------------------------------------------------------------------------------- JAK II A Full FAQ/Walkthrough, ver 1.3; March 13, 2005 ------------------------------------------------------------------------------- For the Sony PlayStation 2 By American Arsenal <americanarsenal4 (at) gmail (dot) com> (c) 2003-2005 Chris Noonan. All rights reserved. =============================================================================== TABLE OF CONTENTS =============================================================================== I. Introduction II. The Story a. Story b. Characters III. Game Basics a. Controls b. The Basics IV. Walkthrough a. Escaping the Baron b. The Underground c. Working for Krew d. A Way into the Baron's Palace e. The Shadow Reveals Himself f. Becoming the Race Champion g. The Final Showdown V. Secrets a. Dark Jak Powers b. Precursor Orb Rewards VI. FAQ VII. Revision History VIII. Legal Disclaimer IX. Closing WHAT'S NEW? Added in several new reader tips. =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= I ------------------------------------------------------ INTRODUCTION =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= Hey y'all, how's it going? Welcome to another crappy AmArse FAQ/Walkthrough, this one for Naughty Dog's latest and greatest platformer: Jak II. The first Jak and Daxter was one of the better 3D platformers I've ever played, and Jak II is even better. Since it's such a good game (and I needed something to write for), I've decided to cover this quality title. Jak II is a real departure from the formula that was set up in the first Jak and Daxter game. Instead of focusing on collecting, Jak II tosses the player into a wide-open Grand Theft Auto-esque city, lets Jak grow out a green goatee, and lets him steal cars and let loose on the city with his very own gun. Despite the GTA-style gameplay twists, though, this game is still a platformer at heart, filled with treacherous jumps and such. Overall, this is one terrific game that I recommend to fans of all genres. - American Arsenal americanarsenal4 (at) gmail (dot) com =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= II -------------------------------------------------------- THE STORY =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= The part of the guide that tells you what this game is all about. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= a. Story =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Major props to Jak II's shiny instruction manual for this little snippet providing a basic backdrop to the story so far! "At the end of their last adventure, Jak and Daxter saved the world from the clutches of the evil Gol and Maia. Discovering a large and mysterious Precursor Rift Gate at the Dark Eco Silo where the epic battle took place, Jak, Daxter, Samos the Sage, and his daughter Keira have been busy reassembling the Gate back at Samos' Hut in Sandover Village. Their actions unknowingly set off a chain of events that will shape their destinies. The Rift Gate is opened, catapulting the group into a gritty, dangerous metropolis called Haven City. Separated from one another, Jak is thrown in prison and forced to endure two torturous years of Dark Eco experiments at the hands of Baron Praxis, the ruler of Haven City." Meanwhile, Daxter has spent the last two years trying to free Jak from the bowels of the Baron's Prison Fortress. When he finally finds Jak, Daxter discovers that his friend has been changed forever. Upon their escape, the two become embroiled in a quest for revenge against the Baron, to find a way to get back home, and ultimately, to fulfill a prophecy that will reveal the true heir to the throne of Haven City... A new chapter begins." =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= b. Characters =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Jak --- After arriving in Haven City, Jak was captured by the Krimzon Guard and became the subject of many Dark Eco experiments. As a result of this, Jak has gained the ability to transform into a more powerful being - "Dark Jak". Hmm...Where's the creativity in names anymore, eh? Anyway, Jak's also much more angry this time around, and he's sworn revenge against Baron Praxis. Yeah, that's right, he actually talks this time around! Daxter ------ The little orange dude from the first game is back, and still in weasel form! After two years of searching Haven City, Dax finally finds Jak and helps him escape at the start of this game. Aside from providing most of the comic relief, Dax also gets a few chances to take the limelight for himself in Jak II; you actually get to play as him! Baron Praxis ------------ This is the big bad dude who's pulling all the strings in Haven City. He resides in his transcendent palace, protected heavily by the Krimzon Guard, his own personal police service that patrols the entire city. The Baron is the guy who's responsible for all of the Dark Eco experiments that have been performed on Jak. The Shadow ---------- This mysterious fellow is the leader of the Underground movement that is fighting against the Baron. Kor --- A wily old man who supports the Underground with all his heart. In addition to that, he helps to take care of a young boy who is very important to the storyline. Oh, and he's the guy who introduces you to the Underground, too. Torn ---- This nasty, face-tattooed ruffian is a high-ranking member of the Underground. He's the guy Kor introduces you to and will be your first boss, giving you quite a few different missions. Krew ---- Ever seen "The Phantom Menace"? Remember Watto? Make him a LOT fatter and you've got this creepy dude. He hangs out in a bar out by Haven City's port, where he floats around in his little hovering device, thinking creepy thoughts. Sig --- Sig is a tough, battle-hardened gunman who works under Krew. He's rather skilled when it comes to battling the Metal Heads that ravage the exterior of the city. Vin --- This neurotic guy is a sheer genius when it comes to nearly everything. When you need to get into the Baron's palace, this is the guy you need to talk to. Once you complete a certain mission, you can find him freaking out in a small room not too far from Krew's bar. Ashelin ------- In addition to having some ties with Baron Praxis, Ashelin is also a very competent soldier. It's hard to tell whether she's an ally or not, and I don't want to spill the beans for anyone, so I'll shut up. Keira ----- Remember the foxy daughter of Samos the Sage from the first J&D? Well, she's back, and more mechanically-skilled than ever! She'll show up not long into the game, though you may not realize it at first. =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= III ----------------------------------------------------- GAME BASICS =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= The purpose of this section is to briefly go over the bare-bone basics that everyone should know about before playing Jak II. I'll discuss such simplistic topics as the game's controls, which many people are just too lazy to find out for themselves. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= a. Controls =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Start Button ~ Pause the game This also opens the main menu, where you can check your current mission and the missions you've already completed, as well as a plethora of other stuff. Left Analog Stick ~ Move Jak I'm sure you already know how this works. Tilt it all the way for a full sprint or just move it a little to get a careful stroll. Right Analog Stick ~ Camera control Simply enough, you can rotate and zoom and the camera using the right stick. If you get confused, you may want to try more simplistic game, like Pong. D-Pad ~ Select Morph-Gun form Given that you have each modification for your gun, each direction will whip out a different form. Up, Left, Down, and Right correspond with the Scatter, Vulcan, Blaster, and Peace Maker weapons respectively. X Button ~ Jump Not too difficult, right? Press it a second time whilst airborne to execute a double jump. Square Button ~ Punch Just like the move from the first game, this performs a lunging fist attack. A similar punching attack will be used when you're riding in the Titan Suit. When you're in the water, this will dive. Circle Button ~ Kick The spinning kick has returned from the first J&D. It still works just as effectively. Triangle ~ Hijack a vehicle If the zoomer is parked on the ground, you need only press Triangle once to hop in. If the vehicle is in the air, however, pressing it once will allow Jak to grab onto the back, while a second press is required to actually get in. R1 ~ Shoot Once you've obtained your Morph-Gun, this will whip it out (if it isn't already out) and shoot. R2 ~ Raise/lower zoomer altitude When you jack a zoomer, you can switch between a high and low altitude by pressing this button. Also, when you acquire this nifty device, you can pull it out and start riding with a single tap of R2. L1 ~ Roll This is a quick little evasive maneuver that is terrific for dodging enemy fire. L2 ~ Transform into Dark Jak After you've collected enough Dark Eco clusters, you can activate Jak's darkside using this button. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= b. The Basics =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ============== ADVANCED MOVES ============== X + X = Double jump X + Square = Dive attack X + Circle = Jumping spin attack X + X + Circle = Double jumping spin attack Square + X = Dashing uppercut Square + X + Square + Circle = Dashing uppercut spin combo L1 (tap) + X = Diving roll L1 (hold) + X = Super high jump ======== DARK JAK ======== Once you've collected enough Dark Eco, you gain the ability to transform into Dark Jak, Jak's powerful alter ego. In this form, Jak is more powerful and can execute an array of strong moves. However, you cannot use your gun in this form and it only lasts for a few seconds. Even so, this form is extremely useful for fending off a large group of enemies. ============= THE MORPH-GUN ============= Not far into the game, you'll receive your first gun: the Scatter Gun. As you progress further along, different characters will reward you with three new guns. Here are some nifty descriptions of each gun... Scatter Gun: This is a powerful shotgun-esque weapon. It's powerful and can nail several enemies at once with its spreading shots, but it has to be used from a short-range. Initially, it comes with a maximum of 50 rounds, but that can be increased to 100 rounds with the proper item. Blaster Weapon: This is my personal weapon of choice. It has a decent rate of fire and can hold 100-200 units of ammunition. Furthermore, it has a laser sight that allows you to aim much more precisely. Vulcan Fury: Ahh...Your classic machine gun. This bad boy comes fully-loaded with 100 rounds of ammo (which can be increased to 200 rounds). When you first start shooting, the bullets will fire pretty slowly but it'll soon quicken. This is the best weapon to take down a large group of foes. Peace Maker: This is easily the most powerful weapon in the game, but the downside is that it can only hold 10 shots. The first time you see this gun is in an early mission, but you'll finally get to use it yourself near the end. This thing fires blasts of electricity that covers a VERY wide range. ============= THE JET-BOARD ============= After you receive this nifty hoverboard from Keira, you can use it to ride around the city freely. It moves a good bit faster than Jak's normal run, although it can't keep up with a zoomer. You can whip this out by pressing R2 and can perform different tricks using R1 to spin or flip and L1 plus any direction to pull some sick Tony Hawk-esque grabs. You can also grind most flat surfaces by pressing either Square or Circle. ================= THE KRIMZON GUARD ================= Why do they spell it with a "K" and a "Z" instead of a "C" and an "S"? Becoz itz kooler. Duh. Anyway, these guys are Baron Praxis's personal police force. They roam the city and enforce the law. And just what is the law, you ask? As stated in Section 4:7 of the Haven City Code of Law: Citizens of Haven City are strictly prohibited from shooting firearms, running over fellow citizens with zoomers or Jet-Boards, and attacking them in any way, shape, or form. Okay, so I just made all that up, but that's the basic gist of it. They pretty much serve the same role as the cop from either PS2 Grand Theft Auto game. Leave them alone and they'll do the same. Mess with them and they'll call for an unlimited number of partners to return the favor. They'll also come running if you happen to bump into one of them on a vehicle or fire a gun in their vicinity. ============ COLLECTIBLES ============ Unlike the first J&D, where collecting was what the game was all about, Jak II doesn't require you to collect a thing (other than ammo). However, there are a few things that are beneficial to pick up. Such items include Dark Eco, which allows Jak to become Dark Jak, ammo, health packs, Precursor Orbs, which unlock certain secrets which can be seen in the main menu, and Metal Head Skull Gems, which pop up whenever you kill a Metal Head and can be used to earn new moves for Dark Jak. Cool beans! =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= IV ------------------------------------------------------ WALKTHROUGH =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= a. Escaping the Baron =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= == ESCAPE FROM FORTRESS ======================= There are no guards around this initial area, so take this time to get a basic feel for the controls, as well as Jak's various moves. Once you've had enough, look around for the stairs to the right of Jak's bed and head on up them. There's a small passageway in the wall, but you can ignore it for now; you can find a Precursor Orb floating happily on the far side of the ledge. After retrieving that, you can head into that passageway from before. Take the only path there is to the right and Daxter will remind you how to roll; just press L1. Easy enough, right? Make your way through the door at the end of the corridor and an alarm will go off, notifying the entire fortress that you're trying to get away. No biggie; there won't be any enemies yet. You can find another Precursor Orb sitting atop a shelf adjacent to the door you used to enter this room. Grab it, then turn around and use the boxes on the opposite side of the door to climb up to a higher ledge, where Dax will divulge the importance of the double jump. Find your way through the next door and smash the two crates lying on the floor by the wall. One contains an energy-replenishing health pack whilst the other holds a few clusters of Dark Eco, the stuff that will allow Jak to unleash his dark powers. There should be a series of platforms suspended by yellow cranes in front of you. Use them to get to the ledge on the left side of the room. Utilizing the super jump that Dax will explain to you, hop up to the next ledge and witness your first enemy: a lowly Krimzon Guard soldier. Two blows from either of your melee attacks will do the trick quite nicely. Continue onwards and use the platform that is slowly moving from side to side to reach the next ledge, where another KG soldier awaits (along with some more crates containing another health pack and more Dark Eco). From here, the next ledge is much too high up to reach with any form of a jump. Fortunately for us, there's a metal pole protruding from the wall which we can use to launch ourselves to the high platform. Just jump towards it and Jak will automatically grab on. Press X as Jak swings around and you'll execute the jump perfectly. Make your way over to the moving platform and use that to get to the area on the opposite side of the wall. Along with two Dark Eco-carrying crates, two more Krimzon Guards are ready to rumble with you. Again, two hits and they'll go down for good. Continue moving forward and use Jak's rolling jump to cross the two treacherous chasms ahead. In the next room, guards will fire at you from below. Since you've absolutely no way to fight back, just run by. I don't think you can take any damage, though I'm not completely positive. Anyway, the area ahead is only a dead end. Hmm... Where to go? See the metal floor plate on the ground? Bust through it using the diving attack that Dax will tell you about. Down here, you can just follow the path, crossing another chasm into a small chamber watched by some wussy soldiers. You know what to do. Once they're out of the way, break through another floor plate and Jak will ride the steep vent down into an open room with some shallow water. Other than two more health packs concealed in some crates, there isn't anything water level, so use the boxes piled atop each other near the water to get up to another ledge (there are also some boxes at the far end of the room which lead to a Precursor Orb). There's another box up on this ledge, which leads to a window. Jump out and you're home free! == TALK TO KOR ================================ So you're safe from the Baron's wrath... For now, at least. What's next? Head to the right of where you jumped out and an old man accompanied by a young boy will talk to you. Still pissed off, Jak will demand to know where he is. Before the old man, whose name is Kor, can tell you anything interesting, though, the Krimzon Guard shows up and decides to arrest everyone in the sector. That's not cool, and Jak agrees, so we need to do something about it. == PROTECT KOR AND KID ======================== So as legions of swarming soldiers armed to the teeth surround our buddies Jak and Daxter, we're thrown back into control and are expected to take 'em all out! Not to worry, though, because Jak's darkside will get the best of him and you'll get to use Dark Jak! NO ONE, especially not the weak Krimzon Guards, can compare to the almighty strength of DJ (that's Dark Jak), so you can easily tear through them using random combinations of the Square and Circle buttons. A smashing good time, wouldn't you say old chap? After you've done enough damage, a cutscene will take over and Kor will tell you to go meet with a guy named Torn who lives in the Slums. It seems he's part of some Underground faction fighting against the Baron. Hmm... Well, as long as he's against the Baron he's straight with me. Let's go find him! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= b. The Underground =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= == TALK TO TORN =============================== If you've ever played either PS2 Grand Theft Auto game (which I'm sure you have), then finding your way around should be a snap. It works exactly the same as GTA. If you haven't indulged in GTA, here's the basic gist of things: the map in the bottom-right corner of the screen is your best friend. As you progress through the game, different icons will appear, telling you where to go next. Got it? Good. For now, I'd recommend taking some time to explore the city and get a feel for things. When you're ready, jack some fool's zoomer and head for the sword icon on your map. When you arrive, you'll find some scantily-clad chick and a rough looking dude who turns out to be Torn. Jak asks to see the Shadow, the leader of the Underground, but it's no go for now. Torn seems pleased that you want to join the movement, though. Of course, raspy-voiced, face-tattooed cretins like Torn don't let things fall into place that easily, so he assigns you a job. You have to find your way to the Ruined Tower and bring back the Baron's banner. Meh, how hard can it be? == RETRIEVE BANNER FROM DEAD TOWN ============= Grab yourself a zoomer and ride up to the icon displayed on your map. Don't care for all the icon-following? This may not be the game for you, then. Anyway, when you arrive you'll find a set of gates that open automatically as you approach them. Mainly, you'll see these gates when you're leaving the city. This area is called Dead Town, and for good reason. The place is in shambles, crumbling city ruins sprawled across a disgusting marsh. Eww... Oh, and stay out of the brown muck, as it hurts. From the entrance, you'll want to make your way forward, taking down the lizard that will try to thwart your banner-stealing plans. Hop across to the next island and take out a couple more lizard buddies. No problem, they go down in a single blow. Cross the wooden boxes floating in the poisonous mud and you'll be confronted by a brownish lizard with a nasty tongue. These guys are a bit tougher than your average Joes. In fact, they can take TWO whole hits before going down. In any event, traverse the cracked stone bridge ahead and do battle with two more brown lizards. Then, use the stone steps to climb up onto a narrow ledge, where you should go to the left. From here, you should be able to see a pillar of yellow light if you look up. That's your destination. Continue along the stone path, taking out lizards and breaking open crates as needed. After you take out the five or so baddies awaiting at the end of the path, leap up the steps, cross the narrow, bridge, and hop up another set of stairs. Be wary, though, because the ledge after the first crevice is unstable and will break as you cross it. Keep moving along, using the pole sticking out of the tower to reach the far ledge. As you continue winding around the exterior of the tower, the next group of steps/ledges will crumble as you move past them. Eventually, you should wind up on the inside of the tower. Hop on up a few steps and you'll find the Baron's banner waiting for you! Congrats on a job well done, now get on back to Torn's place! When you return, Torn wastes no time getting you to work on something else. It seems the Baron has turned off all of the water in the Slums, so you need to make your way to the Pumping Station and turn it back on. == FIND PUMPING STATION VALVE ================= As always, find yourself a nice zoomer and get to the icon on the map. As you arrive, there will be some Dark Eco-containing boxes to your left. Bust them open and move forwards to encounter your first Metal Head! These guys come in many different shapes and sizes, but for now you just get to fight this one kind. They only take two hits, so taking out all three down in this area shouldn't be too difficult. Once you've taken care of the Metal Heads, hop onto one of the two pistons pumping up and down and ride them to the top. You'll find two of those little froggies from Dead Town up here, but they're no match for you. Your path to the left is obstructed by some sort of canister, so jump over to the ledge on the right. Cross the hollow metal cylinder and leap up to the platform at the end. Three foes, two big froggies and one little guy, are waiting to ambush you, but you've dealt with them before. Move onwards to the rotating metal cylinder. It moves every couple of seconds, but with a well-timed jump you can easily avoid being thrown off. Get up to the next ledge and take down the Metal Head. The next metal cylinder isn't moving, rather it has a beam of energy sweeping across it. Just hop over to elude any damage. At the end, you'll find several little froggies hanging around with a Metal Head. As per usual, though, taking them down is a snap. Collect whatever they drop as well as the contents of the two red boxes and use the two pistons to reach the high ledge to your right. Hop over a small pit and confront the Metal Head and two big froggies. Once they're out of the way, you have another metal cylinder to cross. What's the catch this time? There are now TWO beams of electricity moving back and forth. Don't worry, though, you can easily dodge the bullet here by leaping over both at the same time using the double jump + spin move. Simple enough, right? A few more froggies await ahead, and even more (accompanied by some Metal Heads) are down on the next ledge. Get past the metal platforms, taking down the enemies as you go, and cross yet another metal cylinder. This one rotates like one of the ones further back. Easy stuff. You'll find some more easy enemies on the upcoming series of platforms. You already know how to dispose of them. Head on up the metal ramp, destroy the two Metal Heads that will attack, and race towards the water pump. Mission complete! Return to Torn's hideout. Back at the Underground hideout, Torn says you might not ever get to meet the Shadow. For now, though, he wants you to go blow up some an ammo dump inside the fortress. == BLOW UP AMMO AT FORTRESS =================== You should know the drill by now; find your way over to the icon on the map. Upon your arrival you'll see a nasty looking tank. No need to worry about it, though... For now, at least. Bust open any crates laying around and grab the stuff that pops out, then head through the door to the left of where you came in. Remember that tank you saw a second ago? Well now it's decided to start pursuing you! That's not cool! Fortunately, you can see its targeting reticle, so you can dash out of its firing range by rolling repeatedly. Avoiding the tank's fire, hop onto the platform to the left, then slowly proceed to the right, stopping to evade any gunfire. Once the tank breaks through a semi see-through wall, you'll have to dodge fire from the sentry guns posted aside the path that you are forced to take. The best way to do this is to continue rolling like there's no tomorrow, making sure that you stay out of the tank's red target sight. Jak's roll-jump is also a terrific way to get past here while taking minimal damage. Turn left at the end of the catwalk and you'll find your path barred by a wall. Hmm... See the tall box by the far wall? Climb up onto it and use the metal pole above it to swing up to a high catwalk. The tank will smash through the wall, but luckily you're safe from it for now. Grab the health and Dark Eco from the crates ahead and use to rotating square platforms to reach the clear tubes in the middle. What do you do with them, you ask? Why, you smash them, of course! Busting up both tubes will cause the force field blocking your path forward to deactivate. Hop over to your newly-opened door and snatch the health from the crates. You can also listen to the conversations of the Krimzon Guards ahead of you... Kind of interesting, eh? Maybe not. Meh. When you're ready, use the moving platforms to reach the two Krimzon Guards at the end of the hall. Slap them silly before they can do anything in return, then head through the gate they were blocking. Make use of the moving platforms to access the far end of the hall, where two more KGs await. You have no time to rejoice over beating them down, though, because there are even MORE waiting on the other side of the hall. Back and forth, eh? Anyway, once this area is cleared you should head forward and leap over the spiked area. Take out the KGs, then clear another set of spikes and get ready to fight some more! With any luck, you won't have taken any damage here, but it's nothing to worry about if you did. See the metal grate on the floor? You know what to do. Step onto the conveyor belt and ride across to one of the moving platforms. Jump to the ledge directly ahead and make your way into a very red room. Hop onto another conveyor belt and the doors ahead will open, initiating a cut- scene. After finding a nifty security pass-type thing, J&D will notice something very odd. I'm in a pretty good mood right now, though, so I won't spoil it for you. Before our dynamic duo can figure out the ulterior motives of what happened, that friendly tank from before will show up again. Crap. Dodge his fire the way you did before, and hide behind the various canisters that surround the big "tower" type thing in the middle. The tank will shoot them instead of you, and the ammo will detonate. Since our buddies are still in there, we have to get them out! You have 10 seconds to bolt for the newly-opened door. Making it shouldn't be tough. Return to Torn's bungalow and he'll ask you to deliver some eco to a supplier of the Underground; a guy named Krew. He hangs around in the Hip Hog Heaven Saloon, which is down in South Town. == MAKE DELIVERY TO HIP HOG SALOON ============ The zoomer outside is the only vehicle you can use during this mission, as it has Krew's delivery attached to it. Your machine's energy is displayed at the top of the screen. Start out for the icon displayed on your map, taking it nice and slow so you don't mess up your sweet ride. Unfortunately, once you get to a certain point, it's inevitable that the Krimzon Guard will get pissed off, no matter how good of a Samaritan you were being. At this point, you want to put the pedal to the metal and take off like there's some sort of rabid weasel-monkey thing chasing behind you. Meh, so I couldn't come up with any halfway decent phrases. My bad. I recommend flying in the lower altitude, so you don't have to worry about any other zoomers nailing you. Also, since the KG is already pissed off, it doesn't matter if you run over any innocent bystanders, so just concentrate on getting to Krew's saloon. Near the end of the "red" area (you'll know what I mean; it's the place full of red lights and such) there will be a KG blockade. How might one get past it? Get fly right under it. No problem. Once you get past that, you're home free; just a few more turns and you are there! Nice work! When you get there, Krew will divulge upon the usefulness of eco ore. Hmm... Is that nasty-looking mole grossing out anyone else? Anyway, Krew's hired gun, a tough-looking dude named Sig, will hand over your very first gun: the Scatter Gun. Sweet! He'll tell you to go try it out at the Gun Course. If you do well, he might even hire you for a job! == BEAT SCATTER GUN COURSE ==================== The course isn't too far from Krew's saloon. Nonetheless, stealing cars from innocent civilians is always fun, so jack a zoomer and ride on over to the course. When you arrive, Sig will tell you a bit about the Scatter Gun. He'll also give you a short tutorial on how to use this baby. Pretty standard stuff, really. Once he's done lecturing, you get to try this bad boy out! Beating the basic course is pretty easy; you only need to amass 3000 points. Getting a high score, on the other hand, can be reasonably difficult. Just shoot the enemy targets as soon as they pop out and hold your fire on the people targets, as hitting them subtracts points from your total. There is also some extra ammo in the middle of the course, so you needn't worry about running out. Given you complete this mission, you'll be able to work for Krew. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= c. Working for Krew =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= == TALK TO KREW =============================== First things first, after beating the Gun Course you should return to Krew's saloon (or you could run around and wreak havoc on the city with your new gun, like me). In any event, Krew will suggest that you become a Wastelander, as he seems quite happy with your fine shooting. It seems the fatman wants some new trophies, so he sends you and Sig out to the Pumping Station to find some. == PROTECT SIG AT PUMPING STATION ============= You've already been out to the Pumping Station, so you should know the way around somewhat well, right? No? That's cool, Sig will lead the way. Get there and he'll tell you what's going on: you're going to be his backup as he takes out five big Metal Heads. Pretty much, it's your job to make sure he doesn't die, so you need to hold all enemies away from him. The first area is filled with several big brown froggy/lizard dudes and a couple Metal Heads. Sig will head for the guys to the right and start blasting. He can take care of himself, so you should target the foes to your left. As you did the first time you were here, use the twin pistons to reach the next level, then take out the two small green lizards (don't waste any ammo on them, just kick them). Since that large energy canister is still blocking the way, Sig has to toast it with his heavy-duty Peace Maker. Stand behind so as not to take any unnecessary damage. Head forward and Sig will duck behind a large metal box. He wants YOU to take care of the two Metal Heads lurking just ahead. No biggie; a few shots will do the trick. Continue onward and a group of brown lizards will bombard the two of you. Sig tells you to drop the bridge, so jump atop the raised platform and it will automatically start to lower itself. Just ahead, your partner will spot his first target. It's time for you to shine: lizards will appear from two different spots in front of Sig. He's pretty much defenseless as he charges up his blaster, so you have to fend off any foes. This first one is an easy job and you'll probably be able to shoot each enemy before they even touch the ground. After a few seconds of charging, Sig will fire his weapon and take down the first big boy. Time to move on! Head down the ramp behind you and get ready to confront an array of Metal Heads and lizards. Thanks to your Scatter Gun's wide range of fire, though, taking them all down should be pretty simple. Up ahead is the next big boy Metal Head. Watch Sig's six and take out any lizards that appear from the water. After your boy obliterates the Metal Head, head on up the metal steps and onto the next platform. Sig will fend off the enemies in this area, so it's up to you to drop the bridge ahead. Cross the bridge and you'll spot a third big boy. Same thing as before, only now the foes will appear from two different sides, so you'll have to turn around often. No big deal. Follow Sig to the next area, crossing the platforms quickly. A band of enemies await up ahead, but they aren't too tough. Take them out and Sig will start to charge up his Peace Maker to take out another big boy. Several enemies will appear at a time, but they all come from the same area, so warding them off isn't difficult. Cross over to the next area and get ready for the most difficult section of this mission: a horde of Metal Heads will show up and Sig's gun will malfunction. Just circle around him firing off your gun and you should be able to take them out. Keep in mind that if he gets hit, it'll take him longer to fix his gun. Before long, Sig will get his gun up and running again and you'll be able to move on. Just ahead is the final big boy. As always, lizards will surface from the water. The trouble is that this time, they come from three different directions, so you'll need to nail one with a shot to knock him back, then move onto the next. Rinse and repeat and you should be good. After the last bugger goes down, you're free to return to Krew's place. Eager to put you back to work, Krew sends you down into the Sewers (ewww) to shoot down the Baron's Sentry Guns. Hmm... Doesn't sound worth it, until he promises a gun upgrade as a reward. You'll also learn some nifty new stuff about the storyline, but I don't feel like spoiling it for you. == DESTRORY TURRETS IN SEWERS ================= Find the sewers and use the elevator you find inside to go down. As soon as you enter, you'll see a few lizards, not to mention some ammo crates. Blast your way through them and hit the switch on the ground to illuminate the dark area ahead. Make a right turn and you'll see your first turret. It's blasting away like there's no tomorrow, so you need to take it down fast. How might one get in firing range? Simply roll towards it at an angle, so that you approach it but it can't hit you. One shot will smash it to pieces. Use the platforms ahead to cross the enemy-infested waters. Use the narrow ledge at the end of the passage to leap over to the left, where a Metal Head will tear at the chain fence. Fortunately, it can't break through, so you can either give it some hot lead surgery or just point and laugh. Up to you. Use the next three platforms to cross the water again and blast your way through the horde of lizards, big and small. After collecting the prizes (health and ammo) from the crates, continue onwards and hit the next floor switch. Doing so will light up the chamber ahead, which is filled with three Metal Heads. You know what to do. Move onwards, killing to two lizards that lurk in the next corridor. You'll find the second turret in the next chamber. Getting to it can be some tricky business, though. The best way I've found is to double jump over its shots. Like before, a single shot will destroy it. Turn around and head through the dimly-lit passage behind you. The catwalk is tremulous, though, and will break as you step on it, so you'll be dropped into the area below. The crates behind you contain a ton of Dark Eco, which will prove VERY useful in the upcoming battle. Head forward and you'll see a bevy of yellow lights glowing in the dark. Hit the floor and switch and get ready to take on a mass of Metal Heads. If you can, change into Dark Jak and let them have it. Otherwise, just keep your distance and fire without relent. Grab whatever they leave behind and climb up the ledges on the left wall. A few small lizards will run towards you, but they're nothing to worry about. Blast them and continue onwards. There will be a series of platforms leading up to the third sentry turret. Double jump your way over to it and dispose of it. There's some health and ammo en route to the next corridor that will probably be useful. Don't miss it. Hit another floor switch just ahead and follow the hallway. Take the left path and double jump your way over to the final turret. Shoot it once and your mission is complete! Return to the Hip Hog Saloon to claim your prize... the Blaster Weapon. As Krew will tell you, it's stashed in the port. Go to the icon and it's all yours. After explaining a bit about the Blaster, Sig will tell you to display your skills on the gun course. == BEAT BLASTER GUN COURSE ==================== This one isn't much more difficult than the last one -- just fire as quick as you can and avoid shooting the orange targets. Once you complete that, you've got a choice to make: you can either return to Krew or go get a job from Torn. Go with Krew, because he's closer (and he's also who I decided to write for next). Krew has a client who needs a fast racer for her team. Get to her garage in less than 3 minutes and you've got yourself a job! == BEAT TIME TO RACE GARAGE =================== * NOTE - Despite what I may have said above, if you do a few more missions for Torn now, you can get a pass that will enable you to take a much faster shortcut. So don't do this mission until you get the pass from Ashelin during one of Torn's mission. Your three minutes will begin as soon as you hop onto the zoomer waiting for you outside. Since you're inevitably going to piss off the Krimzon Guard during the mission, you may as well get it over with, right? Fly low and don't worry about running over anyone - it will save huge time, since you'll be crashing into other zoomers all the time in the high flying zone. Other than that, there isn't much advice to give; just make sure your zoomer is in working condition (grab a new one if it starts to smoke) and head for the wrench icon as fast as humanly possible. When you arrive, Krew's client will tell you that she's not interested in any new drivers at the moment. She does mention that she might be willing to hire you if you can beat the Stadium Challenge using her Jet-Board. == WIN JET-BOARD STADIUM CHALLENGE ============ Head for the icon on the other side of the stadium. Head down the ramp to you left and you'll see the Jet-Board anxiously waiting for you. After the little tutorial, you get to enter the stadium and go for the gold. You only need 15,000 points to win this, so just mix things up with a variety of different moves. Combining spins with other tricks tend to fetch some big points, so go for those! Getting the 15K points necessary should be pretty easy. When time expires, you'll be asked to return to the garage, so do just that. Unfortunately, you have to leave the Jet-Board behind... For now. Return to the garage and the racer agrees to help you into the Baron's Palace if you stop bothering her. Whatever... Go back to Krew's saloon for now. Back at the saloon, Daxter will hit on the waitress and get drunk while Krew asks you to collect some money drop offs for him. Simple enough, right? == COLLECT MONEY FOR KREW ===================== Okay, so you have to grab all 14 within the time limit without missing a single one. How hard can it be? For one thing, it's impossible not to get the Krimzon Guard after you, so they make things a bit more difficult. Beside that, the mission isn't too difficult. It may take a few tries, though... Once you've got all the money, bring it back to Krew and he'll give you a gun upgrade that will increase the rate of fire for your Scatter Gun. Nice! That's the last mission you can get from Krew for now, so head on over to the Underground hideout and have a nice chat with Torn. It seems you have to save one of the Underground's informants, some guy named Vin, from a Metal Head raid at the mines. == RESCUE VIN AT STRIP MINE =================== Find yourself a zoomer and make your way to the lightning bolt icon on your map. Use the teleporter in the back of this small room. From the moment you arrive at the mine you'll be attacked by Metal Heads. Make good use of your Blaster Weapon and take them all out. Blast your way to the back-left part of the mine and you'll find a conveyor belt (or is it an escalator?) that you should ride up. Take down the Metal Heads up on the next platform, then hop onto one of the large stone blocks that the crane is carrying across the chasm below. Beware of the "wasp" Metal Heads that will attack you as you cross. Hop off on the other side and shoot down a few more Metal Heads. Collect whatever they might drop and approach the small metal door. Inside you'll find Vin, but he'll start shooting at you like crazy. The three use the teleporter nearby to return. Finally safe from the Metal Heads, Vin will ask you to go dispose of the Metal Head eggs at the Drill Platform. With no other recourse, Jak heads through the teleporter. == DESTROY EGGS AT DRILL PLATFORM ============= Head forward and take down all of the spinning Metal Heads that attack. Hop down to the next level and do the same, then take the elevator up and jump into the turret on the right. By simply holding R1, you can unleash a furious hail of bullets. Use this to take out all of the Metal Head eggs (those weird groups of yellow circles on the walls) in this area - there are five groups to take out here. You also have to watch out for any airborne foes that will attack. Once all of the eggs have been destroyed, a hole will be created on a platform below the turret. Hop out and jump over there. Wait for the Metal Head inside to lower his shield, then pelt him with some shots. Move into the next area and you'll be surrounded by spinning Metal Heads. It only takes one shot to kill each one, but there are quite a few. Once you've taken care of everything, climb up onto the stack of barrels to the left of where you came in. From there, hop onto the metal grated ledge above and wait for the flames ahead to die down, then quickly cross. Grab the ammo from inside the crates and leap over to the ledge across from here. Again, wait until the flames die before quickly crossing. When there seems to be nowhere else to go, hit the flashing red switch on the wall to raise a platform that can be used to reach the ledge above you. Head down the conveyor belt and shoot down the spinning Metal Heads that will show up. From here, I recommend trying to pick off some of the spinning foes on the high ledge straight ahead. If not, they'll group up by the edge and you won't be able to get on. So blast some of them, then hit the pulsating switch and cross the newly-raised platform to the top. Drop down to the lower ledge and, after claiming the contents of the crates, cross the narrow catwalk ahead, avoiding the laser beams being shot at you. On the other side, shoot down the spinning enemies and ride the elevator up to the next level, where you'll find some ammo, spinning Metal Heads, and another turret. Hop into the turret and start firing - there are a total of 44 eggs this time. After all the eggs and foes have been disposed of, you can ride the elevator down to the bottom level. Here you'll be confronted by a horde of spinning foes, so use your Scatter Gun to get rid of them. Continuing onwards, you should hop up the barrels ahead and take out the enemy waiting for you after he lowers his energy shield. Head through the door and collect the ammo and health to your left. Then, use the platforms on the other side. There are some poles protruding from the walls hat you'll need to use to reach the farther apart platforms. When you get to the other side, still more spinning heads will appear. Shoot them, then use the elevator ahead to reach another turret. Time for some more egg-blasting! 49 eggs this time. Don't miss a one. Once all of the eggs are gone, your mission is over! With that done, you can back and go see what Torn has in store for you. Get back to the Underground hideout and Torn will send you out to the Pumping Station to meet up with an old comrade of his. == FIND PUMPING STATION PATROL ================ As soon as you get to the Pumping Station, there will be a huge Metal Head sitting there. Fire a few rounds into it before it can attack you and it'll go down easy. Hop onto one of the twin pistons moving up and down to reach the above ledge, then turn off to the right. Hop over to the metal cylinder and use that to jump up to the ledge above. Blast through the two Metal Heads up here, then hop onto the rotating cylinder and cross over to the next platform. Cross the next cylinder, as well, jumping over the electric beam that courses through it. Shoot down the Metal Head to the left, then use one of the pistons to ride up to the ledge on the right. Follow the only path that there is and you'll eventually come to a place with three pumping pistons. Hop onto one of them and jump onto the higher ledge above, where a ton of ammunition is ripe for the taking. Grab as much as you deem necessary, then cross over to the higher platform just ahead and let loose on the Metal Heads up here. After you take down all of the enemies, the girl Torn sent you to find will show up. Before you get a chance to talk, though, a mini-army of Metal Heads will show up. Since your Scatter Gun doesn't provide the range you'll be needing here, you should use your Blaster. Don't bother watching the girl's six - she can handle herself. Instead, you should just worry about yourself. If you have the opportunity, Dark Jak works pretty well here. After the battle, Dax will try to get himself some digits, but to no avail. The girl, whose name is Ashelin, will tell you about a blind old oracle in the bazaar named Onin. It seems she might be able to help you out. If you want, you can also go talk to Vin, but I'm going to do Onin's mission first. Find Onin's tent in the bazaar and you'll be greeted by a bird named Pecker (that's right, the bird's name is PECKER!). Since Onin can't speak English (or whatever language you have the voiceovers set to), Pecker (Hahaha) has to translate for her. Anyway, the old bag wants you to retrieve three artifacts from the Mountain Temple. == FIND SHARD IN MOUNTAIN TEMPLE ============== After using the Warp Gate, grab the ammo from the crates and follow the path downwards. On your right will be a ledge that is too far away to reach and an upside down platform. Shoot the floating platform and it will turn rightside up, allowing you to cross. Ahead there is an elevator which you should take down. Shoot through the two Metal Heads in front of you and head forward (ignore the left path for now, we'll take it later). There a few a baby Metal Heads in the structure ahead, but they aren't anything to worry about. Take the exit to the right and blast a few enemies. As you start to climb up the path ahead, a ton of baby Metal Heads will cascade down from above. Shoot through them and slowly make your way to the top. Continue along the path and you'll find an enemy equipped with a shield waiting for you. Wait for him to lower his guard, then fire as quick as you can. Once he's out of the way, you can climb up the grassy ledges to the next area.