Jak3 Weblog

Jak3 Basics

Basics

Main Characters

Jak, Dude with a Big Gun and Bad-Ass Superpowers
The main hero. Although Jak has built ties with Krew only to get closer to his enemies, the dissatisfied citizens of Haven City don’t see things that way. Blamed for their current troubles, even though he is the very one who has defeated the leader of the Metal Heads, he is cast out into the Wasteland to die.

Jak has an innate talent for channeling eco, and as a result of Baron Praxis’ experiments, he can change into a dark form, where his offensive and defensive powers are drastically boosted. Unknown to him at the beginning of this new adventure, Jak has an equally potent light form hidden within him, too.

Daxter, Horny Ottsel with an Attitude
Jak’s oversexed best friend. Daxter used to be a normal person (or whatever passes as a normal person in this world), but a plunge into a pool of dark eco has changed him into the furry orange bastard we’ve all come to know and love. When he’s not getting smooth with the ladies or getting smacked in the back of the head by Jak, Daxter can usually be found screaming at the top of his lungs while clinging onto his pal for dear life. Still, Daxter isn’t all that bad. When he was given a chance to restore himself to his original form, he gave it up so he and Jak can save the world from the twisted plans of a mad sage.

Keira, Gifted Mechanic
Samos’ daughter, and a childhood friend of Jak and Daxter. Brilliant with machines, Keira is the one who has created Jak’s JetBoard.

Samos, the Green Sage
The grumpy foster father of Jak. Samos now spends most of his time working with Ashelin and Torn to defend Haven City.

Count Veger, Evil Guy Seeking Lots of Power
A high-ranking member of the Haven City Council. Count Veger is power-hungry and will do anything to gain more control. That includes exiling Jak.

Ashelin, Leader of Haven City
A ex-Krimzon Guard officer and the daughter of the late Baron Praxis. She believes in Jak and appreciates what he has done to save her city, but her vote in the Council was not enough to prevent his banishment.

Torn, Captain of the Freedom League
A former rebellion leader who now commands the Freedom League Guards, who protect the streets of Haven City from invading Metal Heads and KG bots. The menacing, knife-toting Torn has feelings for Ashelin, but he tries to keep a distance from her in order to maintain his tough-guy image.

Tess, Weapons Maker
One of Torn’s agents who used to work undercover at Krew’s bar. Tess currently builds weapons for the Freedom League. She also loves Daxter, for reasons none of us can ever comprehend.

Jinx, Demolitions Expert
Another of Torn’s agents. Jinx’s specialty is explosives, and he’s the guy to look for when something needs to be blown up.

Sig, Hardened Mercenary
A veteran gun-for-hire. Sig prefers to keep his past to himself, but he is also someone whom Jak and Daxter can trust.

Errol, Captain of the Krimzon Guards
Baron Praxis’ right-hand man. Errol died in an accident one year ago at Haven City’s stadium.

Pecker, Weird Flying Animal
The interpreter for Onin, a blind and mute seer. Pecker looks like a freakish cross between a monkey and a parrot, but don’t say that in front of him.

Damas, King of Spargus City
The guy in charge of the city in the Wasteland. King Damas may be a stern ruler, but he’s also a very fair one.

Kleiver, Vehicle Master
The owner of the vehicles in Spargus City. Kleiver is a textbook example of a hardass, but he doesn’t mind anyone whom he sees as worthy taking his cars out for a spin.

Seem, Precursor Monk
The leader of the monks who have devoted their lives to the study of Precursor artifacts. Quiet and reserved, Seem has her suspicions about Jak.

The Hora-Quan, a.k.a. the Metal Heads
The creatures that appear to be a blend of organic and mechanical parts. Despite the death of their leader, Kor, the Metal Heads continue to attack Haven City with unrelenting fury.

The KG Deathbots
A group of killing machines clad in red armor. The KG bots are produced in a floating factory above Haven City, but nothing is known about their leader.


Weapons

 

The gun that Jak obtains has up to twelve different modes. The four modes from the previous installment (Scatter Gun, Blaster, Vulcan Fury, and Peace Maker) are all back, along with eight new modes. Jak must acquire the proper upgrades before he can switch modes.

Red Weapons

 

Scatter Gun (red type #1) – The default shotgun mode. The Scatter Gun has a short range and a relatively slow rate of fire, but its wide blasts can take out several enemies at once. A single Scatter Gun shot costs 1 red ammo unit. Jak obtains this weapon from Damas before the first arena challenge at Spargus City.
Wave Concussor (red type #2) – The shockwave cannon mode. The Wave Concussor releases an energy shockwave that radiates forth from where Jak is standing. The longer the shot is charged, the greater its radius. An uncharged Wave Concussor shot costs 1 red ammo unit; a fully charged shot costs 5. Jak obtains this mod from Damas before the second arena challenge at Spargus City.
Plasmite RPG (red type #3) – The grenade launcher mode. The Plasmite RPG Launcher shoots out a powerful grenade that can bounce off of walls. The grenades explode after a period of time or when they come into contact with an enemy. A single Plasmite grenade costs 10 red ammo units. Jak obtains this mod from Tess after completing the second gun course challenge at Haven City.

 

Yellow Weapons

 

Blaster (yellow type #1) – The assault rifle mode. The Blaster has a long range and is excellent for hitting enemies from a distance. To rapidly fire it, Jak must first kick and then pull the trigger (either by kicking an enemy and then firing, or by performing a midair spinning kick and then firing). A single Blaster shot costs 1 yellow ammo unit. Jak obtains this mod from Damas after the first arena challenge at Spargus City.
Beam Reflexor (yellow type #2) – The enhanced assault rifle mode. The Beam Reflexor is essentially the same as the Blaster, only its shots can ricochet off of walls. These bouncing shots can be particularly lethal against enemies in narrow corridors or other confined spaces. A single Reflexor shot costs 1 yellow ammo unit, but every successful hit it makes on an enemy will cost an additional yellow ammo unit. Jak obtains this mod from Damas after the second arena challenge at Spargus City.
Gyro Burster (yellow type #3) – The drone launcher mode. The Gyro Burster is a hovering drone that sprays Blaster shots at any enemies below it. To make it hover in place, press the trigger (R1) again. A single Gyro Burster will cost 50 yellow ammo units (one ammo unit for every shot). Jak obtains this mod from Tess after completing the first gun course challenge at Haven City.

 

Blue Weapons

 

Vulcan Fury (blue type #1) – The minigun mode. The Vulcan Fury has a long range like the Blaster, but it can fire quickly without requiring Jak to kick beforehand. On the downside, it takes a little time to get its barrels spinning up to speed, and once it does, it’ll chew up ammo extremely quickly. A single Vulcan Fury shot costs 1 blue ammo unit. Jak obtains this mod from Damas before the third arena challenge at Spargus City.
Arc Wielder (blue type #2) – The laser cannon mode. The Arc Wielder emits a thick, continuous stream of death. This beam can be swept from side to side to clear out entire rooms of enemies, but it cannot be fired while Jak is performing a spinning kick. Every moment the Arc Wielder is fired costs 1 blue ammo unit. Jak obtains this mod after defeating the boss at the end of the first Act.
Needle Lazer (blue type #3) – The homing laser blaster mode. The Needle Lazer emits clusters of laser bolts that can track enemies. A single Needle Lazer shot (a cluster of three bolts) costs 2 blue ammo units. Jak obtains this mod from Jinx after the destruction of the junction boxes at Haven City.

 

Dark (Purple) Weapons

 

Peace Maker (dark type #1) – The charge cannon mode. The Peace Maker fires a sphere of explosive death that can home in on enemies. And once this projectile hits its target, it will emit energy beams that can damage other enemies nearby. A single Peace Maker shot costs 1 dark ammo unit. Jak obtains this mod from Torn after the destruction of the barrier to the slums at Haven City.
Mass Inverter (dark type #2) – The antigravity generator mode. The Mass Inverter creates a field around Jak that will cause other characters and objects to float up helplessly into the air. The field itself does not harm its victims, but it leaves them open to a violent beating from Jak. A single Mass Inverter field costs 1 dark ammo unit. Jak obtains this mod from Ashelin after defeating the boss at the end of the second Act.
Super Nova (dark type #3) – The rocket launcher mode. The Super Nova launches a mini-nuclear missile that will waste everyone (except the heroes) within several meters of Jak’s position. A single Super Nova nuke costs 10 dark ammo units. Jak obtains this mod from Sig after the destruction of the gate to the Metal Head Tower at Haven City.


 

 

 

Health Pack – A cube with first-aid crosses painted on its sides. Every Health Pack contains enough life-giving green eco to restore 2 life points.
Dark Eco – A purple energy spark. Dark eco lets Jak change into his dark form and use dark powers.
Light Eco – A white energy spark. Light eco lets Jak change into his light form and use light powers.
Ammo Disc – A red flat disc. Adds 5 red ammo units.
Ammo Canister – A yellow cylindrical canister. Adds 10 yellow ammo units.
Ammo Clip – A blue curved clip. Adds 10 blue ammo units.
Ammo Orb – A purple spherical orb. Adds 1 dark (purple) ammo unit.
Skull Gem – A glowing yellow gem that can be found hidden inside a pot or from a defeated Metal Head. (Once Jak grabs a Skull Gem from a Metal Head, that particular Metal Head will not drop any more Skull Gems if it reappears and gets killed again.) In this game, Skull Gems are used to unlock optional challenges.
Precursor Orb – A golden egg-shaped artifact. Precursor Orbs are mysterious items left behind by the beings who, according to legend, have created the world. In this game, they are used to unlock bonuses on the Secrets Menu.
Precursor Armor – Protective plating. Each piece of Precursor Armor, once obtained, will increase Jak’s health capacity by 2 life points.Powers
Dark Bomb (X and then Square) – An enhanced version of Jak’s vertical smash attack. The Dark Bomb creates a ring of energy radiating out from his point of impact with the ground, damaging any enemies who touch it. Jak begins with this power, but he can use it only when he has enough dark eco. Using this power will also revert Jak to his normal form afterwards.
Dark Blast (Square and then X) – An enhanced version of Jak’s dashing uppercut attack. The Dark Blast creates a storm of energy around his body, damaging any enemies around him. Jak begins with this power, but he can use it only when he has enough dark eco. Using this power will also revert Jak to his normal form afterwards.
Dark Invisibility (Triangle) – A cloaking ability. The Dark Invisibility prevents enemies from seeing him. Jak will earn this power when he visits the Dark Precursor shrine at the volcano, and he can use it only when he is standing in front of a Dark Precursor Idol.
Dark Strike (R1) – A projectile attack. The Dark Strike is a wave of highly destructive energy that can break down certain barriers and other obstacles. Jak will earn this power when he visits the infested gardens at Haven City.

 

Light Powers

 

Light Regeneration (L2 and Triangle) – A healing ability. The Light Regeneration restores Jak’s stamina until his health meter is full or until his light eco is completely drained. Jak will earn this power when he visits the Oracles at the temple for the first time.
Light Flash Freeze (L2 and Square) – A time-distortion ability. The Light Flash Freeze slows down everything to a near (but not complete) stop, while allowing Jak to move at “normal” pace. Jak will earn this power when he visits the Oracles at the temple for the second time.
Light Shield (L2 and Circle) – A defensive ability. The Light Shield renders Jak invulnerable as long as it is activated. Jak will earn this power when he reaches the end of the catacomb subrail underneath Haven City.
Light Flight (L2 and X) – A flying ability. The Light Flight allows Jak to fly over short distances. (To fly effectively, make the initial flap at the peak of the starting jump. Wait for the wings to spread out to the sides before flapping again.) Jak will earn this power when he visits the Oracles at the temple for the third time.

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