Up Your Arsenal


Deep Sea Hideout


Deep Sea Hideout 18 After returning from the Starship Phoenix, Ratchet & Clank have to split up for this mission. Clank will go through the ventilation system, and Ratchet will have to use his Thyrra-guise to get past the Thyrranoids guarding all the forcefield gates.. They will work in tandem to try and get to Nefarious' office. Clank has no weapons and only has 4 health points. NOT ALOT! Be carfeul. He'll die with the simplest of injury like a laserbeam hit.

Deep Sea Hideout 19 Walk Clank down the hallway avoiding the cycling laser beams and the floodlights of the robo-sentries. Walk in the shadows to avoid detection. Walk over the floor sensor at the end which evaporates the forcefield. Open the case. [movie sequence begins]. Out pops Scrunch the Monkey + a Banana Shooter. Qwark breaks-in and explains that Scrunch will do anything for a banana and climbs ladders and across pipes. The Banana Shooter has a target ring for accuracy.

Deep Sea Hideout 20 Aim the target ring over the floor sensor on the other side and shoot a banana. Scrunch yelps in delight and immediately jumps to the pipe and climbs across to the other side. He lands on the sensor to get his banana. The bridge mechanism activates and connects the other side. Clank can walk across. Up ahead are robo-sentries. Fire a banana into the floodlight. Srcunch will go after the banana tripping the sentry alarm. The sentry will chase Scrunch. Clank can walk by undetected.

At the end, Clank looks down over a balcony with no bridge. Clank radios Ratchet to come and fix the bridge section... Ratchet's turn. Load the Thyrra-guise.

Deep Sea Hideout 21 Ratchet walks up to the first forcefield gate in Thyrra-guise. The Thyrranoids on the other side want to make sure Ratchet's not a Lombax. Use [circle] to communicate once the [little talk box] pops-up. Follow the button sequence to talk. If you're successful, the Thyrranoids will let you talk more and then eventually pass. Should you fail to communicate, the talk button resets [X] and you can start over. For some reason they don't get annoyed when they don't understand you??

NOTE: The conversations are hilarious to watch. Some of the mannerisms and comments are too funny, especially when Ratchet has to do it 2-3 times.

Deep Sea Hideout 22 Talk and jump your way past the bridge platforms and through the next forcefield. Talk with the last Tyhrranoid inside the chamber, to release the bridge mechanism. These guys will get tougher with the conversation as we advance in the level. No matter, the talk is funny. Good thing there's no chance of injury while in Thyrra-guise.

At the end, the Thyrranoid releases the bridge mechanism... Clank's turn up top.

Deep Sea Hideout 23 Scrunch and Clank walk down the bridge past a moving laser wheel. Jump over the beams as they pass underneath. Scrunch is not affected, but yells as he gets hit walking across. Down the next walkway, there's a forcefield at the end. It's far away from the floor sensor, and there's no way Clank can make it before the timer runs out and the forcefield re-generates. So... Walk half-way down, point and shoot a banana at the sensor. Scrunch will get the banana and hold the sensor.

Deep Sea Hideout 24 Clank will just make it past the forcefield while Scrunch holds down the sensor. Inside the next area, walk over the floor sensor so Scrunch can join up with you. Up ahead is a blade fan in the ventilation duct that's impassible. Off to the right is a small room with Nano-bot stasis jars. Wake up all 4 of your little friends. Use the Follow command so they come with you. Go back to the blade fan and use the Attack command. The nano-bots will go destroy the fan for you.

Deep Sea Hideout 25 With all 4 nano-bots and Scrunch in tow, go into the next room. There are 2 robo-sentries hovering around. Shoot a banana and let Scrunch take care of the sentries. Sneak by undetected, with your 4 nano-robots. Scrunch will join up with you in the next hallway. In the next room is a hover pad. Make sure all 4 of your nano-bots are with you and fire a banana at the floor sensor. Scrunch will activate the hover pad elevator. Up top, use the Enter command to open the gate.

After the 4 nano-bots go into the igloo, the forcefield is released and Clank now has to access to Nefarious' office... Ratchet's turn now..

Deep Sea Hideout 26 Down below, Ratchet walks down another path with criss-crossing lasers. Jump across the lasers to another gate guarded by more Thyrranoids. Look for the [talk box] and try your hand at some conversations. These are a little tougher than before and your fingers get confused with the up and down arrows from the directional pad now included in the mix. Get by the forcefield and then get access to cross the bridge. Walk over the last floor sensor and enter Nefarious' office.


Deep Sea Hideout 27 [Movie sequence begins] Clank is already there waiting for Ratchet in the office. Ratchet notices all the episodes of Agent Clank in a nearby wall unit and comments that Nefarious must be quite the fan of Clank's. Clank brushes it off and retrieves some valuable information from the computer. Sasha breaks-in and suggests they come back to the Phoenix for Al to decipher.

Deep Sea Hideout 28 Go to the pipe in the far wall and walk down. [Movie sequence begins] Ratchet falls all the way down the sewer network into a river of sewage deep underground. The current of the sewage takes Ratchet to the end. Here we meet up with our old buddy The Plumber (complete with butt crack!). He's a sick dude but will pay 2,000 bolts for each sewer crystal we find in the sewer pipe labyrinth. There's 101 crystals to find.

Inside this big cave, off to the right, is a submarine pod that will take you back to your ship. You can come back here anytime, to collect more crystals later on in the game or you can go in now (optional). MISSION COMPLETE.


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Archives 2006

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