Friday, May 31, 2024

DeceasedCrab plays Earthbound - Part 43 of 53


In this entry, we finally make it to the seventh "Your Sanctuary" location, then step into the Lost Underworld.



The Hyper Spinning Robo can cast Shield Beta to protect itself and other enemies from physical attacks. It can also disrupt a party member's senses and cause them to be unable to use PSI (effectively Silencing them) and can also fire a beam.

Luxury Jerky recovers the most HP out of all the Jerkys, and recovers around 300 HP.

Ness learns Flash Theta at Level 61. Paula learns Thunder Theta at Level 57. Poo learns Thunder Omega at Level 55.

The Rabbit's Foot only increases defense by three, but it increases Speed by 40 and protects from Paralysis. It is the best of the four Charm items in the game.

The seventh "Your Sanctuary" location is blocked by the Electro Specter. It begins the battle with Shield Beta cast on itself. It can use an electrical shock attack, which is basically the same as Thunder Beta and does a fair amount of damage to two random party members. It can also use a Hungry HP-sucker, a Neutralizer and a Shield Killer. Use a Neutralizer to get rid of the shield, then plug away with powerful attacks including Multi Bottle Rockets and Freeze attacks.

Once you beat the Electro Specter, you'll find Lumine Hall, the seventh "Your Sanctuary" location. The wall will write Ness' inter thoughts on it - supposedly - then you'll get another part of the melody before you can leave. The hole to the left leads to the Lost Underworld.


You'll land in the southeast corner of the Lost Underworld. If you stop on a geyser and then use it, you'll be able to heal yourself. The screen will shake every so often, and when it does, the geysers will eventually come out.

The Wetnosaur can stomp, swing its tail and bite to damage a party member (the stomp does low damage, while the others do high), and the loud rumble will solidify a party member. It is weak to fire.

The Chomposaur will have Shield Beta working when you fight it. It can cast Fire Alpha, Beta and Gamma, which can damage all party members with each one more devastating than the least. It can also stomp and swing its tail. It also has a chance of dropping a Magic Fry Pan, which Paula can equip. It does less damage than the French Fry Pan, and while it increases Guts by 100, allowing for some wicked critical hists, it also misses 25% of the time.

The things that look lie white cubes are presents that you can open to get treasures.

As you follow the path, you'll find a small fenced-in area. Here, you'll find two Tendas. They will tell you about the geysers. You'll also be able to save your game in this small area.

DeceasedCrab plays Earthbound - Part 42 of 53


In this entry, we do some trading in the Tenda Village, drink some tea, and then go underground to hunt for another "Your Sanctuary" location.



Once you get the seven Horns of Life, teleport to the Tenda Village with Teleport Beta.


The Chief of the Tendas is the one with the horn. Use the Shyness Book on him to make the Tendas less shy. You'll get the Tendakraut in return. You'll need this item for later. The photographer will also show up to take a picture.

If you want to change the name that you registered in Summers, you'll be allowed to do so now. You won't get another chance to do it afterwards.

If you talk to the Chief again, he will give you a Bag of Dragonite.

If you talk to the Tenda near the giant rock, the rock will be launched upwards to reveal a switch. Entering this hole leads you down a rope to Lumine Hall.

The Tenda in the northwest corner of the Tenda Village will trade Horns of Life for other items. You'll need seven of them to get everything here. The plain foods will not heal for much, and the Hall of Fame Bat is only really useful if you still don't have one for Ness yet. The Talisman Coin increases defense by 60 and Luck by 25, and is good for anybody who could actually use the defense boost.

One of the Tendas will be drinking tea. If you drink tea with them, you'll get another message complete with a trippy background telling you to soldier on.


In the room before you enter Lumine Hall, there is a talking rock who will tell you that while the rest of the rocks do not talk often, there is one near the "Lost Underworld" that talks the most, and that you'll want to talk to this rock.

The Fobby is the more powerful version of the Foppy from earlier in the game. They are just as easy to beat up as the Foppys and can be easily defeated if you don't mess around. If you do, they will hit you with powerful PSI attacks, including Brainshock. They have a small chance of dropping a PSI Caramel.

The Uncontrollable Sphere can cast Fire Alpha and Beta, in addition to doing a bash attack and laughing maniacally. It is a stronger version of the Smilin' Sphere, and it has a 1 in 128 of dropping the Broken Atenna, which can be turned into the Gaia Beam - Jeff's most powerful weapon - if Jeff can fix it. Be careful: it can also explode into bits when defeated and do a lot of damage unless you're quick at going through battle messages. The Conducting Spirit can cast Flash Alpha and Beta to cause a good amount of status ailments, and can cause a good amount of damage with Thunder Beta and Gamma.

There are other Talking Rocks that you can talk to. Be sure to talk to them when you meet them. It's not very useful, but at least you talked to them.

The Diadem of Kings goes into Poo's "Other" slot and increases his defense by 20.

Poo learns Healing Omega at Level 52.

PrinceWatercress plays Ratchet and Clank: Going Commando - Part 8 of 54


In this entry, we finally race in Barlow, then track down the thief again.

First | Previous | Next | End

1:31 - The Thruster Pack allows you to meet the Desert Riders with a long jump. You can borrow the bike if you can fix it, and that's where the Electrolyzer comes in.

3:39 - We can finally ride the bike! X accelerates, L1 fires weapon pick-ups and R1 activates turbo pick-ups. As you're racing, you'll want to hold R1 at all times and constantly pick up turbo boosts (the orange cones) so you can get through the racetrack as quickly as possible. If you see any red arches, run through those; these also act as turbo boosts. 

Turbo boosts will be at the upper-left with weapon info on the right of that. The upper-right corner shows your current position, where you are in relation to other racers, and the map, complete with the location of all the racers.

There are creatures in the open field near the end; you'll want to avoid them.

When you win the race, you'll get the helmet. You'll also get a message from the Thugs-4-Less boss stating that their rendezvous point is in the Feltzin System, where we'll be heading next, as well as an announcement of the upcoming picnic.

9:15 - If you go left on the first right turn on the racetrack, you'll find a Platinum Bolt.

11:02 - When you enter the Feltzin System, you'll be under attack. You'll have to play through Challenge 1 and defeat all of the enemy ships. Watch out for asteroids, and listen for the enemy's laughter, as they give themselves away when they get close. As always, stay on the move to avoid being shot as much as possible. Like last time, some enemies will also drop Raritanium.

When you defeat the first wave of 25 enemies, you'll get another wave with 25 more. Once you beat them, you'll intercept a collect call between the thief and the boss of Thugs-4-Less, with the thief chewing out the boss for holding the aforementioned company picnic before stating that they are the pick-up point. Ratchet intercepts the coordinates for the pick-up points and downloads them now. We can now go to Notak.

19:53 - When you get to Notak, you'll find out what Captain Quark has been up to since the end of the first game. We also find out that we have missed the thief...again.

Controls:

As Ratchet:

Control Pad/Left Analog Stick: move
Right analog stick: move camera

X:
  • Jump and double jump (hold button after double jump to use Heli-Pack or Thruster Pack)
  • Wall jump (near certain walls)
Square: strike with wrench
Circle: pull out/shoot currently equipped gun
Triangle: 
  • quick select (hold and use in conjunction with Control Pad or left stick to switch guns; menu can be customized in Quick Select on the pause menu
  • double tap to switch between two most recently equipped weapons/items
  • interrupt on-screen messages

Select: open map
Start: Pause menu
  • Control Pad: select option
  • X: confirm option choice

L1:
  • center camera behind Ratchet (tap button to center)
  • first-person view (hold button and use left stick or D-Pad to look around; let go of L1 to move camera back behind Ratchet)
  • Square: wrench boomerang
  • Circle: fire gun
  • R1/R2: zoom in and out (Pulse Rifle only)
L2/R2: strafe (hold while moving)
L3: see health and Bolt totals
R1/R2: crouch (hold down)
  • Square: wrench boomerang
  • X: high jump
    • long jump (hold crouch button and jump while running to perform)
R3: open map

In water:
  • Square: dive and descend
  • X: surface and ascend
  • R1: accelerate with Hydro-Pack

As Clank:

Control Pad/Left Analog Stick: move
Right analog stick: move camera

When hanging off platforms:
  • Control Pad/Left Analog Stick: move
  • Forward+X: vault up
  • Back+X: drop down

Square: punch
X: Jump (press and hold in the middle of a jump to glide with Heli-Pack)
Triangle: command menu (hold and use in conjunction with Control Pad or left analog stick to choose commands)

Thursday, May 30, 2024

DeceasedCrab plays Earthbound - Part 41 of 53


In this entry, we finally shut down the Stonehenge Base, then we...buy a house?!?



Past the room with all the tubes is a room with a Starman in it. Talk to the Starman, and you will have to fight it after it mentions the prophecy from the Apple of Enlightenment potentially being true.

The Starman Deluxe can cast Starstorm Alpha (which can do a lot of damage to the party) as well as Shield Beta. It can also fire a beam and call for both Starmen and Starman Supers. Keep hitting the Starman Deluxe with Multi Bottle Rockets and powerful spells, and keep in mind that if you focus on the Starman Deluxe, the rest of the enemies will disappear along with it.

Poo learns Shield Omega at Level 51.

When you beat the Starman Deluxe, the Stonehenge Base will shut down. There will be no more enemies in the base, so if you missed out on the Sword of Kings, you'll miss out on it for the rest of the game. If you go back to the room with the tubes, everyone who was kidnapped will be free. The Mr. Saturn who was kidnapped will give you the Saturn Ribbon, which increases defense by 90 and Luck by 40.

If you talk to Dr. Andonuts, he will tell you that he will start on the Phase Distorter as soon as possible.. If you talk to Apple Kid, he will tell you that he returned the "Overcoming Shyness" book back to the Onett Library.


Once you exit the base, either normally or through an Exit Mouse, head to Onett.



Remember the guy west of Onett who was selling a house? You should be able to buy the house from the guy now. If you buy it, though, you'll find out that there are holes in the floor, the furniture is completely wrecked and the back wall is completely gone. If you approach the coach, the photographer will show up. If you examine the dresser, you'll find a really weird story if you read the magazine.

Back at the library, talk to the guy in the mask. He well tell you that you will find it on the bookcase. Enter the door on the right and examine the left side of the bookshelf to find the Shyness Book. From here, teleport to Saturn Valley.


Back at Saturn Valley, buy seven Horns of Life at the store. You'll need these for trading at the Tenda Village.

DeceasedCrab plays Earthbound - Part 40 of 53


In this entry, we explore the secret Stonehenge base and somehow manage to get the Sword of Kings.



The Starman Super is a golden, more powerful version of the Starman. There is a 1 in 128 chance that it will drop the Sword of Kings, which increases Poo's offense by 30 and is the only weapon Poo can equip. You'll want to get it before you are done with this place. It can summon Starmen (Starmans?) into the battle and fire a beam like a good amount of the robotic enemies here, but it can also guard against attacks to receive half damage and it can cast Shield Beta and Healing Omega, which can heal status ailments and also revive dead enemies.

The Broken Harmonica turns into the Baddest Beam when fixed. It is Jeff's second-strongest weapon, and he will be able to turn the Broken Harmonica into that when his IQ is at 55.

There is a room inside the base proper where there are Exit Mice. Feel free to take an Exit Mouse, especially if you're trying to farm for a Sword of Kings. The maze afterwards is barely lit and slowly flashes at regular intervals. That's totally not eerie at all.

The Broken Trumpet is a Defense Shower, which is the same as a Defense Spray but can be used to increase the defense of the entire party and can also be used an unlimited amount of times. Jeff will need an IQ of 40 to fix the Broken Trumpet.

In one room, there will be tubes were people such as Apple Kid, a Mr. Saturn, Dr. Andonuts and other people who have gone missing will be trapped in. You'll need to enter the room to the right and fight the next boss to free them.

Paula will learn Defense Down Omega at Level 54.

The Military Octobot can fire a beam, immobilize a party member by coining around it, and can also steal something from a party member much like the crow enemies from the beginning of the game.

The Meteotite can be sold for $2000 if you can get one.

PrinceWatercress plays Ratchet and Clank: Going Commando - Part 7 of 54


In this video, we finally take care of business on Endako before heading back to previous planets.

First | Previous | Next | End

This time, we'll be heading left from the ship on Endako.

2:25 - A helicopter! We'll be seeing this thing flying around the level, and we'll be fighting the person piloting it later on.

2:58 - Drop down here for a Platinum Bolt, the second and last in Endako.

5:35 - Shoot down the trash cans, then be ready to fight some robots.

6:45 - If you need to, drop down the pit to refill the ammo crates. Why?

7:37 - Because you'll need the Pulse Rifle to tear this guy in the helicopter apart. The Pulse Rifle will then evolve into the Vaporizer, a more powerful sniper rifle.

9:03 - The transponder that opens up after beating the helicopter takes you to Clank's apartment. You'll find the Swingshot and the Grind Boots from the first game here. From here, you'll use the Swingshot to get back to the start. Press Circle when you're close enough to the target to get to the other side. The target with the lights on the sides allows you to swing back and forth by moving the left analog switch up and down. The blue target allows you to pull something down.

Be careful when swinging, as you can also swing to the side and go out of control. Keep the Circle button held and stop moving if that happens.

From here, we head to other planets to do other things.

12:13 - That wasn't there before! Back in Oozla, this sea monster will now appear, and you can ride it to a Platinum Bolt.

15:00 - It's time to jump on platforms and Swingshot to some targets to pull some platforms our way and get to other areas.

You'll also (re-)learn how to swim. Square dives, X rises and surfaces, and the left analog stick allows you to turn left and right. Thankfully, you'll have the Oxygen Mask right out of the gate so suffocating isn't a problem, and you'll still have the Hydro-Pack from the last game. Hold R1 to swim faster with the Hydro-Pack.

16:57 - Shimmy to the right here and keep the camera centered to find a path leading to a Platinum Bolt. Shoot down the plants that spit fireballs with the Heavy Lancer from a distance.

24:36 - By breaking this scientist out of the ice block with the wrench, you'll be able to buy the Thermantor for 1,000 bolts. With the Thermanator, you can heat up solid ice and you can freeze entire pools of water to get where you need to go just by holding the Circle button. By putting the Thermanator into action, you can get back to the ship.

Controls:


As Ratchet:

Control Pad/Left Analog Stick: move
Right analog stick: move camera

X:
  • Jump and double jump (hold button after double jump to use Heli-Pack or Thruster Pack)
  • Wall jump (near certain walls)
Square: strike with wrench
Circle: pull out/shoot currently equipped gun
Triangle: 
  • quick select (hold and use in conjunction with Control Pad or left stick to switch guns; menu can be customized in Quick Select on the pause menu
  • double tap to switch between two most recently equipped weapons/items
  • interrupt on-screen messages

Select: open map
Start: Pause menu
  • Control Pad: select option
  • X: confirm option choice

L1:
  • center camera behind Ratchet (tap button to center)
  • first-person view (hold button and use left stick or D-Pad to look around; let go of L1 to move camera back behind Ratchet)
    • Square: wrench boomerang
    • Circle: fire gun
    • R1/R2: zoom in and out (Pulse Rifle only)
L2/R2: strafe (hold while moving)
L3: see health and Bolt totals
R1/R2: crouch (hold down)
  • Square: wrench boomerang
  • X: high jump
    • long jump (hold crouch button and jump while running to perform)
R3: open map

In water:
  • Square: dive and descend
  • X: surface and ascend
  • R1: accelerate with Hydro-Pack

As Clank:


Control Pad/Left Analog Stick: move
Right analog stick: move camera

When hanging off platforms:
  • Control Pad/Left Analog Stick: move
  • Forward+X: vault up
  • Back+X: drop down

Square: punch
X: Jump (press and hold in the middle of a jump to glide with Heli-Pack)
Triangle: command menu (hold and use in conjunction with Control Pad or left analog stick to choose commands)

Wednesday, May 29, 2024

[YTP] - Paula Peen bakes a Hardee's pizza (by YT Pewp)


MarinaniraM!

DeceasedCrab plays Earthbound - Part 39 of 53


We head back to Winters in order to save some people. There's also a hidden item here if you're willing to spend time here and battle.



If you talk to the chewing gum monkey where you rode on Tessie, you'll be able to ride Tessie again.

On your return to Winters, the enemies will be more powerful. The Wooly Shambler can cast Flash Alpha and Shield Alpha, and can fire a beam that do a good amount of damage to one party member. The Whirling Robo can also do the same beam and Shield Alpha spell as the Wooly Shambler, but can also use a Neutralizer to cancel all PSI effects and shoot a beam that causes night-time stuffiness that causes one party member to catch a cold. You'll also meet the Lesser Mook here.

If you have the Pencil Eraser, you can skip Brick Road's dungeon from earlier in the game entirely.

The Arachnid! can be met in the cave leading to the next Your Sanctuary location, which you've been in before. It's weaker than the Arachnid!!!.

Ness learns Healing Theta at Level 53. This can resurrect a downed party member.


At the center of Stonehenge is a patch of dirt. If you approach it, you'll find a dungeon. However, a very large iron eraser will block your path. You'll need to head back to Dr. Andonuts' Lab, talk to the mouse there, and get the Eraser Eraser. Then, you'll have to go back to the iron eraser and get rid of it with the Eraser Eraser.

The Mighty Bear Seven is a more powerful version of the Mighty Bear and does not have any new attacks.

The Mook Senior can cast Freeze Beta, Fire Alpha and Lifeup Alpha. It is very vulnerable to PSI attacks. It can also Diamondize a party member with a glare from its eerie eyes.

Poo learns Brainshock Omega at Level 44, which lets him paralyze all enemies. Poo will also learn Lifeup Theta at Level 46.

The Starman teleports around the dungeon instead of moving around normally, and can appear in the middle of your party. If you know what you're doing, however, you can sneak up on it and get the upper hand. It can cast Magnet Alpha and Shield Alpha, use a Sudden Guts Pill to double its Guts, guard to reduce the amount of damage you do to it, and fire a beam at one party member.

Spicy Jerk heals about 250 HP.

The Atomic Power Robot can fully recover a single enemy's HP (much like Lifeup Gamma), and can fire a beam. It can also fire a beam at one party member.

Paula will learn Shield Beta at Level 51.

PrinceWatercress plays Ratchet and Clank: Going Commando - Part 6 of 54


At long last, we finally reunite with Clank. Now we can get around the way we've always meant to!

First | Previous | Next | End

It's time to head with Endako. Let's go there.

2:20 - Destroying trash can deploy Sweeper Bots, which swoop in and try to slide into you. If they flash green, there is no hazard; if they are yellow, they are on stand-by; if they are red, they're coming at you.

2:50 - The spinning robots with the lasers are better off taken down from a distance.

3:44 - Another Electrolyzer puzzle.

5:11 - Let's revive these crane controls, shall we? We can move the crane with the left stick and lift and drop with X. You can crush the Sweeper Bots with the crate, but they will be a little cautious. Once you're done, you'll need to place the crate in such a way that you can continue

7:11 - The red flashing on the Pulse Rifle reticle means the enemy is in range. Also, be careful on the platforms, as they tilt when you move on them.

7:58 - This robot has guns. So do we.

9:57 - After playing around with the Electrolyzer again, we get to play with a crane again. Grab the laser robot and let the laser do the work. If you destroy ten enemies this way, you'll get a Skill Point. Afterwards, you'll need to drop the regular crate as well as the red crates, which blow some paths up and get a Platinum Bolt.

Oh, and the red floors burn. Don't land on those.

15:38 - You'll eventually find Clank. As Ratchet tries to get down, he gets pushed down by the thief. After yet another Electrolyzer puzzle, you'll finally get Clank back.

17:30 - This leads to a solo segment where you play as Clank, as the air duct is the only way out and he can fit. Just like in the first game, you'll be commanding other robots as well as doing some basic platforming stuff just to get around. Thankfully, the controls are at the bottom of this blog entry and all subsequent ones.

18:08 - The Gadgebots are now known as the Micro Bots, and once again, you can hold Triangle and the Control Pad or left analog stick to command them to attack. Smash the globes by punching with the Square button to free them. Some of the Micro Bots will get destroyed, but they will re-spawn, and this game is better with remembering you are and sending them to you.

19:53 - The Bridge Bot acts as a bridge between where you are and a place you normally can't get to. If you have a Bridge Bot in your party, you can use the Build Bridge command to build a bridge.

20:45 - The Lifter Bot can lift certain boxes with the Lift command.

22:37 - Send the Micro Bots into the port to open the door. From there, step on the blue panel, and Ratchet and Clank are finally reunited.

23:18 - Here, you'll learn how to high jump, long jump and glide as you escape. You also have the Heli-Pack and the Thruster Pack from the first game as soon as Clank comes back. You'll soon be able to get back to the beginning of Endako. I end up buying the Seeker Gun.

Controls

As Ratchet:

Control Pad/Left Analog Stick: move
Right analog stick: move camera

X:
  • Jump and double jump (hold button after double jump to use Heli-Pack or Thruster Pack)
  • Wall jump (near certain walls)
Square: strike with wrench
Circle: pull out/shoot currently equipped gun
Triangle: 
  • quick select (hold and use in conjunction with Control Pad or left stick to switch guns; menu can be customized in Quick Select on the pause menu
  • double tap to switch between two most recently equipped weapons/items
  • interrupt on-screen messages

Select: open map
Start: Pause menu
  • Control Pad: select option
  • X: confirm option choice

L1:
  • center camera behind Ratchet (tap button to center)
  • first-person view (hold button and use left stick or D-Pad to look around; let go of L1 to move camera back behind Ratchet)
  • Square: wrench boomerang
  • Circle: fire gun
  • R1/R2: zoom in and out (Pulse Rifle only)
L2/R2: strafe (hold while moving)
L3: see health and Bolt totals
R1/R2: crouch (hold down)
  • Square: wrench boomerang
  • X: high jump
    • long jump (hold crouch button and jump while running to perform)
R3: open map

As Clank:

Control Pad/Left Analog Stick: move
Right analog stick: move camera

When hanging off platforms:

  • Control Pad/Left Analog Stick: move
  • Forward+X: vault up
  • Back+X: drop down

Square: punch
X: Jump (press and hold in the middle of a jump to glide with Heli-Pack)
Triangle: command menu (hold and use in conjunction with Control Pad or left analog stick to choose commands)

Tuesday, May 28, 2024

DeceasedCrab plays Earthbound - Part 38 of 53


Our adventure takes into the Tenda Village, which makes for a nice respite from the Deep Darkness.



At one point, you'll find the plane that Pokey get away with in Fourside crashed in the middle of the Deep Darkness. For some reason, the engine has been removed, making repair of the helicopter impossible.

The Souvenir Coin is the best equippable coin in the game, with 80 Defense and 35 luck added to whoever equips it.

Manly Fish just jabs people with a spear and does not do much damage. 

Hard Crocodile just has physical attacks, all of which only target one party member. The bite and tail swing hurt more than the bash. It is weak to fire.

The red Mr. Belch enemy is Master Barf. Fly Honey does not work on him this time, so keep this in mind. During the battle, Poo will show up and hit Master Puke with Starstorm, killing him. That's right. Poo is back with Starstorm Alpha, and it can do quite a bit of damage. He's also back for good. When Master Barf dies, you'll also get the Casey Bat, which is the most powerful weapon for Ness but misses 75% of the time. Regardless of this, it is one of the most interest items in the game, and other players have done some interesting things with it.

Eventually, you'll find a cave. This leads to the Tenda Village, where the Tenda, the occupants of the village, are all shy. 

South of the entrance is a garbage can with a Death Ray. The Death Ray is Jeff's most powerful weapon; equip it when you get it. There is also a phone you can use here.

One of the Tendas will tell you there is a book that teaches how to overcome shyness. If you can use it here, the Tendas will stop being shy.

The inn here is free, so use it if you need to heal or fix things with Jeff. There is also a hot spring much like the one in Saturn Valley here, as well.

One of the Tendas is not shy, and they will tell you that they buried a hole that leads underground because they found some dinosaurs. They also mention finding a talking stone there.

If you leave the Tenda Village from where you came in, you'll get a call from Apple Kid, who is at Dr. Andonuts' lab at Winters. As he calls you, he will be abducted. You'll then get a call from Orange Kid, who mentions that Apple Kid is missing and that he is the one who has the "Overcoming Shyness" book. 

From here, teleport to Winters.


When you return to Winters, you'll find out the female monkey is there, as well as one of Jeff's friends. He will mention that Tony has gone missing. When you head towards where the Tessie watchers are, you'll find out that Sebastian, one of their own, has been kidnapped.

DeceasedCrab plays Earthbound - Part 37 of 53


Our adventure takes us into the Deep Darkness...





When you leave Dungeon Man, Dungeon Man will keep following you. Be sure to buy Multi Bottle Rockets at the store as you head south.

When you reach the palm trees, Dungeon Man will be unable to follow you, and he will have to say goodbye. From here, he will block your path back to the north, and there is only one thing left to do: soldier on.

The man at the other end will tell you that the Deep Darkness is on the other side of the river and that the monsters there are very powerful. If he asks you if you still want to cross the river, say "Yes." He will tell you that the swamp is bottomless and that you will need a submarine.

Go back to Dungeon Man and talk to him. He will tell you that he has a submarine, but to get to it, you'll have to go through the whole maze over again. When you talk to Brick Road, you'll be able to take the Goodbye Exit, which was blocked earlier. It will take you to the submarine. Just keep going down the holes as you see them, one by one, and you'll end up at the path leading to the submarine. There will be a pay phone and a Revitalizing Chamber nearby.

The Talisman Ribbon increases Luck by 25.

When you interact with the submarine, you'll traverse the ocean, and you'll soon end up in a swamp. 


The Myna Bird with the phone on its head is a phone. The nearby monkey runs an inn that you can stay in for free.

With the Piggy Nose, you can look for truffles. Just use it, and you'll see which direction you need to go. It will also tell you if it's right where you're standing, in which case you can check the spot for a Magic Truffle, which restores 80 PP. Save these things up, because you'll need them. You don't need the Piggy Nose to pick up the Magic Truffles if you know where they are, but it really helps.

The deep water will sap your health, so be careful and watch your HP.

The guy you'll meet a little bit in will sell Multi Bottle Rockets if you forgot to buy them or still need them.

Super Bombs instantly defeat all normal enemies, but not bosses.

You'll need to use the Hawk Eye to see the dark areas.

The straw in the water is an ATM, but he charges a handling fee that is the same as your withdrawal. It's not worth it.

The monkey near the tree who wants to teleport will ask you to teach him to teleport. He'll eventually figure it out, then he will give you the Monkey's Love. When used in bottle, it causes a monkey to appear and pin down the enemy, solidifying it for one turn. It can miss, however.

The man in the business suit is the representative of the nearby doctor, who can heal you. He also sells items, but these are items you can find elsewhere. 

The nearby monkeys to the west will tell you about how the swamp can sap your health and how you can use the Piggy Nose to find Magic Truffles.

The Pit Bull Slug can put a single party member to sleep with Hypnosis Alpha, and can also lower a party member's offense and defense with a vacuum attack. The Demonic Petunia can immobilize a party member with pollen, and can also dispense an extinguishing blast that does a lot of damage; it is basically Fire Gamma.

The enemy that looks like Master Belch is the Big Pile of Puke. It can make the whole party cry with its stinky breath, make one party member nauseous with the nauseating breath, and solidify one party member with its mucus.

The photographer will show up when you approach the yellow bird. If you talk to the bird, it tells you that nobody comes to the Tenda's Village because it's far away.

PrinceWatercress plays Ratchet and Clank: Going Commando - Part 5 of 54


Our adventure takes us to Endako. While there, we find out that Megacorp's influence in this part of the galaxy is not like it was in the first game's galaxy.

First | Previous | Next | End

The start of the video has me finally getting the Skill Point for getting three bars on any of the slot machines at Maktar Nebula.

Also, why did I say that we got the Dynamo? We got the Electrolyzer!

Anyway, let's head to Barlow!

3:22 - We're taking this path to do what I want to do for this video.

Also, the Gravity Bomb evolves into the Mini-Nuke, which is much more powerful.

4:40 - Remember to strafe so the guy on top of the creature with the gun doesn't shoot you down. From this point, we have fun with the enemies on the bridge as I blow them all up with the Mini-Nuke and take droves of them down in one or two shots.

6:36 - Be sure to look down so you Mini-Nuke everyone here.

7:43 - Yes. Run into my gun. Idiots. That way, I can head to the old Gadgetron shop...

8:35 - ...and get some weapons! Since I still have the save file from the first game on my PS2 Memory Card, I can get all the weapons from the store for free. Otherwise, they'll cost you. The weapons you can get are the Bomb Glove (which is now obsolete thanks to the Mini-Nuke), the Visibomb and its remote controlled bombs (use the left stick to move them), the Decoy Glove, the Tesla Claw and its crispy electrical blasts, and the Walloper, which punches enemies at close range. The weapons are free, but the ammo is not. The Walloper does not require ammo. Also, unlike the other guns in the game, all of the guns at the Gadgetron store cannot be evolved into more powerful weapons.

There is also the RYNO II, which is an improved version of the RYNO, but it costs one million bolts to buy and it'll be a while before we get it. Just like the original, it fires rockets and can destroy everyone you put it up against.

12:09 - By using the Quick Select option in the pause menu, you can place guns and devices in the Quick Select ring that you can access by holding Triangle. Use L1 and R1 to cycle through the slots, and use the D-Pad and the X button to choose and select what you want to equip in the currently selected slot.

13:33 - We can finally take the elevator back to the start.

14:15 - Well, there's a biker there. But we'll need the Heli-Pack to get there, and to get the Heli-Pack, we'll need Clank.

14:45 - New weapons! The Pulse Rifle acts as a sniper rifle that can pack a punch from a distance, the Seeker Gun that fires homing missiles and the Mini-Turret Glove that throws out turrets that fire at enemies for you for a limited time.

With the Pulse Rifle, you can aim with L1, and you can zoom in and out with R1 and R2 respectively while holding L1. This allows you to take out some enemies from far away.

Skill Points:

Clank Needs A New Pair Of Shoes: Hit three bars on the slot machines after winning 300 bolts on them.

Controls:

Control Pad/Left Analog Stick: move
Right analog stick: move camera

X:
  • Jump and double jump
  • Wall jump (near certain walls)
Square: strike with wrench
Circle: pull out/shoot currently equipped gun
Triangle: 
  • quick select (hold and use in conjunction with Control Pad or left stick to switch guns; menu can be customized in Quick Select on the pause menu
  • double tap to switch between two most recently equipped weapons/items
  • interrupt on-screen messages

Select: open map
Start: Pause menu
  • Control Pad: select option
  • X: confirm option choice

L1:
  • center camera behind Ratchet (tap button to center)
  • first-person view (hold button and use left stick or D-Pad to look around; let go of L1 to move camera back behind Ratchet)
  • Square: wrench boomerang
  • Circle: fire gun
  • R1/R2: zoom in and out (Pulse Rifle only)
L2/R2: strafe (hold while moving)
L3: see health and Bolt totals
R1/R2: crouch (hold down)
  • Square: wrench boomerang
R3: open map

Monday, May 27, 2024

DeceasedCrab plays Earthbound - Part 36 of 53


In this entry, we take the trek through Dungeon Man himself.




In order to enter Dungeon Man's Dungeon, you'll need to use the Key To The Tower, which you got earlier. This will let you in.


All of the enemies here will be enemies that you have met before. The only difference between then and now is that you are much more powerful, and it's possible to get the green swirl from time to time..

The signs are written by Dungeon Man themselves, and provide rather witty banter. West of the entrance is an ATM, a pay phone and a bench, and the nearby cave leads to a hospital. The bench is used as a free inn.

Despite what DeceasedCrab says, if Poo has the Hawk Eye in his inventory when he leaves the party to learn Starstorm, Escargo Express will call and tell you that somebody put the Hawk Eye in your inventory. Just call them to get the item, as you'll need it here.

DeceasedCrab finally gets the Heavy Bazooka. That's a good thing, as it's a very powerful weapon.

The Super Plush Bear takes more damage and abuse than the Teddy Bear. You can buy it in Summers if you can afford it.

The wooden door is a restroom that you cannot access. Also, there is a bench near it that you can use to heal.

Some of the treasures are useful, while others are not. One of them contains five dollars. Yes. Five dollars. A drop in the bucket compared to what's probably in your in-game bank account at this point.

Of the four ropes, you'll want to climb the third one (second from right). This takes you to the second floor while the others lead to dead ends. There is also a bench on the second floor to recover your health and PP at.

The Spectrum Beam is a little more powerful than the Heavy Bazooka, but it's worth getting.

The Lesser Mook can be encountered in Winters, but it can be encountered here. It can do a lot of damage with Freeze Alpha and Freeze Beta, and can put a party member to sleep in addition to being able to Diamondizing them, which is the game's version of petrification. You'll need to use a healer to cure the Diamond status if you don't have a Cup of Lifenoodles or a Secret Herb.

At the third floor, the Gruff Goats, Mad Ducks and Slimy Little Piles are for display only and cannot be interacted with. There is also a bench to rest on in the southwest corner.

At the top floor, you'll find Brick Road's head in a wall. He will tell you that Dr. Andonuts made him Dungeon Man, and he will follow you for a while. He will tell you to head to the Return Hole, which is to the south of Brick Road's head. The other hole will be blocked...for now. Once you go through the Return Hole, go through each hole as you see them. Don't forget to get the IQ Capsule for Jeff before you return to the entry level, and don't forget to get money out of the ATM before you leave, as you'll be back at the store south of where you came in before you know it!

DeceasedCrab plays Earthbound - Part 35 of 53


In this entry, we finally make it out of the pyramid and run into a familiar friend.



The Arachnid!!! can immobilize and poison a single target. Believe it or not, there was an enemy called "Arachnid!" near the Rainy Circle, but we never saw it.

The Pharoah's Curse has a chance of poisoning the enemy it is used against.

The Guardian General can do quite a bit of damage to one party member, and thankfully not to the whole party. It can lower one party member's offense and defense with a war cry, much like the Petrified Royal Guard, and it can drain someone's PP by making something spin around (which works much like Magnet Alpha). Once again, you'll want to hit it with Big Bottle Rockets whenever you can.

Ness will learn Meteor Theta at Level 49. Poo learns Thunder Theta at Level 41. Paula will learn Freeze Omega, which is the most powerful Freeze spell and will hit all targets at the cost of a lot of PP, at Level 46.

When Jeff's IQ is at 45, he can repair the Broken Bazooka to get the Heavy Bazooka.

Past the Guardian General is a switch on the floor. You'll want to step on it. This will shift a sarcophagus with red eyes that you probably saw earlier. (Had you had a battle near it, the sarcophagus would disappear and reveal a hole, spoiling that you have to do something with it.) Return to that sarcophagus and go into the hole that you see. You'll be able to get the Hawk Eye. Walk up to it and get it. This removes the enemies from the pyramid and also allows you to see in the dark if you have it in your Inventory.

The Rain Pendant protects from Freeze.

After you get the Hawk Eye, keep heading east. There will be a Diamond Band in the coffin near the next hole, so get it before dropping down the hole. Once you drop down that hole, keep heading east to get out.



Once you're outside, head south. You'll soon meet the old man that Poo met during his training. He will heal you, then leave with Poo to teach him the way of the Starstorm. Poo will meet you again when he learns it, which will be later in the game. You're back to being a trio again.

The man northwest of the pyramid exit will give you a key to Dungeon Man, who is to the northwest. The man with the camel nearby will sell some weapons and healing items, including the Multi Bottle Rocket, which does more damage than the Big Bottle Rocket. You'll also want to get the French Fry Pan and the Crusher Beam for Paula and Jeff, respectively.

The High-Class UFO can cause loss of concentration in a single party member, and can also cast Shield Alpha on itself or an enemy to protect it from magic. Its beam can pack a punch. It is susceptible to Rust Promoter DX.

The weird looking stone creature northwest of the pyramid exit is Dungeon Man.

PrinceWatercress plays Ratchet and Clank: Going Commando - Part 4 of 54


Now that we've stopped the jamming array, we need to find out where to go next.

First | Previous | Next | End

2:14 - This time, we're heading left from the ship. This time, we'll be dealing with more enemies with laser cannons compared to the right path. Also, more slot machine action.

4:19 - After entering the shuttle here...

4:52 - ...we end up here. The game teaches you to move while grabbing onto ledges here.

5:26 - Use the crates to get to this Platinum Bolt, the second and last Platinum Bolt you can find here. After this, rush your way past the goons to get...

5:59 - ...here. By jumping towards certain walls and pressing X again as you hit it, you can make your way up...

6:09 - ...here. Be careful with the enemies here. Hold L1 to aim and take out the enemies from above with what you have.

7:15 - Rush your way through here to get into the Battle Arena.

7:56 - Once you're inside, you'll find out that the Electroyzer is the prize. For this, bust out the Heavy Lancer to take out the guys with the maces. Use the wrench to take out the balls that sprout out spikes. The robots can be taken out with the Heavy Lancer or the bomb glove. You'll have health and ammo around the perimeter of the arena to work with, and you'll also have a lava pool around the arena as well as fan blades that will pop out and act as an obstacle that will destroy you. Compared to other fights you'll have here, this one will be easy. You'll get the Electrolyzer for winning the Gladiator Games.

10:57 - The Electrolyzer is much like the Infiltrator from the first game. You place it in the broken console, you play the minigame, and you open up a path. Use the Circle button to flip all the connectors so that the sparks can travel into them. Make sure to pay attention to your surroundings and look for where sparks travel towards the center, or else you're starting the whole puzzle over. Completing the mini-game here will open up a conveyor belt leading back to the ship, giving you an instant shortcut to the Battle Arena. We'll be using that shortcut soon.

12:13 - Before you can get back to the ship, the thief shows up and tells you to give up the experiment or else Ratchet will be destroyed much like they will destroy Clank...which they apparently can't do.

13:10 - A more complex Electrolyzer puzzle. Now you can get back to the ship.

The rest of the video is spent on the slot machine in an attempt to get a Skill Point for getting three bars on the slot machine. I don't do it here, but I get the skill point in the next video.

Controls:

Control Pad/Left Analog Stick: move
Right analog stick: move camera

X:
  • Jump and double jump
  • Wall jump (near certain walls)
Square: strike with wrench
Circle: pull out/shoot currently equipped gun
Triangle: 
  • quick select (hold and use in conjunction with Control Pad or left stick to switch guns; menu can be customized in Quick Select on the pause menu
  • interrupt on-screen messages

Select: open map
Start: Pause menu
Control Pad: select option
X: confirm option choice

L1:
  • center camera behind Ratchet (tap button to center)
  • first-person view (hold button and use left stick or D-Pad to look around; let go of L1 to move camera back behind Ratchet)
    • Square: wrench boomerang
    • Circle: fire gun
L2/R2: strafe (hold while moving)
L3: see health and Bolt totals
R1/R2: crouch (hold down)
  • Square: wrench boomerang
R3: open map

Sunday, May 26, 2024

DeceasedCrab plays Earthbound - Part 34 of 53


In this entry, we sail down to Scaraba and explore the nearby pyramid. This is going to get dangerous.




By talking to the man who mentioned his wife, you'll be able to take his boat to Scaraba for $20 per person. Make sure you have enough money so you can get on.

Once you get on the boat, you'll eventually run into the Kraken, and you'll have to fight it.

Be ready to throw powerful spells and Big Bottle Rockets at the Kraken, and keep freezing it with powerful Freeze spells. If you can do that, it will go down quickly.



You'll eventually dock in Scaraba.

The hospital is just southwest of the boat. The hotel only has the super deluxe suite available, and it will see you back $400.

There is a bazaar where you can buy stuff near the exit. Get the Crystal Charm for Paula if she needs it, and be sure to get the Piggy Nose for later on. You'll need it later. As for the Broken Cannon, it will become the Spectrum Beam if Jeff fixes it.

The Snake Bag acts much like the Snake itself, but you can use it as many times as you want.

The Vial of Serum cures Poison.

You can also buy Sudden Guts Pills in Hassan's Shop near the bazaar outside. 

Be careful outside, as it is possible to get Sunstroke here.

To the east of Hassan's shop are some black dots. If you interact near here, you'll find Pokey's stench, and the man nearby will tell you that he pooped nearby.

Once you head south of the town, you'll find the hint guy nearby. You'll also fight some Great Crested Bookas, and they can do quite a bit of damage. There will also be a man selling Bottled Water DX near the Sphynx. As for the Sphynx, refer to the note you got at the Scaraba museum to see which panels you need to step on in order to enter the pyramid. Once you open the pyramid, it's open for good, so you can call Escargo Express to get the note out of your inventory. And of course, the photographer will show up as you try to get in.


The Fierce Shattered Man is a more powerful Shattered Man. Once again, freeze him if you can to stop him from attacking.

Some of the hieroglyphs will move. The Guardian Hieroglyphs can cast Thunder Alpha as well as Flash Alpha and Thunder Beta. It can also give one party member a cold. The Lethal Asp Hieroglph can immobilize a party member briefly, but it cannot poison you.

The caskets here that don't move act as treasure boxes.

Aside from being powerful, the Petrified Royal Guard can also lower one party member's offense and defense.

DeceasedCrab plays Earthbound - Part 33 of 53


In this entry, we finally head back to Dalaam and reach the sixth "Your Sanctuary" location.





Teleport to Dalaam. When you approach the royal palace, the photographer will show up. He also shows up near Poo's father in the throne room.

At the royal palace, talk to Poo's father, who stands near the throne. He will heal you.

In Dalaam, head down the hill and use the Carrot Key to make the Rabbit Statues disappear. This leads to another dungeon with a "Your Sanctuary" location.

The Thunder Mite will hit you with lightning attacks, but the Franklin Badge can protect you from that. Freezing them with Freeze Beta can do a lot of damage and even kill them.

The Tangoo can poison you and put you to sleep in addition to hitting you. 

The Snake does very minimal damage, with a chance of poisoning an enemy. It's not very 

Poo will learn Freeze Theta at Level 33 and Healing Theta at Level 36. Healing Theta has a chance of reviving a dead party member, but it does not always work. Paula learns Offense Up Omega at Level 40.

When you climb up the two ropes that lead to the hole, drop down the hole. Skip the first hole as you go left, and enter the second one. You'll find a Rock Candy, which increases a random stat by one point for whoever uses it.

The Conducting Menace can cause quite a few status ailments in addition to hitting you with Thunder and Flash Spells. The Thunder spells can hurt!

The sixth "Your Sanctuary" location is blocked by Thunder and Storm. Hit them hard with Big Bottle Rockets and powerful spells, and solidify them with Freeze spells so they can't attack. Once you beat them, you'll be able to head to the Pink Cloud and get the melody there alongside the free healing. From here, leave manually; do not use an Exit Mouse. This dungeon's pretty short, anyway. You'll be able to get the Bracer of Kings on the way back. This is one of the four items that Poo can equip, and it increases his defense by 30 while also increasing Luck and protecting from Hypnosis.

The Kiss of Death can poison one party member, but that is the worst it can do.

Once you leave the Dungeon, head left of the royal temple and teleport back to Summers.



The photographer will land on a nearby boat and take your picture if you approach the guy in blue who mentioned his wife. You'll need to talk to that guy.

PrinceWatercress plays Ratchet and Clank: Going Commando - Part 3 of 54


We finally head to another area! Here, we through a wrench into Thugs-4-Less' plans as we track down the thief again.

First | Previous | Next | End

1:46 - When you head for the Maktar Nebula, someone will kidnap Clank...but whom?

You'll also have to face some people who want you dead. X fires the guns, Circle fires the secondary weapons, Square activates the turbo boost, L1 and R1 let you barrel roll left or right, and L2 or R2 will let you straighten the ship.

Your extra shields will be on the sides, and your main shields will be on the top center. When your extra, secondary shields go down, you'll start losing energy on the main shield, and when the main shield is gone, so is your ship. Also, your turbo boost energy will be on the upper-right, and it will slowly recharge as you refrain from using it.

Follow ships as they fly by in order to shoot them down. If you need to, fire missiles to do more damage. Just make sure you're locked on first. As you battle ships in outer space, you can get Raritanium, which you can use trade for ship upgrades later in the game.

For the first wave, you'll need to destroy twenty enemy ships. Use the radar in the lower-right to find your enemies. The red dots are the enemies. If any enemies end up behind you, move around while tapping the turbo button. You'll have to do the same for the second wave, where you'll also need to destroy twenty enemy ships, but once you defeat the second wave, you'll reach your destination..

5:18 - You can destroy the lamp posts here, but you can also destroy the floating signs for bolts as well. You can also destroy other things on the ground as you go, as you'll find out.

6:35 - The red explosive crates are back. Hit or shoot them to blow them up as well as any crates or enemies nearby.

7:57 - The path to the right from the ship leads to the Thugs-4-Less jamming array that you'll need to destroy. Some of the doors require placing an Inspectorbot on a panel with two footprints with the Tractor Beam in order to open them. Also, you'll need to move the red bombs to certain doors to blow them up. When the sirens on the bombs start sounding off more quickly, they're about to explode.

10:00 - This is an Inspectorbot slingshot. Place the Inspectorbot on the footprint panel, then aim and move all the way back before pressing Circle. You'll eventually launch the Inspectorbot a long distance to get the Inspectorbot to a panel you cannot get them to with just the Tractor Beam alone.

11:21 - The slot machines. For 10 bolts, you can get a chance at winning bolts or ammo. If you can get three bars, you'll get a lot of bolts and a Skill Point.

13:20 - This time, you'll sling the bomb at these orbs with the slingshot to get rid of the force field that is in your way and get on the transport to get to the jamming array.

14:42 - Follow the orange power conduit on the ground to get to the six transponders and destroy them with the wrench throw (hold R2 and press Square).

To turn the bolt, latch on with Square, then rotate the left control stick to move around and tighten the bolt, then destroy the power source for the transponder.

If you need to figure out where to go next, press Select or R3. You can then follow the path of the power conduit on the ground. When you're in the air, look for enemies. Enemies will usually be on the platform where you need to go next, and if there aren't any enemies, there will be a light signifying where a transponder is so you can destroy it. Watch out for the robots with the chopper blades, as they can cut you down easily if given the chance.

15:30 - There is a tower you can reach by jumping onto the car-like transport, and using the panel in the center to launch yourself into the air will take you to a Platinum Bolt.

22:09 - Once you disable the jamming array, you'll get coordinates to the planet of Barlow, where you'll also meet the Desert Riders, a biker gang with a sensitive side. You'll need to find them for more information.

Also, the conveyor belts change direction after moving against them for a short while, much like on one of the later planets from the first game.

I spend the rest of the video destroying some more things for bolts. Every little bit helps!

Controls:

Control Pad/Left Analog Stick: move
Right analog stick: move camera

X:
  • Jump and double jump
  • Wall jump (near certain walls)
Square: strike with wrench
Circle: pull out/shoot currently equipped gun
Triangle: 
  • quick select (hold and use in conjunction with Control Pad or left stick to switch guns; menu can be customized in Quick Select on the pause menu
  • interrupt on-screen messages

Select: open map
Start: Pause menu
  • Control Pad: select option
  • X: confirm option choice

L1:
  • center camera behind Ratchet (tap button to center)
  • first-person view (hold button and use left stick or D-Pad to look around; let go of L1 to move camera back behind Ratchet)
    • Square: wrench boomerang
    • Circle: fire gun
L2/R2: strafe (hold while moving)
L3: see health and Bolt totals
R1/R2: crouch (hold down)
  • Square: wrench boomerang
R3: open map

Saturday, May 25, 2024

DeceasedCrab plays Earthbound - Part 32 of 53


More trudging through the sewers in this entry...




The Filthy Attack Roach is another roach enemy stronger than the ones from before.

Poo learns PSI Magnet Omega at Level 27.

The Broken Bazooka becomes the Heavy Bazooka when fixed. It can do a lot of damage.

You'll eventually come across the fifth Your Sanctuary Location, where you'll face the Plague Rat of Doom. You'll want to bring Bottle Rockets and Big Bottle Rockets to this battle, and you'll also want to cast Freeze Beta on it whenever possible to freeze it. If you run out of Bottle Rockets of any kind, use powerful spells. On the other side is Magnet Hill, and a chest containing a Carrot Key. You'll need this for Dalaam.

If you leave through the Dinosaur Museum, the photographer will show up.

DeceasedCrab plays Earthbound - Part 31 of 53


In this entry, we head back to Fourside to claim another "Your Sanctuary" location.




If you talk to the Magic Cake woman again, you'll find out she can't make Magic Cake any more, and that she is now selling Magic Tarts, which taste even better. You can get one for $480, and it heals 20 PP. Pudding heals 40 PP, while Truffles (which you'll see later on) heal 80 PP.

Head back to the museum and give Poo's Tiny Ruby to the security guard blocking the door. You'll be able to check out a Scarabian hieroglphs, but you'll also fight two Shattered Men, who are in the room in the form of moving sarcophagi. Ice spells work well on a Shattered Man. The Mummy Wrap can be used to damage and stun an enemy for one time only.

Poo can learn Magnet Alpha at Level 21 and Brainshock Alpha at Level 24. Brainshock Alpha can confuse a single enemy. Poo will be levelling up pretty quickly when you first get him.

When you read the sign near the heiroglyphs, you'll learn about how the ancient Scarabian civilization fought against Giygas and lost. You'll also get a clue as to how to get into the Sphynx, which watches over everything. Poo will then tell you to head for Scaraba. When you leave, the man inside will give you a copy of the hieroglyphs, so you can refer back to the notes as to get back into the Sphynx at any time.

When you head downstairs, the lobby desk will be empty and the phone will be ringing. Take the call. You'll get a call from Mr. Spoon of the Fourside Museum of Natural History asking for Mr. Fork of the Scaraba Cultural Museum, telling you that he has found something fantastic.

As mentioned before, Teleport Beta makes you move around in a circle before teleporting. You can still move yourself with the D-Pad, but take care not to run into anything.



Back at Fourside, head to the Dinosaur Museum and talk to the man blocking the door again. He will want you to get Venus' signature at the Topolla Theater. Head to the Topolla Theater and see Venus' show. At one point, you'll see the guy blocking the door from earlier - who happens to be Mr. Spoon - get close to the stage at first before getting on it and being carried off by security.

Head backstage and talk to Venus. This time, she will give you one, albeit on a banana peel. You'll get the Signed Banana as well as a kiss from Venus. Head back to the Museum and give the Signed Banana to Mr. Spoon. He will tell you that in the next room, there is a manhole, and inside the manhole, he found a very large rat. You'll need to go in there to find a "Your Sanctuary" location.

The Broken Gadget will become the Double Beam when fixed. It is more powerful than the Hyper Beam.

When in the sewer, keep heading east. There are rooms where you can find treasures, but you'll also find monsters in them, too, so be careful. If your path is blocked, you'll have to swim through the water before you can get back on land.

The Stinky Ghost is another ghost enemy that can decrease a party member's offense with its odor as well as possess you with a Mini Ghost. The Deadly Mouse is a more powerful mouse enemy with a high amount of Guts.

Paula will learn Fire Theta at Level 37.

PrinceWatercress plays Ratchet and Clank: Going Commando - Part 2 of 54


It's been so long between making this video and making this blog entry that I don't remember half of the stuff here. It's been nine months between this and that. Seriously.

First | Next | End

Oozla

Press R3 (the right control stick) or Select to pull up a map of the current area, just like in the first game. This allows you to see where you've been and where you need to go.

The Megacorp vendor at the start of every area (as well as in other areas where they can be found0 is used to buy weapons and ammo, much like the Gadgetron vendors in the first game.

In this planet, you can buy the chopper, which shoots out throwing stars and can bounce off walls and hit other enemies. You'll also be able to buy the Blitz Gun, which is a short range gun that packs a punch towards anything in front of you.

From this point forward, I'll be timestamping stuff like I did with the first game to better show some things off.

2:57 - I'll be taking this path first. The red guys that bounce up and down as they move can projectile vomit on you if you get too close. The snails are easier to defeat with the Lancer, especially from a distance.

4:10 - Jump on the sea monster to move across the poisonous yellow water. When it stops, get off before the sea monster sinks into the depths below.

5:10 - The yellow bugs will attack you if you either shoot one down or if you get close enough.

Also, if you fill up the experience bar, you'll get an extra Nanotech point that serves as an addition to your maximum health. Not only that, but you also immediately destroy any enemies in the immediate vicinity.

The Venus Flytrap plants act as platforms to get to other areas, but don't stay on them for too long or else you'll get chomped on.

6:20 - More sea monsters. Keep the camera behind Ratchet for best results.

8:15 - Destroy lamp posts and other lights for bolts to buy things with.

10:43 - Sliding down the pipes allows you to meet a scientist who shows off the Tractor Beam. For 1,000 bolts, you can buy it. Buy it. You're going to need it to continue.

The Tractor Beam moves small and medium size objects which have glowing orange targets on them. Press Circle to move those columns when you get so you can scale the cliff. To turn the Tractor Beam off, just press Circle again.

The Tractor Beam will be in the Gadgets menu - not Weapons - when you pause the game. Keep that in mind.

You'll find your first Platinum Bolt here by moving the columns to a cliff away from where you really need to put them in order to continue. These replace the Gold Bolts from the first game. You'll need these to buy something later on.

If you leap into the edge of a platform, you can grab on to them. Pressing Up and X lets you pull yourself while Down and X lets you drop down. Left and right shimmies to the side.

5:13 - It's time to take the other path, because we need new coordinate to leave. I buy the Chopper before I go, since that gives me a new weapon to play with.

16:55 - Well, so much for that guy.

If you shoot down the four pterodactyls nearby, you'll get one of thirty Skill Points in the game. The Skill Points let you unlock secrets in the game.

17:55 - You can't save this guy, either. Sorry.

19:59 - Do I really want to, game?

20:58 - Strafe by holding L2 or R2. You'll need to do that while defeating these tentacles. Just strafe to avoid getting smacked while you shoot.

Also, weapons have experience bars as well. To get experience, you must deal the killing blow on an enemy with it. By getting full experience on the Lancer, we get the Heavy Lancer, which holds more ammo and shoots more powerful bullets more quickly.

22:33 - The Dynamo. Use it on the green glowing gadgets that are floating in the air to activate machinery. The machinery will only run for a limited time, so be careful.

23:28 - The Megacorp store, which is empty, abandoned and teeming with enemies. You can smash things for extra bolts if you need to. Keep the Dynamo handy to create some platforms and elevators.

Also, tapping L1 centers the camera.

27:44 - The coordinates to the next planet are here. You'll find out that the thief has headed to Maktar Resort in the Maktar Nebula. You'll also find out that theer is a gladiator-style arena where you can fight enemies and bosses for money and prizes.

30:16 - The Magnet Boots are returning, methinks. Also, you can jump into certain walls and press X to do wall jumps, just like in the first game.

Skill Points


Prehistoric Rampage: If you defeat the four pterodactyls flying around where you find the drowning man on the way to the Megacorp store, you'll get a skill point.

Controls


Control Pad/Left Analog Stick: move
Right analog stick: move camera

X:
  • Jump and double jump
  • Wall jump (near certain walls)
Square: strike with wrench
Circle: pull out/shoot currently equipped gun
Triangle: 
  • quick select (hold and use in conjunction with Control Pad or left stick to switch guns; menu can be customized in Quick Select on the pause menu
  • interrupt on-screen messages

Select: open map
Start: Pause menu
  • Control Pad: select option
  • X: confirm option choice

L1:
  • center camera behind Ratchet (tap button to center)
  • first-person view (hold button and use left stick or D-Pad to look around; let go of L1 to move camera back behind Ratchet)
    • Square: wrench boomerang
    • Circle: fire gun
L2/R2: strafe (hold while moving)
L3: see health and Bolt totals
R1/R2: crouch (hold down)
  • Square: wrench boomerang
R3: open map