_ _ _ __ ___ ___ | | / \ | |/ / |_ _|_ _| _ | |/ _ \ | ' / | | | | | |_| / ___ \| . \ | | | | \___/_/ \_\_|\_\ |___|___| ******************************************************************************* Jak II Walkthrough and Strategy Guide Version 1.4 (11/25/03) Written by Charles Bayley (ohioguy[at]yahoo[dot]com) ******************************************************************************* ******************************************************************************* TABLE OF CONTENTS 1. Version History 2. Introduction 3. Copyright Notice 4. General Information 4.1 Controls 4.1.1 On Foot 4.1.2 In a Hover Vehicle 4.1.3 Morph Gun 4.1.4 On a Jet-Board 4.1.5 In a Gunpod 4.1.6 In the Titan Suit 4.2 Map 4.3 Objects 4.4 Enemies 4.5 Gunpod 4.6 Titan Suit 4.7 General Tips and Strategies 5. Storyline Missions Walkthrough 5.1 Jak 5.1.1 Escape from Fortress 5.1.2 Protect Kor and Kid 5.1.3 Ride Elevator Up to Palace 5.1.4 Defeat Baron at Palace 5.1.5 Pass the Tests of Manhood 5.1.5.1 Pass the First Test of Manhood 5.1.5.2 Pass the Second Test of Manhood 5.1.6 Defeat Baron in Mar's Tomb 5.1.7 Explore Palace 5.1.8 Beat Krew in Weapons Lab 5.1.9 Break Barrier at Nest 5.1.10 Attack the Metal Head Nest 5.1.11 Destroy Metal Kor at Nest 5.2 Torn 5.2.1 Retrieve Banner from Dead Town 5.2.2 Find Pumping Station Valve 5.2.3 Blow Up Ammo at Fortress 5.2.4 Make Delivery to Hip Hog Saloon 5.2.5 Beat Scatter Gun Course 5.2.6 Rescue Vin at Strip Mine 5.2.7 Find Pumping Station Patrol 5.2.8 Shuttle Underground Fighters 5.2.9 Protect Site in Dead Town 5.2.10 Destroy 5 Hellcat Cruisers 5.2.11 Rescue Friends at Fortress 5.2.12 Protect Hideout from Bombots 5.3 Oracle 5.3.1 Go to the Oracle 5.3.2 Go to the Oracle 5.3.3 Go to the Oracle 5.3.4 Go to the Oracle 5.3.5 Go to the Oracle 5.4 Krew 5.4.1 Protect Sig at Pumping Station 5.4.2 Destroy Turrets in Sewer 5.4.2 Find the Blaster Mod 5.4.3 Beat Blaster Gun Course 5.4.5 Beat Time to Race Garage 5.4.6 Collect Money for Krew 5.4.7 Destroy Cargo in Port 5.4.8 Rescue Lurkers for Brutter 5.4.9 Drain Sewers to Find Statue 5.4.10 Escort Men Through Sewers 5.4.11 Find the Peace Maker 5.4.12 Beat Erol in Race Challenge 5.5 Keira 5.5.1 Win Jet-Board Stadium Challenge 5.5.2 Win Class 3 Race at Stadium 5.5.3 Win Class 2 Race at Stadium 5.5.4 Win Class 1 Race at Stadium 5.5.5 Defend Stadium 5.6 Vin 5.6.1 Destroy Eggs at Drill Platform 5.6.2 Turn on 5 Power Switches 5.6.3 Blow Up Strip Mine Eco Wells 5.6.4 Destroy Ship at Drill Platform 5.6.5 Destroy Eggs in Strip Mine 5.6.6 Check the Construction Site 5.7 Onin 5.7.1 Find Lens in Mountain Temple 5.7.2 Find Gear in Mountain Temple 5.7.3 Find Shard in Mountain Temple 5.7.4 Get Seal Piece at Dig 5.7.5 Beat Onin's Game 5.7.6 Use Items in No Man's Canyon 5.7.7 Bring Life Seed to Haven Forest 5.8 Samos 5.8.1 Catch Scouts in Haven Forest 5.8.2 Escort Kid to Power Station 5.8.3 Get Life Seed in Dead Town 5.8.4 Protect Samos in Haven Forest 5.9 Ashelin 5.9.1 Intercept Tanker 5.9.2 Get Heart of Mar in Weapons Lab 5.10 Kor 5.10.1 Destroy Equipment at Dig 5.10.2 Destroy Drill Platform Tower 5.11 Brutter 5.11.1 Get Seal Piece at Water Slums 5.11.2 Rescue Lurkers for Brutter 5.12 Sig 5.12.1 Hunt Haven Forest Metal Heads 5.12.2 Escort Sig in Underport 5.13 Tess 5.13.1 Beat Metal Head Mash Game 5.13.2 Find Sig in Underport 6. Side Missions 6.1 Underground Missions 6.1.1 Ring Challenges 6.1.1.1 Slums Ring Challenge #1 6.1.1.2 Port Ring Challenge 6.1.1.3 Slums Ring Challenge #2 6.1.2 Precursor Orb Searches 6.1.2.1 Water Slums Precursor Orb Search 6.1.2.2 Southwest Slums Precursor Orb Search 6.1.2.3 West Slums Precursor Orb Search 6.1.2.4 West Industrial District Precursor Orb Search 6.1.2.5 Southwest Industrial District Precursor Orb Search 6.1.2.6 Port Precursor Orb Search 6.1.2.7 South Garden Precursor Orb Search 6.1.2.8 North Garden Precursor Orb Search 6.1.2.9 Southeast Bazaar Precursor Orb Search 6.1.2.10 East Bazaar Precursor Orb Search 6.1.2.11 Southwest Bazaar Precursor Orb Search 6.1.2.12 North Business District Precursor Orb Search 6.1.2.13 Southwest Business District Precursor Orb Search 6.1.2.14 West Business District Precursor Orb Search 6.1.2.15 Palace Precursor Orb Search 6.1.3 Collect Beacons 6.1.4 Take Package to Hideout 6.1.5 Transport Underground Fighters 6.1.6 Collect Green Eco 6.1.7 City Race 6.1.8 Destroy Bombots 6.1.9 Port Race 6.1.10 Cleanup Dark Eco Spill 6.2 Gun Courses 6.2.1 Scatter Gun 6.2.2 Scatter Gun 6.2.3 Vulcan Fury Gun 6.2.4 Peace Maker 6.3 Jet-Board 6.4 Stadium Races 6.4.1 Class 3 6.4.2 Class 2 6.4.3 Class 1 6.4.4 Class 3 Reverse 6.4.5 Class 2 Reverse 6.4.6 Class 1 Reverse 6.5 Onin's Game 7. Secrets 8. Contact Information 9. Credits ******************************************************************************* 1. Version History ******************************************************************************* Version 0.35 (10/24/03) - Initial version Version 0.67 (10/29/03) - Added additional missions - Added additional enemies - Replaced "Methods to Defeat" with "Difficulty" in enemies section - Added additional weapons - Added additional general tips - Added gunpod section - Updated the description for 'Destroy Eggs at Drill Platform' to refer to gunpod section - Updated the strategy for 'Retrieve Banner from Dead Town' - Updated the strategy for 'Destroy Eggs at Drill Platform' - Updated the description for 'Ride Elevator Up to Palace' - Updated the description for 'Defeat Baron at Palace' - Updated the description for 'Destroy Turrets in Sewer' - Fixed grammatical errors Version 1.0 (11/03/03) - Added description of secrets - Added remaining storyline missions - Added additional enemies - Added additional weapons - Added track shortcut to 'Win Class 3 Race at Stadium' - Added braking tip to 'Win Class 3 Race at Stadium' - Added titan suit section - Added titan suit controls section - Added missing Precursor Orb to 'Blow Up Strip Mine Eco Wells' description - Fixed grammatical errors Version 1.1 (11/08/03) - Updated track shortcut in 'Win Class 2 Race at Stadium' - Updated track shortcuts in 'Win Class 1 Race at Stadium' - Added gun courses, Jet-Board, stadium races, Onin's game and several Underground side missions - Added accelerator ring tip to 'Beat Erol in Race Challenge' - Added pausing tip to 'Beat Onin's Game' - Added map section Version 1.2 (11/11/03) - Added remaining Underground side missions - Added description of city areas to map section - Added ASCII title art Version 1.3 (11/13/03) - Moved several paragraphs from Introduction to Storyline Missions Walkthrough section - Fixed contact information Version 1.4 (11/25/03) - Updated ASCII title art ******************************************************************************* 2. Introduction ******************************************************************************* This a walkthrough and strategy guide for the Jak II game. It picks up the story where Jak and Daxter: The Precursor Legacy left off. In Jak II, you receive missions from various characters in different locations inside of Haven City. This city is very large with numerous sections. The distance that must be traveled between the characters that give you the missions can be quite large (it's even sometimes a long distance to reach the mission's actual starting location). This is perhaps the biggest difference you will notice from the first game. With any action-based game, there are difficult parts as well as some easy parts. The goal of this guide is to help you accomplish each of the tasks and not to tell the story (that will come as you play the game). Each mission will indicate when it is available to do, a description of what you must do and go in the mission, a strategy for how to complete portions of it and possibly some tips that can be used to make the mission easier. The strategy provided for each mission or objective is only ONE way it can be done, there can be many. It is recommended that a mission be attempted before reading the strategy for it. You may find that the way you completed the mission is the same or is completely different. Bear in mind that there is no right or wrong way to complete a mission. The guide is only meant as an aid. ******************************************************************************* 3. Copyright Notice ******************************************************************************* This document is copyrighted © 2003 by Charles Bayley (author) and the game is copyrighted © 2003 by Naughty Dog, Inc. This guide is for personal use only and may not be altered, printed or distributed for any commercial purposes. This guide may be printed for personal use providing it is not further distributed or sold. No part of this guide may be used without written consent of the author and the requester agrees to provide proper recognition. Violators of this copyright will be prosecuted to the fullest extent of the law. The only Internet sites that have permission to use this guide are www.cheatcc.com and www.gamefaqs.com. If this guide is found on any other sites, please contact the author (see Contact Information section). ******************************************************************************* 4. General Information ******************************************************************************* ******************************************************************************* 4.1 Controls ******************************************************************************* The L1 and R1 buttons refer to the top buttons in the front of the controller. The L2 and R2 buttons refer to the bottom buttons in the front of the controller. The L3 and R3 buttons refer to pressing the corresponding analog stick down (as if pushing it into the controller itself). A '+' signifies the indicated buttons are to be pressed immediately in succession. ******************************************************************************* 4.1.1 On foot ******************************************************************************* Left analog stick: Move left or right Right analog stick: Adjust view X: Jump X + X: Double jump X + Square: Dive attack or activate dark bomb (if Dark Jak activated and power already acquired from Oracle) Circle: Spin kick or submerge (if swimming) Square: Punch or toggle subtitles on/off (during cinematics) Square + X: Dashing uppercut or activate dark blast (if Dark Jak activated and power already acquired from Oracle) Triangle: Get into/out of a vehicle or skip cinematic (during cinematics) L1: Roll (if moving) or crouch (if not moving) L1 (hold) + X: High jump L1 (while moving) + X: Long jump L2: Activate Dark Jak (when dark eco meter is full) or activate dark giant (if Dark Jak activated and power already acquired from Oracle) L3: Display game statistics (number of Percursor Orbs found, etc.) R1: Fire weapon R3: Change into/out of first person view SELECT: Pause START: Display Options ring ******************************************************************************* 4.1.2 In a Hover Vehicle ******************************************************************************* Left analog stick: Turn left or right Right analog stick: Adjust view X: Accelerate Circle: Turbo Boost (in Hover Racer only) Square: Brake Triangle: Get into/out of a vehicle L1: Jump (in a Hover Racer only) L3: Display game statistics (number of Percursor Orbs found, etc.) R1: Fire weapon or jump (in a Hover Racer only) R2: Toggle between low and high hover zone SELECT: Pause START: Display Options ring ******************************************************************************* 4.1.3 Morph Gun ******************************************************************************* Up: Equip/de-equip Scatter Gun Down: Equip/de-equip Blaster Gun Left: Equip/de-equip Vulcan Gun Circle + R1: Rapid fire X + Circle + R1: Aerial rapid fire R1: Fire SELECT: Pause START: Display Options ring ******************************************************************************* 4.1.4 On a Jet-Board ******************************************************************************* Left analog stick: Move left or right Right analog stick: Adjust view X: Jump X + X (after landing): Boost jump X + R1 + left analog stick left/right: Spin X + R1 + left analog stick up/down: Flip X + L1 + left analog stick: Trick Square: Grind on rail (use left analog stick for direction) L1 + X: Duck jump R2: Get on/off Jet-Board SELECT: Pause START: Display Options ring ******************************************************************************* 4.1.5 In a Gunpod ******************************************************************************* Left analog stick: Adjust view left, right, up, down R1: Fire weapon SELECT: Pause START: Display Options ring ******************************************************************************* 4.1.6 In the Titan Suit ******************************************************************************* Left analog stick: Move left or right Right analog stick: Adjust view X: Jump (holding will jump higher) Circle: Punch (2-3 punch combinations can be done by pressing the button quickly in succession the number of times) or throw object (if currently holding an object) Square: Punch (2-3 punch combinations can be done by pressing the button quickly in succession the number of times) or throw object (if currently holding an object) R1: Pick up/put down object R1 + Left analog stick: Push/pull object SELECT: Pause START: Display Options ring ******************************************************************************* 4.2 Map ******************************************************************************* The part of the city you are currently in is displayed on a map in the lower right corner of the screen. This map display will rotate based on the direction being faced. The green arrow on the map represents your current location and the direction you are facing. The small red dots indicate Krimzon Guards patrolling on foot. Each red dot also has a red triangle that indicates the guard's field of vision. The large red dots indicate Krimzon Guards patrolling in hover vehicles (known as Hellcat Cruisers). Various icons will also appear on the map. These show the location of a character that has a mission available to do. A large, blinking green dot shows the location of an object or destination to be reached while doing a mission (although not all objects and destinations will have one of these). There may also have a yellow column of light in the city at the location. A small, non-blinking green dot represents the location of an Underground mission screen (refer to the Underground Missions section). When a Krimzon Guard alert occurs, the on- screen map will flash in red. The map display will return to normal after the alert is over. Once the city is exited or a building is entered while doing a mission, this map is no longer displayed. The Options Ring also has a Show Map option. The entire area you are in is displayed on this map. This map has the same indicators for your current location and the location of an object or destination to be reached as the city map. This map is also color-coded. If a section has not yet been traveled, it will appear in light blue on the map; otherwise, it will be tan, white or black. The mission descriptions will use left and right indications. These are in reference to the direction being faced when entering the area. For clarity, some directions will include a compass heading (i.e., north, south, etc.). These refer to the area's map on the Show Map option from the Options ring using the standard compass directions where north is the top of the map. Like any city, Haven City has distinct areas. Some of the mission descriptions refer to a specific area. The city has the following areas as seen on the Show Map option from the Options ring: Palace – Large structure in the center with the large red emblem - Connects to the west and east bazaars, Mar's Tomb and the business district Fortress – Large structure northeast of the palace with a smaller red emblem - Connects to the north slums Mar's Tomb – Square structure south of the palace - Characterized by square structure with a statue and flame on each corner and surrounded by a moat of shallow water - Connects to the palace and port Water Slums – Located in the northeast - Characterized by shacks and wooden paths over large body of water - Connects to the north slums North Slums - Located in the northeast, directly south of the water slums and north of the fortress - Characterized by rough, unpaved streets and old buildings - Connects to the water slums, business district, south slums and fortress South Slums - Located in the northeast, east of the fortress - Characterized by rough, unpaved streets and old buildings - Connects to the north slums and industrial district Industrial District – Located in the east and southeast - Characterized by industrial-type buildings and an elevated pedestrian walkway throughout - Connects to the south slums, east bazaar and port East Bazaar – Located directly east of the palace and south of the fortress - Characterized by vendor booth areas with vegetable stands located in the middle of some parts, an elevated roadway going through it and travel on the ground can only be done on foot (i.e., no hover vehicles) - Connects to the palace and industrial district West Bazaar – Located directly west of the palace - Characterized by square vendor booth areas with vegetable stands located in the middle of some parts - Connects to the palace, north garden and south garden Port – Located in the south - Characterized by large, circular body of water with two islands with a tower on each - Connects to the industrial district, Mar's Tomb and the south garden South Garden – Located in the southwest - Characterized by dirt path leading through growing plants - Connects to the port and west bazaar North Garden – Located in the northwest - Characterized by dirt path leading through growing plants - Connects to the west bazaar and business district Business District – Located in the northwest and north - Characterized by numerous marquees and a canal running through the northwest and north areas and a large rectangular building surrounded by a canal directly north of the palace - Connects to the north garden, north slums, palace and stadium Stadium – Located in the north - Characterized by oval stadium used for various events - Connects to the business district Note: A number of these regions are not accessible until a specific colored security pass is obtained during the storyline missions. ******************************************************************************* 4.3 Objects ******************************************************************************* This section lists the objects found or received in the game. Air Train pass Description: Pass Purpose: Allow traveling on the Air Train located next to the east island in the city's port Blaster Gun Description: Morph Gun mode that fires a bullet Purpose: Shoot the enemies Blaster Gun Ammo Description: Black bullet-shaped object with yellow stripe at top and bottom containing 20 shots for the Blaster Gun Purpose: Ammunition for the Blaster Gun Dark Blast Description: Dark power received from the Oracle for delivering 225 Metal Head Skull Gems Purpose: As Dark Jak, shoots bolts of dark eco to kill enemies Dark Bomb Description: Dark power received from the Oracle for delivering 25 Metal Head Skull Gems Purpose: As Dark Jak, sends out shockwave to kill enemies Dark Eco Description: Purple "jewel" Purpose: Used by Jak to transform into Dark Jak Health Pack Description: Silver box with green cross (+) on side Purpose: Restores 1/4 of Jak's health Jet-Board Description: Small hover board (i.e., hovering skateboard) Purpose: Travel faster than on foot, reach areas normally not accessible, float over dark eco lakes Krimzon Guard Crate Description: Silver and red box Purpose: Contains a useful item Metal Head Skull Gem Description: Yellow glowing oval dropped by Metal Head enemies when killed Purpose: Obtain dark powers from the Oracle Morph Gun Description: Firearm Purpose: Shoot the enemies Peace Maker Description: Morph gun mode that fires a ball of electricity (Note: Holding the R1 button before releasing will increase the shot's power) Purpose: Shoot the enemies Peace Maker Ammo Description: Black ball with purple stripe on top containing 1 shot for the Peace Maker Purpose: Ammunition for the Peace Maker Precursor Orb Description: Pink "easter egg" Purpose: Collected to obtain secret options Scatter Gun Description: Morph Gun mode that fires a shockwave Purpose: Shoot the enemies Scatter Gun Ammo Description: Gray and red "discs" containing 5 shots for the Scatter Gun Purpose: Ammunition for the Scatter Gun Security pass Description: Card (red, green, yellow, palace, black) Purpose: Ability to enter a particular section of the city Vulcan Fury Gun Description: Morph Gun mode that fires bullets rapidly (similar to a Gatling gun) Purpose: Shoot the enemies Vulcan Fury Gun Ammo Description: Black and blue curved object containing 10 shots for the Vulcan Fury gun Purpose: Ammunition for the Vulcan Fury Gun ******************************************************************************* 4.4 Enemies ******************************************************************************* This section lists the enemies found in the game and the difficulty in defeating it (indicated in parentheses). The difficulties range from very easy (can be killed with one shot or hit) to very hard (numerous shots or hits are required). Baby Spider Description: Small, fast spiders found in Mar's tomb Difficulty: Very easy Beast Description: Extremely large, slow moving creature that shoots electricity from the sides of its body Difficulty: Cannot be killed Black Widow Description: Large, black widow spider found in Mar's tomb Difficulty: Cannot be killed Centipede Description: Large, centipede creature found in the Underport Difficulty: Cannot be killed Frogger Description: Green, frog-like creature found in Dead Town Difficulty: Very easy Hover Guard Description: Krimzon Guards wearing jetpack and firing machine laser Difficulty: Moderate Krew Clone Description: Green, gelatinous replicate of Krew. This enemy cannot be destroyed with a punch or spin kick (only with a weapon) Difficulty: Moderate Krimzon Guard Description: Soldiers dressed in silver and red armor (regular) or silver and yellow armor (elite) Difficulty: Easy (regular), Moderate (elite) Metal Head Brute Description: Creature in body armor that can run or crawl Difficulty: Moderate Metal Head Crawler Description: Spider-like creature that crawls on the wall and shoots beams across the area Difficulty: Moderate Metal Head Crab Description: Crab-like creature that shoots dark eco Difficulty: Moderate Metal Head Flyer Description: Flying creature that shoots dark eco Difficulty: Easy Metal Head Goon Description: Lizard-like creature in body armor carrying staff weapon Difficulty: Moderate Metal Head Guard Description: Creature with laser gun and shield Difficulty: Moderate Metal Head Gunner Description: Creature with rapid-fire laser gun Difficulty: Hard Metal Head Hopper Description: Small hopping creatures Difficulty: Very easy Metal Head Mantis Description: Preying mantis-like creature that can jump high and long distances Difficulty: Easy Metal Head Ram Description: Ram-like creature with indestructible armor and horn that attacks by ramming. This creature can only be killed by shooting its underbelly. Difficulty: Hard Metal Head Scorpion Description: Scorpion-like creature Difficulty: Very easy Metal Head Scout Description: Flying bird-like creature found in Haven Forest. This creature can only be killed by chasing and tackling it using a Jet-Board. Difficulty: Easy Metal Head Slinger Description: Tall creature that uses a slingshot to launch dark eco Difficulty: Hard Metal Head Squid Description: Blue squid-like creature that lives in the water and attacks by wrapping its tentacles and producing an electrical charge Difficulty: Moderate Metal Head Stealth Description: Metal Head Crab and Metal Head Gunner that are nearly invisible. Being hit twice destroys the cloaking ability. Otherwise, only a faint outline and the Metal Head Skull Gem can be seen. Difficulty: Hard Metal Head Strafe Description: Large, metal airborne creature that attacks by strafing Difficulty: Moderate Metal Head Swiper Description: Orange lizard-like creature wearing body armor that attacks by swiping Difficulty: Easy Metal Head Tarantula Description: Large tarantula-like creature that can fly, crawl and shoot lasers from its mouth Difficulty: Moderate Metal Head Wasp Description: Flying creature with spinning blades Difficulty: Very Easy Robot Guard Description: Robots that attack by rolling along the floor. While in a ball, they are indestructible. They will open up after being shot several times. Only while they are open can they be destroyed Difficulty: Moderate Snaggle Tooth Description: Orange/white creature with many teeth and long tongue found in Dead Town Difficulty: Easy White Water Fish Description: White creatures found in the shallow waters of Mar's tomb Difficulty: Very easy Note: All Metal Head enemies carry a Metal Head Skull Gem that can be collected when they are killed or destroyed. ******************************************************************************* 4.5 Gunpod ******************************************************************************* When a gunpod is entered, its targeting display is shown. The arrow in the gunpod's display will indicate the location of the enemies (no arrow indicates no enemies) and will indicate how close the enemy is (green indicates far away, red indicates very close). The gunpod's display also includes a green circle with 16 sections indicating the damage level. Sections will be removed when the gunpod takes damage. Once all of the sections are gone, the gunpod will be destroyed. Inside of the damage indicator in the gunpod's display is a yellow and red circle indicating the gunpod's temperature. As the gunpod is fired, its temperature will increase and the yellow and then red part of the indicator will fill up. When the gun is not being fired, the indicator will empty. If the entire heat indicator fills up, the gun will be inoperable until the indicator is completely empty. ******************************************************************************* 4.6 Titan Suit ******************************************************************************* The Titan Suit is a mechanical, metal suit. It allows Jak to move large items, destroy obstacles and even travel underwater. Objects that can be destroyed with the Titan Suit will have a red, circular targeting symbol on them. The Titan Suit has a damage meter displayed on the screen. Some enemies will jump on and begin damaging the suit. Repeatedly jumping will cause them to fall off so they can be destroyed. ******************************************************************************* 4.7 General Tips and Strategies ******************************************************************************* Here are some general tips and strategies to use while playing the game: - Stay low in the hover vehicle, especially when being pursued by the Krimzon Guards to make it easier to avoid other hover vehicles. - Reaching a mission starting point will cancel a Krimzon Guard alert. - Using the right analog stick to change the view is a good way to gauge the distance needed to jump or to keep enemies in sight. - If you die when traveling back to the city from the mission's end save point, all of the killed enemies will reappear in the area. For this reason, it is recommended that a manual save be performed once the city is reached. - When swinging on a pole, jump off when the rotation is in the upward direction. - When swinging on a pole and jumping off, additional height can be achieved by doing a double jump. - Full health will be restored if the mission is restarted or the game reloaded. However, the amount of ammunition being carried will not be reset to full if the mission is restarted. - When possible, make sure the full amount of ammunition is being carried before starting a mission. The gun range (available after the 'Beat Scatter Gun Course' mission) will contain Krimzon Guard crates containing ammunition for each of the weapons currently available. - A musical tone can be heard when near an enemy. Listen for the tone to help determine if an enemy is close by (e.g., approaching from the rear, around a corner, etc.). ******************************************************************************* 5. Storyline Missions Walkthrough ******************************************************************************* The mission description will primarily indicate the path to take through the mission and what tasks need to be accomplished. Since each mission contains numerous enemies to be defeated, this guide will only reference specific ones if required for the objective or for clarity. Unless otherwise stated, all enemies that are encountered need to be killed using one of Jak's moves or weapons. As you proceed through the missions, there will be special items to collect. Some items appear after defeating a particular enemy. If a special item is encountered or will appear after an enemy is killed, the description will include a number in brackets ([]). This number indicates how many of the objects should have already been found. For example, [4,5] would indicate the objects are the fourth and fifth found on the mission. These numbers represent the number of objects found on the mission, not the total for the game so far. Each mission also includes a "New Objects Obtained" that will list the total number of each object that is available during the mission. ******************************************************************************* 5.1 Jak ******************************************************************************* These missions are started from any location after completing a certain mission. ******************************************************************************* 5.1.1 'Escape from Fortress' ******************************************************************************* Available: At the start of a new game. Description: Go to the crates on the left (east) side of the room and jump to the ledge. A Precursor Orb [1] is located at the far left end of the ledge. Go through the door and follow the tunnel to the lighted room where the prison escape in progress message will be heard. A Precursor Orb [2] is on the top of the shelves to the right of the entrance (use a double jump to reach it). Use the crates on the left to jump to the ledge leading to the doorway to the room with raised platforms. Jump across each raised platform to the moving platform and then jump left to the stationary ledge. Do a high jump to the next ledge, follow the ledge to the moving platform and proceed across. A Precursor Orb [3] is on top of the control panel in the corner (use a high jump to reach it). Continue to the edge of the ledge and use the pole to reach the upper ledge. Once you reach the sliding platform, turn left and jump to the next area. After defeating the two Krimzon Guards in this area, proceed to the gap where you will be instructed on how to perform a long jump. Instead of jumping the gap, jump down to find a Precursor Orb [4]. After retrieving the Orb, use the crates to jump back up to the level and then long jump across the gap. Continue to the area that has metal grating on the floor. Once you enter into this area, Krimzon Guards will be shooting at you from underneath the floor. A Precursor Orb [5] is behind the control panel on the right (north) wall after entering the area. After exiting this area, dive attack to break the door and drop down to the lower floor. A Precursor Orb [6] is behind the pole on the right after dropping into the area. Follow the tunnel to the next room and dive attack the door to drop down to the slide into the water. A Precursor Orb [7] is located in the alcove on the wall directly ahead (west) and a Precursor Orb [8] is in the water behind the Krimzon Guard crates near the left (south) wall. Once both Orbs are obtained, jump on the crates next to the right (north) wall to reach the fortress exit. Strategy: Continually move and jump while going through the area with the grated floor to avoid being shot by the Krimzon Guards. New Objects Obtained: 8 Precursor Orbs ******************************************************************************* 5.1.2 'Protect Kor and Kid' ******************************************************************************* Available: After the completion of 'Escape from Fortress' mission. Description: Walk down the street to talk with Kor. Once the cinematic is over, protect Kor and the kid from the attacking Krimzon Guards (approximately 12). After defeating the first 3 Krimzon Guards, Jak will turn into Dark Jak and then return to normal once all of the Krimzon Guards have been defeated. Strategy: Continually spin kick to not allow guards enough time to fire their weapons. New Objects Obtained: None ******************************************************************************* 5.1.3 'Ride Elevator Up to Palace' ******************************************************************************* Available: After the completion of 'Turn on 5 Power Switches' mission. Description: Travel to the elevator icon indicating the entrance to the palace. Get on the elevator and go to the top. A Precursor Orb [1] is located along the back wall when the elevator reaches the top (use a high jump to reach it). Go through the door and jump down the ledges to the pipe with the rotating electrical rods. Travel across the pipe until reaching the section with red heat tiles. Jump to the ledge on the left of the pipe and use the two poles to reach the next ledge. Jump back up to the top of the pipe and continue to the next set of heat tiles. Jump to the ledge to the right of the pipe and then jump across to the next ledge. Jump back up to the top of the pipe. A Precursor Orb [2] is on the ledge on the pipe. As soon as the ledge is touched, a turret will begin to fire. Avoid the turret fire and move toward it. Destroy it with a weapon, punch or spin kick when reaching it. Once it is destroyed, continue across the pipe until reaching the section with the rotating spikes. Jump across the pipe sections to the next ledge. Upon reaching this ledge, another turret will begin firing. After destroying the turret, another rotating electrical rod section will be encountered. Jump to the ledge to the right of the pipe and then jump down the ledges to past the electrical rods. CAUTION! The ledge immediately before the electrical rods will collapse once stepped on. After passing the electrical rods, proceed under the pipe to the ledge on the other side. CAUTION! The ledge in the middle collapses once stepped on. A Precursor Orb [3] is located on the ledge in the middle. Once across, use the pole to jump to the next ledge and then jump to the top of the pipe. Another section of rotating spikes will be encountered, followed immediately by a section of heat tiles. After crossing the rotating spikes, jump to the ledge on the right of the heat tiles. Move across the ledge and jump to the ledge in the center of the pipe. Once this ledge is reached, two rotating machine turrets will begin firing. Go across the ledge to pass the machine turrets (Note: These guns cannot be destroyed). Jump onto the ledge to the right and continue up the ledges to the top. Strategy: When crossing the electrical rod and spiked floor sections, watch the timing of the obstacles before attempt to cross. When approaching the stationary turrets, keep running and jumping to avoid being hit by the shots. When approaching the rotating machine turrets, concentrate on jumping over the shots. Only travel down the ledge immediately after jumping over a shot. Tip: When approaching the rotating machine guns, standing on the pipe in between the ledges is safe area from being hit. New Objects Obtained: 3 Precursor Orbs ******************************************************************************* 5.1.4 'Defeat Baron at Palace' ******************************************************************************* Available: After the completion of 'Ride Elevator Up to Palace' mission. Description: After completing the 'Ride Elevator Up to Palace' mission, jump down the incline to the roof. Baron Praxis will be in a machine and begin attacking you. He will attack in three different areas with a different weapon in each area. There are two gauges displayed in the lower right corner of the screen. The small bar indicates his shield strength. His shield is drained every time he shoots and when he is shot by the Blaster Gun. When his shield is running low, he will move to the electrical field to recharge it. When it is completely depleted, he will move to the next area. The large bar indicates his overall health. Once he has been defeated in each area, 1/3 of the bar will be removed. In the first area, he will attack with a laser cannon. Once he has been shot enough times to deplete his shield, his damage indicator will turn yellow and he will move to the next area. In the second area, he will attack by shooting dark eco bombs. A red "marker" will appear on the ground to indicate where the bomb is going to land. Once he has been shot enough times to deplete his shield, his damage indicator will turn red and he will move to the next area. In the third area, he will attack using two different means. He will shoot fire "tornados" and use his machine to roll over you. Once he has been defeated in the third area, climb up the slanted roof to the ledge. Follow the ledge to a doorway. A Precursor Orb [1] is located in front of the door. Go through the door and into the room. Proceed through the room to find the door to exit the palace. Strategy for first area: When possible, use the building for cover to avoid being shot. If the building cannot be used, be sure to keep moving once he starts to shoot (and avoid jumping). His laser cannon only shoots straight so when he is close, get to one side to allow numerous shots to be taken at him. When he is at a distance, try to get into a position where shots can be taken at him while running to avoid his shots. Strategy for second area: Watch the red markers indicating where the bombs are going to fall. Once the last one has been shot, continually shoot at him until he starts shooting again. Strategy for third area: When he is getting ready to roll (when he covers the machine's cockpit), prepare to move out of the way. Once he rolls by, quickly turn towards him and start shooting. Tip: Use the time that he is recharging to get the Blaster Gun Ammo from the Krimzon Guard crates if needed. These crates will reappear after his next attack. Tip: Use the right analog stick to change the view to always keep the Baron in sight. Tip: A good time to shoot at him is when he is moving to a new location in the current area. Tip: In the third area, there is a health pack located in the corner (southwest) of the roof. New Objects Obtained: 1 Precursor Orb ******************************************************************************* 5.1.5 'Pass the Tests of Manhood' ******************************************************************************* Available: After the completion of 'Use Items in No Man's Canyon' mission. Description: Travel to the skull icon indicating Mar's tomb. Get on the elevator to go to the bottom. A cinematic will be seen where Jak and Daxter enter the tomb. A Precursor Orb [1] is in the corner to the right (west) of the entrance door. A Precursor Orb [2] is in the corner to the left (east) of the entrance door. Proceed down the ramp and jump into the shallow water. A Precursor Orb [3] is located on the water behind the far left (southeast) pillar. A Precursor Orb [4] is located on the water behind the far right (southwest) pillar. In the center of the water are two platforms. The one on the left (east) is test #1 and the one on the right (west) is test #2. Strategy: None needed New Objects Obtained: 4 Precursor Orbs ******************************************************************************* 5.1.5.1 'Pass the First Test of Manhood' ******************************************************************************* Available: After the completion of 'Use Items in No Man's Canyon' mission. Description: From the shallow water in Mar's tomb, jump to the left (east) platform and go through the door. Follow the tunnel to the room with the dark eco lake. Jump across the four columns with spiked flooring to the ledge. Once on the ledge, use the pole to jump to the next higher ledge. Proceed around the ledge to the moving vertical pole and moving block. Jump onto the pole and then on the moving block. Jump off the moving block to the stationary ledge. At the ledge edge, jump onto the moving horizontal pole and then to the ledge. Follow the ledge around to the small elevator (brown squares on floor). When at the bottom, jump onto the ledge. Process across the ledge and walk over the switch (square on floor with a design). The switch will cause the four columns that were jumped across to begin moving (the spikes will now be permanently retracted). Jump to the first column. A Precursor Orb [1] is in an alcove behind the column (left (west) of the ledge just jumped from). Double jump across each of the moving columns to the far ledge. Use the vertical moving poles on the left to reach the next ledge. Proceed around the ledge to the horizontal moving poles. Use the poles to reach the next ledge and second switch. After walking over the switch, walk to the edge to ride the small elevator to the bottom. Jump to the ledge and go to the right (east). Just after passing the column, jump down the stairs to the left. After approaching the large rock, a cinematic will be seen and you will be controlling Daxter. The rock will begin rolling and Daxter must run to avoid being crushed. While running, gaps will appear that requiring jumping over. At the bottom of the tunnel, a cinematic will be seen where the rock explodes revealing a Black Widow. Continue running through the tunnel, jumping over gaps and enemies, until reaching the spider web. Jump onto the first and then the second spider web. Jump to the narrow ledge and run up the ledge to the next web. Jump onto the web and then to the next narrow ledge. Go around the ledge and jump to the next web. Jump to the final web and then the top ledge. Run down the tunnel and jump over the gap to a ledge. Continue to the edge and jump to the moving column. Jump from the moving column to the next ledge. Continue running down the tunnel and at the end, the door will close behind Daxter trapping the Black Widow. You will be controlling Jak once again. Proceed through the tunnel to the room with columns. Use the columns to jump to the ledge on the left and then jump to the upper ledge. Jump to the vertical moving pole and then to the moving block. Jump off the block onto the vertical moving pole. Jump off the pole to the next ledge. Go across the ledge and jump to the vertical moving pole. Jump from the vertical pole to the horizontal moving pole. Jump from the horizontal pole to the diagonal moving pole. Jump from the pole to the first moving block. Jump to the second moving block and then to the ledge above. Use the steps to jump to the top ledge. Jump to the horizontal moving pole and then to the first moving block. Jump to the second moving block and then to the horizontal moving pole. Jump to the final moving block and then onto the ledge. Follow the tunnel to the button and dive attack it. Strategy: When crossing the spiked flooring, jump to the next column as soon as the clicking sound is heard indicating the spikes are changing. At the vertical moving pole and block, once on the pole, wait until it is at the top and the ledge is extended before jumping. At the horizontal moving pole, wait to jump off until the swing's rotation is directed up. At the vertical moving pole, jump to the first and wait until it is higher than the second one. Jump to the second one at the high point of the rotation. At the horizontal pole, jump onto the first pole and jump off when it reaches the far left. When Daxter is being chased by the rock and spider, do not attempt to kill the Baby Spiders (simply jump over them). When jumping up the webs, aim for the left of the yellow arrow above the ledges. When running up the ledge, jump to the next web as soon as the top of the incline is reached. At the vertical moving pole and block after the chase, jump off the pole when it is at the highest point. Quickly run across the block and jump to the next vertical moving pole. Jump off this pole when it reaches the top. At the next vertical moving pole, jump to the pole when it is in the middle and the horizontal pole is approaching. Jump to the diagonal pole when the horizontal pole is to the far right and the diagonal pole is at the bottom. Jump off the diagonal pole when it is at the top and quickly jump off the block to the ledge. At the next horizontal moving pole, jump to the moving block when the pole is at the left. Jump to the next moving block when the first block begins retracting. New Objects Obtained: 1 Precursor Orb ******************************************************************************* 5.1.5.2 'Pass the Second Test of Manhood' ******************************************************************************* Available: After the completion of 'Use Items in No Man's Canyon' mission. Description: From the shallow water in Mar's tomb, jump to the right (west) platform and go through the door. Jump up the ledges and go through the door into the next room. Touch the switch in the middle of the room (square on floor with a design). 15 beetles will drop from the ceiling, 3 with red on their stomachs. Observe which ones have the red stomachs. When they flip over, locate and punch or spin kick the beetles with the red stomachs. You will lose health for each incorrect guess. Once the correct beetles have been found, a door will open. Go through the door until coming to a pool of water with a barricade in the middle. The pool is occasionally electrified. Proceed across the pool and under the barricade to reach the ledge on the other side. Go across the ledge to the next pool of water. This pool of water has no barricade, but the electricity is off for a shorter amount of time. Once across the water, proceed into the next room to find a button. When the button is pressed, colored tiles will appear. Certain tiles will be lit and a tone specific to the color played. These tiles indicate the only path across. If a wrong tile is touched, the remaining tiles will fall away. Once across, step on the button to reveal the second set of colored tiles. Once across, go down the tunnel to another pool of water. The pool has a longer distance. After crossing the pool, enter the next room and touch the switch in the middle of the floor. 20 beetles will drop the ceiling and again the 3 with red stomachs must be found. After finding the beetles, proceed through the newly opened door to another pool of water. Once across, go through the door and step on the button to reveal colored tiles. After crossing the first set, step on the button to reveal the second set. After crossing the second set, step on the button to reveal the third set. After crossing the third set, go through the door and go around the corner to find another pool of water. This pool of water curves to the right and has a ledge at the corner. After crossing the pool, proceed to the room with the 12 objects protruding from the floor. When punched or spin kicked, each object makes a distinctive sound. When two objects with the same sound are hit in succession, they will be lowered into the floor. Once all 12 objects are lowered, a door will be opened. Proceed through the door and dive attack the button. Strategy for Beetle Puzzles: The beetles with the red stomachs stay in the same general area. When dropped from the ceiling, keep track of at least 1 or 2 of them. The third one may have to be guessed, but should be able to be found in 1-2 attempts. Strategy for first pool of water: Watch the timing of how long the electricity is on and off. When it is about to turn off, jump as far as possible toward the barricade. Quickly swim under and once on the other side, jump to the ledge before the electricity turns on. Strategy for second pool of water: Watch the timing of how long the electricity is on and off. When it is about to turn off, jump as far as possible as quickly swim until just before electricity should come back on. At that moment, the ledge should be within range to double jump to. Strategy for third pool of water: Watch the timing of how long the electricity is on and off. When it is about to turn off, jump as far as possible and while in the air, get onto the Jet-Board. Ride the Jet-Board to just before electricity should come on. At that moment, simultaneously double jump and get off the Jet-Board to reach the ledge. Strategy for fourth (curved) pool of water: Use the same strategy as the third pool of water to reach the ledge at the corner and then the end of the pool. Color Tile Solutions – The number of rows is based on the tile where Jak is standing. The row direction is based on the direction Jak faced when starting. The color direction is in reference to Jak standing in the center of the starting ledge. Set 1: 2 rows forward, left red 2 rows forward, right green 1 row forward, left yellow Set 2: 1 row forward, right blue 2 rows forward, left red 1 row forward, right green 2 rows forward, right yellow Set 3: 2 rows forward, right green 2 rows forward, right green 1 row behind, center yellow same row, left yellow Set 4: 2 rows forward, left yellow 2 rows forward, center green 1 row forward, left red same row, center red same row, right blue Set 5: 2 rows forward, center red 2 rows forward, center red 1 row forward, right green 1 row behind, right red 1 row behind, far right green 2 rows forward, far right yellow Tip: By continually standing on the button to display the colored tiles, the path across will be continuously repeated. Tip: The colored tile pattern can also be followed by jumping on the first tile as soon as it lights up and then jumping to the other tiles when they are lit. New Objects Obtained: None ******************************************************************************* 5.1.6 'Defeat Barron in Mar's Tomb' ******************************************************************************* Available: After the completion of 'Pass the First Test of Manhood' and 'Pass the Second Test of Manhood' missions. Description: Baron Praxis will be in a spider-like machine and begin attacking. He will attack in three different stages. There is a health gauge displayed in the lower right corner of the screen. Once he has been hit 4 times, 1/3 of the bar will be removed and he will move to the next stage. In the first stage, he will attack by throwing mechanical, electrical spiders on the platform. After each of them has been destroyed, he will throw numerous bombs onto the platform. Each of these bombs will detonate in approximately 10 seconds after reaching the platform. A bomb is getting ready to explode when the beeping sound increases and the lights on it begin to flash faster. Punch these bombs toward the Baron to cause damage (they will immediately explode upon impact). He will repeat this attack pattern until being hit with 4 bombs, causing his health gauge to change to yellow. In the second stage, he will throw spiders, then drop below the platform, quickly rise up, and rapidly shoot his laser guns. He will then throw the bombs onto the platform. He will repeat this attack pattern until being hit with 4 bombs, causing his health gauge to change to red. In the final stage, he will shoot the precursor stone to destroy sections of the platform, drop below the platform, rise up to shoot his laser guns and then throw the bombs. He will repeat this attack pattern until being hit with 4 bombs. Once he has been defeated, go across the water to the ramp leading to the tomb's exit. Strategy for first stage: When the mission begins, start running to one side of the platform. Use the Scatter Gun to destroy the mechanical spiders. Turn around, begin running toward the center, and destroy the remaining mechanical spiders. Once the bombs land on the platform, punch as many as possible toward the Baron before they explode. Strategy for second stage: Run to the far left or right side as the spiders are being shot. Stand behind one of the pillars and shoot the spiders that approach. When the Baron comes up from underneath the platform, the pillar will provide cover (until it is destroyed). As soon as he stops firing, run towards the center of the platform to the next pillar. Once the bombs land on the platform, punch them towards the Baron. Strategy for the third stage: When the precursor stone begins to glow, he is getting ready to fire it. When it does, be sure to not be near it. When the Baron drops below the platform, stand behind one of the pillars. As soon as he stops firing, he will launch only a few bombs. Quickly run to one of the bombs and punch it toward him. Since he is always close the platform in this stage, the angle to hit him will be small. Tip: It is easier to punch the bombs at the Baron from the center area of the platform than from the far left or right side. Tip: The remaining bombs on the platform will immediately explode when he is hit for the fourth time. New Objects Obtained: None ******************************************************************************* 5.1.7 'Explore Palace' ******************************************************************************* Available: After the completion of 'Win Class 1 Race at Stadium' mission. Description: Travel to the elevator icon indicating the entrance to the palace. Once inside, go pass the control panels on the left to the doorway. Get on the elevator and go to the top. Go through the door into the next room and go through the door on the left to enter the throne room. A cinematic will be seen where Ashelin give you a black security pass. After the cinematic, turn around and head toward the large door. On the left (northeast) is a small passageway. Follow the passage to the end and jump down to the lower level. Go into the next area and use the poles to swing and jump to the next ledge. Proceed over the collapsible platforms to the next ledge. On the ledge will be several Krimzon Guards waiting. After killing the Krimzon Guards, go across two more collapsible platforms to the next ledge. On the right is a continuously firing laser that shoots across the platform. Jump over the shot and continue across the platform. At the end of the platform, jump up to the next platform where there will be more Krimzon Guards waiting. Follow the platform and use the ledges to jump up to the next platform. On the left (east) side of the upper platform is a cracked window. Use a gun and shoot the window to break it. Get on the Jet-Board and grind across the window ledge. At the end of the window ledge, jump onto the next platform and get off the Jet-Board. Jump across collapsible platforms to the next ledge. Proceed through the door and jump down into the meeting room. In the adjoining room is another continuously firing laser that shoots into the meeting room. Once the laser is not firing into the room, run through the door and turn left. Continue to the end and turn left into the next room. At the edge of the floor is a series of disconnected pipes. Get on the Jet-Board and grind along the first pipe. At the end, jump to the next pipe and grind across. Repeat the same thing for the last pipe and jump to the ledge. Jump up the ledges to the right to find more waiting Krimzon Guards. Shoot the center of the yellow, circular hanging object (if not shot during the fight with the Krimzon Guards). Get on the Jet-Board, jump onto the yellow circular object and grind around to the next ledge. Proceed down the steps to the lower platform to find another continuously shooting laser. Jump over the laser shots or walk around the back of it to cross the platform. After passing the laser, several Krimzon Guards will be waiting around the corner in ambush. Continue along the platform to another set of collapsible platforms. Jump across them to the ledge. Use a gun to shoot the glass blocking the path. Continue across the ledge and double jump across the large gap to reach the next ledge. Jump across the final set of collapsible platforms and go out the door to reach the elevator. Once at the bottom, go past the control panels to the door to exit to the city. Strategy: When jumping over the continuously firing laser shots, wait until the shots are moving away and then walk behind them. Once the shots begin to move towards you, jump over them and continue. When jumping on the ledge after grinding on the window ledge and yellow circular object, be sure to direct the jump towards the ledge and jump early enough to land on it (be careful to not go too far before jumping). Otherwise, the ledge will be missed and you will fall. Before grinding the yellow circular object, be sure to shoot all the Krimzon Guards on the distant platform first. While grinding it, concentrate on the grinding direction since it is very easy to fall off. Tip: The area behind the tables in the meeting room is safe from being hit by the laser gun. New Objects Obtained: Black security pass ******************************************************************************* 5.1.8 'Beat Krew in Weapons Lab' ******************************************************************************* Available: After the completion of 'Get Heart of Mar in Weapons Lab' mission. (Note: This mission begins immediately after completion of the 'Get Heart of Mar in Weapons Lab' mission.) Description: When the elevator reaches the top, the damage inflicted by a weapon is increased. Numerous Krew Clones will begin to attack. These clones are slow moving. Once they have all been destroyed, Krew will attack by firing his lasers multiple times rapidly. Once he has been hit several times, Krew's health gauge will change to yellow and he will retreat. The Krew Clones will attack again, but these clones move more quickly. Once they have been destroyed, Krew will attack again. When he has been hit several times, his health gauge will change to red and he will retreat. The Krew Clones will attack one final time. Once they have been destroyed, Krew will attack for the last time. Once he has been destroyed, the mission is over. Strategy for Krew Clones: Stand in the entrance doorway leading to the roof. Equip the Scatter Gun and shoot any close by clone in the field of view. When there is one clone remaining, proceed out to the Krimzon Guard crates to collect any needed ammunition. Return to the door and destroy the final clone. Strategy for Krew: Krew will attack from the right side (if you are standing in the doorway). Equip the Blaster Gun and if there is a clear shot, shoot him before he stops moving to shoot. As long as he is being shot, he will not be able to fire. Try not to move too far away from the doorway. If he does begin to shoot, avoid the shots until he stops and then fire back. Once he has been hit 3 or 4 times, quickly return to the doorway and prepare for the next wave of Krew Clones. New Objects Obtained: Weapon damage increased ******************************************************************************* 5.1.9 'Break Barrier at Nest' ******************************************************************************* Available: After the completion of 'Check the Construction Site' mission. Description: Travel to the red Air Train icon indicating the Air Train station. The Air Train will take you to Metal Head nest area. Go along the path to the left (northwest) of the Air Train [1,2,3,4]. Continue into the area next to the large building [5]. A Precursor Orb [1] is on the top of a barrel on the top of the hill on the left (south) side of the area. Next to the far (southwest) wall of the area is a valve. Jump and spin kick the value to raise a platform to the left (northeast) of the Air Train. Go to the raised platform and use it to jump to the ledge [6-11]. Travel across the ledge to the stone base of the wood structure. Turn left (west), follow the path and go up the steps to the ledge [12,13,14,15]. Continue into the next area and follow the path on the left (southwest) to find Mar's gun. Strategy: Use the Scatter Gun against the Metal Head Mantis and the Blaster (or Vulcan Fury) Gun against the Metal Head Tarantulas. Proceed into new areas slowly to force the enemies to appear and attack. This gives more time to react. Avoid letting the Metal Head Mantis get too close since their jumping makes them difficult to follow and will likely result in damage. Tip: There is a health pack next to the valve. Tip: There is a health pack to the left (west) of the base of the wood structure. New Objects Obtained: 1 Precursor Orb 15 Metal Head Skull Gems ******************************************************************************* 5.1.10 'Attack the Metal Head Nest' ******************************************************************************* Available: After the completion of 'Break Barrier at Nest' mission. Description: After the cinematic at the end of the 'Break Barrier at Nest' mission is over, Jak will be standing on the stone ledge in front of Mar's gun. Three Precursor Orbs [1,2,3] are located behind Mar's gun (to reach them, jump up the ledge to the ramp leading to the gun, turn right (northeast), go along the ledge around the gun and jump through the opening to reach the ledge in the back). Jump down to the path between the stone columns on the left (southwest) side. Follow the path to the large area [1-11]. A Precursor Orb [4] is on the small ledge above the dead trees in the right (west) corner of the area. A Precursor Orb [5] is on top of the stones in the right (northwest) corner of the area. Proceed up the hill. A Precursor Orb [6] is located in the turret of the first tank on the right (north) side of the path up the hill. Pass by the Beast and continue into the open area [12-20]. From the open area, go up the path to the right (east) and pass the second Beast [21-26]. At the top, turn left and go to the path. Follow the path down the hill [27,28]. Continue along the path and pass the third Beast into the next area [29-36]. Follow the path up the hill to the flat area [37-42]. Go between the pillars and proceed along the path up the next hill [43,44]. At the top, jump onto the higher ledge. Continue around the ledge to the nest entrance. Proceed through the nest's entrance [45-55]. Once inside, follow the path on the right (south) to the flat area and proceed into the tunnel directly ahead. Strategy: Use the Scatter Gun against the Metal Head Mantis and the Blaster (or Vulcan Fury) Gun against the Metal Head Tarantulas. Proceed into new areas slowly to force the enemies to appear and attack. This gives more time to react. Avoid letting the Metal Head Mantis get too close since their jumping makes them difficult to follow and will likely result in damage. To get past the Beasts, start by following behind them. If other enemies start to appear, retreat away from the Beast and kill the enemies before the Beast turns and approaches. Once their electricity is off, quickly run past. If other enemies start to appear, continuing running until past the Beast and use a weapon to shoot any enemies in your path. Tip: There is a health pack on the left (east) side of the large area. Tip: There is a health pack at the bottom of the hill leading to the dark eco pools. Tip: There is a health pack between the pillars at the top of the hill following the dark eco pools. New Objects Obtained: 6 Precursor Orb 55 Metal Head Skull Gems ******************************************************************************* 5.1.11 'Destroy Metal Kor at Nest' ******************************************************************************* Available: After the completion of 'Attack the Metal Head Nest' mission. (Note: This mission begins immediately after completion of the 'Attack the Metal Head Nest' mission.) Description: Metal Kor will attack in three different stages. There is a health gauge displayed in the lower right corner of the screen. Once he has been hit enough times, 1/3 of the bar will be removed and he will move to the next stage. In the first stage, he will attack by throwing eggs on the platform. After several seconds, the egg will hatch into a Metal Head Scorpion. He will also shoot a burst of dark eco. He is preparing to shoot when his face turns white and you hear a high-pitched tone. Each time he is shot by a weapon, a small part of the health gauge will be removed. Once he has been hit enough times, the health gauge will turn to yellow. In the second stage, Metal Head Strafes will also attack and Kor will shoot two bursts of dark eco at a time. After being hit a sufficient number of times, the health gauge will turn to red. In the third stage, Kor will drop down from the ceiling to the platform. He will attack by shooting three bursts of dark eco and sending out a shockwave. He will also use his claws and tail to swipe if close by. After being shot enough times, he will be destroyed. Strategy for first and second stages: Continually run and shoot the eggs and Metal Head Scorpions. Try to shoot the eggs before they hatch. Attempt to stay behind Kor as much as possible since this will prevent him from shooting the dark eco. When the immediate area is clear, stop and fire several shots at him with the Blaster Gun. If he starts preparing to fire the dark eco, immediately begin running to make the shots miss. Only fire at Kor when there is no other enemies close by. Strategy for third stage: Use the dark bomb ability if it is acquired and Dark Jak is available. This will cause approximately half of the remaining health bar to be removed. Since Kor can move faster than Jak can run, try to stay on the opposite side of the hole in the center as Kor. If he is getting too close, use the Jet-Board to quickly get to the opposite side. Shoot at him with the Blaster Gun in between his attacks and when at a substantial distance from him. Tip: Only the Blaster Gun ammunition will be in the Krimzon Guard crates in the nest. Tip: An auto-save occurs at the beginning of the third stage. If you die during this stage, any ammunition used in the other stages cannot be replenished (other than the Blaster Gun's). If the Blaster Gun ammunition is low when starting the first stage, collect the necessary ammunition from the Krimzon Guard crates and then do a manual save. If you die during stage one or two, reload the saved game. Tip: Do NOT worry about collecting the Metal Head Skull Gems dropped by the Metal Head Scorpions in the nest. New Objects Obtained: Unknown number of Metal Head Skull Gems ******************************************************************************* 5.2 Torn ******************************************************************************* These missions are started from Torn's hideout and are indicated by a brown dagger icon on the on-screen map. ******************************************************************************* 5.2.1 'Retrieve Banner from Dead Town' ******************************************************************************* Available: After the completion of 'Protect Kor and Kid' mission. Description: Travel to the brown building icon indicating the entrance to Dead Town. Once inside, travel along the path and jump to the island. Turn right (south) and jump on the floating platforms to the next island. Jump on the rock ledge to the right (west) edge of the island and go across it. Upon reaching the large rock wall, jump up the stones to the stone ledge and follow it to the left. Follow the ledge to the rocks leading to the bridge leading to the side of the brown tower. Jump up the rocks and proceed across the bridge and along the tower ledge. The bridge and portions of the ledge will collapse once touched. Once you reach the top of the ledge path, go up the stairs to claim the banner. Strategy: None needed. Tip: The bridge leading to the brown tower, the two ledges before the second pole and every ledge after the second pole will collapse. New Objects Obtained: None ******************************************************************************* 5.2.2 'Find Pumping Station Valve' ******************************************************************************* Available: After the completion of 'Retrieve Banner from Dead Town' mission. Description: Travel to the green pipe icon indicating the entrance to the pumping station. Once inside, kill the three Metal Head Swipers and retrieve their Metal Head Skull Gems [1,2,3]. A Precursor Orb [1] is in the water on the left (west) side of the beach. A Precursor Orb [2] is in the corner behind the structure with the moving platforms in front. Use a moving platform to reach the upper ledge. Jump to the next ledge to the right and at the end of the ledge is a pipe containing a Precursor Orb [3]. After retrieving the Orb, you will need to jump down to the beach and retrace the path to the pipe. Jump onto the pipe and follow it to the end. Jump to the next ledge and kill all of the enemies on it. Go across the rotating pipe [4]. Go across the pipe with the electrical field, jump over the electrical field and jump onto the next ledge [5]. Jump onto the moving platform on the right and jump onto the next ledge. Follow the ledge to the edge with the pipe that has a double electrical field [6]. Travel across the pipe with the double electrical field, jump over the electrical field and jump onto the next ledge. Once across, jump down to the next ledge [7,8]. Proceed across each of the ledges until reaching the rotating pipe. Move across the pipe and jump onto each ledge until reaching the metal platform. Instead of going up the ramp, jump off the metal platform to the left (east) onto the rotating platforms. Jump down the platform and rocks to reach the beach. Go to the south side of the beach and swim south towards the bridge. A Precursor Orb [4] is in the water between the bridge and the cliff. Go back to the beach and follow it to the right (east) until reaching the rotating pipe. A Precursor Orb [5] is located behind the left (east) cliff connected to the rotating pipe. Swim to the closest island with a windmill. A Precursor Orb [6] is on a ledge near the top. Swim back to the beach and go to the structure with the moving platforms in front. Repeat the same travel directions until reaching the metal ramp. Go up the metal ramp and travel along the ledge until reaching the water valve [9,10]. Strategy: Wait to jump onto a rotating pipe until just after if finishes rotating. Jump off (or straight up if not near the end) as soon as the rotating "sound" begins. Wait to jump over the electrical fields on the pipes until they are moving towards Jak. New Objects Obtained: 6 Precursor Orbs 10 Metal Head Skull Gems ******************************************************************************* 5.2.3 'Blow Up Ammo at Fortress' ******************************************************************************* Available: After the completion of 'Find Pumping Station Valve' mission. Description: Travel to the red castle icon indicating the fortress entrance. Once inside, turn left and go through the doorway. The security tank will be activated once this occurs. Jump to the ledge and follow it around while avoiding the tank fire. Once the tank breaks through the door, you will need to jump over the red laser beams. If one of the beams is touched, an auto-aim gun will shoot you. After the laser beams have been passed, jump to the top of the crates and use the pole to swing to the upper ledge. Travel along the upper ledge to a large area with rotating platforms. By this time, the tank will have broken through the wall and be firing from the lower level. Jump to the rotating platform and break the tubes in the center to disable the electrical field. Once both tubes have been broken, jump into the area that was previously protected by the electrical field. In this area, you will have to jump across sliding platforms and then come to an area with spikes coming out of the floor. Once you have crossed the last spiked floor, dive attack the door at the end of the corridor to drop to the lower level. Go across the conveyor belt and jump across the moving platforms to the ledge. Jump up the ledges to the next level and go across the conveyor through a door that leads to a large, open area. Once you enter this area, you will receive a red security pass. Once you pick up the pass, you need to force the security tank to shoot four of the ammunition stores (located next to the missile in the back of the area). Once this occurs, you will have 10 seconds to get out before the missile explodes. Strategy: You can avoid being shot by the security tank by stopping in one place and then running just before the tank fires (when its red aiming symbol gets larger). When attempting to get the tank to shoot the ammunition stores, use the control panel next to the missile for cover. It is also useful to attempt to position Jak between the tank and several ammunition stores so that multiple ones will be hit at one time. New Objects Obtained: Red security pass ******************************************************************************* 5.2.4 'Make Delivery to Hip Hog Saloon' ******************************************************************************* Available: After the completion of 'Blow Up Ammo at Fortress' mission. Description: Take the hover vehicle outside of Torn's hideout to the Hip Hog Saloon (indicated by a glass icon). Shortly after leaving the current section of the city, the Krimzon Guards will begin chasing. They will set up two roadblocks on the route to the bar. If the hover vehicle is destroyed, the mission is a failure. (Note: Since you a delivering a "package" to Krew, you CANNOT transfer to a different hover vehicle if it becomes too damaged.) Once the hover vehicle is delivered, you will receive the Scatter Gun. Strategy: Minimize the amount of damage the zoomer receives before the Krimzon Guards begin their pursuit since taking damage is inevitable during the chase. This will increase the possibility of arriving at the destination before the hover vehicle is destroyed. Use the on-screen map to see when the roadblock is approaching and fly underneath the Krimzon Guards' hover vehicles. New Objects Obtained: Scatter Gun ******************************************************************************* 5.2.5 'Beat Scatter Gun Course' ******************************************************************************* Available: After the completion of 'Make Delivery to Hip Hog Saloon' mission. Description: Travel to the icon indicating the gun range entrance. Obtain a score of at least 3000 points on the scatter gun course. Strategy: Shoot the targets as quickly as possible since this results in a higher point value. Be careful not to hit non-enemy targets since this will deduct points from your score. New Objects Obtained: None ******************************************************************************* 5.2.6 'Rescue Vin at Strip Mine' ******************************************************************************* Available: After the completion of 'Beat Blaster Gun Course' mission. Description: Travel to the icon (located on the upper level pedestrian walkway) and enter the warp gate to reach the strip mine entrance. After entering, proceed slowly along the path and kill the attacking enemies [1-6]. Move between the two hills and continue toward the conveyor belt [7-15]. Move to the right of the conveyor belt toward the support structure and then toward the elevated carts [16-20]. A Precursor Orb [1] is under the support structure to the right of the dark eco lake. Return to the conveyor belt and move into the area to the left of it toward the large blue structure (eco well). Upon reaching the blue structure, turn right and go down the path [21-30]. Go back to the conveyor belt, go down the path between the two hills and kill all the enemies that appear [31-37]. At the end of the path, turn right and proceed past the crates [38,39,40]. Continue toward the building and kill the enemies located in front [41,42,43,44]. Travel up the first conveyor belt [45]. A Precursor Orb [2] is in the corner of the platform at the top of the first conveyor belt. Go up the next conveyor belt to the upper platform [46,47,48]. Go to the edge of the platform and jump onto a moving crate. Shoot the Metal Head Flyers above the carts [49,50,51]. Jump onto the ledge and dispose of the remaining enemies [52,53]. Approach the door on the right to locate Vin. Strategy: When confronted with many enemies at one time, use the dark bomb (if already acquired and Dark Jak is available) or the rapid-fire gun technique to quickly eliminate the enemies. Tip: In order to obtain all of the Metal Head Skull Gems, you may have to retrace your path to the entrance since the Metal Head Scorpions do not always immediately emerge from the sand when approaching. New Objects Obtained: 2 Precursor Orbs 53 Metal Head Skull Gems ******************************************************************************* 5.2.7 'Find Pumping Station Patrol' ******************************************************************************* Available: After the completion of 'Rescue Vin at Strip Mine' mission. Description: Travel to the green pipe icon indicating the pumping station entrance. Upon entering, use the obstacle for cover and shoot the Metal Head Crab [1]. Follow the beach to the right and go under the pipes. Continue along the beach toward the three Metal Head Crabs [2,3,4]. Go along the beach to the right (north) and jump onto the rotating metal platforms. Use the rotating metal platforms to reach the metal platform. Use the rising platforms to reach the ledge above. Proceed up to the top of the ledge [5,6,7,8]. Walk over to the hover vehicle next to the rock to see the cinematic introducing you to Ashelin. After the cinematic, you and Ashelin need to kill all of the Metal Head enemies that attack [9,10,11,12,13]. If Ashelin's health meter runs out, the mission is a failure. Once the mission is completed, Ashelin will give you a yellow security pass. Strategy: Shoot the Metal Head Crabs from a distance to remain out of their firing range. Tip: You must collect the Metal Head Skull Gems before reaching Ashelin's hover vehicle since they will be gone once the cinematic is over. New Objects Obtained: 13 Metal Head Skull Gems Yellow security pass ******************************************************************************* 5.2.8 'Shuttle Underground Fighters' ******************************************************************************* Available: After the completion of 'Find Lens in Mountain Temple', 'Find Gear in Mountain Temple', 'Find Shard in Mountain Temple' and 'Defeat Baron at Palace' missions. Description: Get into the hover vehicle outside of Torn's hideout. The timer will start counting down from 1:00 minute. Fly to the first fighter. Once the fighter gets into the hover vehicle, the timer will reset to a random amount. The fighter will only get into the hover vehicle if it is in the low hover zone. The Krimzon Guards will begin attacking from the ground, from hover vehicles and turrets throughout the city will be activated. Fly the fighter to his safe house. Repeat for the remaining three fighters. If the timer reaches 0:00 or the fighter is killed, the mission is a failure. Strategy: Once a fighter reaches the safe house, quickly change hover vehicles if there is currently a lot of damage (i.e., hover vehicle is on fire or smoke coming from it). As soon as the fighter get in or out, quickly start moving to save time. When approaching a fighter for pickup, be careful not to run him over since this will cost time while he is getting up (and may possible kill him). Tip: Only 2-seat hover vehicles can be used. A fighter will not get into a 1- seater. New Objects Obtained: None ******************************************************************************* 5.2.9 'Protect Site in Dead Town' ******************************************************************************* Available: After the completion of 'Shuttle Underground Fighters' mission. Description: Travel to the brown building icon indicating the entrance to Dead Town. Once inside, travel along the path [1-4]. Turn left and continue along the path [5]. Use the wood ledges to jump to the stone ledge [6,7]. Continue across the ledge and jump down to the lower ledge [8]. Jump down to the ground and go toward the large, stone wall [9,10]. Jump across the stones in the water to the sand island [11-18]. Proceed up the incline and jump onto the stone ledge [19,20]. Travel around the ledge and use the wood steps to jump to the next ledge [21,22,23]. Go down the path between the pillars and kill the Metal Head Gunner [24]. Continue under the arch [25,26,27,28]. Turn left around the corner and kill the Metal Head Gunner on the ground level and on the stair [29,30]. Proceed up the stairs and go around the corner. Continue through the archway [31,32,33,34]. Go through the pillar area and through the next archway. Turn right and travel across the ledge [35-40]. At the end of the path, turn right at the corner [41,42]. At the end of the path, you will see a cinematic. Once the cinematic is over, turn around and go back to the ledge. Turn right and jump down to the island. Follow the path to the Dead Town exit. Strategy: When approaching Metal Head Slingers, use the Vulcan Fury gun to kill them quickly before they begin to shoot. When approaching Metal Head Gunners, use the walls, pillars, etc. for cover. When attacking, quickly begin shooting the Vulcan Fury gun before it can begin firing. Tip: If an enemy falls into the muddy water, they will be killed instantly. New Objects Obtained: Vulcan Fury gun 42 Metal Head Skull Gems ******************************************************************************* 5.2.10 'Destroy 5 Hellcat Cruisers' ******************************************************************************* Available: After the completion of 'Hunt Haven Forest Metal Heads' and 'Get Seal Piece at Dig' missions. Description: Locate and destroy five of the new Hellcat cruisers. After the first Hellcat Cruiser is destroyed, a Krimzon Guard alert will occur. Strategy: Equip the Vulcan Fury gun, get into the hover vehicle outside of the hideout and locate the first Hellcat Cruiser. Avoid starting a Krimzon Guard alert before reaching the vehicle. Once found, approach it from the rear and begin shooting when directly behind it. The Hellcat Cruisers will not fire back until fired on (even during a Krimzon Guard alert). Tip: Hiding from the Krimzon Guard long enough will cause the alert to be canceled (until the next Hellcat Cruiser is destroyed). New Objects Obtained: None ******************************************************************************* 5.2.11 'Rescue Friends at Fortress' ******************************************************************************* Available: After the completion of 'Defeat Baron in Mar's Tomb' mission. Description: Travel to the red castle icon indicating the fortress entrance. Once inside, go up the steps to the right of the control panel and enter the tunnel. After turning the corner to the left, a large area will be entered with numerous Krimzon Guards (regular, elite and Hover Guards). In this area, there are 4 red buttons on the top of columns (2 on each side of the path). Each of these buttons must be dive attacked. Follow the path into the next area and turn left. In front of the electrical field is another button to be dive attacked. Once all five buttons have been "pushed", the electrical field will be gone. Proceed into the next area where there are rotating turrets with a laser beam. If one of the beams is touched, an auto-aim gun will shoot you. Use the top of the turrets and the ledge on the left side to reach the ledge to the next area. This area has a half-pipe with electrical coils traveling down it. Travel along the pipe to the right (north) until seeing a ledge on the right (east). Use the Jet-Board to jump up to the ledge. At the edge of the ledge is a pipe, guarded by two more auto-aim turrets on each side. Get on the Jet-Board and grind across the pipe to the next platform. Continue across the platform and pass the machines. Once you approach the machines, Krimzon Guards will be shooting at you from above the grated ceiling. After passing the machines, proceed up the ramp to the next ledge. Around the corner is a catwalk protected by two auto-aim turrets. Go across the catwalk to the ledge. Jump across the gap and go through the door. Travel right (west) around the ledge to the next room (recognize it?) and go towards the warp gate to see a cinematic. Strategy for area with Krimzon Guards: Before entering the area, equip the Blaster Gun. Use the first corner for cover to kill the first Hover Guard and the Krimzon Guards on the three columns. Move along the path until it turns right and quickly kill the two Hover Guards and the Krimzon Guard on the far column. Quickly move along the path towards the door while continually firing (using the rapid fire technique when possible). Another method is to use a "hit & retreat" tactic around the first section of the path to lure in the Krimzon Guard. However, until some point is crossed in the path, Krimzon Guards will continue appearing. This method requires killing a substantially greater number. Strategy for first set of turrets: Jump onto the first turret when it's laser beam is moving to the right (the higher turret's beam will also move to the right just before the lower one's). When the laser beam for the turret directly ahead starts moving away, jump to the ledge on the left. Jump over the beam when it approaches and then jump onto its turret. Quickly jump onto the highest turret (whose beam should be pointing toward the far wall). Jump onto the last turret and then onto the ledge. Strategy for half-pipe: After jumping into the pipe, go as far up to the left (west) as possible and as close as possible to the electrical coil ahead. Once the coil passes the platform on the right, quickly get onto the Jet-Board, ride up to the top and jump onto the platform. Be careful to not land too far onto the platform or you will be targeted and shot by the turrets in the next area. Strategy for second set of turrets: Go to the side of the ledge by the pipe (jumping over the laser beams as necessary). Wait until the beams are crossed over the pipe and then begin to separate. After jumping over the beams when they pass, quickly jump out and get on the Jet-Board. Land on the pipe and grind across to the ledge. Strategy for third set of turrets: Stay behind the control panel on the right (north) side. Move around the corner and then back behind the control panel. This will cause the Hover Guards to approach. Kill the Hover Guards before attempting to cross the catwalk. After the Hover Guards are gone, wait until the beams are crossed and begin to separate. Once they are separated, run across the catwalk to the ledge. Tip: Once a Krimzon Guard stops moving, they will set briefly before firing. This allows an opportunity to fire on them. Tip: There is a health pack located on the starting ledge at the first set of turrets and on the ledge to the left at the first set of turrets. Tip: There is a health pack on the ledge near the control panel at the third set of turrets. Tip: The auto-aim turrets will only fire twice. If targeted, quickly jump to try to avoid being shot. New Objects Obtained: None ******************************************************************************* 5.2.12 'Protect Hideout from Bombots' ******************************************************************************* Available: After the completion of 'Rescue Friends at Fortress' mission. Description: Locate and destroy the three bombots that are approaching Torn's hideout. The bombots have a proximity defense system that will shoot anything that comes near it with a laser. Use a weapon to destroy the bombot. When it has taken heavy damage, it will start beeping which indicates it is about to explode. Once the first bombot is fired at, a Krimzon Guard alert will start. If a bombot reaches the hideout, it will explode and the mission is a failure. Strategy: Equip the Vulcan Fury gun and get onto the hover vehicle outside of the hideout. Travel to the closest south bombot first. Stay outside of its weapon range and approach it from the rear. Quickly move inside of its weapon range and fire at it. Once it is destroyed, proceed to the next one that is in the same general area. After destroying it, quickly proceed to the northern bombot and destroy it. New Objects Obtained: None ******************************************************************************* 5.3 Oracle ******************************************************************************* The Oracle is located in a hut indicated by the yellow Oracle icon on the on- screen map. ******************************************************************************* 5.3.1 'Go to the Oracle' ******************************************************************************* Available: After the completion of 'Find Pumping Station Valve' mission. Description: Travel to Oracle's hut to receive information about bringing Metal Head Skull Gems to the Oracle for Jak to learn how to summon the dark powers. The Oracle will tell Jak to return with 25 Metal Head Skull Gems. Strategy: None needed. New Objects Obtained: None ******************************************************************************* 5.3.2 'Go to the Oracle' ******************************************************************************* Available: After acquiring 25 total Metal Head Skull Gems. Description: Travel to Oracle's hut to receive the dark bomb ability. Strategy: None needed. New Objects Obtained: None ******************************************************************************* 5.3.3 'Go to the Oracle' ******************************************************************************* Available: After acquiring 225 total (or 200 additional if the dark bomb ability is already possessed) Metal Head Skull Gems. Description: Travel to Oracle's hut to receive the dark blast ability. Strategy: None needed. New Objects Obtained: None ******************************************************************************* 5.3.4 'Go to the Oracle' ******************************************************************************* Available: After acquiring 425 total (or 200 additional if the dark blast ability is already possessed) Metal Head Skull Gems. Description: Travel to Oracle's hut to receive the invincible Dark Jak ability. Strategy: None needed. New Objects Obtained: None ******************************************************************************* 5.3.5 'Go to the Oracle' ******************************************************************************* Available: After acquiring 525 total (or 100 additional if the invincible Dark Jak ability is already possessed) Metal Head Skull Gems. Description: Travel to Oracle's hut to receive the dark giant ability. Strategy: None needed. New Objects Obtained: None ******************************************************************************* 5.4 Krew ******************************************************************************* These missions are started from the Hip Hog Saloon and are indicated by a green glass icon on the on-screen map. ******************************************************************************* 5.4.1 'Protect Sig at Pumping Station' ******************************************************************************* Available: After the completion of 'Make Delivery to Hip Hog Saloon' mission. Description: Travel to the green pipe icon indicating the pumping station entrance. Follow Sig and kill the enemies in front of the rising platforms [1,2]. Use the moving platforms to reach the next ledge. Sig will then destroy the tank blocking the path. Proceed down the bridge and defeat the two Metal Head Goons [3,4]. Follow Sig to the end of the bridge and jump up to grab the next bridge section to lower it. Sig will kill any enemies that appear while this is being done. Cross the lowered bridge to the next metal ledge. Sig will charge his weapon and you must kill any enemies that attack. If Sig is attacked by a creature or is hit with a shot from your weapon, he must restart the weapon charging. After Sig destroys the Metal Head Crab on the cliff, follow him to the beach [5-9]. Sig will then charge his weapon to shoot the Metal Head Crab on the cliff and you will need to again kill any enemies that appear. Once the Metal Head Crab is destroyed, follow Sig up the metal structure and kill the two Metal Head Goons on the bridge [10,11]. There is a Precursor Orb [1] in the water between the bridge and the cliff. Jump onto the bridge to lower it while Sig defeats any enemies that attack. Once the bridge is lowered, follow Sig to the end of the platform where he will charge his weapon for a third time. Once the Metal Head Crab is destroyed, follow Sig to the beach [12,13,14]. Sig will charge for the fourth time and kill the Metal Head Crab on the structure near the pipe. Once it is killed, follow Sig across the beach. When you reach the pipe overhead, Sig's will have weapon difficulty and you will need to kill all the Metal Head Goons that appear [15-20]. Once the creatures are dead, follow Sig to the final weapon charging location. Once the Metal Head Crab is destroyed, the mission is completed. If at any time Sig's health meter runs out or you are trailing too far behind Sig, the mission is a failure. Strategy: Stand to the right of Sig at the first weapon charging location to kill the enemies as they jump onto the platform. At the second location, stand to the left of Sig to defeat the enemies that attack from the water. At the third point, position yourself to the left of Sig. Be careful, as the creatures will attack from the front and rear. Be sure to not get too close to Sig so that you do not accidentally hit him. When reaching the fourth charging location, you will need to quickly gather the Metal Head Skull Gems before Sig begins charging his weapon. Once he begins charging his weapon, do not worry about collecting the gems until after he shoots the Metal Head Crab. Position Jak to the left of Sig as enemies will attack from the water both in front and behind. At the final charging location, position Jak in front of Sig since the enemies will attack from the water in front. Tip: Staying slightly ahead of Sig will allow time to open the Krimzon Guard crates and take the object(s) inside. New Objects Obtained: 1 Precursor Orb 20 Metal Head Skull Gems ******************************************************************************* 5.4.2 'Destroy Turrets in Sewer' ******************************************************************************* Available: After the completion of 'Protect Sig at Pumping Station' mission. Description: Travel to the green sewer lid icon indicating the sewer entrance. Upon entering, walk over to the elevator that will take you to the bottom. Travel down the tunnel and step on the light pad to turn on the tunnel lights. Follow the narrow path leading to the tunnel with turret #1. Either destroy the turret with a weapon, punch or spin kick. After destroying the turret, jump across the pipes in the water and kill the Metal Head Brute behind the fence [1]. Jump across the pipes into the next tunnel and continue through the tunnel until reaching a light pad. Step on the light pad to turn on the lights in the next room and kill the Metal Head Brutes in the room [2,3,4]. Continue through the tunnel until reaching the large area with turret #2. After destroying the turret, continue through the tunnel and jump to the lower level. Step on the light pad to turn on the lights and kill the Metal Head Brutes in the area [5-12]. Use the ledge to jump to the next tunnel. At the end of the tunnel is turret #3. After the turret is destroyed, jump onto the ledge to the left of the turret's location to reach the next tunnel. Step on the light pad in the tunnel to TEMPORARILY turn on the lights in the tunnel. Kill the Metal Head Brutes that attack [13,14,15]. At the end of the tunnel is the final turret. Once the final turret is destroyed, use the metal platforms to jump to the ledge. Continue through the corridor [16,17]. At the end of the corridor, jump into the water and go to the tunnel on the right. Once inside of the tunnel, follow it to the elevator to leave the sewer. Strategy: When reaching one of the turrets, use the walls to hide from the shots while you time their frequency. Once the turret has fired, keep running and jumping to avoid being hit by the shots. If shooting the turret, do not fire at it until you are close to it since you will be hit if it is not destroyed with the first shot. New Objects Obtained: 17 Metal Head Skull Gems ******************************************************************************* 5.4.2 'Find the Blaster Mod' ******************************************************************************* Available: After the completion of 'Destroy Turrets in Sewer' mission. Description: Travel to the icon indicating the gun range entrance. Once inside, break open the Krimzon Guard crate. Strategy: None needed. New Objects Obtained: Blaster Gun ******************************************************************************* 5.4.3 'Beat Blaster Gun Course' ******************************************************************************* Available: After the completion of 'Find the Blaster Mod' mission. Description: Travel to the icon indicating the gun range entrance. Obtain a score of at least 4000 points on the blaster gun course. Strategy: Shoot the targets as quickly as possible since this results in a higher point value. Be careful not to hit non-enemy targets since this will deduct points from your score. New Objects Obtained: None ******************************************************************************* 5.4.5 'Beat Time to Race Garage' ******************************************************************************* Available: After the completion of 'Find the Blaster Mod' mission. Description: When the mission begins, you will receive the green security pass. Go outside of the bar and get onto a hover vehicle. You have 3:00 minutes to reach the stadium garage (located at the southeast corner of the garage). If the timer reaches 0:00, the mission is a failure. Strategy: Since almost all of the allotted time is needed, you cannot afford to get lost. Frequently use the Show Map option from the Options ring to travel the shortest path. The timer is paused while the map is displayed. Avoid collisions with other hover vehicles and buildings as much as possible since transferring to a different hover vehicle will cause precious seconds to be lost. New Objects Obtained: Green security pass ******************************************************************************* 5.4.6 'Collect Money for Krew' ******************************************************************************* Available: After the completion of 'Beat Time to Race Garage' mission. Description: Get onto a hover vehicle and locate the first of 14 money bags. Shortly after beginning, a Krimzon Guard alert will occur and you will be pursued by Krimzon Guards. Once the first bag is reached, the second bag location will be displayed on the on-screen map. There is a varying time limit to reach each bag. The first timer begins once you get onto the hover vehicle. If the timer reaches 0:00 before a bag is reached, the mission is a failure. Once the last bag has been retrieved, the Krimzon Guard alert will be over and you need to go back to the Hip Hog Saloon. Strategy: Ignore the Krimzon Guard alert and concentrate on reaching each bag with minimal number of collisions. Since there are Krimzon Guards on foot, in hover vehicle and turrets shooting, always keep moving since this will prevent them from being able to lock-on. New Objects Obtained: Scatter Gun rate of fire increased ******************************************************************************* 5.4.7 'Destroy Cargo in Port' ******************************************************************************* Available: After the completion of 'Catch Scouts in Haven Forest' mission. (Note: This mission is available shortly after leaving the mountain temple in the 'Catch Scouts in Haven Forest' mission and does not require going to the Hip Hog Saloon first.) Description: Go to the port near the Hip Hog Saloon. In the water are 16 Krimzon Guard listening devices. Each device is protected by several mines, stationary and/or moving. Get on the Jet-Board, go to each device, and destroy it by running over it. If a mine is touched, it will explode in several seconds. Once the first device is destroyed or mine touched, you have 2:15 minutes to destroy all of the remaining listening devices. If the timer reaches 0:00 before all the devices are destroyed, the mission is a failure. Strategy: Proceed to the device in the most southwestern part of the port. Proceed northeast to the second device. Travel around the structure and go east to the third device. Turn north to find the next device under the bridge and then immediately west to locate the fifth device. Go north to find and destroy device six. Device 7 is located to the west. Travel northwest to locate the next device. Turn to the east to locate the ninth device and then turn southeast to find the next device. Continue southeast to the next device. Turn north to find the next three devices in a row. Go northeast to the fifteenth device. Finally, go southeast to find the final device. Tip: Causing a mine to explode will also explode other mines close to it. This will allow for easier access to the listening device it is protecting. New Objects Obtained: None ******************************************************************************* 5.4.8 'Rescue Lurkers for Brutter' ******************************************************************************* Available: After the completion of 'Destroy Cargo in Port' mission. Description: When the mission begins, the amount of weapon ammunition that can be carried will be doubled. Use a hover vehicle to locate the first Lurker transport. Destroy the transport. Once this is done, a Krimzon Guard alert will begin. Put the hover vehicle into low hover and the Lurker will climb on. Proceed to Brutter's Trinket stand located in the bazaar (indicated by a yellow fish icon on the on-screen map). Once you arrive, the Lurker will get off. Repeat this for the remaining two Lurkers. Strategy: Use the Vulcan Fury gun to destroy the transports. Approach the transport from the rear and wait to shoot at it until very close and then rapid fire to destroy it. Otherwise, the transport will start to speed away once it is shot and the Krimzon Guard alert will make it more difficult to destroy the transport. Once a Lurker gets onto the hover vehicle, begin moving immediately to minimize damage taken from Krimzon Guard shots. If the hover vehicle is severely damaged (i.e., hover vehicle is on fire or smoke coming from it), change to a new one before destroying the next transport. Tip: After the mission begins, go to the gun range to collect the maximum amount of ammunition. Exiting the gun range, proceeding down the street a little and then reentering the gun range will cause the Krimzon Guard crates containing the ammunition to reappear. Tip: Only large hover vehicles can be used. A Lurker will not get onto a small, 1-seater. New Objects Obtained: Increased weapon ammunition ******************************************************************************* 5.4.9 'Drain Sewers to Find Statue' ******************************************************************************* Available: After the completion of 'Rescue Lurkers for Brutter' mission. Description: Travel to the green sewer lid icon indicating the sewer entrance. Upon entering, walk over to the elevator that will take you to the bottom. Travel down the tunnel and step on the light pad to turn on the tunnel lights. Follow the narrow path to the next tunnel. At the end of the tunnel, get on the Jet-Board and go to the tunnel on the right (beware of the enemies in the water). Travel down the sloping, metal grating to the ledge. Use the Jet- Board to cross the water to the next ledge containing the valve. Turn the valve by either punching or spin kicking it. There are three valves that must be turned to train the sewer water. After turning the valve, turn around and enter the tunnel on the left (east). The tunnel has mines in the water (that immediately explode when touched) and rotating blades on the walls. Navigate through the tunnel to the large, central area. Go down the tunnel on the right and follow it until reaching the ledge with a valve. Turn the valve to drain some more of the water. This now exposes the additional hazards of rotating gears that pop out of the water and horizontal rotating blades. Travel back to the central area and then go down the tunnel in the right (northwest) corner. Jump over the spinning blades and upon reaching the large, horizontal, silver rotating gear, use the metal ramp on the right to get over it. After crossing the gear, on the right is a metal ramp with to the ledge containing the final valve. After turning the valve, proceed back to the central area (all of the rotating blades will now be above your head). Upon reaching it, go up the ramp to cross the pipe and go down the tunnel ahead. At the end of the tunnel, Dax will retrieve the ruby key from the statue. Go up the stairs to the right (west) of the statue and at the top, jump down to the lower level. A Precursor Orb [1] is located next to the wall in the (south) corner. Continue down the tunnel to reach the elevator to the main level of the sewer. Take the elevator to the top and jump into the left (west) tunnel. Follow the tunnel to the end and jump across the platform to the tunnel on the left (west). Proceed down the tunnel until reaching the elevator back to the city. Strategy: When traveling down the sloping, metal grating, try to stay in the middle to avoid falling off. When jumping the rotating, horizontal blades, you need to have enough speed in order to clear them. Tip: Swimming in the water can also be done in addition to using the Jet-Board. Tip: Quickly getting off the Jet-Board will help avoid running into the obstacles. New Objects Obtained: 1 Precursor Orb ******************************************************************************* 5.4.10 'Escort Men Through Sewers' ******************************************************************************* Available: After the completion of 'Rescue Friends at Fortress' mission. Description: Travel to the green sewer lid icon indicating the sewer entrance. Upon entering, walk over to the elevator that will take you to the bottom. At the bottom, Krew's men will be waiting. Proceed through the tunnel to the elevator that will take you to the bottom. Move ahead of Krew's men and go into the tunnel to the next area [1-3]. Once the men catch up, several Metal Head Crawlers will attack [4-6]. After they have been killed, one of the men will move to the barricade and set an explosive. Be sure to be positioned behind a pole to avoid being hit by the debris. Once the barrier is destroyed, move into the tunnel and follow it to the end. Several more Metal Head Crawlers will attack from across the catwalk and from the rear [7-10]. Go across the catwalk to the elevator. Once at the bottom, go around the corner to the left into the water [11-14]. Proceed across the water to the next platform. Once the men reach the platform, they will see the beams from several Metal Head Crawlers around the corner. Go around the corner and destroy them [15-17]. After they are killed, the men will rejoin. In the next long area are more Metal Head Crawlers shooting their beams. The men will wait to proceed until they have been killed. Continue around the next corner and one of the men will blow up the obstruction in front of the tunnel. Once this occurs, MANY Metal Header Crawlers will attack [21-24]. (Note: Not all of the Metal Head Crawlers have a Metal Head Skull Gem.). Once all of the enemies are dead, the men will run down the tunnel to the statue. Once they have retrieved the gem, they will leave. If any of the men's health meter runs out, the mission is a failure. After the men leave, go up the stairs to the right (west) of the statue and at the top, jump down to the lower level. Continue down the tunnel to reach the elevator to the main level of the sewer. Take the elevator to the top and jump into the left (west) tunnel. Follow the tunnel to the end and jump across the platform to the tunnel on the left (west). Proceed down the tunnel until reaching the elevator back to the city. Strategy: Stay close to Krew's men while proceeding through the tunnel. When Metal Head Crawlers are encountered, they will attack from both the front and rear. Even though Krew's men are armed, do not rely on them killing the enemies. In the areas where the Metal Head Crawlers are shooting their beams, jump over the beams toward them and continually shoot. Their beams will stop once you are close. In the final area, stay close to the men since some of the Metal Head Crawlers will drop very close to them. The Metal Head Crawlers will attack very quickly so continue to fire and use the rapid fire and aerial rapid fire techniques when possible. The dark bomb or dark blast (if already acquired and Dark Jak is available) can also be used in this area to kill most (but not all) of the enemies. Tip: Watch Krew's men to see where the Metal Head Crawlers are attacking from since they will turn towards them. Also, listen for audio cues from them. They will only continue through the sewer when the area is clear of enemies. New Objects Obtained: 24 Metal Head Skull Gems ******************************************************************************* 5.4.11 'Find the Peace Maker' ******************************************************************************* Available: After the completion of 'Escort Men Through Sewers' mission. Description: Travel to the icon indicating the gun range entrance. Once inside, break open the Krimzon Guard crate. Strategy: None needed. New Objects Obtained: Peace Maker ******************************************************************************* 5.4.12 'Beat Erol in Race Challenge' ******************************************************************************* Available: After the completion of 'Find the Peace Maker' mission. Description: Get onto the Hover Racer outside of the Hip Hog Saloon. You will then race Erol through the city in the low hover zone only. Located in the city are blue accelerator rings. These rings define the race's course and give a boost of speed when traveled through. Each ring must be traveled through in order. Several rings require jumping in order to pass through them. If the rings are traveled out of order (including going through the same ring twice), stray too far off course or fail to win the race, the mission is a failure. Strategy: Do not worry if Erol gets a large lead in the first half of the race. You should be able to catch up to him since Jak's Hover Racer is faster. When approaching an accelerator ring, slow down and avoid going through it at an angle to prevent being thrown into a structure. On each turn (with or without an accelerator ring), make the turn by starting wide and then "shortcut" the corner. Tip: The accelerator rings do NOT disappear after being flown through. If one is missed, be careful not to accidentally fly through it twice when turning around to continue on the course. Tip: Flying through the exact center of a ring is not required. Simply touching any part of the ring will count as traveling through it. New Objects Obtained: None ******************************************************************************* 5.5 Keira ******************************************************************************* These missions are started from the stadium garage and are indicated by a silver wrench icon on the on-screen map. ******************************************************************************* 5.5.1 'Win Jet-Board Stadium Challenge' ******************************************************************************* Available: After the completion of 'Beat Time to Race Garage' mission. Description: Travel to the icon indicating the stadium entrance. Go down the ramp to find the jet-board. Each of the jet-board moves will be explained and allow you to practice them. You must complete the indicated move before being allowed to continue. Once all of the moves have been completed, proceed down the ramp to activate the challenge judge. Use the various moves just learned on any part of the course to receive points. Multiple move combinations are worth a higher point value. Obtain a score of at least 15000 points in the 1:30 minute time limit. The challenge can be repeated if the score is not received within the time limit. Once the minimum score is obtained, go back to the stadium entrance and return to the garage. Strategy: Do not stop doing moves, even when going from one section to another. Continually holding the R1 button can be useful to be able to rapidly perform moves in succession. New Objects Obtained: None ******************************************************************************* 5.5.2 'Win Class 3 Race at Stadium' ******************************************************************************* Available: After the completion of 'Drain Sewers to Find Statue' mission. Description: Travel to the icon indicating the stadium entrance. Proceed around the ledge to find the Hover Racer. Once you get on, you will be dropped down to the starting line for a race. The race consists of 5 laps. Located around the course are pink turbo boosts. A turbo boost will give the Hover Racer an extra boost of speed. The Hover Racer can hold up to three turbo boosts. If you fail to finish the race in first place, the mission is a failure. Strategy: Try to get ahead of the other racers early, use the track's shortcut whenever possible and only use a turbo boost on a straight section of track. Track Shortcut: Located in the C-shaped curve on the western most part of the track (based on the on-screen track display). When the shortcut is approaching (the red lights can be seen in the distance), move to the right side of the track. Aim for the second flashing light on the left with the direction of travel being toward the tunnel across the gap. Just before reaching the edge, use the turbo boost if available and when reaching the edge, jump the gap. If the jump is done too early, you will crash and explode into the wall on the other side of the gap. If the direction traveling when making the jump is not pointing into the tunnel, you will crash into tunnel wall and possibly destroy the Hover Racer (but definitely incur considerable damage). Tip: Since the Hover Racer can be damaged and destroyed, use the brake (especially in the hard turns) to avoid flying into the wall and taking damage. New Objects Obtained: None ******************************************************************************* 5.5.3 'Win Class 2 Race at Stadium' ******************************************************************************* Available: After the completion of 'Win Class 3 Race at Stadium' and 'Rescue Friends at Fortress' missions. Description: Once the mission starts, you will be in the Hover Racer. The race consists of 5 laps. Located around the course are pink turbo boosts. A turbo boost will give the Hover Racer an extra boost of speed. The Hover Racer can hold up to three turbo boosts. If you fail to finish the race in first place, the mission is a failure. Strategy: Try to get ahead of the other racers early, use the track's shortcut whenever possible and only use a turbo boost on a straight section of track. When reaching the section of the track where the left and right sides dip (indicated by a black and yellow stripe), stay in the center section since these dips will slow you down. Track Shortcut: Located in the upside-down U-shaped curve on the northern most part of the track (based on the on-screen track display). When the shortcut is approaching (the red lights can seen in the distance), move to the right side of the track. Just before reaching the edge, use the turbo boost if available and when reaching the edge, jump the gap between the columns, being closer to the one on the right. Tip: Since the Hover Racer can be damaged and destroyed, use the brake (especially in the hard turns) to avoid flying into the wall and taking damage. New Objects Obtained: None ******************************************************************************* 5.5.4 'Win Class 1 Race at Stadium' ******************************************************************************* Available: After the completion of 'Win Class 2 Race at Stadium' and Brutter's 'Rescue Lurkers for Brutter' missions. Description: Travel to the icon indicating the stadium entrance. Proceed around straight to the Hover Racer. Once you get on, you will be dropped down to the starting line for a race. The race consists of 5 laps. Located around the course are pink turbo boosts. A turbo boost will give the Hover Racer an extra boost of speed. The Hover Racer can hold up to three turbo boosts. If you fail to finish the race in first place, the mission is a failure. At the end of the race, you will receive a palace security pass. Strategy: Try to get ahead of the other racers early, use the track's shortcuts whenever possible and only use a turbo boost on a straight section of track. When reaching the section of the track where the left and right sides dip (indicated by a silver strip), stay in the center section since these dips will slow you down. Track Shortcut #1: Located in the backwards C-shaped curve just after the starting/finishing line in the northeast part of the track (based on the on- screen track display) just past the starting line on the right side. When the shortcut is approaching, move to the left side of the track and turn into the shortcut. Be careful as other racers may bump you and prevent the shortcut from being taken. In order to take this shortcut when the race begins, do not accelerate immediately (allowing the racers to the right to move ahead) and turn into the shortcut. On subsequent laps, this shortcut comes very soon after the second shortcut. Track Shortcut #2: Located in the right hand curve in the northwest part of the track (based on the on-screen track display) on the right side. When the shortcut is approaching (shortly after completing the hard right turn), stay on the left side of the track through the left turn to give a straight approach to it. The finish line is immediately after this shortcut. Tip: Since the Hover Racer can be damaged and destroyed, use the brake (especially in the hard turns) to avoid flying into the wall and taking damage. New Objects Obtained: Palace security pass ******************************************************************************* 5.5.5 'Defend Stadium' ******************************************************************************* Available: After the completion of 'Escort Sig in Underport' mission. (Note: This mission is available shortly after completing the 'Escort Sig in Underport' mission and does not require going to stadium garage first.) Description: Travel to the silver wrench icon to talk with Keira. After the cinematic is complete, Samos and Samos will carry the Rift Rider to the balloon lift on the other side of the stadium. They must be protected from the Metal Heads that will be attacking from all directions. If a Metal Head hits them, they will stop walking and kill the enemy, but will also sustain damage. After reaching the balloon lift, they must continue to be protected while they prepare for lift off. If either Samos' health meter runs out, the mission is a failure. Strategy: When the mission begins, break the Krimzon Guard crates to collect any needed ammunition. Equip the Blaster Gun and stay close to Samos. Continually look in all directions because the Metal Heads will attack from all sides. When Samos passes the steps, change to the Scatter Gun and shoot any enemy that gets close. The dark bomb or dark blast (if already acquired and Dark Jak is available) can also be used to eliminate a large number of the attacking Metal Heads. Tip: Do NOT worry about collecting the Metal Head Skull Gems dropped by the killed Metal Heads. New Objects Obtained: None ******************************************************************************* 5.6 Vin ******************************************************************************* These missions are started from the power station and are indicated by a yellow lightning bolt icon on the on-screen map. ******************************************************************************* 5.6.1 'Destroy Eggs at Drill Platform' ******************************************************************************* Available: After the completion of 'Rescue Vin at Strip Mine' mission. Description: Enter the warp gate to arrive at the drilling platform. Jump down to the ledge [1,2,3,4]. Walk to the edge of the platform, jump down to the lower level and go to the elevator [5-10]. The elevator will take you to the upper level. Get into the gunpod and shoot all of the glowing eggs (5 sets, 58 total) and the attacking Metal Head Strafes [11-16]. (Refer to the Gunpod section for information on operating the gunpod.) Once all of the eggs and Metal Head Strafes are destroyed, exit the gunpod and take the elevator to the lo