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Jak3 Walkthruogh

Objective: Complete Arena Training Course
Thanks to the beacon from Ashelin, our heroes have been found by King Damas’ men. But before Jak and Daxter can get too comfortable, they’ll have to prove themselves before the other forgotten ones at Spargus City’s arena.

Touch the shaft of light to begin. Jak’s first task is to collect 35 tokens (the floating blue sparks), so he should jump across the platforms and climb the ladders to reach them all. To leap higher than normal, use crouching jumps (by holding L1 and pressing X while standing still). To leap farther than normal, use rolling jumps (by pressing L1 and then pressing X while running). Perform a vertical smash attack (by pressing X and then pressing Square) to break through the floor panel that leads down to a lower level where the last four tokens are located. After grabbing all the tokens, jump onto the lift at the end.


Objective: Earn 1st War Amulet
King Damas will now give Jak a free Scatter Gun (minus any mods), so he can blow away the 20 marauders who’ll enter the arena. These marauders only have swords, so shoot them before they get close enough to use their blades. The Scatter Gun takes a while to reload after every shot, so if Jak needs to, he should also use his punching and kicking moves. To find more ammo, break open the supply cases lying around the place.

Now, to make things more exciting, King Damas has small lava vents installed in the arena floor. When an alarm sounds and the lava vents begin to bubble, jump onto one of the large crates to avoid the lava that will flood the arena floor. Wait for the lava to subside before getting back down and killing the remaining marauders.

When Jak passes this challenge and speaks with King Damas again, he will receive the first piece of the War Amulet, the Gate Pass to Spargus City, and the Blaster mod.


Objective: Talk to Kleiver
Objective: Catch Kanga-Rats
Kleiver is the big fat guy with the mustache waiting in the corridors leading out of the arena. When Jak and Daxter come across him, he’ll ask them to help him kill the kanga-rats raiding his supplies.

Gotta catch ’em all. Mount the leaper lizard (by pressing Triangle) and get out into the streets of Spargus City. There are 6 kanga-rats (marked by red dots on the map), which look like furry reddish creatures. Chase after the kanga-rats one by one, and use charge attacks (by pressing Square) against them to have the leaper lizard eat them up. Four kanga-rats start off in the east half of the city, while the other two start off in the west half.


Objective: Talk to Seem
Objective: Unlock Satellite
Seem is the monk standing in front of a Dark Precursor Satellite, at the far west side of the city. While Jak is speaking with her, he’ll inadvertently activate the Satellite.

 

 

 

To “unlock” the Satellite, catch 75 symbols without missing 5 times. To catch a symbol, press the corresponding button on the controller as the symbol passes over the moving rings on the screen. Pressing the buttons when no symbols are over them or letting a symbol touch the central heart will count as a miss.

When Jak completes this task, the Satellite will give him the first Dark Eco Crystal and then turn into some very fancy fireworks. BOOM!


Objective: Talk to Kleiver
Objective: Learn to Drive a Vehicle
Objective: Beat Kleiver in Desert Race
Kleiver can be found in the garage to the southeast, before the front gates of the city. He will challenge Jak to a race, but he’s nice enough to let our heroes warm up first.

Get into the Tough Puppy. It’s supposed to be a scouting vehicle, but it’s really more of a crappy training car. It doesn’t have any weapons, and it doesn’t go too fast, but it’ll have to do for now. (Press Triangle to climb into it, X to drive, Square to brake and to drive in reverse, Circle to use the handbrake, L1 to jump, and L2 to look backwards.) Drive over to each of the checkpoints (marked by green dots on the map). One of these checkpoints needs to be cleared by making the car jump straight up in place.

Reach the last checkpoint to begin the race against four other vehicles. Complete 3 laps and finish in 1st place. Grab the turbo charges (the glowing energy sparks) by jumping into them, and use them (by pressing R2) to speed through straight areas, but take care not to lose control while zipping over the uneven terrain.


Objective: Talk to Damas
Objective: Race for Artifacts
King Damas and Pecker are waiting back at the garage. The ruler of Spargus City wants Jak and Daxter to retrieve some artifacts lying out in the Wasteland before the flesh-tearing storms come.

Simply drive over the artifacts (marked by green dots on the map) to pick them up. The timer will reset whenever an artifact is nabbed. The Tough Puppy doesn’t have any weapons, so Jak will just have to drive around the marauders who’ll come to attack him. Once he gets the last artifact, Jak should race back to the garage before time runs out.

After completing this mission, Jak will earn the Bracers, increasing his health capacity to 10 life points.


Objective: Talk to Seem
Objective: Beat Monks in Leaper Race
Seem can be found in the streets within the east half of Spargus City. She will wager a Light Eco Crystal in a race for Jak’s Dark Eco Crystal.

Riding leaper lizards, race against three monks through the city streets. Be sure to pass through all the checkpoints (the floating rings). The course begins in the east half of the city and ends in the west half. (The last checkpoint is marked by a red ring.) Don’t touch the monks from the rear; jump over them instead to bypass them. The civilians wandering through the streets during this race won’t retaliate if they’re hit, so feel free to charge straight through them.

Win this race to earn the first Light Eco Crystal and to learn a bit more about that thing in the sky called the Day Star.


Objective: Talk to Kleiver
Objective: Destroy Metal Head Beasts
Kleiver is hanging out at the garage. He wants Jak and Daxter to go out and kill some wasteland metal heads, and he’s willing to let our heroes use the Sand Shark to do the job.

The four metal heads (marked by green dots on the map) start off in the northwest region of the Wasteland. Use the Sand Shark’s twin machineguns (by pressing R1) to kill them. These gigantic metal heads can suck up a lot of pain before dying, so keep shooting them while avoiding their projectiles and ramming attacks.

Slaughter all the metal heads to find the second Dark Eco Crystal.


Objective: Talk to Damas
Objective: Go to Arena
Objective: Earn 2nd War Amulet
King Damas is in his throne room. To reach it, take the elevator in the middle of the central corridor that connects both halves of the city. It’s time for the heroes to prove themselves again in the arena. At least the King gives them the Wave Concussor mod to make their lives easier.

Return to the arena, and touch the shaft of light to begin. There are 30 marauders to kill. Use fully charged Wave Concussor shots to hit several of them at once. When the alarm sounds and the lava vents start bubbling, jump away to another platform to avoid the lava that will flood in. For more ammo, smash open the supply cases.

Pass this challenge to earn the Beam Reflexor mod and the second piece of the War Amulet.


Objective: Talk to Kleiver
Objective: Corral Wild Leapers
Kleiver and King Damas are in the garage. They want our heroes to catch some wild leaper lizards. Get in the Sand Shark, and drive over to the ruins at the southeast region of the Wasteland.

Jak and Daxter need to corral three leaper lizards. Drive up close behind one, so Daxter will automatically leap onto it. At this point, Daxter has to guide the leaper lizard to the pen in the middle of the ruins (marked by the gray icon on the map). The leaper lizard will keep running at full speed, but Daxter can still make it turn and jump. Do not crash into any walls or cacti, and be sure to line up properly with the gates of the pen before entering it. After Daxter brings a leaper lizard into the pen, he’ll automatically return to Jak, so they can repeat the process.

Complete this task to gain access to the Dune Hopper.


Objective: Reach Monk Temple
Objective: Climb Monk Temple Tower
Objective: Glide to Volcano
The temple is at the southeast corner of the Wasteland. To reach it, use the Dune Hopper’s powerful jumping ability (by pressing L1) to clear the gaps in the road leading up to it.

Inside the temple, climb the fallen rubble, swing up along the poles, and leap quickly across the collapsing platforms to reach the top level. Remember, Jak can prolong his jumps by performing spinning kicks in the air.

Jak and Daxter will use the glider at the top of the temple to reach the volcano. Fly through the accelerator rings. Some of these rings are closed (they look like clumps of golden metal), so our heroes will need to shoot them with the Blaster to open them up. Fly through all the rings and the updrafts (which look like purple waves) to maintain the glider’s speed. Some rings move around, too, so prepare to do some quick steering. After the last ring, fly into the tunnel entrance on the volcano’s side.


Objective: Find Satellite in Volcano
From where the glider has crashed, follow the path leading out to the middle of the volcano, killing any enemies who get in the way. Watch out for crumbling ledges, and ride the leaper lizard after catching up to it.

Use the leaper lizard’s wing-flapping double jump to cross the wide gaps. Of course, wait for the fireballs to drop back down before doing so. Continue across the platforms in the pools of lava. Eventually, the heroes will come to a ladder. Leave the leaper lizard, and climb the ladder.

For the next part, Daxter will get to swing along some overhead wiring. Follow the wiring, taking care not to touch the fireballs. Drop off onto the rock path at the end, and then leap across the gaps when the streams of lava stop. Kill or avoid the metal heads who show up. When Daxter reaches a tall pillar, he will accidentally push it over, forming a bridge back to where Jak is waiting. Daxter should return to his buddy now.

Now that the heroes have regrouped, they can continue on. Jak can use a crouching jump to climb onto the high ledge ahead. Hit the rock platform to knock it over onto the geyser, and then ride on this rock platform when the geyser blows.

The next rock platform is located on a ledge too high for Jak to jump to. Daxter will get into a pipe slide in an attempt to reach it. While sliding down, Daxter should lean to the sides and jump as necessary to clear the broken portions of the pipe. After the slide, he should scale the cliffs by bouncing up along the trampolines.

When Daxter pushes the rock platform at the top over, Jak can knock it onto the geyser nearby. The heroes can ride it up to the next set of geysers. Move the two out-of-place rock platforms onto the side geysers, so the pressure will be increased in the middle geyser. Ride the platform over this middle geyser. Proceed up the switchback, jump across the platforms floating in the lava river, and climb the ladder to find the Satellite at a Dark Precursor shrine.

At this shrine, the artifact held in the hands of a monk’s petrified corpse will grant Jak a new dark power. However, he cannot use the Dark Invisibility until he finds a Dark Precursor Idol.


Objective: Find Oracle in Monk Temple
Ride the platforms floating along the lava river below the shrine. Jump onto the rocky path before going over the lavafall. This path is a shortcut back to where the glider has crashed and where a warp gate can be found.

See that Dark Precursor Idol? Jak can now touch it (by pressing Triangle) to turn invisible temporarily. While invisible, the heroes can sneak past the floating eye sentry overlooking the warp gate close by. Use this warp gate to return to the temple.

Back at the temple, Jak can touch another Dark Precursor Idol to become invisible, allowing him to sneak past the eye sentry guarding the spike-trap corridor to the northeast. Go through that corridor and follow the stairs leading down to a large circular chamber.

In the circular chamber, a ring of drones guards the central dais. Approaching or attacking the drones will result in death, so touch the Dark Precursor Idol along the southwest side of this chamber to become invisible first, and then sneak over to the central dais. Now that Jak is in the middle of the ring of drones, he can use a fully charged Wave Concussor shot to destroy all the drones simultaneously, before they have a chance to retaliate. Congratulations, you’ve just solved the toughest puzzle in this game!

Perform a vertical smash on the central dais to push it down like a button, opening the south doorway. Go through it. The next part is the hall with the poles. The eye sentries here will electrify the poles if they see Jak, so he should touch the Dark Precursor Idols to turn invisible. Swing across the poles while invisible to reach the other end of this hall.

Enter the Oracles’ chamber and step onto the altar to receive the first light power. (Apparently, the Precursors have a sense of humor, too.) Jak can use the Light Regeneration (by holding L2 and pressing Triangle) to recover his health. Now use the warp gate nearby to return to the main entrance of the temple.


Objective: Talk to Damas
Objective: Rescue Wastelanders
King Damas can be found in his throne room. Some of his scouts in the Wasteland have failed to report in. He needs Jak and Daxter to save their asses before another storm arrives.

Head over to the garage, and take the Sand Shark. There are four wastelanders (marked by green dots on the map) to rescue, but the Sand Shark can only seat one passenger at a time. After picking up a wastelander, the heroes will need to drop him off at a friendly transport before they can go save another wastelander.

The first wastelander is located to the northwest, the second at the far west, the third on a high hill at the far west (which can be quickly reached by jumping across the broken blue bridges), and the fourth is to the southwest. The transport that will receive them is located roughly in the southwest-middle region of the Wasteland. The timer will reset with each pick-up or drop-off. For more speed, the heroes can kill the marauders who appear and use the turbo charges they leave behind.


Objective: Defeat Dark Satellite
Objective: Race Back to City
Okay, we’ve lied. There are actually only three wastelanders to rescue, because the fourth one is already dead. Upon reaching his corpse, the heroes will discover the thing that has killed him – a Dark Precursor Satellite.

Stay underneath the Satellite while it flies around and fires energy beams downwards. Shoot at its underside, preferably with the Blaster. Remember to perform spinning kicks in the air when pulling the trigger to fire more rapidly.

When the Satellite’s energy field disappears, it may pull off a vertical crushing attack and sit in the sand, from where it may radiate forth energy rings and whip out its tentacles. Jump to avoid the rings and the tentacles, and keep shooting at the Satellite while it rests on the ground. If Jak runs outta ammo, he’ll have to pick up more that appears in the sands around him.

Defeat the Satellite and then return to Spargus City in the Sand Shark before time runs out to secure the third Dark Eco Crystal.


Objective: Talk to Kleiver
Objective: Beat Turret Challenge
Kleiver is standing near the old turret at the west half of Spargus City. He used to be the best gunner with this turret, or so he claims, and he challenges the heroes to beat his high score at a game using the turret.

 

 

Climb the ladder to reach the turret. Score 7000 points without missing 10 targets. The targets will pop up from the water and fly towards the turret. Shoot them (by pressing R1) before they fall back into the water, which will count as a miss. The father away they are when they are shot, the more points they will yield. The blue targets are worth more points, and the green ones are worth even more. Watch the radar display at the bottom of the screen to see the positions of the targets. (The red dot in the center is the turret. The green dots are the targets.)

Beat this challenge to the second Light Eco Crystal from Kleiver.


Objective: Talk to Damas
Objective: Defeat Marauders in Arena
King Damas is in the arena. Meet with him to get the Vulcan Fury mod, and prepare for the third arena challenge.

Get down to the bottom level and touch the shaft of light to begin. There are 30 marauders to kill, and this time they carry guns. Use the Vulcan Fury and the Blaster to take them out from a distance. When the alarm sounds and the lava vents start to bubble, the entire set of walkways that Jak is standing on is about to sink. Look for platforms that will rise up at various corners of the arena, and jump up onto one of them before the walkways are flooded with lava.


Objective: Destroy Orbs in Nest
Objective: Return to Spargus
King Damas may be angry at Jak and Sig’s refusal to attack each other, but at least our heroes can now work with their old pal at appeasing the ruler of Spargus City by clearing out a nest of metal heads. Sig is waiting in the Gila Stomper at the garage, and he’ll let Jak drive. This vehicle comes with an auto-aiming machinegun to make killing bad guys easier.

Drive the Gila Stomper over to the southeast side of the volcano in the center of the Wasteland. There, Sig will use his Peace Maker to blow open the entrance to the metal head nest. Drive into the tunnel and follow the path down into the nest.

There are 10 orbs to destroy, and they look like green egg-like sacs stretching from the ground to the ceiling. Keep moving to avoid the enemies’ attacks, and keep firing to kill the metal heads and to hit the orbs. Five of the orbs are found in the east half of the nest, while the other five are in the west half. Some pillars covered with metal head eggs can be shot at to make them topple over and form bridges. The heroes will need to do this to reach the west half.

After the last orb is destroyed, the heroes will have about three minutes to get out of the nest before the noxious gases turn their lungs inside-out. At the northeast side of the west half of the nest, there is a pillar that can be shot down to form a shortcut leading back to the east half. From there, go back up the same winding path the heroes have entered from earlier to escape. The gases will reduce visibility, so check the map to avoid getting lost. Once outside, return to the garage at Spargus City.


Objective: Find Ashelin at Oasis
Objective: Defend Ashelin at Oasis
Ashelin has traveled to an oasis, where she hopes to meet with Jak. Looks like she has something important to tell him.

Take a vehicle like the Dune Hopper or the Sand Shark and drive over to that oasis, which is in the southwest region of the Wasteland. While Ashelin asks our heroes to return to Haven City, where everything is going to hell, 55 marauders will sneak up on them. Help Ashelin blow them all away.

After the marauders are dead, Ashelin will give Jak the Seal of Mar and, as a courtesy from Keira, an upgraded version of his old JetBoard.


Objective: Complete Monk Temple Tests
Ashelin leaves for now so our heroes can brood about and think dark thoughts. While they’re at it, why don’t they explore deeper into the temple at the southeast corner of the Wasteland? Like before, use the Dune Hopper to reach it.

Return to the circular chamber at the temple. This time, the door on the west side of that chamber will recognize the Seal of Mar and open, allowing our heroes to enter the flooded hall. Use the JetBoard (by pressing R2) to hover over the water and to reach the side corridors there. Also grind along the beams (by holding Square) to cross some of the pits in these side corridors. Touch the 18 floating symbols (marked by blue dots on the map) to open the door at the other end of the flooded hall.

Enter the Oracles’ room and step onto the altar to receive the second light power. Jak can use the Light Flash Freeze (by holding L2 and pressing Square) to slow everything around him to an almost complete stop, while allowing him to move at “normal” pace.

There are no warp gates here, but there are some spinning platforms in front of the Oracle. Use the Light Flash Freeze to slow them down. Beware, though – the platforms are not completely frozen, so leap across them quickly.

The corridor at the other side of the spinning platforms leads around the flooded hall. Jak will have to grind along the beams to cross the pits. Then, the heroes will reach the upper level of the hall with the poles. Use the Light Flash Freeze to slow down the spinning fan shafts, and then go across them, avoiding the fan blades in the way. Having trouble moving across the shafts? Try hopping across them to better avoid slipping off. Cross all three fan shafts to reach the collapsing bridge.

Normally, the collapsing bridge will break apart faster than Jak can race across it, so he’ll need to use the Light Flash Freeze. As the bridge crumbles in slow motion, keep jumping along the falling pieces, and don’t fall off. Take the elevator at the other end of the bridge to reach the catacombs.


Objective: Travel through Catacomb Subrails
Pecker tells Jak and Daxter that Onin wants their butts back in Haven City so they can save the world – again. Using the Seal of Mar, Jak activates the nifty-looking Precursor vehicle before them. They can ride it through the subrail to reach the catacombs below Haven City.

 

 

In the subrail, shoot (by pressing R1) to destroy most of the objects in front of the vehicle. Do not fall into the pits, which are marked with red warning lights. Due to the speed of the vehicle, however, spotting those lights – and the pits behind them – can be tougher than it sounds. Prepare to lean left or right to dodge them.

Reach the end of the subrail to receive the third light power from a Precursor spirit. Jak can use the Light Shield (by holding L2 and pressing Circle) to render himself invulnerable.


Objective: Explore Eco Mine
While Pecker flies on ahead, Jak and Daxter will have to find a way out of the mine. Shoot the tall pieces of metal to make it fall over and form a bridge. Follow the walkways, killing the metal heads who show up. When riding the automatic lifts, be sure to jump off before they break off.

Reach the circular elevator lift, and ride it down to some lower levels. See those large wheels? Knock the orange creatures that come out of the pipes into those wheels to make the orange creatures turn them. Doing so will cause platforms to fold out, allowing our heroes to proceed onwards.

There is a small Precursor shrine at the far west side of the mine, where Jak will find the Greaves, increasing his health capacity to 12 life points.


Objective: Escort Bomb Train
Not far from the Precursor shrine is a bay that holds a train loaded with explosives. Hit the control lever (marked by a green dot on the map) to make a crane transport this bomb train onto a track.

Remember that wall at the east side of the mine that the heroes have passed by earlier? Jak and Daxter now have to use the bomb train to blow it open. The problem is, sections of the track are raised, and the bomb train (which moves forwards automatically) will blow up if it hits those breaks. To lower the raised sections, shoot the circular target switches below them.

Whip out that Blaster and race ahead of the bomb train, hitting all the switches along the track to prevent the bomb train from crashing. Ignore the electrical gates, and just stick with the walkways. To cross some pits, grind along the beams with the JetBoard. As for the sliding platforms, wait for them to slide out before leaping across them.

After the bomb train destroys the wall at the end of the track, enter the tunnel beyond it and ride the turntable down to a lower level.


Objective: Defeat Veger’s Precursor Robot
Count Veger makes an unexpected appearance, revealing a part of his plans to our heroes. Before he leaves, he activates a Precursor robot hidden within the walls. Looks like Jak and Daxter will have to kill it before they can leave the mine.

 

 

The Precursor robot is too tough to be hurt by conventional weapons, so don’t bother shooting at it. For now, just avoid its attacks. The Precursor robot first uses its laser sword. Simply sit back and leap over the energy waves its sword creates to avoid getting fried. (Better yet, Jak can change in and out of his dark form as the lasers pass through him, because he is invulnerable while he is transforming.)

Next, the Precursor robot will throw out a bunch of dark creatures. Kill them, and pick up the ammo they drop. Watch out – these enemies can split into smaller ones as they are defeated.

Then, the Precursor robot will shoot laser beams at various spots on the floor, and pillars will sprout out from those spots. Avoid the beams, and wait for the pillars to cool down.

At this point, Jak has a chance to hurt the Precursor robot. Now that the pillars have cooled, he should leap onto them. On the highest pillar, use the Blaster or the Vulcan Fury to hit one of the bomb trains hanging over the Precursor robot. If Jak shoots the front of the bomb train enough, it’ll fall over and whack the Precursor robot on the head.

Now repeat the process two more times, for a total of three rounds. The Precursor robot is pretty stupid and doesn’t learn from its mistakes, although during the third and final round, it will attack much more aggressively, especially with its laser swords.

When the Precursor robot is defeated, Jak will find the Arc Wielder mod and an elevator leading up to Haven City.

Objective: Meet Your Old Friends
Jak and Daxter will emerge in the old upper district, not too far from where the stadium used to be. They should head east towards the gate connecting to the water district, killing any metal heads along the way.

At the gate, our heroes will meet Samos and Keira. The force field that keeps the metal heads out of the water district also prevents Jak and Daxter from crossing over, so Samos will tell them to go through the sewers instead.


Objective: Reach Port via Sewer
The entrance to the sewers Samos has spoken about is located along the north side of the old upper district.

In the sewers, use the JetBoard to move through the pipes more easily, but take care not to fall into the pits. In the flooded room, kill all the enemies to open the gate, and then use the JetBoard to hover up the slope.

The chambers ahead are flooded, so keep using the JetBoard to avoid being caught in the water currents. The small fans that try to push Jak away can be destroyed with a few Blaster or Vulcan Fury shots. In a large chamber with several whirlpools, kill all the enemies to lower a pipe, and then grind along this pipe to cross the pit. Fight past more metal heads and other enemies, and get to the elevator at the south to reach the port.


Objective: Talk to Torn in Naughty Ottsel
Objective: Destroy Incoming Blast Bots
Torn has set up his base at Daxter’s bar, the Naughty Ottsel (formerly Krew’s Hip Hog Saloon). When Jak and Daxter make it to the port, they should go visit him. Forgot where the bar is? It’s located in the northwest side of the area.

While Torn updates our heroes on the situation, 3 blast bots (marked by green dots on the map) will attack the port. Use a zoomer (hoverbike) to reach them quickly, and ignore the other, smaller KG forces in the area; just focus on killing the blast bots. Hitting them with the Blaster or the Vulcan Fury is perfectly fine, but if Jak feels like it, he can also knock their bombs back at them to do more damage.


Objective: Talk to Torn in Naughty Ottsel
Objective: Destroy Barrier with Missile
A force field is blocking the way to the industrial sector from the port. Torn wants the heroes to power up a missile and then use it to bust up the force field.

 

 

Touch the shaft of light outside of the bar to begin. Daxter, making like an idiot, will jump onto the missile and take off on it. The missile will be flying at full speed, but Daxter can still make it turn and jump. Pass through all the eco charges (marked by green dots on the map) to increase the missile’s killing power, and then guide it into the force field, which is on the east corridor leading to the industrial sector. Crashing into any walls or mines will result in a fiery death, but plowing through civilians or Freedom League Guards is harmless. There is no time limit here, so Daxter can take as long as he wants to grab those eco charges.


Objective: Talk to Tess in Gun Course
Objective: Beat Gun Course 1
Tess is building a new weapon at the gun course, which is located at the northeast side of the port. If Jak wants the weapon, he’ll have to impress Daxter’s girlfriend in a course challenge.

 

 

Score 10000 points by the end of the course. Stick with the Blaster and advance slowly through the corridor, shooting the enemy (KG bot) targets as they appear. Don’t hit the civilian targets, or else points will be deducted. The large enemy targets take two hits each to destroy. The gold enemy targets are worth extra points, so don’t miss them.

Beat this challenge to earn the Gyro Burster mod from Tess.


Objective: Talk to Torn in Naughty Ottsel
Objective: Destroy Sniper Cannons
The industrial sector has become KG bot territory, and sniper cannons have been installed to keep the Freedom League Guards out, so Torn wants Jak and Daxter to get rid of them.

The 5 sniper cannons (marked by red dots on the map) are all located along the upper walkways of the industrial sector. To destroy a sniper cannon, first perform a vertical smash on all the buttons near it, and then hit the piston that rises up. The buttons will reset after a while, so be quick about pressing them. The sniper cannon will also be firing at Jak during this time, so he should prepare to jump away if its targeting reticle locks on to him.


Objective: Talk to Torn in Naughty Ottsel
Objective: Reach Metal Head Area via Sewer
The once-beautiful gardens of Haven City have become another nesting ground for the metal heads. Torn wants our heroes to get in there and destroy the dark eco tanks to mess up the metal heads’ plans. Unfortunately, the way to the infested gardens from the port is blocked off, so Jak and Daxter will have to reach it via the sewers. Sounds fun.

The entrance to the sewers is located in the industrial sector, at the bottom of a large ramp. Jump across the pipes when they aren’t venting out toxic gases. When riding the platform across the rail, jump over the laser beams to avoid getting fried. If Jak rides the JetBoard over the fans in the floor, he can get boosted up into high rooms that contain extra items. To shut off the electrical barriers in the middle of this area, kill all the enemies. To bypass the fencing in the later sections, dive through the water, swimming below them. At the chamber with platforms floating on the water, work around the walls and get into the central room with the button. Use a vertical smash to push the button, opening the door that leads towards the elevator at the end.


Objective: Destroy Dark Eco Tanks
At the infested gardens, the 5 dark eco tanks (marked by green dots on the map) are all located over the central pools. Touching the pools means instantaneous death, so use the JetBoard to grind along the purple cables instead. Look for the plants that periodically spew out gas on the platforms below the tanks. Leap onto these plants as they spew gas to get launched up to the tanks, where Jak can hit them to destroy them. If Jak doesn’t feel like grinding over more purple cables and risking falling into the pools, he can walk along the side paths, but that means he’ll have to deal with unending swarms of metal heads.

Even though five dark eco tanks are listed initially, there is also a sixth tank that Jak needs to destroy. It’s at the southwest end of this area, just behind the barrier (with the port on the other side). Hit this sixth dark eco tank to gain the final dark power. Jak can use the Dark Strike (by pressing R1 while in dark form) to destroy the barrier, opening the way to the port once more.


Objective: Kill Dark Plants in Forest
Dark plants have begun to spread in the forest that lies just west of Haven City, so Samos wants Jak and Daxter to stop them. To reach the forest, go to the gate at the west side of the infested gardens.

The dark plants (marked by blue dots on the map) are scattered all over the forest. Keira suggests that Jak pick up some green eco and then disperse it onto the dark plants to get rid of them (kinda like what he did in his first adventure). To pick up green eco, the heroes should touch the green eco fountains while riding the JetBoard. As long as the green eco meter isn’t empty, they can simply pass over the dark plants to kill them. They can also use the JetBoard’s new repulsor (by pressing Circle) to spray green eco over a wider area, but doing so will drain the meter more quickly.

Once all the dark plants are dead, circular Precursor platforms will appear in the lake at the middle of the forest. When he investigates these platforms, Jak will find the Shoulder Guards, increasing his health capacity to 14 life points.


Objective: Destroy Eco Grid with Jinx
Torn wants to wreck the city’s eco network, and he wants Jak to help Jinx (one of Torn’s other agents) to get the work done.

Jinx is waiting in a hovercraft near the west gate at the infested gardens. Jak will be the driver, so his job is to carry Jinx over to four junction boxes. When they arrive at one, Jinx will jump off and prepare an explosive charge on the junction box. While he’s doing so, Jak should leave the hovercraft and kill any enemies who approach. After Jinx is done, he’ll return to the hovercraft and wait for Jak to bring him to the next junction box.

The first junction box is at the west corridor at the port, the second is at the central corridor at the port, the third is at the southwest corner of the industrial sector, and the fourth one is at the east side of the industrial sector. When leaving the hovercraft, make sure it isn’t blocking Jinx’s way.

When the eco grid is wrecked, Jinx will hand the Needle Lazer mod to Jak.


Objective: Hijack Eco Vehicle
Objective: Bring Vehicle to Naughty Ottsel
Ashelin notifies Jak of a transport hovercraft that’s carrying a supply of eco. Go steal it.

The transport (marked by a green dot on the map) is in the northern half of the industrial sector. It’s unoccupied, but as soon as the heroes jump into it, a launcher nearby will fire a bunch of homing missiles at them. Jak must fly the transport through the industrial sector and back to the port.

Torn will tell the heroes to use the decoys in the water to get rid of the missiles. Drop to low altitude, and shoot the blue decoys with the Blaster or the Vulcan Fury to activate them. Every activated decoy will pull one homing missile away.

The thing is, Torn is one decoy short, which means the heroes will still have a missile close on them after all the decoys are used. Torn now suggests using the sign over Daxter’s bar as a makeshift decoy. Fly back to the Naughty Ottsel, and Torn will take care of the rest.


Objective: Talk to Torn in Naughty Ottsel
Objective: Defend Port from Attack
Torn is sitting at one of the rear booths at the bar. This time, massive waves of metal heads and KG bots will attack the port, and Torn wants our heroes to get out there and blow them all to hell.

For this mission only, the ammo for Jak’s weapons will work a bit differently. His Blaster ammo is infinite, but in order to use his other weapons, he has to pick up the weapon power-ups that will occasionally appear. To clear a scene, simply kill all the enemies that appear. The neat part is, because the Blaster has infinite ammo, Jak can keep firing it while performing aerial spinning kicks, flooding the screen with death. If Jak fires quickly enough from the middle of the screen, he won’t even need to grab any weapon power-ups. The last scene ends with two of the large KG blast bots. With infinite Blaster ammo, taking them out should be a breeze.


Objective: Talk to Tess in Gun Course
Objective: Beat Gun Course 2
Tess and Daxter will get more intimate with each other while Jak looks on with disgust, but hey, if this is gonna help our heroes nab another weapon, it’s all worth it, right?

 

 

Score 11000 points by the end of the course. Stick with the Wave Concussor, and walk through the corridor slowly, using charged shots to destroy groups of enemy targets. There will still be civilian targets, so wait for them to disappear before letting loose with the charged shots.

Beat this challenge to earn the Plasmite RPG mod from Tess.


Objective: Talk to Torn in Naughty Ottsel
Objective: Break Barrier with Blast Bot
Jinx has reprogrammed a captured KG blast bot and has rigged it with explosives. Torn now wants Jak to remote-control it, using it to destroy the force field blocking the way to the slums.

Jak’s blast bot can’t toss bombs, but it can still use its laser cannon (by pressing R1). This cannon will generally point towards the center of the screen, although it has some auto-aiming capability. (Need to reverse the camera controls for this mission? That can be done on the Options Menu.) Guide the blast bot to the north end of the industrial sector, where the force field is. Jak should ignore or step over the smaller enemies, but he should destroy the other blast bots, because they pack enough firepower to bang up his own blast bot.

After Jak completes this mission, an impressed Torn will give him the Peace Maker mod.


Objective: Reach Freedom Head Quarters
Objective: Defend HQ from Attack
The Freedom League HQ is located in the new water district, where the old water slums used to be. Its entrance is just across from the large fountain.

The meeting between the heroes and their friends will be interrupted by another enemy attack. There are 3 KG ships that have appeared outside of the HQ. To destroy a KG ship, break all four jet thrusters underneath it. The KG ships will move around a lot, so shoot at their thrusters with the Blaster, the Vulcan Fury, or the Peace Maker.

The KG ships have two attacks. Watch for red spots on the ground to see where their missiles will land. For the laser beams, simply leap over them to avoid getting roasted. The ships can also throw out regular KG bots, which may leave behind some ammo when killed.


Objective: Talk to Ashelin
Objective: Find Switch in Sewers
Ashelin can be found in the Freedom League HQ. It seems the codes to the KG factory’s doors are stored within the power station’s computers, but in order to enter the power station, the heroes have to flip a power switch in some sewers.

The entrance to the sewers is located at the east side of the water district. To dodge the blue lasers in the twisting corridors, put away the gun (by tapping L2) and then crawl underneath them. Halfway through these sewers, there is a locked gate that can only be opened with a switch. Jump over the red waves emitted by the sentry gun to avoid triggering it, and hit the switch to open the gate. In the flooded areas, use the JetBoard to maneuver over the flowing water more easily. To climb the cascades, Jak will need to quickly jump up along the descending platforms.

Flip the power switch towards the end, and then get to the elevator that leads back up.


Objective: Find Power Room
Objective: Find Cypher in Eco Grid
The power room is the control center of the power station, located at the southeast corner of the industrial sector. It turns out Jak and Daxter’s old scientist buddy, Vin, isn’t quite dead. His mind has been preserved within the station’s computers, and he’s willing to help bring Daxter into the system, so the heroes can retrieve the Cypher Glyph to the KG factory’s door locks.

Digitization, anyone? Daxter has to eat up all the pellets within the grid in order to find the Cypher Glyph. This isn’t a carbon copy of a certain classic arcade game, though. For one thing, Daxter has to keep moving around the grid in a clockwise pattern. He can switch up or down two layers whenever he comes to a break (by pressing the Left Stick in the desired direction), and he can also dash (by pressing X).

The yellow line marks the layer that the enemy drone is on. It can only change one layer at a time, so stay at least two layers away from it whenever possible. Do not touch this enemy drone, or else it’s game over. After a while, another drone will also appear to leave pellets in its trail. Daxter can stop it by eating it.

Be sure to dash to eat up the pellets more quickly. Once all the pellets are gone, the Cypher Glyph will appear. Eat it.


Objective: Talk to Damas
Objective: Defend Spargus’ Front Gate
King Damas is sitting in his throne room. He will give Jak some words of inspiration and then send him out to defend the gate to Spargus City.

Go to the garage and take a vehicle with weapons, like the Dune Hopper or the Sand Shark. There are 13 large catapult vehicles, along with other marauder forces, that will drive towards Spargus City. Destroy all the catapult vehicles before they attack the gate. Also watch out for the smaller suicide vehicles. Destroying these suicide vehicles is not a part of the mission objective, but they can do heavy amounts of damage to the gate if they manage to ram into it. (The catapult vehicles and the suicide vehicles are marked by large dots on the map.)

Destroy all the catapult vehicles to successfully defend the gate and to find the Beam Generator.


Objective: Take Out Marauder Stronghold
Seem asks Jak to help her recover an artifact that has been stolen by the marauders. It is currently kept in the marauders’ stronghold.

This stronghold sits in the middle of the lagoon, in the south region of the Wasteland. To reach it, use the Dune Hopper to leap over the breaks in the roadway leading up to it. Drive across the drawbridge to enter the place.

60 marauders inside the stronghold will now attack our heroes on foot. Gun them down while avoiding the fireballs that are falling into the area. Look for the glowing red spots on the ground to see where fireballs will land.

For the next part, four marauder vehicles (marked by green dots on the map) will escape from the stronghold. The heroes should climb back into the Dune Hopper and hunt them down. Follow the marauders back across the wooden roadway, and catch up to them as they race through a tunnel, through the ruins, and back to the lagoon. Destroy them one by one with the Dune Hopper’s grenades before the timer hits zero.

Kill all the escaping marauders to find the Precursor Prism. (Seem will be grateful enough to let our heroes keep it. How nice of her.)


Objective: Talk to Sig
Objective: Race for More Artifacts
Sig is in the garage at Spargus City, working on the Sand Shark. He wants Jak and Daxter to grab some artifacts in the Wasteland before another storm comes.

As with the earlier artifact-retrieving mission, the heroes have to grab the items (marked by green dots on the map) before time runs out. There are a lot of artifacts to get this time, and some of them can only be reached in time by jumping across the broken blue bridges, so always keep one or turbo charges around just in case.

Obtain all the artifacts and return to the garage before it’s too late to secure the Holo Cube.


Objective: Destroy Metal-pedes in Nest
Sig is a real pal. He informs Jak that there’s an eco crystal in the metal head nest, and he’s waiting at the nest entrance so our heroes can join him and get the crystal for themselves.

Return to the nest entrance at the southeast side of the volcano. Although our heroes have cleared the place out once before, 5 metal-pedes (marked by red dots on the map) and other creatures have moved back in. Drive the Gila Stomper in there, and when the metal-pedes reveal themselves, pump as much lead into them as possible before they burrow underground again. (The green dots on the map mark their approximate locations when they are hiding.)

Oddly enough, the small leeches that keep appearing are more dangerous than the metal-pedes, because the leeches can keep damaging the hero’s vehicle if they touch it. To get rid of any leeches sucking onto the Gila Stomper, simply drive around to shake them off.

Slaughter all the metal-pedes to find the third Light Eco Crystal, and then get the hell out of the nest.


Objective: Talk to Kleiver
Objective: Chase Down Metal Head Beasts
Kleiver is hanging around in the garage. He ain’t the fussy type of guy, and he has recently traded a Precursor artifact away to some metal heads. Kleiver’s got his money, so he doesn’t mind if our heroes go after these metal heads and kill them to get the artifact back.

This time, Sig will drive, and Jak gets to manually control the Gila Stomper’s gun. As Sig drives around the Wasteland, Jak should blast any metal heads they see. If the bad guys throw any missiles at the heroes, Jak should shoot them out of the air before they hit the vehicle.

When the last metal head dies, the heroes will recover the Quantum Reflector.


Objective: Beat Pillar Ring Challenges
Objective: Check Out Astro-Viewer
Keira knows the Precursor pillars in the forest must hold a secret of some sort, so she would like Jak and Daxter to investigate them.

Go through the west gate of the infested gardens at Haven City to reach the forest. Head to the shafts of light to find 5 Precursor statues. For each statue, hit its face to begin a ring challenge. Use the JetBoard to follow the spark of light, and pass through all the checkpoint rings before the timer hits zero. To reach some of these rings, Jak will need to grind along some fallen trees or perform crouching jumps in order to leap over high walls. The last ring for every challenge is colored red instead of blue. Completing each challenge will raise one of the side pillars in the lake.

After passing all the challenges, climb the side pillars to reach the top of the central pillar, where the Astro-Viewer can be found.


Objective: Talk to Torn at the Freedom League
Objective: Find HellCat Fighter
Objective: Destroy War Factory Defenses
Torn is waiting in the Freedom League HQ. Now that the heroes have the Cypher Glyph, they can enter the KG factory and shut the damn thing down.

 

 

Jak and Daxter will need to use a HellCat fighter to reach the floating factory. Go through the door at the rear side of the Freedom League HQ to enter the bay where it is located. This HellCat is a drastically upgraded variant of the old Krimzon Guard type. (Press R1 to fire the laser blaster, L1 to launch a bomb, and X to boost.)

Before the heroes can actually enter the factory, they should take out its external defenses. First, destroy the 16 yellow sensors located on the four outer towers. Each tower holds four sensors. If Jak launches a bomb into a tower, the blast should take out all the sensors on that tower.

Next, destroy the 16 yellow sensors located all around the factory. Scan up and down, along the inner walls as well as the outer walls, to find them all.

Finally, destroy the 4 outer towers. If Jak is out of bombs, he’ll just have to shoot at them with the laser blaster until they blow up.


Objective: Explore War Factory
Inside the factory, blow away any KG bots getting in the way. To break through the floor gratings, use vertical smashes on them. To break through the cracked window, simply punch it. There will also be several times when Daxter has to swing along overhead wiring in order to reach some levers. Flip these levers to deactivate the barriers in Jak’s path.

Eventually, the heroes will find a special car. It has no weapons, but it has infinite turbo charges. Providing Daxter has already flipped the lever that lines up the last set of platforms, the heroes should climb into this car and drive down the path in front of it. Use the turbo charges to ram through the fences in this route, which leads back to the beginning of the area. Ram through all the fences to find the central elevator that goes up to the leader of the KG bots.


Objective: Beat Cyber-Errol Boss
Errol has somehow managed to survive the explosion during that fateful race long ago, and now he’s a half-man, half-machine psychopath who’s aligning himself with the Dark Precursors so he can go blow up the world.

 

 

First, Errol will attack by tossing out bombs. Watch the glowing spots on the ground to see where the bombs will land, and prepare to jump over any shockwaves they may create. Beware – some of the bombs will also create holes in the floor.

Next, Errol will release several KG bots from the circular ports. Kill all of them with weapons like the Needle Lazer and the Blaster. Many of these enemies will leave behind ammo when they’re defeated.

Finally, Errol will release some rockets from the circular ports. Hit one of these rockets to stop it, and then before it explodes, quickly knock the rocket over to the circular port that Errol is standing above of. Errol is pretty stupid and won’t move away until he gets hit by a rocket.

Now repeat the process three more times, for a total of four rounds. Errol’s attacks will be pretty much the same, although the KG bots he sends out will become tougher and tougher with every round.

When Errol is defeated, he’ll escape. On the bright side, Jak will secure the fourth Light Eco Crystal, and he will also receive the Mass Inverter mod from Ashelin when he returns to the Freedom League HQ.

Objective: Rescue Seem at Temple
Seem tells Jak that Errol is attacking the temple. The heroes should go back there now.

 

 

Like before, use the Dune Hopper to reach the temple, which is at the southeast corner of the Wasteland. Return to the circular chamber where the drones used to be, and kill the dark creatures that get in the way. These guys have shields that take several hits to break, but they can be easily destroyed with Plasmite RPGs or Peace Maker shots.

In the circular chamber, use the Dark Strike (by pressing R1 while in dark form) to destroy the south door. In the hall with the poles, use the Dark Strike again to destroy the weakened wall on the east side.

The next part is the lower level of the ruined hall, where Jak has passed through earlier (remember crossing the collapsing bridge with the Light Flash Freeze?). Leap across the pits, and kill or ignore the dark creatures. At the end of the hall, use the Dark Strike to break through the weakened door.

Enter the Oracles’ chamber and step onto the altar to receive the fourth light power. Jak can use the Light Flight (by holding L2 and pressing X) to grow a set of ethereal wings. While Jak has these wings (and light eco in reserve), he can fly over short distances. His double jump will be replaced with an initial flap, after which he can make subsequent flaps to prolong his flight.

Use the Light Flight to reach the platforms held up by the Oracle’s hands, and then fly again to reach the doorways across from these platforms. (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.) The small room at the south contains some Precursor Orbs and Skull Gems, while the northeast corridor leads to the upper level of the ruined hall.

At the upper level of the ruined hall, the heroes should be able to see the Day Star (actually the Dark Ship) through the high window at the other end of the hall. Jak should use the Light Flight to fly across the tops of the broken pillars and ledges. Remember, Jak cannot fly over great distances, so he’ll need to patiently fly from one pillar or ledge to the next.

When the heroes reach the high window, they will find Seem, who will give them the Time Map. Use the warp gate across from her to leave.


Objective: Return to Spargus
Objective: Defend Spargus from Attack
King Damas tells Jak that something big and nasty is coming from the ocean on the north side of Spargus City. The heroes should head to the old turret in the west half of the city.

Use the turret to shoot (by pressing R1) at the large dark creatures that are coming from the ocean. To kill one, shoot its five weak points: its head, its two shoulders, and its two knees (these weak points are marked by small reticles). The tricky part is to do this while also shooting down the projectiles that the dark creatures will launch at the turret. Don’t forget to use the radar display at the bottom of the screen to see where all the dark creatures are. The last three will appear on land, within the streets of Spargus City.

When all the large dark creatures are dead, Jak will earn the Breastplate, increasing his health capacity to 16 life points. He’ll also earn the third piece of the War Amulet.


Objective: Activate Astro-Viewer in Forest
Samos tells Jak that Errol has activated the Dark Ship’s shields. If the heroes hope to use the Precursors’ planetary defense system against the Dark Ship, its shields need to go.

For now, return to the forest by going through the west gate of the infested gardens at Haven City. Before the heroes can access the Astro-Viewer again, they’ll have to get rid of the dark creatures in the area.

The 9 dark nodes (marked by red dots on the map) need to be destroyed. First, use weapons like the Needle Lazer to knock the dark creatures away from their turrets, and then use the turrets to hit the nodes. Other dark creatures will come to attack the turret, so blow them away if necessary, but focus on hitting the nodes. There are three turrets in the area, and each turret can be used to destroy three of the nodes. When using a turret, the pips around the reticle represents the turret’s remaining armor, and the red ring represents its heat level. Fire in controlled bursts to avoid overheating the turret.

When all the dark nodes are destroyed, climb the pillars in the lake once more to reach the Astro-Viewer.


Objective: Destroy Dark Ship Shield
The Astro-Viewer allows Jak to control a Dark Maker Bot within the Dark Ship. This Dark Bot has abilities similar to those of the old Titan mech. (Press Square to punch, X to jump, Circle to create a force field, and R1 to grab heavy objects.)

From its maintenance pad, walk around and kill all the dark creatures in the bay to open a door. Go out to the next room, and punch the bombs towards the large circular barrier to blow it open. Then, punch through the panel and enter the tunnel. Wait for the laser beams to stop before moving through. Punch through the panel at the other end.

The Dark Bot will now see an energy pillar. Kill the dark creatures in the room, and then punch the bombs at the energy pillar to destroy it. Drop through the hole where the pillar was to reach a lower level.

Now the Dark Bot will be in a large chamber, where several floating nodes can be found. Again, punch the bombs at these nodes to destroy them, so platforms will appear. To climb the high ledges, use the crates. Pick up the crates (by pressing R1), and then put them down near the ledges, so they can be used as steps.

The shield generator is in the last room. Unlike the other nodes so far, this generator can suck up multiple bomb blasts before exploding. To make things even more complicated, an energy beam periodically passes over the bomb chute. Keep punching bombs at the generator, but leap over the energy beam when it comes.

When the generator goes BOOM, the Dark Ship’s shields will be removed.


Objective: Talk to Ashelin
Objective: Blow Open Tower Door
Ashelin is at the Freedom League HQ. She wants Jak and Daxter to escort Torn and other allies to the metal head tower at the infested gardens, where the team will use the eco supply that the heroes have stolen earlier to blow open the tower gate.

The team will use two ships. Torn is on the transport with the explosive eco, and the rest are on a modified HellCat fighter. Jinx will be driving this HellCat, while Jak will be manually controlling the ship’s turret.

The team will have to travel through the water district, the slums, the industrial sector, the port, and the infested gardens to reach the tower gate. Along the way, KG bots and metal heads will attack both the transport and the HellCat, so shoot them (by pressing R1) before they can do any serious damage. (The enemies will be marked by small reticles.) Torn must be suffering from an unusual lapse of judgement, because he’ll be flying ahead of the HellCat, which means the bad guys will be aiming for his transport first, so be quick about killing them. The gray barrels can also be destroyed to create large explosions that will wipe out any enemies nearby.

When the team succeeds in blowing open the tower gate, Sig will give the Super Nova mod to Jak. While the rest of the team takes care of the metal heads outside, Jak and Daxter should head into the tower.


Objective: Destroy Metal Head Tower
Not surprisingly, the tower is full of metal heads, but it also contains plenty of dark creatures. At some points, the heroes will need to kill all the enemies in an area to make platforms and bridges appear, so they can continue onwards. For some of the large gaps, use the Light Flight to fly across them. Reach the highest platform to find a lift that leads up to the top of the tower.

At the top, the heroes will meet Errol again, but this time he’ll run away without a fight. Jak and Daxter will secure the fourth Dark Eco Crystal and then escape from the tower just before the entire place self-destructs.


Objective: Talk to Samos
Objective: Reach Catacombs via Palace Ruins
Samos is hanging out at Onin’s tent, which is now located on the western side of the slums. He wants Jak and Daxter to get to the core of the planet so they can activate the Precursors’ planetary defense system. Before they can do that, however, the heroes first have to find the entrance to the catacombs within the palace ruins.

The heroes need to go through the old stadium area in the north part of the city to reach the palace ruins. Go back to the old upper district (where Jak and Daxter sneaked back into Haven City earlier), and find the wall of collapsed rubble at the north side of that area. This place looks like a dead end, but Jak can use the JetBoard to grind along a fallen rail that leads into a narrow path located high up in the wall of collapsed rubble.

This path leads to the old stadium area. Follow the broken path around the ruins. Use the Dark Strike (by pressing R1 while in dark form) to break through the weakened walls and gates, and use the Light Flight to cross some of the chasms. Jak can also use the Light Flight to reach the alleyway that connects to Keira’s old garage (at the north dead-end corridor on the map), where he can find some Precursor Orbs.

Continue working towards the exit at the southwest corner of these ruins. Watch out for the collapsing platforms, and use the JetBoard to grind along the rails to get across some of the wider pits.


Objective: Break through Ruins
King Damas, responding to the signal that Jak has sent out with his War Amulet earlier, has arrived in style. The heroes can now use his Slam Dozer to travel through the rest of the ruins. This vehicle has an auto-aiming machinegun, plus it has infinite turbo charges.

Use the turbo charges to ram through the weakened walls and to destroy the shield generator pylons, which will deactivate the force fields. In order to reach some of the pylons in the last part of these ruins, jump while using a turbo charge to leap across the gaps. Some of the walls here can also be rammed to make them topple over and form bridges across these gaps.

Pass through the last gate to find the entrance to the catacombs and to learn who King Damas really is.


Objective: Reach Precursor Core
Jak and Daxter now have to pursue Veger through the catacomb subrail. As with the earlier subrail, dodge the pits, which are marked with red warning lights. Shoot at the drones and other obstacles to get rid of them.

When the heroes reach the end of the subrail, they’ll enter the core of the planet, where they will activate the planetary defense system and stumble onto an unexpected twist in the Precursor myths.


Objective: Destroy Dark Ship
Because the planetary defense system requires some time to charge up, the Precursors will help transport Jak and Daxter into the Dark Ship, where they will attempt to stop Errol.

The heroes start off on the same maintenance pad where the Dark Maker Bot has been, but this time they’ll get to go through the other half of the ship. Oh, and they also have a time limit of about five minutes to reach Errol. Take out all the dark creatures in the bay to open the door. In the next room, leap across the platforms when they flip up. Jak can use the Needle Lazer to quickly kill the flying enemies here, so he can focus on jumping across the platforms.

After sliding down a chute and swinging up along some poles, kill all the enemies in the room to open the door. Use the Light Flight to fly over to the distant platforms. If the enemies here are getting too annoying, Jak can also use the Light Flash Freeze to slow them down, so he can fly around without being hassled. Kill off the last group of dark creatures to open the door to the elevator.

This elevator leads down to a massive bay, where several gigantic dark war machines are waiting to be deployed. Before the heroes can get to him, Errol will escape in one of these dark machines. And since the planetary defense system has punched a hole through the dark ship, the whole vessel is about to blow up.

Jak and Daxter now have to rush towards the warp gate at the other end of the walkway they’re on. They should run and jump across the walkway as it breaks up, weaving left and right between the pieces that become loose and fly towards them, threatening to knock them back. When they reach the warp gate, they will use it to leave the dark ship just as it explodes.


Objective: Destroy Final Boss
The Dark Ship is no more, but Errol has made it back to the planet with one of the dark machines. The world won’t be safe until he is stopped.

 

 

Errol will be walking around the Wasteland in his dark machine. Jak and Daxter can’t quite reach him yet, so they first have to destroy the 14 nodes (marked by red dots on the map) that are located on the six legs of the dark machine. Using the Sand Shark, drive up to each of the legs and shoot the nodes. There is no time limit here, so the heroes can take as long as they want to do this. If they need more speed, however, they can destroy the mines that Errol drops to find turbo charges.

When all the nodes are destroyed, the dark machine’s lower body will collapse, but its upper part will fly off and crash-land in front of Spargus City. After the heroes leave the Sand Shark and climb onto this upper part, they should kill the dark creatures that appear. Jump onto the rising pistons to reach the top surface, where the final battle will take place.

Errol, who is still inside the cockpit of the dark machine, will summon several dark creatures and tentacles to attack the heroes. Using a weapon like the Blaster, the Vulcan Fury, or the Needle Lazer, gun down all the dark creatures and tentacles. Sometimes, during this phase, Errol may also perform a smashing attack with his cockpit. To dodge it, simply dash away to the side.

After all the dark creatures and tentacles are dead, Errol will begin firing a laser beam. Run away from it to avoid getting fried. Eventually, Errol will make sweeping laser attacks. At the same time, two eco fountains – one light, one dark – will become activated. With the light eco fountain, Jak should have no problem using the Light Regeneration to recover his health (assuming he needs to).

But before Errol stops his sweeping laser attacks, use the dark eco fountain to fill up on dark eco, and then use the Dark Strike (by pressing R1 while in dark form) to hit the purple tanks behind Errol’s cockpit. Errol moves around a lot, so the best time to nail him is when he reaches the far left or right side, where he’ll pause briefly to charge up his laser beams.

Now repeat the process three more times, for a total of four rounds. Errol’s attacks remain mostly the same, although in the later rounds he’ll also release disc blades that will fly around. Shoot these discs to get rid of them.

When Jak hits Errol for the final time and defeats him, the world will be saved for good. Congratulations on finishing the game, and enjoy the ending.

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