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These are challenges available to the contestants of DreadZone in the Maraxus Prison on Maraxus in Deadlocked. This planet and its challenges come directly after the Vindicator Tournament and Stygia, and will provide the necessary Dread Points and black medal for the Liberator Tournament.

Challenges[]

Jail Break[]

You will have to do without your combat bots for part of this challenge. Start by following the trail of Reapers up ahead, taking them out one by one, including the Shriekers that also spawn. Use the Grav-O-Tronic surface at the end to find a confined Merc, who is automatically freed after destroying the Rhyno Swarmers and Executioner that appear in sequence upon entering the room. Have Merc EMP the shock field, then head through the corridor and take out the DZ Stingers at the end. Head through the door, take down two more, then destroy the two Executioners that land next to the Puma, after which the challenge ends.

Total Control[]

"Total Control" is the second challenge in which you get to use the Puma. The goal is to capture three bolt cranks, spread around the prison area. The entire area will be patrolled by several Laser Backs, which can be staggered and defeated with several cannon shots. The nodes themselves are protected by DZ Stingers, often manning turrets, but also sometimes from on-top of ridges and plateaus using sniper rifles. Dropships and Executioners sometimes also appear but are manageable. If, despite the vehicle pads, the Puma ends up being destroyed you can still continue on foot. After all nodes are captured the challenge ends once the opened gate is reached.

Leave No Man Behind[]

This time you must once again continue through the prison complex to try and reach Green. Begin by heading through the corridor, taking out the DZ Stingers at the end (especially the one manning the turret) and the two Beam Turrets guarding the exit. Have Merc hack the orbs while you handle the small horde of Swarmers and Blade Balls that appear from where you came from, along with several Stingers. Either use the turret or not, but once the orbs are all hacked you must head outside where a 70 millimeter Stalker Turret awaits you, along with a Reaper. They will be quickly joined by a dropship, Stingers, and an Executioner. Either use your Holoshield Launcher to defend yourself or take out some of these foes from the safety of your tower.

Once the area is cleared you can head for the next shock field (note the nanotech crates on your right, opening them causes a Laser Back to appear behind you) to then enter the next tower. The inside will be held by several Stingers, and one more manned turret. After their defeat you can have Merc hack the next set of orbs, which triggers a Laser Back to appear at the entrance. Head up the Grav-O-Tronic surface when Merc is done, then be careful to avoid the sludge pool and cross it using the Grind Cable to finish the challenge.

Showdown in Delta Block[]

Start by destroying the two Executioners down below, then set up several turrets of your own once the pre-placed Beam Turrets activate, which they will shortly after you stop onto the bottom that lowers Green's cage. Swarmers and Blade Balls will also appear, but should pose no notable threat. Eventually after Green is rescued the row of turrets will activate one by one, until eventually half of what remains all pop up; revealing them as Missile Turrets. These are quickly followed by a pair of Laser Backs and dropships, following which you can head outside and finish the challenge.

Completion of "Showdown in Delta Block" rewards the player character with a black medal, with which they should have all they need to attempt the Liberator Tournament, after collecting enough Dread Points by completing Dread Challenges.

Dread Challenges[]

Speed Trap[]

This is the third checkpoint race, this time featuring the Puma. As with the previous races there is a multitude of explosive barrels spread throughout the area, so keep using your blasters to at least somewhat clear the road ahead. Other than that the Puma is quite fast with more than enough maneuverability to keep perfectly on track.

Spider on a Wire[]

Unlike the previous two Landstalker score-based challenges this one features quantity over quality. You will be faced by a massive amount of the weakest type of orbs, with several jackpot and explosive orbs mixed in. Several Stingers will also periodically join, but never be too much of a threat. Due to the number of orbs you will have to continually keep firing your mortars as soon as they are done charging or you have six targets locked on. The basic blasters will also be sufficient for destroying orbs, but also more specific targets in case you want to gain the jackpot bonus first.

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