Ratchet & Clank Future: Tools of Destruction Walkthrough :
This walkthrough for Ratchet & Clank Future: Tools of Destruction [Playstation 3] has been posted at 27 Aug 2010 by wessan and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up wessan and share this with your freinds. And most important we have 12 other walkthroughs for Ratchet & Clank Future: Tools of Destruction, read them all!
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Walkthrough - FAQ/WalkthroughRRRRRRRRR &&&&&&&&&&&&&&&& CCCCCCCCCCCCCCCCC RRRRRRRRRRRR &&&&&&&&&&&&&&&& CCCCCCCCCCCCCCCCC RRRRRRRRRRRRRRR &&&&&&&&&&&&&&&& CCCCCCCCCCCCCCCCC RRRR RRRR &&&& &&&& CCCCCC RRRR RRRR &&&& &&&& CCCCC RRRR RRRR &&&& &&&& CCCC RRRR RRRR &&&& &&&& CCCC RRRR RRRRRRRR &&&&&&&& CCCC RRRRRRRRRRRR &&&&&&&& &&&& CCCC RRRRRRRRRRR &&&& &&&&&&& CCCC RRRR RRRRR &&&& &&&&& CCCC RRRR RRRRRR &&&& &&&&&& CCCCC RRRR RRRRRR &&&& &&&&&&&& CCCCCC RRRR RRRRRR &&&& &&&& &&&& CCCCCCCCCCCCCCCCC RRRR RRRRRR &&&&&&&&&&&& &&&& CCCCCCCCCCCCCCCCC RRRR RRRRRR &&&&&&&&&&&& &&&& CCCCCCCCCCCCCCCCC TOOLS OF DESTRUCTION ============================================================================= CONTENTS ============================================================================= I) Version History II) Contact and Legal III) General Information IV) Controls V) Weapons VI) Devices VII) Gadgets VIII) Walkthrough 1. Metropolis, Planet Kerwan 2. Gelatonium Plant, Planet Cobalia 3. Stratus City, Planet Kortog 4. Lombax Ruins, Planet Fastoon 5. Voron Asteroid Belt, Cerullean Sector 6. Imperial Fight Festival, Planet Mukow 7. Apogee Space Station, Nundac Asteroid Ring 8. Pirate Base, Planet Ardolis 9. Rakar Star Cluster, Verdigris Sector 10. Lava Refineries, Planet Rykan V 11. Outpost L51, Planet Sargasso 12. Imperial Fight Festival, Planet Mukow (revisited) 13. IRIS Supercomputer, Kreeli Comet 14. Zordoom Prison, Planet Viceron 15. Verdigris Black Hole, Praxus Sector 16. Kerchu City, Planet Jasindu 17. Slag’s Fleet, Ublik Passage 18. Cragmite Ruins, Planet Reepor 19. Meridian City, Planet Igliak 20. Lombax Ruins, Planet Fastoon (revisited) IX) Secrets and Collectibles 1. Gold Bolts 2. Skill Points 3. Holo-Plans 4. Skins 5. Cheats X) End Note ============================================================================= I) VERSION HISTORY ============================================================================= I didn’t re-submit my file every time I updated it; I only posted it with major improvements. For a long time, I didn’t even submit the basic walkthrough. My first submission was around when I had it at Version 1.50. Here is the version history (remember, many of these updates I did not submit): 1.00 - Began the walkthrough. Completed guides for first few planets. 1.10 - Finished off the Cerullean Sector walkthroughs. 1.20 - Began work on the Verdigris Sector. Began Weapons section. 1.30 - Finished Weapons section, began Devices and Gadgets sections. 1.40 - Completed Devices & Gadgets sections as well as most of Verdigris Sector. 1.50 - Began and finished Contact and Legal, General Information and Controls Section. Fixed up walkthrough sections. First submission to GameFAQs. 1.60 - Began on “Secrets and Collectibles” section. 1.70 - Finished the Verdigris Sector walkthroughs. Began on Praxis Sector. 1.75 - Finished small improvements to overall guide. Added more information to various sections. 1.80 - Completed Praxis Sector walkthrough. Added to Secrets section. 1.90 - Finished entire walkthrough, parts of the Secrets section. 2.00 - Finished everything. One year anniversary of beginning this guide! ============================================================================= II) CONTACT AND LEGAL ============================================================================= This FAQ/Walkthrough was made by Callum Braithwaite (GS/GF account “insomniac_dog”). If you wish to contact me (I’m Callum, duh!), there are two ways: insomniac_dog@hotmail.com or my GS/GF account. If you wish to give advice towards my walkthrough, would like to contribute something or just want to point out an error or typo, then please contact, as I want this FAQ to be the most comprehensive that a Ratchet and Clank gamer could get! This FAQ/Walkthrough is authorised to be published on these sites: * www.gamespot.com * www.gameFAQs.com * www.neoseeker.com * www.supercheats.com * www.freewebs.com/platky If you do wish to publish this FAQ/Walkthrough on a different site, please contact me to gain my permission. As I’ve said, I wish this FAQ to feature a wide range of information, and to also be available to a vast audience. So remember, contact me for any queries or problems. This FAQ/Walkthrough contains spoilers, regarding both the plot and various secrets and cheats. Make sure you only read what you are up to, and if you do want to find out the ending or how to get a certain collectible, do so at your own risk. Since I have warned you, I am not viable for any action against me, whether it be you or another higher figure of authority. Copyright 2008 Callum Braithwaite ============================================================================= III) GENERAL INFORMATION ============================================================================= “Ratchet and Clank: Tools of Destruction” was developed by Insomniac Games and was published by Sony Computer Entertainment. R&C: ToD is a PlayStation 3 game. I have begun many walkthroughs in my gaming history (Shadow of the Colossus, Bully, Mercenaries) but never actually found enough interest to continue. When I bought this game, I had a mission: to finish the game and create a walkthrough which covers almost every single aspect of it. I was dead serious. So here it is, in all of its glory. I hope this walkthrough will be very helpful to you on your interplanetary travels. Basically, Ratchet and Clank is a game about shooting and blowing stuff up. Since the original, each instalment of the series provides new outrageous weaponry and awesome gadgets for you to toy and play around with. Along the way, you’ll encounter some platforming sections, which will require you to jump your way through the obstacles rather than obliterating them. This combat/platformer fusion gameplay has made the Ratchet and Clank franchise one of the most respected and enjoyable franchise ever created. The game also takes you to far away galaxies and planets. You’ll encounter aliens and robots as well as advanced technology far beyond what humans are capable of. You’ll soon see that R&C brings these new and strange worlds to life in its rather cartoony graphic style as well as its stunning technical graphical capabilities. So, overall, the game sees Ratchet (an adventurous and curious animal cross between a cat and a fox) and his robot companion Clank (a small yet intelligent sidekick) set off into a new galaxy with all new weapons and gadgets ready to blow **** up! ============================================================================= IV) CONTROLS ============================================================================= Ratchet - Left analog stick - Move Ratchet Right analog stick - Move camera X Button - Jump Square Button - Use wrench Circle Button - Use weapon/gadget/device Triangle Button (press) - Switch to previous weapon or activate/action Triangle Button (hold) - Quick Select R1 Button - Use weapon/gadget/device R2 Button - Crouch L1 Button - Over-the-shoulder targeting L2 Button - Strafe Select Button - Map Start Button - Pause Clank - Left analog stick - Move Clank Right analog stick - Move camera X Button - Jump Square Button - Punch Triangle Button (hold) - Zoni Command Menu R1 Button - Time Shift Select Button - Map Start Button - Pause Starship Aphelion - Left analog stick - Move Starship Aphelion Right analog stick - Aim Square Button (hold) - Lock-on with missiles Square Button (release) - Fire missiles Circle Button - Fire blasters R1 Button - Fire Blasters R2 Button - Barrel roll right L1 Button (hold) - Lock-on with missiles L1 Button (release) - Fire missiles L2 Button - Barrel roll left ============================================================================= V) WEAPONS ============================================================================= OMNIWRENCH 3000 - The very core of Ratchet’s arsenal, the Wrench was the very first weapon Ratchet ever acquired. Used as a mechanical tool it comes in handy for combat as well. The Wrench comes with multiple attacks; the normal attack (press square once), the Multi-Strike (press square three times for a quick combo), the Hyper-Strike (jump, then square in the air for an overhead smash) and the Comet-Strike (crouch then square to throw your wrench like a boomerang). Because it’s not overly powerful, it’s sometimes a last resort, or a close range weapon. Still, it can get you out of sticky situations. Rating - **½/***** COMBUSTER - Ratchet begins his adventure with this weapon. It acts as your run-of-the-mill pistol; however this is a sci-fi game, so there’ll be some added bonuses. First and foremost, instead of bullets, balls of lava/fire spit out from the barrel, and also ricochets off hit enemies or objects/walls/floors. Strafing with this weapon helps, but later on in the game the gun becomes useless because it’s not very powerful. Upgrades to “Magma Combuster”. Rating - ***½/***** FUSION GRENADES - Like all R&C adventures, there’s the bomb gun. This time round, it’s the Fusion Grenades, and they’re quite useful. Packed with high explosives, toss one of these to see enemies go bye-bye! Use them against small clumps of difficult enemies or large groups of easy enemies. Unlike the Combuster, you’ll be using this weapon right throughout the game, as it’s quite powerful. One of the best weapons in the game. Upgrades to “Fusion Bombs”. Rating - ****/***** SHOCK RAVAGER - This weapon has some positives, but some noticeable negatives as well. First off, it’s close range, so not a good one for really tough situations. Also, it’s not very powerful on V1 to V4. However, when it upgrades, it becomes an extremely helpful weapon because of its new additions, like chain electrification. So just because it’s useless at the start of the game, doesn’t mean you have to forget about it. Upgrade it immediately. Upgrades to “Lightning Ravager”. Rating - ***½/***** PREDATOR LAUNCHER - I totally underestimated this weapon. The ideas behind the V1-V4 levels of the weapon are pretty neat, but they’re not implemented well. The weapon is a bit of a chore. However, once you purchase the raritanium upgrade of the weapon (yellow goo which lands on the ground), this weapon becomes awesome. Airborne enemies you’ll have trouble with, however any enemy on the ground will be at the mercy of the fantastic goo which hurts them after the initial blast. Ground bosses (not Leviathans) will go down very easily with this handy gun. As soon as you can, buy the raritanium upgrade of this weapon. It’ll help. A lot. Rating - ****/***** TORNADO LAUNCHER - In theory this weapon is exceedingly powerful, but in reality, it’s basically a pain in the rear end. Controlling it with the SIXAXIS is really frustrating and annoying, especially when you are trying to avoid incoming fire and other obstacles. However, if you find a situation where you can stop moving and control the tornado easily, then by all means use it, since it’s quite powerful. When it’s upgraded, the bolts of lightning will really help. All in all, extraordinarily annoying yet somewhat rewarding. Upgrades to “Tempest Launcher”. Rating **/***** PLASMA BEASTS - This weapon is very handy, and great one to upgrade and use as often as you can. Why risk your life on the front lines when you can launch these slimy, green kamikaze soldiers out to do you dirty work! Great for shielded enemies and groups of foes. They’re not a pain to upgrade, either. Upgrades to “Plasma Stalkers”. Rating - ****/***** SHARD REAPER - The standard shotgun! Well, by R&C standards. Instead of bullets used in the real world, the Shard Reaper sends out sharp spikes which lodge themselves into foes. I prefer to call this weapon the “Splinter Reaper”, because of the enemies reactions when hit by the shards. Like all shotguns, long range combat will be a hassle, but when it’s close and personal, nothing works better. Upgrades to “Nitro Reaper”. Rating - ***/***** NANO SWARMERS - This weapon is the latest instalment of the R&C turret weapon. It throws out a cloud of nanomites which zap nearby opponents. At first I disliked the Swarmers, but I found them extremely helpful towards the end of the game. When there’s an army of Cragmites in front of you, I lobbed one into the crowd and was pleased with the result to say the least. Upgrades to “Toxic Swarmers”. Rating - ***½/***** ALPHA DISRUPTOR - Ouch! This thing packs one mean punch! For a weapon that’s picked up early on in the game, it can deal some serious damage. Charge it up, and then let go to let loose a massive laser/nuclear beam that’s sure to leave your foes in a pile of ash. Too bad you only get 4 ammo when you pick it up :(. Upgrades to “Alpha Cannon”. Rating - ****/***** BUZZ BLADES - When the Combuster loses its awesomeness around halfway through the game, the Buzz Blades replace it amazingly well. Sharp razor blades spin out of the barrel in a whirlwind of pain here, and the exceedingly fast fire- rate is sure to bring your opponents down. Just because it’s small, doesn’t mean it’s not powerful. Against heavy foes like bosses, the Buzz Blades do some hefty damage, and can make or break a fight, the only downfall being how it loses its handiness on the last few levels. Fantastic for the middle stages of the game. Upgrades to “Doom Blades”. Rating - ****/***** PYRO BLASTER - The wonderful flamethrower gun returns with a bang! Well, not really, as there is no exploding involved in the gun’s design, but it does a great job of cooking and frying... enemies that is! This machine starts off quite average, but don’t be fooled, since when you upgrade it, the Pyro Blaster is one of the most effective, cool, enjoyable and powerful weapons in the game. Upgrades to “Incinerator”. Rating - ****/***** NEGOTIATOR - Rocket launcher = fun, fun, fun! If you’re in a bit of a pickle, grab this gun and fire away. Apart from the ultimately cool design of the Negotiator (honestly, how awesome does this gun look?), the sheer power and precision that this gun provides is nothing short of... well, powerful and precise! Nigh on perfect, even the high price and low ammo capacity cannot detract away from the experience! Upgrades to “Judicator”. Rating - ****½/***** RAZOR CLAWS - Unfortunately, like in every R&C game, there’s always that one weapon you’ll never use. Apart from the disappointing Tornado Launcher, this is that weapon. It’s a great close-quarters weapon, possibly superb, but it comes so late in the game that most of the enemies are just too powerful to be getting close to. It’s a bit dumb really. If it was available on Mukow or Ardolis, then there wouldn’t be a problem, but on Jasindu!? This is the weapon equivalent of that nerd that would’ve helped you significantly in your school career, but never got the time to make friends with. Or maybe he would “lower your popularity”. Perish the thought. Rating *½/***** MAG-NET LAUNCHER - This weapon is pure pleasure. It throws out a magnetic net (as you can tell from the name) which captures you foes and electrifies them continuously until the charge runs out. The launcher is a joy to be had, and it’s criminal to hold it back right up until the Ublik Passage. It’s also EXTREMELY useful and powerful, and if an enemy is consistently pinning you down, quickly jump out and lay a net on him. You’ll be using this weapon a lot in this game. A great package. Upgrades to “Mag-net Cannon”. Rating - ****½/***** RYNO IV - Holy moly, the king is back! The R&C super weapon has been a staple diet in every game, and the RYNO has been that weapon in most of the games. The RYNO IV is seriously gameplay-destabilizing, consistently satisfying and thoroughly enjoyable. Hold the fire button and a stream of lasers will fly out tracking enemies, killing them in a few shots. Once upgraded, this weapon becomes one of the best in the game. Simply superb! But honestly, using this gun makes the game ridiculously easy. I would advise you wait until Challenge Mode to acquire the Holo-Plans and thus, this weapon, because it takes all of the difficulty out of the game, especially the final boss. Upgrades to “RYNO 4-EVER”. Rating - ****½/***** ============================================================================= VI) DEVICES ============================================================================= LEECH BOMB - An interesting addition, nonetheless a little pointless. It throws out a “leech” which sucks out health from enemies and gives it to you. For this to work though, you need to be low on health, and that rarely happens because of the wealth of nanotech on every level. Hell, even the vendors give you health. You might use the bombs a couple of times on the harder levels. Maybe. Rating - **/***** MEGA LEECH BOMB - The same thing as the original, however a lot more powerful, as in it takes more health and gives it to you. Again, only if you’re in insurmountable danger or peril, and that just never occurs. Oh well. Rating - **½/***** GROOVITRON - Oh. My. God! It has to be said, this device is PERFECT! I’ve have never experienced such laughter and happiness after tossing this baby out. The Groovitron launches out a disco ball which causes nearby enemies to immediately start dancing, allowing you to attack them or sneak past them. Each type if enemy has their own dance, and even bosses will dance. It’s just spectacular. Better than all of the other Combat Devices combined. It truly is that awesome. Rating - *****/***** CONFUZZLER GAS - Ah, the old “weapon/gadget that makes the enemies fight each other”. This time round, it’s a bit of a dud because of the small ammo capacity, but it still creates some fun and joy, and it comes in handy for a few of those overwhelming moments. Not good, but not bad either. Just... average. Rating - **½/***** MR. ZURKON - This little guy is great fun. Almost surpassing the Groovitron, this device is a small flying robot which accompanies Ratchet and shoots at nearby enemies. It’s basically reinforcements for Ratchet, but it also insults and teases the enemy with some memorable lines. You’ll never tire of Mr Zurkon. Okay, maybe after you’ve heard all of his lines. And you repeatedly run out of ammo. Or some weird glitch occurs and he can’t move or shoot. Rating - ****½/***** VISI-COPTER - This device is helpful in some spots. It launches a remote controlled helicopter which can destroy targets from a far way away from Ratchet. The Visi-Copter has its positives, like the fact that if you don’t want to start a fight when you’re low on health, you can chuck one out to do your dirty work. The negative is that the SIXAXIS control can get a bit annoying, and targeting enemies can become a real chore. Overall, this device is helpful in many situations. Rating - ***/***** TRANSMORPHER - This device is the next instalment of the morphing weapon which has featured in every Ratchet & Clank game. If you ignore the low ammo capacity, then you’ll find an extremely useful, fun and surprising device which will help you in many situations. Morphing time is limited, and soon your enemies will turn back into their actual form, but the penguins are quite cute and even dance to the Groovitron. A nice touch, to say the least. Rating - ****/***** DEATH SPRINGS - The Death Springs device launches out springs which track your enemies and then explode on impact. Like with most of these weapons, the theory sounds cool, but it just isn’t executed well. The springs move slowly, so unless your foe is stationary, it’s gonna take a while until the springs actually hit the target. Also, the low ammo capacity and its considerably high price is ludicrous and ridiculous. (NOTE: more damage is inflicted on an enemy if the Death Springs explode directly on the enemy. Thanks to theBLITZmaster for this tip.) Rating - **/***** ============================================================================= VII) GADGETS ============================================================================= SWINGSHOT - Used in every single Ratchet & Clank game, this acts as a grappling hook of sorts. Jump towards a Swingshot Target (sometimes known as “Versa” Targets) and press, hold the circle button to latch onto the target and you will swing or be pulled to the target. If you can’t seem to get past a large gap or chasm, try and find a Swingshot target. GELANATOR - A new entry into the fantastical world of insane gadgets and gizmos, the Gelanator is picked up very early on in the game, and allows you to create green blobs of Gelatonium which are quite springy. Jump onto the blob and jump again for an extra high bounce. You can give yourself an even bigger boost by adding more Gelatonium to the blob. However, you need to fill up on Gelatonium before you can use the Gelanator. HELI-PODS - Another interesting gadget, which is somewhat caught between being futuristic and “old-school”. Firing the gadget shoots out a small propeller which latches onto special targets which then lifts the target upwards. For example, in one puzzle in the game, you are on a floating platform however it only floats because of the heli-pod attached to the front of the platform. They also run out, so you need to keep applying the pod onto the platform otherwise it will fall. HOLO-PIRATE DISGUISE - This nifty little gadget transforms Ratchet into a robot pirate, thereby allowing access to pirate-only areas or rooms. If he transforms himself without being seen by enemies, he can also persuade other pirates into think he’s one of them. While unlimited, the disguise “runs out” if Ratchet equips a weapon or attempts another activity which needs Ratchet’s true form. Sneaking past pirates has never been so much fun! HELI-PACK - This Clank-attachment allows the duo to achieve greater heights and lengths then without it. For example, if there’s a small gap which cannot be traversed by double jumping, using the “Stretch Jump” will get you across. You can also “Glide” and “Boost Jump”. Some activities and puzzles require Heli-Pack abilities. THRUSTER-PACK - Essentially the exact same as the Heli-Pack, but does everything faster and better. You will Stretch Jump longer, Boost Jump higher and Glide further, as well as doing all of this with the power of rocket fuel! The graphics from the Thruster-Pack’s trailing smoke has somewhat of a cel- shaded, cartoony feel to it. HYDRO-PACK - Can only be used whilst in water. By holding R1, Ratchet is able to propel himself through water much faster than normal, as well as having a little bit more control. If swimming sections are becoming a chore, activate theses and go through the water life never before! Hey look, I was a poet and I didn’t even know-it! Ahem. ROBO-WINGS - Yay! Aside from the three basic Clank-packs, ToD offers something completely new. Apart from looking amazingly stylish, actually using the Robo- Wings is an absolute delight. Launching from a Robo-Wings pad (they’re green and pulsate) will lift you off from the ground, enabling you to fly peacefully around the level. The music accompanying the Robo-Wings segments is quite nice, and the SIXAIXS control is superbly tight and responsive. The Robo-Wings are a welcome addition to the R&C series, and I thoroughly enjoyed using them. GRIND BOOTS - Except UYA, the Grind Boots have always been a part of the R&C series. These fun and exciting sections play out like this: you’re on a rail (more specifically, a “grind” rail) and you slide about trying to get to the end of the section. The catch is, is that you often have to jump over obstacles and switch rails, as well as avoiding enemies and other baddies. ToD offers some great grind rail sections, and you’ll have plenty of fun. GRAVITY BOOTS - In a surprising, albeit diminished, role the Gravity Boots are back! These shoes allow you to walk on special ramps which take you on your side and upside-down. These sections are both enjoyable and interesting, as you’ll sometimes have to battle your foes on walls and ceiling. A nice reprise of the Gravity Boots. CHARGE BOOTS - From GC, the Charge Boots have been part of Ratchet & Clank, and have been well received by fans. They allow Ratchet to speed across the level in a flash by activating the boots’ powers. It’s a little hard to understand, but once you acquire them you’ll know what I’m talking about. Unlike previous instalments, this time round the Charge Boots only charge up for a limited amount of time, so you’ll have to activate them again and again if you want to get to some place quick. ============================================================================= VIII) WALKTHROUGH ============================================================================= 1. ___+++ Metropolis, Planet Kerwan +++___ Go to the Defence Centre - You’ve just crash landed somewhere in the depths of Metropolis, with a huge alien armada hot on your tail. Take in the graphics and then proceed straight ahead. You’ll encounter your first enemy, so whip out your Combuster and fire away. Some small, fast robots will come zooming in your direction. Back away and get rid of those, too. After the area around the statue is clear, find some boxes and destroy them to nab some bolts. Head to the road on the right and then enter a small room. Get rid of the Drophyds and other nuances and head up the stairs. Smash the boxes around you, and then proceed across the bridge. A few enemies will ambush you here, so use the Fusion Grenade for those aerial enemies. Press x on the “Meteor Pad” to jump up onto the next level of the building. Here, there’ll automatically be some enemies, so defeat them as quick as you can. Remember to strafe using L2. After the coast is clear, collect the bolts and jump onto the Grind Rail. You’ll start to grind on the rails, which takes you down and circles around a collapsing building. Throughout this section, you’ll have to switch rails (do this by jumping and pushing the left stick in the direction of the desired rail) and jump over the electric barriers and the grind rail gaps. Although you may be tempted to look at the spectacular tower destruction behind you, keep focused and you should emerge unscathed. You’ll arrive on another building with a few enemies already rushing towards you. Use any weapon, preferably the Combuster to get rid of the small, shielded bots. A few Dropships will drop some more enemies off, so be ready. Head though the corridor to meet up with an Airship. Quickly Fusion Grenade it outta the sky, and then switch to Combuster to get the little guys. Outside there’ll be a few more Airships, so stay on your toes. Jump on the pad, and it’ll taker you to a purple Jump Pad. This’ll automatically bounce you up, so don’t worry about it. When you land some enemies will be there. Destroy the Airships and then head towards the bridge. Some airships will blow some holes in it, so be careful when crossing. It’ll also start to collapse, so move quickly. Use Fusion Grenades to take out the opposition, as it’s quicker than the Combuster. Once across the other side, you’re safe. Well, from the bridge. Up ahead is a whole new story! There’ll be vast amounts of the small bots, as well as a few Hover Drophyds. Use the weapon you prefer the most, since they both work effectively here. Where some Drophyds blew up a part of a wall, head inside to find a room with stacks of boxes. Once you’ve collected everything, head back to the previous room and jump on the grind rail. This is pretty much the same as the first grind rail, if a little trickier. Some trains will rush at you, so switch rails whenever you have to. You’ll have to go on the middle rail after all the trains to end the section. You’ll land on a platform with Drophyds. Jump like mad, using the Grenades to kill them. Then jump on the pad to reach a platform. Clear it out, and then jump pad again. You’ll arrive on another collapsing bridge. What convenience. This time, you’ll have to defeat hordes of Drophyds, jump over gaps, race against time AND do it all from a top down perspective! If you happen to run out of Grenade ammo, the Combuster works fine, but try and stick with the Grenades. At the end, you’ll unavoidably fall of the bridge, and this becomes a skydiving lesson. Use the SIXAXIS to move yourself around, avoiding traffic as you go. You’re moving at an unnaturally slow pace, so all should be well, but a car might surprise by quickly coming on screen. Just make sure you’re ready to move when that happens. Other than that, you’ll be swell. CUTSCENE! Escape on the Mag-Rail - It turns out the armada is trying to capture Ratchet. Now you have escape from Metropolis, and the only way to do that is on the trusty Grind Rail. Maybe not so trusty after all... You’ll meet up with some trains and Airships first of all. You know about the trains, but when you see a Drophyd Airship, take note of the rail it appears to be hovering above. If you are on that rail, switch to a rail it isn’t on, because it’ll shoot a laser on your rail. You’ll have to travel on the rail on the right to continue, and you’ll curve around to find a massive Warship attempting to annihilate you. When you see the gun which relates to the rail your on charges up (i.e. the left gun zaps the left rail), move immediately, much like the Airship. He’ll soon do two at once, so switch quickly. You’ll come to the end of the rail and the end of the very first level. Congrats! 2. ___+++ Gelatonium Plant, Planet Cobalia +++___ Explore Cobalia - Your ship has crashed on a strange yet beautiful world called “Cobalia” somewhere in the Polaris Galaxy. Better start looking at what this planet has on offer. On your map, you’ll be able to see that you’re on a narrow and long path. To get more missions, we’re going to have to explore the path until we get to the spaceport. Head up the path to find some small enemies which will bite you at close- quarters. Don’t let this happen. A few buckets of ol’ Combuster will silence them. Next, you’ll encounter some large centipedes. Any weapon will do, but keep moving or else their goo-bombs will get you. Keep jumping and shooting until you meet a large gap. Use your Stretch Jump or High Jump to pass successfully. To learn about your abilities and moves, consult the “Controls” section for details. You’ll then have to High Jump over the ledge. Let the massive Leviathan fly away and then continue across the bridge. Kill the centipedes you meet and then enter the building. Inside the building is where you’ll encounter a wall jump section. Jump to one side of the jump slot and then repeatedly jump when you come into contact with the jump slot. At the top, glide (jump, then hold x) down to the swamp area and kill everything here. Enter the second building and complete another wall jump puzzle. On the upper level, you’ll see a crate with a question mark sign on it. This is a Jackpot crate, and it doubles the amount of bolts and raritanium you get in a small time limit. Smash it and then smash all the other boxes in the area for a big reward. Continue out of the building and then jump down to the next swamp here. Its here you’ll encounter the game’s first boss: the Basilisk Leviathan. Defeat the Leviathan - +++++++++++++++++++++++++ BOSS - BASILISK LEVIATHAN He looks quite viscous, and it is if you don’t do the right thing. His attacks include charging at you, firing at you and laying electric bombs. When you see him breathing, he’s going to charge you, so move out of the way. When he charges you, he may lay his bombs, and instead of one swoop across the platform, he’ll follow you. As I said earlier, he’ll shoot lasers at you when he’s moving around the arena. Use the Fusion grenades to deplete most of his health, and then switch to the Combuster to finish him off. You’ll acquire Raritanium, bolts and a Leviathan Soul when you defeat him. BOSS - BASILISK LEVIATHAN +++++++++++++++++++++++++ Explore the Spaceport - From here, walk down and access the Weapons Vendor. You’ll find these things all throughout the game and allow you to upgrade, purchase or just stock up on weapons, ammo and health. Continue forwards and meet the Smuggler. He explains that if you can restore the gel pumps inside the factory, he’ll give you a ride to a safe place. He’ll then give the Gelanator, a gadget capable of harnessing the power of Gelatonium! Head through the door next to the smuggler to enter the Gelatonium Plant. Restore the Gelatonium Pumps - The first room here will contain a gel pump, which you must use in order to continue through the level. Basically, equip the Gelanator and stand on the pad and activate the pump (it is the right corner). Head through the opened door, and look to the right. You’ll notice green arrows pointing upwards on a small wall. Shoot out a gel cube from your Gelanator near the wall, and then jump onto the gel cube. Now, jump whilst on the gel cube to bounce up and onto the upper level. Yay! How fun! Next, shoot two gel cubes on top of each other and bounce of this one, so you can reach the upper, upper level. Next, shoot a gel cube into the Gel River and bounce of it, then glide to the other side. When you’ve landed, head round to the left and then use the gel to get onto the secret path. Continue around and then grab the raritanium inside the pirate booty crates. Glide down to where you were, and lay three cubes on top of each other. Be careful, those green guys are indestructible and will eat Gelatonium when they see it, so move fast. When you’ve reached the next level, whip out the Combuster and defeat all of the ankle biters here. Then, walk up the Gravity Ramp which is near your position. This’ll take you to a bolt crank. Press square when near the bolt and then walk around it to crank the bolt. When you’ve fully cranked the bolt, the door will open. Head on through to arrive at another gel puzzle which is basically the same as the “use one cube, then two, then cross the river” puzzle before, but this time, everything is moving. Aim your gel cube so it lands in the very corner as far away as the waterfall as possible. Remember, the first wall needs one cube, the second needs two and for the final waterfall, you must lay one into the river, then bounce and glide to the other side. Defeat the enemies here and then make your way to the bolt crank in the middle of a room. Turn it, and then walk up the new gravity ramp. Crank the next bolt to open the door. Glide or gel over to it and then enter the room. To leave, you must deplete the Gelanator of Gel at the Gel Pump in the corner. Ride the elevator down to the spaceport and you’ll notice that the Gelatonium Factory/Plant is working at full capacity. Hunt for Leviathan Souls - On your map you’ll notice the Gelatonium plant to the East, the starting path to the south and an unknown, almost symmetrical area to the north. From the main HUB, head to this new area and you’ll find out it’s the Cobalian wilderness. Head either left or right (it all comes back to the spaceport) and you’ll fight another two leviathans. Space for dodging and evading will be restricted, so use small jumps to get out of the Leviathans’ way. Once you have killed the two Leviathans in the area, head back to the Smuggler and trade in the souls. You’ll also acquire a kill point for your efforts in the wilderness. Search Cobalia - This mission requires you to find and collect the gold bolt of this level. Information on the location of the gold bolts and Holo-plans in this game can be found in “Secrets and Collectibles” section of this guide. Hitch a Ride with the Smuggler - Walk around the Spaceport, and you’ll find the Device Vendor (which at the moment is selling the Groovitron and Leech Bombs) and the Armour Vendor (which at the moment is selling the Blackstar Armour). After you have explored the area, talk with the Smuggler and the cutscene will play. You’re now off to Stratus City, Planet Kortog! 3. ___+++ Stratus City, Planet Kortog +++___ Escape Tachyon’s forces - That dastardly Smuggler has ejected you out of his ship, and now you’re freefalling to the city. Use the SIXAXIS or the analog stick, depending on the options you’ve selected, to evade the missiles. Unlike UYA (Up Your Arsenal, Ratchet’s third adventure), it’s hard to tell where the missiles are coming from, so simply keep on moving, and don’t stop. You’ll touchdown in no time. You might have got past the aerial defences, but on the ground is a different story. Up ahead you’ll meet up with a few enemies. Use the Fusion Grenades to blow them up, and then move up the stairs. A Dropship will come and deploy some more aliens, but nothing too hard. Collect the boxes to the side and then continue onto the bridge. Here, a large “Cyclo Cannon” will drop down and start to attack you. Jump over the gunfire, and use the Combuster to destroy him. He’ll soon go down, and you’ll pick up the Shock Ravager, a nifty little electric whip. Not overly powerful, but gets the job done. Continue along the damaged bridge until you come to a circular room. Get rid of the Drophyds and the Cyclo Cannon, and then head up the stairs. You’ll arrive in a small courtyard, much like the one before the bridge. There’ll be a few Airships here, so use your must powerful weapon (probably the Fusion Grenades) to get rid of them. Kill the other baddies too, and then continue. You’ll find a zipline next, so just jump up when you’re under the line and it’ll take you down to a small platform. This acts as your first Swingshot tutorial. Equip the Swingshot from either the Pause Menu or from the Quick Select. And then jump towards the floating target and press + hold the circle button. When you’re over the other side, let go of circle. There you go! Easy and fun! The next bit is a little bit more challenging. A large truck/train with drive past you with a Swingshot target on its underbelly. Grapple on and hold on to it until you come to the next platform. It’ll automatically release once you’re there. You are now at the Stratus City Docks. Let’s go! Swing through the Docks - Immediately, there’ll be some baddies. Use the Fusion Grenades to dispose of them, and then stock up on health and ammo at the vendor. Use the Swingshot to launch yourself from target to target up ahead, and then land on safe ground. Ascend the wall of ledges up ahead to meet some more resistance, both aerial and ground. Continue to strafe and side flip to evade their attacks, and defeat them when you get the chance. Make sure you don’t fall in the electric pool of water. If you hop on the crates to the left, you can spot a Raritanium box down on the platform below. Get it, and then head back up. You’ll then meet a wall jump section. Get to the top of the wall and then Swingshot across. Fill up on your Gelanator on the Gel Pump to the left and then use it to scale the wall with the green light, signifying a Gelanator wall. Swingshot across to a small circular platform with three red pads. These are called “tri-pads”, and you must walk over each one in a set time limit before they shut down, preventing you to continue to whatever you need to do. So, quickly run over each pad to create a bridge, which takes you to the next loading dock platform. Over there, you’ll have to defeat a few enemies. Once the coast is clear, use the Gelanator to get up onto all of the crate stacks and get a few Raritanium chests. After all this, get over the crate with the zipline. Use it, and then Swingshot over to the next platform. There, a short cutscene will play, and you have now acquired the Robo-Wings! Fly to the Hall of Knowledge - This objective is a tutorial for the Robo-Wings. Launch from the green pad with triangle, and follow the Zoni and fly through the rings they create. Using the SIXAXIS is tons of fun, and it works surprisingly well and is very responsive. You should have no trouble with or without the SIXAXIS. Once you have flown through all of the rings, you will complete this section and move onto the next. Explore the Hall of Knowledge - You’re now in the fabled Hall of Knowledge! First things first, fill up on health and ammo. Continue onwards to land in a large pool of water, filled with some mines. Submerging yourself (square) will keep you away from the mines. When you get out, you’ll meet another Cyclo Cannon, and the narrow corridor makes the battle even tougher. Grenades and Combuster will make short work of him. Enter a large water room with a big amount of mines. In each corner (can that work for a circle?) there’s a tri-pad, so quickly swim, hop up, touch the pad and then jump down (use this method for all pads), and a door will open under the water. Head through it to enter another pool room, this time with jellyfish. Don’t worry, they can’t hurt you. In the middle of the room, there’s a bolt crank. Use it to activate the sonic boomer, which raises all submerged Jellyfish. This way, you can use one of them to jump up to the ledges on the other side of the room to continue on. When you drop down through the tunnel, you’ll meet a large number of enemies. Grenade the groups of them and use the Ravager for the small guys. Then, an Airship will appear in each of the three windows on one side of the room. Defeat them, and a cutscene will start. Explore Stratus City - This mission requires you to find and collect both the gold bolts and the Holo-plan dotted around the city. Information on the location of the gold bolts and Holo-plans can be found in “Secrets and Collectibles” section of this guide. 4. ___+++ Lombax Ruins, Planet Fastoon +++___ Explore the Lombax City - The cutscene back on Kortog explained of a plant in Polaris was once home to a Lombax civilization. You’ve now arrived on the planet in search of answers, and possibly some more questions. Start by walk forwards and swinging across the canyon with the Swingshot. A cutscene will start, showing a downed ship appearing to be of Lombax origin. Ratchet and Clank now set out to find all six flight components to repair the ship. On your map are the locations of all the items, making your job significantly easier. Let’s get collecting! 1) You will notice the ruined tower in the middle of the area you’re in now. Scale it to find one of the components. Remember to grab the Jackpot crate and lay some whoop ass on the nearby boxes. 2) Next, to the north-east of the map and you’ll find a few Swingshots that take you to a building. Use them and find the Flight Component inside the building. Use the Swingshots again and get back across to the main area. 3) Then find a Gravity Ramp to the west of the Swingshots, and walk up it, killing those who stand in your way, and you’ll get to the item in no time. 4) Get down to the mainland, and then head to west bridge made up of ruined stones and building. Proceed across the bridge to get to the upper level of your ship’s island. Take out the baddies and then continue until the end of the path, and where the item is! 5) Zipline down to the mainland, and head to the building gate directly south of the ruined, central tower. You’ll find yourself in an inside lake of sorts, so swim to the end of the river and hop up into a small alcove which contains the component. Get back outside, and get ready for your first Clank mission! Search the Mine - 6) To the ever so slight east of the pool building, you’ll find a pipe with a small hole in it. The game will prompt you to send Clank into the mine. Do this now. You will now control Clank. Get used to the controls, and head towards the mysterious “Zoni”. Hold triangle, and select “Follow”. They’ll sprout to life and mutter synonymously “Zoni!” This means that they’re awake, and ready for action. Up ahead is a closed door, so stand on the red pad to open it. But! It’ll close when you leave the pad. So slow down time of course! Hold R1 to go into slow-mo and get past the door easy-peasy. There’s another door as well. This next area is about Levitation. Step on the red pad, then hold triangle and select Levitate to safely get across the gap, and then complete the tri- pad. Next you’ll encounter some smashing obstacles. Slow down time to get past the puzzle, and then Levitate, Time Shift and Levitate in the next room. You need the perfect timing, or else you’ll fall to your death. The next puzzle is a conveyor belt, with a twist! Extra sharp spikes stick out from the platforms in sections, so here’s how to complete the puzzle. Slow down time as much as you need or want (there’s no limit) and time your Levitation jumps perfectly so that you land when no spikes are present. Use this method to get across to the other side. The next area is a “Manipulate” tutorial. Get near the three blue orbs on the ground and select Manipulate from the Clank menu. If there aren’t enough Zoni for the job, you can find some more Zoni by the wall. Remember to command “Follow” to get them going. Use the elevator and then select Manipulate again. Get past the next spiky conveyor belt puzzle (remember, timing is key!) to arrive in a large area with only two tri-pads! Head over to the rubble and select Manipulate, and the Zoni will reveal a third tri-pad. Light up all of them and collect the sixth and final Flight Component! Use the Elevator to head back outside to Ratchet. Repair the Ship - Walk to the downed ship and the end cutscene will play. You will get the coordinates for Planet Mukow, more specifically the “Imperial Fight Festival”. And you now own the Starship Aphelion! Congrats to you. 5. ___+++ Voron Asteroid Belt, Cerullean Sector +++___ Battle the Space Pirates - Consult the “Controls” section on how to fly the ship. Basically, manoeuvre around the screen as much as possible, and try to lock to on to the heavy targets (hold L1 and release). Remember to fly through the flashing blue rings, as they give you health. You’ll switch to Clank’s perspective, and this section is more or less the same, but you can’t avoid the enemy’s attacks, so defeat them before they can defeat you. Just keep shooting and marvel at the awesome graphics. Look out for the mines in the asteroid section, as they can really hurt you. You will then get to a boss: +++++++++++++++++++++++++ BOSS - PUFFY PANTS WALLIS This is quite an easy boss; however stuffing up once can leave you in a world o’ hurtin’. Just like normal space combat, keep circling around the edges of the screen avoiding his attacks (blades, rockets and lasers) and keep your reticule right in the centre of the Pirate Spaceship. Locking on with L1 and then releasing to attack with a barrage of rockets helps very well here, but the only downside is that when you’re locking on, you can’t fire your normal lasers. It will take a while, but he’ll eventually go down. BOSS - PUFFY PANTS WALLIS +++++++++++++++++++++++++ 6. ___+++ Imperial Fight Festival, Planet Mukow +++___ Find Qwark - Head up the stairs to arrive in a large courtyard/garden. The path splits in two here, and because the Arena mission is more important, we’ll tackle it first. Grab your supplies, ammo and health and head to the east road. Destroy any robots which rush at you. Swing across the gap and you’ll immediately meet some resistance. If you could afford it, try and use the Predator Launcher to get rid of the enemies. A new enemy, called the “Clapper Bot” will emerge from its hiding place to the right. It’s electric, meaning it can’t be destroyed by electric weapons (like the Shock Ravager). By this time, you should also be able to buy and use some Plasma Beasts here. Continue along the path, defeating enemies as you go. Traverse the wall jump, and you should come to a green tower. When you step on the green floor button, it will open the opposite door, but also wake up two Clapper Bots. Fusion Grenades work well here. Head through the opened door and jump on the Meteor Pad. |
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