmoBody RGRed + Green Spino / Cycro 1 ActivationDamage Trigger
159 EC-BLASTEndothoracic Ectoblast PlasmoBody GBGreen + Blue Cycro / Plasmo 1 ActivationDamage Trigger
160 HYPGRAFTReceptor Hypergraft PlasmoBody BRBlue + Red Plasmo / Spino AlwaysDamage Trigger
161 HYPGRAFTReceptor Hypergraft PlasmoBody RGRed + Green Spino / Cycro AlwaysDamage Trigger
162 HYPGRAFTReceptor Hypergraft PlasmoBody GBGreen + Blue Cycro / Plasmo AlwaysDamage Trigger
163 SHADOW-AShadophasic Armor PlasmoBody BRBlue + Red Plasmo / Spino AlwaysDamage Trigger
164 SHADOW-AShadophasic Armor PlasmoBody RGRed + Green Spino / Cycro AlwaysDamage Trigger
165 SHADOW-AShadophasic Armor PlasmoBody GBGreen + Blue Cycro / Plasmo AlwaysDamage Trigger
166 V-RECOILVentral Recoil PlasmoTail BRBlue + Red Plasmo / Spino AlwaysDamage Trigger
167 V-RECOILVentral Recoil PlasmoTail RGRed + Green Spino / Cycro AlwaysDamage Trigger
168 V-RECOILVentral Recoil PlasmoTail GBGreen + Blue Cycro / Plasmo AlwaysDamage Trigger
169 RECOCOONReflexive Cocoon PlasmoTail BRBlue + Red Plasmo / Spino AlwaysDamage Trigger
170 RECOCOONReflexive Cocoon PlasmoTail RGRed + Green Spino / Cycro AlwaysDamage Trigger
171 RECOCOONReflexive Cocoon PlasmoTail GBGreen + Blue Cycro / Plasmo AlwaysDamage Trigger
172 GALVANICGalvanic Suppressor PlasmoTail BRBlue + Red Plasmo / Spino AlwaysDamage Trigger
173 GALVANICGalvanic Suppressor PlasmoTail RGRed + Green Spino / Cycro AlwaysDamage Trigger
174 GALVANICGalvanic Suppressor PlasmoTail GBGreen + Blue Cycro / Plasmo AlwaysDamage Trigger
175 ISOGRAFTIsograft Limiter PlasmoTail BRBlue + Red Plasmo / Spino 1 ActivationDamage Trigger
176 ISOGRAFTIsograft Limiter PlasmoTail RGRed + Green Spino / Cycro 1 ActivationDamage Trigger
177 ISOGRAFTIsograft Limiter PlasmoTail GBGreen + Blue Cycro / Plasmo 1 ActivationDamage Trigger
178 DIFFUSORSymbiotic Diffusor PlasmoTail BRBlue + Red Plasmo / Spino AlwaysDamage Trigger
179 DIFFUSORSymbiotic Diffusor PlasmoTail RGRed + Green Spino / Cycro AlwaysDamage Trigger
180 DIFFUSORSymbiotic Diffusor PlasmoTail GBGreen + Blue Cycro / Plasmo AlwaysDamage Trigger
181 UNDER-PLHomeostatic Underplating PlasmoTail BRBlue + Red Plasmo / Spino AlwaysDamage Trigger
182 UNDER-PLHomeostatic Underplating PlasmoTail RGRed + Green Spino / Cycro AlwaysDamage Trigger
183 UNDER-PLHomeostatic Underplating PlasmoTail GBGreen + Blue Cycro / Plasmo AlwaysDamage Trigger
184 EMP-SHOCKEMF Shock Core PlasmoTail BRBlue + Red Plasmo / Spino 1 ActivationDamage Trigger
185 EMP-SHOCKEMF Shock Core PlasmoTail RGRed + Green Spino / Cycro 1 ActivationDamage Trigger
186 EMP-SHOCKEMF Shock Core PlasmoTail GBGreen + Blue Cycro / Plasmo 1 ActivationDamage Trigger
187 CLASSIFIEDCandidate: Simulacrum PlasmoTail BRBlue + Red Plasmo / Spino AlwaysDamage Trigger
188 CLASSIFIEDCandidate: Simulacrum PlasmoTail RGRed + Green Spino / Cycro AlwaysDamage Trigger
189 CLASSIFIEDCandidate: Simulacrum PlasmoTail GBGreen + Blue Cycro / Plasmo AlwaysDamage Trigger

Classified Parts & Promotional PCUs

The nine reserved retail indices, the long-standing promotional-unit lead, and the patent concepts that may—or may not—relate to them.

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CLASSIFIED ACCESS FILE

RETAIL IDENTITY UNVERIFIED
SPINO 061–063 · CYCRO 124–126 · PLASMO 187–189

The retail index structure is definitive: each species ends with one concealed Tail ability group, and every group has three target-color variants. The concealed retail names, displayed icons, HP behavior, transfer behavior, and actual combat effects remain unverified.

Promotional-PCU lead

The old-school P-O-X community circulated a part reference stating that the classified part could only be obtained from a promotional PCU. That claim is historically important because it predates modern collector investigations and points to a separate distribution path rather than a normal Arena reward.

Physical-unit investigations

Poxcast 1–4 follows a search for classified parts and promotional units, eventually locating two candidate promotional units and unboxing one. King Damon The Pagan has documented a separate unboxing involving units that may also be promotional. Promotional status should be established through shell labels, startup behavior, Library content, firmware differences, and repeatable transfer tests.

Hidden feature activation

Hasbro’s patent describes commands for activating or deactivating hidden features and prions, including activation in promotional or retail-location contexts. This establishes a plausible design mechanism for content that ordinary PCU-to-PCU play would not reveal.

Stealth and camouflage concepts

The patent describes Cycro around speed, agility, and stealth, and Plasmo around deception, defense, and camouflage. It also describes hidden Spy and Clone prion strands with Head, Body, and Tail components. These concepts are relevant leads, but they do not prove that the retail classified ranges are Spy or Clone parts.

Patent-position candidates

Retail rangeSpeciesPre-release candidatePrototype behaviorResponsible interpretation
061–063SpinoAll or NothingNo normal damage; a qualifying special hit deals 50% of the part’s HP.Equivalent final-tail table position only; retail identity unconfirmed.
124–126CycroMajor MimicTemporarily copies abilities it hits while retaining its own activation strain.Strong positional lead, but prototype names and effects changed during development.
187–189PlasmoSimulacrumRedirects incoming damage to the owned section with the greatest current HP.Strong positional lead, not proof of the retail classified part.
Verification standard: a conclusive classified-part claim should show the source unit, startup and shell identifiers, before/after Library screens, exact index and target code, part badge and name, HP, transfer procedure, and repeated combat tests that isolate the effect.

Read Hasbro’s P-O-X patent

Genome Arena Strategy & Field Database

All 17 stages with route planning, sixteen mapped stages, alternate-map preservation, and structured enemy/Overspore records for continuing field research.

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The complete Arena archive below embeds 21 surviving map images covering 16 of the 17 Genome Arenas. Every known alternate is retained as a selectable thumbnail, and the map directory provides a direct jump to each stage. Arena 3 is the only remaining unmapped stage. Enemy and Overspore tables remain structured for gradual transcription of every part, HP value, color, reward, behavior, and exact encounter location.

Map archive restored: 21 surviving maps cover 16 of the 17 Genome Arenas. Every map is embedded directly in this guide, and alternate reconstructions remain individually selectable. Arena 3 is the only stage for which no map is currently preserved.
01GENOME ARENA 1Introductory chamber network with two early Virus encounters, side passages, a Repair Shop, and the final reward at the north end.2 MAPS

2 preserved map variants are embedded for this Arena. Select a thumbnail to swap the full-size view.

Route Strategy

  1. Begin at the lower-center entrance and clear the central route upward. The first two Virus encounters sit along the main progression and are useful checkpoints for confirming that the route is being followed correctly.
  2. Inspect both side walls for short secret passages. These branches contain currency and HP pickups that make the first Overspore attempt safer.
  3. The Repair Shop is on the left side of the upper route. Use it before committing to the final northern chamber when any section is approaching the next normal-damage breakpoint.
  4. Defeat the final Virus, then continue to the reward/part position at the top of the map.

Battle & Resource Planning

  • Treat this stage as a W.A.D. laboratory. Record which section each enemy favors and test a two-attacks-to-Body pattern while rotating the defending section.
  • Do not judge an Infector by total HP. If one section is much lower, protect it every round or repair before the boss.
Field-recording rule: photograph or capture the enemy INFO screen before committing to battle. Record the exact map landmark, all three part names, indices when visible, HP, target/color values, and the reward sequence immediately after an Overspore.

Enemy Infector Field Log

Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.

#Exact map location / landmarkInfector species & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Observed W.A.D. / behaviorRecommended counterEvidence / notes
Arena 1 encounter data is open for verified playthrough documentation.

Overspore Boss Record

Exact boss locationSpecies & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Reward(s)Observed W.A.D. / abilitiesWinning strategyEvidence / notes
Arena 1 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation.
02GENOME ARENA 2A laser-barrier stage in which two separated Virus objectives function as the two halves of the unlock sequence.2 MAPS

2 preserved map variants are embedded for this Arena. Select a thumbnail to swap the full-size view.

Route Strategy

  1. From the lower chamber, explore the two side branches before trying to force the central barrier. Each branch contains one of the Virus encounters associated with the laser unlock.
  2. Clear both side objectives, return to the central route, and verify that the barrier is open before climbing toward the upper rooms.
  3. The Repair Shop is in the upper-left branch. Use it after the laser objective rather than crossing the final hazards with a weakened exposed section.
  4. Collect the remaining supplies, defeat the final Virus, and proceed to the part at the top.

Battle & Resource Planning

  • This stage rewards route discipline: finishing only one side branch is not enough. Mark each branch as completed before backtracking.
  • Preserve HP for the barrier-side encounters; repeated travel through hazards can be more damaging than a single battle.
Field-recording rule: photograph or capture the enemy INFO screen before committing to battle. Record the exact map landmark, all three part names, indices when visible, HP, target/color values, and the reward sequence immediately after an Overspore.

Enemy Infector Field Log

Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.

#Exact map location / landmarkInfector species & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Observed W.A.D. / behaviorRecommended counterEvidence / notes
Arena 2 encounter data is open for verified playthrough documentation.

Overspore Boss Record

Exact boss locationSpecies & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Reward(s)Observed W.A.D. / abilitiesWinning strategyEvidence / notes
Arena 2 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation.
03GENOME ARENA 3Field reconstruction in progress.MAP NEEDED
ARENA MAP NOT YET PRESERVEDArena 3 remains the sole unmapped stage. The encounter and Overspore research tables are retained so a future map can be added without restructuring the guide.

Route Strategy

  1. The verified room sequence, locks, pickups, and boss approach are not yet documented. Use the field record below to add them in play order.

Battle & Resource Planning

  • Capture the status screen before every battle and photograph each junction before moving. A complete run should identify all one-way transitions and the last safe Repair Shop before the Overspore.
Field-recording rule: photograph or capture the enemy INFO screen before committing to battle. Record the exact map landmark, all three part names, indices when visible, HP, target/color values, and the reward sequence immediately after an Overspore.

Enemy Infector Field Log

Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.

#Exact map location / landmarkInfector species & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Observed W.A.D. / behaviorRecommended counterEvidence / notes
Arena 3 encounter data is open for verified playthrough documentation.

Overspore Boss Record

Exact boss locationSpecies & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Reward(s)Observed W.A.D. / abilitiesWinning strategyEvidence / notes
Arena 3 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation.
04GENOME ARENA 4Compact hub stage with three ordinary P-O-X encounters, threshold gates, a Body Shop, three currency pickups, and an Overspore guarding the part.MAP INCLUDED

This preserved map is embedded directly in the guide and opens at full size.

Route Strategy

  1. Begin at the yellow start marker in the right side of the main chamber and defeat the nearest ordinary P-O-X.
  2. The first colored barrier is marked to open after one P-O-X defeat. Re-check it immediately rather than clearing the whole map before testing progression.
  3. Sweep the west, center-left, and shop-side encounters. The deeper gate is marked to open after three P-O-X defeats.
  4. The Body Shop sits in the upper-left portion of the main hub. Use the three side-room currency pickups to repair the weakest section before entering the north corridor.
  5. After the three-defeat threshold is satisfied, climb to the Overspore chamber. Defeat the boss to claim the part at the top of the stage.

Battle & Resource Planning

Because the route returns repeatedly to the central room, use the shop as a checkpoint. Record the three ordinary enemy builds before the boss; a repeated target color or shared ability may telegraph the Overspore’s preferred species package.

Field-recording rule: photograph or capture the enemy INFO screen before committing to battle. Record the exact map landmark, all three part names, indices when visible, HP, target/color values, and the reward sequence immediately after an Overspore.

Enemy Infector Field Log

Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.

#Exact map location / landmarkInfector species & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Observed W.A.D. / behaviorRecommended counterEvidence / notes
Arena 4 encounter data is open for verified playthrough documentation.

Overspore Boss Record

Exact boss locationSpecies & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Reward(s)Observed W.A.D. / abilitiesWinning strategyEvidence / notes
Arena 4 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation.
05GENOME ARENA 5Large central hub with lettered keys and gates, four branches, a Body Shop, poison, containers, multiple enemies, and a gated Overspore/part chamber.MAP INCLUDED

This preserved map is embedded directly in the guide and opens at full size.

Route Strategy

  1. Start in the lower-right of the central hub. The Body Shop is on the left side of the hub and should remain the fixed navigation point.
  2. Each red letter marks a key, and the letter printed beside a gate indicates which key opens it. Write down each acquired letter rather than relying on memory.
  3. Clear the lower branch first when possible, then the east and west branches, returning to the shop after a fragile section crosses a damage breakpoint.
  4. The far-right room contains poison in addition to a key. Enter it only when the remaining HP and cure plan can absorb the detour.
  5. The northern branch contains the final enemy, Overspore, and body-part reward behind the last key-controlled gate. Verify every lettered gate before beginning the boss run.

Battle & Resource Planning

This is a route-state stage. A powerful Infector can still waste a run by missing one key. Keep separate checklists for keys collected, gates opened, enemies defeated, and containers searched.

Field-recording rule: photograph or capture the enemy INFO screen before committing to battle. Record the exact map landmark, all three part names, indices when visible, HP, target/color values, and the reward sequence immediately after an Overspore.

Enemy Infector Field Log

Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.

#Exact map location / landmarkInfector species & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Observed W.A.D. / behaviorRecommended counterEvidence / notes
Arena 5 encounter data is open for verified playthrough documentation.

Overspore Boss Record

Exact boss locationSpecies & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Reward(s)Observed W.A.D. / abilitiesWinning strategyEvidence / notes
Arena 5 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation.
06GENOME ARENA 6Codebox-and-force-field hub with three numbered lock groups, side-branch enemies, a Body Shop, poison, a container, and the northern Overspore/part route.MAP INCLUDED

This preserved map is embedded directly in the guide and opens at full size.

Route Strategy

  1. Start in the lower-right of the main room and use the Body Shop on the left as the hub.
  2. Numbered red Codeboxes correspond to force fields carrying the same number. A changed selection does not count until Confirm is pressed.
  3. Clear the lower branch and resolve Codebox 1, then inspect the right and left branches associated with the number 2 gates.
  4. The northern route contains the number 3 controls and the final enemy/Overspore area. Listen for the distinct confirmation click after every submitted code.
  5. If no visual change is obvious, return to the matching numbered barrier before altering another code. Once a correct gate opens, record the state immediately so it is not confused with a different lock.

Battle & Resource Planning

Keep sound enabled. Systematic input is faster than random input: change one position, press Confirm, listen, and test the corresponding gate. The map also marks poison and a container, so do not interpret every side branch as a mandatory combat path.

Field-recording rule: photograph or capture the enemy INFO screen before committing to battle. Record the exact map landmark, all three part names, indices when visible, HP, target/color values, and the reward sequence immediately after an Overspore.

Enemy Infector Field Log

Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.

#Exact map location / landmarkInfector species & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Observed W.A.D. / behaviorRecommended counterEvidence / notes
Arena 6 encounter data is open for verified playthrough documentation.

Overspore Boss Record

Exact boss locationSpecies & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Reward(s)Observed W.A.D. / abilitiesWinning strategyEvidence / notes
Arena 6 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation.
07GENOME ARENA 7Large branching stage with seven Virus encounters, secret passages, a Repair Shop, and the AC-RELAY reward.MAP INCLUDED

This preserved map is embedded directly in the guide and opens at full size.

Route Strategy

  1. Start in the left-central chamber and inspect the surrounding walls for concealed branches before committing to the long outer route.
  2. The recorded encounter rewards include cash at V1 and V2; HP at V3, V4, and V5; a cure at V6; and poison negation at V7.
  3. The Repair Shop lies toward the upper-right portion of the network. Plan a repair stop before the last branch rather than after consuming every healing pickup.
  4. The final Virus opens access to AC-RELAY. Because the stage branches heavily, mark completed dead ends to avoid repeated backtracking.

Battle & Resource Planning

  • V6 and V7 provide status-management rewards, so avoid spending equivalent consumable resources immediately before reaching them.
  • AC-RELAY adds an extra attack each phase. When testing the reward later, distinguish the additional phase attack from HASTENER’s extra attack per round.
Field-recording rule: photograph or capture the enemy INFO screen before committing to battle. Record the exact map landmark, all three part names, indices when visible, HP, target/color values, and the reward sequence immediately after an Overspore.

Enemy Infector Field Log

Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.

#Exact map location / landmarkInfector species & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Observed W.A.D. / behaviorRecommended counterEvidence / notes
Arena 7 encounter data is open for verified playthrough documentation.

Overspore Boss Record

Exact boss locationSpecies & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Reward(s)Observed W.A.D. / abilitiesWinning strategyEvidence / notes
Arena 7 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation.
08GENOME ARENA 8Long, turn-heavy stage with many stairs, a large switch room, nine marked Virus positions, and a central network of secret passages.MAP INCLUDED

This preserved map is embedded directly in the guide and opens at full size.

Route Strategy

  1. Begin at the far-left entrance and clear the left-to-right route while recording every stair transition; the map is schematic rather than to scale.
  2. V1 through V4 and V8 are marked as HP rewards; V6 and V7 as cash; V5 and V9 as no immediate reward.
  3. The Repair Shop is reached before the large switch room on the right. Repair before experimenting with the panel if the route required repeated battles.
  4. Use the same Confirm-after-each-change method described for Arena 6. Once the gate opens, return through the central connector and take the upper-left branch to the final part.

Battle & Resource Planning

  • Count transitions rather than estimating physical distance. Numerous turns and stairs make visual memory unreliable.
  • Do not assume a Virus with no immediate pickup is optional; it may alter progression or be required before the final route opens.
Field-recording rule: photograph or capture the enemy INFO screen before committing to battle. Record the exact map landmark, all three part names, indices when visible, HP, target/color values, and the reward sequence immediately after an Overspore.

Enemy Infector Field Log

Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.

#Exact map location / landmarkInfector species & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Observed W.A.D. / behaviorRecommended counterEvidence / notes
Arena 8 encounter data is open for verified playthrough documentation.

Overspore Boss Record

Exact boss locationSpecies & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Reward(s)Observed W.A.D. / abilitiesWinning strategyEvidence / notes
Arena 8 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation.
09GENOME ARENA 9A lettered A–I room network with hidden doors, force fields, keys, a Repair Shop, and a documented switch pattern.3 MAPS

3 preserved map variants are embedded for this Arena. Select a thumbnail to swap the full-size view.

Route Strategy

  1. Start in area A and use the lettered rooms as navigation checkpoints. Write the current letter after every transition so hidden doors do not break the route log.
  2. Collect the keys before committing to force-field branches. Several connections are not useful until the corresponding gate state changes.
  3. The central switch is marked 110—up, up, down. Confirm the sequence and then re-check previously blocked routes.
  4. Use the Repair Shop before entering the final I branch. The final Virus and part are located in the I-region network.

Battle & Resource Planning

  • Treat hidden-door discovery as part of the route, not as optional treasure hunting. A missed hidden connection can make the lettered map appear inconsistent.
  • Because the network is long, reserve currency for the shop instead of spending every pickup as soon as it appears.
Field-recording rule: photograph or capture the enemy INFO screen before committing to battle. Record the exact map landmark, all three part names, indices when visible, HP, target/color values, and the reward sequence immediately after an Overspore.

Enemy Infector Field Log

Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.

#Exact map location / landmarkInfector species & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Observed W.A.D. / behaviorRecommended counterEvidence / notes
Arena 9 encounter data is open for verified playthrough documentation.

Overspore Boss Record

Exact boss locationSpecies & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Reward(s)Observed W.A.D. / abilitiesWinning strategyEvidence / notes
Arena 9 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation.
10GENOME ARENA 10A vertical serpentine route with six marked Virus encounters, hazards, a Repair Shop branch, and a final barrier protecting the reward.MAP INCLUDED

This preserved map is embedded directly in the guide and opens at full size.

Route Strategy

  1. Begin at the lower-right start and follow the corridor upward through the alternating horizontal runs.
  2. Recorded encounter rewards are HP at V1, cash at V2, HP at V3, cash at V4, HP at V5, and cash at V6.
  3. The Repair Shop is in the left branch near V4. Use it before resuming the upper climb, especially after poison or bomb damage.
  4. Defeat the final Virus to open the upper barrier and claim the part at the top.

Battle & Resource Planning

  • The route is mostly linear, so the main strategic decision is resource timing. Delay a shop visit only when the next known Virus gives HP and no section is in immediate danger.
  • A fragile section that is repeatedly used WITH an attack can become unavailable through Stun or Shutdown; rotate the attacking section before the final encounter.
Field-recording rule: photograph or capture the enemy INFO screen before committing to battle. Record the exact map landmark, all three part names, indices when visible, HP, target/color values, and the reward sequence immediately after an Overspore.

Enemy Infector Field Log

Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.

#Exact map location / landmarkInfector species & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Observed W.A.D. / behaviorRecommended counterEvidence / notes
Arena 10 encounter data is open for verified playthrough documentation.

Overspore Boss Record

Exact boss locationSpecies & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Reward(s)Observed W.A.D. / abilitiesWinning strategyEvidence / notes
Arena 10 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation.
11GENOME ARENA 11Tall serpentine stage with multiple force fields, keys, status hazards, a top Repair Shop, and a side chamber containing the final objective.2 MAPS

2 preserved map variants are embedded for this Arena. Select a thumbnail to swap the full-size view.

Route Strategy

  1. Use the top start/Repair Shop area as the anchor point, then descend through the alternating corridor levels.
  2. Collect keys before entering force-field-dependent branches. Record which barrier each key changes because the vertical layout makes backtracking expensive.
  3. Balance HP, currency, poison, and damage pickups while descending; do not consume a healing opportunity immediately before a forced hazard when a return path exists.
  4. The final Virus and part are in a left-side chamber connected to the lower route. Confirm the side branch before climbing back toward the top.

Battle & Resource Planning

  • Force fields divide the map into planning segments. Before crossing one, verify that all pickups and switches on the current side have been handled.
  • Because the Repair Shop is near the start, a late repair may require a long return. Establish a minimum HP threshold for the weakest section before descending.
Field-recording rule: photograph or capture the enemy INFO screen before committing to battle. Record the exact map landmark, all three part names, indices when visible, HP, target/color values, and the reward sequence immediately after an Overspore.

Enemy Infector Field Log

Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.

#Exact map location / landmarkInfector species & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Observed W.A.D. / behaviorRecommended counterEvidence / notes
Arena 11 encounter data is open for verified playthrough documentation.

Overspore Boss Record

Exact boss locationSpecies & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Reward(s)Observed W.A.D. / abilitiesWinning strategyEvidence / notes
Arena 11 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation.
12GENOME ARENA 12A tall switch-and-force-field stage with two final Virus markers and the part at the far lower-right end.MAP INCLUDED

This preserved map is embedded directly in the guide and opens at full size.

Route Strategy

  1. Start in the left-side chamber and enter the main vertical serpentine path.
  2. Activate both the upper and lower switch locations as they become reachable. Revisit force fields after each switch rather than assuming one panel controls every gate.
  3. The lower region contains two separate final-Virus objectives, marked FV1 and FV2. Complete both before expecting the reward route to remain open.
  4. After both objectives, continue to the far lower-right position to obtain the part.

Battle & Resource Planning

  • Keep a written two-switch checklist. The repeated vertical corridors make it easy to confuse the activated panel with the still-pending panel.
  • Plan for two late battles, not one. Enter the bottom region with enough HP to survive both final-Virus encounters without relying on an unverified repair route.
Field-recording rule: photograph or capture the enemy INFO screen before committing to battle. Record the exact map landmark, all three part names, indices when visible, HP, target/color values, and the reward sequence immediately after an Overspore.

Enemy Infector Field Log

Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.

#Exact map location / landmarkInfector species & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Observed W.A.D. / behaviorRecommended counterEvidence / notes
Arena 12 encounter data is open for verified playthrough documentation.

Overspore Boss Record

Exact boss locationSpecies & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Reward(s)Observed W.A.D. / abilitiesWinning strategyEvidence / notes
Arena 12 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation.
13GENOME ARENA 13Long linear corridor with many concealed side rooms, five cash-reward Viruses, a central Repair Shop, and the final objective at the far right.MAP INCLUDED

This preserved map is embedded directly in the guide and opens at full size.

Route Strategy

  1. Travel from the far-left start toward the right, checking both walls at every repeated corridor segment for secret rooms.
  2. V1 through V5 are marked as cash rewards. Use the growing currency reserve at the Repair Shop near the middle-top area when the weakest section needs repair.
  3. Expect poison, bombs, HP, and other pickups inside the side rooms; the main corridor alone does not contain the full resource path.
  4. Continue to the far-right final Virus and then the adjacent part.

Battle & Resource Planning

  • A linear-looking stage can still punish rushing. Search side rooms before passing the central shop so their resources can influence the repair decision.
  • Cash rewards make this a good stage for learning repair economics: compare the cost of repairing one weak section with the risk of losing the entire run.
Field-recording rule: photograph or capture the enemy INFO screen before committing to battle. Record the exact map landmark, all three part names, indices when visible, HP, target/color values, and the reward sequence immediately after an Overspore.

Enemy Infector Field Log

Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.

#Exact map location / landmarkInfector species & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Observed W.A.D. / behaviorRecommended counterEvidence / notes
Arena 13 encounter data is open for verified playthrough documentation.

Overspore Boss Record

Exact boss locationSpecies & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Reward(s)Observed W.A.D. / abilitiesWinning strategyEvidence / notes
Arena 13 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation.
14GENOME ARENA 14Two-row corridor with nine Virus encounters, color-coded doors and matching keys, a central Repair Shop, and the final objective on the right.MAP INCLUDED

This preserved map is embedded directly in the guide and opens at full size.

Route Strategy

  1. Begin at the far left and clear the two-row progression while collecting the red and blue keys before their matching doors.
  2. Recorded rewards are: V1 cash, V2 none, V3 health, V4 cash, V5 health, V6 poison, V7 cash, V8 cash, and V9 cash.
  3. The Repair Shop is near the central upper area. Use the health rewards at V3 and V5 to postpone repairs when safe, but account for the poison at V6.
  4. After resolving the colored-door route, defeat the final Virus at the right and continue to the part.

Battle & Resource Planning

  • Treat key colors as route state. Do not cross a matching door until all reachable pickups on the current side have been checked.
  • V6 is a negative status event rather than a reward. Enter it with enough spare HP or an available cure plan.
Field-recording rule: photograph or capture the enemy INFO screen before committing to battle. Record the exact map landmark, all three part names, indices when visible, HP, target/color values, and the reward sequence immediately after an Overspore.

Enemy Infector Field Log

Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.

#Exact map location / landmarkInfector species & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Observed W.A.D. / behaviorRecommended counterEvidence / notes
Arena 14 encounter data is open for verified playthrough documentation.

Overspore Boss Record

Exact boss locationSpecies & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Reward(s)Observed W.A.D. / abilitiesWinning strategyEvidence / notes
Arena 14 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation.
15GENOME ARENA 15Dual-branch stage with keys, hazards, a portal, two switches, two final Virus objectives, a far-left Repair Shop, and the reward on the right.MAP INCLUDED

This preserved map is embedded directly in the guide and opens at full size.

Route Strategy

  1. Start at the top center and explore the two parallel branches while keeping track of which keys and switches belong to each side.
  2. Recorded rewards include HP at V1 and V5; cash at V2, V3, and V4; and poison at V6.
  3. The portal is near the right side of the network. Document its destination before using it repeatedly so the branch relationship remains clear.
  4. FV1 and the Repair Shop are at the far left. Two switches are required to open the access route to FV2 and the part at the far right.

Battle & Resource Planning

  • Do not assume the first final Virus ends the stage. Preserve enough HP for FV2 after the switch sequence.
  • Use the far-left shop strategically before the long return to the right; once both switches are active, the remaining route should be treated as a boss run.
Field-recording rule: photograph or capture the enemy INFO screen before committing to battle. Record the exact map landmark, all three part names, indices when visible, HP, target/color values, and the reward sequence immediately after an Overspore.

Enemy Infector Field Log

Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.

#Exact map location / landmarkInfector species & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Observed W.A.D. / behaviorRecommended counterEvidence / notes
Arena 15 encounter data is open for verified playthrough documentation.

Overspore Boss Record

Exact boss locationSpecies & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Reward(s)Observed W.A.D. / abilitiesWinning strategyEvidence / notes
Arena 15 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation.
16GENOME ARENA 16Large A–G node and teleporter network with many keys, a central shop, a red-door condition, and a possible direct approach to the Overspore.MAP INCLUDED

This preserved map is embedded directly in the guide and opens at full size.

Route Strategy

  1. Start in the upper-left region near the boss/part exit, then use the A–G labels to record every teleporter destination as a pair.
  2. Collect the required keys before attempting the red door. The red route remains locked until the correct key state is reached.
  3. The Repair Shop is central to the network. Use it as the navigation hub and return point between teleporter branches.
  4. The map notes that the Overspore can be defeated without eliminating every ordinary enemy. A direct boss route is therefore possible once the necessary door/key state is satisfied.

Battle & Resource Planning

  • A boss shortcut is not automatically the safest route. Optional enemies may provide HP, currency, or useful information about the boss’s likely species and W.A.D.
  • Teleporter mistakes are costly. Record each origin and destination before taking another portal, and keep the shop node as the fixed reference point.
Field-recording rule: photograph or capture the enemy INFO screen before committing to battle. Record the exact map landmark, all three part names, indices when visible, HP, target/color values, and the reward sequence immediately after an Overspore.

Enemy Infector Field Log

Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.

#Exact map location / landmarkInfector species & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Observed W.A.D. / behaviorRecommended counterEvidence / notes
Arena 16 encounter data is open for verified playthrough documentation.

Overspore Boss Record

Exact boss locationSpecies & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Reward(s)Observed W.A.D. / abilitiesWinning strategyEvidence / notes
Arena 16 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation.
17GENOME ARENA 17Final teleporter network with keys, laser and secret passages, a Body Shop, health, poison, currency, many P-O-X encounters, and an upper-left Overspore chamber.MAP INCLUDED

This preserved map is embedded directly in the guide and opens at full size.

Route Strategy

  1. Use the white start marker and immediately identify the nearest blue teleporter. Every blue node should be logged as an origin/destination pair before another portal is used.
  2. Collect yellow keys and revisit passages marked with yellow key barriers. Green marks indicate secret passages; thin gray marks indicate laser barriers.
  3. The Body Shop is in the upper central network. Treat it as the stable midpoint and repair before entering a long teleporter chain with no confirmed return.
  4. Health, poison, and currency pickups are distributed across several disconnected-looking rooms. Map the pickup state as well as the geometry so a used item is not mistaken for an unexplored room.
  5. The Overspore chamber is marked at the upper-left. The final route appears to require returning through the teleporter network after the relevant key/laser conditions are satisfied.

Battle & Resource Planning

Bring a diversified four-Infector lineup. The final stage is the best place to record complete enemy data: photograph the status screen before every fight, note the teleporter room, and record the post-battle reward before moving.

Field-recording rule: photograph or capture the enemy INFO screen before committing to battle. Record the exact map landmark, all three part names, indices when visible, HP, target/color values, and the reward sequence immediately after an Overspore.

Enemy Infector Field Log

Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.

#Exact map location / landmarkInfector species & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Observed W.A.D. / behaviorRecommended counterEvidence / notes
Arena 17 encounter data is open for verified playthrough documentation.

Overspore Boss Record

Exact boss locationSpecies & unit color Head: name · index · HP · colorBody: name · index · HP · colorTail: name · index · HP · color Reward(s)Observed W.A.D. / abilitiesWinning strategyEvidence / notes
Arena 17 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation.

Biota Virus 1 & 2 — Period Community Report

A rarely documented RF-interference story preserved in the early P-O-X community, presented with a strict verification warning.

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Unverified fan terminology

The names Biota Virus 1 and Biota Virus 2 do not appear in the surviving official part library or retail strategy material currently available to this guide. They should be treated as period community language for an alleged hidden PCU behavior—not as confirmed official names.

Biota Virus 1: the reported behavior

The account describes a hidden P-O-X inside the PCU that can be awakened when the unit is operated near a walkie-talkie or radio. According to the report, nearby radio energy can make the PCU believe that it is battling another P-O-X.

The resulting opponent is said to be programmed to lose. After the easy victory, dissecting the capture allegedly produces no normal body part because the hidden opponent borrowed its assembly from the player’s own library. Instead, the PCU may appear to award health, unusable currency that later erases itself, or a poison effect called the Biota Virus.

The most serious claim is that this poison attacks the PCU data rather than the active Infector, erasing body parts and forcing a restart. After restart, the hidden state is said to return to sleep until triggered again. The period advice is emphatic: purge the unexpected capture and do not dissect it.

Biota Virus 2: the stronger reported variant

The second version is described as similar to Virus 1 but deliberately releasable by someone who knows the method. It is alleged to be strong enough to corrupt memory so that resetting the PCU does not restore normal operation.

No reproducible release procedure, packet capture, firmware analysis, or independently verified damaged unit has yet established that this second version exists as a programmed retail feature.

Practical handling protocol

  1. Do not intentionally expose a valuable PCU to strong nearby transmitters in an attempt to reproduce the story.
  2. If an unexplained battle appears while no known PCU is transmitting, move away from the radio source and turn RF off.
  3. If the captured Infector has impossible, duplicated, or empty part data, purge it rather than dissecting it.
  4. Photograph every screen and record the nearby equipment, frequency, distance, battery state, and exact button sequence.
  5. Do not call the event a confirmed virus until the behavior is reproduced on multiple units under controlled conditions.

The reverse-engineered P-O-X radio protocol uses structured packets and integrity checking, so a precise destructive payload caused by ordinary random radio noise would be surprising. Interference, malformed packets, undocumented error states, and community embellishment are all more conservative possibilities. The report remains important because it identifies a specific claimed failure mode that preservation researchers can test safely.

Hardware, Species Jumpers & RF

Documented physical-unit discoveries that help preserve and test P-O-X behavior.

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Species Switching with SWA and SWB

Weirdoku demonstrates that the species stored by a PCU can be changed through the PCB solder jumpers labeled SWA and SWB, followed by a full reset. The three documented states are:

Jumper stateResult
Neither jumpedOne of the three species configurations.
SWA onlyA second species configuration.
SWB onlyThe third species configuration.

The exact species-to-state mapping should be recorded from the tested board rather than assumed. The both-jumped state should remain untested unless independently documented.

Reset erases the unit. Photograph the original jumper state, startup screen, Library, ID, and shell labels before soldering. Use proper tools and expect all progress to be lost.

RF Reverse Engineering

Zachary Ennenga’s open-source investigation identifies an approximately 315 MHz On-Off Keyed signal with Manchester encoding at roughly 1.17 kbps. Captures decode into structured PCU/Infector packets protected by CRC-16/XMODEM.

The project supports synthetic players and gives classified-feature research a reproducible technical foundation: packet capture, controlled transmissions, command comparison, and firmware-behavior testing.

Read the investigation · Open the code

Battery Replacement & Data Preservation

The battery compartment mechanism allows a brief low-power replacement window so batteries can be changed without immediately losing data. Treat that window as temporary: prepare the new batteries first, verify polarity, and work without interruption.

Before opening a rare unit, record the startup sequence, shell color, rear labels, serial markings, species, ID, Library indices, Infector lineup, and any unusual menu behavior.

Display Architecture

The patent describes a 40×44 detail region for Infector graphics and a 42×30 view region for text and Arena information. The custom LCD, elastomeric edge connectors, and dedicated segment/pixel drive pattern make accurate digital replication a separate preservation project.

Playthroughs, Collector Research & Further Study

Focused resources for completing stage records, testing promotional units, and understanding the radio protocol.

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Birdtross — Full Playthrough

Birdtross has published a complete P-O-X playthrough. It is a primary visual reference for stage order, routes, puzzle solutions, enemy encounter positions, status screens, Overspore builds, and reward sequences. Contributors filling the Arena database should record timestamps and transcribe only what is clearly visible.

Find Birdtross’s P-O-X playthrough

Weirdoku — Species Jumper Video

The SWA/SWB demonstration provides a practical route for comparing all three species configurations on compatible hardware. A useful follow-up test should document exact jumper-to-species mapping, board revision, firmware behavior, and whether the unit’s radio identity changes after reset.

Find the species-jumper video

Poxcast 1–4

A Video Game Store’s four-part series documents the classified-part and promotional-PCU search from the early lead through the discovery of two candidate units and the unboxing of one. The series is an important chronology for modern physical-unit research.

Visit A Video Game Store

King Damon The Pagan

King Damon has documented another P-O-X unboxing involving units that may be promotional. The video is useful for shell, packaging, label, and startup comparisons; final status should remain open until the unit’s firmware and transferable content are tested.

Watch the P-O-X unboxing

Emperor POX Clan

The Emperor POX Clan pages preserve an unusually detailed snapshot of the early fan scene: W.A.D. advice, Arena lock guidance, practice recommendations, map links, tournament promotion, and dramatic claims of battles across cities, states, countries, and continents. The worldwide conquest claims read as clan lore and promotional hyperbole, while the strategy advice remains practical.

Zachary Ennenga

The RF project converts an undocumented toy protocol into measured timings, packet structures, CRC validation, and open-source transmit/receive code. It is the most direct route toward controlled testing of hidden commands and promotional behavior.

Clone, Fork & Collaborate on GitHub

The guide is designed as a self-contained index.html that anyone can clone, correct, expand, and submit improvements to.

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Community-maintained field manual

Anyone can clone or fork the repository, improve the responsive HTML/CSS, add verified Arena records, correct transcription errors, identify additional official art, add timestamps to playthrough evidence, or document reproducible classified and hardware tests.

Contribution standards

  • Separate direct observation, repeated testing, and inference.
  • Do not assign a classified retail name from patent position alone.
  • Preserve original map credits and do not erase marks embedded in the artwork.
  • For every enemy or boss, record exact stage location, species/color, all three parts, indices when visible, HP, displayed colors/targets, W.A.D. behavior, and evidence timestamp.
  • For an Overspore, record the full reward sequence and prove which reward belongs to that boss.

Suggested Arena record

Arena: 01–17 Encounter number / type: Enemy Infector | Overspore Exact map location or route landmark: Species and unit color: Head: part name | index | HP | displayed color / target Body: part name | index | HP | displayed color / target Tail: part name | index | HP | displayed color / target Observed W.A.D. or attack behavior: Reward(s), if Overspore: Successful counter-W.A.D. and strategy: Video/photo evidence and timestamp: Confidence: directly observed | repeated test | inference