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Walkthrough

by insomniac_dog

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                           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

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.    



=============================================================================
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: [email protected] 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

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 human�s 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 - **�/*****    


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 - ***�/*****


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 
difficult enemies or 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 - ***�/*****


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 cool 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, annoying yet 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 - ***�/*****


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 - ****�/*****


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 *�/*****


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 - ****�/*****


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 - ****�/***** 



=============================================================================
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 doesn�t happen. Oh well.

Rating - **�/*****


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 - **�/*****


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 some back-up, 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 - ****/*****


VISI-COPTER - This device is interesting. 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 to access 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. I�m just sayin�... 


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 normally is becoming a chore, activate 
this and you�ll traverse through the water life never before!


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 slo-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.

You�ll arrive on the top level of the building. Continue and defeat the 
Clapper Bot. Instead of using the Zipline, continue to walk around the path to 
find a massive amount of bolts, health, ammo and raritanium. Once everything 
has been collected, backtrack to find the zipline and use it. It�ll take you 
to another garden, but with a lot more enemies. Defeat the small bots then 
fill up on ammo to the right. Head up the stairs to find around five or more 
Drophyds. Use your most powerful weapon to get rid of them. Continue moving up 
the stairs defeating the small bots as you go, and then jump up to the large 
platform. The wall opposite you will explode, revealing a few more enemies. 

The Clapper Bots and Drophyds will be teleporting, rushing and attacking you 
from all sides of the path, so be careful. On the left and right of the path 
there�ll be small corridors that lead to a few boxes. Smash those, and once 
you�ve cleared out the path, continue to reach another garden. No real threat, 
just a few Tesla Drones. You�ll then find yourself at a bridge with numerous 
fire statues. Defeat the Drophyds, and proceed with caution across the bridge. 
At the end you�ll encounter a few enemies so a lob of a few Grenades will make 
short work of them. Fill up on supplies and then teleport inside the arena.

Win the Coliseum Battles - 

You�ll enter �Noobius Maximus� a three round arena battle which ends when you 
defeat the boss Crushto. Like all R&C arena fights, the point is to keep your 
distance and use your most powerful weapons, not that you have many weapons at 
all at this time in the game. These rounds will last about a minute each, with 
a variety of enemies. When the enemies first come out of their cells, toss a 
Grenade to kill them quickly, as they�ll likely to be in groups. The battle 
isn�t excruciatingly hard, so you�ll be able to pass it easily. You�ll then 
battle the boss Crushto.   

++++++++++++++
BOSS - CRUSHTO

This guy looks mean, but not overly difficult. Like all boss battles, learn 
the pattern and you�ll get past him easy as pie! He has a few attacks. 
Firstly, he�ll shoot rockets at you. Keep moving when he does this attack. 
Secondly, he�ll fire a wave of bullets at you. Jump over the wave when it 
comes near you. Lastly, he�ll use his mega-mouth to either suck you in or blow 
you out. When he sucks (hehehe...), point the left stick away from him to 
escape his bite. When he blows (hahaha...) push the left analog stick towards 
him to avoid being pushed off the arena platform. Like all boss battles, don�t 
try and level up your weakest weapons; just use the most powerful, and he�ll 
go down.   

BOSS - CRUSHTO
++++++++++++++

Once the challenge is completed, you�ll find Qwark, the gadget Heli-Pods and 
new co-ordinates to the Nundac Asteroid Ring. When you regain control of 
Ratchet, equip the new Heli-pods and aim it at the target. Toss one, and 
you�ll see small propellers fly out of the gun, which unlock doors and can 
solve puzzles. When the door is lifted, Heli-Pod the platform and get on it to 
arrive at a Teleporter. Use it to arrive back at your ship. But wait! We still 
haven�t done everything on this planet. Head back into the main courtyard.

Explore the Festival - 

The west road has not yet been explored, but to access the road we must find 6 
Tachyon Statues. These statues are found only in the main courtyard, so it�s 
not a massive fetch quest. Collecting time! Here are the locations of all 
Tachyon Statues:

1) On top of the central fountain.
2) In a small garden joining the fountain.
3) North-west of the fountain in front of the fire statue.
4) In front of the Tachyon Television west of the fountain.
5) South-west of the fountain, on top of a platform near the gate leading to 
your ship.
6) On a small island north of the fountain.

Now that you have all of the statues, the west gate is opened. You�ll arrive 
in a Barrel O� Laughs-esque ride in which the corridor twists and turns. 
There�s also some giant saws, cutters and graters as the deadly obstacles. 
Yay! Time your runs carefully to avoid being hit. When you make it through, 
use the Swingshot to cross and then jump on the Pad to find the massive Ferris 
Wheel. Head up the ramp and then jump on a Ferris Wheel platform. 

There�ll be some obstacles here, so pay attention. When you see the green 
forcefield about to hit the platform you�re on, jump to the platform on the 
left. When you�re about to get zapped again, either High Jump to the platform 
above you or jump down to the platform on the right. You�ll then have to jump 
down to the platform below you at the next forcefield. At the final 
forcefield, get on the left platform. Wait until the camera centre on the path 
leading to the left of the screen, then hop off and continue on the path.

Use the Swingshot again much to the same fashion as previously, and then head 
down into the large garden. Smash the Jackpot crate and then nab all of the 
bolts and enemies in the area for big bucks. Head up the stairs to meet a few 
Drophyds. Kill them and then enter another twisting hall. A little harder this 
time, make sure you�re on the right side of the hallway when you come to the 
blockers. Exit the hall to grab the Charge Boots! For information on the 
Charge Boots, consult the �Gadgets� section of the walkthrough. Head down the 
gravity ramp, defeat the small bots and then zipline down to the ship. The 
only thing left to do now is the rest of the arena challenges, but you can do 
that any time. For now, let�s head off to the Nundac Asteroid Ring!



7. ___+++ Apogee Space Station, Nundac Asteroid Ring +++___

Make a Trade with the Smuggler - 

That Smuggler is here, and he�ll give you the launch code to the transport if 
you can bring him a Leviathan soul. At the moment you�re on Asteroid Alpha, 
the main asteroid. When you�re down speaking to him, head right then jump over 
to the smaller asteroid. This begins a battle with a Leviathan similar to the 
ones on Cobalia. It�s basically the same battle, but with more powerful 
weapons and a smaller space to run. Just do what you did last time! Once he�s 
gone, head back to the Smuggler, trade the Soul and then enter the transport 
pod.

Navigate the Gravity Cube - 

Unfortunately, you�re not able to access the main station straight away. Fist, 
you have to get past the massive electronic cube below the station. From the 
large platform you�re on, get on the smaller platform. This�ll take you upside 
down and onto the cube. From here on, a major platforming section of the game 
begins. Follow the path of floating platforms until you reach a side-ways 
moving platform. You�ll notice that a group of lasers are blocking the onward 
route. Hop on the platform and then wait until you and the platform in front 
of you are not being blocked by the lasers. Then, jump onto the other 
platform. Follow the gravity ramp down to the Jump Pad and use it. Don�t get 
sick, as this part is particularly vomit-inducing :).

Continue to follow the platforms, and remember to jump over the lasers when 
the platform moves under them. Once you get to a rising platform, jump on it, 
then turn right and then jump on that platform. For the next side of the cube, 
it�s pretty much the same as the last side, but soon you�ll come to some 
green, transparent platforms. These are timer platforms, and as soon as you 
step on one, a countdown will begin, and the platform will disappear in a 
matter of seconds. Move quickly over these green platforms. Arrive at the 
second Jump Pad, and use it.

Navigate through the next series of platforms, which combine the transparent 
ones and the moving ones. You�ll encounter a few smashers, which are just 
blocks which repeatedly smash down on the path. Just time your run so you 
don�t get squished. Eventually you�ll arrive at the last gravity ramp, so walk 
up it to arrive at the station entrance. Left are a couple of bolts, right is 
a turret which can take you back to your ship, and in front is the elevator to 
the station. Let�s go searching!

Search the Station - 

Move up the corridor to come to a T-Junction. To the right are some bolts, but 
the left is where you want to go. Two voices will announce to the station that 
you�ve intruded and will be prosecuted. Not if you can prosecute them first! 
Some laser bots will come through the door, so whip out a weapon and get them. 
Continue through the doors, killing the bots. Check out the windows to the 
side; they look awesome! Back on task, and you�ll meet up with a turret. 
Strafe-flip over the bullets and defeat it. At the end of a hall you�ll enter 
a large room with enemies, bolts, ammo, health and a bolt crank. You know what 
to do.

Use Grenades or another handy weapon to clear out the room, and then pick up 
all your supplies. Use the bolt crank to open up the floor beneath you, and 
then swim through the tunnel to arrive inside the main dome. Head up the 
natural ramp, and use the rocks as cover and a strategic position for Plasma 
Beasts and Fusion Grenades against the turrets and bots. Once you�re at the 
large set of stairs, a turret will awaken to the left and heaps of Laser Bots 
will emerge from the building. Back away so the turret stops shooting so that 
you can focus your attention on the bots. Once all is defeated, head through 
the doorway, evading the lasers as you go.

Fill up on ammo and health, as well as bolts from the nearby crates. Then head 
up the steep stairs to arrive in a bit of a predicament. Seven turrets will 
awaken slowly, giving you one big fight on your hands. Use the Grenades to 
weaken and destroy some of them, then switch to the Combuster to finish them 
off. If you get too low on health, head down the stairs and nab the health 
from the vendor. When you have defeated all seven, head through the corridor, 
defeat the ceiling turret, and then continue through the next few rooms, 
defeating enemies as you go. You�ll then arrive in a tight, small, circular 
room with another seven turrets. Strafe-flip continuously over the stream of 
bullets whilst firing the Combuster, and you�ll eventually defeat them all.

You�ll enter a massive room. Get supplies, and then notice the huge amount of 
enemies around you. The ultimate objective is to defeat all of them to shut 
down the lasers you jump up to the final room. You can head either left or 
right (you�re gonna have to head down both paths eventually) but don�t just 
jump down to the lower level, as they�ll be a large amount of enemies 
attacking and ambushing you. Once all is defeated, you may need to refill on 
ammo and health. Once that is completed jump up to the doorway. You�ll find 
out that the door is locked and blocked, so you�re going to have to find 
another way in. The Zoni to the rescue! They give Clank an all-new Geo-Laser, 
which is capable of firing a super-heated laser which can burn through natural 
materials. Follow the laser�s signal and then enter the mini-game when 
prompted. Curve and tilt the SIXAXIS and move the left-analog stick to hit all 
of the targets in order. This�ll then create a hole in the wall for you to 
walk through. After the cutscene, teleport back to your ship and either se out 
for Ardolis, or stay to collect some more Leviathan Souls. Here�s a rundown of 
the latter objective:

Sell Your Souls - 

A better mission title would�ve been �Collect Leviathan Souls�. Oh well, guess 
you can�t have everything in life. If you wish me to explain how to defeat 
each Leviathan here, please contact me informing to do so. However, each boss 
battle is basically the same. Travel to each asteroid and there�ll be either 
one or two Leviathans. On one asteroid, you must use the Gelanator to reach 
various bolts and raritanium, as well as the Leviathan. Once all Leviathans 
have been eliminated, report back to the Smuggler and trade in the souls 
you�ve collected. 

  

8. ___+++ Pirate Base, Planet Ardolis +++___

Infiltrate the Pirate Hideout - 

Last reports of Max Apogee explain that while he was in possession of the 
Lombax Secret, pirates kidnapped him and the artefact. The main pirate base is 
located on Ardolis, and your new friends Talwyn, Cronk and Zephyr theory that 
the Secret would most probably be here. When you land, get your ammo and 
health, and proceed through the tunnel.

Kill the pirates you meet and then head down on the path on the right. Notice 
the pirate with the pistol, so defeat him and then take out the other enemies. 
You can grab your devices on the Pistol Pirate�s platform. Continue down the 
path, jumping on the platforms and then defeat the pirate. Activate the Geo-
Laser and complete the mini-game. Head through the hole to enter the 
Sarrdollow Caves. 

Kill the Thwogs which rush at you and when you reach the green pool turn a 
sharp right and follow the path. High Jump to the upper level, then Stretch 
Jump twice over the chasms to continue along the path. Head across the bridge 
and use a powerful weapon against the shielded pirate (Plasma Beasts work very 
well against shielded enemies) then defeat the enemies around the campfire. 
Enter the Geo-Laser mini-game and complete to turn a stalactite into a 
platform. Head back up ramp and traverse the platforming section, and then 
enter a massive room filled to the brim with nasty pirates.

Find the Treasure Room - 

You�ve infiltrated the hideout now, and the next objective is to actually find 
the Lombax Secret. In the room you�re in now, a small establishing shot of the 
area shows around twenty pirates. Deal with the pirates on the ground first 
(grab the Jackpot Crate and then Stretch Jump/Charge Boot around the room 
grabbing all of the bolts). Once the floor is clear, five or so pirates will 
come down. Be aware of everywhere around you, since they can come from all 
around the room. They�ll be two or so more waves of Pirates, then the door at 
the far end of the room will open and five shielded pirates will come through. 
Defeat these guys with heavy weapons, and then kill the Pistol Pirate shooting 
from inside the next room. Phew! Head outside.

In the fresh air, some electric pirates will rush at you, so select a non-
electric weapon to defeat them. They�ll be a few more pirates on the crates, 
and a pirate barge will arrive which drops off more pirates. Kill them, hop on 
the glowing elevator on the small circular platform, and then zipline down to 
the pirate tower.

Catch Up to Talwyn - 

Thanks to Talwyn, you escape from the clutches of Captain Slag and Rusty Pete, 
but they�re still hot on your tail, and Talwyn has made off with the Secret! 
Kill the pirates around you and then grab your supplies. Notice the small 
carriage next to the ammo vendor, as this can be used to go back to your ship. 
You�re not gonna quit now, are ya! To continue the mission, find the Swingshot 
target north of the area you�re on to land on a pirate ship. Defeat everyone 
here (use the blocks as cover) and then use the glowing elevator to zipline to 
the next pirate ship. Kill everything here (duh!) and then battle the electric 
pirates which come across the bridge. After all is done, head across the 
bridge to enter the... umm... �Fun House�... adult fun that is. 

Move around the outer ring of the room, defeating the pirates in the centre. 
You�ll run into a few enemies, so watch out. After there are no more pirates, 
another batch of them will come down the elevator. Toss a grenade at them to 
blow them apart. Ride the elevator and continue killing pirates. Defeat the 
pirates that jump off the barge, and then hop on it. Destroy the enemies which 
come out of the hull, and then �walk the plank� and fill up on ammo. Enter the 
room to begin a boss battle.

+++++++++++++++++++
BOSS - PIRATE GUARD

The title of this character is unknown to me, so we�ll just have to do with 
�Pirate Guard�. Basically, this guy is another obstacle in the way of you 
getting the Lombax Secret. It�s time to lay da smackdown!

Get out your strongest weapon (once again, possibly the Fusion Grenades, but 
an upgraded Predator Launcher or Buzz Blades will help as well) and start 
firing. Dodge the cannon balls that he launches, and continue using your guns 
as much as possible. Strafing really works here, as it�s hard to fight without 
it. Lobbing Nano Swarmers will also help well. He isn�t hard, actually, so you 
should be able to defeat him without any real difficulty.

BOSS - PIRATE GUARD
+++++++++++++++++++

Once he�s down, continue through the hallway. On the left is a doorway guarded 
by a pirate lock. We won�t be able to access this room yet, but on the right 
is a lot of raritanium. Grab everything, then head outside and into the 
cutscene. It turns out that the artefact is not the Lombax Secret after all... 
it�s just a map showing the planet of Rykan V. The team now must set off to 
the said planet in hope of finding the Secret there. Hang on! You haven�t 
explored all of Ardolis yet! Teleport back to the ship and then walk through 
the tunnel again, but this time, head on a tiny path which leads to the left.

Explore Ardolis - 

Although there is no mission that is called �Explore Ardolis� there actually 
isn�t a mission devoted to this section of the level, so what I�ve said will 
have to do. Continue forwards and Heli-Pod the lowered grind rail to raise it, 
therefore allowing you to use the now complete grind rail. Defeat the Thwogs 
on the small platform you land on, and then Heli-Pod the submerged platforms 
in quick succession to get across to the other side. Heli-Pod the door to lift 
it and then carry on through. Go to the very end of path and Heli-Pod the door 
for raritanium, then head back to the small river you jumped over. Pod the 
door and two targets on the sunken ship to complete the puzzle. Hop on the 
ship and then use the Swingshots on the left to reach some raritanium. Jump 
down to the platform below you (this is where the ship takes you anyway).

Use the Swingshot to get across to the wharves, and then continue along and 
Pod the two targets on the right to lower the platform. Head across, kill the 
Bats and then Pod the two targets on the left. Hop on the platform and then 
wait for the Heli-Pods to expire for you to be raised to the upper level. Grab 
the Armour Magnetizer (which allows you to collect bolts from further away) 
and Pod the door to arrive in the area just near your ship. Now you have 
completed all tasks on Ardolis! Let�s head off to Rykan V!



9. ___+++ Rakar Star Cluster, Verdigris Sector +++___

Evade the Pirate Fleet - 

Unfortunately, your first exploration into the Verdigris Sector in the Polaris 
Galaxy has gone haywire, and the pirate fleet has caught up to you since 
leaving Ardolis. You now have to ditch them in the Rakar Star Cluster or be 
destined to be imprisoned in the pirate fleet forever.

Firstly, you�ll be Clank first, and in charge of the missile turret. You 
cannot move the ship as Clank, so you are an easy target for enemies. To 
counter this, as soon as you see an enemy on screen, immediately destroy them. 
In case of a group of enemies, find the most powerful and dangerous ones, and 
defeat them first. When in control of Ratchet, and therefore the ship, 
continue to move around the screen defeating enemies, and when you encounter 
the massive amount of mega-ships, don�t bother destroy their turrets, and just 
avoid them altogether. Trying to destroy them is too slow and dangerous. When 
you are flying over the red star, shoot through the obstacles which block your 
path (the netting on the blue triangles and the weak spots on the fire 
harvesters). It�s a pretty long section, so just stay alert. Eventually, 
you�ll arrive in the second ship boss battle of the game.

+++++++++++++++++++++++++
BOSS - IRON CROTCH CARUSO

This is basically the same guy as the last space boss battle, because it�s 
essentially the same tactics as last time, only with the boss doing different 
attacks. The first attack is a missile attack. He�ll shoot a stream of rockets 
which you can either dodge or destroy. Secondly, he�ll create a pillar of fire 
before you, and you must evade these. Use the barrel roll to full effect here. 
Lastly, he�ll create a massive electricity shockwave, and the only way to 
survive the attack is to fly through the ring he creates. Once you have learnt 
all of his attacks continue to shoot, dodge, lock-on, and release and evade 
your way through the battle, and you should come out as victorious.

BOSS - IRON CROTCH CARUSO
+++++++++++++++++++++++++



10. ___+++ Lava Refineries, Planet Rykan V +++___

Breach the Main Gate - 

You will start the level skydiving. Evade the missiles which track you, and 
you�ll soon land in a massive area filled with enemies. Cronk and Zephyr are 
here to help, but they don�t provide as well as you�d hope they would. 
Immediately destroy the Tesla Drones which rush at you, and then flip, jump, 
run and gun your way through the hordes of Drophyds. The Fusion Grenades work 
excellently, because they can defeat entire groups of foes. Drophyd Dropships 
will drop off even more enemies, so see if you can destroy the actual Dropship 
before they can do anything. If you look on the map, there�s an ammo vendor to 
the south of the area. Use it to get supplies and health if need be. Once all 
is done, wait 20 seconds for the charge to expire, thereby exploding through 
the main gate and allowing the trio to head on through.

Defeat Heavy Troopers - 

I pity you if you do this on challenge mode. There�ll be a monumental amount 
of enemies, so grab a strong weapon and fire away. This time, Drophyd Airships 
will populate the skies, so aim high and get them before they get you. This 
section is more or less the same as the previous area, but a little harder. At 
the end of it all, a new objective arises...

Destroy Turret Defences - 

Four massive turrets will awaken at the east side of the area, and will begin 
to shoot you in stages. Only two turrets will attack simultaneously, so it�s 
not mega-difficult. Remember to either take cover or strafe-flip over the 
bullet volley, and a combination of Buzz Blades, Combuster and Fusion Grenades 
will help tremendously. If you ever run out of ammo, Charge Boot to the gate 
you destroyed earlier for ammo and health. When all four defences are 
eliminated, an elevator will come down giving you a lift to the Rykan 
Spaceport.

Buy a Gyro Cycle - 

You�ll find your ship to the left, as well as the beloved Smuggler. This time 
round, he�s selling a Gyro Cycle, a shielded ball which was created by the 
Lombax for navigational purposes. This item is worth 5000 bolts, so you should 
be able to purchase it easy-peasy, but if for some reason you do not have 5000 
bolts, find some more around the spaceport. There are plenty of boxes and 
consumer bots to smash. When you�ve purchased it, stand on the launch pad next 
to the smuggler and activate the Gyro Cycle.

Travel the Lava Tube Network - 

You�re first Gyro-Cycle section of the game is also the easiest (duh). 
Complete the tri-pad puzzles when you encounter them, but apart from that, 
there isn�t really anything to talk about. Be careful in the narrow path 
sections, as the Gyro-Cycle can sometimes becomes a little incontrollable. Try 
to avoid as many fire obstacles as possible, but the game allows you to hit a 
few before you eventually go down. The Gyro-Pads positioned around the course 
will shoot you upwards and to another section of the course. The second time 
you are launched out of the course, it�ll be the last. 

Land on the small island and a cutscene will automatically begin. Seems that 
the map from Ardolis led you to Rykan V, and on Rykan V the end item turned 
out to be another map! Still, the cutscene does provide useful information. 
The fabled Lombax Secret is actually a hat, called the �Dimensionator�, 
capable of creating warped black holes and other inter-dimensional events. The 
cutscene also gave you co-ordinates for the Lombax testing facility on Planet 
Sargasso. Head back outside and teleport back to your ship. Get inside the 
Aphelion and set out for Sargasso.



11. ___+++ Outpost L51, Planet Sargasso +++___

Trade Souls for the Decryptor - 

Hooray! A prehistoric world! This planet is great fun, and is one of the best 
levels in the entire R&C series! Not only is it massively enormous, but it has 
dinosaurs! Follow the path and talk with the Smuggler. He�ll tell you that 
he�ll give you the Decryptor if you can find three souls (you may already have 
three souls from previous levels). Look on the map to see a myriad of Grunther 
Soul icons. Follow them and destroy the Grunther at that icon (on your island 
only), and then return to the Smuggler. Trade the souls for the Decryptor, and 
then stand on the glowing blue pad next to the Robo-Pad. Enter the Decryptor 
mini-game. The objective here is to get the magnetic ball to various �jump 
points� (gaps in the spark path) and to connect these points to allow the 
spark to get to the red outlet. Your very first Decryptor mini-game is 
obviously easy, so you should get the hang of it right away. If you are 
finding it difficult with the SIXAXIS, turn the option off in the Control 
Options menu to allow yourself the comfort of the left analog stick to do your 
work. Once the spark gets to the red outlet, then the mini-game is complete.

Search from the Sky - 

Lift off from the Robo-Pad and follow the Zoni Rings much like on Kortog to 
arrive on a path leading up to the Kerchu Outpost. This objective is basically 
over... yes, it is... it�s over... now!

Investigate the Kerchu Outpost - 

Get all your supplies and then head up the ramp. Kill the Sargasso Crawlers 
here, and collect the bolts around you. Continue forwards until a Kerchu Fire 
Machine begins attacking you. Defeat it (it�s quite powerful, so a strong 
weapon will help) and then enter the Decryptor mini-game. Complete it, and 
head inside the factory. Destroy the Kerchu Rollers, and then fill your 
Gelanator. There will be a wall to the right in the room with a green icon, so 
Gel up to the platform then Gel again to reach the top of the wall. Continue 
on the path, jumping and gelling wherever needed, then drain the gadget to 
head outside. 

Glide down peacefully to the below island, then whip out a weapon and destroy 
those Rollers! If you see all three chasing you simultaneously, remember to 
strafe-flip/stretch jump/charge boot out of their path. Next, use the Tri-Pad 
to charge up a platform near the island so you can use that platform to get up 
to the larger level. Then use the moving platforms to get up to the abandoned 
Lombax testing facility. Decrypt the entrance, and enter. Destroy the Pyro 
Guards inside (Fusion Grenades work well to defeat groups of them), and then 
face the three platforms on the side of the room. Use the ledge to get on the 
right platform and then jump across to the middle platform to acquire the 
almighty �Alpha Disruptor� weapon. 

Use the bolt crank on the final platform to re-open the door, and then arrive 
back on island and cross the newly lowered bridge. Fill up on supplies and use 
your new gun to wipe out the Grunther. Find all three tri-pads, and then ride 
on the moving platform to the Pyro Guard�s platform. Defeat him, and glide 
down to where the Kerchu Rollers are near your position. Enter the cave and be 
ready for the Anthropods which rush at you. Continue up the skeleton ramp, 
defeat enemies, and then use the Decryptor to access a cutscene. It�s the 
Plumber! Unfortunately, Neil Flynn doesn�t provide the voice. No!!! Anyway, 
the Plumber gives you a �3� Cubit Hexagonal Washer� (try saying that three 
times fast) and flushes himself down a toilet, supposedly some time machine. 
Typical. Anyway, exit the room and Robo-Wings yourself over to your ship!

Soul Searching - 

Although the icons of the Grunthers are on the map, here is a run down of the 
basic locations of all sixteen (including those necessary of level 
completion). You can now use your Alpha Disruptor against the Grunthers. You 
must use the Robo-Wings to travel to each island. Here�s the list:

1) Centre-south on south island (island with Aphelion and Smuggler).
2) West on south island (inside cave).
3) North-west on south island (near water, easy to spot).

4) North-east on west island (island with numerous palm trees a smaller 
islands).
5) Centre-north on west island (near NE Grunther).
6) West on west island (very end of island, jumps from water).

7) North-west on central island (island just north of south island).
8) East on central island (next to Troglosaur).

9) Centre-north on island joined to central island by east derricks.
10) North-west on �         �          �           �          �    .
11) North-east on �         �          �           �          �    .

12) South on north island (island south of Kerchu Outpost island).
13) East on north island (jumps from water, in small canyon area).
14) West on north island (jumps from water).
15) North on north island (lots of Anthropods and other enemies surrounding 
the Grunther).

16) On north-east island (met during mission playthrough)

Return to the Fight Festival - 

I hope that helps you. In case you have no idea what I�m talking about, simply 
consult the map and Robo-Wing straight to the needed Grunther. But where�s the 
fun in that? Once you�re done, trade in all of the souls for mega-bucks! 
Planet Sargasso is now completed, but now you have to head back to Mukow. 
Captain Qwark has found a potential clue, so you better investigate.



12. ___+++ Imperial Fight Festival, Planet Mukow (revisited) +++___

Fight for Cash Prizes - 

Take the taxi to your left and activate it. It will take you back to the 
arena, and to the new Magnetum Tournament. Enter the arena and you will then 
have to participate in the challenge �Flaming Cragmite�. This is five rounds 
of normal enemies with the addition of two fire statues in the centre of the 
arena. This is basically the same as the previous time at the arena, with the 
same sort of enemies only with more obstacles (i.e., the fire statue). You 
should have no problems with this challenge. Then you move onto the 
challenge�s boss battle: 

++++++++++++++
BOSS - ZORTHAN

The final arena boss is surprisingly quite a challenge. Not only does he have 
a wealth of health on him (he�ll take ages to defeat) but his attacks really 
pack a punch. He�ll spin, shoot and slash away until your dead, so you�re just 
going to have to do the same back to him. 

He has three attacks, first he commences a spin attack and he chases you 
around for a few seconds, but running into an obstacle or stopping for just 
one moment can spell disaster in capital letters! He also shoots out 
electrical balls which bounce around. His last attack is a typical one: firing 
lasers at you. 

Use your very best weapons to defeat him (Alpha Disruptor will help very 
well), and continue to evade his attacks. An easy mistake to make is when he 
spins towards you; you might be blocked by an ammo crate. Quickly jump over it 
and move away from the outside of the arena. Apart from that, you just have to 
shoot, flip and shoot some more to take him down.

BOSS - ZORTHAN
++++++++++++++

Once that�s done, you�ll acquire the Holo-Pirate Disguise. This gadget allows 
you to transform into a pirate, enabling you to pass pirate areas unnoticed 
and unlocking Skull Security Doors. Qwark gives you an infobot, which may 
include the clue he talked about earlier. Exit the arena, get on the taxi back 
to your ship and then get in the Aphelion. The infobot shows you a film about 
the IRIS Supercomputer, the biggest knowledge base in the galaxy, possibly 
universe. However, it has been captured by Captain Slag. Set out for the 
Kreeli Comet and take it back! 



13. ___+++ IRIS Supercomputer, Kreeli Comet +++___

Infiltrate the Pirate Camp - 

Head down the ramp to see the pirates surrounding the campfire. Turn on your 
Holo-Pirate Disguise and pass the enemies stealthily. Whatever you do, don�t 
press square! Stand in front of the Skull Security Door, and then enter the 
Dancing Mini-Game. Here, you have to dance the jig to successfully unlock the 
door. The controls are simple: when the pirate says �to your left�, push left 
on the left stick. As the pirate says �to your tight�, push the left stick 
right. �To the sky� means pushing the left stick forwards (or up, depending on 
what you say). However, when they say �shake your booty�, you must shake the 
SIXAXIS controller. If the SIXAXIS option is turned off, you must twist, turn 
and move the analog sticks everywhere. Once the mini-game is completed, you 
may enter the pirate ship.

Transform back to Ratchet and destroy the red barrel behind the pirates. Move 
onto the next room to face off against the Pirate Guard. He�s basically the 
same as he was on Ardolis, only slightly stronger and tougher. Unfortunately, 
you�re in a confined space, so the cannon balls will bounce off walls and back 
at you, so always keep eyes out for his attacks coming from behind you. He 
also has a new attack. One of his cannon balls will be a red/orange colour, 
and when they explode they create a shockwave. Stay away from the explosion 
and jump over the wave. When you defeat him pick up all the raritanium and 
bolts and then bolt crank the elevator up onto the higher level of the pirate 
ship.

There�ll be a few pirates here, so make sure you are ready. There�ll be one 
behind the turret, so get out either the Fusion Grenades or the Plasma 
Stalkers to get behind his shield and defeat him. Destroy the red barrels 
around you to help vanquish the pirate horde. Jump on the grind rail nearby 
and head down to the platform. Defeat the turret pirate and jump over the 
chasms you come across to arrive on a very large platform. This is another 
campfire situation, but using the Holo-Pirate Disguise is useless because you 
can�t jump up the ledges at the far end of the path. In addition to the five 
or so pirates around the campfire, there�s a turret pirate nearby. Go in all 
gun�s blazing, and try to destroy the turret pirate first. Blast the other 
baddies away and then jump up the ledges to meet an electric pirate. Kill him, 
and then continue up the ladder and traverse the ledge (move left, where the 
arrows are pointing). Jump up when you see the gap, and immediately blast away 
the pirates here. 

Perform your second jig successfully to enter the room. There�ll some pirates 
in here, too, so defeat them. You�ll then see the gravity ramp exiting the 
room, so get on it. Proceed on the ramp, timing your runs so that you don�t 
get blasted by the cannons. Exit the ramp and then kill the pirates you meet. 
You�ll battle with yet another Pirate Guard. He should be easy this time 
because of the large space you have to move around in. There are some red 
barrels to help you here. Once the coast is clear the objective will be 
complete.

The Battle for the IRIS - 

Fill up on supplies and head on into the pirate village. You�ll encounter two 
turret pirates, as well as an army of shielded pirates. This is a job for the 
Fusion Grenades (actually, by now you should have DEFINITELY upgraded them to 
the Fusion Bombs)! Plasma Stalkers also really work well here, in case you run 
out of Bomb ammo (however, the vendor is nearby, so this shouldn�t be a 
problem). Another hint is that you can control the turrets themselves, so when 
the pirates who originally control them are defeated, commandeer the turret to 
kill the other pirates surrounding you. Defeat everyone in the second �room� 
and then head down into the final room. A few pirates will emerge from their 
houses on the left, and there�s a turret pirate here as well. Kill them all, 
and then enter the bolt crank. You�ll lower the bridge but a few enemies 
(including some electric ones) will rush at you. When you�re safe, head across 
the bridge.

You�ll encounter that dastardly Pirate Guard again, with even less space to 
manoeuvre around in. The cannon balls will prove your greatest obstacle here, 
as they�ll constantly be pounding and hitting you. The sooner this battle is 
over, the better. After it IS over, you must use the Geo-Laser to make another 
platform. Get across to the other side and defeat the resistance here. You�ll 
come to another vendor, so stock up and then continue into the tunnel. Inside 
the caves there�ll be a lot of pirates, some shielded, some electric, and some 
in control of turrets. Use as much cover as possible and try to strafe-flip 
continuously to avoid incoming fire. A lot of weapons help here, and tossing 
the Groovitron into the mix is a great idea. Jump onto the level with the 
turret and a lot of crates, and you should see the ramp leading down to 
another Skull Security Door. Turn into the Holo-pirate and complete the dance, 
then walk through to battle the final Kreeli Comet Pirate Guard. This is the 
hardest one, because you�re practically battling in a corridor. You may die in 
this one, so just remember to use your very best weapons and to jump whenever 
a cannon ball comes your way. After the battle, continue forwards to find the 
IRIS Supercomputer.

Repair the IRIS - 

Unfortunately, you can�t access IRIS�s information just yet because it is 
partially damaged, probably by Slag�s men. Clank volunteers to venture inside 
the IRIS to find the source of the problem and to fix it. Hooray! Another 
Clank level!

* THIS SECTION OF THE WALKTHRUGH IS YET TO BE COMPLETED *



14. ___+++ Zordoom Prison, Planet Viceron +++___

Grind the Rails to the Prison - 

You must rescue Talwyn from Zordoom Prison! Head east, and destroy the small 
bots you encounter. Go up the stairs and defeat the two �invisible� Drophyds. 
Weapons like the Predator Launcher, Nano Swarmers and the Plasma Beasts don�t 
work because they don�t target invisible Drophyds. You�re best off using a 
weapon which explodes or does not rely on a targeting mechanism. Complete the 
Decryptor puzzle and then jump onto the grind rail. Swingshot over the razors 
and gaps which you encounter and remember to switch rails and jump over mines 
wherever necessary. Soon enough, you�ll come to the end of the grind rail 
section.

Jailbreak - 

Walk forwards avoiding the spotlights and kill the Tesla Drones. If you do 
happen to trigger a spotlight, get out the Alpha Disruptor and destroy the 
Zordoom Drophyd Guard. Continue up the gravity ramp to arrive in a large area 
with a Bolt Crank in the middle. Wait for the spotlight to be ON the bolt 
crank, and then as soon as it moves OFF, activate the bolt crank. Hop on the 
lowered elevator and stretch jump across to the other platform. Defeat enemies 
then continue up the gravity ramp. Once again, time your runs so that you can 
jump over the lasers and past the spotlights and the same time. 

You�ll arrive in the prison, so walk forwards and eliminate the Drophyds below 
you. Activate the bridge via Decryptor and then use the Alpha Disruptor 
against the Drophyd Walker. Use the Swingshot to get across to the other side, 
and then defeat the Drophyds which emerge from the corridor. There�ll be some 
more Drophyds behind some cover to the side of the gateway. Head through the 
corridor and destroy the enemies inside. Don�t worry, the tentacles can�t hurt 
you, but you can�t hurt them either. Use the Decryptor INSIDE the gateway, not 
the one beside it. Jump off the platform and get ready to skydive! The order 
of the correct squares is as follows: middle, right, bottom, right, left, 
right, middle. Defeat the enemies on the level you land on and then proceed 
through the corridor. If you could afford the Negotiator, now is a great time 
to use it. Continue to arrive in a �train station� room. Decrypt the cell 
carriage to free Talwyn.

Escape from Zordoom - 

This objective ups the ante in difficulty level. Follow Talwyn back through 
the corridor, and use a strong weapon to take out the pack of shielded and 
unshielded Drophyds. Step onto the massive elevator to trigger a trap. Waves 
of Drophyds (which vary in type) will be launched upon you. Make use of the 
cover whenever necessary and be aware of where the attacks are coming from. At 
the end of the ride, Talwyn and you will split up. You�ll head through the 
tentacle room again, with more enemies. Push through them and arrive back in 
the large dome room. A Drophyd Walker will fall right in front of you, so 
immediately attack it with the Alpha Disruptor and/or Negotiator. Head up the 
ramp to the left collecting bolts and you�ll meet with a Zordoom Drophyd Guard 
and a few flying Drophyds.

Concentrate on the Guard and when he�s finished destroy his minions. Next, 
glide down top the central platform and lay out a few Plasma Beasts to kill 
the shielded Drophyds. Near the Swingshot, some flying Drophyds will emerge 
from below. Get across and defeat the remaining Drophyds. Fill up on ammo and 
health in the corridor to start a mini-arena battle. Much like the elevator 
section, wave after wave of Drophyds will be unleashed from the doors to the 
other side of the arena. Negotiator works well here, but the Fusion Grenades 
are good from when they first come out of their doors because they�ll be 
clumped closely. Head through the opened door on the left once the Drophyds 
are gone, and continue down the gravity ramp. Destroy the Tesla Drones first 
and then aim at the Drophyd Walker. Any strong weapon will help. Defeat the 
Drophyds beside the Walker and then hop on the taxi on the left platform. 
It�ll take you back to the Aphelion.

          

15. ___+++ Verdigris Black Hole, Praxus Sector +++___

Escape from Slag�s Clutches - 

This is more or less the same stuff you�ve seen in previous space combat 
levels. Make sure you keep moving and lock-on to as many enemies as you can. 
Much to the annoyance of myself, Ratchet decides not to exit the level early, 
but rather to leave a little �present� for the pirates. This adds another 5-10 
minutes to the level�s length. Try to destroy all the mines DIRECTLY in front 
of you, don�t bother with the ones on the outside of the screen. Next, you�ll 
either have to avoid or destroy the ice moon�s defences. These come in the 
forms of laser turrets, massive icicles and propellers. As Clank, wait for all 
of the non-attacking ships to pass by, the open fire on the ships that do. 
When back as Ratchet, defeat the remaining ships, enter the black and grab 
some health. The last space boss battle will begin:

++++++++++++++++++++++++
BOSS - GREASEPALMS McGEE

Use the exact same tactics as last boss battle. Circle around the edges to 
avoid his attacks (which are: diagonal lasers, missiles, and a volley of 
bullets) and keep using the L1 missiles as well as your normal R1 attack. No 
real strategy to this one, but after a while his diagonal lasers will speed 
up, so move quickly to get to a safe spot. Soon enough, Greasepalms McGee will 
be no more, and the end of the final space combat level will arrive.

BOSS - GREASEPALMS McGEE
++++++++++++++++++++++++ 



16. +++___ Kerchu City, Planet Jasindu +++___

The Road to Kerchu City - 

Wow, you�re on the planet which the gaming community viewed almost a year ago! 
Exciting, isn�t it?! Anyway, head down and use the Buzz Blades to eradicate 
the ankle biters. Look around and you�ll find the ammo vendor. Proceed along 
the platforms and get rid of the ankle biters. Get up to the higher path and 
then whip out the Alpha Disruptor or the Negotiator to take out the pirates 
and the Pyro Guard nearby. Continue down to arrive in a large area which acts 
as a mini-arena. Prepare for an onslaught...

Wave after wave of a variety of pirates (some shielded, some armed with 
pistols, some with axes, swords etc) will emerge from the hill on the other 
side of the field. If there�s a weapon that needs upgrading, now is one of the 
best times to do it, as there�ll be a lot of enemies and what you can do is 
when all of them are defeated, head back to near the ship and then jump of the 
platform into the ocean. You�ll respawn, and most of the enemies in the mini-
arena will also respawn, meaning you can gain valuable experience over and 
over again.

Once all of the enemies are dead, continue up the hill and defeat some more 
pirates as well as an electric one. A small outpost will unlock and unleash 
even more pirates on you, so be ready. Remember to fill up on ammo whenever 
you have to, back at the last ammo vendor. Proceed along the path and arrive 
in another big area, this time with a turret pirate. Get him first, and then 
fend off the others. Get on the barge when the coast is clear, and wait until 
you arrive at entrance to the factory.

Fight Your Way into the City - 

Immediately you�ll be faced with a Pyro Guard, so eliminate him and stock up 
on supplies as usual. Head up onto the path and you�ll encounter three Kerchu 
Rollers. Remember that when you hit one, they will exit out of ball mode, 
thereby exposing them to your weapons. You should have your most powerful 
weapons ready for duty, so you can make short work of these Rollers. If push 
comes to shove, stretch jump or charge boot your way out of the Rollers� line 
of attack or you�ll be bowled over. Cross the bridge and watch the cutscene of 
a massive barge crashing into the city�s walls and unleashing heaps of pirates 
on you. Some Kerchu Rollers will also come from the door on your right. 
Dodging is often more important than attacking, since you can�t kill them if 
you�re dead. Once you�re in the clear, get out the Disruptor and open a can of 
whoop ass on them. When the dust settles and you are the victor, the objective 
is completed.

Get Past the Kerchu Defences - 

Just when you thought it was safe to go in the city! Now the Kerchu are REALLY 
mad. No worries, this bit isn�t hard at all :). Enter the building which the 
Rollers emerged from and you�re inside the city. Head forward through the 
corridors defeating Pyro Guards and Pirates as you go. You�ll then exit the 
city and into fresh air. The elevator will take you down to some Swingshot 
targets, so use them to get across to the other platform. Fill up on devices, 
health and ammo here, then continue to enter a cutscene.

Defeat the Kerchu Guardian - 

++++++++++++++++++++++
BOSS - KERCHU GUARDIAN

This machine is somewhat of a massive wrecking ball, affectionately known as 
�the Kerchu Wrecky�. You�ll start off this rather memorable boss battle on the 
grind rail! He�ll destroy part of the grind rail therefore creating a gap, so 
when he does this jump over the gap. Do it again when necessary. Enter the 
indoor area, and you�ll have to jump over green walls of plasma (or something) 
once in a while. Don�t worry; the incoming rockets won�t hurt you. Next, 
you�ll ride around a tall tower in spirals. Jump over the barriers and you�ll 
enter the next grind rail segment. 

Here, the Guardian will shoot rockets on each of the three rails. Whenever you 
see a rocket approaching on your rail, jump off it. Last of all, you�ll have 
to jump over the green barriers again. You must concentrate on what you�re 
doing, and not the scenery, background and more importantly, the Guardian. You 
can easily be killed if you take your eyes off Ratchet. Be careful, the 
rockets which he is shooting can become glitchy and may actually hit you. 
Hopefully this will only happen once or twice, so your life is spared. The 
rail will then twist upside down, and the actual killing part of the whole 
boss battle will begin.

You have two options here: to stay upside down or to jump down to solid 
ground. On the gravity ramp, you have limited space to move around in, and his 
attacks really pack a punch. I would take the solid ground method, simply 
because it�s a lot easier. When you are battling him on the right-side-up, 
he�ll use some Kerchu Rollers to help him defeat you. It�s best to dodge the 
Rollers and THEN try to defeat the Guardian. The best way is to use the new 
Transmorpher on the Rollers, Groovitron the Guardian and get out your Alpha 
Disruptor and Mr. Zurkon to deplete the Guardian�s health. When the Disruptor 
runs out of ammo, Nano Swarmers and the Negotiator work best. The Guardian 
will go down, and Ratchet and Clank will finally see the Dimensionator. 

BOSS - KERCHU GUARDIAN
++++++++++++++++++++++

However, that dastardly Captain Slag snatches it from the duo�s hands, and 
escapes with it. You have to track him down and get it back! Teleport it back 
to your ship immediately!

Search the Gel Factory - 

When you have some spare time (or wish to do it now) you can explore the Gel 
Factory underneath your ship for some extra rewards! Use the elevator near 
your ship to arrive in the Gel Factory, and then continue forwards. Fill up on 
your gel, and then kill the enemies in the next room. On the wall to the 
right, you can gel upwards to find some raritanium and bolts. Glide down to 
the island in the middle of the Gel Lake, and use gel cubes to reach the upper 
cave. 

Put a gel cube on the pressure pad to walk safely through the door. Use the 
Bolt Crank to open the door and then bounce up to the opened door. Get through 
the next Gel Lake and then time your next bounce correctly otherwise you�ll 
end up shocked! Use the next bolt crank and gel abilities to pass through the 
next door, and then you�ll enter another room with a large gel lake and two 
little alcoves to the side.

Use gel cubes to explore both sides of the cave. On the left are bolts and 
other goodies... and on the right is the bolt crank needed to open the door on 
the far end of the lake. Use it, and then bounce your way over. Use a 
combination of perfect timing and Gelanator to surpass the next rooms, and 
soon you�ll enter a room with a Pyro Guard, other enemies and a bolt crank. 
You know what to do. Enter the door which you open, and then wall jump up to 
another room. Here, place gel on the pressure pad and quickly make your way 
past the door or else the Tumfoids (gel-eaters) will close the door again. You 
will now arrive on a narrow path with a peculiar item on it...

The Box Basher 2000! When you Hyper Strike, nearby crates will be smashed! 
Handy, huh! Continue forwards and empty your gel. Access the teleporter and 
you�ll arrive back at your ship.



17. ___+++ Slag�s Fleet, Ublik Passage +++___ 

Infiltrate Slag�s Fleet - 

* THIS SECTION OF THE WALKTHROUGH IS YET TO BE COMPLETED *



18. ___+++ Cragmite Ruins, Planet Reepor +++___

Secure the Area - 

This is absolute mayhem. You start off on this level skydiving, and it�s the 
last one you�ll do, so logically, it�s also the toughest. Make sure you never 
stop moving, and that you always look out for incoming rockets. Soon enough 
you�ll reach dry land, so if you�ve lost any health grab some and ammo at the 
nearby vendor. This battle is insanely enormous, so use cover effectively and 
use the Alpha Disruptor, Negotiator, Doom Blades/Magma Combuster and the 
Fusion Bombs to the best of your ability. Here�s a basic rundown of the war:

When you land, a dozen Drophyds will be surrounding you, so eliminate them 
quickly. Up on the far off podium, a Drophyd Walker will emerge from the 
forcefield, so concentrate your fire on that. For the next few rounds of this 
�arena�, a combination of normal Drophyd Troops, Walkers and Airships will be 
launched upon you. If you EVER need ammo or health, immediately fill up at the 
vendor. Failure to do so normally spells out D E A T H. Oh, and you have to 
start the battle over again. :). Sometimes, two walkers will be unleashed, so 
make sure you clear both of them out quickly. Sooner or later, an army of 
Airships will arrive from the south, so turn around and begin pummelling them 
with your superior fighting skills and weapons. Remember, use Mr. Zurkon and 
the Groovitron to the best of your ability all the time. You must defeat 
everyone here to advance to the next objective. If you�re struggling contact 
me and I�ll provide some more tips and tricks.

Escort Cronk and Zephyr - 

Ratchet becomes the robot duo�s �escort� for the next objective. A Cyclo-
Cannon will arrive from the west mortar room, so dispose of it quickly as well 
as any Drophyds which may come. Wait for Cronk to blow apart the forcefield�s 
generator then head inside. Defeat the Drophyds inside and then activate the 
tri-pad so Zephyr can control the mortar launchers. Hear the banter between 
Cronk and Zephyr as they mock both the PS3 and Xbox 360 in subliminal 
messages! 

Back outside, a massive army of Drophyds will await, so use the mortar room as 
cover and shoot away at the baddies. A Cyclo-Cannon will also be present. 
Whenever you encounter a shielded Drophyd, don�t waste Alpha and sometimes 
your Negotiator ammo on them, just use the Grenades or similarly powerful 
weapon. This way you can conserve your most powerful weapons for the more 
deadly foes. Once everyone�s dead (did that sound too harsh...?) head towards 
the east mortar room. 

Once again, wait for the field to go down to enter safely. Inside you�ll come 
across another Cyclo-Cannon, so destroy it and activate the second tri-pad. 
When everything�s set up, head back outside and onto the next mission.

Breach the Cragmite Stronghold - 

Defeat the next wave of Drophyds. Use the aforementioned tactics to get past 
them without too much of a hassle. Head up the stairs to the large platform 
and you�ll then encounter a Strong Walker, which is basically a Walker but 
with raritanium armour, thereby making him even tougher to defeat. It will 
take most, if not all, of your Alpha Disruptor ammo to take him down, and the 
Negotiator also works well on him. When he goes down, the massive forcefield 
will be destroyed, allowing you and Talwyn to proceed. Collect the bolts 
around you on the large platform, and then head up the elevator. Defeat the 
next Strong Walker and then a cutscene will start showing you and Talwyn 
splitting up (not in their relationship you idiot!). To the right of the 
forcefield is a Geo-Laser position. Destroy the wall and continue through. Nab 
the bolts around you and proceed down the hallway and onto the elevator. Walk 
forwards and begin the cutscene...

Search for Ratchet - 

Emperor Tachyon has unleashed the Dimensionator, and has summoned the 
Cragmites back from the unknown dimension and into the Polaris Galaxy! 
Furthermore, Ratchet and Clank have now been split up (not in their 
relationship you idiot! Wow, d�j� vu...). This is the final Clank level, so 
enjoy it while it lasts! Walk forwards and defeat the all new Cragmite 
enemies, and then collect the Zoni in the small alcove to the side of the 
path. Slow down time to get past the geysers with ease. Use the Manipulate 
option to remove the rocks so you can continue. To get past the bridge, you 
must use a combination of Charge Ups and Manipulates. The final Charge Up 
requires more Zoni, so levitate yourself over to the path on the right, defeat 
the Cragmites, survive the geysers and then collect the Zoni needed. Glide 
down and then Charge Up the final part of the bridge. Get pas the final 
Cragmites and geysers on land and then continue forwards to see another Zoni 
vision. You�ve also arrived back at the ship!

Escape the Cragmite Caves - 

As Ratchet, you must remember that in this section of the level, you do NOT 
have Clank, so do NOT attempt any crazy jumps over gaps expecting to glide 
over it peacefully. All you have is the Double Jump, and that�s a considerable 
step down from Clank�s abilities. Continue over the platforms and then arrive 
in a large area. Here, you�ll battle you�re first true Cragmite enemies. They 
have the rather awesome yet troublesome ability to teleport, so as soon as 
they come out of their teleportation phase (purple dots surround them), shoot 
them with whatever weapon you�ve grown accustomed to. As a side note, when 
these Cragmites die, they sometimes leave behind the smaller, weaker Cragmites 
which you battled as Clank. Once the area is clear, continue through the 
doorway. Destroy the Cragmite Spawner (similar to those way back on Fastoon) 
and then the Crawlers which the throw out. Proceed forward and Swingshot over 
the large gap to arrive in a bit of a battle zone.

Here, you�ll face off against wave after wave of Cragmites. Stand as far away 
from them as you can so you can keep track of where they teleport to. When one 
exits the teleportation phase, destroy it with the Disruptor or Negotiator. 
Fend off the Crawlers which emerge from the Cragmite corpses with the 
Omniwrench or similar close range weapon (Shard Reaper). When all is quiet, 
the battle is over. Get over to the ammo vendor and fill up for the last leg 
of the level. 

Jump up onto the massive ramp and then continue upwards ONLY killing the 
Spawners. Then, when you�re at the top, head back down and kill the Crawlers. 
This is an affective way to clear out everybody. Head back up when you�re 
ready and Swingshot over to the next platform. Here, the final battle of 
Reepor will take place. As well as the normal Cragmite Soldiers and their 
weaker minions, a new enemy will arise; more powerful than the two combined. 
I�m talking of course about the Cragmite Commander, and he�ll take AGES to 
defeat. His attack, though simplistic, are massively powerful. He shoots out 
three green balls of energy which deal huge damage to you. To avoid them, go 
in between the shots or jump over them. What makes these guys real tough is 
that they�ll be plenty of them. The strategy here is to keep jumping and 
moving, and to look out for their green tri-shot. Use combinations of your 
best weapons to take them out. A Groovitron will serve well here, as well as 
some Nano-Swarmers and a little help from Mr. Zurkon. Continue forwards when 
the dust settles, and then ride the elevator down to the ship. You are 
reunited with Clank, Talwyn, Cronk and Zephyr, and the next task ahead of you 
is to save Meridian City, Capital of the Free Galaxy.  
 


19. ___+++ Meridian City, Planet Igliak +++___

Save Meridian City - 

Chaos has swallowed Meridian City in a terrible tapestry of terror and 
trouble. Hmmm... very poetic. But, onto more important issues! Captain Qwark 
has foolishly got himself in a pickle (honestly, won�t this guy ever grow 
up?), and it�s up to you to save him and the city. Tachyon�s forces (both 
Drophyd and Cragmite) have taken control of the city and are tearing it apart, 
so the sooner we rid the world of his alien hands the better.

Continue forwards and destroy the Crawlers on the bridge. Remember to get your 
ammo as well. A lot of Crawlers will be waiting for you, so lob a Bomb over to 
them. You must take out the Spawner on the upper level, otherwise you�ll be 
defeating Crawlers for hours (it might get some good experience for your 
weapons though...). Once the lower level is clear, jump up to the upper level 
where the Spawner was. Cragmite Soldiers will teleport near your position, so 
use the normal tactics to defeat them. Crawlers will erupt from their corpses 
like on Reepor, so always be on the lookout for stray enemies. Continue 
through using the awesome Mag-Net Launcher, Fusion Bombs and Negotiator 
(remember, you can�t use the Mag-Net whilst the Cragmites are in Teleportation 
Mode). When all has been vanquished, head up the gravity ramp on the tower.

Qwark is in deep dough at the moment. Grab the ammo and jump over to the next 
tower on the right. Inside, a Strong Walker and a few Cragmite warriors will 
barge in on you. Get out the Alpha Disruptor and destroy the Walker, and then 
use an explosive weapon to eliminate the other baddies. Smash the boxes around 
you and then jump over the chasm in the room, step on the pressure pad and 
walk down the gravity ramp.

Here, pick up your ammo and such, and then continue up the street. Destroy all 
of the Spawners which you can see, and then the Crawlers they�ve spewed out. 
Keep on strafing and jumping to avoid enemy fire. You�ll again meet up with 
combinations of Crawlers and Soldiers, so there�s no use it using hopeless 
weapons like the Tornado Launcher and the Razor Claws. Use the cover which is 
provided to further your advantage. Soon you�ll arrive on a bit of a patio, 
and a Strong Walker will drop from the ceiling and transform into a behemoth. 
Again, Alpha Disruptor and Judicator work best. There�s also a Spawner and a 
few Crawlers in an alcove to the left, so get rid of them quickly too. Next, 
ride the elevator up and activate the Decryptor and complete the mini-game to 
enter the spaceport.

Rescue Qwark, Part 1 - 

In here, you�ll have a few normal Cragmite Soldiers and also some Cragmite 
Commanders. These guys will always be pummelling you, so unleash a Mr. Zurkon 
and a Groovitron on them to make your task much easier. Once the spaceport is 
clear of Cragmite presence, head outside to the balcony and fill up on 
everything. Activate the Gyro-Cycle and away we go:

Basically, head right along the construction site and roll over any tri-pod 
areas required. At the end, you�ll come across two bridges which are very 
instable. Use your �hold the x button� boost power to get across these areas 
quickly and safely. There isn�t much to it here, however if you are having 
problems, please contact me.

Rescue Qwark, Part 2 - 

Now that the Gyro-Cycle part is completed, Insomniac Games has thought �what 
is another item/gadget which we could use here?� The answer: the Robo-Wings of 
course! Sadly, we can�t free-roam Meridian City in the same fashion as 
Sargasso or Kortog (how cool would it be if we could...). However, this 
section of the level is very exciting, and can provide numerous memorable 
moments. Read on...

Launch from the Robo-Pad in the next room and then avoid the electrical 
barrier ahead. Watch out for falling traffic lights and signs, as they will 
mean immediate death. When going around corners, try to stick to the middle of 
the tunnel, because there will always be a hazard to the sides. You�ll come to 
an outside area with lanes of traffic blocking your route. Fly over or under 
these cars to proceed. You�ll go back into the tunnel, and after a few more 
obstacles, you�ll land in the final room. Fight the Soldiers in here and a 
cutscene will show you rescuing Captain Qwark! Teleport back to the ship and 
set course for the final showdown between you and Emperor Tachyon: Planet 
Fastoon!



20. ___+++ Lombax Ruins, Planet Fastoon (revisited) +++___ 

Destroy the Magma-Cannons - 
     
* THIS SECTION OF THE WALKTHROUGH IS YET TO BE COMPLETED *


==============================================================================
IX) SECRETS AND COLLECTIBLES
==============================================================================

1. Gold Bolts

$$~~ Planet Cobalia ~~$$

* From the armour vendor in the spaceport, walk across to the other side of 
the large platform. Head down the ramp and jump onto the moving platforms. 
Continue through the path of rotating platforms until you come to the narrow 
platform which connects to the gel factory. Proceed on it to get the Gold 
Bolt, and zipline down back to your ship.



$$~~ Planet Kortog ~~$$

* Once you acquire the Treasure Mapper, you�ll notice a large circular 
building right in the centre of the map. Use the Robo-Wings to get on the path 
circling the building, and then defeat the enemies which occupy the path. 
Continue to the top of the path to get the Gold Bolt.

* In the room with the sonic bolt crank and jellyfish (in the Hall of 
Knowledge section), use the Gelanator to bounce off the jellyfish closest to 
the very high alcove to the left of the ledges. When you arrive in the alcove, 
you should see the Gold Bolt, so grab it! If you don�t have any gel, there�s a 
gel pump in the docks section of this level.



$$~~ Voron Asteroid Belt ~~$$

* To acquire the Gold Bolt, you must destroy all five �rainbow� targets which 
are spread throughout the level. They shimmer in various colours, so you 
should be able to spot them. If you can�t see them, contact me and I�ll post 
up the actual locations of them.



$$~~ Planet Mukow ~~$$

* You need the Decryptor for this Gold Bolt. Whilst in the main courtyard, go 
to the south-east wall. You should notice a Decryptor Pad here, so use it and 
then Wall Jump up to the upper level to reach the Gold Bolt.

* When you�re on the upper level of the massive circular building (the lower 
level is green and had the two clapper bots breaking out of the glass), head 
towards the zipline. Instead of getting on the zipline, jump down to the left 
to land on a narrow path with fire statues. Avoid the fire and you will reach 
the gold bolt. Jump down to arrive at main courtyard.

* You need the Geo-Laser for this Gold Bolt. After that very zipline, head up 
the first flight of stairs and then look to the right of the next flight of 
stairs. You will notice a cave guarded by natural bars. Use the Geo-laser to 
create a hole in the bars and then enter the cave to acquire the Gold Bolt.

* After the Ferris Wheel and Swingshot Targets but before the second Trail of 
Turning Terror, you will be in a large garden/courtyard. Hug the fence which 
lines the edge of the garden to the ocean, and you�ll notice behind a large 
boulder is a secret area. Head around the boulder and pick up the Gold Bolt.



$$~~ Nundac Asteroid Ring ~~$$

* On the asteroid with Cannon Beta, you will see a line of Swingshot targets 
heading off to another smaller asteroid. Use them, and nab the Gold Bolt.



$$~~ Planet Ardolis ~~$$

* You need the Holo-Pirate Disguise for this Gold Bolt. At the end of the 
Sarrdollow Caves section, you�ll come to the room with an upper and lower 
level full of pirates. After you clear the entire room out, head back to the 
hole you came in through. Turn around, and then head directly right. You 
should see the Skull Security Door. Get past it, and then ride the elevator to 
the upper level. Go to the other side of the room and enter the corridor. 
Here, you�ll nab the Gold Bolt.

* You need the Holo-Pirate Disguise for this Gold Bolt. In the room where the 
Pirate Guard boss battle took place, the path will split in three. Straight 
ahead is the teleporter, to the right is some raritanium and health and to the 
left you�ll see a Skull Security Door. Activate it and then head inside to 
acquire the Gold Bolt.

* In the �Explore Ardolis� section of the game (Heli-Pod puzzles), after you 
ride the boat and use the Swingshots to get to the docks, you�ll find the �use 
two Heli-Pods to lower the bridge� puzzle. Lower it, but stay on the bridge so 
that when the heli-Pods expire, it�ll raise you to the docked ship.



$$~~ Rakar Star Cluster ~~$$

* To acquire the Gold Bolt, you must destroy all five �rainbow� targets which 
are spread throughout the level. They shimmer in various colours, so you 
should be able to spot them. If you can�t see them, contact me and I�ll post 
up the actual locations of them.



$$~~ Planet Rykan V ~~$$
 
* THIS SECTION OF THE WALKTHROUGH IS YET TO BE COMPLETED *



2. Skill Points

##** Planet Cobalia **##

* A Smashing Good Time - �Destroy all crates and consumer bots in the 
spaceport and Gelatonium Plant�.

This Skill Point is a lot easier with the Box Breaker, because it breaks 
crates from far away. Anyway, head through the spaceport destroying all of the 
crates, gel containers and consumer bots. Once everything is obliterated from 
the spaceport, head into the factory and destroy everything there. Remember to 
head up to the �secret� path on the left when you jump over the first gel 
river, and destroy everything there too. 


* I Should Have Gone Done in a Barrel - �Jump into each of the two Gelatonium 
waterfalls in the Gelatonium plant.�

As you proceed through the factory, you should notice two massive waterfalls 
filled with Gelatonium. One is in the first puzzle room and the other one in 
the second. Jump into both of them and die to acquire the Skill Point.


* Giant Hunter - �Kill all Basilisk Leviathans in the Cobalian wilderness�.

Complete the �Hunt for Leviathans Souls� mission and you�ll get the Skill 
Point. Remember, the Cobalian wilderness is north of the spaceport, and there 
are two Leviathans to defeat.



##** Planet Kortog **##

* Wrench Ninja 3 - �Use only the wrench to get through the level�.

This is a trick skill point, since you don�t really have to �use� the wrench 
at all. Basically, when as you land, equip the wrench and Stretch Jump/Charge 
Boot yourself over to the first zipline. Get to the Docks with the truck 
carrying the Swingshot target (do NOT use the Robo-Wings), and then continue. 
You are allowed to use the Gelanator when required. The Skill Point is 
completed when you reach the Robo-Wings pad after the zipline and massive 
Tachyon TV without using any other weapons apart from the wrench.


* We Don�t Need No Stinkin� Bridges - �Cross the tri-pad sequence using only 
gel cubes�.

When you arrive on the tri-pad platform in the docks, do not activate the tri-
pads. Instead, use your Gelanator to lay a large gel cube (three normal gel 
cubes) and then bounce yourself over to the other platform (where the tri-pad 
bridge would�ve taken you).


* Surface-To-Air Plasma Beasts - �Take out three flying targets using Plasma 
Beasts�.

On the first playthrough of this planet, the skill point is very easy. 
Whenever you see a Drophyd Airship, lob a Plasma Beast over to it to destroy 
it. However, when you return to the planet the skill point becomes harder 
because of the small amount of leftover enemies. Use the Robo-Wings to get to 
the secret diamond shaped tower south of the central secret tower, and head 
inside. When you emerge, three Airships will be blocking your route. This is 
your chance to defeat them. This method is easier with the Treasure Mapper and 
the Plasma Stalkers.


* Been Around - �Take off from every Robo-Wing pad in Stratus City�.

This skill point is one of the most difficult in the game, but it can be 
accomplished. Here are the rough locations of all 11 Robo-Wing pads, in order 
of chronology (i.e. the order in which you meet them on a normal playthrough):

1) Near your ship to the right.
2) Near the first zipline which heads down to the Swingshot platform.
3) On the platform with the hover-truck Swingshot target entry.
4) After the first Swingshot set in the Docks section.
5) Around midway through Docks, on a long pier which has raritanium crates.
6) After the zipline which leads to the area where you actually get the Wings.
7) On the area where you land to enter the Hal of Knowledge.
8) Bottom of path on the central secret, spiral tower.
9) Middle of path on the central secret, spiral tower.
10) Top of path on the central secret, spiral tower.
11) On the secret diamond path/platform.



##** Voron Asteroid Belt **##

* Collector�s Addition - �Collect all cargo containers�.

The cargo containers are the triangular orbs which glow white. Like the 
rainbow targets for the gold bolt, I will not list the exact location so of 
them, however if you are experiencing difficulty, contact me and I will post 
the locations of them.


* Minesweeper - �Clear out 10-15 mines�.

You�ll find a lot of mines when zooming through the asteroid field. If you are 
finding the SP hard, learn the patterns of where the mines come from, and on 
your playthrough, try and aim right where the mines will be. This should help 
you.


* What�s That, R2? - �Barrel roll 10 times�.

Very easy. As soon as the level starts press L2 and/or R2 10 times to acquire 
the skill point.



##** Planet Mukow **##

* The Fast and the Fiery-ous - 

As of yet I am unsure on how to complete this brain-bogglingly, mind-bendingly 
difficult skill point. I�ll report back ASAP on the actual method.


* I Think I�m Gonna Be Sick - �Ride the Ferris wheel without getting off or 
taking damage�.

Simple. Get on the ferries wheel and complete five loops without touching the 
green forcefields (refer to my Mukow guide for help) and don�t get off the 
Ferris wheel (ie, don�t jump onto the end platform, the Holo-Plan platform or 
the starting area.


* One Heckuva Peephole - �Use the Geo-Laser to blast through the wall�.

You obviously need the Geo-Laser to accomplish the SP. Basically, refer to my 
guide on the third gold bolt for Planet Mukow in the above walkthrough 
section, and in addition to nabbing the Gold Bolt, you�ll also get the Skill 
Point. Cool, eh?



##** Nundac Asteroid Ring **##

* Alphabet City - �Teleport to each of the six asteroids in alphabetical 
order�.

In GREEK alphabetical order, not ENGLISH. If you�re not familiar with the 
Greek alphabet, you�re in luck, since people like me do! So, starting on 
Alpha, go Beta, Gamma, Delta, Epsilon and Zeta. Eta (the turret on the gravity 
cube) does not have to be used in order to complete the Skill Point. When you 
exit from the Zeta turret, the Skill Point is complete.


* Knock You Down To Size - �Use Hyper Strike on 5 Cerullean Centipedes.�

These are the centipedes also encountered on Cobalia. You�ll recognise them. 
Simply head to any asteroid �not Alpha� and there should be 5 centipedes for 
you to lay da smackdown onto. Have fun! Remember, Hyper Strike is X then 
Square.


* Dancin� With the Stars - �Make 5 enemies dance at once on an asteroid.�

The SP title should hint the method, but if subliminal messages aren�t your 
thing, then here�s what to do: head to any asteroid and make sure you have 5 
or more enemies surrounding you. Toss a Groovitron at them and you�ll get the 
SP.



##** Planet Ardolis **##

* Taste O� Yer Own Medicine - 

Unsure about this. I refuse to look at a skill point guide, so you�ll have to 
bear with me on this one.


* Pre-emptive Strike - �Kill 5 Thwogs while they are asleep.�

When you first enter the Sarrdollow Caves, around 10 or so bats will attack 
you. Kill them, and then continue through the room very slowly. When you see a 
few bats hanging from the ceiling, get out a sniper-like weapon and shoot 
them. By the end of the room you should have got the bats needed for the SP.


* It�s Mutanty Cap�n! - 

Another SP which escapes me. I�m so very sure it has something to do with the 
Plasma Beasts, but I went through the entire level and killed EVERY enemy with 
that weapon, and I didn�t get the SP. I�ll get back to you ASAP.



##** Rakar Star Cluster **##

* THIS SECTION OF THE WALKTHROUGH IS YET TO BE COMPLETED *

==============================================================================
X) END NOTE
==============================================================================

I would like to extend a special thanks to a few people and peoples who 
contributed to the making of this guide. Without them, I would never have been 
able to complete this walkthrough:

* My family, who gave me advice and hints on how to structure my guide.
* Insomniac Games, who made this brilliant game.
* Sony, who have made the three best consoles ever, and for supporting this 
game.
* GameSpot and GameFAQs, who give me my daily gaming information and the 
wonderful forums you hold.
* My pals on the R&C: ToD forums: Mdawgg, PieingDutchman, RSmit, Gastroid, 
Zenarbitrator2 and MillicentMagic.
* You, for reading this guide. I hope it helped you on your quest.

Cheers,

insomniac_dog (Callum Braithwaite).