=============================================================================== Walkthrough for Jak and Daxter: The Lost Frontier (PS2) Copyright 2009-2010 Andrew Eastabrook Version 1.07 =============================================================================== ============= Introduction ============= This Walkthrough is the first one I have written, so bear with me. It was written for the PS2 version of the game, so the controls given are different from the controls for the PSP version. I hope you find this guide helpful. That said, I do not intend to tell you which plane and mods to use, which Eco upgrades to buy first, or how to beat individual enemies, apart from bosses of course, as every gamer is different, and some gamers are better with different fighting styles. If you must know, I used the Interceptor, and favour melee combat where possible, but each gamer should find a combat style that suits them best. Players should also realise that not all upgrades and mods are available on the first playthrough. Upon completing the game you are given the opportunity to start again in Hero mode, where the enemies are slightly harder, with all of your upgrades, weapons, etc. In hero mode there are some new mods available, new secrets available in the secrets menu, and some new chests scattered throughout the game. Finally, a little note about the Eco Powers. I have dropped the "Eco" from them after the first time I mention them, but I have retained the capitalisation. i.e. "Shield" means "Eco Shield", while "shield" refers to the small bits of metal that a few enemies use to defend themselves. ========== Legal Info ========== All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This Walkthrough may only be hosted by GameFAQs (www.gamefaqs.com), Super Cheats (www.supercheats.com), Neoseeker (www.neoseeker.com) or MMGN (mmgn.com). If any other website wishes to link to this walkthrough, that website must obtain written permission from the author or link to this URL: www.gamefaqs.com/console/ps2/game/959184.html Any person who wishes to use this Walkthrough may download and print off one copy. The entire document must remain as it was at the time of download, including this section. This walkthrough may not be distributed, sold or dispayed publicly without advanced written permission from the author. ======== Updates ======== Version 1.07 - Granted permission for MMGN to host the guide Version 1.06 - Removed "Coming Soon" sections. I just don't have the time to work on them at the moment, so I'd rather not promise something I don't know I can deliver. Version 1.05 - Granted permission for Neoseeker to host the guide Version 1.04 - By popular demand, I will add a collectables section after the end of the walkthrough. It is currently empty except for plane parts. I am including Hero mode only items in that section. Version 1.03 - Added the location of some orbs, thanks to Jack Razglitch. Fixed a few typos. Version 1.02 - Added a tip from Jim Hall for the Dark Mutant boss Version 1.01 - Fixed a few minor errors, added tip from Great Destroyer about the monkey mutants. Granted permission for Super Cheats to host the guide. Version 1.00 - Initial version. Controls completed, Walkthrough completed. ========= Contents ========= To find a specific section quickly, search (Ctrl+F) for the code inside the square brackets. 1. Controls [CTRL] A. Jak B. Flight C. Dark Daxter 2. Eco Upgrades [UPGR] A. Red B. Yellow C. Blue D. Green 3. Walkthrough [WKTH] A. Brink Island [WK#A] B. Aeropa [WK#B] C. Pirate Chase [WK#C] D. Brink Island II [WK#D] D*. Uberbot 888 [WKD*] E. Far Drop [WK#E] E*. Dark Ape [WKE*] F. Research Rig [WK#F] G. Barracks [WK#G] H. Far Drop II [WK#H] H*. Female Pirate [WKH*] I. Sector Zero [WK#I] I*. Behemoth [WKI*] J. Research Rig II [WK#J] K. Far Drop III [WKJ*] K*. Behemoth II [WKK*] L. Barracks II [WK#L] M. Aeropa II [WK#M] M*. Dark Mutant [WKM*] M#. Skyheed [WKM#] N. Skyheed Chase [WK#N] O. Research Rig III [WK#O] O*. Behemoth III [WKO*] 4. Plane Parts [PLNE] 5. FAQs [FRAQ] 6. Contact Details [CTDT] 7. Credits [CDTS] ==================== 1. Controls [CTRL] ==================== These controls are straight out of the booklet that came with the game. ****************** 1.A Jak Left Analog stick: Move Jak Right Analog stick: Move Camera X: Jump X, X: Double Jump O: Spin Kick Square ([]): Staff Strike (Punch) X, []: Dive [], X: Uppercut X, O: Aerial Spin Kick R1: Fire Weapon Directional Buttons: Select Weapon. Up: Scatter Gun Down: Blaster Left: Vulcan Gun Right: Lobber R2: Eco Amplifier L2 + R1: Eco Teleport L2 + Triangle (T): Eco Reflexes L2 + O: Eco Shield L2 + X: Eco Boost L2 + []: Eco Construct L2 (tap): Eco Power Cycle L1 + R1 (tap): Center Camera Start: Pause ****************** 1.B Flight Left or Right Analog stick: Steering O: Action or Daxterjack X: Speed Boost []: Air Brakes R1: Fire Primary Weapon L1: Fire Secondary Weapon T: Fire Heavy Weapon Directional Buttons: Advanced Manoeuvres Up: Loop the Loop Down: Slip Turn Left or Right: Barrel Roll ****************** 1.C Dark Daxter Left Analog Stick: Move T: Enter/Exit Frenzy O: Ground Slam []: Grab/Throw Enemy X: Throw Eco Bolt ======================= 2. Upgrades [UPGR] ======================= The upgrades for each colour of Eco must be bought in order, starting with the cheapest. For example Infuse Enemy 1 cannot be bought until Melee Damage 1 has. ************ 2.A Red 250 Melee Damage 1 300 Infuse Enemy 1 400 Amplifier Efficiency 500 Melee Damage 2 550 Amplifier Radiation 600 Infuse Enemy 2 700 Melee amage 3 800 Construct Spike *************** 2.B Yellow 200 Energy Punch 300 Energy Dive 350 Aimed Construct Shards 400 Rocket Jump Knockback 450 Energy Uppercut 500 Energy Punch 2 600 Shield Spikes 700 Rocket Jump Explosion ************** 2.C Blue 150 Spin Diffuse 350 Eco Power Regen 1 450 Spin Reflect 500 Cheaper Reflexes 550 Eco Power Regen 2 600 Increased Shield Time 650 Detect Secrets 750 Increased Reflex Time **************** 2.D Green 200 Health Bonus 1 350 Health Pack++ 500 Health Bonus 2 550 Health Pack+++ 600 Health Bonus 3 650 Cheaper Shields 800 Health Bonus 4 900 Life Siphon ======================= 3. Walkthrough [WKTH] ======================= ****************** 3.A Brink Island [WK#A] While on a quest to the Brink to look for Eco, Jak, Daxter and Keira are attacked by Sky Pirates. As they fight them off Jak discovers that the Eco is too unstable for him to turn into Dark Jak. While Defending him Daxter shoots a hole in their Hellcat's fuel tanks, forcing them to crash land on Brink Island. Keira tells Jak and Daxter to go and look for some Green Eco to fuel their ship. When you gain control of Jak run towards the archway in front of you and punch the "Flesh Eating Armadillos". Make sure to collect the Dark Eco they leave behind, it can be used to buy Upgrades later in the game. Jump up the stepping stones and cross the bridge, killing any Armadillos you come across. Press Triangle near the stone pillar to attempt to push it over. Both L1 and R1 must be pressed rapitly at the same time, not one after the other, to succeed. Continue along the path, killing Armadillos along the way. When Daxter tells you to, use a double jump and spin to jump across to the next large platform. Kill all the Armadillos on that platform and the game will point out a crystal of Green Eco. Walk up to it and Jak will collect it. Return to Keira back the way you came. When you get to the bridge some Armadillos will destroy it, requiring you to swing across the gap on a pole. Press X to release from the pole as Jak is pointing straight down and you will end up on the other side. Keira tells you that the crystal is actually an Eco Prism, converting Dark Eco to Green Eco. She rigs up a system so it can fuel the Hellcat, and you take off to defend an airship from the pirates. Before you can defend the airship, you must first check the controls. Follow Keira's instructions to finish the "course". If you are struggling with the pitch (up and down) controls, they can be inverted in the options menu. Once that is done you will have to take out nine pirate planes. They travel in groups of three, so it may be useful to get in behind a group and follow them until they are destroyed. The machine gun has unlimited ammo, so you can just hold down R1 for the whole fight without any worries. It is easier to find the pirates if you look at the minimap in the lower right corner of the screen. The airship is marked in green, and the pirates are the small red triangles. You are the small blue triangle which is always at the exact center of the map. Once the nine pirates have been killed, eighteen more will come. These ones will shoot at you, so use the directional buttons to avoid their fire. Once they have been taken out you will land on the airship and bee greeted by the leader of the Aeropan people, Duke Skyheed. ****************** 3.B Aeropa [WK#B] Leave the hangar and explore Aeropa. Some of the Orb hunt challenges will not be possible yet, only becoming possible on Hero Mode with your Eco powers. Talk to Keira to buy some upgrades with your Dark Eco. Then head up to talk to Duke Skyheed. Duke Skyheed reveals that they are looking for the Eco core, a vast eco source. His second in command, Chancellor Ruskin, gives Jak the Eco Seeker and Jak tries to use his Eco powers to activate it, but the Eco is too unstable and he is unable to. Keira requests to study it, and they agree, provided that Jak can complete the Danger Course. Head for the Danger Course, where you will recieve the Blaster mod for your Gunstaff. You will be told how to fire it, and then may attempt the Danger Course. It is divided into three sections. The first section is similar to the gun courses of Jak II and Jak 3 - Flat targets pop up out of slots on the ground. Shoot the pirates, but watch out for the people wearing red with their hands in the air. They are civilians and shooting them will detract from your score. The slots light up when there are targets for you to shoot on them, so keep an eye on that. After the first room you are able to move the camera to get a better view. After the rooms and two corridors you will be in the final room. There are guns towards one end and metal shields will pop out of the ground and move towards them. Use the shield to protect yourself, but you you can run out from behind them to shoot at targets. If you do, keep moving in the same direction. If you stop or try to change direction you will get hit. After reaching the end of the room walk into the green glow to end the course. If you have reached the target you will be rewarded with Dark Eco, and Orbs if you did well enough, and if you haven't reached the target you will be sent back to the start. The second section is a platforming section. Jump onto the conveyor belts and shoot the platforms ahead to turn them so you can stand on them and activate the targets. The platforms do not turn back, so you can stand on them as long as you like. Once on them shoot the targets. Inactive targets are dark grey, active targets are white with a red ring and targets which have been shot are light grey. Each target is worth 100 points. At one of the conveyor belts there are two platforms. The one off the side of the conveyor is a side path which has two orbs on it. If you want to get either Gold or Silver you must take this side path. Otherwise it can be skipped. The third section os another gun course which is very similar to the first one. Once you have completed it you can leave the Danger Course. When you leave Daxter will fall down a hole. As he nervously looks around he is drenched in Dark Eco, trasforming into a large, powerful creature with a much deeper voice. Proceed along the tunnel, killing the creatures you encounter along the way. Any spiders you encounter may be picked and thrown at holes in the ground. This creates a platform of spiderweb which can be used to cross the holes. They can also be used to jam up the crushing machinery that you encounter. Certain walls blocking your path can be broken through in frenzy mode, but only when the Dark Eco meter is near full. Bounce of the Dark Eco crystals in frenzy mode to fill your meter slightly. If you run out of Dark Eco, touching a crystal will refill the meter to 50. Eventually you will come to some sweepers with exposed wiring and Guns shooting you. Use your Ground Slam to turn over batteries nearby to switch them around, allowing you to pass. Once you reach the end Daxter will turn back to normal and meet up with Jak. Head up to Skyheed and Ruskin will give the Seeker to Keira. A Sky Pirate then swings down and snatches it from her. When she chases after him he pulls her into his plane and flies off. ****************** 3.C Pirate Chase [WK#C] Return to the Hangar and fly after the pirate. The pirate will lead you through some volcanic tunnels, where lava covered rocks pop up out of the ground and drones shoot at you. Dodge the rocks and shoot the drones. If you try to shoot the pirate Keira will remind you that she is on board, and tells you to stop shooting. When you reach the end of the tunnel you are introduced to Daxterjacking. Press O to grapple the pirate's plane and if you stay behind the plane and close enough for a short time (you will against this pirate, but not against other opponents) Daxter will be fired at the plane. a small button pressing minigame then occurs where Daxter disables one of his engines. The pirate leads you through another volcanic tunnel. In this one, as well as the lava and the drones there are also steam vents to worry about. The steam vents block the tunnel, and must be deactivated by shooting a target on the side of the tunnel. Once out of this tunnel, Daxterjack him again and this time you will steal an Air Speed Mod from his plane. After another Volcanic tunnel Daxterjack him again to get a lock-on missile. He then leads Jak through one last tunnel and then towards some waterfalls. Keira tries to warn them that it is a trap, but is cut off. More pirates then fly out from near the waterfall and shoot up the Hellcat's engines, causing Jak to crash land on Brink Island. Again. ********************* 3.D Brink Island II [WK#D] Walk forward from the Hellcat and open the door. The Scatter Gun mod is behind the door. Continue on around the cliff and across some poles. Then climb up the platforms and you will see a Precursor idol. Approach it and you will be awarded your first Eco power - The Eco Amlifier. Use it to break the boulder on a small ledge to your right, where you will find five precursor orbs. Go back to the idol climb up the ledge on the left and break the two boulders with your power. You will come across some robots. Kill them however you see fit and climb up the ledge. The robots here will come in two waves. kill one and the second group will appear. Once you have defeated them all jump up the ledge which the second group came from and walk up to the chest to get some armour, which increases your health. Push over the pillar and you will find a different type of robot, which looks similar to the blast bots from Jak II and 3. These ones can also shoot at you, so watch out when their guns start to glow red. when they do they are about to fire a laser at you. Kill them, push over the pillar and kill the saw robots on the other side. Head through the valley ahead, but once you enter it run straight to the other side without slowing down, or the robots will make trees fall on you. Once through the valley head up the stream on the stepping stones. All except the first one have a boulder on them, which must be destroyed with the Amplifier from the stone before. Climb up the cliff and destroy the robots at the top. Run through another valley and you will find some robots in front of a force field. Once you have killed the robots there, two waves of saw robots will come. Destroy them and play the minigame to pull out the fuse box next to the force field. Head forwards to find out that there is a crazy guy on the island who can tell that Jak has been injected with Dark Eco. He then reveals that he built the robots on the island to help him, but they turned against him. He tells Jak that he can repair the Hellcat, but to do so he needs a Velonium Power Pod. And the only one on the island is powering his Uber-Bot 888, which he built to take the island back from the other robots, but it turned against him as well. Head forwards and open the chest to recieve a mod to increase the damage done by the Blaster. Then head through the wooden gate, open the next one and then head through the last gate. Cross the bridge and walk up the the Precursor idol to recieve the Eco Construct power. Walk up to the Green Eco crystals on the ground and use your new power to create a step which you can use to climb the ledge. Kill the saw robots and use another construct to cross the lava-filled chasm. When you do the Uber-Bot 888 will appear. ------------------------------ 3.D* Boss fight: Uber-Bot 888 [WKD*] The fight with the Ubet-Bot takes place in two stages. In the first stage it is covered with armour, and so cannot be damaged by regular attacks. You must use the Amplifier to hurt it. In this stage it only ha two attacks. It will jump and send out a shockwave and it will shoot out a lot of small saw blades. The shockwave can be jumped over and the saw blades can be dodged by running around. As he is hit more he will start to send out multiple shockwaves. When he is jumping his shadow can be seen where he will land. Fire the Amplifier to that spot, and then shoot it with the blaster as you land from jumping over the shockwave. When his armour is off, get ammo and health packs from the boxes and follow it down to the next area. There it will start swinging its saws at you. Use the Eco Construct to break the blades, shooting at it when you get the chance. Once both blades are broken the lights on it will change from blue to orange and it will shoot a laser out of its chest. Use the Amplifier and it will stick to the laser and explode. Dodge its jumps and jump aver the blue laser, again firing when you get the chance. As its health decreases it will start firing out two blue lasers. Once its health bar is empty hit it once more with the Amplifier and it will explode. ------------------------------ Pick up the Power Pod it leaves behind and heat into the cave that is behind it. You will end up just outside the gates, so head left back to the tree. From there head to the hangar and enter the Hellcat. In the Hellcat use the machine gun and the lock-on missile which Daxter installed to take out the propellers of the pirate ship. and then take out the thrusters at the back. Finally take out the turrets mounted on the deck of the ship. Use the directional button aerobatics to avoid the enemy gunfire while you do so. When the turrets have been destroyed the captain will let Jak land. Head out of the hangar and up the stairs to the bridge. Captain Phoenix and Jak have a scuffle, during which the Eco Seeker is lost overboard. Keira forces Jak and Phoenix to shake on a truce, which they both do grudgingly. Head back down to the hangar and use the console to upgrade you ships. You now have access to a pirate plane, the Sky Raider, as well as the Hellcat. Use scrap metal you have collected to buy upgrades for the planes. Fly back down to Brink Island to search for the Seeker. Once you land head out of the hangar and head for the door to the volcano. Use the Eco Construct to climb up to the volcano. Head through the door and go to the Precursor idol on the left. The idol will give you the Eco Rocket Jump power. Use the power while standing on the Yellow Eco vents to get a boost up the cliff. At the vent just before the top keep holding L2 and press X again when Jak is in the Yellow Eco cloud to get a further boost. Open the chest at the top of the cliff to recieve more armour. Head forwards and Phoenix will decide it would be more interesting if you have a race. Don't worry too much about it though, take your time if you need to. Jump across the platforms toand then run across to the poles. Swing across the poles and head for the pillar. Watch out for the darker coloured section of the floor with cracks in it, it will fall away a short time after you step on it. Push over the pillar and head for the Green Eco crystals on the ground. Use the Construct to cross the gap and kill the fire-breathing Armadillos. Swing across the poles and use your Construct to cross another gap. Kill the three robots on the other side to open up a Yellow Eco vent. uset the Rocket Jump to fly up to the top of the cliff. Once you have done so the lava will rise, so you cannot go back down. Kill the two waves of armadillos and use the Construct to cross another gap, then head across the crumbly floor to the next set of poles. Swing across the poles to reach an Eco vent. There are some boxes near the vent which can be used to restock on ammo and health. Jump up and the lava rises again. Use the Construct to get across the gap and kill some robots. Then head past the fire spouts and use the Construct again to get across another couple of gaps. Use the Rocket Jump on the Yellow Eco vent to get up to the last level. Once again the lava will rise. ~~~~~~~~~~~~~~~~~~~~~~~~~~ Info from Jack Razglitch: "when you cross the lava to a burnt-like house go forward then left to find rocks destroy to find orbs." ~~~~~~~~~~~~~~~~~~~~~~~~~~ Cross a crumbly bridge and kill some robots, which will be followed by a wave of armadillos. Use your Construct to cross the gap to the platform where the Seeker is. Kill a wave of armadillos followed by a wave of robots. Then retrieve the Seeker, which will unblock a Yellow Eco vent. When you head towards it is revealed that Phoenix mad a wrong turn and got lost. Use the vent and you will end up near the Precursor idol. Head back through the door and return to the hangar. When you take off the crazy guy reveals that he has hitched a lift with you. He is pleased to be off, but Daxter tells him not to get too excited, as they crash into his island fairly often. Back on the Phantom Blade head towards the back of the Ship and find Keira. After some persuasion the crazy guy will activate the Eco Seeker. Keira observes that it is running low on power, and suggests it is pointing to a new fuel cell. Phoenix observes that it is pointing out over the brink, and so sets a course for Far Drop to pick up supplies. ************** 3.E Far Drop [WK#E] Before you leave, pick up the Vulcan Fury mod for the gunstaff and open the chest to improve the rate of fire for the Scatter gun. Head to the Hangar and fly down to Far Drop. There you will meet Barter, who will ask you to defend Far Drop from Dark Eco mutants. Head forwards from the entrance and open the crate on the right to recieve increased ammo capacity for the Vulcan Fury. Head forwards further and the monkey will run off. Chase after it and some Dark eels will appear. Kill them and head up the bridge. When you get up the second bridge some more eels will appear. Kill them and head towards the green dot on the minimap. When you get halfway across the bridge before Barter's Bar a counter will appear on the screen. The meter counts down as the bar is damaged. When all the creatures attacking the bar are defeated, scrap metal is awarded as a bonus. If the meter reaches zero the mission is failed. The dark Eco mutants appear two at a time. Either attack them one at a time, or hit both of them to stop the counter and spin kick then fire to take them out quickly. Take the aeropult on the left of the bar to the power generator. Use the Construct to cross the electrical discharges on the path to the control room. Once you have defeated the mutants turn the wheel to turn off the power, which stops the electricity blocking the exit. Walk up to the Precursor Idol to recieve the Eco Reflexes power. Use the Reflexes to slow down the moving platforms so that you can jump across them. Use the Eco vent to return to the main square, and follow the monkey again. As you chase after it you will come across some eels eating the cabbages. Kill the first group of seven then use the reflexes to cross the fast platforms, where there are two more. then cross the rocking platform to rech some more fast platforms and another rocking platform. After that rocking platform there are five eels. Only twelve of the eels need to be killed to complete the mission, so don't worry too much if you miss one. Take the aeropult back to the main square and follow the monkey towards the orphanage. Use the Reflexes to climb the fast lift, then run up to some boxes. There are two rocking platforms followed immediately by some fast moving platforms. Jump across the first rocking platform and when you land on the second one use the Reflexes as soon as you land. Then run up the platform and jump across the fast moving ones. When you jump off the fast moving platforms you will land on another rocking platform. Jump from that one to the next one and finally up to the orphanage. The boxes on the left side near the aeropult both contain health packs, so use these to regain health if necessary. Take the aeropult back to the main square and follow the monkey to the crane. Kill the two mutants that appear and then use the Construct on the Green Eco crystals to knock two more off the container on the crane. Once they are dead do it again to knock off the last two. Once they are dead stcok up on health and ammo from the boxes in front of the crane and head to the main square for the fight with the leader. ---------------------------------- 3.E* Boss Fight: Dark Eco Monkey [WKE*] When the fight starts the monkey will run towards you. Jump to the side to dodge as it dives at you. If it grabs you you will lose health have to perform a minigame where Daxter frees you. This will not hurt the ape either. If you manage to dodge the grab, it will be sprawled on the ground for a few seconds, allowing you to get in a few free hits. When the monkey jumps to one corner of the square some barells will fall down. It will roll them out away from it. Spin them back at it for a little damage. It will then try and run at you again. After it tries to grab you it will then try and pound you. Treat it exactly the same as the grab. It can be dodged the same way and leave it open afterwards. It repeats these two attacks until it is killed. If you are having trouble dodging the roll, try usinf the Reflexes as it starts to run towards you. That will give you a little more time. As it gets hit it will start to get angry and it will move a little faster and attack up close for longer. Just keep dodging its attacks and getting in hits when you can and it will eventually fall. ----------------------------------- When it is dead follow the flashing icon on your minimap to Barter's and he will tell you that he will give you something if you liven the place up a bit, by starting a good old fashioned bar fight. You can't use weapons during this fight, so don't even bother trying. You can however use your Eco powers to give you that extra edge. The pirates in the bar only take a few punches to knock out, so just keep moving around so that you don't get too overwhelmed. There are some health packs in boxes around the edge if you need them. The Increased Melee Damage and Eco Punch upgrades come in handy during this fight. Collect your reward from Barther and then return to the Phantom Blade. When you get back Phoenix makes you an honorary pirate and helmsman, so you can choose to return to places you have been before. Head to the Abandoned Research Rig to continue the main story. ~~~~~~~~~~~~~~~~~~~~~~~~~~ Tip from Grave Destroyer: "As long as you shoot the gorilla mutants, the mutant boss included, they turn red. Maybe it's something to do with them absorbing eco or something, but they will become berserk and deal more damage. A way to cool them off is to punch them, slowing them down." ~~~~~~~~~~~~~~~~~~~~~~~~~~ ***************** 3.F Research Rig [WK#F] Head down to the hangar and you will be shown your new plane - the Bomber. Take the plane of your choice down to the landing area. Head out of the hangar and follow the path along. Jump across the platforms at the endo of the path and swing on the poles. Get health and ammo from the boxes if you need it. Walk through the door and approach the Precursor idol on the left to get the Eco Teleport power. This power allows you to swap places with smaller Precursor idols. When you recieve the power you will be attacked by some mutants. Kill them and use your new power to place the small idol on the button to open the gate. Jump up to the next area. The next idol is on the left side of this room, and th button is in the red area on the right. You will need to use multiple teleports for this one as there are some pipes blocking the line of sight. Jump over the small fence to the next area, where you will be attacked by some more mutants. Kill them and the gate blocking the door at the end of the room will open. Head into the middle of the next room and Jak will walk up to an experimentation chair and recognise the equipment as being identical to the equipment the Baron used to inject him with Dark Eco in Jak II. He becomes angry and says that whoever has been experimenting with Dark Eco should be destroyed. Walk up to the door in front of you and tear out the fuse box to open the door. Walk up to the button on the left and use the Teleport to put an idol on it. Then go back and do the same for the button on the right. Walk up to the edge of the platform and watch the two platforms moving around. Jump onto the empty one and quickly use Teleport to move over to the other side of the barrier. Jump off to the platform and stand on the button. Move the camera to look at the barrier and when the idol just passes through to the same side use Teleport again and then jump over to the platform you were standing on. Walk through the open gate to the next room. Jump onto the pipes over the pool of Dark Eco. The pipes all have holes in them and have Yellow Eco leaking out just like an Eco vent. Use the Rocket Jump to climb the pipes to the top of the room. When you walk through to the next room, a mutant will cause a rock slide and destroy the bridge, so use the Construct to go over an kill it and its one friend. Go through to the next room. When you get to the platform in the room the walkway you used to get there falls away. Several large spiders fall down from the ceiling in several waves, each one having more spiders than the one before. Once they have all been killed a different walkway extends to a door. Go through the door and jump across the moving metal containers to reach the other side of the room. Walk through the door and kill the mutants which are there. Then head for the Eco crystals on the left of the idols. Use the Construct and climb up to the ledge. Ignore the orbs you can see here for the moment, they can't be reached from this side. Head along the platform and use the Construct on the Eco crystals. These two sets of crystals will not break over time, so you can take your time. Jump down to the main area of the room and head to the constructs. Climb them and kill the spiders at the top. Then go back to the Eco crystals in front of the idols. Use the Construct and quickly run up to the ledge where the spiders were and from there jump across the constructs to the other side. Open the chest to get some more armor. If you want to get the orbs you could see earlier head left and use the Construct there to climb up to them. When getting the orb which is off the edge, if you die you will end up next to the chest, so will not have to cross the gap again. Head through the door by the chest and you will meet Keira at the control room. Several mutants and spiders appear, so Jak tells Keira to get it working while he holds them off. During the fight keep moving around the room so that you don't end up surrounded. Use the boxes around the room if you need more health or ammo. Once you have defeated them all, Keira says that she has got the controls working, and all they need is a little Eco power. Jak channels Eco into a panel on the controls and a small chute comes out and releases some Light Eco. The group start to leave, but Daxter notices what he thinks is a candy machine and walks up to it. When he does it picks him up, stuffs a red ball into his mouth and puts him into one of the metal containers. Eventually Daxter gets the ball out, but is then drenched in Dark Eco. Dark Daxter breaks out of the box and jumps down to the ground below. Head to the right and break the computer and then kill the enemies that come. Once this is done a laser turns on and breaks through the baricade at the end of the room. Head along the path to the next room. In this room use the batteries to switch which way the laser gets bent. In this room the switches need to be -, +, -, from left to right to break down the barricade. Then go back and flip the middle one to move the laser out of the way again. Follow the path along and use the Frenzy to break through the door. Stay in Frenzy to pass through the fire without getting hurt, and use the fire picked up to burn up the spiders' webbing which is blocking you.Frenzy along to the next room and burn through the webbing there. Exit Frenzy an pick up a spider and throw it on the holes on the left of the room. Make sure the hole on the left gets covered. A second spider will appear once you have killed the first, so don't worry if you miss. Flip the left battery and cross the webbing. Kill all the enemies in this room and break the computer. Then flip both batteries. Leave the laser pointing along the path and walk along it into the next room. Use Frenzy and fire to burn up the webbing in front of it to get at a few orbs, and flip the battery next to the fire. Break the computer if you haven't already and frenzy around the back side of the switch to burn the webbing on the other side of the laser. Then flip the switch on that side to break the baricade. Flip it again to move it out of the way and go along the path to the final set of lasers. Kill all the enemies and then head clockwise around the outside and flip the battery you come across. Then flip the battery in the middle of the area followed by the one at the outside to break the baricade. Flip the outside one again and enter the lift. Daxter turns back to normal, and complains about how hard it is turning Dark, but Jak doesn't listen, as he has seen a new plane which looks much faster than their other ones. Head back to the Phantom Blade and go see Keira to get the Lobber gun mod. At the helm Keira inserts the Light Eco into the Seeker, and Phoenix makes her First Mate. The Seeker points in two directions, towards two of its missing parts. One is near Far Drop, and the other is the other direction. Jak and Phoenix argue over which way they should go first and Phoenix defers the decision to Keira, who asks Jak what he wants to do. Phoenix leaves in a huff. The next two areas can be completed in either order. They are listed here in the order I normally complete them. **************** 3.G Barracks [WK#G] Head down to the hangar and fly down to the landing area. Head forwards out of the hangar and walk up to the Precursor idol on the left to get the Eco Shield power. Continue on to the door, where the Castaway punches in a code and opens the door. Pull out the fuse box to stop the force field and use the Shield to roll across the Dark Eco. Kill the eels that appear. You cannot punch or spin while in the Shield, so you will need to shoot them or wait until it times out. Head through the door and use the Shield to roll across the Dark Eco. Try to avoid the spouts, as while you are on them you cannot roll. Then kill the two guards that appear. Approach the next pool of Dark Eco. When the spout pops up with the idol on it quickly use the Shield and then Teleport to swap places with it. Then Teleport again to swap places with the idol on the other side. Keep going along the path, killing the two groups of enemies that will appear as you reach certain points. Then use the Shield and Teleport method to cross the next pool, which has four idols rather than two. Use the Amplifier to break down the grey wall on the right and kill the enemies behid it. Head through the door and kill the enemies behind that one. Go through the double doors and shoot the guards on the Dark Eco. Then use the Shield to roll across it. Head forwads to the maze. Stand on the button and use Teleport to enter the maze. Then head forwards one "square" of the maze and look left. The button should be between you and the idol. Teleport and stand on the button. When you do, one of the force fields next to it will turn off. look through where that force field was to see another idol. Teleport with that one and stand on the button. Then Teleport to swap places with the second idol, which is the only one not on a button. Head towards the first idol and then turn right. Go to the idol and button which is straight ahead and then turn left. Go through the double set of doors and head right. Use the Amplifier to break down the cracked grey tank which has Dark Eco leaking out of it and then use the Shield to roll across the pool. When you approach the door it will open to reveal a floating Dark Eco creature. Enter the room and kill all the enemies until the creature revives them. Then it will come down where you can hit it, so attack both it and the others. It will occasionally teleport after it is hit, so keep an eye on it. Once they are all dead head through the large door with green stripes on it. It is revealed that the Castaway was a Dark Eco Sage, and was experimenting with Dark Eco for the Aeropans. Phoenix was the leader of the Aeropan Air Force at that point, but refused to experiment on people. Skyheed declared him an outlaw, so he kidnapped the chief scientist and marooned him on an island. The Castaway took a knock to the head in the struggle, which is why he has memory loss. Both groups agree to stop the Aeropans. Pick up the Coordinate Sphere and Klout will come on the communicator to report that the Phantom Blade is under attack. Head to the hangar and fly out towards the Phantom Blade. Some turrets for a defence system rise out of the wall between the Blade and the landing area. Shoot out the turrets and a missile will be fired. Jak will drop Daxter onto the missile to Daxterjack it. If successful, Daxter will turn the missile around and you can steer it into the red sopt on the launcher to destroy it. The remaining launchers will rise further, revealing more turrets. Take these out and another missile will be fired. Once the second tower is destroyed the last tower wil rise further still. Take out the turrets and Daxterjack the missile to take out the final tower. You will automatically land on the Phantom Blade. Head uo to the helm to choose the next destination. ****************** 3.H Far Drop II [WK#H] Head down to the hangar and fly down to Far Drop. Then go to Barter's Tavern. There Jak sees a female pirate who has a Coordinate Sphere. He offers to pay her for it, but she says she would rather fight. -------------------------------- 3.H* Boss Fight: Female Pirate [WKH*] This boss is fast, so you will need to use your Reflexes often. Despite the fact that she uses weapons, you still can't and so you must defeat her with melee attacks. Once her health is down to about 75%, she will retreat and send some of the other patrons to attack you. knock them out and she will start throwing bombs at you. Run around the tavern to avoid them. She will then jump down onto one of the tables and start shooting at you. Use reflexes to dodge the bullets and destroy the table. She will jump onto another table. Repeat until the inner ring of tables has been destroyed. She will start attacking with her sword again, so use the same tacics you used for the first stage. Eventually she will retreat again and send the rest of the patrons at you. Knock them out and she will throw a more bombs. Dodge them as before and she will start attacking with her sword again. Whittle down her health as you did the previous two times and she will start shooting at you from the tables. Break some of the tables ans she will revert to her sword. Hit her some more and she will shoot from the tables again. Break a couple of tables and she will jump back up to the top of the room and start throwing bombs into the center of the room one at a time. These will send out lasers which move around the room until they blow up. Both the bombs and the lasers can be avoided by standing on the stage. Then she will jump back down and attack with her sword. When she is finished off collect the Coordinate Sphere and head back to the Phantom Blade. Head up to the helm and choose the next destination. --------------------------------- Once you have collected the two Coordinate Spheres Keira will be able to trace a signal from the third one, giving you access to Sector Zero. ******************* 3.I Sector Zero [WK#I] Head down to the hangar and fly into the Vortex. Fly around the objects and shoot at the mines and ghost pirate ships. Watch out for the ships flying in formation which will send out green beams between them. The beam damages your plane, so shoot at least one end of each beam before trying to fly past. Once they have set the beams up for a few seconds they will release it, so destroy the pirates' planes as quickly as you can. Ghost pirates will jump out of the planes that do not set up green beams, so be prepared to dodge them if you do not kill them fast enough. Eventually you will reach the sphere, at which point Jak will automatically grab it and fly out of the Vortex. Once you are out, a large object pops up on the Phantom Blade's radar - The Behemoth. ------------------------------- 3.I* Boss Fight: The Behemoth [WKI*] The Behemoth will charge some of the wrecks floating around with Dark Eco, turning them into mobile bombs. Shoot them all to protecct the Phantom Blade. Then some power nodes on the Behemoth will become vulnerable. Shoot them and the Behemoth will charge some more wrecks with Dark Eco. This time they will target your plane as well as the Blade, so shoot them before you take too much damage. Then a bay in the Behemoth will open up. Fly through it and shoot the computers inside to expose some more power nodes. Finally the Behemoth will send out some flying drones, and then an energy field which will damage and knock back your plane. The drones will then start to shoot lasers at you, so shoot them back. Each time the energy field is sent out the drones will alternate between shooting you and the Blade. Once they are destroyed take out the final two power nodes and the Behemoth will pull away. Return to the Phantom Blade and Keira will tell you to head up on deck. Take the lift by the stairs to the helm. The Behemoth has pulled alongside the Blade. Tunt towards it and head for that side of the ship. Some Aeropans will board and start attacking the ship. Kill them and head for one of the large Lob Turrets towards the middle of the ship. Use that to destroy the smaller Aeropan ship launching missiles at the Blade. More Aeropans will board. Exit the lob turret and take them out, then get back the lob turret and take the highlighted guns on the Behemoth. Theke out the boarders that jump on then use the lob turret to take out two smaller ships. Then destroy more guns on the Behemoth. Repeat, Killing boarders, small ships and guns until the Behemoth pulls away. --------------------------------- Head back down the lift and talk to Keira to discover that the Seeker is pointing to the Research Rig. Phoenix remembers that the rig was built on top of some strange formations, which the Aeropans were unable to open. Keira deduces that they must have been built by Precursors. Head up to the helm and go to the Research Rig. ********************** 3.J Research Rig II [WH#J] Head down to the hangar. When you leave the Phantom Blade the Aeropans will put up a shield around the rig. You must take out the three shield generators. Head towards the highlighted generator and destroy the hangar below it to stop the repair barges from coming to repair it. Then shoot and destroy the barges, and then finally the generator. Some fighters will appear. Shoot the Hangar that they came from and then shoot the fighters. Then take out the repair barges and finally the generator. Repeat for the third generator and then land at the Research Rig. Jak, Daxter, Keira and Phoenix head down to the Eco Core. Jak powers up the control panel and Keira discovers that the prism at the center is out of alignment. She fixes it, but they need to bring it online slowly. Then Klout appears, aparrently having captured Skyheed, but it turns out that Skyheed has bribed Klout. Skyheed orders them to kill them all except Jak, who he wants studied, but Keira pusjes a button and send a huge wave of energy from the core and puts up an energy field around it. The four escape in the Phantom Blade. Back on the Blade head out of the hangar and Phoenix recieves word that the Aeropans are attacking Far Drop. The group decides that they must defend Far Drop at all costs. ******************* 3.K Far Drop III [WK#K] Head to the hangar and fly down to Far Drop. Head out of the hangar and head towards the main square. An Aeropan and a gun on two floating platforms will appear in the gap in the path. Kill the Aeropan to make the gun explode and use the platforms left behind to cross the gap. Continue forwards and to the right and kill the two armoured soldiers on the path, followed by an Aeropan with two floating guns. Use the platforms to head up to the left. Kill the two armoured Aeropans and head down to the stream. On the second platform in the water the camera will positon. Use the Shield to head up to the boxes shown ahead. Then kill the two Aeropans with floating guns and head around the corner. Use the Shield to get through their energy field and destroy the plasma globe-like item in the middle to bring it down, then kill the enemies there. Barter will then inform you of his master plan to defend Far Drop. Step one is to take the Aeropult up to the generator to turn on the power. To get out, Jak sends Daxter inside a Shield to get help. However he can't keep the Shield up for long, giving Daxter a time limit. Simply roll down the path and into the Aeropan on the floating platform to return to Jak with the platform. Jump across the platforms to the main area, and then head forwards and to the left. Cross the floating platforms towards the hangar and then head right to the crane. Use the Shield to get past and destroy the energy field and take out the enemies, including and Aeropan with two floating guns. Then turn the wheel at the base of the crane to release the container, which drops and leaves an Aeropult battery. Then head back the way you came the first time. Up the stairs, left, across the floating platforms, follow the path and across more floating platforms to the left. Head towards the stream, where you will be attacked by an Aeropan with a floating gun. Use the platforms left behind to skip the stream section. Use the re-aimed Aeropult to launch a payload to unblock the path the the orphanage, then take the Aeropult yourself. Head up the path and destroy the energy field and kill the enemies. A small storage device will open and reveal a bomb. Pick it up and then take the Aeropult nearby to a ledge. Send Daxter for help in a Shield. Again it is simply a matter of following the path along, although it is much longer this time. Try to avoid the barrels, as hitting them will reduce the Shield's integrity. Ride the platform down to the Aeropan ship. Take out the Aeropans on board and then plant the bomb at the controls. Head through the door which has opened in the barrier where you land and go right to get back to the hangar. ----------------------------- 3.K* Boss Fight: Behemoth II [WKK*] Take to the skies and the Behemoth will approach Far Drop. Take out the fighters and approach the Behemoth. A large crystal will rise out of the back of the Behemoth. Destroy it and then take down the fighters it sends out. Destroy another generator crystal. Repeat until three generator crystals have