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    Weapon FAQ by Falconesque

    Version: 1.0 | Updated: 12/21/14 | Printable Version | Search This Guide

    SECRET AGENT CLANK
    North American Release
    NTSC U/C, SCUS 97623
    PlayStation 2
    
    WEAPONS, GADGETS, AND ITEMS GUIDE
    By S. L. Richardson (a.k.a. Falconesque)
    Guide Version: 1.0
    Last Revised: Sunday, December 21, 2014
    
    Best viewed with a monospace font, such as Monaco or Courier.
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    ===============================================================================
    
    INTRODUCTION
    
    Welcome to this guide for SECRET AGENT CLANK (SAC), part of the continuing
    Ratchet & Clank (RNC) series, which is all about the game's myriad WEAPONS and
    GADGETS, as well as any other ITEMS you might find or use.
    
    IMPORTANT! The North American PS2 release was used in compiling this guide. If
    you play the PSP release or a PS2 release for another region, your mileage may
    vary and some adjustments on your part may be needed.
    
    To assist PSP folk, the PS2 controls in brief: In menus, O (circle) selects an
    option, triangle cancels or backs up a screen. Elsewhere, X (cross) to jump, O
    to fire, square for melee, hold triangle for Quick Select, or tap triangle to
    toggle weapons, pick locks, or for other special uses.
    
    WARNING! SAC has painfully slow loading times on PS2. Take extra care to
    prevent unwanted loading delays, both there and back again.
    
    If you seek assistance with completing Skill Points, you may find a few useful
    pointers to assist you, but those skills are beyond the scope of this guide.
    Please visit GameFAQs.com, where you'll find good information on Skill Points,
    as well as titanium bolt and alien code locations, already posted to SAC's FAQs
    page. Searching the Board and Answers pages may unearth good tips, too.
    
      SAC FAQs, http://www.gamefaqs.com/958888/faqs
    
    
    -------------------------------------------------------------------------------
    
    CONTENTS
    
    A. Clank
       A.1 Clank's Weapons                   (a.k.a.)
           A.1.1 Tie-A-Rang  . . . . . . . . Whirlwind Throwtie
           A.1.2 Holo-Knuckles . . . . . . . Hardlight Fist
           A.1.3 Cufflink Bomb . . . . . . . Wrist Mortar
           A.1.4 Tanglevine Carnation  . . . Kudzu Tangle
           A.1.5 Thunderstorm Umbrella . . . Lightning Rod
           A.1.6 Blowtorch Briefcase . . . . Hellfire Haversack
       A.2 Clank's Gadgets
           A.2.1 Blackout Pen
           A.2.2 Jet Boots
           A.2.3 Omni-Key
           A.2.4 Agency PDA
           A.2.5 Holo-Monocle
           A.2.6 Hypno-Watch
           A.2.7 Therm-Optic Shades
       A.3 Clank's Items
           A.3.1 Download Clank Fu Kick
           A.3.2 Download Clank Fu Hot Foot
           A.3.3 Bolt Grabber
           A.3.4 Download Hot Foot 2.1 Beta
           A.3.5 Titanium Bolts
       A.4 Clank's Noninventory Items
           A.4.1 Red Keycard
           A.4.2 Blue Keycard
           A.4.3 Yellow Keycard
           A.4.4 Chalice of Power
    B. Ratchet
       B.1 Ratchet's Weapons                 (a.k.a.)
           B.1.1 Dual Lacerators . . . . . . Dual Vindicators
           B.1.2 Shard Gun . . . . . . . . . Shard Cannon
           B.1.3 Walloper  . . . . . . . . . Marauder
           B.1.4 Mine Launcher . . . . . . . Ordnance Launcher
           B.1.5 Bee Mine Mk. II . . . . . . Killer Bee Mine Mk. II
           B.1.6 Pork Bomb Gun . . . . . . . Meat Mortar
           B.1.7 Plasma Whip . . . . . . . . Plasma Cord
           B.1.8 Shock Rocket  . . . . . . . Shock Barrage
           B.1.9 RYNO
       B.2 Ratchet's Gadgets
           B.2.1 PDA
       B.3 Ratchet's Items
           B.3.1 Slim Cognito's Bolt Extractor
           B.3.2 Titanium Bolts
    C. Other Weapons
       C.1 Captain Qwark
       C.2 Gadgebots
       C.3 Vehicles
    E. About This Guide
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    INVENTORY KEYS
    
    If you don't yet know a weapon's name, the following tables match the layout in
    Inventory. Search for the section number to learn more about a blank space.
    
    Clank:    | A.1.1 | A.1.3 | A.1.6 | A.1.4 | A.1.5 | A.1.2 |
              | A.2.1 | A.2.6 | A.2.5 | A.2.4 | A.2.7 | A.2.2 |
              | A.2.3 | ----- | A.3.3 | A.3.1 | A.3.2 | A.3.4 |
    
    Ratchet:  | B.1.2 | B.1.3 | B.1.1 | B.1.4 | B.1.5 | B.1.6 |
              | B.1.8 | B.1.7 | B.1.9 | ----- | ----- | ----- |
              | B.2.1 | B.3.1 | ----- | ----- | ----- | ----- |
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    ALPHABETICAL INDEX
    
    If you know the name, here you can quickly find its appropriate section. A few
    alternative lookups are included as well.
    
    Agency PDA, A.2.4                        Mine Launcher, B.1.4
    Bee Mine Mk. II, B.1.5                   Omni-Key, A.2.3
    Blackout Pen, A.2.1                      Ordnance Launcher, B.1.4
    Blowtorch Briefcase, A.1.6               PDA, Agency, A.2.4
    Blue Keycard, A.4.2                      PDA, Gadgetron, B.2.1
    Bolt Extractor, B.3.1                    Plasma Cord, B.1.7
    Bolt Grabber, A.3.3                      Plasma Whip, B.1.7
    Chalice of Power, A.4.4                  Pork Bomb Gun, B.1.6
    Cufflink Bomb, A.1.3                     RYNO, B.1.9
    Download Clank Fu Hot Foot, A.3.2        Red Keycard, A.4.1
    Download Clank Fu Kick, A.3.1            Shades, Therm-Optic, A.2.7
    Download Hot Foot 2.1 Beta, A.3.4        Shard Cannon, B.1.2
    Dual Lacerators, B.1.1                   Shard Gun, B.1.2
    Dual Vindicators, B.1.1                  Shock Barrage, B.1.8
    Gadgetron PDA, B.2.1                     Shock Rocket, B.1.8
    Hardlight Fist, A.1.2                    Slim Cognito's Bolt Extractor, B.3.1
    Hellfire Haversack, A.1.6                Tanglevine Carnation, A.1.4
    Holo-Knuckles, A.1.2                     Therm-Optic Shades, A.2.7
    Holo-Monocle, A.2.5                      Thunderstorm Umbrella, A.1.5
    Hypno-Watch, A.2.6                       Tie-A-Rang, A.1.1
    Jet Boots, A.2.2                         Titanium Bolts, Clank, A.3.5
    Keycards, A.4                            Titanium Bolts, Ratchet, B.3.2
    Killer Bee Mine Mk. II, B.1.5            Walloper, B.1.3
    Kudzu Tangle, A.1.4                      Whirlwind Throwtie, A.1.1
    Lightning Rod, A.1.5                     Wrist Mortar, A.1.3
    Marauder, B.1.3                          Yellow Keycard, A.4.3
    Meat Mortar, B.1.6
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SEARCH TIPS
    
    Copy the appropriate section number and paste into your program's Search or
    Find feature. Or type the name of what you seek just as it appears on-screen
    while playing SAC.
    
    In general, use singular instances rather than plurals, and keep in mind that
    multiple-word phrases might be divided by linebreaks. The game's rudimentary
    font makes it easy to mistake "a" with "o", "i" with "l", or to overlook a
    double "l".
    
    Also, while "Le Paradis Des Tricheurs Casino" displays on the Map/Missions
    screen, the name appears as "High-Rollers Casino" in the Case Files menu.
    
    
    ===============================================================================
    
    A. CLANK
    
    As your principle playable character (PC), Clank has an arsenal all his own
    this time around. Some equipment is found or delivered via Agency drop boxes,
    free of charge, and some equipment must be purchased at an Agency vendor.
    
    Agency VENDORS appear in Clank's walking world as cylindrical phone booth
    capsules reminiscent of pneumatic tube depositories. Approach one from the
    correct side and when prompted press triangle to enter and drop a la Maxwell
    Smart, in television's original GET SMART comedy spy series. Through an Agency
    vendor, Clank can purchase gadgets, weapons, and various other gear for himself
    or Ratchet, as well as restock his own ammunition stores.
    
    Clank's INVENTORY is laid out in three rows. Use the following section numbers
    to locate more information on a particular blank.
    
          | Col 1 | Col 2 | Col 3 | Col 4 | Col 5 | Col 6 |
    Row 1 | A.1.1 | A.1.3 | A.1.6 | A.1.4 | A.1.5 | A.1.2 |
    Row 2 | A.2.1 | A.2.6 | A.2.5 | A.2.4 | A.2.7 | A.2.2 |
    Row 3 | A.2.3 | ----- | A.3.3 | A.3.1 | A.3.2 | A.3.4 |
    
    By the end of a normal game, Clank's inventory still has at least three (3)
    spaces vacant (R2:C5, R3:C2, R3:C6).
    
    QUICK SELECT. Hold triangle to display the Quick Select ring and select a
    weapon or gadget. To alter the Quick Select arrangement, in the Start menu
    choose Inventory and press O.
    
    
    -------------------------------------------------------------------------------
    
    A.1 CLANK'S WEAPONS
    
    USAGE. Press O (the "trigger" or "fire button") to use Clank's current weapon.
    (In Lock-Strafe mode press R1 instead, but O still works, too.) Tap triangle to
    toggle back and forth between the last two weapons selected.
    
    LEVELING. As with the latter two full PS2 console games -- RNC: Going Commando
    (RNC2 by whatever it was called in your region) and RNC: Up Your Arsenal (UYA)
    -- Clank's weapons earn experience when enemies fall, gaining strength as they
    level up.
    
    Inventory contains the most readable leveling gauge, and also displays the
    exact leveling status -- how far along you are and the next level-up goal
    (2948/5000, for example, where 2948 is the experience the weapon has already
    accumulated and 5000 is the mark when the weapon next levels up). When a weapon
    levels up, a brief scene usually plays, but can get suppressed by other
    scenage. The current experience begins fresh at zero (0) after each level-up.
    
    AMMO. A weapon's ammunition needs to be restocked. Unlike RNC2 and UYA, in SAC
    ammo is NOT automatically "topped off" whenever a weapon levels up.
    
    Tip! Curiously, using a weapon doesn't always expend ammo.
    
    Strike a Gadgetron ammo crate (blue, bearing a large G) to release one or more
    free ammo packs. Fired weapons can also crack open nearby ammo crates. The ammo
    packs released are usually for weapons currently low on ammo, but aren't always
    -- more ammo packs may have been released for a weapon than were actually
    needed. Otherwise, the ammo packs are for a random inventory weapon. (Recent
    usage has little, if any, bearing and certain locations are predisposed to
    dispense a particular weapon's ammo.) Ammo packs you can't use right away
    remain where they are until you return to pick one up, or you leave the world.
    
    You can buy ammo at Agency vendors, whether to restock all weapons at once, one
    weapon only, or a select number of rounds for a particular weapon. Once Clank
    obtains an Agency PDA, ammo can be purchased almost anytime and anywhere, but
    at a huge markup.
    
    The Agency may also make emergency ammo drops as Clank requires. If you
    approach an obstacle requiring a particular weapon ("special uses"), but the
    weapon is out of ammo AND there's none available nearby, an ammo pack may be
    teleported posthaste. (Remember: A good agent is prepared for anything at all
    times.)
    
    CHALLENGE MODE. After completing SAC once, you have the opportunity to replay
    SAC in Challenge Mode.
    
    ! WARNING! When Challenge Mode is selected, the current game is immediately   !
    ! overwritten and a new game is begun -- you're NOT given the opportunity to  !
    ! choose another save slot. To keep a backup (to complete optional missions,  !
    ! work on Skill Points at normal difficulty, level up weapons, or "just in    !
    ! case"), before completing the game's final sequence, in the Start menu      !
    ! choose Options, then Save, and manually select a different save slot.       !
    
    "Proto" upgrades to Clank's weapons may be purchased in Challenge Mode. The
    upgrade becomes available as each "normal" weapon reaches its maximum level,
    rather than at set intervals. Any weapons already at their max level have
    upgrades available at the start of your Challenge Mode game. Otherwise, an
    upgrade is offered as soon as the original weapon 1) has been acquired; and, 2)
    leveled up until its "Next Level" is no longer shown in Inventory.
    
    In Challenge Mode, other new gear becomes available for Clank, including a few
    weapon modifications (or "mods"). Clank's weapon mods are offered whether the
    weapons were fully leveled or not -- buying an expensive Proto upgrade first is
    NOT required.
    
    Note: If all three mods don't appear at the start of Challenge Mode, purchasing
    the Hot Foot 2.1 Beta move upgrade makes them appear.
    
    When purchased, Clank's weapon mods append their description to the weapon's
    description and the appropriate mod icon below the weapon's image brightens.
    Weapon mods are automatically active after purchase and can't be unequipped.
    
    All this new Challenge Mode gear can cost a ton of bolts, but good news: Clank
    gains a running bolt multiplier, which increases as more enemies are defeated.
    Keep the multiplier as high as possible and you'll be swimming in bolts in no
    time! The bolt multiplier tops out at x12 and resets to x1 when Clank takes any
    damage at all.
    
    MELEE. Like Ratchet, Clank has a standard melee attack, or "Clank Fu", wholly
    independent of equippable weaponry. Press square to "judo chop" an enemy or
    object as needed. Press square three times for a standard "combo". Clank's
    moves can be extended by purchasing move upgrade items.
    
    Note: Although move upgrades include the word "Download", they do not in fact
    access the Internet or any online resource.
    
    In the Start menu, read Help: Moves Help for greater detail on Clank's melee
    attack and other moves.
    
    STEALTH TAKEDOWN. With a special melee attack, Clank can sneak up on an unwary
    enemy and silently remove that obstacle, a powerful weapon indeed. Also earns
    you a dark blue "stealth bonus", which helps with Clank's own leveling and his
    nanotech capacity.
    
    Approach a target from behind and, when prompted, press square to initiate a
    stealth takedown. A random four-button sequence of the trademark PlayStation
    buttons appears -- anywhere from four of the same button to one of each, or
    anything inbetween. Quickly press each of those buttons, in order, from left to
    right. Each correct button pressed turns green.
    
    If all four are input within the allotted time, Clank performs the takedown
    flawlessly. If time runs out or an incorrect button is pressed, Clank's attempt
    fails and he takes damage, alerts nearby foes, or the mission fails. In stealth
    missions, a successful takedown can still leave Clank out in plain sight, so
    wait until wandering guards have their backs turned. All movement is automatic
    during takedowns and movement controls are disabled.
    
    Tip! Press each button the moment it's read, rather than reading all four
    before pressing even one. A habit best learned early. Late game, reaction time
    is short and speed becomes vital.
    
                                        *  *  *
    
    And now for the actual inventory weapons. Weapons are listed by the original
    name and in the order the weapons are offered or obtained. The vendor locations
    listed reflect the earliest approximate opportunity. Other criteria beyond or
    coincidental to what's listed may slightly hasten or delay merchandise. Once
    listed, however, Clank's merchandise is offered at all vendors until purchased.
    
    LEVELING TIPS. A weapon gains experience when an enemy is damaged through its
    use, with the experience awarded when the enemy falls. SPECIAL USES and
    cracking open crates does not gain experience for Clank's weapons. Neither do
    the organic enemies around the Spaceship Graveyard, which is consistent with
    Clank's programming, come to think on it.
    
    Otherwise, Spaceship Graveyard, Venantonio, and Fort Sprocket are target-rich
    environments for berserker style assaults, good when you have many weapons in
    need of leveling. But for concentrated leveling of a particular weapon, Clank's
    straightforward run through Asyanica is first rate: A good supply of enemies
    and loads of ammo crates to keep you supplied. The locks can be tedious, but
    every laser trap can be walked past or jumped over -- or deliberately tripped
    to spawn more enemies. Plenty of blackout pen crates too, if you're farming
    stealth bonuses to boost Clank's health.
    
    Tip! In the Venantonio labs, one of the blowtorch-accessible rooms includes a
    robot spawner you may systematically exploit. Great for all weapons, but
    especially for leveling Clank's cufflink bomb -- as long as you avoid bombing
    the conveyor belt, the Agency continues dropping a cufflink bomb ammo pack when
    you run out. Sweet!
    
    Boltaire Museum has a few easy marks, dogbots, and a decent number of stealth
    takedowns, only one of which must be stealthy. Azcotal Alley on Rionosis has
    few enemies, though the gondola chase makes up for that lacking. The
    High-Rollers Casino, Underwater Bunker, and, to some extent, Fort Sprocket have
    broad stealth sections that can detract from their usefulness for general
    weapons leveling.
    
    LEVEL-UP DATA. At level-up, a weapon's ammo capacity may increase, and
    sometimes its ammo pack maximum may change as well. After two levels, the
    weapon's name and description change and its image may be slightly altered in
    Inventory. In Challenge Mode, after purchasing a Proto upgrade the weapon can
    be leveled thrice more to reach its maximum power.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A.1.1 TIE-A-RANG                                    (a.k.a. WHIRLWIND THROWTIE)
    
    The Tie-A-Rang is a bowtie-themed play on the "boom-a-rang". Best distance
    weapon. As the Tie-A-Rang levels up, the number of clips released at one time
    gradually increases, which can deplete ammo right quick.
    
      HOW: Agency drop box
    WHERE: Outside, Boltaire; after the ledge traversal during the stealth section,
           at the top of a narrow ramp-like catwalk
     COST: ---
    PROTO: 400,000 bolts; Challenge Mode upgrade
    
          AMMO: 16/16
     AMMO PACK: 4 clips each, maximum
     AMMO COST: 10 bolts per clip
    NEXT LEVEL: 0/6000
    
    LEVEL-UP DATA
    Name                            Capacity  Pack  Next Level
    Tie-A-Rang V.2                     32/32     8      0/8000
    Tie-A-Rang V.3                     48/48    12     0/10000
    Whirlwind Throwtie                 64/64    16         ---
    Proto Whirlwind Throwtie           64/64    16     0/10000
    Proto Whirlwind Throwtie V.2       64/64    16     0/10000
    Proto Whirlwind Throwtie V.3       64/64    16     0/10000
    Proto Whirlwind Throwtie V.4       64/64    16         ---
    
    IMAGE: A single trio of overlapping circular sawblades, and later triplets of
    sawblades at either end of the central bowtie blade.
    
    DESCRIPTION No.1: No suave superspy is ready for the field without a tidy
    bowtie setting off a dapper suit. With the Tie-A-Rang, however, an Agency
    superspy can keep his most deadly weapon tucked right beneath his chin. Thrown
    Tie-A-Rangs contain rudimentary A.I.s that seek multiple targets as long as
    their servos continue to operate.
    
    DESCRIPTION No.2: The Whirlwind Throwtie is the ultimate in crowd control. Four
    separate blades split and form a cloud of innumerable blade strikes.
    
    SPECIAL USE: Cuts tethers and wires to drop or raise barricades like
    drawbridges, or otherwise release objects or remove obstacles.
    
    Tip! For Skill Points preceded by such a usage ("Robot Finds Ninja" for
    instance), take careful aim so enemies ahead aren't alerted (white speech
    balloons) or damaged. Best accomplished early on, too, while fewer clips are
    released.
    
    
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    A.1.2 HOLO-KNUCKLES                                     (a.k.a. HARDLIGHT FIST)
    
    Clank's variation on the Walloper. Plows through enemies, up close and
    personal, and can be real quiet like.
    
      HOW: Vendor
    WHERE: Outside, Boltaire; just inside the large chamber
     COST: 23,000 bolts
    PROTO: 200,000 bolts; Challenge Mode upgrade
    
          AMMO: 40/40
     AMMO PACK: 10 charges each, maximum
     AMMO COST: 8 bolts per charge
    NEXT LEVEL: 0/5000
    
    LEVEL-UP DATA
    Name                            Capacity  Pack  Next Level
    Holo-Knuckles V.2                  48/48    10      0/7000
    Holo-Knuckles V.3                  56/56    10      0/9000
    Hardlight Fist                     60/60    10         ---
    Proto Hardlight Fist               60/60    10      0/9000
    Proto Hardlight Fist V.2           60/60    10      0/9000
    Proto Hardlight Fist V.3           60/60    10      0/9000
    Proto Hardlight Fist V.4           60/60    10         ---
    
    IMAGE: Gray anvil-like affair with red spots, blue switches, and a yellow
    stripe, and later bulkier with cables.
    
    DESCRIPTION No.1: These light-generating gloves wouldn't look out of place at a
    fashion show, but the images they project pack the wallop of a sixteen-wheeler.
    When you need to end a duel the moment you declare it, look no further than the
    Holo-Knuckles.
    
    DESCRIPTION No.2: The Hardlight Fist takes the awesome offensive power of the
    Holo-Knuckles and applies them to protection as well. Simply hold down your
    trigger and watch the gloves project a wall of force that no bullet can pierce!
    
    
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    A.1.3 CUFFLINK BOMB                                       (a.k.a. WRIST MORTAR)
    
    Good distance weapon, for archaic doppleganger guards and turret guns
    especially.
    
      HOW: Agency drop box
    WHERE: Skyline Rooftops, Asyanica; on the platform above the second triangular
           launch pad and beside Asyanica's second Agency vendor
     COST: ---
    PROTO: 400,000 bolts; Challenge Mode upgrade
    
          AMMO: 8/8
     AMMO PACK: 2 bombs each, maximum
     AMMO COST: 50 bolts per bomb
    NEXT LEVEL: 0/5000
    
    LEVEL-UP DATA
    Name                            Capacity  Pack  Next Level
    Cufflink Bomb V.2                  10/10     2      0/7000
    Cufflink Bomb V.3                  10/10     2      0/9000
    Wrist Mortar                       12/12     2         ---
    Proto Wrist Mortar                 12/12     2     0/10000
    Proto Wrist Mortar V.2             12/12     2     0/10000
    Proto Wrist Mortar V.3             12/12     2     0/10000
    Proto Wrist Mortar V.4             12/12     2         ---
    
    IMAGE: A garnet-red gem, and later a blue gem ringed with ridges.
    
    DESCRIPTION No.1: The debonair folds in Clank's sleeves hide a deadly bomb
    launcher. The gem shaped bombs are made of an explosive piezoelectric element,
    Volitanium, that can be used as regular bombs or proximity mines.
    
    DESCRIPTION No.2: The Wrist Mortar enhances the explosive power of Volitanium
    by coating it with an alloy that destabilizes when exposed to air. The longer
    the bomb stays out, the more damage it does!
    
    SPECIAL USE: Disable machinery by targeting conveyor belts and other devices
    bearing the Cufflink Bomb icon.
    
    CONTROLS: For a proximity mine, hold down O until a bomb reaches its target,
    whether an actual enemy or a spot enemies will cross.
    
    Tip! Handy for taking down enemies rendered partly or completely off-screen,
    which can prevent Clank from continuing onward. (Exits are locked while a
    battle is "active", so the enemy must be found and eliminated.) Watch the
    reticle on the ground and when it disappears, fire. Likely it found an enemy
    and unlocked the exit; obtaining a few bolts confirms the KO, too.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A.1.4 TANGLEVINE CARNATION                                (a.k.a. KUDZU TANGLE)
    
    Nifty little tool. A real crowd pleaser. Throw one and dance around its bloom
    while it feeds. Yum.
    
      HOW: Found
    WHERE: Azcotal Alley, Rionosis; when Kingpin meets up with Jack in the plaza at
           the top of the map
     COST: ---
    PROTO: 400,000 bolts; Challenge Mode upgrade
    
          AMMO: 8/8
     AMMO PACK: 2 bulbs each, maximum
     AMMO COST: 50 bolts per bulb
    NEXT LEVEL: 0/4000
    
    LEVEL-UP DATA
    Name                            Capacity  Pack  Next Level
    Tanglevine Carnation V.2           10/10     2      0/7000
    Tanglevine Carnation V.3           10/10     2      0/9000
    Kudzu Tangle                       12/12     2         ---
    Proto Kudzu Tangle                 12/12     2      0/8000
    Proto Kudzu Tangle V.2             12/12     2      0/8000
    Proto Kudzu Tangle V.3             12/12     2      0/8000
    Proto Kudzu Tangle V.4             12/12     2         ---
    
    IMAGE: A pink blossom, and later turns blood red.
    
    DESCRIPTION No.1: To the untrained eye, what appears as a lapel decoration
    hides one of the most vicious flowers from the galaxy of Sunitrope 7. This
    ravenous blossom has an unquenchable hunger for robots and aliens alike.
    
    DESCRIPTION No.2: The Kudzu Tangle is a unique crossbreed of the Tanglevine
    with seven other known carnivorous plants. This hybrid plant generates its own
    poison cloud to weaken its prey before consuming them.
    
    SPECIAL USE: Halt spinning machinery by targeting the fan or wheel bearing the
    Tanglevine Carnation icon.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A.1.5 THUNDERSTORM UMBRELLA                              (a.k.a. LIGHTNING ROD)
    
    One of Clank's top weapons. Good all-around choice, great for clearing out mobs
    of static midges.
    
      HOW: Vendor
    WHERE: Secret Laboratory, Venantonio; beside the landing platform
     COST: 30,000
    PROTO: 50,000 bolts; Challenge Mode upgrade
    
          AMMO: 16/16
     AMMO PACK: 4 charges each, maximum
     AMMO COST: 25 bolts per charge
    NEXT LEVEL: 0/3000
    
    LEVEL-UP DATA
    Name                            Capacity  Pack  Next Level
    Thunderstorm Umbrella V.2          20/20     5      0/5000
    Thunderstorm Umbrella V.3          24/24     5      0/8000
    Lightning Rod                      28/28     6         ---
    Proto Lightning Rod                28/28     6      0/8000
    Proto Lightning Rod V.2            28/28     6      0/8000
    Proto Lightning Rod V.3            28/28     6      0/8000
    Proto Lightning Rod V.4            28/28     6         ---
    
    IMAGE: A classic black rain umbrella with a black hooked handle, and later an
    upscale black-and-white striped ("Bullseye!") umbrella.
    
    DESCRIPTION No.1: Most umbrellas are used to hold the weather at bay. While
    there's nothing wrong with that, the Agency finds that controlling the weather
    turns out to be much more useful. The Thunderstorm Umbrella can channel
    powerful lightning strikes from its tip that leave any robot reeling.
    
    DESCRIPTION No.2: The Lightning Rod improves on the Thunderstorm Umbrella in
    one key way: it uses a robot's own body as a giant capacitor, storing electric
    energy in the metal of its chassis. Any other creature to touch the wielder and
    break the circuit gets a lightning storm through their circuits.
    
    CONTROLS: Tap O to fire off a quick blast. Hold O until the umbrella opens to
    use multiple charges for more powerful electrical zaps.
    
    | WEAPON MODS
    | -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
    | *      BLUE: Xeno's Capacitor Mod (Umbrella)
    |       Where: Clank's PDA; Outside, Boltaire
    |         How: In Challenge Mode, at the very beginning of the replay
    |        Cost: 100,000 bolts
    | Description: Give the gift that keeps on giving: deadly electricity! Any
    |              target hit by the Thunderstorm Umbrella passes an electric
    |              charge to those nearby.
    |
    | **   YELLOW: Thundercloud Mod (Umbrella)
    |       Where: Clank's PDA; Outside, Boltaire
    |         How: In Challenge Mode, at the very beginning of the replay
    |        Cost: 200,000 bolts
    | Description: Grow your own pet thundercloud! Just charge your Thunderstorm
    |              Umbrella all the way up and watch it strike your enemies for
    |              you!
    
    With the Thundercloud Mod, a cloud literally hovers above Clank as he runs
    around. Easily mistaken for a rendering glitch, but quite distinctive.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A.1.6 BLOWTORCH BRIEFCASE                           (a.k.a. HELLFIRE HAVERSACK)
    
    Good close-quarters weapon. An interesting modification combined with the Proto
    upgrade significantly increases its usefulness.
    
      HOW: Found by Clank
    WHERE: Secret Laboratory, Venantonio; past the maze, left fork (dead-end with
           two side chambers), on a pedestal
     COST: ---
    PROTO: 50,000 bolts; Challenge Mode upgrade
    
          AMMO: 30/30
     AMMO PACK: 8 cases each, maximum
     AMMO COST: 10 bolts per case
    NEXT LEVEL: 0/3000
    
    LEVEL-UP DATA
    Name                            Capacity  Pack  Next Level
    Blowtorch Briefcase V.2            30/30     8      0/5000
    Blowtorch Briefcase V.3            30/30     8      0/8000
    Hellfire Haversack                 30/30     8         ---
    Proto Hellfire Haversack           30/30     8      0/9000
    Proto Hellfire Haversack V.2       30/30     8      0/9000
    Proto Hellfire Haversack V.3       30/30     8      0/9000
    Proto Hellfire Haversack V.4       30/30     8         ---
    
    IMAGE: Open metallic briefcase with one blowtorch, and later double the tanks
    and a bigger nozzle.
    
    DESCRIPTION No.1: This stylish Tremendi briefcase has been outfitted with a
    MegaCorp Portable Rocket Engine 2000 that dispenses a searing hot batch of
    fuel, which instantly ignites when it reacts with the air around it. Stylish?
    Yes. But obviously the product of mad science.
    
    DESCRIPTION No.2: This experimental flamethrower unit benefits from an improved
    intake valve and tweaked aerosol formula, allowing the jets and fireballs
    emitted to burn longer and hotter.
    
    SPECIAL USE: Burns through doors otherwise welded shut. Equip and torch doors
    bearing the Blowtorch Briefcase icon.
    
    | WEAPON MODS
    | -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
    | *      BLUE: Molten Bolt Mod (Flamethrower)
    |       Where: Clank's PDA; Outside, Boltaire
    |         How: In Challenge Mode, at the very beginning of the replay
    |        Cost: 100,000 bolts
    | Description: Releasing the fire button after using the flamethrower now fires
    |              out a large molten bolt that will instantly sizzle all but the
    |              strongest enemies.
    
    Yes, one mod only.
    
    
    -------------------------------------------------------------------------------
    
    A.2 CLANK'S GADGETS
    
    It's not an RNC game with gadgets, and Clank has several with which to
    entertain you.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A.2.1 BLACKOUT PEN
    
    The Blackout Pen squirts a blob of ink at your target, whether a stationary
    laser emitter or a hovering camera bot. Needs no leveling.
    
    First-person view (press Select) is helpful for obtaining a precise target
    reticle in a target-rich environment, or pinpointing off-camera targets.
    
      HOW: Agency drop box
    WHERE: Outside, Boltaire; after dropping inside, in the first room, before the
           fan of security lasers
     COST: ---
    
        CAPSULES: 8/8
    CAPSULE PACK: 2 each, maximum
    
    Note: Special hexagonal, water-drop "ammo" crates can be very rare. Use with
    the utmost discretion and take care to get the most from each pack. (Don't
    crack one open if you're at 7/8 and have targets ahead.) Capsules can't be
    restocked at vendors.
    
    DESCRIPTION: This stylish gadget modeled after the legendary Montiblu fountain
    pen has a crystal nib perfect for the secret agent in your life. The special
    transmagnetic ink it dispenses is perfect for calligraphy and disabling
    security laser and cameras alike.
    
    SPECIAL USE: Blind floating camera robots, blacking out their flashlights. They
    track movement, and blinded they may not complain about physical contact, but
    best wait until ALL other enemies have fallen to finish them off if you're so
    inclined. Very useful in a Skill Point or two.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A.2.2 JET BOOTS
    
    Augments Clank's skills with double-jump and brief hover-gliding capabilities.
    Automatically called upon as needed; no equipping necessary.
    
    Also a weapon! Press X to jump (or L1 in Lock-Strafe mode) and while in the air
    hold square or press X again to damage enemies below you. The results vary and
    other purchases may be required.
    
    In the Start menu during Clank's missions, read Help: Moves Help to learn more
    about how the jet boots enhance Clank's performance.
    
      HOW: Agency drop, unboxed
    WHERE: Outside, Boltaire; on a display stand in the final chamber, near a hot
           pink (breakable) panel
     COST: ---
    
    DESCRIPTION: These Cougar Jet Signature Series shoes have been banned from all
    the Roboball tournaments from 0x4d47 onwards because the powerful rockets were
    augmenting robo-athlete's performance unfairly.
    
    Tip! Required to get over the nearby police tape and continue. Before exiting,
    however, instead backtrack to the large chamber and pick up a titanium bolt.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A.2.3 OMNI-KEY
    
    Clank's tool for picking locks. Use is automatic; no equipping required.
    
    The Omni-Key gives access to a Tetris-like puzzle that must be bested to open
    the way beyond, by unlocking doors, enabling triangular launch pads, activating
    elevators, and the like. Press triangle near a lock to begin the puzzle.
    
      HOW: Agency drop box
    WHERE: Skyline Rooftops, Asyanica; after crossing the first set of buses
     COST: ---
    
    DESCRIPTION: The Omni-Key 5000 uses hard-light holographic technology to map
    out and then spontaneously decrypt electronic locks of all sorts. The newest
    keys in this line are guaranteed to work even on locks composed of quantum
    bits, superstring remnants, and parallel universe technology.
    
    CONTROLS: Press left- or right-arrow to line up the tile(s) with a chute that
    contains matching tiles, or an empty chute if none match. Press X to flip pairs
    of tiles, reversing their order. Press down-arrow to hasten falling tiles.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A.2.4 AGENCY PDA
    
    A vendor by any other name, with a few limitations. Ammo costs TEN TIMES as
    much using the PDA -- 10 bolts per round becomes 100, 50 becomes 500, yikes!
    Better than nothing in a pinch or against relentless bosses. Any available
    weapons, mods, and weapon upgrades cost the usual amount, however.
    
    Tip! Handy, too, if you're nearing the end of the map and have been farming
    bolts to afford the latest merchandise. Maybe something nice for Ratchet...?
    
      HOW: Vendor
    WHERE: Azcotal Alley, Rionosis; on the landing pad
     COST: 35,000 bolts
    
    DESCRIPTION: The Agency PDA allows access to remote ammo anywhere in the
    galaxy! Equip and then activate it for all your stealthy needs. Note: Direct
    matter transport necessarily increases the cost of all supplies.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A.2.5 HOLO-MONOCLE
    
    A hologuise style device. Takes a picture and projects a hologram, disguising
    Clank as the photo's subject for a limited time.
    
      HOW: Agency drop box
    WHERE: Main Floor, Le Paradis Des Tricheurs Casino; behind an urn to the right
           of the entry
     COST: ---
    
    DESCRIPTION: Although monocles seem unfashionable and antiquated, the utility
    of this far outweighs the fashion faux pax. It allows the wearer to take a
    picture of another robot and creates a holoprojection of that robot in order to
    effectively disguise the wearer.
    
    SPECIAL USE: Required to pass doors guarded by a robot hologram. Clank must be
    disguised as that particular model of robot and no other. Ident is often
    checked on both sides of a door, by the by.
    
    Tip! Stand atop the threshold to stealth takedown the guard outside.
    
    CONTROLS: Equip the Holo-Monocle and press O. Your target must be facing the
    lens and you may need to zoom in or out (with L1 and R1) for a better shot.
    Again press O to actually take the picture and engage the disguise.
    
    Once disguised, only your subject will know you for a fake. Hurry on your way
    before the gauge on the right runs out. Avoid your subject (has a photo icon
    overhead) to avoid detection, which can result in alerting enemies or mission
    failure. Stealth takedowns can be initiated while disguised, but the disguise
    will vanish. Melee attacks, jumping, or even switching weapons can give away
    your disguise as well. Always make sure Clank's not in plain sight.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A.2.6 HYPNO-WATCH
    
    An expensive wristwatch trap. Use to immobilize an unwary guard. Toss one and
    it blinks for a while, putting robots within or moving into its range into a
    harmless doze. Must be equipped to use. Must be resupplied at a vendor; no ammo
    drops. Needs no leveling.
    
    Not a true decoy, a Hypno-Watch does NOT draw enemies to itself like Ratchet's
    old Decoy Glove. Nearby robots may investigate any guard caught in your trap,
    but they won't stumble into the trap themselves. Alert, but not on alert.
    
    Good for distracting guards away so you can reach a better vantage, a hiding
    place, or a lock to disable turret cannons.
    
      HOW: Vendor
    WHERE: Le Paradis Des Tricheurs Casino; after bombing the control consoles
     COST: 23,000 bolts
    
         AMMO: 3/3
    AMMO PACK: ---
    AMMO COST: 150 bolts per watch
    
    DESCRIPTION: This flashy wristwatch is in the style that is popular with the
    most ostentatious robot television stars, but in actuality, it does much more
    than tell time. It provides a decoy to attract the attention of greedy or
    easily-distracted henchmen.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A.2.7 THERM-OPTIC SHADES
    
    X-ray vision glasses! Equip and take a gander -- you may find secret codes!
    Once all codes have been found and decrypted, the way is opened to a top-secret
    location on a hidden world. The sunglasses need no leveling.
    
    A new icon appears beside the titanium bolt counter in Case Files: Clank,
    detailing how many codes you've already found and how many total can be found
    for each level.
    
      HOW: In Challenge Mode, Agency drop box
    WHERE: Outside, Boltaire; slope before the first stealth section
     COST: ---
    
    DESCRIPTION: What appear to be ordinary sunglasses are actually Gadgetron's
    latest development in clandestine intelligence detection. They enable the
    wearer to see secret messages, missives that are normally phase-shifted into
    frequencies beyond even the visible ranges of robots with the most advanced
    optical circuits.
    
    CONTROLS: Equip the Therm-Optic shades, press Select or O to activate the
    phasing filter, and search out a hidden clue, bright white in the red filtered
    viewfinder and looking much like the glyphs normally visible to the naked eye.
    Use the left analog stick or D-pad to move the camera around. If none are
    found, press Select to exit; Start, triangle, and X immediately exit as well,
    doing their usual thing. Once found, zoom in on the glyph with R1 (or out again
    with L1) and press O to decode the message.
    
    For assistance with locating the codes, read Beebopbooty's Alien Codes FAQ.
    Works fine for PS2 as well.
    
      http://www.gamefaqs.com/ps2/958888-secret-agent-clank/faqs/54551
    
    
    -------------------------------------------------------------------------------
    
    A.3 CLANK'S ITEMS
    
    Clank obtains or may purchase a few items to improve his abilities and ease
    your going in SAC.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A.3.1 DOWNLOAD CLANK FU KICK
    
    Move upgrade. Extends Clank's combo with a kick finisher.
    
      HOW: Vendor
    WHERE: Outside, Boltaire; just inside the large chamber
     COST: 7,000 bolts
    
    DESCRIPTION: Clank knows Kung Fu! This combat logic mod allows Clank to string
    on a super kick at the end of all his melee combos.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A.3.2 DOWNLOAD CLANK FU HOT FOOT
    
    A Jet Boot upgrade; kick mod required. Turns boot exhaust into an even more
    powerful attack by pressing X during the final kick.
    
      HOW: Vendor
    WHERE: Secret Laboratory, Venantonio; beside the landing platform
     COST: 10,000 bolts
    
    DESCRIPTION: With a little engineering modification and some questionable mods
    from the storehouse, Clank's Jet Boots can be converted to deliver a flame
    attack in the middle of any Super Kick (mod sold separately).
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A.3.3 BOLT GRABBER
    
    Worth the bolts, especially in the tricky later stages. Less running around.
    
      HOW: Vendor
    WHERE: Mine Shafts, Fort Sprocket; on the landing pad
     COST: 30,000 bolts
    
    DESCRIPTION: The Bolt-grabber increases the power of Clank's magnetosphere by
    nearly 50 GWGW, effectively doubling the range at which he can pick up bolts!
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A.3.4 DOWNLOAD HOT FOOT 2.1 BETA
    
    Another Jet Boot upgrade. More power!
    
      HOW: Clank's PDA
    WHERE: Outside, Boltaire; at beginning of Challenge Mode replay
     COST: 200,000 bolts
    
    DESCRIPTION: If one replaces the standard Jet Boot engine with the thrusters
    from a prize-winning Skyboard jet, the power of Clank's flame boot attack can
    be increased a hundredfold!
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A.3.5 TITANIUM BOLTS
    
    These jumbo-sized bolts are hidden in out of the way corners and are used in
    the Special menu to purchase Skins for Clank, Ratchet, and Qwark.
    
    Case Files: Clank is where you can learn how many titanium bolts are available
    in each area Clank visits and how many you've already found. Collect all
    eighteen (18), along with Ratchet's five (5), for twenty-three (23) all told.
    
    Note: Two titanium bolts go unused in SAC on PS2. See section D.1 for more on
    this and other known platform differences.
    
    For help with acquiring titanium bolts and using skins, read RyanHennessey's
    FAQ & Walkthrough posted at GameFAQs, linked below. Adequate for the PS2
    release, too, but finding most of the titanium bolts is relatively
    straightforward for players familiar with the series' other console games.
    
      http://www.gamefaqs.com/ps2/958888-secret-agent-clank/faqs/53382
    
    Tip! In the Skins menu, press L1 or R1 to rotate the skin 360 degrees in either
    direction.
    
    
    -------------------------------------------------------------------------------
    
    A.4 CLANK'S NONINVENTORY ITEMS
    
    And finally, a few collectable objects you can only verify obtaining by their
    absence.
    
    
    KEYCARDS. Found around the walking world, but oddly are not listed in Inventory
    -- or mentioned anywhere else, for that matter.
    
    The three keycards are used in a "secret" area, called the HIG Treehouse (named
    after High Impact Games, the developer of the original PSP release), something
    akin to the Insomniac Museum found in many of the series' titles.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A.4.1 RED KEYCARD
    
         Where: Skyline Rooftops, Asyanica
       Mission: Number Woo works for...?
    Case Files: Clank: Asyanica Rooftops
    
    The first obtainable. Found below and beyond the back bumper of the THIRD bus
    of the SECOND set of buses Clank must jump across. (On the Map screen,
    following the large square area inset with four smaller squares.) Plainly
    visible, but easiest to spot in looking backward from the platform beyond.
    
    Requires a blind leap from the third bus. Better yet, return to the second bus
    of the five and slide down onto its engine cover for a clear look. An easy
    leap, a little keen hovering, and "You found the red keycard!" A return to the
    last Continue point seems unavoidable, unfortunately.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A.4.2 BLUE KEYCARD
    
         Where: Galactic Bolt Reserve, Fort Sprocket
       Mission: Inside the A-Eye (Payback's a Punch)
    Case Files: Gadgebots: Vaultbreakers
    
    The easiest to stumble upon and obtain. Visible at the end of the second stage,
    at the upper-right edge of the map, after activating a pair of transformers.
    Face the sled and pan the camera to the left, looking back down the track. (The
    keycard appears somewhat green in that light.) Board the sled and roll backward
    instead of forward. When the sled stops, leave the wheel, and walk over to the
    keycard.
    
    "You found the blue keycard!"
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A.4.3 YELLOW KEYCARD
    
         Where: Spaceship Graveyard
       Mission: Saint Qwark
    Case Files: Qwark: Saint Qwark
    
    Toughest one to obtain, not even visible on the screen (except very briefly, a
    dim...something the moment before it's acquired). And worse, the directions for
    obtaining this can be disappointingly vague. But GameFAQs member darthcobain17
    posted a very helpful how-to, so here's the skinny.
    
    First off, when the mission begins, in the Start menu choose Map/Missions and
    make note of your starting position. Dismiss the map and swing the camera
    around to find the pink mound behind Qwark. This is the hub of the mission, and
    a reference point you'll need later. The keycard is actually above the mound.
    
    Continue around the mission as usual, until you free up a green-plasma cannon
    on a platform high upslope -- DO NOT use it just yet, but it's the cannon Qwark
    WILL need to use to free the last busful of space nuns. Before doing so,
    however, turn and face the hub (with the bus at 12 o'clock, the hub is at about
    7 o'clock). Walk toward the hub and when you reach the edge of the current
    platform, press X to jump toward the hub. Automatically, Qwark's jet pack fires
    (it's very distinctive) and he's transported back to the last Continue point.
    The trajectory is just right, though, and "You found the yellow keycard!"
    
    Retrace your steps to the cannon to finish the mission or make another attempt
    if your aim was off, as needed; the path remains cleared, a few tentacles only.
    
    Thanks again to darthcobain17. The original post is found here, by the by:
      http://www.gamefaqs.com/psp/943337-secret-agent-clank/answers?qid=92067
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A.4.4 CHALICE OF POWER
    
    Your reward for collecting all three keycards. In Challenge Mode and if you've
    discovered every alien code with your Therm-Optic Shades, from the Start menu
    choose Case Files. Select Special Missions and scroll to the very bottom (or
    press up-arrow to reverse-wraparound) to find a new entry!
    
    Select the HIG Treehouse, a museum-like invention by High Impact Games, the
    developer of SAC's original PSP release. On arrival, swing the camera around to
    find another building behind Clank. Take the triangular launch pad. Approach
    the wall bearing three keycard icons in primary colors. The wall slides down
    into the floor.
    
    Note: If the wall remains unmoved, you've not yet acquired all three keycards.
    
    Jump from floating island to island to cross the red-hot lava. On the far
    platform, circle the desk to find the lavender goblet. Walk into the goblet and
    the chalice is yours!
    
    "Dallas: My Chalice of Power!
    Now all you have to do is figure out the secret code to activate it..."
    
    Well, like others before me, this author could find no other allusion to this
    "secret code" anywhere within SAC itself, nor in its printed manual or on its
    PS2 case. If something eventually comes to light you'll find it here, but until
    then, here's the code, from multiple sources, the origins of which are unknown.
    
    On your controller, press the following buttons:
    
      Up, Up, Down, Down, Left, Right, Left, Right
    
    The heads-up display (HUD) and a message appears: "Dallas Chalice Activated"
    
    And presto, Clank's health has been fully restored. (Of course, if you're at
    the Treehouse, it was probably full to begin with.) The secret code can be
    entered in any stage, but only once for that world on each trip. If you fly off
    elsewhere and return, the code again works, rest assured.
    
    HOT TIP! Yes, RATCHET can benefit from the chalice. Again, only once per visit.
    (Sorry, but changing events isn't counted as changing worlds.) Qwark can
    restore his health with the chalice, too. But while Gadgebots can enter the
    code, the chalice doesn't actually do anything other than display the message
    above; you still need to hold triangle and select Repair.
    
    
    ===============================================================================
    
    B. RATCHET
    
    Our favorite lombax spends all his time in arena fights, in holding cells on
    Planet Galattica and on the Prison Planet, with a few scenes now and again. As
    each arena is introduced into SAC, only its first event (for the immediate
    mission) must be completed.
    
    Max-Security Cells . . . Karmic Beatdown (Life In Prison)
    The Mess Hall  . . . . . Nails For Breakfast (No Time for Seconds)
    The Exercise Yard  . . . Last One Picked For Dodgeball (And the password is...)
    The Showers  . . . . . . No Good Deed Goes Unpunished (Plumbing Troubles)
    Prison Breakout! . . . . Catch-as-Catch-Can (The Great Escape)
    
    Completing one event unlocks one or more new events and the prizes for those
    events can include weapons, weapon or wrench mods, and ultimately a titanium
    bolt. A great resource for regular bolt farming too, of course.
    
    CHALLENGE MODE. Like Clank, upgrades are offered for most of Ratchet's weapons.
    These "Titan" upgrades may be purchased with Ratchet's PDA, by Clank from an
    Agency vendor, or with Clank's Agency PDA. An upgrade is offered only if the
    original weapon 1) has been acquired, and, 2) leveled up until a "Next Level"
    is no longer shown. (Buying a weapon's mods first isn't necessary.) Upgrades
    are offered as soon as underleveled weapons meet those requirements. Some new
    merchandise is offered for Ratchet, as well, including a new weapon that Clank
    must buy and have smuggled in for his friend.
    
    Ratchet, too, has a running bolt multiplier in Challenge Mode, which increases
    as more enemies are defeated. The bolt multiplier tops out at x12 and resets to
    x1 when Ratchet takes any damage at all. Much more difficult to maintain a high
    multiplier for any length of time.
    
    Ratchet's INVENTORY is also laid out in three rows, with a clear dividing line
    between the second and third rows. Use the following section numbers to locate
    more information on a particular blank.
    
          | Col 1 | Col 2 | Col 3 | Col 4 | Col 5 | Col 6 |
    Row 1 | B.1.2 | B.1.3 | B.1.1 | B.1.4 | B.1.5 | B.1.6 |
    Row 2 | B.1.8 | B.1.7 | B.1.9 | ----- | ----- | ----- |
    Row 3 | B.2.1 | B.3.1 | ----- | ----- | ----- | ----- |
    
    By the end of a normal game, Ratchet's inventory still has at least eight (8)
    blanks unfilled (R2:C3-6; R3:C3-6).
    
    QUICK SELECT. Hold triangle to display the Quick Select ring and select a
    weapon or gadget. To alter the Quick Select arrangement, in the Start menu
    choose Inventory and press O.
    
    
    -------------------------------------------------------------------------------
    
    B.1 RATCHET'S WEAPONS
    
    Ratchet has his melee attack, plus two weapons he can pick up free in the first
    event. Beyond that, Clank must either find or purchase additional weaponry for
    his furry partner.
    
    Weapons from Clank are delivered to Ratchet by the warden, in pink bakery
    boxes, which Ratchet opens to reveal the weapon. These scenes are all similar
    though the dialogue varies, but are limited to one per transition; if Clank
    sends two or more weapons at once, Ratchet gets only one scene.
    
    USAGE. Press O (the "trigger" or "fire button") to use Ratchet's current
    weapon. (In Lock-Strafe mode press R1 instead, though O still works, too.) Tap
    triangle to toggle back and forth between the last two weapons selected.
    
    LEVELING. As with Clank, Ratchet's weapons earn experience and gain in strength
    as they level up. A leveling gauge is shown in Inventory for each weapon and
    also displays the exact leveling status -- how far along you are and the next
    level-up goal (3176/5000, for example). When a weapon levels up, a brief scene
    usually plays, but can get suppressed by other scenage. The current experience
    begins anew at zero (0) after each level-up; no math needed.
    
    AMMO. Ratchet begins each arena event fully locked 'n loaded. Ammo can be
    restocked throughout the battle, but unlike RNC2 and UYA, in SAC ammo is NOT
    automatically "topped off" when a weapon levels up.
    
    Gadgetron ammo crates (blue, bearing a large G) appear at two (2) different
    "pads" around each arena. (A third pad supplies a nanotech crate.) Strike an
    ammo crate to release one or more free ammo packs. Fired weapons can also crack
    open ammo crates.
    
    The ammo packs released are usually for weapons currently low on ammo, but more
    packs than needed are sometimes released. Otherwise, the ammo packs are for a
    random inventory weapon -- recent usage seems to have little (if any) bearing.
    Ammo packs you can't use right away remain where they are until used or the
    arena battle ends. New ammo crates appear periodically, as long as the
    previously released ammo packs have been used.
    
    Tip! If a new ammo crate isn't appearing, look around for and use any leftover
    ammo packs. Discerning which ammo pack restocks which weapon can take practice.
    
    After Ratchet obtains a PDA, ammo can be purchased almost anytime but at a huge
    markup. Ammo conservation is a more economical approach.
    
    WRENCH. As usual, Ratchet is an ace with his wrench and the OmniWrench 10K is
    the model du jour. Press square to swing the wrench. Do so three times for a
    Multi Strike combo. You can also perform a slamming move, a Hyper Strike, by
    pressing X to jump (or L1 in Lock-Strafe mode) and square while in mid-air.
    Finally, you can perform SAC's variation on the traditional Comet Strike, but
    only from a crouch, so first hold R2 and then press square; also a handy means
    for reaching wayward bolts and ammo, though that's not a pressing issue in SAC.
    
    Bolt cranks play a part in several arena challenges, for either stopping
    tyhrranoids from entering or sucking nearby foes out of the arena. Ratchet
    works a bolt crank as usual, by stepping up to one, pressing square to attach
    his wrench, and then circling the bolt. He's not invulnerable, however, and if
    he gets hit the crank may unwind.
    
    Unlike Clank, Ratchet can double-jump from the start. For more details on
    Ratchet's moves, during his missions in the Start menu read Help: Moves Help.
    
    WRENCH MODS. Arena prizes let you put a new spin on the tried-and-true tool. In
    Inventory, press L1 or R1 and select any of the wrench mods you've earned.
    
    Fire-Bomb Wrench Mod (Max-Security Cells: Karmic Beatdown):
      Throws off a fireball with each swing of the wrench, more for a Multi Strike.
    
    Shock Crystal Wrench Mod (Max-Security Cells: Speak Softly And...):
      Sprouts a ring of sharp crystals around Clank with a swing or Hyper Strike.
    
    Wild Burst Wrench Mod (The Exercise Yard: Steel is Steel):
      Exudes and dribbles putrid toxins. A Hyper Strike raises a poisonous blister
      that grows and bursts.
    
    Triple Wave Wrench Mod (Prison Breakout!: Catch-as-Catch-Can):
      A Hyper Strike plants a mine that periodically emits a ring of damage,
      cycling through fire, electricity, and poison elements.
    
    In the Help Message Log, three wrench mods are saddled with other names:
    Wildfire, Crystalix, and Napalm.
    
    Tip! For a complete Help Message Log, pace your acquisitions and begin another
    battle after obtaining a new weapon, weapon mod, or wrench mod. A helpful
    message is recited after equipping your new gear.
    
    WEAPON MODS. On Ratchet's inventory screen, below the turning image are two dim
    icons in various colors and shades -- a cold (blue) one-dot mod and a warm
    (yellow) two-dot mod, for lack of better terms. Most of Ratchet's weapons have
    two modifications, some of which are won by Ratchet in arena battles, but many
    must be purchased from a vendor by Clank or via PDA by either of them. Mods
    only appear at Agency vendors once its weapon is acquired.
    
    After a mod is obtained, the weapon's description gets augmented and the
    appropriate mod icon brightens. The weapon's name is also prefixed, with one of
    two prefixes depending on which mod is first acquired, or with a third prefix
    ("duo prefix") after both mods are obtained. The Walloper, for instance, can
    become a Charged Walloper, a Superdense Walloper, or a Voltaic Walloper.
    
    Several of Ratchet's weapon mods include a slamming maneuver very similar to a
    Hyper Strike. Press X to jump (or L1 in Lock-Strafe mode) and before landing
    press O (rather than square) for the added effect.
    
                                        *  *  *
    
    And here come the actual inventory weapons. Weapons are listed by the original
    name and in the order the weapons are offered or obtained. The vendor locations
    listed reflect the earliest approximate opportunity. Other criteria beyond or
    coincidental to what's listed may slightly hasten or delay merchandise. Once
    listed, Ratchet's merchandise is offered at all vendors until purchased.
    
    LEVELING TIPS. Weapons gain experience when an enemy is damaged through its
    use, with the experience awarded when the enemy falls. Lots of enemies and a
    steady supply of ammo are needed for leveling, and all but the Prison Break!
    battles (where preventing escapes takes precedence and distracts from leveling
    needs) can serve you well.
    
    Only the Walloper is dedicated a single-weapon challenge (Max-Security Cells:
    Speak Softly And...), but the one cycling-weapons event (The Exercise Yard:
    Pumping Iron. Molten Iron.) is helpful when many weapons need leveling --
    randomly cycling through ALL of Ratchet's weapons, not just Quick Select. As
    may enabling Weapon Switching in Special: Cheats after completing sixteen (16)
    Skill Points. Timed events (such as Max-Security Cells: Past Due) can liven up
    things, too. Just pick an arena and event you like -- it's all good leveling
    ground when you enjoy working the arena. The last weapon levels will likely try
    your perseverance regardless.
    
    Tip! In Max-Security Cells, after Ratchet obtains the bolt extractor, the
    jagged pillars in the corners can yield boat loads of bolts -- especially if a
    gun-toting thug tosses a flame canister right beside one, the bolts really
    fountain when the pillar spins within the fireball. Like all broken scenery,
    when the pillar is damaged it drops bolts. Not so impressive as the taunter
    exploit in RNC, of course.
    
    A few personal favorites, for whatever they're worth.
      Max-Security Cells: Karmic Beatdown
      The Mess Hall: Meatloaf Tuesdays
      The Exercise Yard: Steel Is Steel
      The Showers: It's a Dry Heat
    
    LEVEL-UP DATA. At level-up, a weapon's ammo capacity may increase and sometimes
    its ammo pack maximum changes as well. After two levels, the weapon's name and
    description change and its image may be slightly altered in Inventory.
    
    In Challenge Mode, after purchasing a Titan upgrade the weapon can be leveled
    thrice more to reach its maximum power. The RYNO is the exception to this
    pattern.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    B.1.1 DUAL LACERATORS                                 (a.k.a. DUAL VINDICATORS)
    
    Your basic shootin' iron style blasters. Good range.
    
      HOW: Found by Clank
    WHERE: Outside, Boltaire; on a display stand in the large chamber, lower floor
     COST: ---
    TITAN: 400,000 bolts; Challenge Mode upgrade
    
          AMMO: 80/80
     AMMO PACK: 18 each, maximum
     AMMO COST: 50 bolts per round via Ratchet's Gadgetron PDA
    NEXT LEVEL: 0/5000
    
    LEVEL-UP DATA
    Name                            Capacity  Pack  Next Level
    Dual Lacerators V.2                85/85    19     0/10000
    Dual Lacerators V.3                90/90    20     0/10000
    Dual Vindicators                   90/90    20         ---
    Titan Dual Vindicators             90/90    20      0/8000
    Titan Dual Vindicators V.2         90/90    20      0/8000
    Titan Dual Vindicators V.3         90/90    20      0/8000
    Titan Dual Vindicators V.4         90/90    20         ---
    
    IMAGE: A pair of seafoam-green and bronze accented hand blasters, that later
    grow truly impressive double barrels and wicked fin accents.
    
    DESCRIPTION No.1: The Dual Lacerators are durable blaster pistols that also
    pack a punch. Firing super-heated plasma slugs that strike enemies like a
    laser, the Dual Lacerators are great for mowing down enemies one by one.
    
    DESCRIPTION No.2: When it comes to dishing out damage and looking cool at the
    same time, 9 out of 10 incarcerated bank robbers choose the Dual Vindicators.
    Twice as stylish and twice the damage!
    
    | WEAPON MODS
    |  Duo Prefix: Unerring
    | -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
    | *      BLUE: Seeker Mod (Lacerators)
    |         How: Vendor; Skyline Rooftops, Asyanica
    |        Cost: 15,000 bolts
    |      Prefix: Seeking
    | Description: The Seeker Mod allows Lacerator shots that have struck an
    |              opponent to refract and target other nearby enemies.
    |
    | **   YELLOW: Hunter Mod (Lacerators)
    |         How: Vendor; Skyline Rooftops, Asyanica
    |        Cost: 10,000 bolts
    |      Prefix: Lock-On
    | Description: The Hunter Mod allows the Lacerators to enter a super-targeting
    |              mode as long as the firing trigger is held down that
    |              automatically tracks the current target.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    B.1.2 SHARD GUN                                           (a.k.a. SHARD CANNON)
    
    A short-range ice-crystal shotgun. The nearer the opponent, the deadlier.
    
      HOW: Found
    WHERE: Max-Security Cells, Karmic Beatdown; Ratchet's first arena battle
     COST: ---
    TITAN: 200,000 bolts; Challenge Mode upgrade
    
          AMMO: 25/25
     AMMO PACK: 6 shells each, maximum
     AMMO COST: 160 bolts per shell via Ratchet's Gadgetron PDA
    NEXT LEVEL: 0/5000
    
    LEVEL-UP DATA
    Name                            Capacity  Pack  Next Level
    Shard Gun V.2                      30/30     7     0/10000
    Shard Gun V.3                      35/35     8     0/10000
    Shard Cannon                       40/40     9         ---
    Titan Shard Cannon                 40/40    10      0/8000
    Titan Shard Cannon V.2             40/40     9      0/8000
    Titan Shard Cannon V.3             40/40     9      0/8000
    Titan Shard Cannon V.4             40/40     9         ---
    
    IMAGE: Turquoise muzzle, eyepiece, and sight, and later everything gets bigger,
    with an increased sight.
    
    DESCRIPTION No.1: The Shard Gun achieves its extraordinary freezing power
    through a quantum-tunneled heat sink into nearby deep space. Opponents struck
    by the gun often report slowed reaction time, inferior movement speeds, and a
    strange freezer-burn sensation.
    
    DESCRIPTION No.2: The Shard Cannon represents a technological leap forward over
    the Shard Gun, owing mostly an improved heat sink that tunnels into imaginary
    space with temperatures below 0 degrees Kelvin.
    
    | WEAPON MODS
    |  Duo Prefix: Arctic
    | -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
    | *      BLUE: Ice Halo Mod (Shard Gun)
    |         How: Vendor; Skyline Rooftops, Asyanica
    |        Cost: 10,000 bolts
    |      Prefix: Freezing
    | Description: The Ice Halo Mod creates a ring of frost around the Shard Gun
    |              every time the gun is fired. This ring slows down nearby
    |              enemies.
    |
    | **   YELLOW: Charge-Up Mod (Shard Gun)
    |         How: Prize; Max-Security Cells, No Shelter
    |        Cost: ---
    |      Prefix: Amassed
    | Description: The Charge-Up Mod allows the wielder of the Shard Gun to hold in
    |              the fire button to store multiple shots into a single, gigantic
    |              icy blast.
    
    With the Charge-Up mod, the longer O is held down, the more shots are stored
    (an audible cue sounds and the ammo gauge depletes). Hold O briefly for weaker
    or slightly distant enemies, longer for powerful foes. The storage capacity
    increases as the weapon levels up.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    B.1.3 WALLOPER                                                (a.k.a. MARAUDER)
    
    A returning weapon, but requires ammo this time out. Great against the
    spike-hurlers and has some handy mods, too.
    
      HOW: Found
    WHERE: Max-Security Cells, Karmic Beatdown; Ratchet's first arena battle
     COST: ---
    TITAN: 200,000 bolts; Challenge Mode upgrade
    
          AMMO: 30/30
     AMMO PACK: 7 charges each, maximum
     AMMO COST: 130 bolts per round via Ratchet's Gadgetron PDA
    NEXT LEVEL: 0/5000
    
    LEVEL-UP DATA
    Name                            Capacity  Pack  Next Level
    Walloper V.2                       30/30     7     0/10000
    Walloper V.3                       30/30     7     0/10000
    Marauder                           30/30     7         ---
    Titan Marauder                     30/30     7      0/8000
    Titan Marauder V.2                 30/30     5*     0/8000
    Titan Marauder V.3                 30/30     7      0/8000
    Titan Marauder V.4                 30/30     7         ---
    
    *Titan Marauder V.2's ammo packs indeed decrease in capacity. Reverified in
    multiple arenas and events.
    
    IMAGE: A dark-teal device with a ruby red swash, and later grows deadly spikes
    around its muzzle.
    
    DESCRIPTION No.1: The Walloper is the only known wearable device capable of
    sending objects into orbit. An unfortunate marketing campaign aimed at the
    youth model rocket crowd resulted in massive lawsuits, but the subsequent
    promotion for prison-based license-plate stamping has so far met with success.
    What could possibly go wrong?
    
    DESCRIPTION No.2: The Marauder is what happens when you combine the Walloper
    with some do-it-yourself ingenuity! Loosening the plasma coils on the fist
    spikes of the weapon allows rogue streams of plasma to strike nearby opponents
    with every strike!
    
    | WEAPON MODS
    |  Duo Prefix: Voltaic
    | -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
    | *      BLUE: Lightning Speed Mod (Walloper)
    |         How: Vendor; Skyline Rooftops, Asyanica
    |        Cost: 10,000 bolts
    |      Prefix: Charged
    | Description: The Lightning Speed Mod speeds up the Walloper strike, while
    |              reducing windup time. The user also travels much farther. It has
    |              to be seen to be believed!
    |
    | **   YELLOW: Earthquake Mod (Walloper)
    |         How: Prize; Max-Security Cells, Past Due
    |        Cost: ---
    |      Prefix: Superdense
    | Description: The Earthquake Mod allows the Walloper to be engaged mid-air.
    |              Press O mid-jump to strike the ground and cause a localized
    |              ground tremor.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    B.1.4 MINE LAUNCHER                                  (a.k.a. ORDNANCE LAUNCHER)
    
    Not as exact as the original Bomb Glove, its nearest kin, but much improved
    range. Great for groups of jumbo-sized enemies with the Ordnance Mod attached.
    
    Handy for littering an arena between waves, but unexploded mines wink out with
    over saturation.
    
      HOW: Found by Clank
    WHERE: Skyline Rooftops, Asyanica; platform after the second set of buses and
           before the third triangular launch pad
     COST: ---
    TITAN: 600,000 bolts; Challenge Mode upgrade
    
          AMMO: 20/20
     AMMO PACK: 4 mines each, maximum
     AMMO COST: 200 bolts per round via Ratchet's Gadgetron PDA
    NEXT LEVEL: 0/4000
    
    LEVEL-UP DATA
    Name                            Capacity  Pack  Next Level
    Mine Launcher V.2                  20/20     4      0/9000
    Mine Launcher V.3                  20/20     4     0/10000
    Ordnance Launcher                  20/20     4         ---
    Titan Ordnance Launcher            20/20     4      0/8000
    Titan Ordnance Launcher V.2        20/20     4      0/8000
    Titan Ordnance Launcher V.3        20/20     4      0/8000
    Titan Ordnance Launcher V.4        20/20     4         ---
    
    IMAGE: An oscillation overthruster with a leather grip, and later a steely blue
    flux capacitor with the same comfy grip.
    
    DESCRIPTION No.1: This Mine Launcher was most likely bought in the asset
    auction of the now defunct Dreadzone television series. Civilian uses for the
    launcher include asteroid gardening, professional sports, and marriage
    counseling.
    
    DESCRIPTION No.2: The Ordnance Launcher is a prison-modified version of the
    Mine Launcher that uses found objects and a bit of know-how to unleash that
    special extra burning power that most improvised explosive devices on the
    market lack these days.
    
    | WEAPON MODS
    |  Duo Prefix: Seismic
    | -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
    | *      BLUE: Ordnance Mod (Mine Launcher)
    |         How: Vendor; Azcotal Alley, Rionosis
    |        Cost: 20,000 bolts
    |      Prefix: Bouncing
    | Description: The Ordnance Mod attaches patented Bouncer bombs to each
    |              Launcher Mine that emerge after the initial impact and strike
    |              anything nearby.
    |
    | **   YELLOW: Persistence Mod (Mine Launcher)
    |         How: Vendor; Azcotal Alley, Rionosis
    |        Cost: 15,000 bolts
    |      Prefix: Fiery
    | Description: The Persistence Mod creates a film around each Launcher Mine
    |              that ignites into a napalm substitute after the initial
    |              explosion.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    B.1.5 BEE MINE MK. II                           (a.k.a. KILLER BEE MINE MK. II)
    
    Easy to miss in Clank's travels. Ochre in color, looks like an old fashioned,
    domed, woven-rush beehive.
    
    Only a couple of hives can be active at one time; drop a new hive, and the
    oldest one on the field vanishes. Long lasting protection. Position one on the
    exit platform during Prison Breakout! events to foil escape attempts.
    
      HOW: Found by Clank
    WHERE: Azcotal Alley, Rionosis; behind the fourth costume cart, in a dead-end
           of a sidestreet, directly across the main street from the alleyway
           containing the first titanium bolt
     COST: ---
    TITAN: 400,000 bolts; Challenge Mode upgrade
    
          AMMO: 8/8
     AMMO PACK: 2 each, maximum
     AMMO COST: 500 bolts per round via Ratchet's Gadgetron PDA
    NEXT LEVEL: 0/3500
    
    LEVEL-UP DATA
    Name                            Capacity  Pack  Next Level
    Bee Mine Mk. II V.2                  8/8     2      0/7000
    Bee Mine Mk. II V.3                  8/8     2      0/8000
    Killer Bee Mine Mk. II               8/8     2         ---
    Titan Killer Bee Mine Mk. II         8/8     2      0/8000
    Titan Killer Bee Mine Mk. II V.2     8/8     2      0/8000
    Titan Killer Bee Mine Mk. II V.3     8/8     2      0/8000
    Titan Killer Bee Mine Mk. II V.4     8/8     2         ---
    
    IMAGE: A tan-and-orange striped beehive, and later, hmm, about the same.
    
    DESCRIPTION No.1: Nothing can ruin an opponent's day like a swarm of explosive,
    robotic bees, and the Bee Mine delivers just that! Made from state of the art
    beetane alloy, the Bee Mine's hunter-seeker robotobees seek out and use their
    S.T.I.N.G.-brand explosive self-destruct mechanism on any enemies that threaten
    their metallic hive.
    
    DESCRIPTION No.2: Using the latest trends in killer bee training programs, the
    Killer Bee Min employs extra-mean (and unionized) robotobees to inflict massive
    damage on the weak points of every enemy in the vicinity.
    
    | WEAPON MODS
    |  Duo Prefix: Contagion
    | -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
    | *      BLUE: Explosive Nature Mod (Bee Mine)
    |         How: Vendor; first one after weapon is delivered
    |        Cost: 15,000 bolts
    |      Prefix: Explosive
    | Description: The Explosive Nature Mod allows Bee Mine hives to create rocket
    |              bees that explode for much greater damage than normal bees.
    |
    | **   YELLOW: Killer Honey Mod (Bee Mine)
    |         How: Vendor; Le Paradis Des Tricheurs Casino, after bombing consoles
    |        Cost: 15,000 bolts
    |      Prefix: Toxic
    | Description: The Killer Honey Mod causes all Bee Mine hives and bees to
    |              generate long-lasting poison.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    B.1.6 PORK BOMB GUN                                        (a.k.a. MEAT MORTAR)
    
    The latest morph-o-ray experiment. Enemies are turned into piggybank-pink pigs
    or sickly green porkers, or even, with the War Pigs Mod, rampaging brown boars.
    
    Pinkies and greenies frequently turn back after a brief period. But if the last
    enemy falls with piggies on the field, the battle may end regardless.
    
      HOW: Vendor, purchased by Clank
    WHERE: Le Paradis Des Tricheurs Casino; after bombing the security consoles
     COST: 35,000 bolts
    TITAN: 400,000 bolts; Challenge Mode upgrade
    
          AMMO: 18/18
     AMMO PACK: 4 bombs each, maximum
     AMMO COST: 220 bolts per round via Ratchet's Gadgetron PDA
    NEXT LEVEL: 0/3500
    
    LEVEL-UP DATA
    Name                            Capacity  Pack  Next Level
    Pork Bomb Gun V.2                  18/18     4      0/7000
    Pork Bomb Gun V.3                  20/20     4      0/8000
    Meat Mortar                        20/20     4         ---
    Titan Meat Mortar                  20/20     4      0/8000
    Titan Meat Mortar V.2              20/20     4      0/8000
    Titan Meat Mortar V.3              20/20     4      0/8000
    Titan Meat Mortar V.4              20/20     4         ---
    
    IMAGE: Porky pink nozzle with a curly-tail hammer, and later shiny steel with a
    frosted red nozzle and...a cherry on top?
    
    DESCRIPTION No.1: The Pork Bomb takes the transformative polymorphing rays of
    its predecessors and turns them outward into a barnyard-sized patch of species
    confusion. Though opponents can sometimes pop back into their original forms if
    they haven't absorbed a direct hit, there are several documented cases of
    targets voluntarily using the bomb on themselves once they get out of prison to
    get back to the simplicity of farm life.
    
    DESCRIPTION No.2: The Meat Mortar destabilizes the transformation matrix of the
    ordinary Pork Bomb, causing its targets to seek out others and explode with
    meaty goodness. The Meat Mortar has been condemned by the Alliance of Vegan
    Worlds, but has found great popularity on ranching planets.
    
    | WEAPON MODS
    |  Duo Prefix: Devouring
    | -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
    | *      BLUE: War Pigs Mod (Pork Bomb)
    |         How: Vendor; The Showers, after completing the first event
    |        Cost: 25,000 bolts
    |      Prefix: Belligerent
    | Description: The War Pigs Mod allows the Pork Bomb to create hyper-violent
    |              pig mutants that seek out and bite other enemies until they
    |              eventually destabilize.
    |
    | **   YELLOW: Tasty Pigs Mod (Pork Bomb)
    |         How: Vendor; Launch Pad, Spaceship Graveyard, on landing platform
    |        Cost: 25,000 bolts
    |      Prefix: Delicious
    | Description: The Tasty Pigs Mod converts the organic matter from exploded
    |              Pork Bomb targets into delicious (and fat free) meat nuggets
    |              that can be claimed for health.
    
    With the Tasty Pigs mod, a slice of bacon restores 1 nanotech and a half-ham
    restores 3 nanotech. Now that's good eats.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    B.1.7 PLASMA WHIP                                          (a.k.a. PLASMA CORD)
    
    A returning favorite. A thing of terrible beauty at full power.
    
    Not the fastest weapon, if among the most brutal. With both mods and loads of
    enemies, rendering lag can slow things down to a crawl. And yet one swipe can
    level a whole slough of amoeboids. Keep an eye on your health.
    
      HOW: Vendor, purchased by Clank
    WHERE: Secret Laboratory, Venantonio; beside the landing platform
     COST: 35,000
    TITAN: 400,000 bolts; Challenge Mode upgrade
    
          AMMO: 35/35
     AMMO PACK: 8 each, maximum
     AMMO COST: 100 bolts per round via Ratchet's Gadgetron PDA
    NEXT LEVEL: 0/2500
    
    LEVEL-UP DATA
    Name                            Capacity  Pack  Next Level
    Plasma Whip V.2                    35/35     8      0/5000
    Plasma Whip V.3                    35/35     8      0/7000
    Plasma Cord                        35/35     8         ---
    Titan Plasma Cord                  35/35     8      0/8000
    Titan Plasma Cord V.2              35/35     8      0/8000
    Titan Plasma Cord V.3              35/35     8      0/8000
    Titan Plasma Cord V.4              35/35     8         ---
    
    IMAGE: Rawhide-wrapped blue handle (whip safely stowed), and later pretty much
    the same.
    
    DESCRIPTION No.1: The Plasma Whip is more than just a ribbon of floating,
    flaming doom that offers a destructive certainty in a morally ambiguous world.
    It also comes with the greatest number of factory promotions and rebates of any
    weapon in the known galaxy! Order one today to get your free printer! (Offer
    not valid to citizens currently incarcerated in maximum security prison)
    
    DESCRIPTION No.2: The Plasma Cord improves on the Plasma Whip in a variety of
    ways. It burns for longer and swings out farther. It's grip is a graphite and
    sponge hybrid that provides a great grip with a little extra spring that molds
    to the users hands.
    
    | WEAPON MODS
    |  Duo Prefix: Voltaic
    | -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
    | *      BLUE: Flame Trails Mod (Plasma Whip)
    |         How: PDA; Prison Breakout!, during the first event
    |        Cost: 35,000 bolts
    |      Prefix: Blazing
    | Description: The Flame Trails Mod creates a river of fire that springs up
    |              every time the wielder slams the Plasma Whip on the ground.
    |
    | **   YELLOW: Fire Snake Mod (Plasma Whip)
    |         How: Vendor; Launch Pad, Spaceship Graveyard, on landing platform
    |        Cost: 25,000 bolts
    |      Prefix: Serpentine
    | Description: The Fire Snake Mod creates a living, circling snake of flame
    |              that seeks out its own targets whenever the Plasma Whip is
    |              swung.
    
    With the Flame Trails mod, press X to jump (or L1 in Lock-Strafe mode) and
    while in mid-air press O to slam the Plasma Whip on the ground, drawing a line
    enemies will rue crossing.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    B.1.8 SHOCK ROCKET                                       (a.k.a. SHOCK BARRAGE)
    
    Fast-leveling weapon, quickly becomes your biggest gun on your initial run,
    despite its late arrival. Jumbo-sized bad guys, beware!
    
      HOW: Vendor, purchased by Clank
    WHERE: Mine Shafts, Fort Sprocket; on the landing pad
     COST: 55,000 bolts
    TITAN: 600,000 bolts; Challenge Mode upgrade
    
          AMMO: 16/16
     AMMO PACK: 4 rounds each, maximum
     AMMO COST: 250 bolts per round via Ratchet's Gadgetron PDA
    NEXT LEVEL: 0/2500
    
    LEVEL-UP DATA
    Name                            Capacity  Pack  Next Level
    Shock Rocket V.2                   24/24     5      0/5000
    Shock Rocket V.3                   30/30     7      0/7000
    Shock Barrage                      35/35     8         ---
    Titan Shock Barrage                35/35     8      0/8000
    Titan Shock Barrage V.2            35/35     8      0/8000
    Titan Shock Barrage V.3            35/35     8      0/8000
    Titan Shock Barrage V.4            35/35     8         ---
    
    IMAGE: Cross barrel with a red emitter distracts from the shiny dual tanks and
    coils, and later sprouts FIVE intimidating emitters.
    
    DESCRIPTION No.1: What could be better than a rocket-propelled explosive
    charge? Well a rocket-propelled explosive electrical charge, or course, and the
    Shock Rocket has been leading the market ever since its inception 3 months ago.
    Designed to quickly clear out packs of enemies with electrical flair, the Shock
    Rocket also deals good damage to single, armored targets.
    
    DESCRIPTION No.2: The Shock Barrage features a much larger internal capacitor,
    enabling the electrical discharge to arc between multiple opponents,
    compounding the damage dealt.
    
    | WEAPON MODS
    |  Duo Prefix: Annihilating
    | -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
    | *      BLUE: Static Charge Mod (Shock Rocket)
    |         How: Vendor; Launch Pad, Spaceship Graveyard, on landing platform
    |        Cost: 25,000 bolts
    |      Prefix: Static
    | Description: The Static Charge Mod increases the Shock Rocket's damage
    |              proportional to the number of steps taken before firing.
    |
    | **   YELLOW: Taser Mod (Shock Rocket)
    |         How: PDA; Prison Breakout!, during first event
    |        Cost: 35,000 bolts
    |      Prefix: Jarring
    | Description: The Taser Mod stuns enemies struck by a Shock Rocket for a few
    |              seconds.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    B.1.9 RYNO                                                 (a.k.a. RYNOCERATOR)
    
    THE big gun, the RYNO (or "Rip You a New One") in one form or another has
    appeared in each of the series' PS2 console games. THE answer to any prison
    break in progress.
    
    No ammo from crates, and the Gadgetron PDA doesn't stock ammo for illicit
    weapons, which if you know its history the RYNO most certainly is. And the RYNO
    don't need no stinking weapon mods or Titan upgrade, no matter how long you
    hold your breath.
    
      HOW: Clank's Agency PDA
    WHERE: Outside, Boltaire; at beginning of Challenge Mode replay
     COST: 2,000,000 bolts
    
          AMMO: 30/30
     AMMO PACK: ---
     AMMO COST: ---
    NEXT LEVEL: 0/14300
    
    LEVEL-UP DATA
    Name                            Capacity  Pack  Next Level
    RYNO V.2                           30/30   ---     0/14300
    RYNO V.3                           40/40   ---     0/14300
    RYNOCERATOR                        50/50   ---         ---
    
    IMAGE: Burnished steel with red accents and six small emitters in a narrow
    muzzle, and later a deadly red enamel with seven pudgy emitters innocuously
    tucked into a round muzzle.
    
    DESCRIPTION No.1: For those looking for massive damage on a truly large scale,
    Gadgetron's RYNO is the discerning consumer's first and last stop. Utilizing
    multiple fast-launch swarmer missile warheads, one full salvo delivers the same
    area-denial firepower as an entire regiment of indirect-fire artillery
    batteries.
    
    DESCRIPTION No.2: Still sporting the incredible swarm of missiles fired by its
    predecessor, the RYNOCERATOR packs a little "extra something" into the warhead
    of each missile - in the form of an anti-matter bomb. Able to instantly
    vaporize most enemies, the RYNOCERATOR is the be-all and end-all, weapon of
    weapons, under any circumstance.
    
    Note: Officially, the RYNO is a black market product despite its description.
    
    
    -------------------------------------------------------------------------------
    
    B.2 RATCHET'S GADGETS
    
    It's Clank's game, so only one gadget for Ratchet.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    B.2.1 PDA
    
    Ratchet has a PDA, too, his old Gadgetron model. Good for ammo at TEN TIMES the
    "normal" rate (though in truth the only other means of restocking mid-event is
    via ammo crate and free). Available weapon mods and Challenge Mode (Titan)
    upgrades can be purchased at their usual price, but not new weapons. No, not
    even the RYNO.
    
      HOW: Prize
    WHERE: The Showers, No Good Deed Goes Unpunished; first shower room event
    
    DESCRIPTION: The Gadgetron PDA allows access to remote ammo anywhere in the
    galaxy! Equip and then activate it for all your impulse buys. A shipping and
    handling fee will apply to all purchases. Only Gadgetron products are
    available.
    
    Note: While reportedly developed by Gadgetron, the RYNO is a black-market
    weapon and unsanctioned. Hence, no ammo via PDA or found in Gadgetron crates.
    
    
    -------------------------------------------------------------------------------
    
    B.3 RATCHET'S ITEMS
    
    Ratchet collects a few items himself.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    B.3.1 SLIM COGNITO'S BOLT EXTRACTOR
    
    Defeating foes and breaking up scenery around the arenas now yields bolts.
    Gnarly, bitchen, right on.
    
      HOW: Prize
    WHERE: The Mess Hall, Nails For Breakfast; first cafeteria battle
    
    DESCRIPTION: Slim Cognito's Bolt Extractor allows you to turn prison currency
    from fallen opponents into their bolt equivalents so that Clank can use them.
    
    Tip! The serrated poles in Max-Security Cells are continually destructible.
    Lure a gun-toting thug into tossing a grenade beside one to really clean up
    whenever the pole spins within the fireball. The Walloper challenge is great
    for exploiting this weakness.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    B.3.2 TITANIUM BOLTS
    
    One of these jumbo-sized bolts is awarded when Ratchet successfully completes
    the final Mega Challenge event of each arena. Collect all five!
    
    The only trick to winning those events is returning later with more (and more
    powerful) weapons. An increased health bar and more nanotech doesn't hurt
    either, of course. Shock Rocket, Bee Mine Mk. II, Pork Bomb Gun with War Pigs
    mod, and Mine Launcher are particularly helpful.
    
    
    ===============================================================================
    
    C. OTHER WEAPONS
    
    You battle as more than Clank and Ratchet in SAC!
    
    
    -------------------------------------------------------------------------------
    
    C.1 GADGEBOTS
    
    "Bravo, Hector, Serpentine: go, go, go. The turkey is in the dishwasher!"
    
    Gadgebots stand on their own two servos in SAC and are introduced at the
    beginning of the second world, Asyanica (Rooftop Deathtrap: Get A Clue! /
    Rescue Clank!).
    
    MELEE. Gadgebots have melee! Press square to bite at enemies and breakable
    objects both. You control one Gadgebot at a time, taking the lead. Other
    Gadgebots automatically attack nearby enemies after you take a bite, but just
    stand there if your lead Gadgebot doesn't bite first, even if they're directly
    attacked. Hold triangle and select Attack to send the other Gadgebots after any
    hostile threats within range.
    
    Tap X to switch another Gadgebot into the point position. A switch can also
    occur automatically at times, such as if your lead clamps onto a lever or falls
    into disrepair. (The Quick Select ring includes a Repair command.)
    
    Press O to stack -- or unstack -- Gadgebots within calling range when you need
    to reach higher ledges, bite or power-up tall objects, and so on. A Gadgebot
    may need to be channeling electricity for its bite to succeed in triggering a
    target; best avoid water puddles (go around, or stack to cross water unscathed)
    while moving with all haste.
    
    Frankly, biting is a Gadgebot's only weapon, but it's also useful for pulling
    levers, picking up objects, or enabling power junctions. (Furniture polish and
    a tasty dessert topping, too.) These other uses may take precedence, in fact,
    and shouldering past enemies can prove your best course.
    
    For more details on Gadgebot moves, during their missions in the Start menu
    read Help: Moves Help.
    
    Tip! One of Clank's rare items is secreted in a mandatory Gadgebot mission.
    
    "Echo, Tango, Orion: go, go, go. The porcupine has eaten the snowman."
    
    
    -------------------------------------------------------------------------------
    
    C.2 CAPTAIN QWARK
    
    Qwark has a few weapons. Press square to punch straight ahead. Do so three
    times for a full combo that includes a finisher. Press O to fire Qwark's Space
    Blaster, or hold O to fire a steady stream. Blaster ammo is unlimited.
    
    For more details on Qwark's heroic moves, during his missions in the Start menu
    read Help: Moves Help.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    C.2.1 LARGER THAN LIFE
    
    Qwark's first foe is a metallic rip-off of-- Er, a fond homage to a famous
    oversized radioactive lizard and its pals. Press X for a well-timed dodge;
    flick the left analog stick in a direction for Ratchet-style flips. Stand on a
    blue, cross-shaped charging pad (obliterate buildings to reveal the pad, if
    needed) to charge up Qwark's Mega Blaster, then press triangle for a sustained
    burst to devastate your foe. Mega blasting, with a few interludes of fisticuffs
    (knocking giant robotic ninjas into each red tower in turn), quickly turns your
    foe into bite-sized, foil-wrapped shrimp toast. Oh no, there goes Tokyo.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    C.2.2 SUCK AND JIVE
    
    Qwark confronts the Jack of All Trades, who throws bomblets, cards, and other
    things, as well as hurling his circular-sawblade of a hat. Beat him up for a
    while, then: Enter the Suc-Vac 3000. Like the series' perennial favorite, the
    Suck Cannon, Qwark's vacuum sucks up bomblets, cards, and other things for
    Qwark to shoot back at Jack. Not the hat, though; use Jack and the pillars as a
    shield. Pillars foil the game of fifty-two pick-up, too.
    
    "Other things" include henchbots to chase after Qwark and rotisserie chickens
    (this author's best guess; would Qwark pass up succulent roast fowl?) to emit
    wide rings of damage.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    C.2.3 MADAM BUTTERQWARK
    
    Ooh, an opera, something only Qwark could pull off in a video game. Long event,
    too, wave after wave of different creatures, so protecting Qwark's health (as
    well as his backsides) is a top priority. Punch 'em, blast 'em -- hold O for
    rapid-fire blasting, upgraded for this event. Various props can help you along,
    especially the bull's-eye targets that can pulverize enemies by dropping a
    sandbag on any lured onto the circle. In one wave, collect power-ups dropped by
    defeated foes to automatically unleash the Mega Blaster. And in another wave
    jump on caterpillars -- try for a string without touching the ground for big
    points on the chaos meter -- to reveal a miniboss. Jump over its laser, fire
    off a blast, and repeat. Kiss the boss to make it die, now that's a weapon.
    Those lips, those eyes!
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    C.2.4 SAINT QWARK
    
    Defeat space pirates, bearing swords or annoying blasters, to reach busloads of
    space nuns. And orphans! Qwark has brawn and his blaster. Cannons await on
    several platforms, which Qwark can use once its operator is deposed -- to
    continue, rather than as a weapon. Tentacles try to slap him down, but just
    sashay past. Qwark must sometimes use his bulk as a weapon, hopping upon
    nose-cone debris (press X to jump) a few times to cut through. For the boss,
    too, jump atop a huge lemon as one rolls up (avoiding the spikes homing in on
    Qwark, of course) for a squirt of eye-stinging juice. Ah, tangy refreshment.
    
    Tip! One of Clank's rare items can be obtained during the Saint Qwark mission.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    C.2.5 A FICTIONFUL OF DOLLARS
    
    Roundup, cactus rampage. Your weapons are Qwark's fists (beware full combos,
    though) and his blaster. Capsules land every so often to lend a hand. Some
    sponge tub-toy critters that can plug leaks or attack cacti. Of special note is
    a sprayer capsule that calls in a crop duster; these are infrequent, so hold
    off cracking it open until you can get the most bang for your bolts. Finally, a
    Mulch-A-Tron 5000 lawnmower can appear now and again; avoid leaking water,
    which makes it smoke and quickly decreases its duration, but use it with all
    haste otherwise to mow down cacti hordes, especially as they pop up onto the
    cliff's edge in a long wave.
    
    Enemies' first priority is puttin' holes in the glass wall, and some of those
    ornery cusses shoot stunning black mist at Qwark. So cacti sporting sprayers
    are a bigger concern than those with swords, regardless their size. The balance
    tips as the waves progress, with more and more black fog squirtin' at you. Very
    tedious; best dodge to avoid them. The bright points are the cattle stampedes
    intermingled; step left or right to avoid 'em until they stop a-comin'. Yeehaw.
    
    
    -------------------------------------------------------------------------------
    
    C.3 VEHICLES
    
    Several different vehicle challenges are included in SAC.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    C.3.1 SNOWBOARD
    
    Case Files: Special Missions: Glaciara, Ski Slopes
    
    While Clank is riding his snowboard in the Pro Boarding challenges, press L1 or
    R1 to ram into enemy boarders to the left or right, or to quickly snag a
    nanotech or ammo crate. Hold square or pull back on the left analog stick to
    brake nearly to a crawl.
    
    Tap O to drop a Cufflink Bomb. Bombs can destroy ice bridges and topple foes
    into a crevasse, but time it well so Clank doesn't fall in, too.
    
    Press X to jump over obstacles and mines, or to catch a gold ring. With enemies
    on your tail, wait until the very last second to jump and your enemies may
    follow your jump too late. A snow mobile can also drop mines that followers can
    be lured into. Yeti snowballs and a flyer's bombs can help to that end as well.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    C.3.2 SPEEDBOAT
    
    Case Files: Special Missions: Venantonio Canals
    
    Tap L1 or R1 to bump enemy craft into obstacles with your pistons, or to shake
    off sticky mines. Hold both L1 and R1 to briefly deploy a hydrofoil to pass
    safely over mines, especially those lining narrow channels, or to let enemy
    blasts, bombs, and torpedoes pass safely beneath you.
    
    Press X to jump over obstacles. With ramps, too, at the top press X to jump
    over acid whirlpools. Tap O to drop mines. Press triangle to fire torpedoes at
    red targets on enemies, mines, or structures. Hold square or pull back on the
    left analog stick to brake nearly to a standstill.
    
    For enemies, you have wee shooters, lines of magnetic mines, and a hovering
    craft dropping bombs. Trios of enemy boats raise turrets to fire blasters or
    torpedoes, the latter of which target your boat with a red ring. And a pair of
    torpedoes that approach from behind can also be a nuisance; ram them into pali
    or gondola as convenient.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    C.3.3 GIANT CLANK
    
    Case Files: Special Missions: The Quasar Fields
    
    Ugh, no Help whatsoever, can't even review the Help Message Log, and this is a
    bear to make sense of. Here are the actual Help Message Log entries, which of
    course you can't see until after successfully completing the mission. Add an
    Argh to that Ugh.
    
    - Giant Clank Weaponry: Hold triangle to fire your Super-Colliding Super Laser
      and press square to fire your Missiles!
    
    - Giant Clank Stockpiling: I have collected enough power for a missile attack.
    
    - Inverted Flight Controls: To invert up/down flight, check the options menu.
    
    - Giant Clank Recharge: The laser is powerful, but must recharge.
    
    - Giant Clank Super Laser: Hold down triangle to charge the Supercolliding
      Super Laser to full power!
    
    You can also press O to fire blasters. Missiles are limited, and won't
    stockpile further during the final sequence, so keep an eye on the weapon gauge
    in the upper left and make 'em count. Though it must recharge (while you bob 'n
    weave and fire your blasters), the Super Laser is otherwise unlimited.
    
    For enemies, the early waves are grids of fast target ships; blast 'em pronto.
    Next are pod-like vehicles with green tractor beams that constrict Clank's
    maneuverability; shoot each one to release its beam. Lastly are the Mega Rock,
    the big guns. Save up your missiles for these guys. Very tough to shoot down.
    The first one you meet drifts off after a while, but the mission ends with a
    pair of 'em that won't go away. They periodically fire off a few yellow shots
    that can quickly add up to big damage; figure out a timing pattern and don't be
    there, simple as that. They also shoot a pair of pink heat-seeking missiles,
    but these are slow and easier to avoid or destroy. Concentrate fire on one ship
    and cut their number in half as quickly as possible.
    
    If you get to the final two Mega Rock enemy ships and run out of health, the
    Continue point is just prior to the last debris-filled passage.
    
    Tip! Giant Clank plays a part in SAC's end credits!
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    C.3.4 RACECAR
    
    Case Files: Special Missions: Dam's Edge, Hydrano
    
    Once again, L1 or R1 bumps pests to the left and right. Press X to jump over
    obstacles. Press O to drop mines. And tap triangle to shoot missiles at targets
    ahead, including water pipes. To brake, press square or pull back on the left
    analog stick, helpful indeed in the gold ring challenge. Hold square and press
    L1 or R1 to slip sideways on two wheels down narrow passes, or to do barrel
    rolls during the high drops.
    
    Tip! Try cutting corners, or jumping out over a drop but then swerving back to
    safely land. Followers often plummet to their demise, conserving your ammo.
    
    This course has a number of moving obstacles, electrical hazards, whirling
    fans, water pipes exhausting streams to push your vehicle over the edge, and
    oil slicks that can spin you out of control. All in addition to the usual
    shooters, trailing torpedoes, and two different kinds of enemy vehicles firing
    away. And if that's not enough for you, the heads-up displays can severely
    restrict your visibility. Whee!
    
    
    ===============================================================================
    
    D. BONUS!
    
    Anything related I found interesting but doesn't quite fit anywhere else.
    Usefulness is left entirely to your discretion.
    
    De rigueur section for me these days. Purposely unadvertised in Contents to
    reward actual readers, though I did leave a hint of sorts this time.
    
    
    -------------------------------------------------------------------------------
    
    D.1 PS2 versus PSP
    
    Most of the following info was gathered by scouring multiple threads and
    questions on both the PS2 and the PSP SAC pages at GameFAQs.com, as well as web
    searches for corroboration as needed. Even so, it's not much.
    
    LOADING. Dog-slow on PS2, and PSP players have confirmed that slow loading
    isn't a problem for them.
    
    The green spaceship zips across the purple sky for nine passes, each time in a
    different direction. If loading goes on much longer, or the ship doesn't change
    directions, the disc or console might need a thorough cleaning. Otherwise this
    is normal.
    
    CONTROLS. One of Sanzaru Games's goals (per its president, Glen Egan) for SAC's
    PS2 release was to "take advantage of the new controller interface." Look for a
    transcript of the PS2 manual's Controls table later in this section.
    
    CHEATS. The Mirrored Levels and Expat Exchange cheats are missing from the PS2
    release. Only one cheat requires 65 Skill Points (which one was omitted is
    unverified by this author).
    
    SKINS. Select skins aren't available.
    
    - The Special menu offers no "Check for Size Matters Save" option.
    
    A PSP-only feature that, if a Size Matters PSP save is found, unlocks "several"
    Size Matters skins in SAC's PSP release. The skins are immediately equippable
    and cost no titanium bolts. Alas, when "series loyalty" is platform prejudiced.
    
    - The code for the Zoni skin does nothing in the PS2 release.
    
    In or out of the menu, the code has no effect in the PS2 release. To acquire
    the Zoni skin on PSP, reportedly (unverified by this author) while on the
    Special menu, press:
    
      Left, Left, Right, Up, Down, Down, X
    
    The Zoni Suit skin apparently must then be purchased for two (2) titanium
    bolts, explaining the PS2 release's extra two bolts.
    
    On the PS2, in addition to their default attire, you can purchase a total of
    five (5) skins for Clank, four (4) skins for Ratchet, and three (3) skins for
    Qwark. Skins are unlocked as you proceed through the game.
    
    
    -------------------------------------------------------------------------------
    
    D.2 CHALLENGE MODE CHANGES
    
    Replaying SAC in Challenge Mode changes a few things. Longtime RNC fans wonder
    about more than whether enemies are more difficult, which of course they are.
    Following are the differences in brief.
    
    GAINS. You keep everything that was already listed in Inventory and Special,
    plus the end-game Cinematics, and gain the following other additions.
    
       Both: Bolt multiplier (range: x1-x12)
      Clank: Proto weapon upgrades*, three weapon mods, new gadget, move upgrade,
             new skin; secret world, secret code**, noninventory item***
    Ratchet: Titan weapon upgrades*, new weapon
    
    *For weapons as they're acquired and fully leveled (RYNO excepted).
    **For an RNC Future game on PS3 consoles.
    ***Clank acquires it, but Ratchet and Qwark can use it too!
    
    CHANGES. A new icon is added to Case Files: Clank, beside the titanium bolt
    counter. Cheats and Skins may be unequipped and need reequipping.
    
    LOSSES. Map/Missions is cleared. Case Files is cleared, too, but your titanium
    bolt counts ARE remembered, rest assured. The Help Message Log contains a
    fraction of its former entries.
    
    
    -------------------------------------------------------------------------------
    
    D.3 HIG TREEHOUSE
    
    Case Files: Special Missions: The HIG Treehouse
    
    Note: If this special mission isn't offered, read section A.4.4 to learn how to
    unlock the treehouse.
    
    Everything is worth exploring of course, but let's talk about a couple of
    notable features.
    
    CHALICE OF POWER. The Chalice of Power is available in the PS2 release, as
    already detailed elsewhere in this guide.
    
    TOOLS OF DESTRUCTION. On first landing at the HIG Treehouse, straight ahead see
    the large panel bearing the High Impact Games logo? On the back, examine
    Ratchet's plaque. Ah, a secret code for RNC Future: Tools of Destruction. If
    you have that title, here's code:
    
      Square Circle Square Circle Up Up Triangle Down Up
    
    The code does zippity-doodah in SAC, of course.
    
    MOM MEMORIAL. An easter egg. To view the mother's memorial hidden by one SAC
    developer, on arrival enter the main building ahead and follow the aisle to the
    right. In one of the cubicles along this side, find the desk bearing what's
    plainly a framed photograph of a woman. Hop on top of that desk, away from any
    triangle prompts, and on your controller, press (in rapid succession):
    
      Circle, Circle, Triangle, Circle, X
    
    The screen dims when you nail the sequence just so. The memorial automatically
    returns you to the Treehouse after a brief period. Remember to tell a loved one
    "Thank you!" today, especially a parent or guardian. For no reason at all.
    
    
    -------------------------------------------------------------------------------
    
    D.4 OTHER SECRETS
    
    Anything else interesting? A few things come to mind.
    
    
    MISSABLES. No inventory item in SAC is missable. You can always go back for
    anything you may've overlooked. A few cake-box scenes and Help Message Log
    entries sums up SAC's missable content, nothing to write home about.
    
    GAMEPLAY TEASER. Idle (hand's off the controller) on the opening "Press START"
    screen and after a brief period a teaser plays, demonstrating SAC's gameplay.
    Not interactive.
    
    Trivia! The teaser's music includes a sample bearing an uncanny resemblance to
    the opening seconds of a track from OKAGE: SHADOW KING, "Fight of the Church
    Basement" (Me and Satan King OST, Disc 2, Track 1). If you care to compare:
    
      http://gh.ffshrine.org/soundtracks/4107
    
    SCREENSAVER. If Clank stands around idle mid-game, after thirty (30) minutes
    pass the Start menu is automatically displayed.
    
    NICE SOFTWARE. On the Skins menu, press L1 or R1 to rotate the skin 360 degrees
    in either direction. (Aside: Classic Johnny Five quote. You could look it up.)
    
    AUDIBLE SKIN. When the 70s Clank skin is equipped (Special: Skins), Clank makes
    a comment upon leaving the menu.
    
    LOCKED 'N LOADED. If you need to restart the game's final confrontation, Clank
    is automatically restocked with ammo. Save a few bolts if you're about to take
    a fall.
    
    NO EXIT. While a battle is engaged or "active", nearby exits may be locked.
    
    Note: If glitchy rendering throws an enemy off-screen, this can present a
    problem. Seen by the author in Venantonio (first clutch of amoeboids) and
    reported by PS3 players to occur at Fort Sprocket (the big lift platform). A
    workaround is found in section A.1.3, or reload from the last Continue and
    change your battle tactics to prevent the enemy from getting stuck.
    
    END CREDITS. Giant Clank plays a part in SAC's end credits. Press either X or O
    to fire your blasters. Hold triangle to discharge the Mega Laser. What, if any,
    purpose there may be is a mystery.
    
    
    -------------------------------------------------------------------------------
    
    D.5 GAME MANUAL TRANSCRIPT
    
    Here's some select text transcribed from SAC's PS2 package and manual, included
    to assist with playing the game if those materials are lost or damaged.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    OUTER CASE
    
    - 1 Player
    - Memory Card (for PS2) - 712kb*
    - Analog Control
    - Vibration Function
    - Pressure Sensitive
    
    *Actual size on a Sony 8MB memory card, 713 KB (1-4 saved games). In the PS2
    Browser, SAC's save file bears an enormous black cubical icon, and displays
    opaque black backgrounds when examined with X or triangle.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    MANUAL COVER
    
    Everyone 10+
    [ E 10+ ]
    
    Parents may visit ESRB.org to learn more.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PAGE 5: Controls
    
    MENU CONTROLS
    Select Menu Item ............. left analog stick / directional buttons
    Toggle Setting ............... X button / left-arrow / right-arrow
    Confirm / Accept Selection ... X button
    Previous Screen .............. O button
    
    *In the Special menu, under Skins, press L1 or R1 to rotate the selected skin.
    
    CLANK CONTROLS
    Move (default) ............... left analog stick
    Strafe ....................... left-arrow / right-arrow / up-arrow / down-arrow
    Turn Camera .................. right analog stick
    Lock-Strafe .................. L2 button (hold)
    Jump ......................... X button (L1 button in Lock-Strafe Mode*)
    Melee Attack ................. square button
    Fire Weapon .................. O button (R1 button in Lock-Strafe Mode)
    Weapon Select ................ Triangle button (hold) + left analog stick /
                                   directional buttons
    Previous Weapon .............. Triangle button (tap)
    Pause Game ................... Start
    First-Person View Mode ....... Select
    
    *L1 is unmarked as "Jump (Lock-Strafe)" in Help: Controls Help.
    
    RATCHET CONTROLS
    Move (default) ............... left analog stick
    Strafe ....................... left-arrow / right-arrow / up-arrow / down-arrow
    Turn Camera .................. right analog stick
    Crouch ....................... R2 button
    Lock-Strafe .................. L2 button (hold)
    Jump ......................... X button (L1 button in Lock-Strafe Mode*)
    Double Jump .................. X button, then X button again while in the air
    Melee Attack ................. square button
    Comet Strike ................. square button (while crouching)**
    Hyper Strike ................. square button (while in the air)
    Fire Weapon .................. O button (R1 button in Lock-Strafe Mode)
    
    *L1 is unmarked as "Jump (Lock-Strafe)" in Help: Controls Help.
    **No other variety of Comet Strike, typical in the console games, is available
    in SAC.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PAGE 6: Controls (Cont'd)
    
    RATCHET CONTROLS (CONT.)
    Weapon Select ................ Triangle button (hold) + left analog stick /
                                   directional buttons
    Previous Weapon .............. Triangle button (tap)
    Operate Bolt Crank ........... square button (while near Bolt Crank)
                                   + left analog stick
    Pause Game ................... Start
    First-Person View Mode ....... Select
    
    GADGEBOT CONTROLS
    Move (default) ............... left analog stick / directional buttons
    Turn Camera .................. right analog stick
    Switch Gadgebot .............. X button
    Melee Attack ................. square button
    Gadgebot Ladder .............. O button (O button to jump off)
    Change Orders ................ Triangle button (hold) + left analog stick /
                                   directional buttons
    Pause Game ................... Start
    
    QWARK CONTROLS
    Move (default) ............... left analog stick
    Strafe ....................... left-arrow / right-arrow / up-arrow / up-arrow*
    Turn Camera .................. right analog stick
    Jump/Dodge ................... X button
    Melee Attack ................. square button
    Fire Blaster ................. O button (R1 button in Lock-Strafe Mode)
    Special Weapon ............... Triangle button
    Pause Game ................... Start
    
    *Yes, up-arrow is displayed twice. Just a typo; down-arrow works as expected.
    
    
    ===============================================================================
    
    E. ABOUT THIS GUIDE
    
    No posted guide catalogued all the weapons and gadgets for SAC, very unusual in
    the RNC 'verse. This guide has been designed to fill that vacancy.
    
    Everything contained herein is verifiable by any player. No special wizardry
    was used, no midnight visitors whispered any secrets.
    
    
    -------------------------------------------------------------------------------
    
    E.1 LEGAL INFO
    
    Copyright (c) 2012, Falconesque. All rights reserved.
    
    Permission granted for posting as-is to GameFAQs.com, for the personal,
    noncommercial use of the site's members.
    
    Other guides found at GameFAQs.com and referenced herein are the sole property
    of their respective authors.
    
    SECRET AGENT CLANK is copyright (c) 2008, Sony. Developed for PSP by High
    Impact Games and ported to PS2 by Sanzaru Games, Inc.
    
    PS2 disc specifics: SCUS 97623, DVD-ROM, NTSC U/C (U.S./Canada)
    
    Brand and product names may be the trademarks or registered trademarks of their
    respective companies.
    
    
    -------------------------------------------------------------------------------
    
    E.2 ABOUT THE AUTHOR
    
    A novelist and retired technical writer (and Blue Blaze irregular), the author
    is a middle-aged gamer (hobbling into senior status), a dungeon crawler from
    time immemorial who's generally inept with the controller, but even so enjoys
    the Final Fantasy, Jak & Daxter, Katamari Damacy, Kingdom Hearts, Prince of
    Persia (PS2), Ratchet & Clank, and Sly Cooper game series (FFX, Sly 2, and the
    other series' opening titles particularly).
    
    The author wrote an award-winning FAQ & Walkthrough plus two specialized guides
    for Okage: Shadow King, a quirky early RPG for the PS2. The author penned both
    the Missable and the Statistics Guides for Kingdom Hearts and a full-length FAQ
    & Walkthrough for Kingdom Hearts Re:Chain of Memories. The author contributed
    to two Kingdom Hearts II FAQs (Ultimaterializer X's Bestiary/Synthesis Guide
    most notably) and a number of other game guides. The author also maintains a
    Final Fantasy X Shortlist of tips and a FFX Blitzball Tech Primer.
    
    The author's latest contributions, including game guides posted nowhere else,
    may be found at:
      http://www.esque.com/slr/gamefaqs/
    
    The author's Contributor page at GameFAQs.com:
      http://www.gamefaqs.com/features/recognition/64962.html
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    CONTACT INFO
    
    For mid-game help, GameFAQs.com can provide the fastest response possible.
    Using the Board and Answers SEARCH features, help may already await you. Dead
    boards are often monitored by other fans; don't be fooled.
    
    SAC PS2 Board, http://www.gamefaqs.com/boards/958888-secret-agent-clank
          Answers, http://www.gamefaqs.com/ps2/958888-secret-agent-clank/answers
    SAC PSP Board, http://www.gamefaqs.com/boards/943337-secret-agent-clank
          Answers, http://www.gamefaqs.com/psp/943337-secret-agent-clank/answers
    
    SHORTCUTS. Change the game ID to jump to any game's Board or Answers page:
      Board, http://www.gamefaqs.com/958888/b
      Answers, http://www.gamefaqs.com/958888/a
    
                                        *  *  *
    
    FEEL FREE TO WRITE if you prefer or you're not in a rush. I welcome comments,
    corrections, and feedback. Due credit always gladly attributed if something
    proves helpful to this guide, though I reserve the right to edit for clarity or
    rewrite as needed.
    
    IMPORTANT. The descriptions transcribed into this guide have been double- or
    triple-checked against the texts as displayed on-screen. Many in-game texts
    contain typographic and other errors, however, and I chose to let them stand
    as-is in case someone searches for them. I want to hear about my own typos, but
    Sony doesn't pay me to edit theirs.
    
    Send your message to <falconesque [dot] gfaqs [at] gmail [dot] com>. Please
    include "RNC-SAC" or "Secret Agent Clank" (sans quotation marks) in the
    Subject: to ensure a timely response. Alternatively, I may also be reached at
    <rnc [dot] faqs [at] esque [dot] com>.
    
    If you seek assistance with SKILL POINTS, I can save you the bother of writing:
    I recommend reading n0m4ds0ul's Skill Point FAQ at GameFAQs.com, linked below,
    and dedicating lots and LOTS of practice to the task. I haven't completed them
    all myself, nor am I likely to, but that advice has worked so far.
    
      http://www.gamefaqs.com/ps2/958888-secret-agent-clank/faqs/53271
    
    Requests for permission to repost this guide are not being entertained at this
    time.
    
    
    -------------------------------------------------------------------------------
    
    E.3 REVISION HISTORY
    
    Version 1.0
    Inception: Thursday, March 1, 2012
    Revised and confirmed against four complete playthroughs and partly a fifth.
    Completed: Tuesday, May 29, 2012
    
    Seeking the latest version of this guide? In order, try:
      http://www.esque.com/slr/gamefaqs/
      http://www.gamefaqs.com/958888/f
      http://www.gamefaqs.com/console/ps2/game/958888.html
      http://www.gamefaqs.com/console/ps2/file/958888/64306
      http://www.gamefaqs.com/ps2/958888-secret-agent-clank/faqs/64306
     *http://db.gamefaqs.com/console/ps2/file/secret_agent_clank_weapon.txt
    
    *Login at GameFAQs.com before trying this link.
    
    NO FURTHER UPDATES are expected or planned, so definitely let me know if you
    spot something you feel needs my attention.
    
    
    -------------------------------------------------------------------------------
    
    E.4 ACKNOWLEDGEMENTS
    
    Heartfelt thanks to darthcobain17 for posting a USEFUL how-to on finding the
    yellow keycard. Couldn't have found it without your attention to detail, much
    obliged. Thanks to fellow guidewriters for making SAC a more pleasurable
    experience.
    
    And as always, a grateful thank-you to all who tirelessly slave over GameFAQs
    to maintain the site's standing as THE premiere stop for text gameplay guides.
    
    
    That's all, folks.