Ratchet and clank future tools of destruction best buy




















Don't turn too fast when trying to sweep multiple targets, or you'll jump right over them. If you're building up the Pyro Blaster, you really can't go wrong. The AM is almost unnecessary but is required to reach everything else, so I don't mind. RG is probably your best investment. With all upgrades in place, you can deal with deep swarms on the last few planets with relative ease. The V5 upgrade adds a second flame jet. Each waves around separately, and each causes separate damage.

No added ammo drain. The custom upgrade widens each flame jet, roughly doubling the range both laterally and vertically with no added ammo drain.

Highly recommended. Negotiator - a rocket launcher First Acquired: Viceron, buy it at the vendor for , bolts. Fires 3 rockets at once. They fan out roughly 90 degrees for a short distance at reduced speed, and then fire ahead of you as normal. Still only consumes 1 rocket of ammo.

SP - single hex costs RG - both hexes cost each. CU - Napalm Cells. Each rocket will release a globule of napalm on the ground after impact. Notes: Like I said, it's a rocket launcher. No subtlety, Just big bang with a small clip.

You know you want it. PW and AM are what a rocket launcher needs. The other upgrades are nice, but you're better getting a kill in as few rockets as possible. RG helps if one strong target has a few weaker ones hanging around. The V5 upgrade essentially expands the explosive radius of the rocket three times laterally, with no added ammo consumption.

I find myself sometimes lining up targets to the two outside rockets, and counting the middle one as a bonus. The custom upgrade sounds great, but the napalm spread is fairly small. I don't recommend the purchase until you have nothing left to buy. Razor Claws - electric slash attacks, can grow in power First Acquired: Jasindu, buy it at the kiosk for , bolts. Adds an energy wave to each swing, knocking back surviving targets.

RT - single hex costs BT - single hex costs CU - Fission Accelerator. Improves the rate at which your Claws gain power during a successful combo. Notes: Many players swear by the Claws for building up insane quantities of bolts and Raritanium.

Just be aware that while they are very strong and can cut through shields, they have just a little more range than the Wrench. Be very certain of your timing, so you don't miss and leave yourself exposed. The combo will maintain if you switch to another weapon and then switch back, as long as you still don't get hit.

If you're having trouble walking up to your foe and attacking, try a jumping slash - it lets you close in above the typical height of most attacks. They are useless on electrified targets.

The AM upgrades on the Claws add a generous number of swings, and should be your first buy. RT is a definite, as well. PW is helpful to keep you from spending any more time close-up than you have to. The V5 upgrade helps somewhat with range, but you can't rely on it.

The custom upgrade just takes everything you already love, and makes it stronger. No problem except the price, but that's what you have the Claws for in the first place.

Mag-Net Launcher - fires an electromagnetic net, trapping and damaging a foe First Acquired: Ublik Passage, buy it at the kiosk for , bolts. After the net runs out, it explodes. SP - right hex costs , other 2 cost each. Adds 4 to max ammo. PW - right hex costs , other 2 hexes cost CU - Inductor Coils. Increases time the Mag-Net can last on its target. Notes: Great idea, pretty darn strong. Traps an enemy in the net, damaging over time or until dead. While a foe is trapped, they can't move or attack.

Some multi-target enemies may be able to attack while netted the last boss in particular. Still no good on electric foes. You're seeing right. That is 7 RT boosts. Everything else is just a bonus. The V5 upgrade helps with the one big drawback of the original Mag-Net Launcher - multiple targets. At V5, once the net is broken you deal extra collateral damage, which is perfect for clusters of foes does not work if you don't connect with the net in the first place.

The custom upgrade is probably something you should buy right away, since it won't hinder your offense while substantially increasing your protection, since trapped enemies usually can't fight back. He will build it for you for 0 bolts. Each adds 30 to max ammo. BT - third row hex costs , other 2 cost each. The game-breaking attack force that makes a one-man army look like a sissy.

First, you have to earn it, which means collecting the Holo-plans. The last plan is just before the final battle, so you have to deliberately leave once you get it. Second, take the plans to the Smuggler on Sargasso he stays there until game's end and he will assemble it for free.

As for the weapon itself, it charges for a short time, then begins spewing out beams of energy. At medium or long range, you will see a target lock on your foes during charging; at close range, the weapon may not target properly. The beams are fired at a very high rate faster than the Buzz Blades , so by the time you take your finger off the trigger you will have wasted a number of shots. Fortunately, ammo is both plentiful in crates and cheap to buy. That's what makes it so The V5 upgrade is I've got to be honest here, I don't see a change.

Then again, with a weapon that puts out as much death per second as this, I'm not complaining. Just observing. It doesn't need one. After creating the weapon, Gadgetron decided it was too powerful be put into production, so they broke up the plans and the pieces were scattered throughout the universe. Fortunately for you, every piece is on a planet you visit during the game, found inside of a bolt crate or Raritanium chest.

All you have to do is break it open and collect the piece. If you break the box but don't collect the Plan, the box should respawn later with the piece inside. There are 13 pieces in all. You can see your total on the Inventory menu. The pieces are on a hex grid, but the alignment is 4 on top, 4 on the bottom, and 5 in the middle row. If you have already spoken to the Smuggler about the Holo-Plans, he will send you a message when you have 7 pieces saying that you are "halfway there" , and when you have 10 pieces.

Once you have all the plans, you can turn them over to the Smuggler. Next to the Gold Bolt indicator, there will be a picture of a blueprint if the planet has a Holo-Plan piece. If you have the piece, the icon will be white.

If not, it will be gray. Index: 1. Intro and version history 2. General Info 3. Holo plan locations by planet 4. This was list and FAQ was generated entirely on gamefaqs. FAQ section added.

Holo plan glitch FAQ added. Spelling errors corrected, and multiplier update to x20 2. General Info: Once you get the Treasure Mapper, the Pieces of the holo plan will show up on the world jumping menu, dark grey if you haven't gotten them yet, or Light grey if you have gotten them, once you get all the pieces, you can find the Smuggler on Sagrasso, and he will make your very own RYNO IV.

Holo plans are found by breaking crates or raritanium chests. Holo plan locations by planet: Kortog Stratus city After you get your robo wings and follow the Zoni rings.

Launch the robo wings again, and fly to the middle of the map, hit select and look for a diamond shape with 4 circles as the corners. Land here, there will be two ways to go, either will work. Work your way through the enemies to the North most corner, break these boxes and you will have the holo-plan for this planet. You'll reach an area with a buncha of crates a holo plan is hidden within em.

Have to swing your way over there across two gaps outsider, junor Ardolis Before taking the elevator to the warp pad back to your ship there will be a door to the right of you. Use a heli -pod on it and go to the right. There is a chest of raritanium and crates smash the crates and you will be rewarded with a Holo-plan. When you have defeated the Pirates in the Lounge, three more use the elevator to enter and attack. Also, this particular Holo-Plan has often been cited for a rather significant glitch.

If you use explosive weapons or the Box Breaker inside the Lounge, there is a chance that the box with the Holo-Plan will be knocked off the ledge. While there is no known "fix" to prevent it from ever occuring, it is my understanding that you can claim the Holo-Plan on your next playthrough, or as detailed below. At one edge of town there is a river of lava flowing out from under some big structures. You have to jump up and cross the river In the farthest corner of the platform, there is a "box" with a forcefield on one edge and a platform with a Helipod target on it.

Jump into the box from the platform to the left of it, then use your Helipod to raise it high enough to get to the platform next to it. Break boxes there and you should find the plan. High Jump onto the two-crate-high structure on the far east side, Long Jump from there to the three-crate-high structure, and then Long Jump and Glide across the lava.

Does not work with Heli-Pack. Once you get about halfway up his spine, you can jump to the building. Of course, the other option is to use the Robo-Wings to get there, but the dinosaur makes a good reference point. You will be right outside a pirate doorkeeper, and behind you there is a swingshot target. Swing across to get to the holo-plan piece. The elevator beyond the Pirate Doorkeeper takes you back to the second ship anyways. Instead of heading towards the taxi turn around and the holo-plan is in a set of boxes directly opposite the taxi.

To make it easier to the taxi is on the left the plan is on the right. Share this story Share this on Facebook opens in a new window Share this on Twitter opens in a new window.

Comments are closed. Newer comments. Solace September 27, at pm PDT. Awesome news. Thanks, Greg — now get back to work! No more delays! Danny September 27, at pm PDT. I love ratchet and clank, that is my fave game. Thank you, Lh. Great news on the game.

Just how large is it? Average play through time? What type of multiplayer elements are there? Heya Solace, -No save carry over this time out. Apostle September 27, at pm PDT.

But anyway great! This game looks promising and I love how it plays just by looking at it. Unfortunately for Ratchet, someone else is equally interested in Ratchets origins: Emperor Percival Tachyon. In his thirst for revenge, the vile tyrant of an ancient race of foul insect-like monsters called Cragmites has festered an age-old grudge and is bent on wiping the last-known Lombax off the universe.

As Tachyons forces ambush Ratchet and Clank in their home galaxy, our heroes realize they need to escape quickly to prevent its destruction. In a move of desperate irony, Ratchet and Clank steal Tachyons imperial warship and embark upon an adventure bigger than any theyve experienced- one that will not only unravel the mystery of the Lombaxes, but also test the very limits of their friendship.

And what an arsenal it is. It's only fitting to lead any discussion of the aptly named Tools of Destruction with talk of firepower because this has been one of the chief attractions of the entire series, and so it is again.

Over the course of the game you'll build a formidable armoury, from early weapons like the Fusion Grenade "nothing ruins an enemy's day like a thermonuclear hand grenade" and the Tornado Launcher, which literally fires a Six-axis-controlled tornado which you can use to swoop up enemies and crates, through to the Shock Ravager - an electrified whip just perfect for taking out enemy shields. Then there's the Nano-Swarmer, which unleashes a deadly insect payload on your enemies, while the Shard Reaper is basically a nasty buckshot weapon, allowing you to "perforate your foes with high-velocity spikes of trillium ore.

Not only does each weapon level up through use, but each also has a honeycomb grid of potential upgrades. Stop off at the arms dealer, and you can trade precious raritanium for upgrades. At a basic level you can increase things like ammo capacity, damage done, area of effect and the distance you can target from, not to mention boosting how many bolts and raritanium you get from killing enemies with it.

Then there are specific upgrades for each weapon. The Predator Launcher, for instance, can be upgraded to lock-on to six targets simultaneously, and fire two missiles at each target.

Even the humble Combuster, the plasma pistol you begin the game with, becomes a mean beast the Magma Combuster when fully upgraded, firing triple shots of super-heated plasma and scorching the earth with plasma napalm. The weapons are a riot, and just when you start to think that it would be cool to have something new to play with, invariably that's exactly what happens. Tools of Destruction also introduces a number of 'Devices' that Ratchet can use.

You've probably all seen screenshots or videos of the Groovitron in action, and it really is gold. Throw one of these suckers out and it hovers in the air like a disco ball, projecting multi-coloured lights down over an area, forcing all enemies within its reach start to boogie.

This is as close to You Got Served: The Game as we're going to get, and factors into one of the more amusing challenges in the battle arena section of the game - "Smack Down at the Disco", where literally hordes of enemies come out in waves and you only have your wrench to defeat them.

Thankfully, Groovitron balls also pop up every minute or so, giving you a window in which to dispose of as many dancing enemies as possible. Like we said, pure gaming gold. In fact, it's worth staying stocked up on these bad boys you can only carry three at a time just so you can check out the dance routines of every new enemy you encounter.

The other Devices are less over-the-top than the Groovitron, but useful nonetheless. The combat, then, is a deliciously explosive brew, and very much the core of the gameplay. There's more to Tools of Destruction than just shooting, however.



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