Going Commando


Planet Joba


Planet Joba 1 The scenery on this planet is truly amazing! There are fireflies buzzing the walkway lights and beautiful skies. Before going anywhere, we are going to cheat and give you a tip for a skill point. Go to the MegaCorp kiosk and load up on ammo. Load the Vaporizer. From a distance, zoom-in on one of the blue birds sitting on the rope railings. There are 4 of them closeby. It may seem like overkill, but you need to kill 12 of them for a skill point. If you walk near them, they fly away and its next to impossible to peg them in the air.

Planet Joba 2 Peg the 4 birds, 2 on each side, and go back to the kiosk and reload the ammo. Walk up the path to the top of the ramp. Up ahead are 4 natives. They have BIG weapons. A high-speed photon rifle that's deadly and long-range. If you see a green energy burst coming from the end of their gun, jump out of the way. You'll have no time to react once he fires. Load the Minirocket, get close enough to lock-in anyone in the target ring, and rapid-fire 5-6 missles into the group.

Planet Joba 3 On average, each native will take 2 rockets to go down, but in a group, and with the shock-mod upgrade, it could be less. Make sure no native runs away and hides. If he does, he will ambush you later. Whack all the crates on the left for mega bolts. Before going inside the archway, look right. There's a stack of crates and a gyro ball mounted on the wall. Load the Dynamo. Zap the gyro. It spins, but nothing nearby seems to be affected... Strange? We'll be back here shortly.

Planet Joba 4 Walk inside the archway. Grab the Nanotech health cube if you need it? Up ahead is a long corridor with no floor. To get to the other side, we need to activate the gyro ball. Load the Dynamo and zap the gyro. The floor sections eject from the walls, and the glass door at the other end opens. Load the Synthenoids and Minirocket. The natives start to fire from the other end right away. One of them riding the saur-beast, has a really nasty, high-power photon plasma weapon. The moving pistons will block your weapon fire.

Planet Joba 5 Run down the floor dogding the pistons. Your Synthenoids will start to fire at the enemy. Heli-jump into the air and fire 3-4 rockets from above the pistons. Do this a couple of times then run back to the archway before the timer runs out on the gyro ball. If you're trapped, you'll fall to your death. Zap the gyro again and then run to the very end, firing rockets all the way. Once quiet, the gyro will stop and the glass door will close behind you. Catch your breath!

Planet Joba 6 Look to the right. Behind a sealed glass door, is a Nanotech boost station and a couple of ammo crates. This door is also activated by a gyro ball switch... the one mounted outside, near the entrance. Load the Dynamo, zap the gyro on the wall, and reactivate the floor. Run back out the entrance to the left, zap the other gyro outside, and run back inside. Zap the gyro to activate the floor again and run to the other end. The glass door should still be open. Collect the goodies!

Planet Joba 7 Climb the wall ladder up to the next open area. Whack all the crates and if need be reload the Synthenoids. If you are at the entrance and see the natives up ahead, the Synthenoids will start firing. This will cause panic among the natives and one will mount the nearby swivel turrert cannon. NOT GOOD! Load the Minirocket, jump through the entrance and fire away. Concentrate on the turret cannon. Fire rocket after rocket. Make sure no native takes his place on the turret cannon. You will take heavy damage no matter what.

Planet Joba 8 If you can, get control of the swivel turret right away and take care of the remaining locals with the cannon. If not, use up your rocket missles as need be. In the corners, there are crates and a Nanotech health cube and ammo. The far steel door is activated by a floor switch. Before opening the door, load the Miniturret Glove and toss 4 turret spikes right in font of the door. Quickly load the Minirocket and then step on the floor sensor. Watch the fireworks!! The saur-beast and 2 natives inside, don't stand much of a chance.

Planet Joba 9 If the saur-beast doesn't go down, 2 rocket missles will take care of him. Go inside, clean-out the crates and climb the wall ladder. Up top, there's a very long walkway. Load the Vaporizer. There are 4 birds to peg (for that skill point), but also zoom-in to the end and scope out your enemy position. It's heavily guarded! Take care of the birds first, then load the Minirocket. Take note there are lots of Nanotech health cubes around. OK! Take a long deep breath and run down the walkway, firing rockets at everything that moves.

Planet Joba 10 This will be an intense fire-fight. Dodge the turret cannon and plasma fire as best you can and get control of the swivel turret, no matter what it takes. Your Snythenoids will help, but only to soften-up your targets down to one rocket missle. Once you're in the swivel turret, peg any of the natives left over. Ok. Take a deep breath. With the swivel turret cannon, break-down the 2 steel doors. The left one will have 2 saur-beasts that run out. The right one will have 3-4 natives.

Planet Joba 11 Once the area is quiet, step down from the turret cannon and reload your Synthenoids. Check out both areas behind the opened doors. There may be a stray native or two hiding out, waiting to ambush you. Your Synthenoids will let you know. Clean out all the bolt crates and get all those Nanotech health cubes. Before going forward, go back down the walkway. Off to the left is another platform area off in the distance. Look up and you can just see the overhead versa-target.

Planet Joba 12 Load the Vaporizer and zoom-in on the far platform. 3 more birdies to peg. If you're REAL GOOD, you can peg 2 birds with one shot! There are 2 natives standing there, talking. Might as well peg them too (with 1 shot), while you have them zoomed-in. Load the Swingshot, jump in mid-air and catch the versa-target. Heli-glide down to the platform. Immediately load the Minirocket and head for cover to the right. 2 more natives come running out and ambush Ratchet. Run out and hold [L2] to strafe across, firing rockets & jumping.

Planet Joba 13 Around the corner to the right, 2 saur-beasts are patrolling. Once they see Ratchet, they'll come running. 3 minirockets each will do the trick. Go to the steel door and trip the floor sensor. Another 2 saur-beasts will come running out. Retreat back to the corner and fire a few minirockets. Inside the building, is the famliar glow of a platinum bolt. When the coast is clear, go inside and grab the bolt. Back track to the swingshot and then back over to the walkway. At the turret, go right.

Planet Joba 14 This is the wall climb obstacle challenge. Look way up! Ratchet has to make it up the wall to the very top. Load the Dynamo. A holographic platform appears. Jump to the platform. The screen camera will swing to a right angle. Dodge the pillars as they eject from the wall. Heli-jump over the obstacles as they come up. The platform will traverse across the wall from left to right then up then left again. This will probably take 3-4 attempts to get the hang of it. Should Ratchet fall, you start back here, at the gyro ball.

Planet Joba 15 Up top is another set of rooms. Thank God it's a [continue point]. Should Ratchet die here, you don't have to go through the wall challenge again? Load the Synthenoids and then the Miniturret Glove. Run into the room and plant 8-10 turret spikes while dodging the gun fire. Don't walk on the floor sensors! Run back out to the entrance, load the Minirocket and watch the carnage!! Fire a few rockets at the 2 upper swivel turrets if you can. Once everything's quiet, run across the room, climb the block and takeover a swivel turret.

WEAPON AMMO STRATEGY: If you look closely, when I did this section, I only had 8 rocket missles left. Not enough to beat all the natives and empty the swivel turret cannons. Use other weapons if need be. The Miniturret was helpful in softening up the natives and you can then go to the HK22 seeker or Mini-nuke, if you have to.

Planet Joba 16 Once you're in a swivel turret, take out the native that's in the other swivel turret and any strays that come out. Jump down to the floor and trip both floor sensors. Run back and climb the block and go back into the swivel turret. Knock-out all the saur-beasts and natives that come running out. Now swivel around to the back door and blast it open. Take care of the natives that come running in through the doorway. The coast should now be clear. Whack the crates.

Planet Joba 17 Go out the back doorway to an upper balcony. The view from here is quite something! Nothing much going on up here. Whack all the railing lights for more bolts. Don't go down the slide cable just yet! Load the Vaporizer and from the ledge, zoom-in down the cable. There are lots of little birdies perched on the cable. Peg what you need to get the Bye bye birdie skill point. Once done, stand under the cable and hit [x]. Ratchet will slide down to the circular platform. Mission complete. Walk up to the levitator salesman.

Return Visit

Once you've gone through a few MegaCorp Game Challenges, have upgraded your wrench to Carbonox, and maybe have a tougher Electrosteel or Carbonox Armor, you can go for a tough skill point. Come back to Joba and do this entire section all over again, WITH JUST YOUR WRENCH! Yes you heard right! Past all the saur-beasts, all the natives and turret cannons with just your wrench. Survive the carnage all the way to the levitator without dying, you get the Wrench Ninja 2: Massacre skill point.


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