hide results

    Weapon FAQ by outsider90909

    Version: 1.65 | Updated: 02/16/08 | Search Guide | Bookmark Guide

    Ratchet & Clank Future: Tools of Destruction Weapons/Holo-Plan FAQ
    by outsider90909
    Legal Notice:
    This guide Copyright 2007 Brian Cook. This guide may not be reproduced under
    any circumstances except for personal, private use. It may not be placed on
    any website or otherwise distributed publicly without advance written
    permission. Use of this guide on any other website or as part of any public
    display is strictly prohibited, and a violation of copyright.
    At this time, this guide is authorized for publication on the following
    websites ONLY!:
    Table of Contents
    To jump to a section, press Ctrl+F, and insert the [bracketed] section #.
    [?.001] Introduction
    [?.002] Obtaining My Arsenal
    [?.003] Better Destruction Through Upgrades
    [?.004] Weapon Details
         Fusion Grenade
         Plasma Beast
         Tornado Launcher
         Predator Launcher
         Shock Ravager
         Shard Reaper
         Buzz Blades
         Alpha Disruptor
         Pyro Blaster
         Razor Claws
         Mag-Net Launcher
         RYNO IV
    [?.005] Holo-Plan Details
    [?.006] Challenge Mode, or How To Build A Better Cragmite Trap
    [?.007] Thanks and Contacts
    Version 1.0 - First playthrough data complete (exception of RYNO IV). Holo-
            Plan info hosted from cbt711. Hex upgrades and power growth rates
    Version 1.1 - Part of cbt711's information was accidentally omitted. This
            update corrects that. Minor formatting corrections.
    Version 1.2 - A few typos corrected. RYNO 4-EVER obtained. Guide approved
            for hosting on neoseeker.com effective 11/3/07
    Version 1.3 - Assumptions corrected regarding the Mag-Net Launcher and the
            Challenge Mode multiplier. Additional Smuggler information added.
    Version 1.5 - All Power upgrade data complete. Barring any revelations of
            incorrect or incomplete information, or anyone figuring out what causes
            ammo pickups to scale, guide is complete.
    Version 1.6 - An error was pointed out in the Holo-Plan information, which has
            now been corrected.
    Version 1.65 - Added a user-submitted Tornado Launcher strategy. Typos fixed.
    [?.001] Introduction
    Weapons. Let's face it, this is the reason you opened the box. You want to
    blow stuff up. That's fine. But with so many choices, which is right for you?
    This guide is designed to show you how to put your hard-earned bolts to good
    use by obtaining the true Tools of Destruction.
    [?.002] Obtaining My Arsenal
    A weapons merchant is an odd fellow, making money by supplying the tools of
    warfare. In our case, this is a very good thing. Every planet you visit will
    have at least one Weapons kiosk, where you can buy new armaments, refill your
    ammo, or purchase upgrades to your current weapons (more on that later). As a
    side benefit, opening up the shop window will also refill your Nanotech (life)
    for free, so you should stop on by if you're ever in need of healing. But if
    you've got the bolts to spend, you can get your hands on some nice hardware.
    The weapons you can buy depend on which planet you've landed on so far. The
    cost for each weapon is predetermined and will not change (sorry, no Gadgetron
    discount this time). Weapons remain available until purchased, so don't worry
    if you can't afford everything right away. Kiosks on each new planet will
    have all items not purchased on previous planets.
    Some weapons don't require you to spend a single bolt. Two are in your hands
    at the start of the game, two are found for free on certain planets, and one
    is unlocked after a sidequest is completed (details below).
    Ammo for each weapon can be bought at the kiosk, or found inside Ammo Crates
    scattered through each level. When you crack a crate open, a cartridge pops
    out containing a certain amount of ammo for a certain weapon. While there is
    a level of randomness about which type of ammo you get, the game does tend to
    favor whatever you have equipped at the time. So if you need tornadoes, equip
    the Tornado Launcher and start cracking crates open. Each cartridge bears the
    icon for the weapon it will refill if you look closely enough, so if you get
    some spare cartridges you can know what they will work for. I will point out
    what color icon each weapon's ammo cartridge will use.
    In the Arena and certain other areas, you will find Ammo Crates sitting
    on small round pads. These crates will respawn a few seconds after they are
    broken, so that you don't run out of ammo completely when you can't return to a
    kiosk. The crate will not respawn until you have collected the cartridge.
    I have tested the ammo pickup rates for all weapons, and found something quite
    odd. The amount actually contained in an ammo crate is not a round number, but
    rather a decimal. While the message for the cartridge will always round this
    number up to the nearest whole number, your ammo counter will keep the hidden
    decimal. As a result, there are times when a cartridge will give you less ammo
    than it actually says. It should never be enough to make or break you, but if
    you think an ammo crate shorted you, this is why.
    Your weapons can be accessed through the Pause Menu, or with the Quick Select
    rings. By holding Triangle, you pull up one page of the Rings (use L1 and R1
    to change pages). Highlight the weapon you want, and release Triangle to equip
    it. Weapons with no remaining ammo will have red icons instead of white. By
    tapping Triangle, you will instantly switch between your current weapon and
    the one you last equipped (this clears when you die, so you will have to
    select them normally before you can switch again). This hot-swap becomes very
    important, allowing you to adjust your tactics with little or no interruption
    in the destruction.
    [?.003] Better Destruction Through Upgrades
    Every weapon in your arsenal can be upgraded in two different ways. The first
    method is by simply using the weapon. As you inflict pain upon your foes, the
    weapon is gaining experience. You can see a meter below your ammo counter
    showing how close you are to reaching the next level of the weapon. When it
    levels up, the weapon's power is increased. At Version 5 (V5 for short), the
    function of the weapon actually changes - you may fire extra shots, have an
    explosive bounce through a room, or freeze a foe solid, just for example. The
    name of the weapon also changes to reflect this change. Once a weapon reaches
    V5 it will stop gaining experience.
    The other way to upgrade your weapons is to customize them by spending
    Raritanium. By doing so, you add one of four properties to the weapon. Each
    armament will have a different array of features that can be upgraded, and
    may have anywhere from one to seven hexes of each type of upgrade. The basic
    grid for customizing weapons is a hex arrangement. With apologies to anyone
    who knows ASCII drawing, it looks something like this:
    | /   /   /   /   /   /  |
    |   /   /   /   /   /    |
    | /   /   /   /   /   /  |
    Legend for Raritanium Upgrade Chart:
    WP - the weapon itself, your starting point on the grid.
    PW - increases power of the weapon.
    BT - increases bolts dropped when enemy is killed with the weapon.
    RT - increases raritanium dropped when enemy is killed with the weapon.
    RG - increases effective range of each shot.
    SP - increases firing speed of the weapon.
    WD - shots cover wider area.
    CH - improves charge time (each shot charges quicker).
    AM - increases ammo capacity.
    AR - increases weapon's area of effect.
    LK - increases simultaneous missile locks.
    RC - increases # of ricochets (bounces).
    CU - custom upgrade, varies by weapon.
    Of course, not all 24 hexes will be used to represent a possible upgrade, but
    you get the idea. One hex will be the weapon itself. Once a hex is purchased,
    the adjacent hexes are unlocked and can be purchased.
    Each of the four upgrades for a weapon are represented on the upgrade menu by
    a bar on the right of the screen. When an unpurchased upgrade is highlighted,
    the bar flashes the % of upgrade that hex will give you. Note that filling
    the "power increase" bar by 100% does not equate to a 100% gain vs. the base
    power of the weapon, but is simply all the upgrade that is possible.
    Buying an ammo upgrade will also fully reload the weapon, so if you're feeling
    miserly you can wait to buy them until you're out of ammo and save bolts.
    Also, every weapon has one "custom" upgrade for purchase. It is initially
    represented by a question mark icon, and the connecting lines are shown in
    yellow. To access the custom upgrade, you must buy each upgrade that is
    connected to the custom hex. It is not necessary to purchase all the upgrades
    for a weapon to be able to get the custom upgrade.
    Costs will vary by each hex, but in proportion to the gain for that weapon.
    For example, the Combuster has 3 SP hexes. Two of them will add 25% of the
    bar, while the third adds 50%. The third upgrade also costs twice as much
    Raritanium (since 50% is twice as much as 25%, for the 5/4 of people who have
    trouble with fractions). I will list each cell's costs along with the grid.
    Both level-up and purchasable power boosts are actually a percentage-based
    gain. Although it might seem that buying power upgrades as soon as possible
    will give you the highest grand total power, this is not the case. Your
    results on a particular step might seem different, but the end result will be
    the same as long as you get them all.
    Ammo cartridges are also scalable gains. Unfortunately, at this time I have not
    been able to prove exactly what causes them to scale. I thought it was whether
    you have bought any AM hexes, but that has been proven irrelevant. It also
    does not seem to matter what other upgrades you have purchased, or what level
    the weapon has reached.
    [?.004] Weapon Stats
    For each of your 15 weapons (excluding the Wrench), I will include a profile
    like this:
    Name and short description
    First Acquired: the first planet where you can obtain it
    Ammo Capacity: how many shots/charges it holds initially
    Refill Qty: how much ammo you can get from a single crate, along with what
            color of icon is on the ammo cartridge
    Ammo Cost: how many bolts each shot costs at the kiosk
    Range: long, medium, short, or melee
    Power: listed on the Weapons menu, the initial Power rating of the weapon.
            Numbers in parentheses represent Power levels at V2 through V5,
            assuming no PW upgrades. Also provided is the relative growth rate of
            the weapon, so that upgraded Power ratings can be extrapolated.
    V5 Upgrade: what change occurs when the weapon reaches V5
    Raritanium Upgrades: the hex grid for each weapon, along with prices for each
    hex and a description of the "custom" upgrade effect.
    Notes: My thoughts on the weapon itself, my preferred purchases, and the V5
    upgrade and custom upgrade.
    Combuster - shoots a fire shot
    First Acquired: when you begin the game
    Ammo Capacity: 100
    Refill Qty: 15 shots (orange icon)
    Ammo Cost: 1 bolt/shot
    Range: Medium
    Power: 36 (43, 52, 62, 71)     Power Growth rate 20% per level.
    V5 Upgrade: Magma Combuster. Fires 3 blasts per shot. They travel in a spread
            of roughly 30 degrees laterally, with no increase in ammo use.
    Raritanium Upgrades:
    |         /       /      |
    |       /       /        |
    |     /       /   /      |
    PW - all 3 hexes cost 100 each. Each adds 5% to current power.
    RG - all 3 hexes cost 50 each.
    SP - top center hex costs 200, other 2 cost 100 each.
    RT - hex above CU costs 75, other 2 cost 50 each.
    CU - Pyrocidic Precipitation. Each shot will leave a small patch of fire on
            the ground after striking an enemy or wall. Does some damage to
            anything in the fire. Costs 300.
    Notes: Not bad for a pistol, but not something you want your life to depend
    on. Useful primarily for small foes, or as your early defense against distant
    Since your base power is so low, the PW upgrades won't change things much. On
    the other hand, since you will be throwing out so much ammo to get a kill, the
    RG and SP upgrades are a better investment. There are better options for RT
    upgrades, so it's nice but not a priority. At least these are all cheap, for
    The V5 upgrade makes it better for swarms, but still not great. It lets you
    hit multiple targets, but the damage does not stack on a single opponent even
    if you connect with all three shots.
    The custom upgrade didn't make any difference for me. I never noticed anything
    taking damage from the fire (heck, half the time I didn't notice the fire).
    Only buy this one if you have Raritanium to spare. But with prices like these,
    you probably will.
    Fusion Grenade - throws a grenade, explodes on impact
    First Acquired: when you start the game
    Ammo Capacity: 8
    Refill Qty: 2 bombs (purple icon)
    Ammo Cost: 50 bolts/bomb
    Range: Medium
    Power: 150 (173, 198, 228, 262)     Power Growth Rate 15% per level
    V5 Upgrade: Fusion Bomb. After the initial explosion, several smaller bombs
            are released, which explode separately for extra damage.
    Raritanium Upgrades:
    |     /   /       /      |
    |       /       /        |
    |     /                  |
    PW - all 3 hexes cost 200 each. Each adds 5% to current power.
    AR - both hexes cost 400 each.
    AM - both hexes cost 100 each. Each adds 1 to max ammo.
    BT - both hexes cost 250 each.
    CU - Concussion Detonators. Enemies not killed in initial blast are knocked
            down for a longer time, giving you more time to act. Not all enemies
            can be knocked down by this effect. Costs 300.
    Notes: Not a bad bomb, but you have to remember to use it when you don't "need
    to" in order to level it up. Targeting is annoying, so try to throw it on one
    enemy in a cluster rather than at the ground. It has a brief knockdown effect
    built in, so anything not killed outright will be stunned for a bit. This is
    not a weapon for killing - this is a weapon for stopping, and something else
    handles the killing.
    AR upgrades are vital to the Fusion Grenade, since the initial blast is rather
    small. You'll pick up the AM along the way, so that helps. PW upgrades are
    needed if you like the Grenade, but don't expect to get many kills as your
    journey ends.
    The V5 upgrade is similar to the Bouncer weapon from R&C 2 and 3. It will
    essentially expand the effective radius of each bomb. Not as powerful as it
    looks, but a definite step up.
    The custom upgrade is more useful than you might think, especially with the
    area upgrades. Since a one-shot kill is less likely against larger foes after
    a few planets, the knockdown works to open a fight and set up a follow-up
    strike, particularly nice with melee-range weapons. Definitely a worthy
    Plasma Beast - launches a beast that finds and throws itself at an enemy.
    First Acquired: Cobalia, buy at the kiosk for 15,000 bolts.
    Ammo Capacity: 8
    Refill Qty: 2 pods (green icon)
    Ammo Cost: 75 bolts/pod
    Range: Medium (see notes)
    Power: 240 (276, 317, 365, 420)     Power Growth Rate 15% per level
    V5 Upgrade: Plasma Stalker. If you fire a Stalker that does not find a target,
            it will burrow underground and follow you as you leave the immediate
            area. Once a target is found, it will resurface and attack.
    Raritanium Upgrades:
    |                     /  |
    |       /           /    |
    | /   /           /      |
    PW - all 3 hexes cost 100 each. Each adds 5% to current power.
    AM - both hexes cost 75 each. Each adds 1 to max ammo.
    AR - all 3 hexes cost 250 each.
    RT - all 3 hexes cost 100 each.
    CU - Proximity Sensors. Increases range at which Plasma Beast will find and
            attack its target. Costs 350.
    Notes: The first weapon you will probably buy. Each Beast can only target a
    single enemy (it will actually turn toward its target before "launching", so
    be aware of that delay), but the impact can hit multiple foes. Decent power
    for early and midgame, and probably the first weapon you will use for
    Raritanium harvesting.
    Once you buy all 3 RT hexes, you make the costs back in just a few shots. It
    won't let you kill any faster, but you will be better rewarded. Again, AR is
    possibly your most important purchase. With the 3 AR boosts, Plasma Beasts
    become viable for swarms, giving you more harvesting opportunities.
    The V5 Upgrade helps with the low ammo supply, since any "wasted" shot can
    simply follow you to your next target. It *will* follow you across gaps.
    The custom upgrade only makes a good thing better, since you can set a beast
    from farther away and strike unnoticed. Helps make Beasts useful for Leviathan
    hunting. Well worth it.
    Tornado Launcher - fires a disk that creates a tornado (steerable)
    First Acquired: Cobalia, buy it at the kiosk for 40,000 bolts.
    Ammo Capacity: 5 disks
    Refill Qty: 1 disk (purple icon)
    Ammo Cost: 100 bolts/disk
    Range: Medium for initial toss, can be steered farther.
    Power: 373 (448, 537, 645, 774)     Power Growth Rate 20% per level
    V5 Upgrade: Tempest Launcher. Tornadoes now shoot lightning bolts at targets
            at medium range.
    Raritanium Upgrades:
    |     /   /       /      |
    |       /                |
    |     /       /          |
    RT - left hex costs 200, right hex costs 400.
    BT - upper hex costs 300, lower hex costs 600.
    PW - third row hex costs 300, other 3 cost 350 each. Each adds 5% to
            current power.
    AR - both hexes cost 700 each.
    CU - Gyro Turbine. Increases duration of each tornado. Costs 1200.
    Notes: The Tornado Launcher is controlled with the Sixaxis tilt functions, so
    let's discuss that now. When you first fire a tornado, the controller face
    should be parallel to the ground - this is "neutral". As you tilt in one or
    another direction, the disk from which the tornado emanates will steer in that
    direction. Rotating the controller clockwise/counterclockwise has no effect,
    nor does throwing it side to side. Also remember you are not steering the
    TORNADO, you are steering the DISK along the ground. If the disk gets hung up
    on an obstruction, that will block your path.
    All that said, the Tornado Launcher is one of the signature weapons of this
    game. The fact it can be steered means you can maneuver it around corners to
    hit turret gunners, or delay on larger targets to do maximum damage. Once a
    target takes fatal damage, it is pulled into the vortex. You can also use it
    to PULL targets back towards you, so that they drop their bolts closer to
    your position and possibly out of harm's way.
    ***A fellow gamer named Mark David submitted the following technique:
    "For the Tornado Launcher/Tempest Launcher you may change out of it once you
    have a tornado out. Most people don't realize this and simply keep the tornado
    launcher as their primary weapon while steering the tornado. This turns a great
    support weapon into a novel item. Instead of launching a tornado and then
    switching over to a long range weapon they simply stick with the tornado and
    dodge oncoming enemies and enemy fire. You don't even have to steer the tornado
    in most cases simply keep it as a deterrent to melee enemies while you pick 'em
    off from afar."
    PW upgrades are a big help, not in spite of its power but because of it. It's
    not easy trying to precisely steer this thing when you're being shot at, so
    the less time you have to focus on a single target the better. AR boosts also
    help those with bad aim.
    The V5 upgrade is phenomenally useful when you have the ground room to use it,
    since it causes damage from a good distance away from the vortex. The bolts
    can actually reach back to Ratchet from the launch point of the disk, so if
    you overshoot your target it's not a big concern.
    The custom upgrade is a boon to any tornado fan (pardon the expression), and
    very potent against big targets at endgame since the damage keeps going as
    long as the tornado spins. The effect is great, but it might not be worth the
    cost investment for a while.
    Predator Launcher - locks onto one or more targets, release trigger to fire
    First Acquired: Kortog, buy it at the kiosk for 25,000 bolts.
    Ammo Capacity: 25
    Refill Qty: 6 missiles (yellow icon)
    Ammo Cost: 30 bolts/missile
    Range: Long
    Power: 144 (166, 190, 219, 252)     Power Growth Rate 15% per level
    V5 Upgrade: Raptor Launcher. Each missile splashes napalm upon impact, doing
            damage to any enemy that touches it.
    Raritanium Upgrades:
    |         /   /   /   /  |
    |       /   /   /   /    |
    |     /   /   /          |
    PW - all 3 hexes cost 200 each. Each adds 5% to current power.
    AM - all 5 hexes cost 125 each. Each adds 1 to max ammo.
    LK - all 3 hexes cost 250 each.
    SP - left hex costs 400, other 2 cost 200 each.
    CU - Dual Target Detectors. Two separate locks are possible on a single target.
            Costs 500.
    Notes: I have a love/hate relationship with the Predator. The lock-on is great
    and being able to lock onto up to 3 foes at once initially (up to 6 foes with
    upgrades), in any direction, is a definite boon. On the other hand, the
    missiles are somewhat weak. Most early targets take two hits to bring down,
    and it just gets worse as you progress. If an enemy has multiple strike zones,
    such as a Leviathan, each zone can be locked onto separately, causing damage
    to stack.
    If you're going to be using the Predator on multi-target foes, buy the LK and
    AM upgrades early. SP is a little less useful here, but it's not a bad buy.
    The V5 upgrade is actually better than I gave it credit for. The spread on the
    napalm drop is quite wide, so it's especially good if you have a mix of ground
    and aerial targets in play, such as Rykan V.
    The custom upgrade helps with power issues, but requires that you pay close
    attention to how much damage your enemies can take. It will do both locks for
    the first target before acquiring another target (though with the speed
    upgrades this doesn't take long). The problem is that if the first target only
    needs one more hit to drop, you have to either let go at one lock or waste a
    missile. And don't forget that you go through your ammo supply twice as fast.
    Finally, you can only have a maximum of eight locks, two each on four targets.
    *** Initially, I recommended this custom upgrade - now I'm having second
    thoughts. Buying it actually lowers the maximum # of enemies you can lock on to
    at once, which is one of the Predator's defining features. You'll probably buy
    it for your first few playthroughs, but see how well you do without it.
    Shock Ravager - electric whip
    First Acquired: Kortog, in the chamber with the first turret. It is possible
            to get the weapon before destroying the turret, if you get close
            enough to it.
    Ammo Capacity: 30
    Refill Qty: 11 cells (blue icon)
    Ammo Cost: 2 bolts/cell
    Range: Medium
    Power: 138 (159, 183, 210, 242)     Power Growth Rate 15% per level
    V5 Upgrade: Lightning Ravager. Creates a "chain lightning" effect, allowing
            you to damage targets just out of whip range.
    Raritanium Upgrades:
    |             /       /  |
    |   /       /       /    |
    | /       /              |
    RT - center hex costs 200, other 2 cost 100 each.
    AM - all 3 hexes cost 150 each. Each adds 2 to max ammo.
    PW - single hex costs 800. Adds 15% to current power.
    BT - all 5 hexes cost 150 each.
    CU - Voltage Multiplier. Increases range of electrical shockwave. Costs 400.
    Notes: If you liked the Plasma Whip in R&C 3, you'll love the Shock Ravager. It
    has a much longer range than you would expect from a whip, actually reaching
    about as far as a Fusion Grenade can be thrown. It will also reach slightly
    behind you and to your sides, so it's great if you're surrounded. It is
    perfect for shielded foes, since it bypasses the shield. However, electrified
    enemies take no damage.
    With both Bolt and Raritanium drop upgrades, it's my favorite choice for early
    harvesting. Try to kill larger foes with the Ravager to get the most out of
    every drop.
    The V5 upgrade chains damage from the targets you hit, to those standing
    nearby that you just missed. 
    The custom upgrade is more helpful if you've missed completely. At the end
    of the whip's range, it throws out a shockwave on the ground. The Voltage
    Multiplier extends that shockwave, to a range of roughly a non-boosted Fusion
    Grenade explosion. Anything in the range of the shockwave takes damage, the
    same as if they had been hit by the whip in the first place. If you already
    have the V5 upgrade, that triggers as well.
    Shard Reaper - fires a shotgun-like blast of metal shards
    First Acquired: Mukow, buy it at the kiosk for 35,000 bolts.
    Ammo Capacity: 30
    Refill Qty: 6 shells (blue icon)
    Ammo Cost: 40 bolts/shell
    Range: Short
    Power: 166 (199, 239, 287, 344)     Power Growth Rate 20% per level
    V5 Upgrade: Nitro Reaper. Each shard impacts with liquid nitrogen, which can
            freeze an enemy in place. Frozen enemies take no added damage but will
            not move or attack until the effect wears off.
    Raritanium Upgrades:
    |             /   /   /  |
    |       /   /   /   /    |
    |             /   /      |
    AM - both hexes cost 200 each. Each adds 5 to max ammo.
    PW - all 4 hexes cost 250 each. Each adds 5% to current power.
    WD - both hexes cost 500 each.
    SP - all 4 hexes cost 250 each.
    CU - Pyrocidic Nano-Clusters. Shots will explode upon impact, doing additional
            damage to the target. Costs 800.
    Notes: My favorite mid-game weapon. Many of your fights at this time will take
    place at shotgun range (especially in the Arena), making this a potent choice.
    Each shot also has a knockdown effect, giving you a moment to breathe between
    shots. If an enemy has multiple strike zones (such as a Leviathan), each zone
    will register as a separate hit, further increasing total damage output. By
    endgame it will be largely outclassed, but the upgrades help it stay useful. As
    with all shotguns, the farther away you are from the target the less damage you
    What the Shard Reaper needs most for crowd control is WD. If you're up close
    on one target you should be fine unmodified, but a second threat would be a
    problem. Along the way to WD you can (and should) pick up the SP, which helps
    you put more Shards in the air quickly.
    The V5 upgrade is fantastic for a shotgun, since most anything you don't kill
    in one hit is close enough to be a real threat. Freezing them lets you either
    move away or fire again with less fear of retaliation. Unfortunately, it only
    works when your target is just about dead. What a letdown.
    The custom upgrade is nice, especially towards endgame when stronger enemies
    (and more powerful weapons) start appearing, helping the damage output.
    Buzz Blades - fires a saw blade, which bounces around for a short while.
    First Acquired: Ardolis, buy at the kiosk for 40,000 bolts.
    Ammo Capacity: 200
    Refill Qty: 20 saws (blue icon)
    Ammo Cost: 8 bolts/saw
    Range: Long
    Power: 45 (54, 64, 77, 93)     Power Growth Rate 20% per level
    V5 Upgrade: Doom Blades. Coats blades in acid, which keeps damaging enemies
            over time.
    Raritanium Upgrades:
    |     /       /   /      |
    |   /       /            |
    | /       /              |
    AM - all 3 hexes cost 350 each. Each adds 20 to max ammo.
    RC - all 3 hexes cost 500 each.
    PW - second row hex costs 1000, other 2 cost 500 each. Second row adds 10%
            to current power, other 2 add 5% to current power.
    BT - right hex costs 800, other 2 cost 400 each.
    CU - Cesium Blade Edges. If blades stick to an enemy or wall (ground), they
            will explode after a short time. Costs 1200.
    Notes: I want to hate the Buzz Blades for being weak, but they do have their
    uses. They do work at long range (a little farther than the Predator can
    target), and each Blade can hit more than once. Just don't expect to do much
    damage per hit. Holding the fire button will throw out Blades at ludicrous
    speed. Each Blade also has a limited homing capability, and can reacquire its
    previous target. What hurts them most is the achingly slow level-up rate, since
    that is based off of damage done.
    Buzz Blades badly need AM, since you will be putting out lots of Blades. RC
    and PW are helpful, but you may be better served by limiting its use to weak
    targets like the Thwogs on Ardolis or small Cragmites.
    The V5 upgrade adds a little bit of damage, but not enough to make using the
    blades practical in most cases.
    The custom upgrade is even less interesting. You don't get the benefit most of
    the time, since the blades rarely stick to a wall and are even less likely to
    stick to an enemy. Almost a complete waste.
    Nano-Swarmers - places a turret which automatically attacks targets in range.
    First Acquired: Ardolis, buy it at the kiosk for 65,000 bolts.
    Ammo Capacity: 4
    Refill Qty: 2 ammo (purple icon)
    Ammo Cost: 150 bolts/ammo
    Range: Medium for deploying turret, then Medium range FROM turret
    Power: 143 (172, 206, 248, 297)     Power Growth Rate 20% per level
    V5 Upgrade: Toxic Swarmers. The insects from the swarmer are now acidic,
            damaging targets over time.
    Raritanium Upgrades:
    |     /       /       /  |
    |   /   /           /    |
    | /   /           /      |
    PW - top left hex costs 1800, other 2 cost 900 each. Top left hex adds 10%
            to current power, other 2 add 5% each to current power.
    RG - all 4 hexes cost 650 each.
    AM - both hexes cost 700 each. Each adds 1 to max ammo.
    BT - bottom middle hex costs 1200, other 3 cost 600 each.
    CU - Zero-Kelvin Laser Diode. Freezes enemies struck by the targeting laser.
            Costs 2500.
    Notes: For big fights and room control, this is worth every last bolt. It's a
    turret that doesn't have to swivel, so it can cover every direction much more
    efficiently than in the past. Helpful for preventing damage (Arena, and for
    Challenge Mode) as long as you stay near it. The damage stacks with other
    weapons you should be using at the same time. Note that "invisible" Drophyds
    in Zordoom Prison will not be targeted by a Swarmer until they are hit by
    something else and made visible.
    Turrets need RG. If they don't have a target, they're sitting around looking
    pretty. AM is helpful but not really vital; most of the times you want a
    stationary turret, there will also be a Kiosk or repeating ammo crate nearby.
    The V5 upgrade is very important, since the swarm focuses on one target until
    it dies. The added damage will help it move on to the next target faster.
    The custom upgrade is perfect for this weapon. The laser freezes the enemy so
    the swarm has a stationary target. Not to mention (but I will again) that a
    frozen foe can't retaliate.
    Alpha Disruptor - charge to unleash a superpowerful shot
    First Acquired: Sargasso, found at the Secret Testing Facility ruins. After
            the flight segment, go through the Gelatonium Plant, unlock one more
            door with the Decryptor, and the Alpha Disruptor is on the ledge above
            you to the right.
    Ammo Capacity: 4
    Refill Qty: 1 charge (blue icon)
    Ammo Cost: 250 bolts/charge
    Range: Long
    Power: 4300 (5160, 6192, 7430, 8916)     Power Growth Rate 20% per level
    V5 Upgrade: Alpha Cannon. Every time the beam strikes an enemy, an explosion
            occurs damaging nearby targets.
    Raritanium Upgrades:
    |         /              |
    |       /       /        |
    |     /       /          |
    CH - all 3 hexes cost 1400 each.
    PW - both hexes cost 2000 each. Each adds 10% to current power.
    AM - single hex costs 1800. Adds 1 to max ammo.
    BT - all 3 hexes cost 1000 each.
    CU - Anti-Matter Transfluxor. Reconfigures the beam to penetrate any enemy,
    	striking those behind them. Costs 2000.
    Notes: Hoo boy, this thing is strong. It's also deadly accurate at a distance,
    making it the closest thing you have to a sniper rifle. Unfortunately, there
    aren't too many good sniping situations in this game, so we'll have to settle
    for crushing normal foes and doing great damage to Leviathans and bosses. Too
    bad your ammo stock is almost nonexistant. And no, those upgrade prices are
    not typos. This thing is very expensive to power up. As it should be,
    considering the initial stats.
    One extra shot is nice, but the CH is more important. Still, this is one that
    is good enough on its own - if you have to wait for most of the upgrades, you
    won't be behind the curve.
    The V5 Upgrade means that not only will you decimate whatever you hit, but
    anything near it as well. Good times.
    The custom upgrade is a great complement to the Disruptor, making it an even
    deadlier choice. Some of the worst foes at endgame appear in clusters, and
    you can usually line up two or three in one blast.
    Pyro Blaster - shoots a jet of flame
    First Acquired: Kreeli Comet, buy it at the kiosk for 100,000 bolts.
    Ammo Capacity: 30 fuel units
    Refill Qty: 10 fuel (blue icon) (suprised me, too)
    Ammo Cost: 50 bolts/fuel unit
    Range: Short
    Power: 516 (619, 743, 892, 1070)     Power Growth Rate 20% per level
    V5 Upgrade: Incinerator. Shoots two streams of fire for added power.
    Raritanium Upgrades:
    |     /       /          |
    |   /       /       /    |
    | /       /       /   /  |
    AM - all 5 hexes cost 500 each. Each adds 2 to max ammo.
    RG - all 3 hexes cost 600 each.
    PW - all 3 hexes cost 700 each. Each adds 5% to current power.
    RT - both hexes cost 1000 each.
    CU - Superheated Fuel Injector. Adds an extra stream of fuel at the nozzle,
            making the flame stream wider. Costs 1500.
    Notes: Another multi-target killer. You still have to be up close and personal,
    but it will demolish the Arena and its bosses in particular. Sweeping damage
    allows multiple target zones to be hit at once. Ammo drains as you hold the
    trigger, at roughly 1 visible unit per second. The consumption rate is 
    actually a hidden decimal stat, so you may find yourself getting ammo crates
    with "1 unit of Pyro Blaster fuel" when you seem to be full. Don't turn too
    fast when trying to sweep multiple targets, or you'll jump right over them.
    If you're building up the Pyro Blaster, you really can't go wrong. The AM is
    almost unnecessary but is required to reach everything else, so I don't mind.
    RG is probably your best investment. With all upgrades in place, you can deal
    with deep swarms on the last few planets with relative ease.
    The V5 upgrade adds a second flame jet. Each waves around separately, and each
    causes separate damage. No added ammo drain.
    The custom upgrade widens each flame jet, roughly doubling the range both
    laterally and vertically with no added ammo drain. Highly recommended.
    Negotiator - a rocket launcher
    First Acquired: Viceron, buy it at the vendor for 200,000 bolts.
    Ammo Capacity: 12 rockets
    Refill Qty: 2 rockets (red icon)
    Ammo Cost: 150 bolts/rocket
    Range: Long
    Power: 1548 (1858, 2229, 2675, 3210)     Power Growth Rate 20% per level
    V5 Upgrade: Judicator. Fires 3 rockets at once. They fan out roughly 90
            degrees for a short distance at reduced speed, and then fire ahead of
            you as normal. Still only consumes 1 rocket of ammo.
    Raritanium Upgrades:
    |         /   /   /      |
    |       /   /   /        |
    |     /   /   /          |
    PW - all 4 hexes cost 1000 each. Each adds 5% to current power.
    SP - single hex costs 3000.
    AM - all 3 hexes cost 1400 each. Each adds 1 to max ammo.
    RG - both hexes cost 1500 each.
    CU - Napalm Cells. Each rocket will release a globule of napalm on the ground
    	after impact. Costs 2500.
    Notes: Like I said, it's a rocket launcher. No subtlety, Just big bang with a
    small clip. You know you want it.
    PW and AM are what a rocket launcher needs. The other upgrades are nice, but
    you're better getting a kill in as few rockets as possible. RG helps if one
    strong target has a few weaker ones hanging around.
    The V5 upgrade essentially expands the explosive radius of the rocket three
    times laterally, with no added ammo consumption. I find myself sometimes
    lining up targets to the two outside rockets, and counting the middle one as
    a bonus.
    The custom upgrade sounds great, but the napalm spread is fairly small. I don't
    recommend the purchase until you have nothing left to buy.
    Razor Claws - electric slash attacks, can grow in power
    First Acquired: Jasindu, buy it at the kiosk for 125,000 bolts.
    Ammo Capacity: 30 charges
    Refill Qty: 6 charges (green icon)
    Ammo Cost: 25 bolts/charge
    Range: Melee
    Power: 892 (1070, 1284, 1541, 1849)     Power Growth Rate 20% per level
    V5 Upgrade: Shredder Claws. Adds an energy wave to each swing, knocking
    	back surviving targets.
    Raritanium Upgrades:
    |         /       /      |
    |       /       /        |
    |     /       /          |
    AM - all 4 hexes cost 1000 each. Each adds 5 to max ammo.
    PW - all 4 hexes cost 1500 each. Each adds 5% to current power.
    RT - single hex costs 2500.
    BT - single hex costs 3000.
    CU - Fission Accelerator. Improves the rate at which your Claws gain power
    	during a successful combo. Costs 4000.
    Notes: Many players swear by the Claws for building up insane quantities of
    bolts and Raritanium. Just be aware that while they are very strong and can
    cut through shields, they have just a little more range than the Wrench. Be
    very certain of your timing, so you don't miss and leave yourself exposed.
    They actually grow in power as you attack *without getting hurt*, changing
    color to reflect this. The combo will maintain if you switch to another
    weapon and then switch back, as long as you still don't get hit. If you're
    having trouble walking up to your foe and attacking, try a jumping slash -
    it lets you close in above the typical height of most attacks. They are
    useless on electrified targets. so don't bother.
    The AM upgrades on the Claws add a generous number of swings, and should be
    your first buy. RT is a definite, as well. PW is helpful to keep you from
    spending any more time close-up than you have to.
    The V5 upgrade helps somewhat with range, but you can't rely on it.
    The custom upgrade just takes everything you already love, and makes it
    stronger. No problem except the price, but that's what you have the Claws
    for in the first place.
    Mag-Net Launcher - fires an electromagnetic net, trapping and damaging a foe
    First Acquired: Ublik Passage, buy it at the kiosk for 250,000 bolts.
    Ammo Capacity: 12 nets
    Refill Qty: 3 nets (green icon)
    Ammo Cost: 250 bolts/net
    Range: Medium
    Power: 892 (1070, 1284, 1541, 1849)     Power Growth Rate 20% per level
    V5 Upgrade: Mag-Net Cannon. After the net runs out, it explodes.
    Raritanium Upgrades:
    | /   /       /          |
    |   /       /       /    |
    |         /       /      |
    RT - left hex on top row costs 2000, all 6 others cost 1000 each.
    SP - right hex costs 2500, other 2 cost 1400 each.
    AM - single hex costs 2000. Adds 4 to max ammo.
    PW - right hex costs 3000, other 2 hexes cost 1600. Right adds 10% to
            current power, other 2 add 5% each to current power.
    CU - Inductor Coils. Increases time the Mag-Net can last on its target.
            Costs 3500.
    Notes: Great idea, pretty darn strong. Traps an enemy in the net, damaging
    over time or until dead. While a foe is trapped, they can't move or attack.
    Some multi-target enemies may be able to attack while netted (the last boss
    in particular). Despite my previous assumptions, targets in a net *CAN* be
    hurt by your other weaponry. Still no good on electric foes.
    You're seeing right. That is 7 RT boosts. Everything else is just a bonus.
    The V5 upgrade helps with the one big drawback of the original Mag-Net
    Launcher - multiple targets. At V5, once the net is broken you deal extra
    collateral damage, which is perfect for clusters of foes (does not work if you
    don't connect with the net in the first place).
    The custom upgrade is probably something you should buy right away, since
    it won't hinder your offense while substantially increasing your protection,
    since trapped enemies usually can't fight back.
    RYNO IV                  
    First Acquired: once all the holo-plans are collected, bring them to the
            Smuggler. He will build it for you for 0 bolts.
    Ammo Capacity: 300
    Refill Qty: 60 ammo (orange icon)
    Ammo Cost: 20 bolts/ammo
    Range: (see notes)
    Power: 678 (813, 976, 1171, 1406)     Power Growth Rate 20%
    V5 Upgrade: RYNO 4-EVER (a.k.a.RYNO IV EXTREME) - (see below)
    Raritanium Upgrades:
    | /       /       /      |
    |       /       /        |
    | /   /                  |
    CH - both hexes cost 2500 each.
    AM - all 5 hexes cost 2000 each. Each adds 30 to max ammo.
    BT - third row hex costs 5000, other 2 cost 2500 each.
    PW - all 4 hexes cost 3000 each. Each adds 5% to current power.
    CU - none
    Notes: The RYNO. The game-breaking attack force that makes a one-man army look
    like a sissy. Except... First, you have to earn it, which means collecting the
    Holo-plans. The last plan is just before the final battle, so you have to 
    deliberately leave once you get it. Second, take the plans to the Smuggler on
    Sargasso (he stays there until game's end) and he will assemble it for free.
    As for the weapon itself, it charges for a short time, then begins spewing out
    beams of energy. At medium or long range, you will see a target lock on your
    foes during charging; at close range, the weapon may not target properly. The
    beams are fired at a very high rate (faster than the Buzz Blades), so by the
    time you take your finger off the trigger you will have wasted a number of
    shots. Fortunately, ammo is both plentiful in crates and cheap to buy. And,
    did I mention the power rating is PER BEAM? That's what makes it so...
    "gameplay destabilizing".
    The V5 upgrade is...I've got to be honest here, I don't see a change. Then
    again, with a weapon that puts out as much death per second as this, I'm not
    complaining. Just observing.
    The custom upgrade does not exist for the RYNO IV. It doesn't need one.
    [?.005] Holo-Plan Details
    The Holo-Plan pieces make up the schematic for the RYNO IV. After creating the
    weapon, Gadgetron decided it was too powerful be put into production, so they
    broke up the plans and the pieces were scattered throughout the universe.
    Fortunately for you, every piece is on a planet you visit during the game,
    found inside of a bolt crate or Raritanium chest. All you have to do is break
    it open and collect the piece. If you break the box but don't collect the
    Plan, the box should respawn later with the piece inside.
    There are 13 pieces in all. You can see your total on the Inventory menu. The
    pieces are on a hex grid, but the alignment is 4 on top, 4 on the bottom, and
    5 in the middle row. If you have already spoken to the Smuggler about the
    Holo-Plans, he will send you a message when you have 7 pieces (saying that you
    are "halfway there"), and when you have 10 pieces.
    Once you have all the plans, you can turn them over to the Smuggler. On an
    initial playthrough, you can collect them all and return to Sargasso to get
    the RYNO IV. if you have started Challenge Mode, you can also turn over a
    complete Holo-Plan to the Smuggler on Rykan V. If you already have the RYNO IV
    in your possession the sequence will still play, but will not change anything.
    [As a side-note, make sure you sell him your Leviathan Souls *ONLY ON PLANET
    SARGASSO!* His price is best there, and Souls do not carry over to your next
    playthrough - you might as well get all the bolts you can for them.]
    Once you have the Treasure Mapper (found after defeating Captain Slag, it's
    possible to bypass it but why would you?), an icon will be added to the Planet
    Select screen. Next to the Gold Bolt indicator, there will be a picture of a
    blueprint if the planet has a Holo-Plan piece. If you have the piece, the icon
    will be white. If not, it will be gray.
    (The following submission is provided courtesy of GameFAQs user cbt711, with
    credits to other posters in parentheses for information they provided.)
    1. Intro and version history
    2. General Info
    3. Holo plan locations by planet
    4. RYNO IV frequently asked questions
    1. Intro and version history
    Thanks to everyone in parenthesis, especially DesiredFX_EF. This is a walk
    through of the holo plan pieces in Ratchet and Clank:FUTURE Tools of
    Destruction for the Playstation 3, as well as an FAQ for the pieces and
    the weapon collecting the pieces will get you, the RYNO IV. This was list
    and FAQ was generated entirely on gamefaqs.com message boards by fans of
    the game.
    >>V1.1 changes:
    Igliak, Kortog and Mukow holo plans added. FAQ section added. Planets now
    listed in order of gameplay with the help of Pure_LionHeart
    >>v2.0 changes:
    Viceron holo plan added, completing the list. Holo plan glitch FAQ added.
    Spelling errors corrected, and multiplier update to x20
    2. General Info:
    Once you get the Treasure Mapper, the Pieces of the holo plan will show up on
    the world jumping menu, dark grey if you haven't gotten them yet, or Light
    grey if you have gotten them, once you get all the pieces, you can find the
    Smuggler on Sagrasso, and he will make your very own RYNO IV.
    Holo plans are found by breaking crates or raritanium chests.
    3. Holo plan locations by planet:
    Kortog (Stratus city)
    After you get your robo wings and follow the Zoni rings. Launch the robo wings
    again, and fly to the middle of the map, hit select and look for a diamond
    shape with 4 circles as the corners. Land here, there will be two ways to go,
    either will work. Work your way through the enemies to the North most corner,
    break these boxes and you will have the holo-plan for this planet.
    (angelbemine3, cbt711)
    Not possible until later in the game - See "return to Fastoon"
    Take the ferris wheel (after you get all the statue pieces and go through the
    tunnel of death thing) up the right side and about halfway up jump and glide
    to the right. You'll reach an area with a buncha of crates a holo plan is
    hidden within em. (argargarg1, edited by cbt711)
    Nundac Asteroid Ring
    That one is on one of the farthest outer asteroids, on Delta right beside a
    box by one of the green launch pads, the one further away from the teleporter.
    Have to swing your way over there across two gaps (outsider90909, junor324)
    Before taking the elevator to the warp pad back to your ship there will be a
    door to the right of you. Use a heli -pod on it and go to the right. There
    is a chest of raritanium and crates smash the crates and you will be rewarded
    with a Holo-plan.(nayr626)
    [author's note: The elevator in question is found in the "Lounge" area. When
    you have defeated the Pirates in the Lounge, three more use the elevator to
    enter and attack. You must get the Holo-Plan BEFORE taking the elevator, or
    you have to backtrack over about half the level to try again.
    Also, this particular Holo-Plan has often been cited for a rather significant
    glitch. If you use explosive weapons or the Box Breaker inside the Lounge,
    there is a chance that the box with the Holo-Plan will be knocked off the
    ledge. While there is no known "fix" to prevent it from ever occuring, it is
    my understanding that you can claim the Holo-Plan on your next playthrough,
    or as detailed below.]
    Rykan V
    Go to the "town" area where your ship and all the sales-bots are. At one edge
    of town there is a river of lava flowing out from under some big structures.
    You have to jump up and cross the river... do a hand-over-hand on the first
    ledge of the cylindrical structure on the furthest corner of the "town" away
    from the ship, then jump up when you have to and walk the rest of the way
    across. In the farthest corner of the platform, there is a "box" with a
    forcefield on one edge and a platform with a Helipod target on it. Jump into
    the box from the platform to the left of it, then use your Helipod to raise it
    high enough to get to the platform next to it. Break boxes there and you
    should find the plan. (DesiredFX_EF, edited by cbt711)
    [author's note: you can also get across the lava river faster with the Thruster
    Pack. High Jump onto the two-crate-high structure on the far east side, Long
    Jump from there to the three-crate-high structure, and then Long Jump and Glide
    across the lava. Does not work with Heli-Pack.]
    You have to climb onto the dinosaur by the gold bolt--the one who's standing
    on two of the tri-pads. Once you get about halfway up his spine, you can jump
    to the building. Of course, the other option is to use the Robo-Wings to get
    there, but the dinosaur makes a good reference point. (DesiredFX_EF)
    Kreeli Comet
    At the point where you use the magnetic track to get past the pirate cannons,
    jump out and glide down to the land below you. You will be right outside a
    pirate doorkeeper, and behind you there is a swingshot target. Swing across to
    get to the holo-plan piece. (DesiredFX_EF)
    [author's note: Another way to reach this one is to jump off the left side of
    the second ship (where you fight the large Pirate Robot), glide down, and swing
    across to the Holo-Plan. The elevator beyond the Pirate Doorkeeper takes you
    back to the second ship anyways.]
    The piece is on the platform before you take the taxi back to your ship.
    Instead of heading towards the taxi turn around and the holo-plan is in a set
    of boxes directly opposite the taxi. To make it easier to the taxi is on the
    left the plan is on the right. (MrBlockHead)
    Jacindu (Kerchu City)
    Take the above ground path from where you land, kill the little bug eyed guys
    until you get to some Pirates in an open area before you go under a Bridge. As
    you approach the open area from the path, stop between the two rocks where the
    first pirate is (kill him before you just stand there). Look directly to your
    right, there is a ledge about a double jump high in the face of the rock of
    the right wall of the open area. Up there is a Raritanium chest with the holo-
    plan piece in it. (cbt711)
    Ublik (Slag's Fleet)
    After you take the first ship across, fight your way to an area with a bolt
    crank. To your right is a magna-path that will take you around behind the
    building. You'll find some Raritanium chests, etc, and a path that leads to a
    ship. Don't follow the path just yet. Smash stuff up and run around until you
    find the plan. I apparently went right past it on the first go. (DesiredFX_EF)
    There are two gun-control turrets that your robot pals use to take out the
    force field. There is a platform in front of the control room to your right
    that you have to jump across open space to get to. You can see it pretty
    easily because it has a cluster of eight crates on it. Smash 'em and grab your
    plan. (DesiredFX_EF)
    Igliak (Meridian)
    There's a big domed room about midway through the level with a trench in the
    middle that you can fall through the city if you fall in. In the right hand
    corner from where you enter it, before the trench, up on a ledge, there's a
    group of boxes. It has the plans. (RayMoe the Conqueror, edited by cbt711)
    Return to Fastoon
    This one's kind of tricky to describe, and if you don't want to fight Tachyon,
    you have to do this before Ratchet and Talwyn open the final chamber. When you
    use the Decrypter to get into the area outside the final showdown, keep to the
    right wall, smashing crates and whatever as you go. It's actually very easy to
    find if you stay along that wall, but it will probably go unnoticed otherwise.
    4. RYNO IV FAQ:
    -What is the Ryno?
    The Ryno is a signature world beater of a weapon dating back to the original
    Ratchet and Clank, and this is its 4th appearance, and it is hence named the
    Ryno IV - the original R.Y.N.O (Rip Ya a New One) was 150,000 bolts (RYNO II -
    1 Million bolts, RY3NO - 3 Million bolts, or 2.7 million with the discount
    from previous saves) on the original game and could be brought into Going
    Commando if the original was saved on your memory card. No such luck with
    version IV. But I would keep the game saved for the next PS3 release, since
    this tactic may be repeated on the new platform. This version fires mass
    amounts of targeted bullets that streak red behind them and fill the screen.
    RYNO 4EVER is the Omega version of the RYNO IV. It goes from the RYNO IV to
    the RYNO 4 EXTREME when it reaches V5. When you buy the Omega version, it
    becomes Omega RYNO 4EVER. (DesiredFX_EF)
    -What is a holo-plan, what does it have to do with the Ryno?
    Gadgetron has classified the blue prints to their ultimate weapon, which later
    is revealed as the Ryno IV, you must find all 13 pieces of the blue print, or
    holo plan, then turn it into the smuggler for a free Ryno IV v1. (cbt711)
    -Is the Ryno worth all this trouble?
    Depends on if you are sporting or not - it pretty much eradicates everything
    on the screen. The down side, is that it makes the game ridiculously easy, and
    if you're trying to get 2 million Raritanium for the infinite ammo groove
    ball - it won't help directly. A great way to use it to help get Raritanium in
    challenge mode, is kill everything in sight until the multiplier gets to x20,
    then use any of the raritanium yielding weapons to generate tons of raritanium
    and have it multiplied 20 times over! So the Ryno is great for grinding out
    TONS of bolts and raritanium... but it will take most of the challenge out of
    the game.. if not all the challenge. (cbt711)
    -What are the max capabilities of the Ryno? Max level, ammo, and damage?
    With all raritanium mods, at v5, the Omega can be bought for 50,000,000, and
    at level 10, it has 900 rounds, with 5141 damage each. (DesiredFX_EF)
    -I found where the holo plan should be, and it plays the animation, but then it
    doesn't give me the piece, why did this happen, and what do I do now?
    This happened to me on my first play through as well. Not ALL hope is lost,
    but you might want to start thinking about picking it up on the second play
    through. What happened is you either had the box breaker equipped or got in an
    unlucky shot with one of your weapons around the box with the holo plan piece,
    and you knocked it through the rendered textures, or off a nearby ledge. The
    only fix for this has been to walk around adjacent walls and areas, and if
    you're close enough (the armor magnetizer helps a lot with this), you will
    eventually pick the piece up where ever it landed, even if it's stuck in the
    background. On my play through and some other people I have discussed this
    matter with's play through you eventually skip to where it should have been,
    it plays the animation without actually holding the piece up, but then it does
    show up in your inventory. If this doesn't work, you can always get it on the
    challenge mode play through, since the boxes will respawn then. (cbt711)
    [?.006] Challenge Mode, or How To Build A Better Cragmite Trap
    You've crushed the hopes and dreams of another intergalactic menace. Surely
    you don't think that's all there is to it, do you? Challenge Mode lets you
    play through the game a second time, with all of your current weapons and
    power-ups. How is this a challenge, you ask? Well, I'll tell you. Every foe
    you face has become much stronger and more resilient, so even your V5 weapons
    are going to need a little help.
    When you open Challenge Mode, stop by the first Weapon Kiosk you see for a
    pleasant surprise (which anyone who has played the previous games should
    recognize). Omega versions of any weapons you already have at V5 are now on
    sale, and buying them will put you at V6. Even better than that, you can begin
    building them up to VX (version 10). However, power doesn't come cheap and
    neither do the Omega Weapons. Costs are in the millions. How can you possibly
    afford to keep getting stronger?
    Another feature of Challenge Mode is the Bolt Multiplier. As you rack up kills
    without getting hit, your multiplier goes up by one, to a maximum of x20. The
    multiplier affects EVERY bolt drop and Raritanium drop you get, be it from
    enemies or the environment. So it is in your best interest to keep from taking
    damage to keep your multiplier as high as possible. Some things to keep in
    -Taking ANY hit will reset the multiplier, whether from enemies or the
    environment. There's nothing worse than cleaning out an entire planet in one
    go, only to get too close to an exploding crate. Falling to your death does
    NOT reset the multiplier, oddly enough.
    -You can work with any weapon or gadget you want to begin. I recommend using
    the Lightning Ravager, Incinerator, and possibly Shredder Claws to help rack up
    bolts for later purchases. You may want to leave the Claws for later unless you
    are supremely confident in your accuracy and dodging ability, as they can put a
    hurting on your multiplier.
    -Even when you're working with your weapons, don't forget your gadgets.
    Particularly, the Groovitron and its wonderful ability to make your enemies
    dance instead of attack.
    Stats for Omega Weapons are as follows. Buying the V6 of a weapon will assign a
    new base power (with whatever Power hex upgrades to be applied). Power growth
    rates for all Omega weapons are 30% per level.
    Omega Magma Combuster
    Costs: 5,500,000 bolts
    Power: 300 (390, 507, 659, 857)
    Maximum possible Power: 986
    Omega Fusion Bomb
    Costs: 6,500,000 bolts
    Power: 2250 (2925, 3803, 4943, 6426)
    Maximum possible Power: 7390
    Omega Plasma Stalker
    Costs: 3,000,000 bolts
    Power: 3000 (3900, 5070, 6591, 8568)
    Maximum possible Power: 9853
    Omega Tempest Launcher
    Costs: 5,000,000 bolts
    Power: 2250 (2925, 3803, 4943, 6426)
    Maximum possible Power: 7711
    Omega Raptor Launcher
    Costs: 7,000,000 bolts
    Power: 1500 (1950, 2535, 3296, 4284)
    Maximum possible Power: 4927
    Omega Lightning Ravager
    Costs: 4,000,000 bolts
    Power: 1200 (1560, 2028, 2636, 3427)
    Maximum possible Power: 3941
    Omega Nitro Reaper
    Costs: 7,500,000 bolts
    Power: 1200 (1560, 2028, 2636, 3427)
    Maximum possible Power: 4112
    Omega Doom Blades
    Costs: 8,000,000 bolts
    Power: 225 (293, 380, 494, 643)
    Maximum possible Power: 772
    Omega Toxic Swarmers
    Costs: 9,000,000 bolts
    Power: 600 (780, 1014, 1318, 1714)
    Maximum possible Power: 2057
    Omega Alpha Cannon (is it just me, or is that a contradiction?)
    Costs: 8,500,000 bolts
    Power: 15000 (19500, 25350, 32955, 42842)
    Maximum possible Power: 51410
    Omega Incinerator
    Costs: 4,500,000 bolts
    Power: 1500 (1950, 2535, 3296, 4284)
    Maximum possible Power: 4927
    Omega Judicator
    Costs: 9,500,000 bolts
    Power: 3750 (4875, 6338, 8239, 10710)
    Maximum possible Power: 12852
    Omega Shredder Claws
    Costs: 3,500,000 bolts
    Power: 1950 (2535, 3296, 4284, 5569)
    Maximum possible Power: 6683
    Omega-Net Cannon
    Costs: 6,000,000 bolts
    Power: 2100 (2730, 3549, 4614, 5998)
    Maximum possible Power: 7198
    Omega RYNO IV-EVER
    Costs: 50,000,000 bolts
    New ammo qty: 750 (max: 900)
    Power: 1500 (1950, 2535, 3296, 4284)
    Maximum possible Power: 5141
    [?.007] Thanks and Contacts
    If you have any feedback for me regarding this FAQ, or would like to use it
    as part of your complete game FAQ, contact me at:
    Thanks to all those who helped me on the message boards, particularly cbt711
    (a.k.a. LuckyShot) and DesiredFX_EF for letting me host the Holo-Plan FAQ as
    part of my own.
    Thanks to Insomniac for creating a game series that proves you don't need to
    have multiplayer to make a quality game. Yeah, I said it.
    Thanks to my family for putting up with me having spent so much of my life
    playing these silly games.

    View in: