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The 2nd game in the Ratchet & Clank series. Also known as Ratchet and Clank 2: Locked and Loaded if you don't live in the USA.

The story starts several months after the defeat of Chairman Drek— Ratchet and Clank are now celebrated as heroes across the Solana Galaxy, but the duo's lives have since fallen back into a rather humdrum lifestyle now that things are at peace, with a bored Ratchet bemoaning how no one needs a hero at present. As if by chance, the duo are abruptly summoned by teleportation to the neighboring Bogon Galaxy by one Abercrombie Fizzwidget, the eccentric and bumbling head of the galaxy's Megacorp company, who seeks Ratchet's help in retrieving an experimental "protopet" from a terrorist. Unfortunately, after they return the critter, the two learn the protopet is actually a hostile and easily provoked predator, and they must retrieve it again before Mr. Fizzwidget releases it on the market and dooms the galaxy.


Notable for being the Trope Codifier for many of the series' internal tropes, such as arena battles, crystal-hunting, and guns that upgrade with use, which future games would almost always feature or expand upon.

Not to be confused with the trope Going Commando, though the confusion was likely intentional.

This game provides examples of:

  • Action Girl: Angela Cross. Edges toward Faux Action Girl towards the end of the game given that she's always getting in trouble and Ratchet has to rescue her (it's particularly bad when she's captured by the Thug Leader without putting up even a token resistance).
  • Adam Smith Hates Your Guts: While the bolt economy in this game is more generous than in the first game, offers many ways to stack up on bolts via the arenas, spaceship and hoverbike missions and the crystal sidequests, and throws you a bone with the classic weapons, theres still some serious cash roadblocks. The weapons and armor quickly escalate in price, with several weapons and the Carbonox armor costing over a million bolts apiece. The Cash Gates from the first game return with a vengeance as well, with one instance requiring a whopping 40,000 bolts just to make progress. Mitigating this is that, like the first game, the game never actually forces you to buy a weapon, meaning a player can skip one weapon and save up for a preferred one. Challenge Mode also helps mitigate the bolt collecting by adding the Bolt Multiplier, which allows you to rake up huge amounts of cash in a short time if you play carefully.
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  • The Alcatraz: Ratchet and Clank are imprisoned on Aranos at one point in the game, and have to split up and escape.
  • And Your Little Dog, Too!:
    • One of the Thug Leader's in-battle taunts.
    • Though during the fight played as Giant Clank, it's inverted with "and your furry backpack". He also threatens to "take care of your little girlfriend" in the last fight.
  • Anti-Frustration Features:
    • Ratchet now has the ability to strafe as a default move and can modify certain weapons to lock on to targets, making him much more manuverable and the combat more streamlined and faster paced than in the first game.
    • The Quickselect menu now pauses the game to make things easier on the player, though an option exists to turn it off.
    • Unlike the first game, when you purchase a weapon now it comes with full ammo.
    • Two Skill Points require playing through levels under strict conditions - "Old Skool" requires completing the Dobbo Testing Facility while using only weapons from the first game and "Wrench Ninja II" requires completing the trek to the Megacorp Games on Joba using only the wrench. If you complete the levels once then return to their worlds the amount of enemies in these areas are heavily reduced thereby making the levels easier to complete. In addition, you can also go and get the second wrench upgrade before trying for "Wrench Ninja II".
    • The Omniwrench gets two mandatory upgrades given to you for free throughout the game to ensure it remains a consistently useful default weapon even by the later levels.
    • The Box Breaker and Armor Magnetizer items are both meant to ease the task of bolt collecting.
    • Challenge Mode introduces the Bolt Multiplier, which allows skillef players to stack up on lots of cash in a short period of time.
  • Armor of Invincibility: The Carbonox armor. Which is just as well, as it costs a million bolts.
  • Artistic License – Physics: Like the first game, real life physics are thrown out the window in the name of humor, fun and coolness.
    • The small planetoids Ratchet and Clank visit throughout the game would be incapable of supporting an atmosphere (or rather, an atmosphere with enough pressure and warmth to support life), much less a gravitational pull, and would probably not even be spherical.
    • Giant Clank and both of the Thug Leader mechas carry over the Square-Cube Law issues already present in the first game (the proportions of the robots, with top heavy bodys and smaller, thin legs, would make it impossible for them to even take a step without falling over, for starters), but throw out any pretense of weight that the first game attempted by having them be far more nimble and manuverable than something their size has any business moving, to say nothing of the fact that it would be absolutely impossible for Giant Clank to jump as ludicrously high as he can, much less jump at all. Something of that much mass would weigh several hundred tons, and yet he jumps like gravity is reduced for him. The second Thug Leader mecha is a particularly egregeious offender, as its several stories high and is taller than it is wide and only somewhat proportioned to match, yet it not only stands and walks under its own power, it moves almost as nimbly as the far smaller Giant Clank.
    • Ratchet walking around the outside of the Aranos Flying Lab. Due to the speed the thing was travelling combined with the very high atmosphere, he would have been blown clean off the thing in real life. The game at least acknowledged the very thin atmosphere of that height, as Ratchet wears an O2 mask whenever he steps outside, only to forgo using it at the end of the first level and on the labs second visit when he steps outside.
  • Ascended Extra: The Qwark Fanboy that Ratchet can get an Armor Magnetizer from goes on to become the Big Bad of Ratchet & Clank: Full Frontal Assault.
  • Attack Drone: There are three versions of this. The first is the Miniturret Glove, which deploys turrets that fire at enemies automatically. The second is the Synthenoid, which deploys four flanking robots that shoot and when upgraded into the Kilinoid, they will occasionally drop a bomb on enemies that get too close. The final is the Tankbot Glove, an upgrade of the Spiderbot Glove which allows you to control a Spider Tank with two types of guns.
  • Awesome, but Impractical: Most of the later weapons fall into this. They deal a respectable level of damage to their targets and come in handy during the toughest levels of the game, but they have a low ammo capacity even when upgraded, and the ammo costs a fair bit of cash.
    • The Synthenoids and the Shield Charger ammo can't be replenished except at a vendor, making them quite expensive if overused.
    • The Zodiac. It can insta-kill virtually anything that isn't a late boss battle, and takes out all enemies onscreen with just one shot. However, not only does it only have four ammo slots, but the price of each shot at a vendor is ten thousand bolts. It also locks you in place while firing (which takes a short time), and will fail to fire if Ratchet takes damage before it goes off. It's only the fact that the ammo can be gained more cheaply out of crates that prevents this weapon from simply being useless. It's still the absolute worst superweapon of any game in the series by a long shot. (Fortunately, The HD Trilogy averts this by allowing you to move whilst firing it.)
    • Hoverbomb Gun hovers somewhere between this and Difficult, but Awesome. It is weapon obtained late in the game, costs more that Shield Charger or Bouncer, is slow, has clip of only ten ammo and produces a mine that can be controlled at distance but Ratchet cannot move, but unlike Visibomb Gun you keep normal third person vision, making Depth Deception an issue. Hovewer, it is very strong and mines can fly indefinitely, so if you're good at estimating the mine's position, you can destroy enemies with it at distance. It then upgrades into Tetrabomb Gun, which produces five floating mines at one shot, and with Mega Upgrade, it deals more damage than R.Y.N.O. II per hit.
  • Baa-Bomb: The Sheepinator upgrades into the Black Sheepinator. Now enemies turn into exploding sheep rather than regular sheep.
  • Bag of Spilling:
    • This is partially justified, as Abercrombie Fizzwidget teleported the duo to another galaxy on short notice. However, the Swingshot and Grindboots can be obtained again as though Ratchet had simply brought them along, which raises the question of why he couldn't bring his other weapons too. At least the vendor on Planet Barlow gives him a chance to buy some of the better weapons of the previous title.
    • Averted with the O2 Mask and backpack upgrades (since they're Clank, after all), which stay with Ratchet not only for this game, but the rest of the series.
    • A stranger thing regarding the Thruster-Pack. While it does return, it loses some of the abilities that set it apart from the Heli-Pack, such as the stomping maneuver and the air dash.
  • The Battle Didn't Count: The Thief gets pulverized by Ratchet on Siberius, but then simply hops onto their hoverboard when they're distracted by the experiment.
  • Bonus Boss: The Swamp Monster II in Oozla can be found by going up a wall near the end of the Megacorp Outlet route with the Gravity Boots. Killing it gives you the Box Breaker.
    • Also Chainblade, B2-Brawler, Arachnoid and Megapede as far as arena challenges go.
  • Bonus Stage Collectibles: On Tabora and Grelbin, the crystals and moonstones, respectively. At first, you have to collect a certain number of them to advance the plot, but after that, any extras you collect and bring to the Mystic will earn you bolts (and skill points for getting every last one).
  • Boring, but Practical:
    • The Lancer. It's not especially flashy or novel, but it gets the job done for the first third of the game. The Gravity Bomb / Mini-Nuke is a similar situation.
    • The Decoy Glove, returning from the first game, is not quite as useful as before due to it's low durability, but unlike the other heavily nerfed returning weapons, it can still prove surprisingly useful in certain situations, most notably the second Swamp Monster fight on Oozla, and the Impossible Challenge on Joba.
  • Boss in Mook Clothing: The Arctic Leviathans on Grelbin take a huge amount of damage, are often surrounded by Y.E.T.I. minions, and can wipe out a Tesla Barrier in a single shot. You get a moonstone for your troubles, though, and they never respawn after being defeated.
  • Brick Joke:
    • In an early cutscene the Thug Leader mentions a rendezvous and goes on to offhandedly mention a few other company events, like a picnic. Later on, the Thief calls the Leader to complain about the thugs being lazy, mentioning the picnic as one of the reasons.
    • On Todano, you can attack some large rockets on display. They're all destroyed except for the last one, which blasts off into the sky. Later on in the level, it'll fly into a tough enemy, destroying it for you.
  • Bubblegloop Swamp: Megacorp Outlet, Planet Oozla. Even the outlet itself is slowly being taken over by the swamp's wildlife, such as the Mutant Swamp Beast, a cross between a giant snail and a four-armed lobster. The waters are deathtraps, and you have only two chances of escape before sinking to your doom. Bizarrely, enemies that jump out of the water can also be killed if knocked back into it.
  • Card-Carrying Villain: The Thugs-4-Less organization, the Bogon Galaxy's equivalent of Murder, Inc., is a very literal version of this; they are an entire organization of mercenary Thugs for hire, and in spite of some virtues such as having company picnics for bonding exercises, they make no pretense about their sleazy profession. And one of their specials is even "Pay for six hits, and the seventh is free!"
  • Censor Box: "All right... JUST WHAT THE *honk* IS GOING ON?!"
  • Chain Lightning:
    • The Plasma Coil fires a shot that unleashes this upon impact, whereas its upgraded form unleashes a ball of plasma that simply shocks everything that gets too close.
    • Certain other weapons can be customized with the Shock Mod that enable this effect, as well.
  • Charged Attack: The Megarocket Cannon (the upgraded form of the Minirocket Tube), can be charged to fire up to 4 rockets at once.
  • Cheek Copy: One of the pictures from Clank's Day at Insomniac has the Mathematician doing this.
  • Chekhov's Gunman:
    • The pink robot with a crush on Clank ends up becoming quite important later on. Twice!
    • The Qwark Fanboy returns in Ratchet and Clank: Full Frontal Assault.
    • The robotic Abercrombie Fizzwidget who gives tour guides on Todano reappears on Boldan handing out Protopets, and ends up being used to frame Ratchet "for attempting to bump off Mr. Fizzwidget".
  • City of Canals: The aptly named Canal City on Notak.
  • Cool Old Guy:
    • Abercrombie Fizzwidget, who acts as Ratchet's commanding officer during the mission and instructs him on where to go.
    • The New Age Mystic might count as well.
  • Container Maze: The warehouse on Smolg is filled with crates, some of which contain Smolgian Snappers.
  • Convection Shmonvection: The Jobian arena is surrounded by lava, though the closest this game gets to this trope is Grelbin, where one underground passage leads into a cave and a facility very close to a large pit of lava. There are also the lava pits on Aranos' Flying Lab, some of which Ratchet can fly over.
  • Couldn't Find a Lighter: One of the pictures from Clank's Day at Insomniac has an MSR II (the flamethrower robot) lighting a cigarette for Dan Johnson.
  • Counter Attack: Enemies such as the Smolgian Snappers and the Thug Henchmen launch attacks when they get hit.
  • Crosshair Aware: During the harder hoverbike races, crosshairs appear behind Ratchet's vehicle. If he doesn't throw them off, they'll lock on to his vehicle and he'll get blasted.
  • Cute Clumsy Girl: Angela has some aspects of this. And it's even evident before her reveal.
  • Cutscene Incompetence:
    • On Boldan, Ratchet mows down countless numbers of heavily armed Thugs-4-Less mooks—and when he's cornered by the Thug Leader and two normal mooks to be falsely arrested for "attempting to bump off Mr. Fizzwidget" note , they throw in the towel without even putting up a fight.
    • Happens again right at the end of the game, when Ratchet, Clank and Angela are held at gunpoint while Captain Qwark explains his comeback plan. The problem is, you're being held up by Megacorp Troopers, and not even the upgraded versions you've been fighting the whole level, the earlier forms from just beyond the game's halfway point. At this point, Ratchet, even on a minimalist playthrough, would probably have more than enough firepower to massacre them several times over.
  • Curse Cut Short: The Thug Leader when he's trying to be threatening. He interrupts himself, for some reason being incapable of getting it out there, and has to settle for a Lame Comeback.
  • Cutting the Knot: Ratchet skips a Circular Reasoning puzzle by just using a tool he already has.note 
  • Damage-Sponge Boss: The Thug boss on Snivelak is not particularly difficult, but the healthbar on that thing is huge. Even the RYNO II takes upwards of 200 shots to take it down.
    • Swamp Monster II. As the area has absolutely no ammo crates, it's entirely possible to run out of ammo fighting it if you don't have enough weapons.
  • Department of Redundancy Department: In Challenge Mode, you can buy the Mega forms of your weapons. Some of them already have Mega in the name, resulting in Ratchet owning a Mega Megarocket Cannon and a Mega Megaturret Glove.
  • Developer Room: The Insomniac Museum.
  • Developers' Foresight: Similarly to the previous game, if you load your game on Tabora after Mr. Fizzwidget "accidentally" destroys your ship but before the Mystic repairs it with illusions of Desert Crystals, you get a camera shot of Tabora from space as the loading screen, instead of you flying your ship there.
  • Didn't Need Those Anyway!: Many enemies will lose armour as they take more damage, but it never affects their fighting abilities. On the other hand, robotic enemies like the Troopers can lose body parts, and this does produce some odd results.
  • Disc-One Final Boss: The Thief. Especially conspicuous, as the health and defense stats make this boss one of the easiest in the entire game to beat despite the build-up.
  • Disc-One Final Dungeon: Planet Siberius, which is where the Thief is cornered and fought.
  • Disc-One Nuke:
    • Played with in one case. While the RYNO II can be accessed as early as Barlow, barely a quarter into the game, it costs a million bolts, making it unlikely that the player will be able to afford it until after a huge chunk of the game has been played.
    • The Blitz Gun, while somewhat pricey to acquire, is a surprisingly overpowered weapon for something that can be acquired as early as the second level, being able to kill most if not all enemies in one shot and only getting stronger once its upgraded to the Blitz Cannon. Best of all, it remains a consistently useful weapon throughout the game, even by the grueling later levels.
    • Theres also a more literal example with the Star Explorer's Nuke upgrade, which can be acquired with a bit of Raritarium grinding in the Feltzin System. Getting it pretty much turns every single space mission into a cakewalk and makes it super easy to grind for bolts and raritanium from then on, since it can kill most if not every single enemy in the level with a well placed shot.
  • Double Caper: At first, Ratchet is hired by Abercrombie Fizzwidget, CEO of Megacorp, to retrieve a mysterious experiment from a more mysterious thief who stole it. After successfully getting it and returning it to Fizzwidget, he starts trying to get rid of the duo. After that, the thief reveals the reason why he stole it, and convinces Ratchet and Clank to try and get it back from Fizzwidget before the (very violent) experiment can be put on the market.
  • Drought Level of Doom: Grelbin's open snowscapes can act as this if you're really unlucky. Fortunately, it's just part of an optional sidequest.
  • Dumb Muscle: The Thug Leader, and probably the Thugs in general. In a late-game cutscene, he taunts the heroes about never being able to find him... while standing in front of a computer monitor displaying the exact coordinates of his location. Naturally this was lampshaded.
  • Dynamic Difficulty: Depending on your skill, the Unknown Thief boss fight will either get easier (less enemies show up) or harder (more enemies show up as soon as the fight starts) as it goes.
  • Early-Bird Boss: The B2 Brawler is optional, but fits this to a T if attempted at the earliest possible time.
  • Enemy Scan: The Lock-On Mod available for certain weapons enables the player to target enemies, with a circular health bar around whoever is targeted.
  • Eternal Engine: The flying lab on Aranos is filled with machinery for no discernible purpose.
  • Engineered Heroics: A key factor of Captain Qwark's plan; disgraced due to his actions in the first game, he puts in motion a plan to provide cute pets to the galaxy that are really vicious monsters, with him saving the day after the pets go on the rampage. It doesn't work out the way he hoped.
  • Equipment-Based Progression: Later weapons trump early ones on the first playthrough, rendering tools such as the Heavy Lancer and the Blitz Cannon effectively useless by the end of the game. The New Game+ levels the playing field with the Mega and Ultra upgrades.
  • Erudite Stoner: The New Age Mystic. He appears in both a desert world and an ice world, and in both cases is a trippy customer. He does have genuine powers, however; he fixes Ratchet's ship with nothing but some valueless crystals and a mystic chant, and easily moves a rock Ratchet couldn't even blast.
  • Everyone Calls Him "Barkeep": The Thug Leader is only referred to as that.
  • Evil Laugh:
    • Lampshaded, when Ratchet and Clank reach the Thugs-4-Less homeworld on Snivelak, and encounter the Thug leader laughing maniacally while standing atop a Humongous Mecha:
      Ratchet: What's so funny?
      Thug Leader: Er... Nothing, I guess.
    • Qwark (Fake Fizzwidget) does this before the final battle while boasting how he will attempt to become a genuine superhero after taking over Megacorp and unleashing the Protopet on the galaxy to clear himself of his humiliation in the previous game. Obviously, being the Fake Ultimate Hero he is, nobody is going to adore a joke of a hero turning villain and believe his ideas of trying to pull a Heel–Face Turn with such a bush-league plan.
  • Evolving Weapon: Introduced in this game as a two-tier system, in which you start off with a weapon that can absorb "nanomites" or experience points, and it upgrades after absorbing a set amount, repeating the process when the Mega upgrade is bought in the New Game+. All the Megacorp weapons except for the RYNO II and Zodiac have this feature. The Gadgetron weapons don't get this at all, however.
  • Excuse Plot: The game is something of a subversion. At the beginning of the game, the plot is set up very quickly and seems to just be a typical video game rescue mission, with the Thief's motive for stealing the Experiment and the Experiment's actual purpose not even being explained. It's only after defeating the Thief that the complexity of the situation is revealed.
  • False Flag Operation: Captain Qwark's entire scheme hinges on this. Being disgraced in the first game due to aiding Chairman Drek and on the lam due to the fallout of his Personal Hygenator scam, he hatches a surprisingly well thought out and executed plan to make his own comeback—hijack an entire corporation by kidnapping and impersonating its CEO, take Megacorps unstable Protopet experiment and rush it out for release with full knowledge that its a dangerous and unstable creature, frame Ratchet and Clank for causing the disaster, and then end the crisis himself by curing the original Protopet of its vicious nature with Angela's Helix-O-Morph gadget. The only reason the plan falls apart is because of a tiny misstep Qwark made—putting the batteries in backwards in the Helix-O-Morph, which turns the Protopet into an even more vicious creature that eats him alive.
  • Fartillery: Possibly averted with the Horrible Sulphur Beast, a monster that was mentioned but never appeared in the game. Both the Mutant Muckdweller and Horrible Sulphur Beast expel a poisonous gas as their attack. The former spits it out from its mouth. The latter... Well, judging by the name, the beast probably expels the gas "out the back door"...
  • First Town: Megapolis, Planet Endako.
  • Floating Platforms: Naturally, these appear in levels like Smolg and Endako in various guises. There are variations such as the rotating platforms on Barlow and the vanishing ones on Aranos.
  • Flunky Boss: The Arachnoid deploys Nidbots during the cage match, and the Final Boss summons enemies to attack you.
  • Foreshadowing: As left-field as the big ending twist seems on a first playthrough, there's actually a lot leading up to it if you look back. The Behind the Hero segments, for example, which only served to remind the player that Qwark still exists. The fact that Mr Fizzwidget quite clearly wants to get rid of you right from the start, (evident from as early as the end cutscene of the first level) plus, if you listen closely enough, you can kinda tell that his voice sounds like Qwark's. Admittedly, Jim Ward does do the voice for both of them, and the real Fizzwidget only sounds slightly more serious. And there's the false password Mr Fizzwidget gives you for the Disposal Facility: Qwarktastic.
    • The French version spills the beans immediately to anyone who played the first game: Fake Fizzwidget sounds exactly like Qwark.
  • Getting Crap Past the Radar:
    • The title.
    • "And... I blow hard! And I can be cooling on a warm summer day... And, uh... Well, you get the idea."
  • Giant Space Flea from Nowhere: The Mothership battle on Damosel's moon. You use Giant Clank to fight in a boss battle with a giant UFO that spawns UFO-headed robots, with no explanation, and it's never mentioned again. You do get the Mapper for your trouble, though.
  • Global Currency Exception: Slim Cognito takes two different currencies, neither of which is Bolts: Platinum Bolts for weapon mods and Raritanium for starship mods.
  • Gravity Screw:
    • The Jamming Array, the Dobbo moon, and the Damosel moon. Ratchet explores the first one only; Giant Clank is needed to navigate the last two.
    • Once the Gravity Boots are acquired, this can be pulled in places such as the Joba arena during the cage matches.
  • Grenade Spam: Megapede's main will keep releasing bouncing and floaty bombs which has a second delay of detonation when it comes into contact. Ratchet has to be on the move to avoid being hit.
  • Had the Silly Thing in Reverse: Why the Helix-o-morph backfires at first; Qwark had the batteries in backwards.
  • The Heavy: Captain Qwark. The games entire conflict is directly set into motion by him—even the Protopet crisis was close to being averted by Angela Cross until Qwark intervened to use it as part of his plans.
  • Hijacked by Ganon: Captain Qwark is the real villain of the game, and was pretending to be Fizzwidget.
  • Hit Points: You start with 4, and can end up with 80.
  • Hoist by His Own Petard: Captain Qwark's plan to pacify the Protopet and take credit for "saving" the galaxy from it backfires horribly when using the helix-o-morph causes it to become a giant monster and eat him.
  • Homing Projectile: The Minirocket and its upgraded forms can twist around to follow a target if necessary; contrast with the RYNO II, which can only fire in a straight line. The homing ability can be invoked directly with the Hoverbomb Gun and its upgrades, as the player can remotely control its ammo when fired.
  • Hostile Terraforming: Tabora was changed from a lush jungle planet to a desolate desert world "to better accommodate the local wildlife". The fact that it made navigating the planet's surface with mining equipment far easier was completely coincidental.
  • Hover Tank: They are tough enemies that rapid-fire energy bullets.
  • Hyperspace Arsenal: To be expected. You even get a skill point for obtaining and upgrading all weapons except for the Clank Zapper, which means forking out for the Zodiac and the RYNO II among the 23 weapons you need to get.
  • Hypno Ray: The Hypnomatic allows Ratchet to control certain robots. It only works on one type, though.
  • Improbable Power Discrepancy: A furry giant like the Y.E.T.I. can take as much damage as a fully-armoured Robot Guard, and a bite from a Grulch can cause more damage than a plasma cannon shot.
  • Infinity +1 Sword: Unusually, there are two of these on the first playthrough. On the second, the honour shifts to the Mega Mini-Nuke, an upgrade of the Mini-Nuke that costs as much as the Zodiac (1,500,000 bolts), but which earns its keep pretty quickly.
  • It May Help You on Your Quest: The Qwark action figure comes off as this if you haven't found the secret area on Todano where the fan boy lives.
  • Item Get!: Parodied with the Hypnomatic part on Damosel. Clank briefly imitates Daxter before apologizing to Ratchet.
  • Joke Weapon:
    • The Sheepinator. It's not much good for big enemies, at least until it upgrades to the Black Sheepinator...
    • The Clank Zapper. It costs a million bolts and is the most useless weapon in the entire game. It just gives Clank the ability to lightly zap enemies behind Ratchet with a very slow firing attack that barely does any damage and takes forever to upgrade.
    • This also applies to the returning weapons from the original game, the Bomb Glove, Tesla Claw, Walloper, Decoy Glove and Visibomb Gun. While somewhat useful in the early levels, they are outclassed by just about every other weapon in the game, and are practically useless in the later levels—even the once mighty Visibomb, despite its long range capabilities, deals very little damage per shot. The only one of them that remains remotely practical to use throughout the game is the Decoy Glove, but even it's benefits are quickly negated by how easy it is for enemies to destroy it.
  • Karma Houdini:
    • Considering Captain Qwark kidnapped and impersonated a corporate CEO and engineered a crisis that endangered the lives of billions, getting a job as a Megacorp test subject afterward (albiet with some painful aspects to it) is basically a slap on the wrist in the grand scheme of things.
    • Angela Cross's actions as the Thief make her this when you realize there was little incentive for her to indirectly murder the Megacorp employees on Oozla other than to spite her former employers, and she is never called out on it later.
    • Mega-Corp, too. They basically rule the entire Bogon galaxy. Its products tend to malfunction, often explosively. It runs gladiator tournaments on public television. They've hostile terraformed at least one planet so that it would be easier to mine it using slave labor. Are they the villains? No, they're the ones who hired Ratchet! Even once the dust settles and all the plot twists have resolved themselves, the company gets off scott free (unless you count all the bolts Ratchet must have cost them).
  • Kick the Dog: After Clank's girlfriend tries to reveal to Ratchet and co. that Captain Qwark was behind the entire Protopet fiasco, Qwark (disguised as Mr. Fizzwidget) cruelly and silently guns her down with a lancer.
  • Killer Rabbit: The Gadgetron Hound of Cuddly Death was intended to be a cuddly companion before Gadgetron vanished. The Protopet is Megacorp's version, looking like puffballs with feet and antennae, but being capable of omnicide.
  • Last Ditch Move: Thug Henchmen are terrible at this. The instant one gets the death blow, they always fire a last shot before vanishing, and if you're standing too close, it can sometimes land. On the other hand, this can also be invoked to make them deal damage on their own side.
  • Lethal Lava Land: Planet Snivelak, home of the Thugs, is completely red. Every island is surrounded by a sea of lava, and the giant tower in the city-like fortress even looks vaguely volcano-like. The mech boss is also made of red metal alloy.
  • Levels Take Flight
    • Flying Lab, Planet Aranos. It seems to be traversing the entire planet.
    • Planet Smolg, which involves floating platforms everywhere, jump pads, and the Levitator.
  • Magikarp Power: A very odd example, since it doesn't come around until a New Game+. The Gravity Bomb is an okay crowd control weapon early on. Its upgraded form, the Mini-Nuke is great, but kinda loses out to other weapons later in the game. Then, in a New Game+, you notice its Mega version costs a whopping 1,500,000 bolts, the same as the game's Infinity +1 Sword. There is a good reason for this: let's just say that, once you buy it, the 'mini' in its name deserves to be dropped. It has more than twice as much ammo (20 as opposed to 8) and one shots nearly everything in the game (including Y.E.T.Is). And this is before it upgrades to Ultra.
    • The Lancer goes through a similar process, becoming increasingly useless as the game progresses, and only really earning its keep in the New Game+ when it receives an upgrade. Its final Ultra form finally brings it up to be nearly on par with the Blaster in the first game, which could one-shot most enemies, and grants it a generous 500-round ammo pool.
    • Shield Charger is more classic example. It is weak as a weapon and a pain to upgrade, as you have to walk into enemies in order to damage them with it. This is not helped by the fact you can't get its ammo from crates. But stick with it, and you'll be treated to the Tesla Charger, which has larger ammo capacity and will zap any enemies that come close to you with powerful electric arcs, practically rendering you invincible. The Ultra version tears through Yetis like butter.
    • Synthenoid is even worse. It costs a lot when it becomes available, has even lower real ammo count than Shield Charger (and its ammo is not obtainable from ammo crates either), doesn't last that long and its damage isn't that great. Killonoid upgrade however considerably ramps up its damage and duration.
    • All of the returning Ratchet and Clank weapons count, as Challenge Mode introduces their Mega variants. Although still not quite as powerful as before, and unable to be upgraded beyond that, the weapons finally become viable options in combat.
  • Make My Monster Grow: What happens if you misuse the Helix-o-Morph.
  • Malaproper: Mr Fizzwidget, quite frequently. Though in a bit of Fridge Brilliance, as he's really Captain Qwark, he obviously never knew what any of those words meant, he just wanted to sound smart. Note that, in what little we see of him, the REAL Fizzwidget never does this.
    • He says "imbecilic" instead of "imbecile" in the French version.
  • Marathon Boss: The Thug Leader mecha battle on Snivelak. If you fail at any point, you have to fight him again with all of his health intact.
  • Mega-Corp: The company is the Trope Namer, which has a major competitor in Gadgetron (and another one in GrummelNet). How positively they're portrayed zigzags as the game progresses.
    • Fizzwidget seems a decent enough guy at first, and the employees at the Megacorp Outlet largely meet their ends because the Thief's goons deactivated the perimeter defences, not because of the company's neglect. At best, their robots were made with good intentions but poor test control, suggesting incompetence rather than outright malice. And despite the suspicious behaviour of Fizzwidget, they turn out to be Unwitting Pawns to Qwark's insane plan.
    • On the other hand, they host at least two Blood Sport tournaments, the Tabora video shows a corrupt past, they have no qualms about getting Thugs to terminate a prior contract in order to protect the CEO, they have a weapons factory surrounded by fields of tourist-eating mutant test-squirrels, they made unstoppable snowbeasts that got out of control on Grelbin, and most of the game's enemies consist of vicious Megacorp products that are either outright lethal or malfunctioning in some way, showing them as both incompetent and immoral. Under Fake Fizzwidget's management, they even bring about a serious disaster across the galaxy, albeit unintentionally, but it's implied that they deployed the Extermibots to take care of the problem.
  • Menu Time Lockout: This is the first R&C game to pause the action when using the quick-select, though it can be switched off.
  • Minimalist Run: Its possible to beat the game with only four weapons—your default wrench, the Heavy Lancer, the Mini Nuke, and the Heavy Bouncer.
  • Money Multiplier: In the New Game+. It's conditional on how many enemies you kill without getting hit, reaching a maximum of "x20". Justified due to how much the "Mega" weapon upgrades cost.
  • Monster Arena: There are two of these, consisting of the Galactic Gladiators and Megacorp Games. The first one is on Maktar Resort, Maktar Nebula; the second is on Planet Joba.
  • Monster Protection Racket: What Captain Qwark's Evil Plan boils down to combined with a False Flag Operation; hijack Megacorp and the Protopet project before its vicious nature can be fixed, unleash millions of them on unsuspecting citizens across Bogon, frame Ratchet and Clank for causing the crisis, fix the crisis by using Angela's Helix-O-Morph, and gain instant fame and reward.
  • Murder, Inc.: The Thugs-4-Less organization. They aim to annihilate anyone on their employer's to-kill list.
  • My Friends... and Zoidberg: The second arena announcer refers to the titular duo as "Ratchet... and some metal guy." (Winning a battle: "Ratchet and the metal guy win the prize!") It's still a big step up from the first announcer, who always referred to Ratchet as "This...guy." ("This guy's on a rampage!")
  • Near-Villain Victory: For all of his buffoonery, Captain Qwark's revenge scheme was nothing short of impressive in scope or execution, and he very nearly defeated Ratchet, Clank and Angela. The only reason his scheme fell apart was because he put the batteries in backwards in the Helix-O-Morph, mutating the original Protopet (instead of pacifying it and the rest of the Protopets as planned) and causing it to eat him, buying Angela time to find and free the real Mr. Fizzwidget and thus pull the rug out on his entire sham.
  • Nerf: Compared to the weapons you have in this game, all of your Old Save Bonus weapons are very weak and cannot be upgraded. Even the Visibomb gun, which could take down any mook in the previous game, pales in comparison to the Megarocket Cannon. They do receive upgrades in the New Game+, at least, which bring them up to speed for a while.
  • No Animals Were Harmed
  • No Cutscene Inventory Inertia:
    • Even if you deliberately avoid using the Lancer for the entire game, Ratchet will still be seen using its upgrade, the Heavy Lancer, during certain cutscenes.
    • Averted with the armour: Ratchet will always be shown with the exact design he last bought at an armour vendor (or with the skin that was activated in the cheats menu).
  • No OSHA Compliance:
    • There can be no explanation for lava inside a FLYING LABORATORY besides Rule of Cool. Also, the first time you visit the lab, there is a walkway that leads right outside the ship that's thousands of miles in the sky, completely exposed to an atmosphere so thin that Ratchet's O2 mask automatically equips on stepping outside, with only foot high excuses for railings.
    • The Megacorp Weapon facility. Besides the fact that its a guided tour around a lab that produces military grade weaponry, there are dozens of mutant squirrels prowling around the public grounds. The introductory cutscene to it even notes how dangerous and stupid it is to let the public enter the labs (a guest even blows up from touching the tip of a giant missile and a balloon one of the robot guests gets is inexplicably explosive), despite the cheery insistence Mr. Fizzwidget has about it.
    • Cities like Megapolis on Endako feature walkways suspended over white void without any grindrails whatsoever. Makes the possible Shout-Out of Megapolis to Coruscant all the more funny.
  • No Sidepaths, No Exploration, No Freedom: Notably averted in two cases: the Tabora desert and the Grelbin tundra both have gigantic areas that are open for exploration, with no forced linear paths at all. However, beyond two optional (and notoriously long-winded) sidequests and a ton of enemies to fight, there's not much else to do in them.
  • Nuke 'em: Ratchet's Star Explorer can be equipped with Nuclear Detonation Device for 60 pieces of Raritanium. This one hit kills most ships in the area with the exception of some of Thug's Cruisers.
  • Obvious Beta: Not the game itself, but the PS 3 remaster. While the new glitches are limited to visual ones, the "subtitles" option in settings is always unavailable, implying that the remastering team was planning to add themnote  but ran out of time. Oddly enough, the Vita version had subtitles at launch, but can only be toggled from the main menu.
  • Old Save Bonus: All 5 of the weapons in the old Gadgetron shop on Barlow are free if you have a Ratchet & Clank (2002) save on your memory card.note 
  • One-Time Dungeon:
    • Planet Aranos cannot be revisited until after completing the main objective on Planet Boldan, and in both cases it contains two areas that cannot be accessed once done.
    • The path on Tabora where heroes fall after having their ship destroyed by Mr. Fizzwidget cannot be accessed later in the game either.
    • The Wupash Nebula also becomes untouchable once the main fight is over.
  • One-Winged Angel: Qwark using the Helix-O-Morph on the Protopet causes it to become giant and monstrous, setting the stage for the final boss fight.
  • Painfully Slow Projectile: Some of the enemy shots are bewilderingly slow; the Thug Henchmen and the Megacorp Troopers are the most obvious examples. This mostly gets dropped later in the game. Unfortunately this can also apply to your weapons, requiring you to frequently Lead the Target and causing problems during the fight against Megapede.
  • Peninsula of Power Leveling: The arena battles can be ideal places to get experience points, or "nanomites", given the huge hordes of enemies you can slaughter there. Planet Grelbin is also this in theory, depending on how much you can tolerate the YETIs.
  • Player-Guided Missile: The Hoverbomb can be remotely controlled and does devastating damage, but its main drawback is that it the bombs move terribly slow.
  • Plot-Irrelevant Villain: Subverted. The game makes frequent nods to Captain Qwark, who since the events of the first game has been on the lam due to his Personal Hygenator scam and escaping prison. At first these just seem like humorous callbacks to the first game, but these actually turn out to be foreshadowing that Captain Qwark is the real villain the whole time.
  • Port Town: Canal City, Planet Notak. It has a wharf, though none of the boats shown ever use it.
  • Powerup Letdown:
    • The Meteor Gun does more damage than the Lava Gun it replaces, but it loses all the stream properties that made the Lava Gun special. This was fixed in Up Your Arsenal, where the Lava Gun instead upgrades to the Liquid Nitrogen Gun, which still has the stream ability, but now freezes enemies too.
      • When given a Lock-On mod, the Meteor Gun works extremely well against single targets. For example, it can chew through a Thugs-4-Less hover tank in about 3 seconds. But even with the Lock-On Mod, the Meteor Gun is often Overshadowed by Awesome. It also takes away a very good situational weapon against enemies breathing down your neck and leaves the player with nothing to cover that particular niche.
    • The Thug Leader trades in a more dynamic mecha suit in favour of a slower, more cumbersome model which is easier to beat, even when you take into account that Ratchet is on foot during the fight.
    • The Shock and Acid weapon mods get this in Challenge mode, as they're not given any damage boosts even if the weapon they're attached to is upgraded to Ultra or Mega level. They consequently deal so little damage that they're effectively irrelevant.
  • Powerup Magnet: The Armour Magnetizer lets you grab bolts from farther away.
  • Powered Armor: The Carbonox Armor technically qualifies, even tailored to be custom fit for a Lombax. While it doesn't do anything special, it reduces 90% of damage done to Ratchet inflicted by Mooks. The catch is that it is the most expensive armor in the game, with a price equal to that of the RYNO II. Not only that, but it won't appear until you reach Planet Grelbin. Needless to say, this will prove to be a lifesaver for Ratchet in the final levels as well as in the New Game+.
    • Also a partial case of Overshadowed by Awesome because of presence of Shield Charger/Tesla Barrier, which cuts all damage and costs only tenth of Carbonox armor plus ammo while being obtainable four planets earlier. Partial because it needs ammo which isn't obtainable from ammo crates, and some attacks cut right through it.
  • Pun-Based Title: On Going Commando. Thankfully, Ratchet doesn't run around without underwear in this game (as far as we know) —he actually becomes a commando.
  • Psycho for Hire: The Thug Leader, with an emphasis on the "hire" part, as the Thugs quickly switch loyalties when offered "a lot of bolts" by Megacorp halfway through the game. The Leader doesn't take the business personally until Ratchet keeps thwarting him, and by the time Ratchet is heading for Boldan, he's practically declared it a personal vendetta.
  • Pun: Allgon City on the Planet Damosel.
  • Recurring Boss: The Thug Leader, most conspicuously in the mechs. You fight him at least three times during the game (the Chopper on Endako, the first Mech fight on Dobbo, and the second Mech fight on Snivelak).
  • Recursive Ammo: (Heavy) Bouncer.
  • Remixed Level: Planet Aranos appears twice, the first time as the Thief's base, and the second time as the prison of Thugs-4-Less.
  • Repeated Cue, Tardy Response: After the Thief captures Clank and gives Ratchet a message:
    The Thief: Return to your own galaxy immediately, or this will happen to you!
    (The Thief pushes the red button. Nothing happens. Clank looks confused.)
    The Thief: (inspecting the buttons again) ... Or... this will happen to you.
    (The Thief pushes the green button. Clank is electrocuted)
    The Thief: Farewell.
  • Reverse the Polarity: Qwark made his Protopet grow instead of making it docile because he apparently inserted the batteries backwards into Helix-o-Morph.
  • Roaring Rampage of Rescue: Implied with the Thug fleet battle on planet Gorn.
    Ratchet: "It's payback time."
  • Roboteching: The Seeker Gun/HK22 Gun fires floating spheres that homes in on their targets once it detects them.
  • Running Gag: The title is the first in the series with a double entendre, a streak that is only broken with Deadlocked and the 2016 remake of the first game.
  • Samus Is a Girl: The thief.
  • Segmented Serpent: Megapede will send its segments down to fight you if Ratchet has done considerable amount of damage. The segments will grow legs and shoot with its mounted machine gun. After Ratchet has successfully depleted Megapedes, the main body will split into three segments as a last ditch effort. The battle will end once Ratchet finishes off all the segements.
  • Self-Imposed Challenge:
    • Beating the game with the bare minimum of weaponry—your Wrench, the Heavy Lancer and Mini-Nuke, and the Heavy Bouncer.
    • Its possible to beat the entire game using only the Omniwrench, with only three very specific exceptions note , but it makes the game extremely difficult. It also makes some optional challenges, like the Arena challenges where you can only use a certain weapon or killing the Arctic Leviathans on Grelbin, impossible.
    • Beating the game without buying any armor upgrades. This makes the later levels extremely hard (especially on Challenge Mode), since Ratchet can only take a couple hits from any attack before keeling over.
    • Theres also the No Ammo Challenge (no getting ammo from vendors, only crates).
    • Hilariously enough, abusing certain glitches, (such as wall climbing and wall clipping) allows one to beat the entire game without rescuing Clank. Escaping the prison ship adds him automatically into Ratchet's back, but even this can be bypassed.
  • Sequence Breaking:
    • In general, the wrench wall-jump glitch (which can only be pulled off in the bonus "First Person Shooter" view in Challenge Mode) breaks the game wide open and makes it ridiculously easy to bypass entire chunks of the game.
    • You can completely bypass the glider and hypnomatic parts of Grelbin by exploting a clipping glitch with the Heli-Pack, giving you quick access to Angela's home.
    • By exploiting a clipping glitch, you can easily bypass the entire first half of Yeedil without the Hypnomatic.
  • Shell Backpack: The Hypnotist encountered on Planet Damosel is a tortoise-like alien not seen elsewhere in the series, and somehow wears a shirt that doesn't cover his shell.
  • Shifting Sand Land: The Tabora desert is not only themed like this, but contains a huge sprawling area just to hammer home that this is a desert. According to the video for the level, the planet used to be entirely rainforest before Megacorp came along and began mining.
  • Short-Range Shotgun: The Blitz Gun/Cannon.
  • Show Within a Show: Many of the video screens, which take the place of the Infobots from the first game, show cutscenes that are advertisements for TV Shows, such as Channel 64 News and The Galactic Gladiators. The biggest example, however, is the Behind the Hero segments, which not only serve as the opening cutscene, but subsequently hosts an entire series on Fallen Hero Captain Qwark, of which episodes are seen during the game's course.
  • Shout-Out:
    • Megapolis is obviously patterned after Coruscant from the Star Wars prequels.
    • One of the joke posters included as an extra is a parody of one of the posters for A New Hope.
    • The map of Tabora is modeled after Jimi Hendrix's head.
  • Single-Biome Planet: Many of the planets consist of a single environment. There are two ice planets, two desert planets, a swamp planet (which is fittingly named Oozla) and so on.
  • Slap-on-the-Wrist Nuke: The Mini-Nuke is only going to hurt foes or breakable objects.
  • Slippy-Slidey Ice World: Two levels fit this theme. Planet Siberius is simply a frozen base, but Planet Grelbin has a much more prominent frozen-wasteland look to it, helped by the gigantic and explorable area near the mining facility. Unusually, there's no slippery ice in any of these levels unless you use the Thermanator in the factory next to Angela's home.
  • Smart Bomb:
    • How the Zodiac works.
    • In addition, every time your health increases, you get this effect.
  • So Last Season: You can get the Walloper, Bomb Glove, Visibomb Gun, Tesla Claw and Decoy Glove from the Gadgetron vendor. They're pretty weak compared to what you get in this game.
  • Sorting Algorithm of Weapon Effectiveness: Certain weapons just won't be useful anymore as you go further into the game. The Lancer will be pretty much completely worthless by the endgame, although it gets better if you buy the Mega version in Challenge Mode.
  • Spider Tank: When the Spiderbot Glove upgrades into the Tankbot Glove, the glove sends out controlable mini spidertank action bombs mounted with a machine gun and grenade launchers.
  • Splash Damage: Sometimes, an explosive weapon will damage enemies that got too close to the target.
  • Spring Jump: This is the first game to introduce the triangular jump platforms, triangular green structures that give Ratchet a fixed boost jump in order to reach otherwise-unreachable places. They first appear on the Jamming Array.
  • Sprint Shoes: The Charge Boots enable a player to zoom across levels. It's exceptionally useful in the Grelbin and Tabora levels, but it's best to unequip them when surrounded by cliffs in case they accidentally go off.
  • Stationary Boss: The Swamp Monster I, the first boss battle.
  • Swamps Are Evil: Planet Oozla, which is a pretty grim-looking place for a first level. Megacorp employees get slaughtered by the native wildlife the instant the perimeter defences are down, and the level plays host to at least one tentacled horror.
  • Take Your Time: Despite the sense of urgency that occurs throughout the game's story (save the experiment as soon as possible, contact Fizzwidget as soon as possible, rescue Angela as soon as possible, stop Megacorp as soon as possible, etc.), you can make a full career out of planet-hopping without it impacting on the story's progression whatsoever.
  • Throw Down the Bomblet: The Bomb Glove from the previous game, and it's free if you have a save file from that game, but unfortunately it's rather weak. The Gravity Bomb (and its upgrade, the Mini-Nuke) essentially serves as its replacement. The Bouncer is an extreme version of the trope: it launches one huge grenade, which then breaks into a number of smaller grenades, which, as the name indicates, bounce around for a second or two before they all explode. Comes in real handy when you need to do some crowd-clearing.
  • Too Awesome to Use: Synthenoids deal out a respectable amount of damage and become much more helpful when they upgrade to Kilonoids, but they have a low ammo count (deployed 4 at a time), and the not-exactly-cheap ammo has to be bought at vendors.
    • Shield Charger too, to a lesser extent, for the same reason. Not really an issue anymore once it upgrades to Tesla Barrier, since its ammo clip gets bigger.
  • Too Dumb to Live: The Thugs-4-Less Leader chews out Ratchet and Clank live from his headquarters right in front of a screen detailing his exact location. Brilliantly lampshaded by an incredulous Clank.
  • Took a Shortcut: The Mystic is found on both Tabora and Grelbin. Fly directly from one to the other, and he's still ahead of you, ready and waiting.
  • Turns Red: The B2 Brawler usually alternates between shooting its plasma cannons and using its spinning-leg attack. In the final part of its boss fight, however, it does both at the same time.
  • Unblockable Attack: The Arctic Leviathans fire a powerful ice breath that destroys a Tesla Barrier with ease.
  • The Unfought: The Big Bad is the only antagonist who never gets to fight the hero. Ironically, he's fought in both the previous and the next game.
  • Un-Paused: The frozen Gadgetron scientist. When broken free from his ice block he's still celebrating the success of his Thermanator (which froze him in the first place).
    "It works! My invention works!"
  • The Very Definitely Final Dungeon: Planet Yeedil. It's just so dark compared with the other levels that even the entire planet itself is black on the ship's monitor. It also seems to be the biggest planet in the Bogon galaxy, and though no actual fighting occurs, Angela mentions "nasty" orbital defences. If that wasn't enough, the level is full of troopers who are not only insanely powerful, but just keep coming as soon as their comrades are finished off.
    • Some would mistake planet Snivelak to be this at first.
  • Video Game Flight:
    • You gain access to the Levitator which allows you to fly anywhere... but you can only take off from special pads, and your fuel decreases rapidly every time you ascend.
    • A lesser example would also be the Glider which allows you full flight control, but your speed sharply decreases the more altitude you have. Go past your maximum height (which has no indication) and you'll be sent careening towards the ground (or lava, on certain occasions).
  • Video Game Settings:
  • Wake-Up Call Boss: The B2 Brawler will kick your ass if you don't know how to keep your distance from it and its spinning leg attack. Even though it's optional, most players will try to fight it anyway thanks to the Maktar Resort's advertising video deliberately challenging the player to try their luck against it and Chainblade.
  • Well-Intentioned Extremist: The Thief AKA Angela Cross turns out to be this.
  • Whip Sword: Chainblade, one of the two bosses of the Maktar Resort arena, dual-wields two.


Video Example(s):


Ratchet & Clank - He's a She!

The masked thief exposes herself as female to Ratchet and Clank when she falls off her ship.

How well does it match the trope?

Example of:

Main / SamusIsAGirl

Media sources:

Main / SamusIsAGirl