Resonance of Fate Walkthrough

7. Weapons and Customization

Introduction

The page will be divided in three sections. One is dedicated to a list of the Custom Parts, and it will also include some "Table" pictures to display all the Parts. Then there will be a list of the Pistols and Machineguns available in the game. Lastly there will be a section to explain how a "good" customization is done, providing some examples of the best weapons with an optimal setup. This will give you the basics to make your own customization, if for some reason you don't want to follow the suggested setups in the Story walkthrough (which should be sufficient).

Most of the Custom Parts are available for sale at the Tinkerer, who will use various items (dropped by enemies) to synthesize them. The Tinkerer also requires a small fee in Rubies to synthesize the Custom Parts, but this is not relevant considering that Rubies quickly become unlimited in the game (from Chapter 6).

You should use this page along side the Bestiary and Arena pages, where you can find a list of the items dropped by every enemy of the game. The great majority of the items required for synthesis is available at the end of the game too (at least this is true for the best parts), with the sole exception of the Scrapped Missile HP. This is an item available in limited supplies, but for an optimal customization you only need 3 in total, and you should get them (or even more) by the time you run out of monsters that can drop it (the best farming opportunities for this are against the UFO Catcher Quest enemy in Chapter 16 and the Rank 45-3 unique fight in the Arena; you can farm against these enemies until you decide to kill them).

For practical necessities, we're going to use some abbreviations in the description of the parts. In particular:

- AP: Attack Power (damage done by one bullet/item use)
- GB: Gauge Break (ability to break HP gauges)
- KB: Knockback (ability to knock targets back)
- CS: Charge Speed (speed at which the weapon charges)
- CA: Charge Acceleration (acceleration of the "next" charges)
- RF: Rapid Fire (rate of fire in Critical Condition status)
- BF: Bullet Focus (aim)
- MS: Magazine Size (number of rounds fired at once)
- W: Weight

The format of the list will be something like this:

Name of the Custom Part
Parameters
Components required to synthesize (Rubies required)
Available in Y City (only specified if it's not available in all the three possible cities, that is to say Ebel City on Level 4, Cranktown on Level 7, Albona on Level 10) from Chapter X (only specified if it's not available from the beginning of the game)
Special availability (if the item can be found in some dungeon, obtained as reward from Quests, or is available for sale in the Arena and not at the Tinkerer's)

=== Scopes ===

Scopes Table

The primary effect of a Scope/Sight/Lens is to increase the Charge Speed.

Rookie Sight
CS +6, W +6.
No synthesis available.
Obtain: purchase in any shop of the game for 1,000 Rubies.

Top Sight
CS +4, W +5.
Rookie Sight x 1 + Custom Kit Set x 1 (500 Rubies).

Combat Sight
CS +5, W +6.
Top Sight x 1 + Custom Kit Set x 1 (3,000 Rubies).
Available in Ebel City from Chapter 6. Available in Cranktown and Albona.

Sub-Sight
CS +3, W +6.
Rookie Sight x 1 + Custom Kit Set x 1 (550 Rubies).
Available in Ebel City from Chapter 6. Available in Cranktown and Albona.

Dot Sight
CS +5, W +2.
No synthesis available.
Obtain: reward for "Pest Extermination" Quest (Prologue).

Compact Scope [Alpha]
CS +11, W+5.
Scrap Iron x 1 + Glass Shard x 1 (3,000 Rubies).
Obtain: reward for "A Father Attack" Quest (Chapter 2).

Compact Scope [Beta]
CS +11, W +5.
Scrap Iron x 1 + Glass Shard x 1 (3,000 Rubies).
Obtain: reward for "A Father Missing" Quest (Chapter 3).

High-Mount Sight
CS +15, W +3.
Scrap Iron x 1 + Scrap Lead x 1 (6,300 Rubies).
Available in Ebel City from Chapter 6. Available in Cranktown.
Obtain: treasure in Forest of Idols.

High-Mount Pro
CS +15, W +3.
Scrap Bronze x 1 + Scrapped Missile MS1 x 1 (8,300 Rubies).
Available in Ebel City from Chapter 8. Available in Albona.

Telephoto Lens
CS +11, W +4.
Scrap Bronze x 1 + Scrapped Gatling MS x 1 (11,000 Rubies).
Available in Ebel City from Chapter 8. Available in Albona.
Obtain: reward for "Different Values" Quest (Chapter 8).

Mini-Lens
CS +8, W +3.
Telephoto Lens x 1 + Custom Kit Set x 1 (2,500 Rubies).
Available in Ebel City from Chapter 8. Available in Albona.

Long Lens
CS + 14, W +5.
Telephoto Lens x 1 + Custom Kit Set x 1 (2,500 Rubies).
Available in Ebel City from Chapter 8. Available in Albona.

High-Mount Elite
CS +17, W +4.
Scrap Zinc x 2 + Scrapped Hammer SH3 x 1 (14,000 Rubies).
Available in Ebel City from Chapter 12.
Obtain: reward for "A Beast on the Loose" Quest (Chapter 11).
Obtain: treasure in Etsia.

Special Scope
CS +38, W +10.
Scrap Brass x 1 + Scrapped Hammer SH4 x 1 (20,000 Rubies).
Available in Ebel City from Chapter 12.
Obtain: reward for "My Trauma" Quest (Chapter 16).

Long Scope
CS +75, W +18.
Scrap Iron x 5 + Scrap Lead x 4 + Rare Metal Shard x 1 + Scrapped Gun B[Alpha] x 1 (25,000 Rubies).
Available in Ebel City from Chapter 6. Available in Cranktown.

Top-Rail Scope
CS +75, W +19.
Scrap Iron x 5 + Scrap Lead x 4 + Scrap Bronze x 3 + Rare Metal Shard x 1 + Scrapped Gun B[Beta] x 1 (25,000 Rubies).
Available in Ebel City from Chapter 8. Available in Cranktown.

Long Scope Pro
CS +75, W +19.
Scrap Iron x 5 + Scrap Lead x 4 + Scrap Bronze x 3 + Rare Metal Shard x 1 + Scrapped Gun B[Gamma] x 1 (26,000 Rubies).
Available in Ebel City from Chapter 8. Available in Cranktown.

Long Scope Elite
CS +75, W +20.
No synthesis available.
Obtain: purchase in the Arena for 300 Bronze Battle Coins + 60 Silver Battle Coins + 3 Gold Battle Coins.
Obtain: reward for "Rare Material Sought" Quest (Chapter 16).

=== Scope Adapters ===

Adapters Table

These parts give little/no stat boosts, but they are useful to add expansion ports where you can put other parts. They goal is to "reshape" the gun, not to improve its statistics directly. They can be very useful nonetheless, and for example some of them allow you to mount the best Scopes quite early in the game.

Lens Adapter
W +2.
Scrap Bronze x 2 (1,000 Rubies).
Available in Ebel City from Chapter 8. Available in Albona.

Prototype Mount
BF +1, W +2.
Scrap Iron x 1 + Custom Kit Set x 1 (500 Rubies).
Available in Ebel City from Chapter 6. Available in Cranktown and Albona.

Scope Mount
BF +1, W +2.
Scrap Bronze x 1 + Scrapped Blowgun BD x 1 (1,000 Rubies).
Available in Ebel City from Chapter 8. Available in Albona.

Long Scope Mount
BF +2, W +3.
Scrap Bronze x 1 + Scrapped Blowgun SD x 1 (1,000 Rubies).
Available in Ebel City from Chapter 8. Available in Albona.

=== Barrels ===

Barrels Table

The primary effect of a Barrel is to increase the Acceleration Speed. Some Barrels are weapon-specific: those for the Handgun have a typical circular grip on the right, while those for the Machinegun present a particular triangle-shaped grip. These weapon-specific Barrels are always the first ones you can mount on any weapon. Thanks to several expansion ports then it's also possible to add more Barrels that are available for both Handgun and Machinegun. The name of the weapon-specific Barrels indicates if they are for the Handgun (HG) or the Machinegun (MG), and most of them are available for both the weapon types (for instance, there's a HG Expander Barrel and a MG Expander Barrel).

HG Rookie Barrel
CA +3%, W+7.
No synthesis available.
Obtain: purchase in any shop of the game for 1,000 Rubies.

HG Expander Barrel
CA +3%, W +6.
HG Rookie Barrel x 1 + Custom Kit Set (500 Rubies).

HG Multi-Barrel
CA +3%, W +6.
HG Expander Barrel x 1 + Custom Kit Set x 1 (3,000 Rubies).
Available in Ebel City from Chapter 6. Available in Cranktown and Albona.

HG High Barrel
CA +7%, W +5.
Scrap Iron x 1 + Scrapped Gun MQ x 1 (1,500 Rubies).
Available in Ebel City.
Obtain: reward for getting 100+ Hunter Stars.

HG Long Barrel
CA +8%, W +6.
Scrap Lead x 1 + Scrapped Firearm E x 1 (5,000 Rubies).
Available in Ebel City from Chapter 6. Available in Cranktown.

HG Expander Barrel Pro
CA +8%, W +6.
Scrap Bronze x 2 + Scrapped Vulcan TK x 1 (6,000 Rubies).
Available in Ebel City from Chapter 8. Available in Albona.

HG S-Rail Barrel
CA +8%, W +5.
Scrap Brass x 1 + Scrapped Weapon TK x 1 (15,000 Rubies).
Available in Ebel City from Chapter 12.
Obtain: reward for "The Locked Trunk" Quest (Chapter 15).
Obtain: treasure in Basilica.

HG L-Rail Barrel
CA +9%, W +6.
Scrap Brass x 1 + Scrapped Weapon TK x 1 (15,000 Rubies).
Available in Ebel City from Chapter 12.
Obtain: reward for getting 900+ Hunter Stars.

MG Rookie Barrel
CA +3%, W +7.
No synthesis available.
Obtain: purchase in any shop of the game for 1,000 Rubies.

MG Expander Barrel
CA +3%, W +6.
MG Rookie Barrel x 1 + Custom Kit Set (500 Rubies).

MG Multi-Barrel
CA +4%, W +6.
MG Expander Barrel x 1 + Custom Kit Set x 1 (3,000 Rubies).
Available in Ebel City from Chapter 6. Available in Cranktown and Albona.

MG High Barrel
CA +7%, W +5.
Scrap Iron x 1 + Scrapped Machinegun MS x 1 (1,700 Rubies).
Available in Ebel City.
Obtain: treasure in Hughes Power Station.

MG Long Barrel
CA +8%, W +6.
Scrap Lead x 1 + Scrapped Firearm E x 1 (5,000 Rubies).
Available in Ebel City from Chapter 6. Available in Cranktown.

MG Double Barrel
CA +9%, W +8.
Scrap Bronze x 2 + Scrapped Vulcan TK x 1 (6,100 Rubies).
Available in Ebel City from Chapter 8. Available in Albona.

MG S-Rail Barrel
CA +9%, W +8.
Scrap Brass x 1 + Scrapped Weapon TK x 1 (18,000 Rubies).
Available in Ebel City from Chapter 12.
Obtain: reward for "A Thirst for Knowledge" Quest (Chapter 14).
Obtain: treasure in Outer Wall.

MG L-Rail Barrel
CA +10%, W +9.
Scrap Brass x 1 + Scrapped Weapon TK x 1 (18,000 Rubies).
Available in Ebel City from Chapter 12.
Obtain: reward for "Winter Fashion Materials" Quest (Chapter 15).

Sub-Barrel
CA +2%, W +4.
Scrap Iron x 1 + Custom Kit Set x 1 (500 Rubies).

Multi Sub-Barrel
CA +2%, W +4.
Sub-Barrel x 1 + Custom Kit Set x 1 (3,000 Rubies).
Available in Ebel City from Chapter 6. Available in Cranktown and Albona.

Short Sub-Barrel
CA +2%, W +2.
Scrap Iron x 2 (2,000 Rubies).
Available in Ebel City from Chapter 6. Available in Cranktown.

Terminal Sub-Barrel
CA +1%, W +3.
Short Sub-Barrel x 1 + Custom Kit Set x 1 (2,000 Rubies).
Available in Ebel City from Chapter 12.

Flash Sub-Barrel
CA +3%, W +4.
Scrap Iron x 2 + Scrap Lead x 1 (5,000 Rubies).
Available in Ebel City from Chapter 6. Available in Cranktown.

Expander T Sub-Barrel
CA +4%, W +3.
Scrap Bronze x 1 + Scrapped Missile TK (8,500 Rubies).
Available in Ebel City from Chapter 8. Available in Albona.

Expander + Sub-Barrel
CA +3%, W +4.
Scrap Bronze x 1 + Scrapped Missile TK (9,500 Rubies).
Available in Ebel City from Chapter 8. Available in Albona.

Expander Sub-Barrel
CA +3%, W +4.
Scrap Bronze x 1 + Scrapped Cannon MS x 1 (10,000 Rubies).
Available in Ebel City from Chapter 8. Available in Albona.
Obtain: reward for getting 400+ Hunter Stars.

Long Expander Barrel
CA +5%, W +5.
Scrap Bronze x 1 + Scrapped Hammer SH2 x 1 (15,000 Rubies).
Available in Ebel City from Chapter 8. Available in Albona.
Obtain: treasure in Gran Idée Mines.

Rail Sub-Barrel
CA +3%, W +4.
Scrap Zinc x 1 + Scrapped Bazooka EX x 1 (13,000 Rubies).
Available in Ebel City from Chapter 12.
Obtain: reward for "The Ravening Beasts" Quest (Chapter 13).

Expander Twin S-Barrel
CA +5%, W +8.
Scrap Zinc x 1 + Scrapped Missile HP x 1 (20,000 Rubies).
Available in Ebel City from Chapter 12.
Obtain: reward for getting 800+ Hunter Stars.
Obtain: treasure in Aetersyl.

Double Sub-Barrel
CA +5%, W +5.
Scrap Zinc x 1 + Scrapped Missile HP x 1 (20,000 Rubies).
Available in Ebel City from Chapter 12.
Obtain: reward for getting 700+ Hunter Stars.

Expander Super Barrel
CA +10%, W +10.
Scrap Brass x 1 + Scrapped Missile MS2 + Scrapped Gun MQ 2 + Scrapped Weapon SW2 (30,000 Rubies).
Available in Ebel City from Chapter 12.
Obtain: reward for "Rebel Termination Order" Quest (Chapter 16).

Scattershot Sub-Barrel
CA +12%, BF -30, W +15.
Scrap Iron x 3 + Scrap Lead x 2 + Scrap Bronze x 1 + Gasoline x 2 + Lumber x 2 + Glass Shard x 2 (5,000 Rubies).
Available in Ebel City from Chapter 8. Available in Albona.
Obtain: reward for giving Daniel the Bound Doll doll.

=== Handguards and Barrel Adapters ===

Handguards and Barrel Adapters Table

The Handguards, like the Scope Adapters, have little role in increasing your weapon's stats, but they will play a big role in the addition of more ports for extra Barrels. Note that two Handguards share the same name, and there are two "Expander Grip" items. I'll refer to them as "Expander Grip (A)" and "Expander Grip (B)", where "A" is the first (and shabby) one, while "B" is the better one.

The Barrel Adapters are also items used to customize the shape of your guns a bit, but none of them is actually important.

Rookie Grip
RF +2, BF +1, W +4.
No synthesis available.
Obtain: purchase in any shop of the game for 1,000 Rubies.

Expander Grip (A)
RF +2, BF +1, W +4.
Rookie Grip x 1 + Custom Kit Set x 1 (3,000 Rubies).
Available in Ebel City from Chapter 6. Available in Cranktown and Albona.

L-Grip
RF +1, BF +1, W +4.
Expander Grip (A) x 1 + Custom Kit Set x 1 (1,500 Rubies).
Available in Ebel City from Chapter 6. Available in Cranktown and Albona.

Handguard
RF +2, BF +1, W +2.
Scrap Iron x 2 (800 Rubies).
Available in Ebel City.

Foregrip
RF +6, BF +3, W +3.
Scrap Lead x 2 + Scrapped Weapon MQ x 1 (3,000 Rubies).
Available in Ebel City.
Obtain: reward for "The Effort to Stand" Quest (Chapter 3).

Expandable Handguard
RF +3, BF +2, W +2.
Scrap Lead x 1 + Scrapped Hammer SH1 x 1 (5,000 Rubies).
Available in Ebel City from Chapter 6. Available in Cranktown.
Obtain: reward for "The Courage to Walk" Quest (Chapter 6).

Adapter Handguard
RF +4, BF +3, W +2.
Scrap Bronze x 1 + Scrapped Arm TK x 1 (9,000 Rubies).
Available in Ebel City from Chapter 8. Available in Albona.
Obtain: reward for "The Hope to Advance" Quest (Chapter 7).

Adapter Foregrip
RF +5, BF +3, W +4.
Scrap Bronze x 1 + Scrapped Arm TK2 x 1 (11,500 Rubies).
Available in Ebel City from Chapter 8. Available in Albona.
Obtain: treasure in Mine 24.

Expander Grip (B)
RF +7, BF +4, W +4.
Scrap Zinc x 1 + Scrapped Arm TK x 1 + Scrapped Arm TK2 x 1 (13,500 Rubies).
Available in Ebel City from Chapter 12.
Obtain: treasure in Square Garden.
Obtain: reward for "Christmas Cheer" Quest (Chapter 12).

Barrel Adapter
W +2.
Scrap Iron x 2 (1,000 Rubies).
Available in Ebel City from Chapter 6. Available in Cranktown and Albona.
Obtain: reward for giving Daniel the Witchy Bazooka doll.

L-Barrel Adapter
W +2.
Barrel Adapter x 1 + Custom Kit Set x 1 (1,500 Rubies).
Available in Ebel City from Chapter 6. Available in Cranktown and Albona.

=== Magazines ===

Magazines Table

The Magazines are parts added to increase the Magazine Size, and they are also specific for Handguns or Machineguns only.

HG Rookie Magazine
MS +1, W +5.
No synthesis available.
Obtain: purchase in any shop of the game for 1,000 Rubies.

HG Magazine +2
MS +2, W +2.
HG Rookie Magazine x 1 + Custom Kit Set x 1 (500 Rubies).
Obtain: reward for "Salvage Hunt" Quest (Chapter 2).

HG Magazine +3
MS +3, W +4.
HG Magazine +4 x 1 + Custom Kit Set x 1 (2,000 Rubies).
Available in Ebel City from Chapter 6. Available in Cranktown.

HG Magazine +4
MS +4, W +3.
Scrap Lead x 1 + Scrapped Bazooka E x 1 (5,500 Rubies).
Available in Ebel City from Chapter 6. Available in Cranktown.
Obtain: reward for "All-Natural Meat" Quest (Chapter 4).

HG Magazine +5
MS +5, W +5.
HG Magazine +6 x 1 + Custom Kit Set x 1 (3,000 Rubies).
Available in Ebel City from Chapter 8. Available in Albona.

HG Magazine +6
MS +6, W +4.
Scrap Bronze x 1 + Scrapped Missile TK2 x 1 (7,700 Rubies).
Available in Ebel City from Chapter 8. Available in Albona.

HG Drum Magazine
BF -5, MS +10, W +10.
Scrap Iron x 5 + Scrap Lead x 4 + Scrap Bronze x 3 + Rare Metal Shard x 1 + Scrapped Gun KB[Alpha] x 2 (24,000 Rubies).
Available in Ebel City from Chapter 8. Available in Albona.

MG Rookie Magazine
MS +2, W +5.
No synthesis available.
Obtain: purchase in any shop of the game for 1,000 Rubies.

MG Magazine +3
MS +3, W +2.
MG Rookie Magazine x 1 + Custom Kit Set x 1 (500 Rubies).

MG Magazine +5
MS +5, W +5.
MG Magazine +6 x 1 + Custom Kit Set x 1 (2,000 Rubies).
Available in Ebel City from Chapter 6. Available in Cranktown.

MG Magazine +6
MS +6, W +4.
Scrap Lead x 1 + Scrapped Bazooka E x 1 (5,700 Rubies).
Available in Ebel City from Chapter 6. Available in Cranktown.
Obtain: reward for getting 200+ Hunter Stars.

MG Magazine +8
MS +8, W +7.
MG Magazine +9 x 1 + Custom Kit Set x 1 (3,000 Rubies).
Available in Ebel City from Chapter 8. Available in Albona.

MG Magazine +9
MS +9, W +6.
Scrap Bronze x 1 + Scrapped Missile TK2 x 1 (7,800 Rubies).
Available in Ebel City from Chapter 8. Available in Albona.

MG Magazine +12
MS +12, W +8.
No synthesis available.
Obtain: purchase in the Arena for 200 Copper Battle Coins + 40 Silver Battle Coins + 1 Gold Coin.
Obtain: reward for "Serious Advice" Quest (Chapter 9).

MG Drum Magazine
BF -5, MS +15, W +15.
Scrap Iron x 5 + Scrap Lead x 4 + Scrap Bronze x 3 + Rare Metal Shard x 1 + Scrapped Gun KB[Beta] x 1 (24,000 Rubies).
Available in Ebel City from Chapter 8. Available in Albona.
Obtain: reward for "The Fashion Check" Quest (Chapter 6).

=== Weapons - Handguns ===

B-N84
AP: 4 --- GB: 10 --- KB: 4
CS: 10 --- CA: 1% --- RF: 56 --- BF: 88 --- MS: 8 --- W: 245
Obtain: default weapon.

1191.45-Auto
AP: 5 --- GB: 20 --- KB: 5
CS: 10 --- CA: 1% --- RF: 46 --- BF: 85 --- MS: 6 --- W: 255
Obtain: default weapon.

SG-B226
AP: 4 --- GB: 12 --- KB: 4
CS: 15 --- CA: 2% --- RF: 52 --- BF: 89 --- MS: 9 --- W: 240
Obtain: purchase in Ebel City for 100,000 Rubies.

LP-09
AP: 4 --- GB: 13 --- KB: 4
CS: 30 --- CA: 3% --- RF: 48 --- BF: 89 --- MS: 8 --- W: 235
Obtain: purchase in Albona for 200,000 Rubies.

Z-40
AP: 5 --- GB: 15 --- KB: 4
CS: 20 --- CA: 5% --- RF: 54 --- BF: 88 --- MS: 7 --- W: 230
Obtain: reward for "This Gun's for You!" Quest (Chapter 15).

MI50A
AP: 6 --- GB: 18 --- KB: 5
CS: 25 --- CA: 4% --- RF: 40 --- BF: 84--- MS: 6 --- W: 250
Obtain: purchase in the Arena for 500 Copper Battle Coins + 200 Silver Battle Coins + 50 Gold Battle Coins.

B-N84 Golden
AP: 10 --- GB: 30 --- KB: 4
CS: 40 --- CA: 10% --- RF: 58 --- BF: 89 --- MS: 8 --- W: 245
Obtain: treasure in Neverland - Primary Gate.

1191.45 Golden
AP: 13 --- GB: 30 --- KB: 5
CS: 40 --- CA: 10% --- RF: 54 --- BF: 87 --- MS: 7 --- W: 255
Obtain: treasure in Neverland - Secondary Central Park.

SG-B226 Golden
AP: 11 --- GB: 30 --- KB: 4
CS: 40 --- CA: 10% --- RF: 56 --- BF: 90 --- MS: 9 --- W: 240
Obtain: treasure in Neverland - Tertiary West Park.

=== Weapons - Machineguns ===

SMG-05
AP: 6 --- GB: 0 --- KB: 3
CS: 8 --- CA: 1% --- RF: 77 --- BF: 75 --- MS: 12 --- W: 260
Obtain: default weapon.

PDW-XN.V2
AP: 7 --- GB: 0 --- KB: 3
CS: 20 --- CA: 4% --- RF: 76 --- BF: 74 --- MS: 14 --- W: 265
Obtain: treasure in Dakota Vein.

NP.05C
AP: 7 --- GB: 0 --- KB: 3
CS: 17 --- CA: 7% --- RF: 76 --- BF: 75 --- MS: 13 --- W: 270
Obtain: purchase in Ebel City from Chapter 12 (300,000 Rubies).

PDW-XN.V3
AP: 8 --- GB: 0 --- KB: 3
CS: 19 --- CA: 5% --- RF: 75 --- BF: 74 --- MS: 15 --- W: 275
Obtain: treasure in Aetersyl.

NP.05 Golden
AP: 15 --- GB: 0 --- KB: 3
CS: 40 --- CA: 10% --- RF: 78 --- BF: 77 --- MS: 15 --- W: 265
Obtain: treasure in Neverland - Secondary East Park.

=== Custom Parts Analysis and Suggestions ===

There are several parameters that you can see when you access the Customize menu.

- Charge Speed: this is the basic speed at which you charge your shots. The higher this value, the quicker you charge (both from close-range and from far). This is an important parameter, since it increases considerably the amount of charges you can make in a single Hero Action
- Charge Acceleration: this is how much the "next" charge level will be faster than the previous one. It's fundamental to have an high acceleration, especially on the Machinegun. This is probably the most important of all the parameters (even more important than Charge Speed on the long run)
- Rate of Fire: not particularly important, it represents how good you shoot in Critical Condition
- Bullet Focus: this is the accuracy, and is relatively important. It's not top-priority to maximize this value, but a couple of apparently good Custom Parts (a Barrel and a MG Magazine) will decrease the Bullet Focus as a downside effect. The default values of your guns are good enough, but you don't want to decrease this parameter either. It's particularly important for shots from afar and while airborne: with a low accuracy you can pretty much miss all your shots when you jump
- Magazine Size: the amount of bullets per round. This is relatively important for the Machinegun, but pretty much useless for the Pistols (not so useless in the beginning of the game, but still far from being a priority anyway)

Of all the Custom Parts available, you'll need to take into account those that can boost your Charge Speed and Charge Acceleration more than any other ones. The Magazine Size will get your attention too, but all the other parameters can only be changed slightly, and therefore you should not pay attention to them. Of course if you see an opportunity to upgrade those stats too you're free to do so.

As a general rule though, the Scope Adapters, the Handguards and the Barrel Adapters should only be used for their "shape" effect (I mean the fact that they allow you to put other parts thanks to the extra ports they provide), while their stats boost is only a side effect.

The only two suggestions that you should keep in mind when customizing are:

- The Machinegun has priority
- Of all the parameters, the Charge Acceleration has the highest importance. The Charge Speed has a secondary priority, and all the rest should be added without affecting your opportunity to increase these two parameters (for instance, the MG Drum Magazine is so big that it would occupy a space where you could put more Barrels. For this reason, it's not a good part)

You will soon realize that the parameters of the Custom Parts must be examined along with their shape. What may seem good Custom Parts at first may end up being not so good when you check what other parts can be attached to them. You won't have much choice in the beginning of the game, but for a later customization it'll be important to pay attention to these things. You'll understand as we make some examples.

Now we're going to focus on the Scopes and the Barrels Custom Parts to see which of them are good and which are not. Remember that when customizing you have a limited 9x9 Customization Grid, and you can move the weapons on the grid with RS (you need to select a Custom Part first; then, when you have the screen where you can move the Custom Part on the grid you can also move RS to move the weapon around within the limits of the grid itself).

The Tables linked above (Scopes Table and Barrels Table will help you visualizing what we're going to describe. For the last time, the customizations provided in the Story walkthrough are more than enough to beat the game, so you don't have to read the following text. Still, you may find it interesting and/or useful if you want to try your own way of doing things with your weapons.

Scopes

The best Scopes are the bigger ones that you first see available in Cranktown. They are: Long Scope, Top-Rail Scope, Long Scope Pro and Long Scope Elite. Of the four of them, the Long Scope Elite is the best one, but you won't get your hands on it before the latest Chapters of the game. The Long Scope doesn't provide any additional expansion port, so it's the worst of the four.

The other two (the Top-Rail Scope and the Long Scope Pro) provide different expansion ports. When you see their price at the Tinkerer's you may wonder why the Long Scope Pro costs slightly more than the Top-Rail Scope, although the latter does seem better. There is no answer to this question: the game is simply wrong, and the Top-Rail Scope IS better. As a matter of fact, it also allows you to add a couple of Compact Scope [Alpha/Beta] on its top, thus getting a total boost of 97 (75+11+11). You could also add other parts on its top, like the High-Mount Sight or the High-Mount Pro, but the large amount of Barrels you will put for an optimal customization doesn't give you enough space for them (the Compact Scopes occupy only one vertical space, while the High-Mount series occupies two vertical spaces).

The Special Scope sounds like a good scope from the name and the look of it. It also comes with CS +38, but it's actually a really bad part. The reason of this judgement is that it's terribly hard to attach. You would need to sacrifice the space for the previous four Scopes in order to have enough grips to add it. You might as well erase it from your wish-list, because it's not a good scope.

In conclusion for the scopes, the good ones are the Top-Rail Scope (*) and the simple Compact Scopes. The High-Mount Elite is also a great choice if you can afford its vertical expansion, and in fact it'll be part of an optimal customization for the best weapons. Then there are secondary parts such as the Telephoto Lens, Long Lens and Mini-Lens; they can all be useful to fill all the spaces provided by the other Scopes (for instance, there will be a Telephoto Lens and a Mini-Lens in the optimal customization, but there won't be enough space for the Long Lens).

(*) The Top-Rail Scope can be substituted in the latest phases of the game with the Long Scope Elite if you want to be able to add +11 to your CS thanks to another port for the Compact Scopes on its top and +8 for a Mini-Lens, but this +19 isn't very important by the time you can afford it.

Of course in the earlier phases of the game you'll have to be happy with worse parts, but as general guidelines you can:

- Stick with Compact Scope [Alpha/Beta]s until Chapter 7
- Upgrade to the Top-Rail Scope + 2x Compact Scope [Alpha/Beta] after Chapter 7
- Max out your CS with Long Scope Elite in the latest Chapters, if you care about that +19 CS

Barrels

This topic is much more delicate than the Charge Speed. As a matter of fact, there's no Barrel that gives such a great boost that the other Barrels can step aside (like the Top-Rail Scopes and company do). The Charge Acceleration will depend much on the Handguards too, and it will progress with more balance through the Chapters (there won't be a "spike" of upgrade like the CS +97 of Chapter 7).

You always need to put a Handgun-specific or a Machinegun-specific Barrel when customizing before being able to attach more "either-weapon" Barrels. Let's begin with the weapon-specific ones.

The worst of all are of course the HG/MG Rookie Barrel, which you shouldn't even consider.
The HG/MG High Barrel are good for start, since they give a decent boost of CA, although they don't provide extra expansions. They're still good for the beginning of the game, when you're probably not going to add more parts anyway. You should stick with them until better parts become available.

The HG/MG Expander Barrel provide a single expansion that allows you to add a Sub-Barrel (also other parts, but the Sub-Barrel is the only thing you have early in the game), and the total CA of them both would be worse than the HG/MG High Barrel (3+2 against 7). Bad Barrel.

The HG/MG Multi-Barrel are a bit different, although they share a similar name. The HG Multi-Barrel provides more expansions compared to the HG High Barrel, and it can theoretically give you more CA if you added a Flash Sub-Barrel on its left and a Multi Sub-Barrel below. The Multi Sub-Barrel requires an Expander Grip (A) (or similar parts) to be attached. This whole investment would give you 3+3+2 CA (against the 7 CA of the HG High Barrel), other than some secondary boosts of the handguard and the opportunity to add another Compact Scope (or similar parts) for extra CS. Not worth it for a Handgun.

The MG Multi-Barrel is similar to the HG version, but certainly better and more useful. It allows you to add two more Flash Sub-Barrels (+3+3 CA) in addition to its default +4 CA (and we're already at +10 against the +7 of the MG High Barrel). Then you can add the Expander Grip (A) (or similar parts) to put the Multi Sub-Barrel too, and then attach another Flash Sub-Barrel on its left. This is good for the time (around Chapter 6) when you can first do it, but it becomes even better if you add also the Short Sub-Barrels on the far left (attach it to the Flash Sub-Barrels), since they give you +2 CA each. This last expansion becomes possible if you move your weapons all the way to the right of the Customization Grid, which becomes possible when you don't need the Scope Mount anymore to put the Top-Rail Scope (this happens when you can exploit the expansion port on the top of the MG Multi-Barrel). It'll be a great setup for Chapter 6/7.

The result can be furthermore improved by putting the Adapter Foregrip instead of the Expander Grip (A) (you can get them only later than when the MG Multi-Barrel is first available though). Thanks to this part you can put an Expander + Sub-Barrel (attach its top to the MG Multi-Barrel and its right side to the upper port of the Adapter Foregrip) first, and then the Expander T Sub-Barrel immediately below the Expander + Sub-Barrel (attach its top to the Expander + Sub-Barrel and its right to the lower port of the Adapter Foregrip). The Expander + Sub-Barrel allows yet another Flash Sub-Barrel on its left, which means +3 in addition to the +3 that it gives by its own. The total result brings you to +31 CA.

The HG/MG Long Barrel is not a bad part by its own, but there are better setups.
This part could theoretically let you add another Flash Sub-Barrel to it, thus reaching +11 CA (8 by default + 3 of the Flash Sub-Barrel) for your HG/MG. On the other hand, it's not "too" easy to get the synthesis materials required, and it's also not as good as it seems for the Machinegun. As a matter of fact, the Top-Rail Scope requires, at least for the first Machineguns, a Scope Mount item that occupies at least one horizontal space. The smallest Machinegun occupies four horizontal spaces, and the Long Barrel occupies three more horizontal spaces. The Flash Sub-Barrel occupies two horizontal spaces, and the sum of this (Scope Mount + Machinegun + barrels) is 1+4+3+2 = 10. The Customization Grid is only 9 spaces long, so you'd have to sacrifice the Top-Rail Scope to add the Flash Sub-Barrel, or vice versa. A 50/50 solution would be to put a Short Sub-Barrel instead of the Flash Sub-Barrel, so you would have enough space and get +8+2 CA, but the +12 CA of the previous setup was better.
It's not a bad Barrel for the Handgun, though it's not necessary either.

The HG Expander Barrel Pro and MG Double Barrel have different names and different setups, but they're supposed to be the "other weapon" version of each other. They're both good for when you get them, but since replacing the HG/MG Multi-Barrel means that you need to put a Scope Mount part for the Top-Rail Scope (thus eliminating the possibility of adding the Short Sub-Barrels on the left), they are not so good.

The HG/MG S/L-Rail Barrels are just better versions of the HG Expander Barrel Pro/MG Double Barrel. They add an extra Scope port which can be indirectly useful for the CA too. Since some of them come "for free" (one is a guild reward, another is a quest reward), you should wait until then to get your hands on them and substitute the "old" barrels.
An example on how they can help your CA (other than the obvious CS by adding more Scopes on their top) is if you consider the NP.05C Machinegun. This Machinegun has only two Scope ports by default, and this is true for most of the weapons (so this argument is valid for all of those). Without these "Rail" Barrels, you'd need to put a Scope Mount part on its right end to get another Scope port to mount the Top-Rail Scope. This means occupying an horizontal space. However, if you put an MG S-Rail Barrel you can still mount the Top-Rail Scope (thanks to the Scope port on its top), but you can also move the Machinegun on the right-most side of the Customization Grid (since there's not a Scope Mount occupying that space), thus gaining another horizontal space on the left side. That space can be used to add the Short Sub-Barrels, typically on the left of the Flash Sub-Barrels. With all the Flash Sub-Barrels available, this means getting a massive boost of +2 CA for each of them, and the grand total stacks greatly. The MG L-Rail Barrel works just like that, but for weapons with a different default ports set. For example, we can do the same thing with the SMG-05 by using the MG L-Rail Barrel instead of the MG S-Rail Barrel, because its default Scope ports are "more on the left" than those of the NP.05C's.

Then we finally come to the Barrels for both weapon types (though, as we just saw, the above Barrels are basically "for both weapon types" too since there's always a similar - if not the same - Barrel for both the types). Let's start from the last ones this time.

The Scattershot Sub-Barrel is an AWFUL Barrel. Not only it reduces your BF so much that you're lucky if you ever hit an enemy, but it also provides only +12 CA while occupying a lot of space and not giving any other expansion port.

The Expander Super Barrel seems cool, but it's really not that good. If you look at it, you will notice how two Long Expander Barrels put one above the other would give you this same conformation. Yea, it's true. We're just going to see how the Long Expander Barrel is not a good part either, so the Expander Super Barrel is not a good part. I mean, it's good but you can do better with much less resources than this colossus.

The Double Sub-Barrel looks like a good Barrel, but if you look at it you will notice how it's exactly the same as a couple of Flash Sub-Barrels. With two differences. First, the Flash Sub-Barrels are ridiculously easier to obtain (the Double Sub-Barrel requires the Scrapped Missile HP item, a rare piece that should be left only to synthesize more Expander Twin S-Rail Barrels, that we're going to comment later). Second, two Flash Sub-Barrels give you 2x +3 CA, while one Double Sub-Barrel gives you 1x +5 CA. Don't waste your items to synthesize the Double Sub-Barrel, and stick with two Flash Sub-Barrels for a better result at a cheaper cost!

The Expander Sub-Barrel is somehow similar to the Flash Sub-Barrel, since it's the same thing except that it adds a "T" port on its lower side. This is not a good thing, because the presence of that "T" prevents you from adding other parts (for example, more Flash Sub-Barrels) below, unless they also have a "T" shape that fits in there. There's only one Barrel that answers to this description, and it's the Long Expander Barrel.

The Long Expander Barrel looks like a good Custom Part, but think for a minute before judging it. Imagine to have an Expander + Sub-Barrel instead of the right-most portion of the Long Expander Barrel, and use your imagination to also attach a Flash Sub-Barrel to the Expander T Sub-Barrel (you get something like this). The CA from this is 3+3 = 6. The Long Expander Barrel gives only +5 CA, it occupies the same space, and therefore (other than being harder to obtain) it's worse than this combination.
You may say "but the Long Expander Barrel gives two "T" ports below, while your combination only gives on "T" port below". The reply to this observation is that the "T" ports on the left can only be exploited to add the Long Expander Barrel itself. In other words, it's no use having that extra port.

This is also the reason why the Expander Sub-Barrels are worse than the Flash Sub-Barrels: they "force" you to put a Long Expander Barrel below (we already said that you can't put the Expander + Sub-Barrel & Flash Sub-Barrel combination because the "T" port below the Expander Sub-Barrel doesn't let the Flash Sub-Barrel fit in), and they don't give any better CA than the Flash Sub-Barrels.

In conclusion, both the Expander Sub-Barrel and the Long Expander Barrels should be avoided, because better setups are available (and they're even easier).

The small Terminal Sub-Barrels are not bad parts, but they are rarely (if ever) used. Their task is to "fill the spaces" if you have empty "T" ports. If you plan your customization carefully, you'll never have these empty spaces, and therefore you won't use these parts.

On the contrary, the Short Sub-Barrels are excellent small parts that will fit every space where you don't have enough room for a Flash Sub-Barrel (which requires two horizontal spaces), but you do have one "X" port to fit the Short Sub-Barrel (which requires only one horizontal space). The optimal setups will include many of these Short Sub-Barrels, since you should end up with these empty horizontal spaces on the left when you can finally remove the Scope Mounts. We already discussed this about the HG/MG S/L-Rail Barrels.

We also discussed widely about the Sub-Barrel (an earlier version of the Flash Sub-Barrel), the Multi Sub-Barrel (an earlier version of the Expander + Sub-Barrel).

The Expander Twin S-Barrel can be seen as a sort of mix between an Expander T Sub-Barrel (its upper portion) and an Expander + Sub-Barrel (its lower portion). The CA of the Expander Twin S-Barrel alone is only +5, while the sum of CA of the just-mentioned combination would be 4+3 = 7. However, the Expander Twin S-Barrel needs only one "T" port on the right, the one that would correspond to the "T" port of the Expander T Sub-Barrel in the other combination. Now, if you look at the Handguards you will notice how only three of them provide a "Square" port (that is necessary to add more Handguards). Of the three of them, the L-Grip and the Expandable Handguard don't have any "T" port, so they're basically just useful if you want to shift the "real" Handguard (the one with the "T" ports) somewhere else, which is not our case. The third and last one is the Expander Grip (B) that - wouldn't you guess? - provides a "T" port on its lower half.

At this point it's clear that you can put the Expander Grip (B) first, and then the Adapter Foregrip immediately below the Expander Grip (B). By doing this you can attach the Expander Twin S-Barrel on the Expander Grip (B), and then you can put the Expander T/+ Sub-Barrel combination below. It's not possible to put that combination twice, since there's nothing like an Adapter Foregrip with a "Square" port below, so you can't get four consecutive "T" ports below. Still, this is a great result, since it allows you to get +5 CA from the Expander Twin S-Barrel, and then +3+4 from the other two Barrels. Then you can add four Flash Sub-Barrels on the left of each of the "X" ports that these pieces provide. And then, if there's enough space, you can even add a Short Sub-Barrel on the far left side to maximize your CA. This is what's going to happen with the optimal customizations.

Lastly we have also the Rail Sub-Barrel. This is similar to a Flash Sub-Barrel with a Scope port on its top, so you can put one of these on the left of your HG/MG S/L-Rail Barrels to add more Scopes and maximize your CS. On the other hand it doesn't provide the "X" port of the Flash Sub-Barrel, so you'll have to give up on a Short Sub-Barrel (but it's ok; if you have to decide between +2 CA or +39 CS, the latter is better).

Phew! What about we see this done on the best weapons now?

NP.05 Golden - Customized
AP: 15 --- GB: 0 --- KB: 3
CS: 195 --- CA: 59% --- RF: 90 --- BF: 84 --- MS: 27 --- W: 469

Compact Scope [Alpha] x 4
High-Mount Elite x 1
Telephoto Lens x 1
Mini-Lens x 1
Long Scope Elite x 1

MG S-Rail Barrel x 1
Rail Sub-Barrel x 1
Flash Sub-Barrel x 5
Short Sub-Barrel x 5
Expander Twin S-Barrel x 1
Expander + Sub-Barrel x 1
Expander T Sub-Barrel x 1

MG Magazine +12

Adapter Foregrip
Expander Grip (B)

1191.45 Golden - Customized
AP: 13 --- GB: 30 --- KB: 5
CS: 192 --- CA: 61% --- RF: 78 --- BF: 94 --- MS: 17 --- W: 488

Compact Scope [Alpha] x 4
High-Mount Elite x 1
Mini-Lens x 2
Long Scope Elite x 1

HG L-Rail Barrel x 1
Rail Sub-Barrel x 1
Flash Sub-Barrel x 5
Short Sub-Barrel x 5
Expander Twin S-Barrel x 2
Expander T Sub-Barrel x 1

HG Drum Magazine

Expander Grip (B) x 2
Adapter Handguard
Expandable Handguard x 2

SG-B226 Golden - Customized
AP: 11 --- GB: 30 --- KB: 4
CS: 195 --- CA: 66% --- RF: 74 --- BF: 99 --- MS: 15 --- W: 374

Compact Scope [Alpha] x 4
High-Mount Elite x 1
Telephoto Lens x 1
Mini-Lens x 1
Long Scope Elite x 1

HG L-Rail Barrel x 1
Rail Sub-Barrel x 1
Flash Sub-Barrel x 10
Expander Twin S-Barrel x 2
Expander T Sub-Barrel x 1

HG Magazine +6

Expander Grip (B) x 2
Adapter Handguard

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