===============================================================================
                         Ratchet & Clank: Going Commando
                              Puzzle Solutions FAQ
                                  PlayStation2
                              Developer: Insomniac
                                Publisher: SCEA
                            FAQ By: TheEternalVenomX
===============================================================================

1. Introduction
2. Version History
3. Electrolyzer Description
4. Infiltrator Description
5. Electrolyzer Solutions
 5.1. Maktar Nebula
 5.2. Planet Endako
 5.3. Planet Barlow
 5.4. Planet Doobo
 5.5. Planet Todano
 5.6. Planet Smolg
 5.7. Insomniac Museum
6. Infiltrator Solutions
 6.1. Planet Jobba
 6.2. Planet Endako
 6.3. Planet Todano
 6.4. Planet Aranos
 6.5. Planet Smolg
 6.6. Planet Grelbin
 6.7. Planet Yeedil
7. Legal Information

_-_-_-_-_-_-_-_
1. Introduction
_-_-_-_-_-_-_-_

I wanted to do a full walkthrough of Ratchet & Clank: GC but found it a little 
too overwhelming.  Then again, doing a FAQ for Mario & Luigi: Superstar Saga 
will eat up time.  So, I decided to address the one issue that the R&C:GC FAQ 
page doesn't have: a Puzzle Solution FAQ.  So, I started a FAQ that will 
outline and explain every Electrolyzer and Infiltrator puzzle in the game.  
This way I can both enjoy Ratchet & Clank: Going Commando while working hard
on this FAQ.

_-_-_-_-_-_-_-_-_-
2. Version History
_-_-_-_-_-_-_-_-_-

September 24, 2005
---

I wrote up the basic skeleton of the FAQ in addition to adding Maktar Nebula 
and Planet Endako Electrolyzer Puzzle Solutions.

September 25, 2005
---

Got a heck of a lot of Electrolyzer Puzzles done and have started on 
Infiltrator Puzzles.  I'm trying to get some ASCII art done for the 
descriptions, I'm a complete newbie at it.

September 27, 2005
---

Took a day's break to get past Snivelak in regular gameplay.  That mission is 
always a brick wall of difficulty, I took the time to work on my Side 
Challenges FAQ.  Anyways, got past it today and am quickly trying to finish 
this guide.  Finished both Descriptions with some extremely rough ASCII art.  
Hope those work out.

September 28, 2005
Version 1.00
---

All Finished, Version 1.00 is ready for submitting.

_-_-_-_-_-_-_-_-_-_-_-_-_-_
3. Electrolyzer Description
_-_-_-_-_-_-_-_-_-_-_-_-_-_

Here's a crude ASCII drawing to indicate what an Electrolyzer Puzzle will
look like.

 --- -*- ---
|   |   |   |
|   |   +   *
|---|---|-+-|
|   |   |   |
|   |   |   |
|---|---|---|
|   |   |   |
|   |   |   |
 *-- --- ---

The "-" and "|" symbols are the wires of the puzzle itself, the boundaries
if you will.  The "*" are the sparks that travel along the wires and will
eventually go into the inner part.  Now, the "+" are the switches that need
to be flipped to accomodate the sparks.  A switch must be parallel with the
spark to get it to pass through.  Once a spark goes through a switch, both
disappear and the speed of the other sparks increases.

OK, we'll use the top spark here for a short example (not the one on the
right side or in the lower left corner), let's say it wanders into the 
following part of the puzzle 

 --- --- ---
|   |   *   |
|   |   +   *
|---|---|-+-|
|   |   |   |
|   |   |   |
|---|---|---|
|   |   |   |
|   |   |   |
 -*- --- ---

Looks like it's going to hit the switch, so let's quickly press X to flip
it.  Notice how the spark on the far right has also moved, we need to follow
that but in a second.


 --- --- ---
|   |   *   |
|   |   |   |
|---|---|---*
|   |   |   |
|   |   |   |
|---|---|---|
|   |   |   |
|   |   |   |
 --* --- ---

Now the switch is parallel to the wire, the spark goes through and disappears
along with the switch.  Please notice how the other switch was flipped too,
all switches flip with the press of X.  So, you need to really pay attention
to the whole grid.

 --- --- ---
|   |   |   |
|   |   |   |
|---|---|--*|
|   |   |   |
|   |   |   |
|---|---|---|
|   |   |   |
|   *   |   |
 --- --- ---

The first spark is gone, we do nothing since the second spark has a clear path
through it's switch.

 --- --- ---
|   |   |   |
|   |   |   |
|---|---|---|
|   |   |   |
|   |   |   |
|---|---|---|
|   *   |   |
|   |   |   |
 --- --- ---

Bet you are wondering, why in the hell is that third spark still around? Well,
only the switches need to disappear.  You'll have a few sparks left over, but
as long as the switches all clear away: the puzzle is complete.

_-_-_-_-_-_-_-_-_-_-_-_-_-
4. Infiltrator Description
_-_-_-_-_-_-_-_-_-_-_-_-_-

The Infiltator Puzzle is shaped like a giant sphere, and needs to be turned
to create a path for the current.  The sphere kind of looks like this based
on this ASCII diagram

 /-----\
/   |   \
|   |   |
|===O===|
|       |
\       /
 \-----/

OK, I completely suck at ASCII but imagine that as a sphere with the lines
being the dimensions of it.  

The "O" is the point where the pathway will first start, let's move the
sphere West, or left.

 /-----\
/       \
|       |
|   O===|
|       |
\       /
 \-----/

Oh hell, it's a dead end.  When you encounter one of these, eliminate this
path from your list and head back

 /-----\
/   |   \
|   |   |
|===O===|
|       |
\       /
 \-----/

OK, we are back at the very beginning: let's head North or Up this time.


 /-----\
/       \
|       |
|   O===|
|   |   |
\   |   /
 \-----/

The South path is the way we came, the only path here is East so let's take
that one.

 /-----\
/       \
|       |
|===O===|
|   |   |
\   |  /
 \-----/

How interesting, two possible paths.  Let's take the East one, shall we?

 /-----\
/       \
|       |
|===O   |
|       |
\       /
 \-----/

Darn, another dead end.  If this happens in the middle of the path then 
you'll have to backtrack one move to the previous junction.  If you run
out of time and have to re-start the whole thing: you must head back from
memory.

 /-----\
/       \
|       |
|===O===|
|   |   |
\   |   /
 \-----/

OK, we are back to the previous sphere, let's take it south

 /-----\
/   |   \
|   |   |
|===O===|
|       |
\       /
 \-----/

Hey, we're back at the start point and have completed the puzzle.  This
is what you must to do finish an Infiltrator puzzle.  If you can see the
start point from your current position: you are close.  This is a game of
trial-and-error, timing and luck.  This section was designed to tell you
what to expect.

-_-_-_-_-_-_-_-_-_-_-_-_-
5. Electrolyzer Solutions
-_-_-_-_-_-_-_-_-_-_-_-_-

The numbers refer to the location of the puzzle, find the number of the
solution and match it up to it's respective position for each planet.

3. Electrolyzer Description will explain these puzzles, but if you don't want
to read that much then here's a simple guide.

Yes = Flip the Switches
No = Don't Flip the Switches

"Flip" and "Don't Flip" in the order indicated in each solution.

=*=*=*=*=*=*=*=*=
5.1 Maktar Resort
=*=*=*=*=*=*=*=*=

Positions

1 = Leaving Battle Arena
2 = Leaving Battle Arena

Solutions

Maktar Nebula 1: No, Yes, Yes, Yes, No, Yes, Yes
Maktar Nebula 2: Yes, Yes, Yes, Yes, Yes, Yes, Yes, No, Yes

=*=*=*=*=*=*=*=*=
5.2 Planet Endako
=*=*=*=*=*=*=*=*=

1 = Go Left after leaving ship, this Electrolyzer Puzzle will open the door.
2 = First Crane Room
3 = Second Crane Room
4 = Clank's Restraints

Planet Endako 1: No, Yes, Yes, No, Yes, No, Yes, No, Yes
Planet Endako 2: No, Yes, Yes, Yes, No, Yes, No, Yes, Yes
Planet Endako 3: Yes, Yes, No, Yes, Yes, No, Yes, Yes, No
Planet Endako 4: No, Yes, Yes, Yes, Yes, Yes, Yes, Yes, Yes

=*=*=*=*=*=*=*=*=*
5.3. Planet Barlow
=*=*=*=*=*=*=*=*=*

1 = Desert Rider's Dirtbike

Planet Barlow 1: No, Yes, Yes, No, Yes, Yes, Yes, No, Yes 

=*=*=*=*=*=*=*=*=
5.4. Planet Dobbo
=*=*=*=*=*=*=*=*=

1 = Power Generator

Planet Dobbo 1: No, Yes, Yes, Yes, No, Yes, Yes, Yes, Yes, No, Yes, Yes

=*=*=*=*=*=*=*=*=*
5.5. Planet Todano
=*=*=*=*=*=*=*=*=*

1 = Elevator

Planet Todano 1: Yes, Yes, No, Yes, Yes, No, Yes, Yes, No, Yes, Yes

=*=*=*=*=*=*=*=*=
5.6 Planet Smolg
=*=*=*=*=*=*=*=*=

1 = Cargo Room Elevator

Planet Smolg 1: Yes, Yes, Yes, Yes, No, Yes, No, Yes, Yes, Yes, No, Yes, No 

=*=*=*=*=*=*=*=*=*=*=
5.7. Insomniac Museum
=*=*=*=*=*=*=*=*=*=*=

To get to this museum, first set your PS2 internal clock to 2:55AM.  Then head
to Planet Boldan  Head up the stairs and take a turn south.  Go into the room 
with the Thugs, taking them out first of course, and you'll come to a 
junction.  The left path will take you into a courtyard with a fountain.  On 
the top of this fountain is a teleporter.  This teleporter will become
active at 3:00AM (a giant clock displaying the time is in the distance).  Once
it hit that time, that clock will ring and you can teleport to the Museum.

1 = Back Door

Insomniac Museum 1: Yes, Yes, Yes, No, Yes, Yes, Yes, No, Yes, Yes, No, Yes, 
                    Yes, No, Yes, Yes, Yes
_-_-_-_-_-_-_-
6. Infiltrator
_-_-_-_-_-_-_-

The numbers refer to the location of the puzzle, find the number of the
solution and match it up to it's respective position for each planet.

Section 3, Intriltator Description will explain these puzzles, but if you
don't want to read that much then here's a simple guide.

N = North = Up
E = East = Right
W = West = Left
S = South = Down
NE = Northeast = Top-Right
NW = Northwest = Top-Left
SE = Southeast = Bottom-Right
SW = Southwest = Bottom-Left

You have to pick a direction for the pathway to go, so you rotate the sphere
in the directions indicated each time.  You are timed the minute you rotate
the sphere, so it's more of a manner of skill to do it all.

=*=*=*=*=*=*=*=*=
6.1. Planet Jobba
=*=*=*=*=*=*=*=*=

1 = Exit Battle Arena

Planet Joba 1: W, SE, S, NE, E, NE

=*=*=*=*=*=*=*=*=*
6.2. Planet Endako
=*=*=*=*=*=*=*=*=*

Note: This puzzle is optional (in that it isn't need to beat the game).  But
a Nanotech Boost is behind the door locked by this puzzle.

1 = Second Crane Room

Planet Endako 1: N, NE, E, N, SE, E, N, N, E, S, E, S, E, NE

=*=*=*=*=*=*=*=*=*
6.3. Planet Todano
=*=*=*=*=*=*=*=*=*

1 = Force Gate
2 = Door to Weapons Facility
3 = It's in the Rocket Silo, that large room with a half-circle platform with
    the rocket inside.  The puzzle is hidden behind some crates.

Planet Todano 1: N, N, SW, W, SW, SW, S, SE
Planet Todano 2: W, S, E, S, S, SE, N, SE, N
Planet Todano 3: S, SW, S, S, NE, S, SW, S, SW, N, NW, S, S, S

=*=*=*=*=*=*=*=*=*
6.4. Planet Aranos
=*=*=*=*=*=*=*=*=*

1 = Western Door to Co-ordinates for Snivelak

Planet Aranos 1: W, NW, W, SE, SW, S, SE, S, S, SE, N

=*=*=*=*=*=*=*=*=
6.5. Planet Smolg
=*=*=*=*=*=*=*=*=

1 = Outside Force Field

Planet Smolg 1: W, SW, SE, E, S, E, SW, SE, E, NE

=*=*=*=*=*=*=*=*=*=
6.6. Planet Grelbin
=*=*=*=*=*=*=*=*=*=

1 = Mine Shaft
2 = Door from Mine Shaft to Surface

Planet Grelbin 1: W, SW, SE, E, S, S, SE, N, SE, N
Planet Grelbin 2: N, NE, E, NE, E, N, SE, E, Se, SE, N, NW

=*=*=*=*=*=*=*=*=*
6.7. Planet Yeedil
=*=*=*=*=*=*=*=*=*

1 = MegaCorp HQ

Planet Yeedil 1: N, SW, SW, S, SW, N, N, SW, W, SW, SW

_-_-_-_-_-_-_-_-_-_-
7. Legal Information
_-_-_-_-_-_-_-_-_-_-

Ratchet & Clank: Going Commando is a trademark of SCEA, this guide is 
intended to assist gamers through the Electrolyzer and Infiltator puzzles
contained in the game, the author is not making a profit off it.

This guide Copyright 2005 TheEternalVenomX.  This guide may not be 
copied, altered, distributed or sold without the author's consent and 
permission.

Right now, I only give permission for GameFAQs to host this FAQ.  I mean
no offense to any other sites, but I just feel most comfortable with what
I have going on right here.