Tools Of Destruction


Kreeli


Viceron 5 The entrance to Zordoom Prison is guarded by security spotlights. Running or walking through a spotlight trips the prison alarm. You can stay in the shadows, but what fun is that? Tripping the alarm, activates a Cragmite Imperial Guard. If you stay out of the spotlight, the Imperial guards will stay asleep inside their energy shell. Once awake, they'll start cannon fire right away. Load the Negotiator, look for the lock-on target ring and fire away. 3 missles should do it.

Viceron 6 Walk up the path to the mag ramp. Take down the pesky sparkbots and whack all the crates. Make sure you stand close to the post where the Imperial guard was, so you can suck-up his raritanium that he left behind. Walk up the mag ramp. I had heard about this next trick in other walkthroughs. Half way up the ramp, toss a Groovitron Orb. The orb will fall below you, but then start to work. This will earn you Skill Point 32: Dancin' On The Ceiling (10 pts).

Viceron 7 At the top of the ramp, there's a large platform. In the floor, there's a turn bolt crank and it's guarded by a roaming spotlight. Go up and turn the bolt crank. Let the spotlight come over you to activate the nearby Imperial Guard. When the alarm sounds and he awakens, use your strafe move and fire 2-3 Negotiator missles at him. Now go back and complete cranking the bolt in the floor (if you didn't finish). This releases a nearby elevator platform. Clean-out the area.

Viceron 8 Take the elevator to the upper deck. Go to the Device Vendor in the corner and load up. Jump across the gap to the far platfrom deck, and whack the sparkbots. Walk up the mag ramp. Ahead are a series of security traps. Jump across the laser fences. Each section of mag ramp is controlled by a waiting Imperial guard. Keep the Negotiator loaded and walk through the spotlight. As soon as he wakes up, fire 3 missles at him (hopefully before he starts shooting).

Don't worry if you take a few hits, because you really have no room to move and strafing into a laser fence is much more painful. Activate the alarm on the next section and take down the Imperial guard. Walk up the mag ramp to the entrance to the prison. Captain Qwark has been on telecom with you all the way, and is suprized you made it this far? Go and whack the crates for bolts and much needed nanotech health. Hopefully you're fully recharged. Walk inside Cell Block 2.

Viceron 9 An Imperial Walking Guard jumps up to confront you. He starts to fire right away. Run for cover behind the block wall. Take him down with the Negotiator. Down in the cell block dome, more commandos and guards are patrolling. Toss a Toxic Swarmer beacon down to the lower platform and let the laser stingers do their job. You may have to fight a few stragglers. SAVE YOUR NEGOTIATOR AMMO! Use your Lightning Ravager or Pyro Blaster to finish the job. Look to the left.

Viceron 10 The 2 nearby platforms are loaded with crates and there's a muliplier bonus crate up top. DON'T NUDGE THE DETONATOR CRATES! (you want to get the biggest bang for your bolt dollar) Jump and glide past them on the right. Super jump to the upper platform and go for the multiplier crate first. Whack all the crates and sparkbots, then jump down and nudge one crate in the detonator wall. Jump to safety and watch the cascade explosion and avalanche of bolts!

Viceron 11 We have to find a way to get across to the other side of the cell block. Look for the security socket in the floor and use your Decryptor. This circuit puzzle is ALOT HARDER and requires some tilting skill. Look at the circuit closely and plan a path. Use the six axis controller carefully. Roll and lock the ball (X) in between the contact points following this sequence [1 to 7]. Don't be distracted by a second spark pulse taking a different route at the same time.

Viceron 12 Once you've completed the security override, a connecting bridge assembles to the central tower. Load the Negotiator. There are 2 Imperial Walking Guards patrolling. Slowly walk across the bridge, trying not to get their attention, til you see a lock-on target ring. Fire 3 missles right away at the first guard. Wait for the 2nd walker then take him down. You should have just enough ammo. Walk to the central tower. Several hovering and shielded commandos ambush you.

Viceron 14 For the shielded commandos I tossed 2 cans of Confuzzler Gas. For the hovering commandos use Raptor Launcher missles. While the commandos were fighting in the gas cloud, whack them with the wrench. Go around to the back of the tower. Find the overhead versa-target. Use the Swingshot and tarzan across to the platform. Use the Tornado Launcher to clean out the area then steer the vortex to suck-up the commandos down the hallway. Pick-up all the bolts.

The little fishy frogs (see photo above) left behind after destroying a commando, are Cragmite Drophyds. If you have killed a few commandos, use your Pyro Blaster on 3 squirming Dophyds to earn Skill Point 33: Seared Ahi (10 pts).

Viceron 15 Down in the next cell block, more trouble. All the jail cells are filled with mutant creatures. Be careful walking by. My suggestion would be to stay out of their reach. More commandos ambush you from down the hallway. Toss a Toxic Swarmer beacon and load the Raptor Launcher so won't be surprized. At the end of the cell block there are 2 security sockets. The left one releases a lock on an elevator leading to the upper cell block area. Decrypt that lock first.

Viceron 16 The circuit puzzle for this security lock is not easy. There are 4 receptors to energize. Use the six axis controller to guide the metal ball to bridge the contact points. Once you have achieved a successful override, use the elevator to the upper walkway. Collect all the raritanium from the chests. Don't get bitten by any of the mutant prisoners. Walk to the end and pick-up gold bolt #21. Jump down to the lower level and walk out the hallway to the large circular room.

Viceron 17 Use the Decryptor in the security socket. Use your six axis controller again to move the metal ball. Unlock the security override. Once done, the floor in the next room gives way. Walk inside and jump down the ventilation access shaft. As you freefall down the shaft, new security measures activate. Move Ratchet from left to right using the six axis controller and glide through the holes in the Infared laser walls as they pop-up. Freefall down to the bottom platform.

Viceron 18 More commandos arrive. There are hovering commandos, ghost commandos and regular ones. Toss a Toxic Swarmer beacon and then deploy Mr.Zurkon. Load the Lightning Ravager as back-up. Because you're in a confined space, you need to have several weapons working at once. Once the dust settles, walk down the next hallway. More and more commandos come running in. Use the Tornado Launcher. Steer the vortex down the hallway. If needed, use a second tornado. Clean up the raritanium and bolts.

Viceron 19 Walk down the hall to the loading dock area. Of course, Captain Qwark chimes in and says you're almost there. You couldn't have done it without him? Talwyn is inside one of the gondola jail cells. Just punch in the right access code and her cell will arrive. Ok. So walk down to the security socket by the loading dock. Use your Decryptor to override the security. This circuit puzzle has 2 receptors to energize. Wait for Talwyn's cell to arrive along the gondola rail.

Viceron 20 [movie sequence begins] Talwyn's cell arrives and she pops out onto the dock. She's very surprized to see Ratchet & Clank, and asks "How did you know I was here?" Ratchet looks confused and caught red-handed without an answer, then looks at Clank. Clank just smiles. Talwyn says they have to hurry and get out of here before more trouble arrives.


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