Introduction
Basics
Enemies
Walkthrough
 - Mission 1
 - Mission 2
 - Mission 3
 - Mission 4
 - Mission 5
 - Mission 6
 - Mission 7
 - Mission 8
 - Mission 9
 - Mission 10
 - Mission 11
Target Marks
Extras / Cheats
Downloads
Credits

BASICS

Controls and Basics

Default Control Setup

A - Jump/Move Up Grapple Rope (when hanging)
X - Anchor (Grapple)/Release Grapple (when hanging)
Y - Change Weapon
B - Action/Pick up weapon/Melee attack (with equipped weapon)
LT - Throw Grenade
LB - Turn left 90 degrees
RT - Fire weapon
RB - Turn right 90 degrees
Left Analog - Move
Left Analog (push) - Crawl/Crouch
Right Analog - Move Camera
Right Analog (push) - Reload
Start - Display Pause Menu
Back - Pull Up Map/PDA
D-pad Up - Zoom
D-pad Down - Zoom
D-pad Left - Turn On/Off Light
D-pad Right - Turn On/Off Light

By pressing the X button when the targeting crosshair turns green, Wayne will be able to grapple up to the targeted obstacle. Grappling will help Wayne to reach high ledges and climb up the side of obstacles. The grapple should be substituted for a jump whenever possible since it is much quicker and more precise. Wayne will automatically jump after reaching the end of the grapple as he is pulled toward his destination.

He can also perform the following grapple attacks when he has grappled an object or enemy:

X + RT - Grapple and fire weapon
X + LT - Grapple and toss grenade

Wayne can evade an oncoming attack by inputting the following command:

Push in on Left Analog + Press Any Direction with Left Analog + A

Evading is extremely important in later stages and will sometimes save you from certain defeat while on foot and up against bosses or other enemies. Wayne is basically invincible during the actual rolling animation and this should be taken extreme advantage of while fighting a boss. Just about every boss can be fought on foot if this skill is mastered along with the precise timing of when to execute it.

In order for Wayne to survive, he must constantly collect thermal energy. T-ENG is the orange substance that drops from killing Akrid among many other methods.

- Harmonizer Life Support

The device attached to Wayne's arm, known as the Harmonizer, works off of thermal energy and will start to affect his life gauge if he cannot collect enough thermal energy to keep it activated. Thermal energy will constantly drain while Wayne is in the field and will drain even faster whenever he performs any type of physical action such as jumping or grappling. In turn, the Harmonizer will restore Wayne's life gauge if he is harmed while he has thermal energy. The Harmonizer will immediately begin to heal Wayne when he takes damage. If Wayne's life gauge ever falls below the zero mark then Wayne will automatically die without the ability to recover.

- Vital Suit (VS) use

Vital Suits work off of thermal energy so the T-ENG gauge will drop even more rapidly while Wayne is piloting a VS, and will drop at an every faster rate when a VS performs a special function.

- Replenishing T-ENG

Thermal energy can be found in many different ways including:

- defeating Akrid, Snow Pirates, NEVEC soldiers, or VS suits
- seriously damaging a boss
- destroying explosive barrels, vehicles, tanks, Akrid eggs, etc.
- activating a Data Post


WEAPONS

Lost Planet allows you to carry two weapons at a time with you on your journey. Be sure to take advantage of this and carry a weapon with heavy firepower and one long distance weapon at all times. Below is a list of every firearm in the game along with a ranking of the amount of damage it deals, its rate of fire, range, reload time, and the maximum amount of ammo that it can carry.

Normal Weapons

Machine Gun

The Machine Gun is Lost Planet's standard weapon. It holds the most ammo and is the most common so it's very useful. The rate of fire can severely damage a normal enemy quickly if targeted properly.

Damage: **
Rate of fire: *****
Range: ***
Reload time: ****
Maximum Ammo: 999 shots

Rifle

As usual, the rifle is perfect for long distance attacks and it packs quite a punch with each shot. Use D-pad Up to zoom in and D-pad Down to zoom out with the scope to get a perfect shot.

Damage: ****
Rate of fire: ***
Range: *****
Reload time: ***
Maximum Ammo: 50 shots

Shotgun

The shotgun is excellent for close range shooting, but it lacks range. This weapon is also good for groups of enemies since the shots will spread quite a bit. A point blank shot with a shotgun will finish almost any normal enemy, seriously damage bigger enemies, or take a good amount from bosses.

Damage: ****
Rate of fire: ***
Range: *
Reload time: **
Maximum Ammo: 100 shots

Energy Gun

The energy gun is powered by T-ENG, so you will use up your precious thermal energy for each shot. The rate of fire is very poor, the normal damage is not that great, and the shots are slow. Fortunately, it can be charged for a higher damage rate.

Damage: ****
Rate of fire: **
Range: ***
Reload time: N/A
Maximum Ammo: Depends on the T-ENG gauge

Plasma Gun

This is the best weapon to have while on foot. Each shot only takes 5 units of T-ENG from the T-ENG gauge and the shot is just as powerful as a rifle shot. Like the rifle, this gun has a scope that will allow you to zoom (d-pad up or down) for precision shots. Unlike the rifle, this weapon makes a good close range weapon as well. Most of the time it is best to substitute this for the machine gun when a plasmas gun is found.

Damage: ****
Rate of fire: ***
Range: *****
Reload time: N/A
Maximum Ammo: Depends on the T-ENG gauge

Rocket Launcher

Each shot from the rocket launcher will put some serious hurt on normal enemies and bosses. Its powerful explosion will cause a shelled enemy to stagger from the force of the hit. The main fault is that it requires quite a bit of time to reload and must be reloaded manually after each shot. One good aspect of reloading is that you can still move during the reloading animation.

Damage: *****
Rate of fire: *
Range: *****
Reload time: *
Maximum Ammo: 20

Grenades

Hand Grenades

These are standard grenades that will explode within a few seconds of being thrown and sometimes explode on contact. The grenade will bounce off of walls when thrown towards a wall, which can help to damage enemies below while on ledge - throw it toward a wall and have it bounce below.

Damage: ***
Range: ***
Maximum Ammo: 20

Disc Grenades

The Disc Grenade is thrown much like a frisbee and will explode upon contact. This will travel the furthest of any of the grenades and these are much more accurate than the other types.

Damage: ***
Range: ****
Maximum Ammo: 20

Gum Grenades

This grenade will stick to whatever surface it is thrown toward or stuck to. These work very well in conjunction with the grapple. Grapple an object then stick a gum grenade on it as you jump off. The only flaw is that the gum grenade will not bounce, so it will remain where it lands and not travel a great distance. It seems to take longer to detonate than the standard grenade
as well.

Damage: ***
Range: **
Maximum Ammo: 20

Plasma Grenades

Plasma Grenades will send out an electrical charge that will stun any enemy that happens to be in the area when it goes off for a couple of seconds. These are very damaging when used against enemy Vital Suits. Throw a plasma grenade then shoot the Vital Suit with a rocket launcher while it is stunned. These can also be bounced off of walls much like the hand grenade.

Damage: ** (Normal Enemy) **** (Vital Suit)
Range: ***
Maximum Ammo: 20

Vital Suit (VS) Weapons

Keep in mind that while using any of the below weapons on foot, the reload time will be extremely poor and will require Wayne to stand still. Wayne will also only be able to carry one at a time and he will be forced to drop his current VS weapon while switching to another weapon in his arsenal. Being so big, these weapons also make some damaging melee attacks when the B button is pressed - hitting an enemy with the butt end of any of these heavy-duty weapons while on foot always seems to bring a smile to my face though. Also, be sure to take note that you can attach or detach any of these VS weapons while standing next to a Vital Suit by tapping the B button on either side (except for the GTF-13M model that can only be equipped on one side).

EM Laser

The EM Laser can be charged just like the normal VS laser gun, but it will take off more damage and will stun any enemy that it hits. This weapon will momentarily stun any normal enemy that is hit with the blast. Get two of these on your Vital Suit and you will be an unstoppable killing machine. They also work great in conjunction with a rocket launcher or grenade launcher - shoot a laser blast to stun the enemy then hit them with the other weapon. Think of
this weapon as a Laser Gun +.

Damage: *****
Rate of fire: **
Range: **
Reload time: N/A
Maximum Ammo: Depends on the T-ENG gauge

Gatling Gun

This is the standard weapon for any VS. Most Vital Suits will already come equipped with a gatling gun. The number of bullets that can be fired is rather impressive and the reload time is good. Target an enemy with dual machine guns in a weak spot to really lay down some constant hurt.

Damage: **
Rate of fire: *****
Range: ***
Reload time: ***
Maximum Ammo: 999 shots

Grenade Launcher

This weapon can be extremely destructive if your aim is good. The grenade launched out will explode upon contact and hit the target in multiple areas for some extreme damage, even more than the other VS weapons. The only bad aspect of the grenade launcher is that it is hard to aim while in a VS. The aiming seems slightly off and doesn't fire directly where the crosshair points.

Damage: *****
Rate of fire: ***
Range: ***
Reload time: **
Maximum Ammo: 20

Homing Laser

The homing laser is another weapon that works off of thermal energy. Much like the name implies, it will home in on any heat source on an enemy and when fired, a group of several lasers will be launched directly toward the targeted heat source. Charge the weapon to lock on to the target.

Damage: ****
Rate of fire: *
Range: ***
Reload time: N/A
Maximum Ammo: Depends on the T-ENG gauge

Laser Gun

The laser gun feeds off of your T-ENG gauge, so it has infinite ammo and never needs to be reloaded as long as your thermal energy last. It can be charged for greater damage and takes quite a bit when fully charged.

Damage: ****
Rate of fire: **
Range: **
Reload time: N/A
Maximum Ammo: Depends on the T-ENG gauge

Missile Launcher

Some Vital Suits and Turrets come equipped with this weapon and this particular weapon may not be removed from the Vital Suit or Turret. These only require a reload after 4 shots have been fired unlike the standard rocket launcher, which must be reloaded for every shot fired.

Damage: *****
Rate of fire: ***
Range: *****
Reload time: **
Maximum Ammo: 24 shots

VS Shotgun

The VS Shotgun can be one of the most damaging weapons on your VS, even more damaging than the rocket launcher depending on how close you are to your opponent. Dual wield two of these on a boss and that boss will usually fall very quickly.

Damage: *****
Rate of fire: ***
Range: **
Reload time: **
Maximum Ammo: 100 shots

VS Rocket Launcher

This weapon basically remains the same as the normal rocket launcher with all the good qualities and downfalls, though at least you'll be in a VS suit while reloading. The main difference is that the VS Rocket Launcher takes off more than the standard rocket launcher.

Damage: *****
Rate of fire: *
Range: *****
Reload time: *
Maximum Ammo: 20

VITAL SUITS

Vital Suits play a very important role as the game continues to progress. Many of the later boss battles nearly require you to have some sort of Vital Suit in order to survive an enemies' attack and damage them. Below is a list of all the Vital Suits along with a bit of ranking and a special function list for each one.

GTT-01 (Standard)

These are only found in the first few stages for the most part and really have no special function whatsoever except for the very basics, such as jumping and the ability to load weapons on each side. When found in later levels, these Vital Suits are nothing more than walking coffins when up against the later enemies unless they are equipped with some heavy firepower.

Movement: *
Armor: **

Special Functions:

N/A

GTF-11

The GTF-11 suit is the most common Vital Suit and gives you the most basic of special functions. The movement of the suit is lacking compared to later models, but this suit will help out in boss fights since you can use its hovering function to avoid oncoming attacks. The special function dash is not very useful at all.

Movement: **
Armor: ***

Special Function:

Hover: A after jumping. A again to cancel hovering.
Dash: Press a direction with the Left Analog then press Y to dash in that
direction.

GTF-13M

This Vital Suit is the weakest of all the Vital Suits and will fall fast under heavy firepower, but it makes up for this with its speed when transformed into a bike. This particular VS can only be equipped with one gun unlike the rest.

Movement: ***
Armor: *

Special Function:

Transform into bike: Y.

GTF-13M Bike Mode

Special Functions:

Accelerate: A
Decelerate/Reverse: X
Transform to VS: Y
Dashing Jump: LB

GTB-22

One of the most agile Vital Suits, this will allow the user to double jump and perform a long jump to reach a great distance. The Vital Suit is also fast unlike the prior models and the response for commands is much greater. The top portion pivots allowing for faster turns when compared to most other models.

Movement: ****
Armor: **

Special Functions:

Double Jump: A after a normal jump (not a long jump)
Long Jump: Y. Y again to cancel.
Smoke Screen: X

GAB-25M (Spider)

The Spider VS is the most unique of all the VS suits thanks to its own unique weapons and overall movement style. The weapons cannot be detached or reloaded. The laser vulcan runs off of thermal energy and the cannon always comes loaded with 30 shots. The suit has four legs that it uses to move around on and these legs will actually allow it to crawl along some slopes where a standard VS would have to jump. This VS is incredibly slow while jumping and just as slow while hovering which can lead to problems while using it during a boss fight. On the flip side, it is built to last and can withstand severe damage. Much like the GTF-13M this VS can transform into a vehicle as well. The vehicle mode gives up the laser vulcan for a drill.

Movement: **
Armor: *****

Special Functions:

Laser Vulcan: RT
Cannon: LT
Hover: A after jumping
Slide: Y while moving
Transform to Drill: Y

GAB-25M Drill Mode

Movement: ***
Armor: *****

Special Functions:

Drill: RT
Cannon: LT
Drilling Dash: X
Transform to VS: Y

PTX-140

This VS is the most agile of all the Vital Suits. It feels much like controlling the main character and the response time is great. The normal jump outshines most of the rest of the Vital Suits and is second only to the GTB-22 model with its long and double jump.

Movement: *****
Armor: ***

Special Functions:

Hover: A after jumping. A again to cancel.
Slide: Y while moving
Saw Slice: X

L-P-9999

The L-P-9999 is Wayne's normal VS under the full potential of his Harmonizer. This VS can only be used in the final mission of the game and has a big advantage over all the others with the ability to fly.

Movement: *****
Armor: *****

Special Functions:

Ascend: Y to ascend. Y again to cancel.
Descend: A to descend. A again to cancel.
Laser Vulcan: X
EMF Blade: RT (blade); LT (blade shots)
Big EMF Blade: Charge RT then release (horizontal); Charge LT then release (vertical)

 

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