Ratchet & Clank Future: Tools of Destruction Walkthrough :
This walkthrough for Ratchet & Clank Future: Tools of Destruction [Playstation 3] has been posted at 06 Jul 2010 by johnmarkglinoga and is called "Weapons & Holo-Plan FAQ". If walkthrough is usable don't forgot thumbs up johnmarkglinoga and share this with your freinds. And most important we have 12 other walkthroughs for Ratchet & Clank Future: Tools of Destruction, read them all!
Walkthrough - Weapons & Holo-Plan FAQ
Ratchet & Clank Future: Tools of Destruction Weapons/Holo-Plan FAQ by outsider90909 Legal Notice: This guide Copyright 2007 Brian Cook. This guide may not be reproduced under any circumstances except for personal, private use. It may not be placed on any website or otherwise distributed publicly without advance written permission. Use of this guide on any other website or as part of any public display is strictly prohibited, and a violation of copyright. At this time, this guide is authorized for publication on the following websites ONLY!: www.gamefaqs.com www.neoseeker.com www.supercheats.com Table of Contents To jump to a section, press Ctrl+F, and insert the [bracketed] section #. [?.001] Introduction [?.002] Obtaining My Arsenal [?.003] Better Destruction Through Upgrades [?.004] Weapon Details Combuster Fusion Grenade Plasma Beast Tornado Launcher Predator Launcher Shock Ravager Shard Reaper Buzz Blades Nano-Swarmers Alpha Disruptor Pyro Blaster Negotiator Razor Claws Mag-Net Launcher RYNO IV [?.005] Holo-Plan Details [?.006] Challenge Mode, or How To Build A Better Cragmite Trap [?.007] Thanks and Contacts Version 1.0 - First playthrough data complete (exception of RYNO IV). Holo- Plan info hosted from cbt711. Hex upgrades and power growth rates complete. Version 1.1 - Part of cbt711's information was accidentally omitted. This update corrects that. Minor formatting corrections. Version 1.2 - A few typos corrected. RYNO 4-EVER obtained. Guide approved for hosting on neoseeker.com effective 11/3/07 Version 1.3 - Assumptions corrected regarding the Mag-Net Launcher and the Challenge Mode multiplier. Additional Smuggler information added. Version 1.5 - All Power upgrade data complete. Barring any revelations of incorrect or incomplete information, or anyone figuring out what causes ammo pickups to scale, guide is complete. Version 1.6 - An error was pointed out in the Holo-Plan information, which has now been corrected. Version 1.65 - Added a user-submitted Tornado Launcher strategy. Typos fixed. [?.001] Introduction Weapons. Let's face it, this is the reason you opened the box. You want to blow stuff up. That's fine. But with so many choices, which is right for you? This guide is designed to show you how to put your hard-earned bolts to good use by obtaining the true Tools of Destruction. [?.002] Obtaining My Arsenal A weapons merchant is an odd fellow, making money by supplying the tools of warfare. In our case, this is a very good thing. Every planet you visit will have at least one Weapons kiosk, where you can buy new armaments, refill your ammo, or purchase upgrades to your current weapons (more on that later). As a side benefit, opening up the shop window will also refill your Nanotech (life) for free, so you should stop on by if you're ever in need of healing. But if you've got the bolts to spend, you can get your hands on some nice hardware. The weapons you can buy depend on which planet you've landed on so far. The cost for each weapon is predetermined and will not change (sorry, no Gadgetron discount this time). Weapons remain available until purchased, so don't worry if you can't afford everything right away. Kiosks on each new planet will have all items not purchased on previous planets. Some weapons don't require you to spend a single bolt. Two are in your hands at the start of the game, two are found for free on certain planets, and one is unlocked after a sidequest is completed (details below). Ammo for each weapon can be bought at the kiosk, or found inside Ammo Crates scattered through each level. When you crack a crate open, a cartridge pops out containing a certain amount of ammo for a certain weapon. While there is a level of randomness about which type of ammo you get, the game does tend to favor whatever you have equipped at the time. So if you need tornadoes, equip the Tornado Launcher and start cracking crates open. Each cartridge bears the icon for the weapon it will refill if you look closely enough, so if you get some spare cartridges you can know what they will work for. I will point out what color icon each weapon's ammo cartridge will use. In the Arena and certain other areas, you will find Ammo Crates sitting on small round pads. These crates will respawn a few seconds after they are broken, so that you don't run out of ammo completely when you can't return to a kiosk. The crate will not respawn until you have collected the cartridge. I have tested the ammo pickup rates for all weapons, and found something quite odd. The amount actually contained in an ammo crate is not a round number, but rather a decimal. While the message for the cartridge will always round this number up to the nearest whole number, your ammo counter will keep the hidden decimal. As a result, there are times when a cartridge will give you less ammo than it actually says. It should never be enough to make or break you, but if you think an ammo crate shorted you, this is why. Your weapons can be accessed through the Pause Menu, or with the Quick Select rings. By holding Triangle, you pull up one page of the Rings (use L1 and R1 to change pages). Highlight the weapon you want, and release Triangle to equip it. Weapons with no remaining ammo will have red icons instead of white. By tapping Triangle, you will instantly switch between your current weapon and the one you last equipped (this clears when you die, so you will have to select them normally before you can switch again). This hot-swap becomes very important, allowing you to adjust your tactics with little or no interruption in the destruction. [?.003] Better Destruction Through Upgrades Every weapon in your arsenal can be upgraded in two different ways. The first method is by simply using the weapon. As you inflict pain upon your foes, the weapon is gaining experience. You can see a meter below your ammo counter showing how close you are to reaching the next level of the weapon. When it levels up, the weapon's power is increased. At Version 5 (V5 for short), the function of the weapon actually changes - you may fire extra shots, have an explosive bounce through a room, or freeze a foe solid, just for example. The name of the weapon also changes to reflect this change. Once a weapon reaches V5 it will stop gaining experience. The other way to upgrade your weapons is to customize them by spending Raritanium. By doing so, you add one of four properties to the weapon. Each armament will have a different array of features that can be upgraded, and may have anywhere from one to seven hexes of each type of upgrade. The basic grid for customizing weapons is a hex arrangement. With apologies to anyone who knows ASCII drawing, it looks something like this: +------------------------+ |..XX--XX--XX--XX--XX--XX| | / / / / / / | |XX--XX--XX--XX--XX--XX..| | / / / / / | |..XX--XX--XX--XX--XX--XX| | / / / / / / | |XX--XX--XX--XX--XX--XX..| +------------------------+ Legend for Raritanium Upgrade Chart: WP - the weapon itself, your starting point on the grid. PW - increases power of the weapon. BT - increases bolts dropped when enemy is killed with the weapon. RT - increases raritanium dropped when enemy is killed with the weapon. RG - increases effective range of each shot. SP - increases firing speed of the weapon. WD - shots cover wider area. CH - improves charge time (each shot charges quicker). AM - increases ammo capacity. AR - increases weapon's area of effect. LK - increases simultaneous missile locks. RC - increases # of ricochets (bounces). CU - custom upgrade, varies by weapon. Of course, not all 24 hexes will be used to represent a possible upgrade, but you get the idea. One hex will be the weapon itself. Once a hex is purchased, the adjacent hexes are unlocked and can be purchased. Each of the four upgrades for a weapon are represented on the upgrade menu by a bar on the right of the screen. When an unpurchased upgrade is highlighted, the bar flashes the % of upgrade that hex will give you. Note that filling the "power increase" bar by 100% does not equate to a 100% gain vs. the base power of the weapon, but is simply all the upgrade that is possible. Buying an ammo upgrade will also fully reload the weapon, so if you're feeling miserly you can wait to buy them until you're out of ammo and save bolts. Also, every weapon has one "custom" upgrade for purchase. It is initially represented by a question mark icon, and the connecting lines are shown in yellow. To access the custom upgrade, you must buy each upgrade that is connected to the custom hex. It is not necessary to purchase all the upgrades for a weapon to be able to get the custom upgrade. Costs will vary by each hex, but in proportion to the gain for that weapon. For example, the Combuster has 3 SP hexes. Two of them will add 25% of the bar, while the third adds 50%. The third upgrade also costs twice as much Raritanium (since 50% is twice as much as 25%, for the 5/4 of people who have trouble with fractions). I will list each cell's costs along with the grid. Both level-up and purchasable power boosts are actually a percentage-based gain. Although it might seem that buying power upgrades as soon as possible will give you the highest grand total power, this is not the case. Your results on a particular step might seem different, but the end result will be the same as long as you get them all. Ammo cartridges are also scalable gains. Unfortunately, at this time I have not been able to prove exactly what causes them to scale. I thought it was whether you have bought any AM hexes, but that has been proven irrelevant. It also does not seem to matter what other upgrades you have purchased, or what level the weapon has reached. [?.004] Weapon Stats For each of your 15 weapons (excluding the Wrench), I will include a profile like this: Name and short description First Acquired: the first planet where you can obtain it Ammo Capacity: how many shots/charges it holds initially Refill Qty: how much ammo you can get from a single crate, along with what color of icon is on the ammo cartridge Ammo Cost: how many bolts each shot costs at the kiosk Range: long, medium, short, or melee Power: listed on the Weapons menu, the initial Power rating of the weapon. Numbers in parentheses represent Power levels at V2 through V5, assuming no PW upgrades. Also provided is the relative growth rate of the weapon, so that upgraded Power ratings can be extrapolated. V5 Upgrade: what change occurs when the weapon reaches V5 Raritanium Upgrades: the hex grid for each weapon, along with prices for each hex and a description of the "custom" upgrade effect. Notes: My thoughts on the weapon itself, my preferred purchases, and the V5 upgrade and custom upgrade. Combuster - shoots a fire shot First Acquired: when you begin the game Ammo Capacity: 100 Refill Qty: 15 shots (orange icon) Ammo Cost: 1 bolt/shot Range: Medium Power: 36 (43, 52, 62, 71) Power Growth rate 20% per level. V5 Upgrade: Magma Combuster. Fires 3 blasts per shot. They travel in a spread of roughly 30 degrees laterally, with no increase in ammo use. Raritanium Upgrades: +------------------------+ |..........SP--SP--PW....| | / / | |WP--RG--SP......RT......| | / / | |......RG......CU--RT....| | / / / | |....RG--RT--PW--PW......| +------------------------+ PW - all 3 hexes cost 100 each. Each adds 5% to current power. RG - all 3 hexes cost 50 each. SP - top center hex costs 200, other 2 cost 100 each. RT - hex above CU costs 75, other 2 cost 50 each. CU - Pyrocidic Precipitation. Each shot will leave a small patch of fire on the ground after striking an enemy or wall. Does some damage to anything in the fire. Costs 300. Notes: Not bad for a pistol, but not something you want your life to depend on. Useful primarily for small foes, or as your early defense against distant targets. Since your base power is so low, the PW upgrades won't change things much. On the other hand, since you will be throwing out so much ammo to get a kill, the RG and SP upgrades are a better investment. There are better options for RT upgrades, so it's nice but not a priority. At least these are all cheap, for now. The V5 upgrade makes it better for swarms, but still not great. It lets you hit multiple targets, but the damage does not stack on a single opponent even if you connect with all three shots. The custom upgrade didn't make any difference for me. I never noticed anything taking damage from the fire (heck, half the time I didn't notice the fire). Only buy this one if you have Raritanium to spare. But with prices like these, you probably will. Fusion Grenade - throws a grenade, explodes on impact First Acquired: when you start the game Ammo Capacity: 8 Refill Qty: 2 bombs (purple icon) Ammo Cost: 50 bolts/bomb Range: Medium Power: 150 (173, 198, 228, 262) Power Growth Rate 15% per level V5 Upgrade: Fusion Bomb. After the initial explosion, several smaller bombs are released, which explode separately for extra damage. Raritanium Upgrades: +------------------------+ |......CU--PW......AR....| | / / / | |....PW--PW......AM......| | / / | |......WP--AM--AR........| | / | |BT--BT..................| +------------------------+ PW - all 3 hexes cost 200 each. Each adds 5% to current power. AR - both hexes cost 400 each. AM - both hexes cost 100 each. Each adds 1 to max ammo. BT - both hexes cost 250 each. CU - Concussion Detonators. Enemies not killed in initial blast are knocked down for a longer time, giving you more time to act. Not all enemies can be knocked down by this effect. Costs 300. Notes: Not a bad bomb, but you have to remember to use it when you don't "need to" in order to level it up. Targeting is annoying, so try to throw it on one enemy in a cluster rather than at the ground. It has a brief knockdown effect built in, so anything not killed outright will be stunned for a bit. This is not a weapon for killing - this is a weapon for stopping, and something else handles the killing. AR upgrades are vital to the Fusion Grenade, since the initial blast is rather small. You'll pick up the AM along the way, so that helps. PW upgrades are needed if you like the Grenade, but don't expect to get many kills as your journey ends. The V5 upgrade is similar to the Bouncer weapon from R&C 2 and 3. It will essentially expand the effective radius of each bomb. Not as powerful as it looks, but a definite step up. The custom upgrade is more useful than you might think, especially with the area upgrades. Since a one-shot kill is less likely against larger foes after a few planets, the knockdown works to open a fight and set up a follow-up strike, particularly nice with melee-range weapons. Definitely a worthy investment. Plasma Beast - launches a beast that finds and throws itself at an enemy. First Acquired: Cobalia, buy at the kiosk for 15,000 bolts. Ammo Capacity: 8 Refill Qty: 2 pods (green icon) Ammo Cost: 75 bolts/pod Range: Medium (see notes) Power: 240 (276, 317, 365, 420) Power Growth Rate 15% per level V5 Upgrade: Plasma Stalker. If you fire a Stalker that does not find a target, it will burrow underground and follow you as you leave the immediate area. Once a target is found, it will resurface and attack. Raritanium Upgrades: +------------------------+ |......................PW| | / | |........AM--AR--AM--AR..| | / / | |..PW--WP..........CU....| | / / / | |PW--RT--AR--RT--RT......| +------------------------+ PW - all 3 hexes cost 100 each. Each adds 5% to current power. AM - both hexes cost 75 each. Each adds 1 to max ammo. AR - all 3 hexes cost 250 each. RT - all 3 hexes cost 100 each. CU - Proximity Sensors. Increases range at which Plasma Beast will find and attack its target. Costs 350. Notes: The first weapon you will probably buy. Each Beast can only target a single enemy (it will actually turn toward its target before "launching", so be aware of that delay), but the impact can hit multiple foes. Decent power for early and midgame, and probably the first weapon you will use for Raritanium harvesting. Once you buy all 3 RT hexes, you make the costs back in just a few shots. It won't let you kill any faster, but you will be better rewarded. Again, AR is possibly your most important purchase. With the 3 AR boosts, Plasma Beasts become viable for swarms, giving you more harvesting opportunities. The V5 Upgrade helps with the low ammo supply, since any "wasted" shot can simply follow you to your next target. It *will* follow you across gaps. The custom upgrade only makes a good thing better, since you can set a beast from farther away and strike unnoticed. Helps make Beasts useful for Leviathan hunting. Well worth it. Tornado Launcher - fires a disk that creates a tornado (steerable) First Acquired: Cobalia, buy it at the kiosk for 40,000 bolts. Ammo Capacity: 5 disks Refill Qty: 1 disk (purple icon) Ammo Cost: 100 bolts/disk Range: Medium for initial toss, can be steered farther. Power: 373 (448, 537, 645, 774) Power Growth Rate 20% per level V5 Upgrade: Tempest Launcher. Tornadoes now shoot lightning bolts at targets at medium range. Raritanium Upgrades: +------------------------+ |......WP--RT......RT....| | / / / | |....BT--PW--AR--AR......| | / | |......PW......CU........| | / / | |....PW--PW--BT..........| +------------------------+ RT - left hex costs 200, right hex costs 400. BT - upper hex costs 300, lower hex costs 600. PW - third row hex costs 300, other 3 cost 350 each. Each adds 5% to current power. AR - both hexes cost 700 each. CU - Gyro Turbine. Increases duration of each tornado. Costs 1200. Notes: The Tornado Launcher is controlled with the Sixaxis tilt functions, so let's discuss that now. When you first fire a tornado, the controller face should be parallel to the ground - this is "neutral". As you tilt in one or another direction, the disk from which the tornado emanates will steer in that direction. Rotating the controller clockwise/counterclockwise has no effect, nor does throwing it side to side. Also remember you are not steering the TORNADO, you are steering the DISK along the ground. If the disk gets hung up on an obstruction, that will block your path. All that said, the Tornado Launcher is one of the signature weapons of this game. The fact it can be steered means you can maneuver it around corners to hit turret gunners, or delay on larger targets to do maximum damage. Once a target takes fatal damage, it is pulled into the vortex. You can also use it to PULL targets back towards you, so that they drop their bolts closer to your position and possibly out of harm's way. ***A fellow gamer named Mark David submitted the following technique: "For the Tornado Launcher/Tempest Launcher you may change out of it once you have a tornado out. Most people don't realize this and simply keep the tornado launcher as their primary weapon while steering the tornado. This turns a great support weapon into a novel item. Instead of launching a tornado and then switching over to a long range weapon they simply stick with the tornado and dodge oncoming enemies and enemy fire. You don't even have to steer the tornado in most cases simply keep it as a deterrent to melee enemies while you pick 'em off from afar." PW upgrades are a big help, not in spite of its power but because of it. It's not easy trying to precisely steer this thing when you're being shot at, so the less time you have to focus on a single target the better. AR boosts also help those with bad aim. The V5 upgrade is phenomenally useful when you have the ground room to use it, since it causes damage from a good distance away from the vortex. The bolts can actually reach back to Ratchet from the launch point of the disk, so if you overshoot your target it's not a big concern. The custom upgrade is a boon to any tornado fan (pardon the expression), and very potent against big targets at endgame since the damage keeps going as long as the tornado spins. The effect is great, but it might not be worth the cost investment for a while. Predator Launcher - locks onto one or more targets, release trigger to fire First Acquired: Kortog, buy it at the kiosk for 25,000 bolts. Ammo Capacity: 25 Refill Qty: 6 missiles (yellow icon) Ammo Cost: 30 bolts/missile Range: Long Power: 144 (166, 190, 219, 252) Power Growth Rate 15% per level V5 Upgrade: Raptor Launcher. Each missile splashes napalm upon impact, doing damage to any enemy that touches it. Raritanium Upgrades: +------------------------+ |..........PW--AM--LK--AM| | / / / / | |....PW--PW--AM--CU--LK..| | / / / / | |......AM--WP--LK--AM....| | / / / | |....SP--SP--SP..........| +------------------------+ PW - all 3 hexes cost 200 each. Each adds 5% to current power. AM - all 5 hexes cost 125 each. Each adds 1 to max ammo. LK - all 3 hexes cost 250 each. SP - left hex costs 400, other 2 cost 200 each. CU - Dual Target Detectors. Two separate locks are possible on a single target. Costs 500. Notes: I have a love/hate relationship with the Predator. The lock-on is great and being able to lock onto up to 3 foes at once initially (up to 6 foes with upgrades), in any direction, is a definite boon. On the other hand, the missiles are somewhat weak. Most early targets take two hits to bring down, and it just gets worse as you progress. If an enemy has multiple strike zones, such as a Leviathan, each zone can be locked onto separately, causing damage to stack. If you're going to be using the Predator on multi-target foes, buy the LK and AM upgrades early. SP is a little less useful here, but it's not a bad buy. The V5 upgrade is actually better than I gave it credit for. The spread on the napalm drop is quite wide, so it's especially good if you have a mix of ground and aerial targets in play, such as Rykan V. The custom upgrade helps with power issues, but requires that you pay close attention to how much damage your enemies can take. It will do both locks for the first target before acquiring another target (though with the speed upgrades this doesn't take long). The problem is that if the first target only needs one more hit to drop, you have to either let go at one lock or waste a missile. And don't forget that you go through your ammo supply twice as fast. Finally, you can only have a maximum of eight locks, two each on four targets. *** Initially, I recommended this custom upgrade - now I'm having second thoughts. Buying it actually lowers the maximum # of enemies you can lock on to at once, which is one of the Predator's defining features. You'll probably buy it for your first few playthroughs, but see how well you do without it. Shock Ravager - electric whip First Acquired: Kortog, in the chamber with the first turret. It is possible to get the weapon before destroying the turret, if you get close enough to it. Ammo Capacity: 30 Refill Qty: 11 cells (blue icon) Ammo Cost: 2 bolts/cell Range: Medium Power: 138 (159, 183, 210, 242) Power Growth Rate 15% per level V5 Upgrade: Lightning Ravager. Creates a "chain lightning" effect, allowing you to damage targets just out of whip range. Raritanium Upgrades: +------------------------+ |..............RT--RT--RT| | / / | |....WP--AM--AM......PW..| | / / / | |..BT......BT--BT--BT....| | / / | |CU--AM--BT..............| +------------------------+ RT - center hex costs 200, other 2 cost 100 each. AM - all 3 hexes cost 150 each. Each adds 2 to max ammo. PW - single hex costs 800. Adds 15% to current power. BT - all 5 hexes cost 150 each. CU - Voltage Multiplier. Increases range of electrical shockwave. Costs 400. Notes: If you liked the Plasma Whip in R&C 3, you'll love the Shock Ravager. It has a much longer range than you would expect from a whip, actually reaching about as far as a Fusion Grenade can be thrown. It will also reach slightly behind you and to your sides, so it's great if you're surrounded. It is perfect for shielded foes, since it bypasses the shield. However, electrified enemies take no damage. With both Bolt and Raritanium drop upgrades, it's my favorite choice for early harvesting. Try to kill larger foes with the Ravager to get the most out of every drop. The V5 upgrade chains damage from the targets you hit, to those standing nearby that you just missed. The custom upgrade is more helpful if you've missed completely. At the end of the whip's range, it throws out a shockwave on the ground. The Voltage Multiplier extends that shockwave, to a range of roughly a non-boosted Fusion Grenade explosion. Anything in the range of the shockwave takes damage, the same as if they had been hit by the whip in the first place. If you already have the V5 upgrade, that triggers as well. Shard Reaper - fires a shotgun-like blast of metal shards First Acquired: Mukow, buy it at the kiosk for 35,000 bolts. Ammo Capacity: 30 Refill Qty: 6 shells (blue icon) Ammo Cost: 40 bolts/shell Range: Short Power: 166 (199, 239, 287, 344) Power Growth Rate 20% per level V5 Upgrade: Nitro Reaper. Each shard impacts with liquid nitrogen, which can freeze an enemy in place. Frozen enemies take no added damage but will not move or attack until the effect wears off. Raritanium Upgrades: +------------------------+ |..............AM--PW--WD| | / / / | |........PW--PW--WD--AM..| | / / / / | |..WP--SP--SP--SP--PW....| | / / | |............SP--CU......| +------------------------+ AM - both hexes cost 200 each. Each adds 5 to max ammo. PW - all 4 hexes cost 250 each. Each adds 5% to current power. WD - both hexes cost 500 each. SP - all 4 hexes cost 250 each. CU - Pyrocidic Nano-Clusters. Shots will explode upon impact, doing additional damage to the target. Costs 800. Notes: My favorite mid-game weapon. Many of your fights at this time will take place at shotgun range (especially in the Arena), making this a potent choice. Each shot also has a knockdown effect, giving you a moment to breathe between shots. If an enemy has multiple strike zones (such as a Leviathan), each zone will register as a separate hit, further increasing total damage output. By endgame it will be largely outclassed, but the upgrades help it stay useful. As with all shotguns, the farther away you are from the target the less damage you do. What the Shard Reaper needs most for crowd control is WD. If you're up close on one target you should be fine unmodified, but a second threat would be a problem. Along the way to WD you can (and should) pick up the SP, which helps you put more Shards in the air quickly. The V5 upgrade is fantastic for a shotgun, since most anything you don't kill in one hit is close enough to be a real threat. Freezing them lets you either move away or fire again with less fear of retaliation. Unfortunately, it only works when your target is just about dead. What a letdown. The custom upgrade is nice, especially towards endgame when stronger enemies (and more powerful weapons) start appearing, helping the damage output. Buzz Blades - fires a saw blade, which bounces around for a short while. First Acquired: Ardolis, buy at the kiosk for 40,000 bolts. Ammo Capacity: 200 Refill Qty: 20 saws (blue icon) Ammo Cost: 8 bolts/saw Range: Long Power: 45 (54, 64, 77, 93) Power Growth Rate 20% per level V5 Upgrade: Doom Blades. Coats blades in acid, which keeps damaging enemies over time. Raritanium Upgrades: +------------------------+ |......AM......RC--PW....| | / / / | |AM--RC--CU--RC--BT--PW..| | / / | |..BT......PW............| | / / | |BT--WP--PW..............| +------------------------+ AM - all 3 hexes cost 350 each. Each adds 20 to max ammo. RC - all 3 hexes cost 500 each. PW - second row hex costs 1000, other 2 cost 500 each. Second row adds 10% to current power, other 2 add 5% to current power. BT - right hex costs 800, other 2 cost 400 each. CU - Cesium Blade Edges. If blades stick to an enemy or wall (ground), they will explode after a short time. Costs 1200. Notes: I want to hate the Buzz Blades for being weak, but they do have their uses. They do work at long range (a little farther than the Predator can target), and each Blade can hit more than once. Just don't expect to do much damage per hit. Holding the fire button will throw out Blades at ludicrous speed. Each Blade also has a limited homing capability, and can reacquire its previous target. What hurts them most is the achingly slow level-up rate, since that is based off of damage done. Buzz Blades badly need AM, since you will be putting out lots of Blades. RC and PW are helpful, but you may be better served by limiting its use to weak targets like the Thwogs on Ardolis or small Cragmites. The V5 upgrade adds a little bit of damage, but not enough to make using the blades practical in most cases. The custom upgrade is even less interesting. You don't get the benefit most of the time, since the blades rarely stick to a wall and are even less likely to stick to an enemy. Almost a complete waste. Nano-Swarmers - places a turret which automatically attacks targets in range. First Acquired: Ardolis, buy it at the kiosk for 65,000 bolts. Ammo Capacity: 4 Refill Qty: 2 ammo (purple icon) Ammo Cost: 150 bolts/ammo Range: Medium for deploying turret, then Medium range FROM turret Power: 143 (172, 206, 248, 297) Power Growth Rate 20% per level V5 Upgrade: Toxic Swarmers. The insects from the swarmer are now acidic, damaging targets over time. Raritanium Upgrades: +------------------------+ |......PW......PW......RG| | / / / | |....RG--AM--RG--RG--WP..| | / / / | |..AM--PW..........BT....| | / / / | |CU--BT......BT--BT......| +------------------------+ PW - top left hex costs 1800, other 2 cost 900 each. Top left hex adds 10% to current power, other 2 add 5% each to current power. RG - all 4 hexes cost 650 each. AM - both hexes cost 700 each. Each adds 1 to max ammo. BT - bottom middle hex costs 1200, other 3 cost 600 each. CU - Zero-Kelvin Laser Diode. Freezes enemies struck by the targeting laser. Costs 2500. Notes: For big fights and room control, this is worth every last bolt. It's a turret that doesn't have to swivel, so it can cover every direction much more efficiently than in the past. Helpful for preventing damage (Arena, and for Challenge Mode) as long as you stay near it. The damage stacks with other weapons you should be using at the same time. Note that "invisible" Drophyds in Zordoom Prison will not be targeted by a Swarmer until they are hit by something else and made visible. Turrets need RG. If they don't have a target, they're sitting around looking pretty. AM is