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    Weapon/Gadget Guide by PieingDutchman

    Version: 1.10 | Updated: 11/06/09 | Search Guide | Bookmark Guide

    =Ratchet and Clank (Future): Quest for Booty=
    =Weapons and Gadgets Guide=
    =Copyright 2008 Tim van der Meij=
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    =Version History=
    =09/22/08= (Version 0.5)
    Typed up the weapons section of the guide. Much of this is a copy/paste
    job of previous weapons that were featured in Tools of Destruction.
    =09/23/08= (Version 1.0)
    Quickly wrote up the rest of the guide for submission, including the
    Gadgets, Item(s), and Credits.
    =9/27/08= (Version 1.01)
    Supercheats has been added as a site allowed to host the Guide.
    If a site is hosting the Guide and isn't on the list, then they are
    hosting it illegaly and without my permission, so please contact me if
    you see it on a site other than GameFAQs and Supercheats.
    =11/6/09= (Version 1.10)
    And then, more than a year later... yup, an update! Turns out the power levels
    for the weapons I had totally wrong, I just copy/pasted them from my ToD Weapons
    Guide. This new version has the correct power levels in it. Also added a couple
    more sites to the allowed list.
    Fifth Guide! This Son of a Gun is meant to be a complimentary guide to my
    full game guide available on GameFAQs. This guide will cover the Weapons,
    Gadgets, and the Item available in the game. Due to the weapons being
    imported directly from Tools of Destruction, the Weapon coverage will be
    mostly identical to the Weapon's respective portions in my Tools of
    Destruction Weapons and Gadgets Guide.
    =Legal Bits=
    This website is copyright of me, Tim van der Meij. Thus far, the only
    sites allowed to host this guide are
    = GameFAQs.com
    = Supercheats.com
    = MyPS3.com.au
    = CheatCodesCentral.com (Cheatcc.com)
    = Supercheats.com
    = Gamershell.com
    = Neoseeker.com
    However, if you would like to host it on your own site, feel free to
    contact me via email, and I may allow you to accept it if I consider it
    appropriate. Keep in mind however that I primarily use GameFAQs as the
    site with the latest guides.
    Any part of this Guide that is listed in the Contents, in full or in
    part, may be printed for personal use, as I am well aware that having a
    sheet of paper can be far more useful than something displayed on a
    monitor. Anything and anything else may not be copied for aforementioned
    As a note, the Weapons, Gadgets and Item descriptions are lifted directly
    from the in-game description in the Inventory Section of the Pause Menu,
    so those descriptions are technically the copyright of Insomniac.
    Each section of the guide here is given a code. Hit Ctrl+F and type in
    the code, then hit search to jump to that section.
    =Weapons   #WPN=
    Weapons are an important part to any trigger-happy Lombax, and Quest for
    Booty has its fair share of them. This portion of the guide will aid you
    in how to use each weapon, it's power level (NOT over 9,000), and most
    importantly, where you can find each of the Weapon Mods scattered all
    over Merdegraw.
    Note that the Found portion is at what point of the game you regain the
    weapon after losing them past the first level. All but the Alpha Cannon
    are available in the first level to try out.
    =Omniwrench Millenium 12=
    Power: Varies, but it kills Red Bugs in one hit
    The latest in the Millenium Series, your new Omniwrench has been
    redesigned with ultra-light teratanium and a hypergrip handle. Your new
    problem solver has also been modified with an illegal kinetic tether-
    perfect for traversing dangerous territory in style!
    This is Ratchet's standard weapon, and doubles as an effective mantinence
    tool. You can swing a 3-Hit Combo with it by pressing Square 3 times. You
    can also perform a Hyper-Stike by jumping and presing Square, which deals
    more damage the higher up in the air you are (so if you come off a Grind
    Rail and are falling towards enemies, a Hyper Strike just when you get
    off can deal 3 hits worth of damage.
    The final move is the Comet-Strike. Crouch with R2 and press Square to
    have Ratchet throw his wrench. This is handy when a line of small, weak
    enemies is chasing you. Ratchet can also walk off while he is without his
    Wrench. This can effectively extend it's range if used properly.
    The Wrench is the reccomended weapon for smashing boxes, as it consumes
    no ammo, in addition to smaller enemies such as the Red Bugs. This
    weapon also does not upgrade at all.
    This new Wrench may be part of the new light-weight, hard-gripping
    Millenium Series, but the new Kinetic Tether abilities are illegal
    modifications by Cronk and Zephyr. To use it, stand near an object with
    aqua parts like the Wrench-head, and Crouch. If you see a white Wrench
    Icon on the object, you can press Square to have the head pop off. You
    can then let go of R2 and Square for freedom of movement, but the Tether
    has a limited range before it shorts out.
    To alter the position of the object, use the Right Stick to move the head
    of the Wrench. This can be used to extend bridges, pull back catapults,
    lower Spring Pads, and move various platforms and plates into position.
    Ratchet cannot move the camera while the Wrench Head is off the handle as
    he will go into Lock-Strafe mode, and he cannot attack without losing the
    Tether connection.
    To disconnect the Tether when you are done, or if you come under fire and
    need to defend yourself, press Circle.
    Price: Free
    Ammo: 100
    Ammo per Crate: 15
    Power: 30
    Found: In Morrow Caverns, after Pete ressurects Slag and Darkwater
    Blast your opponents into oblivion with high-velocity plasma balls!
    This weapon fires out small fireballs towards targeted enemies, and is
    effectively the games's machine gun.
    V4 Power: +6=36
    V5: Magma Combustor
    Power: +5=41
    The Magma Combustor nanotech auto-upgrade gives the weilder control of
    three barrels of radioactive superheated Plasma destruction. Perfect for
    reselvong minor automotive disputes, lighting barbeques or spreading
    democracy to third world galaxies (GrummelNet is not legally responsible
    for providing an exit strategy for said conflicts).
    -Unique Mod: Pyrocidic Precipitation-
    With this upgrade, each molten hot shot from your weapon will rain down
    steaming pyrocidic goo onto the ground. Your foes will have nowhere to
    run as the very ground itself becomes your ally in battle.
    This modification is found in Morrow Caverns. Before exiting after the
    Ghost Pirates are resurrected, turn left and use the Fusions Grenades to
    blow the gate open. Close to the gate on the left are a stack of metal
    crates. If you have a shot of the Fusion Grenades you can blow them up,
    but if you don't, have Ratchet jump into the crates to make them tumble,
    opening a way for you to get the mod.
    =Fusion Grenades=
    Ammo: 8
    Ammo per Crate: 3
    Power: 154
    Found: In Morrow Caverns, after Pete ressurects Slag and Darkwater
    Nothing ruins an enemy's day like a thermonuclear hand grenade!
    A sort of combination of the Bomb Glove from Ratchet and Clank 1 and the
    Bomb-lobbing gun series from the other games, this glove throws a grenade
    which explodes with tremendous force, dishing out a powerful amount of
    damage. It has a limited amount of ammo however, so be careful when
    lobbing bombs about willy-nilly.
    V4 Power: +26=180
    V5: Fusion Bomb
    Power: +36=216
    In Tools of Destruction. the Fusion Bomb contained a cluster of
    GrummelNet's patented "Intelli-Seeking Pyrocidic Nitroballs". These
    devastating Nitroballs would bounce toward your foes and deliver a
    resounding and unmitigated form of justice. However, in Quest for Booty,
    these are oddly missing.
    -Unique Mod: Concussion Detonators-
    Each missile becomes equipped with a plutonium ion concssion detonator.
    These detonators are extremely effective at knocking your enemies down,
    thus giving you a strategic tactical advantage.
    This mod is found in the underwater tunnel in the bay of Hoolefar Island,
    but you can only blow open the gate to it once you actaully get the
    Fusion Grenades in Morrow Caverns. Swim down here, then blow open the gate
    to get the mod.
    =Shock Ravager=
    Ammo: 30
    Ammo per Crate: 15
    Power: 50
    Found: Mayor Worley gives it to you before returning to defend Hoolefar
    Island against the pirates.
    Sheilded enemies will think twice about attacking after feeling the wrath
    of an electrified energy whip!
    The Shock Ravager is a decendant of the Plasma Whip from Up Your Arsenal.
    Pressing the Fire Button will have Ratchet whip the Ravager ahead of him,
    causing a shockwave. Any enemies caught in the shockwave are electrocuted
    and any other enemies nearby them are also shocked as the electricity
    sparks over to them. Great for sheilded enemies, but is ineffective
    against electrified foes.
    V4 Power: +10=60
    V5: Lightning Ravager
    Power: +12=72
    GrummelNet's coveted Lightning Ravager is the only weapon in the galaxy
    to harness the mysterious power of quantum lightning. The "quantum
    chaining" feature is greatly improved in this upgrade to the Shock
    Ravager, as searing bolts of lightning intelligently seek out and
    strike other foes over a greater distance each time an enemy is hit.
    Originally conceived as a bath time toy, the technology was repurposed by
    GrmmulNet's weapons division on the advice of their legal department.
    -Unique Mod: Voltage Multiplier-
    The Voltage Multiplier increases the range of this weapon's electrical
    shockwave. This greatly inproves the weapon's usefulness in dense,
    close-quarter combat.
    This modification is found in the same place as the mod for the Fusion
    Grenades. After getting the Fusion Grenades in Morrow Caverns, head into
    the underwater cave in the bay. Blow open the first gate to get to the
    Fusion Grenade Mod, and then blow up the second grate to get the Voltage
    Multiplier, on top of a ledge. You'll also find a Dan Johnson action
    figure on the wall!
    =Tornado Launcher=
    Ammo: 5
    Ammo per Crate: 2
    Power: 200
    Found: Mayor Worley gives it to you before returning to defend Hoolefar
    Island against the pirates.
    Create and control your own cataclismic tornadoes! Trailer Park sold
    The Tornado Launcher is possibly the most unique weapon in the RaC series
    so far. It shoots a disk that creates a tornado, and you control the disk
    by tilting the controller. Using this, you can sweep the tornado over
    enemies while dodging fire, or ever swtiching over to another weapon and
    using that. It takes a bit of getting used to though, and is strictly an
    advanced or expert weapon. But mastering it gives you a great aid in
    battle in mopping up large groups of foes.
    -V4 Power: +40=240
    V5: Tempest Launcher
    Power: +44=244
    The Tempest Launcher's devastating storms have been rated up to F6 on the
    Fujita scale. Lightning Bolts streak out of each tornado, smiting your
    foes with 900 gigavolts of untamed static electric fury.
    -Unique Mod: Gyro-Turbine-
    An advanced Gyro-Turbine device harnesses and boosts the energy of the
    raging tempest, allowing it to last longer than ever before.
    This mod is found on Darkwater Cove. Head up the path that leads to the
    Angstrom's Tune minigame (the musical keys one) right up to the Spring
    Pad. Jump up on top of the net to the left and hop down and cross some
    more platforms to this Mod. The Spring Pad here will launch you back to
    the one you just skipped.
    =Predator Launcher=
    Ammo: 25
    Ammo per Crate: 6
    Power: 90
    Found: Given to you by the Smuggler before you set foot on Darkwater Cove
    Enemies can run, but they can't hide from this launcher's new and
    improved laser guided lock-on system!
    This weapon, when the Fire Button is held, releases several missile
    charges around Ratchet, which lock on to enemies on screen (however,
    once locked on, the rockets will track the targets even if they go off
    screen). Upon releasing R1, the charges fire to the locked on enemies!
    This is great if you need to wait a bit before striking a foe. Note that
    each charge can only lock on to a seperate target, you won't see more
    than one rocket lock on to a target. However, the larger enemies often
    have multiple targets on them spread over their limbs and body.
    -V4 Power: +18=108
    V5: Raptor Launcher
    Power: +22=130
    Raptor Rockets are GrummelNet's answer to the age old question: "Why
    can't I shoot seeker ammo and drop incendiary goo at the same time?"
    Thanks to the latest breakthroughs in nanotech auto-upgrades, Raptor
    Rockets now provide you with the seeking missiles you've grown to love
    plus an extra splash of hot, stick napalm in every shot!
    -Unique Mod: Dual Target Detectors-
    This powerful laser-guidance upgrade allows two rockets to lock on to
    each target.
    This mod is found in Darkwater Cove, before the fight against Captain
    Sprocket (the guy who shot you out of his cannon at the start of the
    game). Before the bolt crank which turns a bridge that allows you to get
    to him, there is a Pirate gate to the left. Blow it down with a Fusion
    Grenade, then blow down a wall of Metal Crates to reveal a Spring Pad.
    Use this to get to the upper level and to where the mod is.
    Ammo: 4
    Ammo per Crate: 2
    Power: 15
    Found: Given to you by the Smuggler before you set foot on Darkwater Cove
    A single hive deploys dozens of nanosects that attack your enemies with
    pyrocidic stingers!
    The Hive Tower deployed by the Nano-Swarmer Glove has a targeting laser.
    When it targets an enemy, the nanosects attack said enemy!
    -V4 Power: +3=18
    V5: Toxic Swarmers
    Power: +4=22
    Toxic Swarmers improve on the already formidible nanocects, by giving each one
    a toxic injection of Zanifarian death weasel venom.
    -Unique Mod: Zero-Kelvin Laser Diode-
    This upgrade uses GrummelNets patented Zero-Kelvin Laser technology on
    the weapon's targeting laser. Enemies will be frozen stiff whenever the
    laser contacts them.
    Find this mod in Darkwater Cove (importantly, it's BEFORE the mod for the
    Predator Launcher, thus this is the only mod to be out of order). After
    defeating the first Pythor soon after unlocking the Treasure Room and
    falling into the cave, turn left and walk down a narrow cliff-pathway to
    find this mod. Using a Helio Grub REALLY helps here.
    =Alpha Disruptor=
    Ammo: 4
    Ammo per Crate: 2
    Power: 796
    Found: Bought from the Smuggler for 50,000 bolts after he offers to
    translate the map. Note that it is not possible to afford this until
    after you complete Darkwater Cove (unless you die a lot).
    The Alpha Cannon is so powerful it was once thought to be the lost
    "Lombax Secret". It improves upon the Alpha Disruptor's already fearsome
    firepower by creating a massive explosive impact with every enemy it
    hits. If there are any foes withing 12 cubits of the blast radius, rest
    assured you won't be seeing them in the sequel.
    The Alpha Cannon is the fully upgraded version of the Alpha Disruptor,
    and is unique in being the only weapon in the game to come out of the box
    at V5, meaning it needs no upgrading through experience. Oddly, the Alpha
    Cannon is referred to as the Alpha Disruptor by the Smuggler and by the
    Quick Select, even though the Inventory Menu refers to it by the correct
    -Unique Mod: Anit-Matter Transfluxor-
    The Anti-Matter Transfluxor dynamically reconfigures the molecular
    structure of any target hit by the weapon, allowing the beam to pass
    directly through the target and hit additional foes.
    This mod is found on the final segment of the game. Once you get onto the
    roof of the first pirate ship you battle on, go to the far end and jump
    onto the crates and on the cable, which is actually a zip-line. The mod
    can be found here. Jump back over these crates to get back in action.
    =Gadgets   #GDT=
    Weapons may help you clear past leigions of foes, but you can't go
    anywhere unless you have some trusty gadgets!
    Available from: The start of the game
    Ahh, your old trusty Grindboots. Use this device to slide along specially
    designed rails in a frantic fight for your own life. Its an extreme
    sport, but you love it!
    Ratchet acquired these in the first game from an inve-Gadget Engineer,
    and they allow him to slide along thin rails. Here, he can only use
    Omniwrench to attack. Ratchet can also jump to adjacent rails by leaning
    over to the rail with the Left Analog Stick and Jumping over to it, as
    well as jumping and using the Swingshot.
    =Gravity Boots=
    Available from: The start of the game
    The Gravity Boots magnetically lock to special metallic surfaces,
    allowing Ratchet to run up walls and across the ceiling.
    These functions an only be used on special Gravity strips. The Gravity
    Boots are manufactured by Gadgetron, however these are the 2.00 versions
    of the old Magneboots, and as such have features from Megacorp's original
    Gravity Boots, such as increased manuverability and the ability to jump.
    Available from: The start of the game
    The Swingshot is one of the most popular and essential gadgets in any
    adventurer's inventory. Manufactured exclsively by Gadgetron, the
    Swingshot is compatible with a broad range of Versa-Targets across
    ninteen galaxies. Just leap toward any target, press Circle and your
    trusty Swingshot will automatically latch on, propelling you gracefully
    out of the path of danger.
    There are two kinds of Versa Targets in the game: Blue and Green. Blue
    Targets are most often found at the end of Green target paths, and pull
    Ratchet to the target. Green Targets, found on some vehicles, pull
    Ratchet a short way before stopping, where Ratchet hitches a graceful
    ride. They can also be found in paths, making you swing like a vine.
    =Item(s)   #ITM=
    Items may not be the most functional things in the world, but they often
    are the most important. This is certainly the case with the lone Item in
    Quest for Booty.
    =Darkwater's Treasure Map=
    Found: At the end of Morrow Caverns, when you land onto Darkwater's Ship.
    A treasure map written in an ancient Decadroid cipher by Captain
    Darkwater himself. If you can find a way to decode it, his booty will be
    in your grasp. Metaphorically speaking.
    While you never see this Item except out of a cuscene, you'll need it to
    chase Slag to Darkwater Cove and recover the Fulcrum Star.
    =Credits   #CTS=
    Not a lot of credits here, erm, Insomniac for making the game, and, uhm...
    David Bergeaud for great music? Again?

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