The Insomniac Museum was a location which typically displayed a variety of features which were cut from the game.
In Ratchet & Clank: Going Commando, the Insomniac Museum was located on an Earth-like planet named Burbank (or Dantopia, in PAL versions).
In Ratchet & Clank: Up Your Arsenal and Ratchet & Clank Future: A Crack in Time, it was located on a planet which looked like the logo of Insomniac Games, which was, again, called "Burbank" ("Insomniac Moon" in PAL versions).
In both installments of the original trilogy, the Insomniac Museum could be accessed by being at a certain place between 3 and 4 AM (according to the PlayStation 2's internal clock), or by obtaining a 100% completion of the game.
The Insomniac Moon appeared, again, in Ratchet & Clank Future: A Crack in Time, if the player had pre-ordered the Discovery package or purchased the Collector's Edition of the game. It could also be unlocked without pre-ordering through finding all 40 Zoni and beating the game's secret boss, Flint Vorselon.
In Ratchet & Clank: Going Commando, the museum could be accessed in the shortcuts menu after having acquired all of the weapons and upgrades along with all their mods.
Museum Tour is a bronze trophy in the high-definition re-release of Ratchet & Clank: Going Commando also available through Ratchet & Clank Collection. Visit the Insomniac Museum to obtain this trophy.
A third way to get to the museum in Going Commando was by going to Boldan, then gliding down the electric lines. Then, before jumping onto the construction site, by going to the left power line and jumping when hitting the barrier and gliding left to the ground. A garage or hangar could then be seen ahead and to the left. Ratchet could walk alongside the garage, where he would fall into the ground; then, he could walk under the garage and jump and enter the Museum and encounter three guards who will be shooting at him. Once they were killed, a teleporter appeared behind them.
There were, at least, 3 vehicles in it: the Yellow Hovercar, the Bubble Sub and the Snivelak Car. And, in some versions of the game, there was a yellow hover convertible or Make your own Electrolyzer puzzle as well as an Infiltrator one. The roof of the museum was also accessible, although it was not an easy feat. You first had to locate the Gravity Boots walk way. As you went outside, (through hacking an Electrolyzer puzzle) Ratchet had to jump over the railing and land on the other side. While running across the ledge, Ratchet encountered a wall. Then he had to crouch jump around it, then hop over the railing again to land safely on the platform containing the Gravity Boots walk way. After that, you had to travel to top thereof (the globe), then walk on the edge of the walk way and glide onto the roof. At the other end, a strange hammer-like object could be seen that had no use (be careful getting down as the ledge around the roof was hollow and it was possible to fall inside and get trapped). Also, after hacking the Electrolyzer puzzle you go out side and there was a teleporter that was going to be placed in a level but then was cut, use it and you will be inside a building that was used to determined how tall Ratchet's jumps were going to be in the original game, and also how much was going to be the distance that Ratchet would pass with wall jumps and how many degrees his feet will tilt on terrain (max. 45 degrees). While flying to the planet, the planet name displays Planet Burbank, but when you look at the map, the top of the map says Planet Dantopia, a reference to Dan Johnson.
Up Your Arsenal
In Ratchet & Clank: Up Your Arsenal, the Insomniac Museum could be accessed via a teleporter on the Starship Phoenix after acquiring all of the trophies. There was also a teleporter hidden in the first part of Metropolis. From 3:00am to 4:00am (make sure the PlayStation 2 time was right; you can change it in Settings on the PlayStation 2 menu), the teleporter can be used.
The Insomniac museum features the following;
- The cut weapon for Ratchet and Clank 2, the Hound of Doom.
- Two vid-comics which were cut from the game, "Unnamed Qwark comic" and "Vid-comic 1: Special Edition"
- Closeups of various enemies from the vid-comics that did not make it into the game, along with viewing their animations.
- A whole room dedicated to Hank, Insomniac's dog mascot.
- Closeup of the cut enemy Captain Blackstar and his animations.
- The original designs for the Sandshark, the Hovership, Qwark's tribal mask and the Turboslider.
- The inspiration for the Gladiolas.
- Florana's racing track that was supposed to take place in Florana, but was cut from the finished game.
- The Swarmer and Apeman enemies, two enemies which were meant to appear on Daxx but were cut from the game for being too complex. The Apeman enemy attacked by chucking boxes at you and even the Swarmer, if there was nothing to throw it runs and starts to swipe its claws at you. The Swarmer would roll at you with its spiked shell but stop after a split second.
- Cut Robotic Dinosaur - A cut enemy set to appear in Multiplayer. When one team owned all the control points on a map, it would appear to wreak havoc.
- Teleports to access the "Pirate Vs. Ninja" and the "Bombs Away!" sets. "Pirate Vs. Ninja" could be played by pressing square and entering the password "_MEGHAN_" on the Qwark Vid-Comic. Player one is one of the robot ninjas (though colored blue) and Player two can control Captain Blackstar. Both robots fight to the death and the round ends as soon as one's health is depleted. The Ninja fought with his energy staff and his own melee moves. Blackstar fought with his sword, his laser eye and missiles.
- A player-controlled hovertank with various attacks.
- "All hail Mister Fister!" the basic shape of a creature with a large fist. This was presumeably a cut enemy.
- Chainblade, with what seem to be Plasma Whips.
- Customizable particle effects.
- Advanced Hacker ports and customizable hacker port to create your own.
Quest For Booty
In one of the games cutscenes where Pete disguises himself as Slag, the Insomniac Moon was visible in the sky, it was not accessible in the game though.
A Crack in Time
The Insomniac Moon had a lobby, and two main parts. The part on the right of the lobby mainly focused on bringing cut-content to life, while the other had many concept art and information snippets.
There was an area where Ratchet attracted some Tetramites with Breegus nectar and if the nectar was shot at the Voltan Ivy he went to a room where there was a Vullard settlement and a bug-like creature known as a Hydroid that could be thrown and shot at with water would appear. This room was cancelled in the finished version of the game and was replaced by collectable Zoni, gold bolts and a secret RYNO V plan.
There was also an area where you can create two Agorians to fight 4 rounds against Dr. Nefarious Minions.
Although some players have claimed that this museum was frustrating and hard to find your way around due to many large cubicles that look the same as many other cubicles despite the grind rails and hover boots you can use to make your way around faster.
A hidden bronze trophy "Insomniac" is rewarded by visiting the Insomniac Museum. To do so, collect 40 Zoni and head to the new planet, or use a pre-ordered version of the game.
This Insomniac Museum features the following:
- A cut Hoverboot race with two tracks. This was originally intended to be included with the Agorian Battleplex, but the team had difficulties bringing it up to the standard of the rest of the game. The first track has Ratchet racing against Alister Azimuth, attempting to complete one lap before time runs out; Alister speeds up and slows down depending on Ratchet's position in the race. The second track has Ratchet attempting to complete three laps before time runs out; Rings can be passed through to add ten seconds to the timer.
- A Teleport Floor puzzle. Originally intended for the Nefarious Space Station, this puzzle takes place on a large grid. Ratchet must use Time Bombs to stop a machine that teleports him back to the beginning. When the machine was stopped, panels on the grid would reveal a path. It was cut due to difficulties with completing the puzzle and focus test players getting too frustrated with it.
- Descriptions of several cut weapons, abilities, and gadgets, including:
- The Phoenix Launcher
- The Babel Horn
- The Grav-Sphere
- The Shotgun-Chuk (a pair of shotguns connected by a chain; a submission to the "My Blaster Runs Hot" weapon design contest that one of the character artists liked)
- The Razor Talons
- Dice Crates
- The ability for Ratchet to climb and swing from various horizontal and vertical poles and pipes. It was cut because it would have required too many custom animations.
- The Teleporter moon; A moon that the developers covered with a maze or teleporters. It was cut due to difficulties in knowing where you were and where you needed to go.
- A small area where you can create two Agorians and have them fight against waves of Nefarious's minions.
- The Nefarious Carrier, intended to be a stationary capital ship that would launch enemy fighters. It was cut due to players struggling to attack it without ramming into it.
- The Stellar Leviathan. A stationary one was inside the Museum, while a live one flies around outside the Museum.
- A comparison of Ratchet's older and current 3D models. The classic Ratchet model used for Ratchet & Clank, Ratchet & Clank: Going Commando, and Ratchet & Clank:Up Your Arsenal had 6,912 polygons and its head and hands were larger. The modern Ratchet model used for the Ratchet & Clank Future series had 9,435 polygons and 253 joints.
- The original design of the Hypersonic Brainwave Scrambler
- A behind-the-scenes video about the origin of the design of the Agorian Warrior.
- A room showcasing the design process and the 3D models of Dr. Nefarious and his minions.
- A procedurally-generated arena that randomizes upon entrance. Ratchet has two minutes to complete the level and has three lives. This was originally intended to be included with the Agorian Battleplex. The player would receive a number for the level they played, allowing them to share it with others. It was cut due to testing, lighting and generation issues with the large number of possible customizations.
- Explanations of Insomniac's design theory.
- Several Agorian Warriors appear throughout the Museum. One was typing on a computer, one was watching a TV that was turned off, and another was sitting on a bench eating popcorn.
- The Stellar Leviathan, a close relative to the Basilisk Leviathan encountered in Tools of Destruction. It was supposed to attack the character in space combat.
All of this and many more were in the Insomniac Moon (like weapons that never made it). Perhaps the biggest thing of all that appears in the Moon was the peaceful Krell Canyon.
After the player saved Krell Canyon from Agorians, it was supposed to be a peaceful place where Ratchet could talk to Vullards and complete secret missions in exchange for Zoni. Because Lumos was just too big, the game programmers could not add any more to the level because was too overpacked.
Behind the scenes
The original Insomniac Museum for Going Commando was created by Insomniac Games developer Mike Stout in his spare time.
- The employees at Insomniac Games called the A Crack in Time museum "The best one in the series."
- It referred to the moon symbol in Insomniac's logo.
- The one in A Crack in Time looked a lot like Clank's subconscious, which was probably why the map in the museum showed the Great Clock.
- In Ratchet & Clank: Going Commando, the planet resembles a picture of Earth taken by NASA.
- Also, the music that plays was the same as that on Tabora while in the mining area/cave.
- In Ratchet & Clank: Up Your Arsenal, you cannot save in the building like in Going Commando. However, there was a glitch where it appears that you were able to save there. Just turn off the PS2 in the museum and it acts like you were able to save, but this glitch was very rare.
- However, there was actually a guaranteed way to save at the museum in Going Commando and Up Your Arsenal. All you need to do was go to the skins menu and select any random skin that you did not have currently equipped. Afterwards the game will auto-save. You can then turn off your PS2 and the load game screen will say that you were at the museum. Selecting your game will take you directly to the museum, if you turn off the game without re-saving or leaving the museum your game file will be deleted.
- You can also save at the museum in the PS3 version of Up Your Arsenal, with the file showing "Paradox ERR - Burbank" as well as the Insomniac Games Logo as the file picture. Paradox ERR can also be seen as a text box after defeating the Biobliterator in the PS3 version.
- Dan Johnson can be found outside the building, staring into space in A Crack in Time.
- In Going Commando where the teleporter to the pink building is, if you look down you will see a square with Dan Johnson's face on it. Another similar square was found just behind the museum.
- In A Crack in Time, if you pause the game while in the Insomniac Museum, the music carries on playing unlike any other planets in A Crack in Time.
- In A Crack in Time, the platform that you can move with your wrench can actually be moved through walls in the museum too.
- The museum in Going Commando has some face squares that did not talk, like those of Dan Johnson.
- In Going Commando, Ratchet's ship can be found by heading to the secret gravity tower exhibit and going near the rail in front of the exhibit, your ship was down in the mist. Note: it was unreachable and you will simply fall trying to get to it.
- The Insomniac Moon appears in PlayStation All-Stars Battle Royale in the Nefarious Space Station section of the San Francisco stage.
- Ratchet & Clank: Going Commando (first appearance)
- Ratchet & Clank: Up Your Arsenal
- Ratchet & Clank Future: Quest for Booty (non-accessible cameo)
- Ratchet & Clank Future: A Crack in Time