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Challenge Mode

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In most Ratchet & Clank games, after the player has beaten the final boss, two options are presented: "timewarp" to before you beat the player beat the final boss, or replay the game in Challenge Mode (written challenge mode in the older games). Challenge Mode allows you to replay the full game while keeping your weapons, maximum Nanotech cap, bolts, items, armors, weapon upgrades, and weapon mods.

Enemies and bosses are also stronger; health-wise and attack power-wise.

Challenge Mode did not appear in Ratchet & Clank Future: Quest for Booty and Ratchet & Clank: Full Frontal Assault as they had smaller playthroughs. Ratchet & Clank: All 4 One did not include Challenge Mode—for unknown reasons—either.

In Ratchet & Clank: Into the Nexus the trophy The Show Off can be earned by completing Ratchet & Clank: Into the Nexus in Challenge Mode.[1]

Mode differences

Ratchet & Clank

You get to keep all of your weapons, bolts, gold bolts, and purchased Nanotech upgrades. All 10 Gold Weapons are available on Planet Novalis and the Gemlik Base, as opposed to only 5 available on the Gemlik Base only. None of the enemies are stronger, and there is no bolt multiplier. Instead, bolts are naturally obtained a little quicker, possibly to assist with the cost of the Gold Weapons. It is actually considered easier than normal mode, as you keep all your weapons (which can be upgraded into the Gold Weapons) and none of the enemies are stronger.

Items/gadgets kept in continued playthroughs

Items and gadgets are not generally carried over through playthroughs, but sometimes the optional ones always slip through, provided they were obtained in the playthrough prior to.

Trivia

  • Challenge Mode in the original Ratchet & Clank was never actually referred to as "Challenge Mode." It was not called "Challenge Mode" until the second Ratchet & Clank game, Going Commando.

Ratchet & Clank: Going Commando

You get to keep your Raritanium, bolts, weapons, mods, upgrades, armor, and the Charge Boots, provided you obtained it in the first playthrough. New challenges for the MegaCorp Games and Galactic Gladiators open up, and new Mega Weapon upgrades for all upgraded weapons allow you to upgrade their damage capabilities and ammo capacity, to keep up with the stronger enemies, and the Clank Zapper becomes available for purchase (for 1,000,000 bolts). The Bolt Multiplier is gained.

Items/gadgets kept in Challenge Mode

Ratchet & Clank: Up Your Arsenal

You can now buy Mega Weapon upgrades for any V5 weapon excluding the RY3NO, which also becomes available in Challenge Mode for 3,000,000 bolts (2.7 million with the Gadgetron discount), allowing you to upgrade them to a higher level. The bolt multiplier is active. Maximum Nanotech cap now expand up to 200. Annihilation Nation challenges and Galactic Rangers' missions bolt rewards increase greatly.

Items/gadgets kept in Challenge Mode

Ratchet: Deadlocked

You can now buy upgrades for your weapons allowing you to upgrade them to V 99 (the highest level available in the series) when the Bolt multiplier is obtained.

Items/gadgets kept in Challenge Mode

Ratchet & Clank: Going Mobile

You can play the game again and get to keep your bolts and weapons.

Ratchet & Clank: Size Matters

You can now buy upgrades for your weapons, allowing you to upgrade them to a higher level, as well as the RYNO, which can be purchased for 9,999,000 bolts. Health may now be expanded to 75, and the Bolt multiplier is gained. Also there are also two new sets of armor: the Hyperborean Armor and Chameleon armor, although this was not available until the third playthrough.

Items/gadgets kept in Challenge Mode

Ratchet & Clank Future: Tools of Destruction

In addition to all the standards, all of your Raritanium and previously obtained Devices are also carried over. You can now expand your health to a maximum of 999, the Golden Groovitron is available for purchase (for 2,000,000 Raritanium), you can buy Omega Weapon Mods and upgrade all your weapons to version 10 (known as VX), and the Bolt multiplier executes.

Items/gadgets kept in Challenge Mode

Secret Agent Clank

You can now buy upgrades for your weapons allowing you to upgrade them to a higher level, as well as the RYNO. Health may now be expanded to 85, and the Bolt multiplier is applied to work. The enemies are tougher and when fighting Klunk, it takes almost 18 minutes to just take out a tenth of his health.

Ratchet & Clank Future: A Crack in Time

All of your weapons and bolts kept and Omega Weapon Mods are available through GrummelNet vendors. The health can be expanded to 199. It is slightly easier than the first playthrough, as you can have an extremely high health and super powerful weapons for a low price. All bosses are easier, but the enemies are harder.

Ratchet & Clank: Into the Nexus

In Into the Nexus, Omega Weapons are available once again, except that they are only able to be leveled up to V6. The Platinum Cup  on Destructapalooza is available, as well as Nether Armor.  However, the Omega Weapons all require gold bolts to buy, which, if you cannot find any, you are dead meat, especially on Legend difficulty. The total amount of Nanotech Ratchet could have was 200, similar to Up Your Arsenal.

​Items/gadgets kept in Challenge Mode

Ratchet & Clank (PS4)

All your weapons and bolts are kept and Omega versions become available. The Insomniac Museum is also now unlocked and can be traveled to via a teleporter in Grim's Garage on Veldin.

Items/gadgets kept in Challenge Mode

The Bolt Multiplier

The Bolt Multiplier was introduced in Going Commando as a way of obtaining exponentially greater amounts of bolts than were available in the first playthrough by playing with skill. The Bolt Multiplier's requirements changed in almost every game, but generally, it would require the player to defeat enemies to make the multiplier to increase in value, and every time it would require a greater quantity of enemies to be defeated to get it to the next level. It always required one enemy to be defeated to reach x2. If a player took a hit, even when using a weapon such as the Shield Charger, it would drop back down to x1. One thing about the Bolt Multiplier was that it was nearly impossible to tell how many bolts you would gain from having the Bolt Multiplier at a certain level. Breakables were not affected by it.

Trivia

RatchetSizeMatters "Let's just stomp around until we squish it!"

This "Trivia" section, or part of it, needs improving and should ideally be integrated into a "Behind the scenes" section and/or the main article, with the trivia section eventually reduced or, ideally, removed entirely.
Additionally, see the talk page for further information and to discuss the exact implications of these improvements.
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  • The Standard Bolt Multiplier would max out at x20, but in Size Matters, it would max out at x12, though the reason behind this was unknown.
  • The Bolt Multiplier of Tools of Destruction was the most difficult to obtain and maintain at x20, due to the fact it required a lot of enemies to reach that level (over 100). One challenge of the Imperial Fight Festival, "They Were on Sale", could be used to reach a level of x20 easily just by performing the challenge twice.

Appearances

Sources

Notes and references

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