_______________________________________________________________________________ ___ | \ | /ATCHET & |_|_\__ / _\ | |__LANK: \__/ UP YOUR ARSENAL Annihilation Nation FAQ This FAQ is copyrighted by Lee (Leebo) Valencia E-mail - Lee.Valencia@Trinity.edu Version 1.0 - 11/22/2004 _______________________________________________________________________________ It is for private and personal use only. No part or whole of this document shall be reproduced in any form whatsoever. This document is free and may not be used for any commercial uses. This document may not be altered without permission from the author. Please read the FAQ to try and answer your questions before you e-mail me. Remember to use your browser's Control F function to find what you want faster. This FAQ was originally made for GameFAQs (www.gamefaqs.com) and may not be used by any other site without permission from the author. ___ __ | \==================/ _\ | /Table of Contents| |__ |_|_\==================\__/ I. Version History II. Introduction III. Annihilation Nation Challenges A. Types of challenges 1. Obstacle Course Challenges 2. Arena Challenges B. Challenges 1. Heat Street 2. Practice Challenge 3. BBQ Boulevard (Meet Courtney - Gauntlet) 4. Scorpio (Meet Courtney - Arena) 5. The Terrible Two 6. Robot Rampage 7. Two Minute Warning 8. 90 Seconds of Carnage 9. Onslaught 10. Whip It Good 11. Hydra'N Seek 12. Championship Bout 13. Crispy Critters 14. Pyro Playground 15. Suicide Run 16. Ninja Challenge 17. Counting Ducks 18. Cycling weapons 19. One Hit Wonder 20. Time to Suck 21. Naptime 22. More Cycling Weapons 23. Dodge the Twins 24. Chop Chop 25. Sleep Inducer 26. The Other White Meat 27. Championship Bout II 28. Qwarktastic Battle 29. Maze of Blaze 30. Cremation Station 31. The Annihilator C. Challenge Mode Statistics IV. Frequently Asked Questions V. Thanks, Copyright, and Contact info ___ __ | \===================/ _\ | /I. Version History| |__ |_|_\===================\__/ 11/11/2004 - Began writing the FAQ 11/22/2004 - Version 1.0 Next Update - Challenge Mode Statistics ___ __ | \=================/ _\ | /II. Introduction| |__ |_|_\=================\__/ This is my first FAQ, so go easy on me, and I would love to hear some feedback. I might need some help getting this off the ground, so if you notice any errors or would like to contribute a better strategy, feel free to e-mail me and you'll get credit. Please realize that I will continue to refine the strategies in the future. Here's an example of a challenge's basic info: 1. Heat Street -Type- Obstacle Course -Prize- 1st- Qwark Vid-Comic 2; 2nd- 1650 bolts -Prerequisites- N/A -Restrictions- None 1. = The number assigned to the challenge in this FAQ. Helps you find them. "Heat Street" = The name of the challenge "Type" = What type of challenge it is, and also any challenge subcategories "Prize" = What you'll earn after completing the challenge "1st" = What you'll earn after finishing the challenge once "2nd" = What you'll earn after finishing the challenge again "Prerequisites" = Any requirements that must be met before you can compete in the challenge. These include completing past challenges, completing certain parts of the main story, and owning a particular weapon. "Restrictions" = Any limitations that are placed on you in order to finish the challenge. These include time limits, weapon limitations, and completing a challenge without getting hit. Following the basic info is a brief description. I will explain anything that you should know about the challenge, or I will refer you to another challenge's strategy, so I can save myself some finger strength : ) This guide assumes that the player is familiar with all of the basic commands, actions and terms used in Ratchet & Clank: Up Your Arsenal. The most important thing is for you to enjoy this game as much as possible. For some, this means that you might want to try and beat the challenges yourself, before you read up on them. If you have trouble with one, that's the best time to read about it. ------------------------------------------------------------------------------- *NOTE* I wrote this FAQ in only one playthrough of the game. For this reason, I was unable to try multiple challenge orders. If you see something in the Prerequisites for a challenge that wasn't what got you there, don't panic. I have to play through it again to fully check all the Prerequisites. They will be fully updated in the future. For now, just focus on the strategies, and I'll try to fix any Prerequisite problems that may exist. ------------------------------------------------------------------------------- ___ __ | \====================================/ _\ | /III. Annihilation Nation Challenges| |__ |_|_\====================================\__/ ************************** * A. Types of Challenges * ************************** There are two basic types of challenges you will face in Annihilation Nation: Arena challenges, and obstacle course challenges. There are some variations as well, such as boss challenges, time challenges, and weapon challenges, but these are all just sub-categories of the main types. 1. Obstacle Course Challenges In this type of challenge, you will be running a gauntlet of dangerous areas and various enemies. In certain sections, you will be jumping over lava, while avoiding fire patches that turn on and off. Other sections involve bars that will try to push you off course (and into the lava). There are other types, but any serious variations will be mentioned when they appear. After running through one of those types of sections you will come to a fork. There are usually some enemies at the fork and boxes for you to grab some bolts and maybe a health. To move on, you must press a button in the center of the fork that opens a door to the left or right. It appears random, but each challenge has a designated path. It will only yield a different result when you are in a different challenge. After finishing the path, you'll come to a room where you will be rewarded and warped back to the Annihilation Nation menu. 2. Arena Challenges Arena challenges are set in (duh) the arena. It is a circular fighting area surrounded by lava. But don't get the idea that being on the platform means you're safe. There are quite a few traps set in the platform which range from electic traps, circular blade traps, and a lava pool in the middle. These traps transition from one to another at the end of each round. Rounds are key to arena combat. It is important to know how many rounds you're going to have to last through, as well as always know what round you're on. A round consists of a wave of enemies that usually falls into a set pattern for the particular challenge. When one wave of enemies is defeated, the round ends and more enemies enter. At the end of the last round, you are rewarded and warped back to the Annihilation Nation menu. ------------------------------------------------------------------------------- *NOTE* The Annihilation Nation menu is your friend! Use it to get basic info on a challenge and press Square for the ever important Vendor. You don't want to run out of ammo when you go back to playing the main story. ------------------------------------------------------------------------------- ***************** * B. Challenges * ***************** ------------------------------------------------------------------------------- *NOTE* The challenges are numbered for convenience. There is no specific order in which they must be completed, aside from the unlocking of new ones. Don't be alarmed if you find ones early on with a high number, or if you don't follow the exact order. This is due to the fact that several challenges early on open more than one challenge, allowing you to branch differently. Again, don't feel restricted by the order. ------------------------------------------------------------------------------- ______________ |1. Heat Street\_____________________________________________________________ |-Type- Obstacle Course \ |-Prize- 1st- Qwark Vid-Comic 2; 2nd- 1650 bolts | |-Prerequisites- N/A | |-Restrictions- None | \___________________________________________________________________________/ This is your first challenge and it is a basic intro to obstacle course challenges that will come. Your task is fairly simple. You must avoid the fire patches (which should be familiar, from the Path of Death in Florana), complete the jumps, and activate the switches when you come to them. You'll face some relatively easy enemies, so the weapon you use is really up to your personal preference. When you come to the stationary lasers on the zig-zag portion, you should strafe using the L2 or R2 buttons. This will prevent you from losing sight of the lasers as you zig and zag. Get used to all the enemies, because you'll see a lot more of them. _____________________ |2. Practice Challenge\______________________________________________________ |-Type- Arena \ |-Rounds- 10 | |-Prize- 1st- Tyrrhaguise; 2nd- 650 bolts | |-Prerequisites- Heat Street | |-Restrictions- None | \___________________________________________________________________________/ You will be automatically warped to this challenge after completing Heat Street but you will have the opportunity to leave in between them if you want to upgrade your weapons somewhere else if you want. You'll face 10 rounds of enemies that should seem familiar thanks to Heat Street. I suggest certain weapons for certain scenarios, but you can use your preferences if it suits you better. I like to go after the packs of enemies as they enter the arena from a distance. Stand near the middle and lob a few Nitro Launcher bombs to take out as many as possible. For close range, melee combat (where you are surrounded), I suggest using the Plasma Whip, and if the small green enemies have surrounded you, the Suck Cannon works well. Then you can use the enemies against themselves by shooting the small enemies at the larger ones. Use the Inferno when you get the chance, about halfway through. Don't forget to stop at the vendor and buy more ammo if you must redo the challenge. ___________________________________________ |3. BBQ Boulevard (Meet Courtney - Gauntlet)\________________________________ |-Type- Obstacle Course \ |-Prize- 1st- 6000 bolts; 2nd- 2000 bolts | |-Prerequisites- Story Missions on Daxx | |-Restrictions- None | \___________________________________________________________________________/ This is a pretty standard obstacle course. The only new additions are that the falling platforms are now sometimes above or below you, making the jumps a little trickier, and an enemy who pummels you with rockets from a distance. He's not outrageously powerful though, so don't be too worried. Other than that, follow the normal obstacle course procedure and you'll be fine. __________________________________ |4. Scorpio (Meet Courtney - Arena)\_________________________________________ |-Type- Arena (Boss Challenge) \ |-Prize- 1st- 1st- 9000 bolts, Qwark Vid-Comic 3; 2nd- 2950 bolts | |-Prerequisites- BBQ Boulevard (Meet Courtney - Gauntlet) | |-Restrictions- None | \___________________________________________________________________________/ This is a relatively tough boss challenge. You'll have to fight a boss that resembles a scorpion. It has several attacks which include flame throwers and a tail attack that sends a spinning blade at you that runs along the ground. Try to move as little as possible, since running only makes your jumps more difficult. You your semi-long range weapon of choice. Once again, I like the N60 Storm (or the N90 Hurricane if you have it). When you get a break in the action, you might want to throw down a couple of Miniturrets, just to help. Use your double jumps to avoid the flames and blades, and once you have the pattern down, you should have no problem. ___________________ |5. The Terrible Two\________________________________________________________ |-Type- Arena (Boss Challenge) \ |-Prize- 1st- 4000 bolts; 2nd- 1300 bolts | |-Prerequisites- Practice Challenge | |-Restrictions- None | \___________________________________________________________________________/ This is your intro to the pair of bosses who frequent the arena: Gary and Helen. They operate as a tag team, switching once you've taken enough health off the other. Gary's attacks include a sweeping laser that is pretty simple to avoid. His second attack is a missile attack, where he shoots a lot of missiles up in the air and you are forced to try and avoid them by watching the targets (red means the missile is about to land). When you've done enough damage to him, he'll fly off and Helen stepsin. She uses an electric wave that extends from around her. Just jump over the waves of electricity in the rhythm that they come in. She also uses an electric whip attack that is easily avoided. After damaging her adequately, Gary will return. Finish them off back to back. The weapon I like to use is the N60 Storm. It targets well, and has a lot of ammo. The Nitro Launcher seems to work well too. You can use what suits you, but I'd advise against the Plasma Whip, as getting too close to the pair provokes an arm swing. ________________ |6. Robot Rampage\___________________________________________________________ |-Type- Arena \ |-Rounds- 12 | |-Prize- 1st- 6000 bolts; 2nd- 2000 bolts | |-Prerequisites- Practice Challenge | |-Restrictions- None | \___________________________________________________________________________/ There's not much that is new here, except it's a little longer, and a little tougher. Same arena tactics apply, but you'll want to be a little stronger. Ammo conservation becomes a serious concern. Use your wrench when there are easy enemies in isolation. Wait until they gather in groups so you can keep more ammo for later. You are supplied with ammo boxes somewhat regularly, but you won't want to be chasing boxes when you have run out of ammo. _____________________ |7. Two Minute Warning\______________________________________________________ |-Type- Arena (Boss/Time Challenge) \ |-Prize- 1st- 5000 bolts; 2nd- 1650 bolts | |-Prerequisites- The Terrible Two | |-Restrictions- Finish in 2 minutes or less | \___________________________________________________________________________/ This challenge is identical to The Terrible Two, and I don't see how it would offer much trouble, unless you are struggling to find a good Gary/Helen tactic. Since you probably finished the first challenge in less than 2 minutes, you can simply follow the steps for beating them in The Terrible Two. ________________________ |8. 90 Seconds of Carnage\___________________________________________________ |-Type- Arena (Time Challenge) \ |-Rounds- 6 | |-Prize- 1st- 3000 bolts; 2nd- 1000 bolts | |-Prerequisites- Robot Rampage | |-Restrictions- Finish in 90 seconds or less | \___________________________________________________________________________/ The time limit should be on your mind, but don't get hasty. You should be able to finish with plenty of ammo and time if you just use your honed arena skills. It's really not much different than a regular arena challenge, so just keep an eye on the clock. ____________ |9. Onslaught\_______________________________________________________________ |-Type- Arena (Time Challenge) \ |-Rounds- 9 | |-Prize- 1st- 4000 bolts; 2nd- 1300 bolts | |-Prerequisites- 90 Seconds of Carnage | |-Restrictions- Finish in 2 minutes or less | \___________________________________________________________________________/ Again, this one just requires your streamlined arena skills. Go for the Inferno during the 5th or 6th round. Follow the basic arena strategies. ________________ |10. Whip It Good\___________________________________________________________ |-Type- Arena (Weapon Challenge) \ |-Rounds- 6 | |-Prize- 1st- 3000 bolts; 2nd- 1000 bolts | |-Prerequisites- Robot Rampage; Own the Plasma Whip | |-Restrictions- Plasma Whip Only | \___________________________________________________________________________/ This is your first Weapon Challenge. In this type of challenge, only the specified weapon can be used. You don't have to have an upgraded weapon to win this challenge. You can complete it with the small amount of ammo supplied. The key is to let the enemies do most of your work. If you run at every enemy, just whipping away, you'll run out of ammo in two rounds. The enemies can damage each other, so use this to your advantage. Lead them into positions where they'll hit each other when they try to hit you. The guys with whips are really destructive. Just make sure you don't get careless. When there are only one or two enemies remaining, whip them quickly. You should never have to use more than 5 ammo in each round. Work on your evasion skills and you'll be fine. ________________ |11. Hydra'N Seek\___________________________________________________________ |-Type- Arena (Weapon Challenge) \ |-Rounds- 4 | |-Prize- 1st- 3000 bolts; 2nd- 1000 bolts | |-Prerequisites- Whip It Good; Own the Spitting Hydra | |-Restrictions- Spitting Hydra Only | \___________________________________________________________________________/ Use tactics similar to those in Whip It Good. You should be able to complete any round while only using 1 or 2 ammo. The only exception is round 4, which is laughably easy. Just use one ammo for each group of spinning enemies. _____________________ |12. Championship Bout\______________________________________________________ |-Type- Arena (???) \ |-Prize- 1st- 15000 bolts; 2nd- 4950 bolts | |-Prerequisites- Onslaught | |-Restrictions- Varies | \___________________________________________________________________________/ This challenge is really going to put your arena skills to the test. If you are attempting to do all of the first 13 challenges before going to Daxx, then you'll be forced to really conserve ammo and keep from getting hit. This challenge consists of 23 rounds of typical arena combat. Every once in awhile, you'll have to complete a timed round. The regular rounds aren't too tough, and you just need to keep your cool during the timed rounds. Remember your basic arena skills. When you're done with the arena rounds you'll challenge Gary and Helen for the third time. The key to winning the round against the pair is to have a good amount of Nanotech points when you get to them. You should try to have at least 20 or so. This might sound like a simple task, but the sheer number of rounds demands a high level of patience and evasion skill. When you get to Gary and Helen, take them out like always. __________________ |13. Crispy Critter\_________________________________________________________ |-Type- Obstacle Course \ |-Prize- 1st- 2000 bolts; 2nd- 650 bolts | |-Prerequisites- Heat Street | |-Restrictions- None | \___________________________________________________________________________/ This course introduces some new elements, but the basic obstacle course structure remains intact. Be careful, as the square panels will fall after you land on them. The suprise of this might cause some to act hastily, which is the last thing you want to do. The flame patches are moved a bit, and will take you down to critical health in no time. There are a few new enemies, but no more difficult than before. The key is always patience. Look where you are about to jump. There is no time limit here, so you can be cautious if you want. When approaching an enemy-heavy area, scout it out and take out the more dangerous enemies first. ___________________ |14. Pyro Playground\________________________________________________________ |-Type- Obstacle Course \ |-Prize- 1st- 3000 bolts; 2nd- 1000 bolts | |-Prerequisites- Crispy Critter | |-Restrictions- None | \___________________________________________________________________________/ Again, be ready for the falling panels and the rearanged flame patches. Right in the middle of the second path (between the zig-zag portion and the moving bars) there is a Titanium Bolt on the right side. It is easy to get, you just have to be aware of the ledge it is on and jump up to it. The trickiest part of this challenge is the moving bars. They operate the same as they did before, but now you must worry about the fact that there is no ground beneath them, so you must jump between them as they slide in and out of the wall. It sounds like a daunting task, but if you just go and rely on your jumping skills you'll have better luck than if you think about it too much. The enemies are no tougher than before and shouldn't pose too great of a threat. _______________ |15. Suicide Run\____________________________________________________________ |-Type- Obtacle Course \ |-Prize- 1st- 4000 bolts; 2nd- 1300 bolts | |-Prerequisites- Pyro Playground | |-Restrictions- None | \___________________________________________________________________________/ This challenge is another cookie-cutter obstacle course. Don't let the scary name or the increased prize fool you. It's not much harder than the others. Use standard obstacle course strategies. ------------------------------------------------------------------------------- *NOTE* At this point you can no longer unlock new challenges, until you have completed the story missions on Daxx, and finished the first "Meet Courtney" challenge. ------------------------------------------------------------------------------- ___________________ |16. Ninja Challenge\________________________________________________________ |-Type- Arena \ |-Rounds- 12 | |-Prize- 1st- 7000 bolts; 2nd- 2300 bolts | |-Prerequisites- Scorpio (Meet Courtney - Arena) | |-Restrictions- None | \___________________________________________________________________________/ Don't expect anything too wild or crazy in this challenge. The enemies, aside from being stronger, are no more difficult to kill. My favorite thing to do is to use the V5 Shock Cannon's power-up to sweep the arena and kill a whole round in one shot... sweet. By now, you should have an assortment of weapons that is strong enough and deep enough to just shoot like crazy. There's an Interno towards the end that might spice the fight up a little, but I doubt you'll need it. __________________ |17. Counting Ducks\_________________________________________________________ |-Type- Arena (Sleeping Gas Challenge) \ |-Rounds- 6 | |-Prize- 1st- 9000 bolts; 2nd- 2950 bolts | |-Prerequisites- Ninja Challenge | |-Restrictions- Finish before Ratchet falls asleep | \___________________________________________________________________________/ This is another typical arena challenge, except there is "Lombax Sleeping Gas" in the arena that'll put you to sleep if you take too long. The sleeping gas acts as a poison, taking one Nanopoint from your life every few seconds. You can use whatever weapon you like the most for finishing enemies quickly, but my preference here is the Nitro Launcher (or the Nitro Eruptor, if you've got it). Hurry, stay alive and use your advanced arena combat skills. ___________________ |18. Cycling Weapons\________________________________________________________ |-Type- Arena (Weapon Challenge) \ |-Rounds- 16 | |-Prize- 1st- 8000 bolts; 2nd- 2650 bolts | |-Prerequisites- Scorpio (Meet Courtney - Arena) | |-Restrictions- Weapons cycle without allowing you to pick | \___________________________________________________________________________/ This might seem like a long challenge, but don't be worried about ammo, because the challenge is based on the cycling of your weapons. You start with a random weapon, and when you run out of an allotted amount of ammo you'll be switched to another weapon. So you can't run out of ammo, because it will cycle in a continuous loop. Just be sure you know how each of your weapons functions so that you won't have to learn on the fly. It also doesn't hurt to have them upgraded a little, but if you are really uncomfortable with a particular weapon, just unload its ammo and move on. Regular arena strategies hold true here. __________________ |19. One Hit Wonder\_________________________________________________________ |-Type- Arena (Stamina Challenge) \ |-Rounds- 8 | |-Prize- 1st- 15000 bolts; 2nd- 4950 bolts | |-Prerequisites- Scorpio (Meet Courtney - Arena) | |-Restrictions- You can't take a single hit | \___________________________________________________________________________/ To sum this one up in one would: DIFFICULT! I can almost guarantee that you will die at least once before you complete this challenge. You cannot get hit by any enemy or trap for all 8 rounds. Yes, folks, it's as tough as it sounds. Your best bet is to use a longer range weapon like the Nitro Launcher to try and get as many enemies while they are still in the distance. As always, the Plasma Whip is good when you are confined, because it wraps are around you. Most of the enemies are pretty easy, because they are slow and predictable. But there is one exception: the "Ninja" robots. Man, they are quick, and will take any opportunity to go "Doink!" and you're done. Take them out as quickly as possible. If you let them do whatever they want, they'll get you before you even know what hit you. Always be cautious and remember to keep your eyes on the traps, they can sneak up on you if you're watching a pack of enemies give chase. If you have the Rift Inducer, your task will be ten times easier. You can sit back and watch your enemies get sucked into oblivion... but I did this challenge before I had it, so I had to use the prior strategy. Maybe this one should wait until later in the game. ________________ |20. Time to Suck\___________________________________________________________ |-Type- Arena (Weapon Challenge) \ |-Rounds- 6 | |-Prize- 1st- 8000 bolts; 2nd- 2650 bolts | |-Prerequisites- Scorpio (Meet Courtney - Arena); Own the Suck Cannon | |-Restrictions- Suck Cannon Only | \___________________________________________________________________________/ This is not a particularly difficult challenge, but it requires a well thought- out plan. If you don't monitor your small, suckable (ew...) enemies, then you'll run out and be disqualified for running out of ammo. At the beginning, suck up as many spinning enemies as possible. Then use them to shoot the remaining enemies. If you've got some shots left over, when the next round begins, don't waste them. Use them on a few of the bigger enemies. Then return to sucking up little enemies until you can finish that round. Repeat this, always looking to make sure you're not wasting enemies. With this strategy, it might take you awhile to win, but you won't be have much trouble along the way. ___________ |21. Naptime\________________________________________________________________ |-Type- Arena (Boss/Sleeping Gas Challenge) \ |-Prize- 1st- 10000 bolts; 2nd- 3300 bolts | |-Prerequisites- Counting Ducks | |-Restrictions- Finish before Ratchet falls asleep | \___________________________________________________________________________/ This is the battle from "Meeting Courtney - Arena" again, against Scorpio. This time you have to finish before the Sleeping Gas takes out Ratchet. I recommend the same strategy as before. Whittle down Scorpio's health to about half with the N60 or N90, and then finish it with the Nitro Launcher/Eruptor. The time limit shouldn't be a factor if you can stay alive long enough and if you act quickly enough. Wasting shots is a sure way to run out of time. ________________________ |22. More Cycling Weapons\___________________________________________________ |-Type- Arena (Boss/Weapon Challenge) \ |-Prize- 1st- 10000 bolts; 2nd- 3300 bolts | |-Prerequisites- Cycling Weapons | |-Restrictions- Weapons cycle without allowing you to pick | \___________________________________________________________________________/ This is a pretty difficult challenge. You must fight Scorpio yet again, but this time you must rely on whatever weapon that is pulled out of your inventory. It's a pain... The rotation comes from all of your weapons, not just what you have equipped (yes, I tried unequipping stuff to get a better rotation but it doesn't work v_v). This means you'll have weapons to pick from that are just not made for fighting Scorpio. The Lava Gun is pathetic and hard to control when jumping. The Plasma Whip is nearly useless, because it requires you to give up room between Scorpio and yourself that you really need. The best weapons are the semi-long to long range weapons like the Nitro Launcher, the Flux Rifle, the Shock Cannon, etc. DON'T WASTE THESE WEAPONS WHEN YOU HAVE THEM!!! If you can, try and jump over _every_ blade that comes your way. The reason being that Scorpio won't stop chasing you with the flamethrowers until it hits you, and it is very hard to avoid the flames and shoot. So I just let Scorpio hit me with the flamethrower so I could face the much easier-to-dodge blades. If you have a better way of dealing with the flames, please e-mail me. So it will come down to your luck and determination, as well as your blade- hopping skills, to beat Scorpio in this one. ___________________ |23. Dodge the Twins\________________________________________________________ |-Type- Arena (Boss/Stamina Challenge) \ |-Prize- 1st- 20000 bolts; 2nd- 6600 bolts | |-Prerequisites- More Cycling Weapons | |-Restrictions- You can't take a single hit | \___________________________________________________________________________/ You get to take on Gary and Helen once again, but now you've got to complete it without being touched or damaged in any way. Use the handy Gary and Helen strategy to take them out and rely on your evasion skills to avoid the attacks. The toughest to avoid is Gary's missile attack. It just takes practice and a good eye, so be patient and you'll get them eventually. _____________ |24. Chop Chop\______________________________________________________________ |-Type- Arena (Weapon Challenge) \ |-Prize- 1st- 8000 bolts; 2nd- 2650 bolts | |-Prerequisites- Time to Suck; Own the Disc Blade Gun | |-Restrictions- Disc Blade Gun Only | \___________________________________________________________________________/ This one falls into the category of "Let the enemies do the work". Follow the same principles discussed in Whip It Good and Hydra'N Seek and you'll do fine. _________________ |25. Sleep Inducer\__________________________________________________________ |-Type- Arena (Sleeping Gas/Weapon Challenge) \ |-Rounds- 6 | |-Prize- 1st- 8000 bolts; 2650 bolts | |-Prerequisites- Chop Chop; Own the Rift Inducer | |-Restrictions- Finish before Ratchet falls asleep, Rift Inducer Only | \___________________________________________________________________________/ Another weapon challenge, but this one is a little different. The Rift Inducer's sucking capabilities make it great for this challenge. This shouldn't be a problem, but you can follow the strategies of the other weapon challenges if you're still having trouble with it. ________________________ |26. The Other White Meat\___________________________________________________ |-Type- Arena (Weapon Challenge) \ |-Rounds- 6 | |-Prize- 1st- 8000; 2nd- 2650 | |-Prerequisites- Sleep Inducer; Own the Qwack-O-Ray | |-Restrictions- Qwack-O-Ray Only | \___________________________________________________________________________/ Another easy weapon challenge. Just turn 'em to ducks. It shouldn't be all that tough. ________________________ |27. Championship Bout II\___________________________________________________ |-Type- Arena (???) \ |-Rounds- 24 | |-Prize- 1st- 25000 bolts; 2nd- 8250 bolts | |-Prerequisites- | |-Restrictions- Varies | \___________________________________________________________________________/ This challenge is similar to Championship Bout but now you are working your way toward Scorpio and the rounds will switch between different challenge types. There will be sleeping gas, cycling weapon rounds, and just about anything else that the arena can throw at you. After 23 rounds of that, you must face Scorpio. ______________________ |28. Qwarktastic Battle\_____________________________________________________ |-Type- Arena (???) \ |-Rounds- 100 | |-Prize- 1st- 200000 bolts; 2nd- 66000 bolts | |-Prerequisites- Championship Bout II | |-Restrictions- Varies | \___________________________________________________________________________/ It is recommended that you do not attempt this challenge until you have at least a good 80 Nanotech points, the Rift Inducer/Ripper, and the Aegis Mark V Armor. This is the one challenge that will test your arena skills to the limit. You'll need to use the same techniques that you've needed for the Championship Bouts. This challenge involves lasting for 49 rounds of enemies, with special rounds mixed in. The Rift Inducer/Ripper works really well in this challenge. Upon reaching the 50th round, you'll have to fight Gary and Helen for the final time. Gary and Helen are both pretty easy, and you should know how to handle them by now. The most difficult rounds are really the weapon cycling rounds. Again, you should really know how to use each weapon well, and if you don't like one, just swap it out as quickly as possible. Don't waste Infernos! It may seem tempting to just keep using the Rift Inducer, but using the your Infernos provides you with great strength AND invincibility for a short period. The Infernos supply a much needed break in the action, every now and again. You'll have to survive another 49 rounds of arena action, with very little to differentiate from the first half. Upon reaching round 100, you should have a good idea of the shape Ratchet is in. If you have used the Rift Inducer well, and made good use of your Infernos, you should have plenty of ammo to handle the last battle with Scorpio. Scorpio's attack patterns are exactly the same, and as long as you have a good portion of your Nanotech points remaining, it should provide little resistance. Congrats on completing the toughest arena challenge! _________________ |29. Maze of Blaze\__________________________________________________________ |-Type- Obstacle Course \ |-Prize- 1st- 8000; 2nd- 2850 bolts | |-Prerequisites- BBQ Boulevard (Meet Courtney - Gauntlet) | |-Restrictions- None | \___________________________________________________________________________/ This gauntlet features some tricky enemy placements, as well as difficult jumps over flame patches and falling platforms. There are no new enemies though, so use what you've gotten used to. Before the last fork, there is a path that is flanked by two Laser Robots on elevated platforms. Once you've killed both of them, jump on the platform to the left and float to the Titanium Bolt. Continue and finish the gauntlet, as it's pretty easy from there on. _____________________ |30. Cremation Station\______________________________________________________ |-Type- Obstacle Course \ |-Prize- 1st- 10000 bolts; 2nd- 3300 bolts | |-Prerequisites- Maze of Blaze | |-Restrictions- None | \___________________________________________________________________________/ This obstacle course doesn't really shake much up. It's the gauntlet formula you know well. The trickiest part might be the path with the single platform flame patches, but their pattern is easily determined, so it won't cause too much of a problem. I think you should know how to handle this by now. ___________________ |31. The Annihilator\________________________________________________________ |-Type- Obstacle Course \ |-Prize- 1st- 12000 bolts; 2nd- 3950 bolts | |-Prerequisites- Cremation Station-Restrictions- None | |-Restrictions- None | \___________________________________________________________________________/ There are a couple of tricky areas here. All can be handled well if you know what you're about to face. The first tricky area involve a jump from a falling platform to a single platform flame patch to another group of falling platforms that are surrounded by Laser Robots. It sounds overwhelming, and it will be if you don't look ahead. Just watch the flame patch to time your jump, and have a weapon like the Nitro Launcher ready to take out all the robots at once. The next tricky area involves the moving bars that don't have ground below them. These aren't tough in and of themselves, but you might be caught off guard by the falling platforms right in front of them. Just be ready and don't dawdle on the falling platforms. The rest is pretty simple and similar to all of your other gauntlet experiences. ******************************** * C. Challenge Mode Statistics * ******************************** In this section I will discuss the Prize/enemy changes that occur when you play the game again in Challenge Mode, but as I myself have not completed that yet, it won't be here until a future update. ___ __ | \===============================/ _\ | /IV. Frequently Asked Questions| |__ |_|_\===============================\__/ Q: Do I need to buy ammo for each challenge I do? A: No. Your ammo will be full at the beginning of each challenge, and has no bearing on the ammo that you purchase for the main story. Q: Which challenges contain the Titanium Bolts? How do I get them? A: Challenge #14 Pyro Playground and Challenge #29 Maze of Blaze. Refer to the challenge descriptions for how to get them. Q: I did the first 13 challenges and I want to do more, but it won't let me! What gives? A: After the first 13 challenges, you must complete the story missions at Daxx, then the first "Meet Courtney" challenge. Then you can continue to unlock challenges. Q: Why won't you respond to my e-mail? A: Well, there are a few possibilities: One is that I didn't get it, make sure you spelled my address properly. Another is that your question is answered in the main guide or in this FAQ. Read them, that's why they're here. Another is that you are just bugging me... I'm not going to respond to pointless e-mails. ___ __ | \======================================/ _\ | /V.Thanks, Copyright, and Contact info| |__ |_|_\======================================\__/ ********** * Thanks * ********** Insomniac: For making this incredible game. GameFAQs: For hosting this FAQ and making the best video game website on the Internet. wompwompjake: For paying for the game ^_^ and helping me out with strategies. The readers: I wouldn't have a reason for making this without you! BenuNeko: Because he's the man. I don't need another reason. ************* * Copyright * ************* This FAQ is copyrighted by Lee (Leebo) Valencia on November 11, 2004 It is for private and personal use only. No part or whole of this document shall be reproduced in any form whatsoever. This document is free and may not be used for any commercial uses. This document may not be altered without permission from the author. **************** * Contact Info * **************** You can e-mail me at Lee.Valencia@Trinity.edu if and _only_ if (a) you have a question that is not answered in any part of this FAQ and pertains to the Annihilation Nation challenges, (b) you wish to use this guide or alter it in any way as is described in Copyright info, (c) you want to suggest a correction or if you have any new information to add, or (d) you want to contribute a new strategy. E-mails should have "Annihilation Nation FAQ" or something that makes sense in the subject. I am less likely to respond if I don't know that your e-mail relates to this FAQ. Please be concise in your e-mails. I don't need to hear about how you are playing the game, just your question or suggestion. Give me a context to go by; I don't know everything in the game by heart. And lastly, if you want me to take the time to respond, please take the time to compose a readable e-mail. Thank you.