Synthenoids are a weapon manufactured by Megacorp in Going Commando. It launches four defensive Synthenoid robots which fly around Ratchet and fire energy blasts at enemies. Synthenoid ammo cannot be replenished with ammo crates. While its ammunition is twelve, four Synthenoids are deployed at once, depleting four Synthenoid ammunition.
Synthenoids could be purchased upon reaching Canal City on planet Notak, at a Megacorp vendor for 65,000 bolts. It could be upgraded to the Kilonoid with use, which launches flaming bombs as well as energy blasts. In challenge mode, the Kilonoids could be upgraded to the Mega Kilonoids for 450,000 bolts, and then the Ultra Kilonoids with use.
Additionally, other types of Synthenoids appear in later games, in the form of Mr. Zurkon and his family. These are also defensive robots that float by and defend Ratchet by firing at enemies, though they come with a personality and are manufactured by GrummelNet Industries.
Characteristics[]
Synthenoids are small, silver and dark blue humanoid robots. On their right arm is a large hand, whereas their left arm has the weapon they use to shoot. Their head has a wide orange-red visor and on the back is a small thruster. The Kilonoid features a red design with an upgraded weapon, but is otherwise identical in appearance.
The Synthenoids behave and function similarly to the sand mouse from Ratchet & Clank. However, they are far less limited in their use, with no reliance on the Sonic Summoner.
Gameplay[]
Four Synthenoids are deployed at once, and will hover around Ratchet, firing at enemies they come in range with. A Synthenoid will fade away once its energy blasts have been depleted or once enough time has gone by. Their energy blasts have a decent rate of fire and do good damage over its lifespan. Sythenoids are therefore very versatile, and good against all types of enemy.
Synthenoids primarily serve a defensive purpose, providing strong firepower as a supplement to any other weapons Ratchet wields on his own. In return for their good rate of fire and damage, they lack sufficient range to deal with some long-range enemies, but are excellent as a deterrent for anything melee-orientated or mid-ranged. They should not be used alone against large and strong groups, as they cannot stagger enemies. Despite their low ammunition, which cannot be replenished with ammo crates, there is often no need to conserve ammunition, as they tend to last long enough. They will however waste their internal ammunition supply if used against multiple weak enemies at once, as they often shoot the same enemy at the same time, whereas only one shot would suffice.
The Kilonoid is even more powerful than the Synthenoid, being able to throw out flaming bombs in addition to its energy blasts. Like the Synthenoids, the Kilonoids are useful in all instances, particularly for defensive purposes.