Going Commando


Planet Dobbo


Planet Dobbo 21 Right near the star ship docking pad, take the teleport pad on the pier, down into the power plant facility. As soon as Ratchet materializes on the platform, you know this is not going to be easy. 3 hover sentinels are guarding the corridor. Load the Synthenoids. They will start to fire on the sentinels as you get closer. Once they are hit, sentinels will alarm and start to flash red. Load the Minirocket. Try to lock the target ring on each moving sentinel and fire a rocket.

Planet Dobbo 22 Watch out for the tracer plasma fire from the sentinels. Up ahead are a group of V2 bladeballs. The Syntheoids will pick them up first and then you can whack them with your trusty wrench as they approach. Down at the end of the next narrow walkway is a security turret. It generates streams of plasma lines that cross the walkway. Load the Vaporizer, zoom-in and watch for the turret to pop up (may be hard to see). It will only be for a few seconds. Knock out the turret.

Planet Dobbo 23 Load the Minirocket and take down the 2 sentinels up ahead. Around the corner are more baracades. A group of MegaCorp troopers are hiding. Watch for your Synthenoids to start firing behind the blocks, then get close enough to lock-on the rocket target ring. Fire away. 4-5 missles should do it. Clean up all the ammo crates and nearby Nanotech health cubes. Walk to the elevator pad by the edge of the large cathedral room. It doesn't work.

Planet Dobbo 24 Stand at the very edge and look down. There are troopers down there. They will start firing on you, even from way down there. Load the Mini-nuke. Stand back from the elevator until the target ring just clears the platform. Toss 2 grenades over the edge. Hopefully the explosion down below took out the troopers. Heli-glide down to the lower floor area. There are 2 more security turrets with plasma lines. Stand on the baracade blocks and watch them cycle on and off.

Planet Dobbo 25 Load the Minirocket and as each turret pops up, quickly fire a missle. Down the next walkway, there's hot water pools that are dangerous and cause injury. Six V2 bladeballs will come out from under cover. Let your Synthenoids soften them up. If a ball does get close, whack it with your wrench before the blades start to spin. If Ratchet gets a scratch or 2, it's not big deal. Up ahead are 2 more sentinels and another plasma turret. Take down the turret first then at close range take down the sentinels with 3-4 rocket missles.

Planet Dobbo 26 Take the elevator pad at the back, up to the next high platform. A MegaCorp hover tank is waiting by the next platform. The tank starts to fire magneto plasma bursts right away. It's very hard to avoid getting hit. There's not enough reaction time to use the vaporizer, so load the Minirocket and fire 2-3 missles at the hover tank. Jump to avoid the tank fire between shots. Once he goes down, a versa-target will appear. Load the Swingshot and cross to the next platform.

Planet Dobbo 27 Load the Dynamo. There are 6 gyro balls suspended in mid-air. Zap the first gyro and jump to the holographic hover pad. Quickly zap the next gyro ball and jump to the hover pad. Repeat the process until you reach the back hover pad which is solid. Ride that hover pad up to the back hallway with the TV monitor. Should Ratchet fall while trying to cross the room, there's a hover pad in the corner, that you can jump to and take back up to the platform at the start, pictured here.

Planet Dobbo 28 Approach the TV monitor. Movie sequence begins. Ratchet finds out the monitor is actually pay-per-view and it costs 10,000 bolts. They bang away at the machine and discover the power is out. A repair-bot is dispatched (a clumsy one), to repair the power generator. Mission complete.... If you like, you can return to your ship with the teleport pad and come back later. If not, you can try the momentum glider challenge back through the power plant.


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