Ratchet & Clank Wiki

There are five Ratchet arena challenges during the prison breakout on the Prison Planet in Secret Agent Clank. Each take place in the exercise yard previously seen during the Exercise Yard challenges, with more challenging enemies. This is the final set of Ratchet challenges.

Other than keeping the same set of hazards as the previous exercise yard challenges, the main gimmick is the damaged walls which enemies can escape through. The enemies fought are lizard thugs, reapers, tyhrranoids, gladiators, spider-bots, and amoeboids.

Challenges[]

Challenge Description Reward Rounds
First Second
Catch-as-Catch-Can The walls are down! Send everyone on over! Triple Wave Wrench Mod 3,500 bolts 4
Amoeboid on a Pole There are too many of them! But you still can't let them escaoe! 12,000 bolts 3,000 bolts 6
Iron Man Only the strong can get out alive. 13,000 bolts 3,250 bolts 4
Triple Threat Crazy? On any other day you'd be wrong. Today, today is a very special day. 15,000 bolts 3,750 bolts 5
Mega Challenge: Battle Royale End Game Ratchet. Prove your worth. Titanium bolt 3,500 bolts 4

Catch-as-Catch-Can[]

This is a set of four rounds where the player must defeat all enemies while preventing eight escapees from leaving. Enemies fought include lizard thugs and reapers on the first round, tyhrranoids on the second, and gladiators, spider divers, and mega enemies on the third. The dodgeball gun is active on the first two rounds, while the turrets and missile launchers become active on the final two.

It is best to stand at the exit itself, but not the field in front of it (so as to avoid the dodgeball guns and mostly stay out of the way of other turrets). The Shock Rocket is very effective at preventing most enemies escaping, while the Plasma Whip helps against the tyhrranoids. Because it is predictable that enemies will always try to escape, the Hunter Mine Launcher is very effective as it is easy to know where to place mines.

Amoeboid on a Pole[]

This is a set of six rounds where which includes an amoeboid king, alongside other enemies. It is a standard arena challenge where Ratchet must again prevent eight escapees from leaving, but is otherwise not too different from the basic challenge. As such, the strategy as before applies. In the final round, a mass of lizard thugs and spider-bots swarm the exit and can be overwhelming, making the Pork Bomb Gun, Plasma Whip, and Shock Rocket the best to stop them escaping.

Iron Man[]

This is a set of four rounds against the usual enemy types, although without any notable enemy configurations nor numbers. The challenge also lacks any modifiers, and as before, Ratchet must prevent eight escapees.

Triple Threat[]

This is another basic arena challenge with five rounds where eight escapees must be prevented from escaping. In each round, a mass of a certain enemy type appears along with many of their mega variant. All hazards are active at all times. Reapers appear in the early rounds, spiderbots and tyhrranoids in the middle rounds, and lizard thugs in the final round. The Shock Rocket, Hunter Mine Launcher, and Plasma Whip are again the best choices.

Mega Challenge: Battle Royale[]

The final mega challenge involves four rounds against all enemy types, with all hazards active. The same strategies as before generally apply to defeat all enemies and prevent eight from leaving. Should difficulty become a problem, the player can consider purchasing more weapon mods by returning to a level as Clank using the case files in the menu to access a vendor.