Going Commando


Planet Todano


Planet Todano 8 After making it to the junction point at the top of the dam, cross the bridge on the right and enter the armory area. I didn't load the Sythenoids here. In some situations, it's better to sneak up on enemies, rather than using a pre-attack. Load the HK22 seeker gun, or rely on your wrench, and take down the squirrels in the open area. There are 2-3 hiding behind the crates, so be careful. Clean-out all the crates, whack the wall cameras and enter the armory.

Planet Todano 9 Inside the first room there is a forcefield curtain to the left. To the right is a cylinder with the familiar yellow bullseye. Load the Tractor Beam and move the cylinder to the left or right side and block the forcefield. There will be enough room to walk underneath the curtain. Kinda weird to see sheep hanging around? And they don't do anything... Even worse.. They don't have any bolts when you whack them. Just a fleece cloud! Walk down the ramp to the next room.

Planet Todano 10 Here there's a wandering Inspector-bot and 2 cylinders. There are 2 forcefield curtains blocking our way. Zap either cylinder and block the first forcefield. Go back, zap the 2nd cylinder, walk by the 1st cylinder, and block the 2nd forcefield. Now go back and zap the Inspector-bot, walk him under both forcefields and lead him onto the floor sensor security pad on the right. What's with all the sheep? This is too strange. Once the security is cleared, go inside the elevator.

SIDE DIVERSION: If you didn't see it, high up the wall on the left, there's a black & orange striped ledge. Ratchet can climb to the ledge using the 2 cylinders as temporary climbing steps. I have detailed this side trek in the next walkthrough page.

Planet Todano 11 Walk out the elevator and load Synthenoids or HK22 Seeker Gun. There are several V2 chicken-bots running loose. Whack all the crates then load the Tractor Beam. Over in the corner is a cylinder (with a rocket inside). Pull the cylinder with the tractor beam, down along the channel, all the way to the locking device. An alarm sounds when the device locks. STAND BACK! The cylinder explodes, blowing the exit door open.

Planet Todano 12 Go down the long, glass-enclosed access tunnel. Whack all the crates as you go. Lots of sheep hanging around? Up ahead in the next large room there's lots of enemy activity. As Ratchet approaches the entrance, you can see an inspector-bot wandering around, chicken-bots running loose and several MegaCorp Troopers patrolling the back of the room.

Planet Todano 13 Make sure your Synthenoids are at full strength and load the Minirocket Tube. Enter the room and blast the chicken-bots first. Then, fire missles at each of the troopers on the left and right. As they break apart, 2 more troopers materialize and take their place. Take care of the new troopers. More troopers materialize. 10 come in total before they stop. Make sure the rocket target ring locks-on to a trooper before firing. They will be returning fire at you so duck behind the baracades.

HEAVY WEAPON UPGRADES: During this section of the walkthrough, both my Minirocket and Miniturret, upgraded to Megarocket Cannon & Megaturret Glove. It makes a big difference in taking down troopers as far as ammo is concerned, but the weapon principle and decision would still be the same.

Planet Todano 14 Clean-up all the bolts and go to the tractor cylinder. Load the Tractor Beam and zap the cylinder. Pull the cylinder to just underneath the conveyer belt on the right. Jump on top of the cylinder, then heli-jump up to the moving conveyer belt. Ratchet is pushed slowly towards the wall by the conveyer. Run back along the conveyer about half-way, and load the Spiderbot Glove. At the end of the conveyer belt, there a small air vent.

Planet Todano 15 Toss a spiderbot onto the conveyer. Walk him into the air vent at the end. Take the spiderbot all the way up the long air vent into a remote room. There's a platinum bolt inside this small chamber. Walk the spiderbot over the floor sensor, releasing a forcefield and walk him outside the room, so you can see the location. He detonates within about 10-15 seconds (timer is in lower right corner of the screen). Jump up to the high conveyer, walk over, go inside the room and grab the bolt.

Planet Todano 16 Jump back down to the floor area and reload the Tractor Beam. Zap the cylinder and pull it all the way over to the forcefield curtain on the right. Disengage the beam and go get the Inspectorbot. Zap him and walk him over to the floor secruity sensor. He activates a hover pad elevator. Take that elevator up to another rocket room. These 2 rocket clyinders need to be pushed up against the matching locking devices on the steel door. Push the tall cylinder first, to the left into the corner.

Pull the short cylinder with the tractor beam, to the left and down the channel. Push it into the door. A lock alarm will sound. Don't worry. Take the large cylinder now and pull it to the right and lock it into the tall door device. Another lock alarm. Now stand back! A new alarm sounds, both rockets detonate and the door blows off.

Planet Todano 17 Clean-out all the crates and go into the next room. To the right is a long corridor with infared floor lasers that are very lethal. 2 injuries and you're toast (even with 20-30 nano-slots). Zap the clyinder and lead it into the conveyer belt channel on the right. It will block only a portion of the floor lasers. The cylinder starts to travel down the conveyer. Ratchet has to follow in step with the cylinder as it blocks the lasers on its way down to the other end. Mess up and you die!

Planet Todano 18 At the other end of the corridor are a group of chickenbots. No time to load a weapon. Just whack away with your wrench. Off to the right, another rocket room. And more sheep? This puzzle is a little complicated. 3 rocket cylinders into 3 door devices and they are all blocking each other. Zap the small cylinder and push it to the wall. Zap the middle cylinder on the right and push it into the channel with the small cylinder. Now move the tall cylinder and lock it into the far door device. Lock the other 2 cylinders and blow the door.

Planet Todano 19 Ok. Yet another cylinder and a nasty looking floor laser system. Zap the cylinder and push it into the narrow conveyer. Once it locks on the conveyer, quickly jump up to the top of the cylinder and ride it across the conveyer til you reach the other end. Jump off at the small tunnel opening. DON'T GO IN THE NEXT ROOM! We need to see what's inside first.

Planet Todano 20 Peek around the corner, and you'll see 2 MegaCorp Troopers. Don't load the Synthenoids! It will only attract attention at this point and the element of surprize works well here. Load the Megaturret Glove, run into the room, and toss 3-4 spikes right near the end of the room between the 2 troopers. Run like mad back to the access tunnel. Watch the fireworks! 6-8 more troopers will materialize. Load the Megarocket Cannon, lock-on and fire a missle as each one appears.

Planet Todano 21 Once the room is quiet, go in and clean-out all the bolts. There is still more enemy sniper fire coming into the room. Up ahead, more MegaCorp Troopers are in the small access tunnel. Fire a missle at each trooper as it materializes in the tunnel. Dodge the sniper fire as they fire on you. Strafing from left to right [L2] + [R2] works really well. After the sniper fire stops, jump up to the access tunnel and walk to the end.

Planet Todano 22 In the last room, there is the distinctive glow of a new weapon or gadget. Go up and grab the Sheepinator? Bizarre weapon? It does explain all the sheep.. Somebody must have been testing it out. OK... so we now have a morphing weapon that doesn't need amno. Take the teleport pad back to the junction point. Mission complete. Time to go to the rocket silo area.


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