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                                    JAK II
                A Full FAQ/Walkthrough, ver 1.3; March 13, 2005
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                          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.




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     I ------------------------------------------------------ INTRODUCTION
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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




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     II -------------------------------------------------------- THE STORY
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The part of the guide that tells you what this game is all about.

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a.  Story
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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."

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b.  Characters
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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.




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     III ----------------------------------------------------- GAME BASICS
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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.

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a.  Controls
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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.

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b.  The Basics
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==============
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!




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     IV ------------------------------------------------------ WALKTHROUGH
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a.  Escaping the Baron
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== 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!

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b.  The Underground
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== 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.

Up ahead you should see a moving platform suspended over a pool of menacing
Dark Eco. Avoiding that nasty stuff, cross the platforms carefully. Now, simply
drop down the grassy steps to enter the next area. There is a massive pool of
Dark Eco blocking your path forward. What to do? See those boxes floating
around? You need to hit those boxes in order to cross the lake.

Punch the box in the shown direction to create a bridge across the nasty Dark
Eco.  Each different shape represents a new box.

                     : : <--- FINISH!
            : :: :: :: :
            : :
            < >
            < >
         < >< >
         < >
         < >
         { }
{ }{ }{ }{ }
{ }
( )
( )( )
   ( )( )
      ( )
      [ ]
      [ ][ ][ ][ ]
               [ ] <--- Start

Simple enough, right? Anyway, climb up the grassy platforms, shoot the floating
platform and cross it. Time for a mini-boss! This guy will chase you around, so
keep rolling until he stops, then turn and fire your gun into his rough hide.
Rinse and repeat and he'll go down in no time! Head into the structure on the
right and the shard is free for the taking!


== FIND GEAR IN MOUNTAIN TEMPLE ===============

Return to the structure at the start of this area (the first building after you
go down the elevator when you first enter this region) and shoot the three
upside down platforms that can be seen from one of the "windows". Climb down
the platforms and you get to fight another mini-boss. He's exactly the same as
the guy you fought before getting the shard. Take him out and then hit the
switch on the ground to create some new platforms, which you should use to
climb up to the next ledge.

Follow the path, taking out the Metal Heads that show up along the way. You'll
come to a cliff that overlooks a series of ledges that are being flooded by an
avalanche of rocks. Guess what? You have to climb up those ledges! There really
isn't much I can say here to help you out - just avoid the rocks and slowly
make your way to the summit.

Once you've made it to the top, you'll find a few boxes (they contain ammo) as
well as a path that leads onwards. Use the platforms to traverse the gorge,
then continue following the path to find the gear, which Daxter will take with
minimal trouble. ;)


== FIND LENS IN MOUNTAIN TEMPLE ===============

Remember that path to the left that we ignored at the start of this mission?
Yes? Good. Return and head in that direction. Take out a shield-bearing Metal
Head followed by a group of three babies. Cross the waterfall area and you'll
get to fight that mini-boss again. Of course, it's still the same thing as
before, so beating it shouldn't cause any trouble. Like before, hit the switch
and use the new platform to reach the next series of grassy steps.

On the ledge across from you is another shield-carrying dude, so take him out
before trying to jump over there. Once he's been taken care of, though, you're
free to head over past where he was. Cross the narrow path and it'll crumble
away, leaving three moving platform suspended in the air. Use them to reach the
next area, then shoot the subsequent platform and cross another crevice.

Ahead is a moving platform that is simple enough to cross, so do so. A whole
bunch of little baby Metal Heads will emerge from the water ahead, but taking
them down is a simple task. Cross over the water and take out all of the Metal
Heads on the path that leads forward.

Once they're all gone, hit the switch in the grass and use the new platforms to
reach the new ledge. Again, a group of little MH's will jump out from the
water. Again, they're ridiculously easy to kill. Grab what they leave behind
and enter the building ahead, where you'll find the third and final artifact:
the lens. Good work!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 5D - A Way into the Baron's Palace
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

At this point, there should only be one new mission available (Vin's mission),
so head over there and check out what he's got planned for you. When you
arrive, he'll agree to activate the elevator that leads to the Baron's Palace.
In order for him to do this, though, you have to turn on five boxes around the
city beforehand. So what's the catch? Each box is guarded by an automated
turret cannon! That's not cool.


== TURN ON 5 POWER SWITCHES ===================

This mission really isn't anything to worry about. Jack a zoomer and use it
close in on each turret whilst taking minimal damage, then blast it until it
explodes. As long as you stay out of the turret's range of fire, taking down
all five will be a snap! Another useful strategy is to get a zoomer up to a
good speed, then lower yourself to the low altitude and drive straight towards
a turret. Bail out just before you crash into it and it'll blow up, while you
remain safe and sound. Cool beans!

Once you've completed that mission, a new icon will appear on your map and
you'll have a new mission.


== RIDE ELEVATOR UP TO PALACE =================

First of all, you need to follow the icon and ride the elevator up to the
Baron's Palace. Once that is done, you'll find yourself atop a platform
overlooking the path into the palace. More than just a bit daunting, eh? No
worries; it's much easier than it looks.

Start of running down the steps in front of you, then cross the two gaps in
the walkway while watching out for the rotating beams of energy. The ground
ahead is quite dangerous, so you'll need to turn off to the left and use the
lower platforms. Be wary, as the first will fall if you stand on it for more
than a few seconds. Pass that by, then use the poles to swing across to the
other side.

Make your way back up to the top level, and then jump down below to the right.
Hop over the small gaps and return to the higher level when the path ends.
Watch out for the machinegun turret ahead, as it'll start firing as soon as
you can see it. Jump over its shots and take it out with a shot of your own.
Grab the health from the nearby crate before moving on.

Crossing the area ahead can be sort of tricky. There are six blocks with
multiple sides. Every other side is spiked, so you have to cross as quickly as
possible. Just wait until the first block is safe, than each block after that
will change to their safe side as you go.

Ahead is a second gun turret. Again, you only need to carefully time your jumps
to avoid taking any damage. Behind it are two crates with health packs inside.
Make good use of them. Crossing the rounded part ahead is impossible, so you
need to curve off to the path on the right. Be careful when making the third
jump, because the platform will break off when you land on it and the rotating
energy device means instant death.

The walkway will curve underneath the cylinder above. Watch out for some more
unstable platforms and use the pole to return to the main level. There is
another spiked block ahead, but since there's only one, getting by is easy.
Beware of the ground in front of you, though, because standing on it hurts.
Use the path below you and to the right.

Once you get back to the main walkway, there will be a pair of machineguns
ahead. They will rotate around on a circle, so you only need to hop over the
shower of bullets when it comes topside. Cautiously make your way past the
guns, and then use the series of platforms on the right side of the palace to
climb up to the roof. Cutscene time!

After an intriguing cutscene that I'm too kind to spoil, you'll find yourself
alone on the rooftop. Make your way down the ramps to the left of where you
came onto the roof and you'll be engaged by the Baron himself. Time for your
first boss battle!


== DEFEAT BARON AT PALACE =====================

This battle is comprised of three different stages. The first stage is, of
course, the easiest. You simply need to avoid the Baron's fire (just jump over
it or roll out of harm's way) and pepper him with shots from your Blaster
Weapon whenever you get the chance. After you deplete the first third of his
health meter, he'll charge through the electricity gate. Grab the ammo from the
corner and follow him.

In his second stage, the Baron will begin to use some lock-on missiles. Red
targeting reticles will appear wherever the missiles will hit, though, so just
keep rolling away until he stops firing them off. Knock off two-third of his
health and he'll head for the final section of this showdown. Pick up the ammo
if you need it and pursue him.

This is definitely the most difficult portion of this battle. Praxis will now
send of myriad of fiery tornadoes spiraling around the battlefield. Just stay
far away from these and they'll explode before they can get to you. He'll also
use a ramming attack where he charges straight towards you. After dodging this
is the best time to nail him with a shot. Fortunately, evading that is decently
easy. There's some much-needed health in the far-left corner of the
battlefield, so don't miss it. Once the last section of his health is gone,
Baron Praxis will go running for mommy! Great job!

Find your way out of the palace by the only way there is: via the elevator
accessible from the top of the third area where you fought Praxis. Since
there's nothing else to do at this point in time, go talk to Torn and see what
he's got for you.

Once you get back to the hideout, Torn will chew you out for pissing off the
Baron. After he's finished with that, he'll tell you to shuttle some
Underground members to new safe houses. Off to work we go!


== SHUTTLE UNDERGROUND FIGHTERS ===============

This mission can be somewhat difficult, if for no reason other than the Krimzon
Guard's ever-watching patrol. Oh, and the time limit doesn't make things any
easier! Anyway, you need to go to each of the four icons and carry the
Underground member there to a new location. Simple enough, right? It's
inevitable that the KG will get on your case, though, so you'll have to deal
with that.

The main problem with this mission is that your zoomer will most likely take on
a lot of damage from KG fire. A simple solution? Switch zoomers after dropping
off each member. Easy stuff, although it might still take you a few tries.

Back at Torn's place, he'll send you out to Dead Town to stop Metal Head
advances. It doesn't sound worth the trouble until he mentions that the Shadow
might be willing to see you if you can do it. Before you head out, Torn will
hand over your third gun mod: the Vulcan Fury. Nice!


== PROTECT SITE IN DEAD TOWN ==================

When you first arrive at Dead Town you'll be surrounded by a group of baby
Metal Heads. This isn't a good place to try out your new Vulcan, though, as it
takes a while to warm up. Use the Blaster instead. Proceed onto the island
ahead and take down the Metal Head, then use the wooden structure to climb atop
the crumbling wall, where you'll find two MH's and some ammo.

Go to the end of the wall and hop onto the platform emerging from the muck.
Shoot down the MH just ahead and make your way down onto the next island, where
you'll have to do battle with two more MH's, one of which is of the deadly
"sniper" variety. These guys keep their distance from you and start lobbing
energy blobs at you. Not cool. Always take them out first.

Cross the pontoons to reach the island on the right, where you'll get your
first good chance to test out your shiny new Vulcan Barrel. Just hold down R1
and watch as this bad boy cuts right through anything that dares venture into
your way! Sweet!

Climb up onto the wall and take down any remaining Metal Heads. Once that's
done, proceed forward and you'll come to an open section of the ruins where two
pillars stand tall. Another prime place to use your Vulcan. Watch out for the
sniper that'll chill over by the arched doorway and fire at you.

After clearing this area out, head on through that doorway and blast your way
through a few more MH's, including yet another sniper. Turn left, take out the
sniper, and climb up the stone steps to come to another open portion of the
ruins, which is, of course, filled with Metal Heads.

Head through the gate at the far end of this area and make a right. Some baby
MH's will try to bar your path, but they can't stand up against the likes of
the mighty Blaster. At the end of the hall on the right are two, count 'em,
TWO snipers. Fire a few shots at them before hiding behind the wall to avoid
their shots. Rinse and repeat.

Head down the hall you just cleared out and it'll be time for a cutscene. Lots
of interesting story info that I won't spoil for you. Yeah, yeah, you can thank
me later. Anyway, this mission's over, so head back to Torn's place.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 5E - The Shadow Reveals Himself
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

All excited about finally getting to see the Shadow? Well, you should be!
Again, I'm just too cool to spoil everything that happens, so I'll just cut to
the chase and tell you what your next mission is. You need to go to Haven
Forest and take out some Metal Head Scouts.


== CATCH SCOUTS IN HAVEN FOREST ===============

En route to the teleporter, that female mechanic you met during one of Krew's
missions will call you up and tell you that you'll need her Jet-Board to catch
the scouts. She left it by the teleporter, so J&D will automatically pick it up
before warping to the forest.

Use the platform highlighted by the pillar of yellow light to reach the forest.
This mission is so easy, one might compare it to eating pie (mmm... pie). You
just need to find all five scouts (they're all in very conspicuous locations)
and chase them down until you catch them. Aside from what I just told you,
there's very little walking-through to be done, so I'll just shut up and let
you do this for yourself. Have fun!

If you want, you can check the bazaar for a new mission before taking up the
Shadow's next offer, but I'm going to write for the Shadow first. Your choice.
Anyway, the Shadow tells you to escort that little kid over to Kor at the Power
Station.


== ESCORT KID TO POWER STATION ================

This mission is more annoying than it is difficult. What makes it so annoying?
For one thing, the stupid little kid charges headlong into groups of pissed off
Krimzon Guardsmen. The best way to complete his mission is to whip out your
Scatter Gun and use it to keep any foes at bay. Don't worry about killing them;
just ward them off, as the mission will end if they get too close to the kid.
Just stay near the kid and fire your gun often - it works.

The mission gets significantly easier when you reach the zoomer. Apparently,
the kid only likes this zoomer; no other one will do, so you have to stick your
neck way out to please him. Kids these days... Just head for the yellow icon on
the map and fly low to avoid the other zoomers and you'll be fine.

You'll have to dismount your vehicle not far from your destination, but since
you're so close it isn't too difficult to fend off the KG. If there was any
form of money in this game, I'd say this mission is easy money.

After a conversation with Kor, you get to choose your next mission. You can
either do the mission Kor tells you about, go help out Krew by destroying some
cargo in the port, or check out the bazaar. Go with Kor's mission.


== DESTROY EQUIPMENT AT DIG ===================

When you arrive, you should head into the cave and ride the elevator down.
Proceed forward and you should spot a few Krimzon Guards below you. Once they
notice you, theyíll start shooting at you, as well as tossing some grenades
your way. Keep your distance and pick them off with your Blaster Weapon.

After you neutralize that threat, you can head down to where they were at and
grab the ammo and health in the boxes. Head into the cavern to the left and
you?ll encounter a few more KGís, which you should take out from afar while
avoiding the explosives theyíll lob at you.

Cross over the bridge they were standing in front of and curve up to the right,
where you?ll find a platform with some ammo. Collect as much as you need, then
hop onto your Jet-Board and grind across the rail leading to the next platform.
Head to the left, taking the KGís as you go, and grind across another railing.
Quickly dispose of the soldiers over here, and then grind the rail that has
three ropes connected to it to cut them down. These ropes are the support
cables that you need to destroy.

Continue on down the conveyor belt on the other side and jump up onto the higher
platform, rather than making your way down a second conveyor belt. Watch out for
the Krimzon Guards up here and grind over three more support cables. Keep
moving onwards, grinding across one decently long rail, and youíll find
yourself back at that first platform with all the ammo.

To the right of the rail you just came across is a series of ramps that will
lead up to your next set of cables. At the top of the ramps is a sole KG, some
ammo, and two rails that weave around the tower in the middle. Grind the right
one first, taking out all three cables on the first rail and another three on
the second.

At this point, you should be standing on a platform with a rail connected to
three support cables directly in front of you. Take them down, then head up
the conveyor belts on the other side, picking up the ammo and health packs if
you need them.

From here, you should have nine cables left to break, and theyíre all at your
fingertips. To the left of the conveyor belt is a rail leading back down to the
previous platform. It has three cables connected to it. In front of you is a
bar with another three cables on it. Ahead of that is one last curvy rail that
has the final three ropes chained to it. Take them down in whatever order
pleases you most, then return to Haven City.

If your like me, youíll be tired of seeing all those yellow icons all over the
map, so youíll decide to take on Krewís latest mission.


== DESTROY CARGO IN PORT ======================

In this mission, you have to take your Jet-Board out into the waters of the port
and destroy 15 floating objects in just over two minutes. Each floating object
will shatter upon impact, but they all have red mines circling around them. Hit
one of these and itíll cause some big damage, not to mention waste your
valuable time. If you do happen to hit a mine, I recommend hopping off of the
Jet-Board and diving into the water until the blasts have stopped.

The best way Iíve found to go about completing this mission is to start with the
one that is farthest away from all the others and slowly work your way in,
using your map to ensure that you donít miss a mine.

Once you finish this mission, ignore your other choices and head for Krewís
place. His jobs are usually pretty fun, eh? Anyway, Krew wants you to help out
his buddy Brutter, so you get to go save some Lurkers. Lurkers!? Werenít they
those guys we killed mercilessly in the first J&D? Meh, I suppose itís worth it
to help out if we get a gun upgrade for it.


== RESCUE LURKERS FOR BRUTTER =================

This mission is one of the easier ones in the entire game. What you need to do
is this: find one of the three caged vehicles (yellow dots on your map) and
pepper it with fire from a gun of your choice. When it busts up and the Lurker
jumps out, lower yourself so it can hop on and deliver him to the new icon on
your map before the Krimzon Guard makes mincemeat of him. Do the same for the
other two.

When your task is completed, go talk to Krew. Heíll send you back down into
the sewers to retrieve some Ruby Key. The sewer sucks...


== DRAIN SEWERS TO FIND STATUE ================

After riding the elevator down, head due north and hit the glowing switch on
the ground to light the place up. Head down the corridor to the right and
youíll come to a pool filled with some nasty-looking water with lizard dudes
swimming around in it. Ewww...

No matter how icky that stuff may look, youíve got to jump in (or Jet-Board
over) to the ramp on the right. At first, you can traverse the path on foot,
but itíll soon get too steep and youíll need to use your Jet-Board to reach the
end of this tunnel.

At the end of the tunnel is a pool of water with a small platform on the other
side. Make your way over there and hit the switch to lower the water level,
creating a new path for you to take. Since the statue is still completely
flooded, you have to go through the only other path there is.

Now, Iím not sure if you HAVE to use your Jet-Board to get past this area, but
I like to because it makes it way more fun. At any rate, you need to make your
way down a series of narrow tunnels filled with floating mines (not cool) and
spinning toothbrushes of doom (even less cool)! Okay, so I really donít know
what those spinning things are, but they hurt if you crash into one!

In any event, the passageway eventually leads to another switch, which you
should hit with all your might. This will lower the water level a second time,
allowing you to return the way you came (avoiding new obstacles). When you
arrive back at the big open room between the two tunnels, you can find a new
passage that will lead to your goal.

So what stands between you and your goal? Another passageway filled with
treacherous obstacles! Duh, what else? In addition to more mines, there are
also more spinning drill-things, and some really big hazards that you need to
use a ramp to launch over. Fortunately, one last switch lies at the end of this
tunnel. Hit it and return to that big room again.

You should be able to find a small tunnel that leads to the statue, which is
now entirely dry. Nice job! Now kick back and watch a hilarious scene.
Hmm... Whatís that? Itís already over? THEN GET YOUR LAZY BUTT BACK TO WORK!
You'll find the sewer exit up the stairs to your right.

Go back to Krewís place. En route, Brutter should call you up and tell you
about something shiny in the water slums area. Go check it out now, if you
want, but I wonít cover that mission for a while yet. Anyway, Sig (not Krew)
will send you down to Haven Forest to shoot down some camouflaged Metal Heads.


== HUNT HAVEN FOREST METAL HEADS ==============

When you get to the forest, youíll be happy to know that there are a grand
total of 30 Metal Heads you need to take out. Meh, it may seem like a lot, but
they go down ridiculously easily.

Basically, you just need to find each MH and take them out. Their camouflage
doesnít work all that well, either, you can still see yellow outlines all over
them! Even the tougher guys youíll find on the other side of the forest donít
take much before they go down.

Once youíve finished with that, there are no more Krew missions left to do (for
now), so head on down to the Water Slums and see what Brutter was rambling on
about earlier.


== CHECK THE WATER SLUMS ======================

Getting the object that Brutter spoke of is as effortless as getting to the
icon and stepping into the pillar of light. Getting out, however, is not so
simple. It seems the Krimzon Guard think whatever that thing is is pretty, so
they decide to kill you and take it.

Escaping this more-than-sticky situation is one of this gameís most difficult
areas, mainly because thereís no tried and true strategy. For one thing, stay
out of the water, as it means instant death (some Jak-killing apparatus will
appear and do what its name suggests it will). The best way to get through this
is to whip out your Vulcan Fury and mow down anyone that comes anywhere near
you, slowly progressing towards the icon displayed on your map. Oh, and keep
your distance from the red dropships, as their gunfire is unforgiving. Other
than that, there isnít much that I can say, so Iíll be a pal and shut up.

  .-------------.
  | READER TIPS! \____________________________________________________________
  | ============                                                              |
  | Lyn Hatler sez: "...during the second seal piece grab in the water slums, |
  | the best way I found to escape the hordes of KG was to hop on the jet     |
  | board and try to avoid getting hit.  I had to do it several times to get  |
  | the feel of where I was going, but in the end it was much more effective  |
  | than shooting everything in sight, since they are shooting back at you    |
  | and you aren't moving very fast."                                         |
  |                                                                           |
  | Anonymous sez: "When I turned into Dark Jak and did a Dark Bomb from the  |
  | walkway into the water, the security laser thing died.  Then I just       |
  | hoverboarded over the water to the green dot, climbed up mowed down about |
  | 5 guards and the goal was done."                                          |
  |                                                                           |
  | George sez: "First you go to the second left path and then when you see   |
  | the red ship/car/thing aiming its laser at you, you just keep pressing    |
  | Square and X so you'll charge forward and jump up so the aim won't hit    |
  | you!                                                                      |
  |___________________________________________________________________________|

At this point, you should have two missions available: one at the bazaar and
one from Vin. Check out the bazaar. When you arrive, youíll find Ashelin
waiting around, all confident-like. Before long, some Metal Heads appear as if
from nowhere and launch an attack. Itís up to you and Ashy to stop them!


== INTERCEPT TANKER ===========================

There's not a whole lot to say about this here mission - just go hog-wild on
the Metal Heads with your Vulcan. An easy victory.

After this mission, youíll be able to go and talk to the race mechanic again,
but Vinís been waiting awhile for us to do his mission, so letís go handle that
first, shall we?

Vin will give you some plasmite bombs to blow something up at the Strip Mine,
but Daxter (the stupid idiot) accidentally activates them, so youíve got only
two minutes to dispose of them!


== BLOW UP STRIP MINE ECO WELLS ===============

Just getting rid of the bombs wonít work here. No, you need to throw one into
each of the six eco wells. What fun. As soon as you can, hop onto your
Jet-Board and head to the far left corner of the area. Ride up the two conveyor
belts and hop onto one of the blocks being carried across the chasm by the
crane. The first well is straight back, up against the wall. Ride up the
quarter pipe and Jak will toss it in.

The next four are all easy to find, as theyíre all in the main area. Two sit
atop plateaus, while one is ground level, and another is directly to the left
of the warp you used to enter this area.

And where might the final eco well be, you ask ever so fervently? To get to it,
you need to climb behind the eco well right next to where you start. Do this by
going to the left of the well and climb through the rocks (dismount your
Jet-Board while doing this). Once youíve done that, turn to the right and make
your way past the dangerous drill walls. Ahead is a large rift in the ground.
Fortunately, thereís a platform that you can use to cross over it. The final
well is off to the left.

Head back through the teleporter and Kor will assign you a job. You need to go
out to the Drill Platform and take down some eco-carrying ship.


== DESTROY SHIP AT DRILL PLATFORM =============

First things first, hop into the automated turret to your left and itíll start
moving for you, so you need only worry about aiming. For this first part, just
hold down R1 and aim in the general direction of the attacking foes - theyíll
drop like flies! Before you can progress through the next gate, your turret
will pause and youíll have to shoot down 40 enemies. Easy stuff.

When the gate finally opens, jump out of the turret, shoot down the
ballerina-esque enemies that will attack, and get into the next turret. In
addition to shooting down flying Metal Heads, you also get your first crack at
the eco ship. Wait until it opens a section of itself up to fire at you, then
pepper his guns with your own fire. Make sure you watch out for the attacking
Metal Heads, though, donít get too concentrated on the ship.

After a bit, the turret will move on and youíll have to get out. Just follow
the only path there is and youíll find still another turret. Hop in, of course,
and get ready to take down that behemoth of a ship! Just apply whatever worked
for you the first time against the ship and itíll work again. When it takes
enough damage, the ship will blow into smithereens and youíll be taken to a
warp gate. Nice work!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 5F - Becoming the Race Champion
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Find the race mechanic at her garage for your next mission. Not only will you
find out that the mechanic is Keira, but youíll also get to partake in your
first zoomer race: the Class Three Race.


== WIN CLASS 3 RACE AT STADIUM ================

First of all, head for the checkered flag icon now displayed on your map and
hop onto the tricked-out zoomer in the middle to commence the race. Although
this is your first race, I find it to be the most difficult. All of the
zoomerís normal controls apply here, except the Circle button now functions as
a turbo boost that works once you pick up one of the purple spheres strewn
about the arena.

Try to pick up the turbo spheres as often as possible, and use them on
straightaways to maximize their usefulness. There is also one shortcut that can
make this race drastically easier. When you come to the section of the course
where you have to veer to the left to avoid falling into a pit, use a turbo and
jump just before the pit and you can safely make it to the other side, saving
you some precious time. Other than that, there isnít a whole lot of advice one
can give on this five lap race. Good luck!

After the race, there will be only one mission that you can take up, so go and
talk to Onin in the bazaar. As Samos/The Shadow and Pecker (hahaha) will tell
you, you have to find the Temple of Mar. How to do this? Go to the Dig and look
for another Seal Piece.


== GET SEAL PIECE AT DIG ======================

When you arrive, ride the elevator down into the caverns and proceed forward,
taking out all of the baby Metal Heads that pop out of the ground to impede
your progress. Continue into the main area and follow the wooden structure,
blasting through the two Metal Heads waiting for you. Once theyíve been
properly disposed of, jump onto your Jet-Board and grind down the rail at the
end of the structure. This will take you to the area where youíll be spending
all of your time.

Okay, hereís the deal: to get to the Lurker Totem, you need to activate five
switches hidden in this area. Doing so will raise a pedestal that will allow
to progress. So where are the switches at? Keep reading, my friend.

- The first switch is in a fairly conspicuous locale. After grinding the rail
  that leads to the second area, follow the pathway straight instead of taking
  a right and entering the opening. The switch is guarded by few Metal Heads,
  but they should be of no trouble to a warrior like yourself.

- You can find the second switch not far from the first. Next to the first
  switch is a wooden platform. Climb atop it and look directly forward. You
  should see a platform off in the distance with a sniper Metal Head on it.
  Take down the sniper and make your way over there to activate the second
  switch!

- This next switch can be a bit hard to find. From the second switch, turn
  around and follow the series of platforms, crossing the first rotating bridge
  on your left. Up ahead are some Metal Heads, but you donít need to bother
  with them just yet. Instead, drop down to the ground below you and clear the
  area of any little Metal Heads that may be waiting to prey on you. Once
  that's done with, you can hit the switch underneath the wooden platform.

- The fourth switch can be a little tricky. Climb back up to the platform above
  switch #3 and make your way onto the platforms ahead and to the right. At the
  end of them is a series of four metal crates (with a Precursor Orb floating
  directly above them). The switch is concealed in a cave behind them, but you
  need to lower them a bit before you can access it. Use Jakís dive attack to
  lower the crates, but be sure to lower each crate, otherwise one will fall
  into the lava below. Just one more to go!

- The final switch is hidden within a small cabin on the other side of the
  cavern. Make your way up past where you fought the three Metal Heads and jump
  down to ground level once you reach the tall wooden structure that serves as
  a way to cross to the other side (using a balloon). Jump down from there and
  the switch is all yours!

After youíve activated all five switches, you can climb to the apex of the
aforementioned tower and hop onto the pole swinging from the hot air balloon to
cross to the other side. Over here, youíll be greeted by a legion of swarming
Metal Heads. I like to use the Blaster Weapon here, though either of your other
two weapons would work fine, as well.

Once the area is cleared, you can make your way up to the pedestal youíve been
raising all this time and climb to the above platform. More Metal Heads. Oh
boy! Of course, a few well-aimed shots will take them down, so donít get your
knickers in a knot.

Use the stone sticking out of the lava to cross the fiery lake ahead, but move
quickly because theyíll sink if you stand on them for too long. After you
cross, make quick work of the MH that will emerge from the ground, then head up
the ramp and take down a second MH. After collecting the goods from the crates,
use the swinging pole to launch yourself to the other side.

Surprisingly enough, there are no MHís over here. However, you will find some
Dark Eco and a health pack to suppress your cravings for chaos. Pick that stuff
up and wait for the pole-carrying balloon to come near enough for you to hitch
a ride. Making the jump to the opposite ledge can be tricky, but I have no
nifty little strategies to help you out with it. Sorry, thatíd be my bad.

When you somehow reach the other side, run through the dark cave and youíll
emerge in a large chamber filled with wooden platforms. Guess what? You get to
climb them! Fun! Hop up to the first platform, being wary not to be thrown off
by the rotating bridge. Use one the spinning wheelís stages to reach the other
side, the do the same ahead to reach a higher platform.

After disposing of the sniper up here, carefully make your way up the ramp,
avoiding any spiked balls that may be tossed your way. Cautiously make your way
past to the left and you?ll finally come across the totem. Good work!

Return the city and go find Torn. Heíll send you off to blow up some Hellcat
cruisers, powerful battle-equipped zoomers roaming the streets.


== DESTROY 5 HELLCAT CRUISERS =================

See the five yellow dots on your map? Those guys are your targets. Load up on
the ammo outside Tornís hideout, then find yourself a zoomer and hunt them
down. I recommend unloaded on them with the Vulcan Fury weapon, as it will take
them down the fastest. Since itís inevitable that the Krimzon Guard will get
pissed off one way or another, youíre probably going to take on a lot of
damage. Hence, itís a good idea to switch zoomers often enough to avoid taking
the pain of having one blow up in your face.

If you have trouble with the KG on your back, just lay low for a while until
they forget about you, then move on to your next target. As long as you keep
off the ground and avoid most enemy fire, youíll do just fine.

Finish the mission and youíll open up a new job from Onin. Go see what it is.
When you arrive, Pecker will tell you that you need to prove yourself to Onin.


== BEAT ONIN GAME =============================

For some reason, a lot of people seem to think this mission is ridiculously
difficult. I have no idea where theyíre coming from; I beat it on my first try.
Oh well. What happens is four different icons will flash on-screen, one for
each of the four face buttons on the PS2 controller. When one pops up, quickly
press the corresponding button and youíll gain some points. Your goal? 400
points.

If you miss 20 buttons, though, the jig is up and you have to restart. When
Onin starts sending out multiple buttons at once, the best way to handle it is
to press all of one button first before moving onto the other buttons. That
said, there really isnít a whole lot else I can say about this mission. Sorry
for all of you who canít do this for some unexplainable reason.

Complete this easy mission and youíll receive the third Seal Piece! After
Pecker displays his talented singing abilities, youíll be sent off to reveal
Marís Tomb.

  .-------------.
  | READER TIPS! \____________________________________________________________
  | ============                                                              |
  | Marc Richardson sez: "All you have to do is pause the game.  When things  |
  | get tricky and Onin is tossing up six to eight symbols at a time simply   |
  | pause the game, study the symbols and un pause the game to press the      |
  | appropriate buttons.  You can do this indefinitely and it makes it a lot  |
  | easier.  This may help some who were having trouble with this mission.    |
  |___________________________________________________________________________|


== USE ITEMS IN NO MAN'S CANYON ===============

Head out to the icon on your map and use the Warp Gate to transfer out to the
wilderness. Head forward and shoot the platform to your right, allowing you to
cross over it. Take the elevator down and step into the pillar of light. Jak
will open the door with the seal and youíll be allowed to enter.

Head on in and drop down the cliffs until you come to a large chasm. Hop onto
your Jet-Board and grind across the structure that leads across. After that,
head forward and take a left. Follow the only path there is and youíll come
initiate a cutscene where some important stuff happens. Cool beans!

Once your task is complete, find the exit to this area (return to the previous
area and take a left). Once youíre back in the city, head for the skull icon.
When you arrive, youíll witness an awesome cutscene. Once itís finished, you
get to enjoy some of the better missions in all of the game.


== PASS THE FIRST TEST OF MANHOOD =============

As you first enter this huge dungeon, head down the stairs and get a glimpse
at the main room. The door at the end of the hall is closed off for now and the
two side pathways lead to the Tests of Manhood. Head to the left first.

When the door opens, youíll spot some creepy-looking spiders just ahead. Blast
through them and head to the left. Youíll find yourself looking at a HUGE
chamber filled with narrow ledges, retracting spikes, and Dark Eco. Oh joy.
First, wait until the spikes on the platform ahead have retracted, then quickly
cross up to the next platform. Continue doing this until you reach the safe
platform at the top.

From there, use the pole sticking out of the wall to your right to launch up to
the higher ledge past it, where you get to shoot down some unfriendly spiders.
Ahead, wait until the pole lowers itself enough for you to grab hold of it,
then swing over to the retracting block once it comes out. Wait for the next
pole to come close, then jump onto it and swing across to the next ledge.

Over here, you can step onto the different colored area and ride down to a
ledge below, where you need to hit the switch on the ground. Doing this will
raise the pillars in the middle of the Dark Eco. The spikes have stopped, but
the pillars will now move from side-to-side, making the jumps a bit tricky.
Nonetheless, you need to cross them so you can make it to the platform on the
far side of the chamber.

Once youíve reach this area, itís time for some more pole-swinging fun! Wait
for them to lower to your level, then carefully cross the chasm using them.
Follow the ledge and grab hold of the next pole when it comes your way, then
cautiously swing to the next pole, and then to the ledge on the opposite side.

Hit the switch on this next ledge and youíll raise the entire floor so that the
Dark Eco is nigh gone. Ride the adjacent elevator down and hop across to the
safe ground. From here, head down the large steps and take down the group of
spider pals that reside at the bottom.

After theyíve been taken care of, approach the giant sphere impeding your path
ahead. Both Jak and Dax agree that large balls blocking their path arenít cool,
so Dax tries to get it moving. Of course, things donít work out so well and it
starts rolling downhill, following directly behind Daxter!

Guess what? You actually get to control Daxter here! Sweet! He actually
controls pretty similarly to Jak, what with his spin attack and double-jumping
abilities. Basically, all you have to do is make sure you stay on the path and
jump across a bottomless pit here or there. Nothing too difficult...

... Until the ball turns into an immense spider! Thatís NOT cool! Things get a
little tougher at this point, since youíll have to dispatch of some
mini-spiders that will block your progress. Also, the jumps get a bit more
difficult, as well. At the end of the path, youíll have to bounce up some very
strong spider webs in order to reach the top. Eventually, youíll pass through
some doors and youíll return to Jakís perspective.

Head through the opening ahead and use the pedestals to access the ledges
found to your left. From here, itís more pole-swinging action until you reach
the top, where a switch rests. Hit it and youíll trigger some blue light to
appear. Nifty!


== PASS THE SECOND TEST OF MANHOOD ============

From this precipice, you can ride the platform just before you down the water
level. This time you want to head through the right door. After making your way
past some simple platform-jumping, youíll enter a room where your weapons are
banished. A ton of little bugs will fall onto their backs, then turn over and
start swarming. When theyíre on their backs, you want to look for the three
that have red symbols on their tummies. Those are the ones you want to hit, as
the others will explode and cause big damage to you.

Pass through the open door ahead and wait for the electricity to stop flowing
below you, then dive into the water, wait a second or two, then submerge by
holding the Circle button. Whilst underwater, youíll want to wait for the
electricity to stop, then quickly jump out and climb up to the ledge on the
opposite side of the passageway.

After disposing of some spiders over here, youíll come across another
electricity pool. Get past it the same way you did the other one. Enter into
the next room and hit the switch on the floor. This will cause some colored
panels to appear, allowing you to cross the chasm. However, only step on the
highlighted panels; otherwise youíll take some unnecessary damage. Hit the
switch on the platforms opposite the one you entered and youíll be able to
head for the exit.

Shoot your way past three more cute, cuddly spider buddies and youíll come
across a third electricity pool. You know what to do. Hit the floor switch in
the next room and some more insects will fall from the ceiling. Again, look for
the ones with red symbols on their stomachs and target only them.

When the door opens, you get to cross yet another electricity pool. On the
other side of it is another room where you have to hit the switches to make
colored panels rise from the seemingly-bottomless pit. As with before, be sure
to only step on the highlighted panels.

When the door ahead opens up, youíll be greeted by another electricity pool.
Make your way to the other side and hop up onto the pillar sticking out of the
water. Wait here for the electricity to die down again, then head for the ledge
at the end.

Shoot down some annoying spiders and youíll enter an interesting room filled
with different objects on the ground. Hit each one and listen to the sound it
makes. Two objects make the same sound, so you have to hit each one in
succession. If youíve got good memory skills, this shouldnít be any problem.
Otherwise it all comes down to luck. Lower each of the objects into the ground
and the door on the left side of the room will open up, allowing you to hit
another switch and open the huge door in the main room. Nice work, youíve
passed the two Tests of Manhood!

Hop onto the platform just before you and ride down to the main room. From
here, you can finally enter the heart of the tomb via the newly-opened door.
After being reunited with Dax, Baron Praxis will show up to cause some trouble.
Boss time!


== DEFEAT THE BARON IN MAR'S TOMB =============

As the battle commences, Praxis will launch some little robot drones your way.
Take them down with your Blaster, and heíll send out some bombs. Use your
spin-kick move to knock them back at him and heíll take some heavy damage.

Once your lower his health to two-thirds, heíll begin a new routine. After
sending some robots your way, heíll fly around in front of you and go crazy
with his machineguns. Hide behind one of the pillars at the edge of the ledge
youíre standing on and it will protect you as long as it is still intact. After
doing this a few times, heíll return to the stone and continue on with the
robot/bomb launch thing.

Nothing else will change until you deplete two-thirds of his energy gauge. At
this point, Praxis will finally grab hold of the Precursor Stone and use its
power to blast holes in the ledge youíre standing on. Heíll also drop some more
bombs, which you should knock back at him. Be wary of his machinegun attacks
(you can simply hop over his shots) and you should do fine.

  *NOTE* In addition to the regular red-colored Krimzon Guards roaming the
  city, there will now be yellow guys too. They remind me of Master Chief from
  Halo, and are a lot more difficult to take down than the usual guys.

After you defeat him, you get to exit the tomb, and then go talk to Torn. He
sends you into the Fortress to save your friends, who were taken captive after
you went into the catacombs of Marís Tomb.


== RESCUE FRIENDS IN FORTRESS =================

When you first enter, the area to your left will be completely sealed off, so
grab all the ammo you need and head for the exit at the back of the room. If
you want, you can listen to the guards ahead talk about you. Turn the corner
and youíll enter a passageway filled with Krimzon Guards. Whip out your Vulcan
and donít stop shooting until there isnít a thing left moving.

Your path in the room ahead is blocked by an electricity field, so you need to
activate the red floor switches in the previous area to shut it down. There are
switches on each of the side pillars where the yellow soldiers were perched,
and the final switch is just in front of the electro field.

The area ahead is packed with automated machinegun turrets. Fortunately, you
can see their infrared beams, so you know how to avoid being shot at. Thereís
some health over to the right of the room, but your goal is to cross on the
left side. Hop to the platform on the left side of the room and, keeping away
from the red laser beams, hop onto the three turrets ahead, using them as
platforms to reach the area ahead.

This next area is a half-pipe of sorts. You just need to go inside, watching
out for the energy beams, and enter the passage on the right. This next part
can be very tricky, so be really careful when you do it. Wait for the two
infrared beams to cross each other, then hop onto your Jet-Board and quickly
grind across the railing running over the gulch to reach the other side.

Pick up the ammo and Dark Eco in front of you, then continue onwards to the
left. Guards will open fire on you from above, but you have no way of defending
yourself from their onslaught at this point in time. Just roll by and they
shouldnít hit you. Head up the ramp and youíll spot a band of guards aiming at
you, take them down quickly, then cautiously proceed to the right.

In addition to a pair of turrets, there will also be two airborne guards, who
you should shoot down first. Once theyíve been properly disposed of, you can
pass by the turrets by simply hopping over their beams. Head through the door
in front of you and some mini-robots will appear. Blast through them and head
for the door to your right.

Remember this place? You should. Head for the cells on the other side of the
room and Jak will free all of his pals. Youíll emerge at Vinís place with three
possible missions to partake in: one from Torn, one from Keira, and one from
Krew. Letís go talk to Keira first, shall we?


== WIN CLASS 2 RACE AT STADIUM ================

Since Jak took off before the mission, you get to race as Daxter! Hahaha! Good
stuff! Anyway, this track is a bit more complicated than the first, but itís
still a pretty easy race. There is also a shortcut very similar to the one in
the first race. When you come to the area where you have to turn left to avoid
falling off the edge, just boost and jump and you can easily make it across,
giving you a nice advantage over your adversaries.

Jak will return after the race and congratulate Dax. Go talk to Krew and heíll
you down to the sewers to escort some of his punks around, but not before Sig
can warn you that Krew isnít trustworthy.


== ESCORT MEN THROUGH SEWERS ==================

This mission is, in my opinion, one of the best in the entire game. Why? Meh,
who knows? Itís just fun! Anyway, youíll find the gang waiting for you when you
take the elevator down. Follow them to the end of the hall and ride the left
down below.

Head down the hallway and youíll encounter a Metal Head to your left. Take it
down before Krewís guys pee their pants. A few more resides in the room just
ahead, so take them out or your buddies wonít go inside. After your three pals
enter the room, a bunch of MHís will start to climb down the walls. Take them
out as fast as possible and make sure they donít get anywhere near your
escorts, as they only have limited defensive skills.

When youíve taken them all out, one of the punks will step out and blow away
the garbage blocking your path onwards. Take cover with the other two to avoid
being hit by any flying debris. Once the path is clear, you can head forward
and take down the Metal Heads that lurk ahead. Do it quickly, though, because
some MHís will also appear from behind you.

When the area is cleared, you can head up to the top and ride the lift down to
the ground level. In the area ahead, I like to hop onto my Jet-Board and ride
to the first dry area to take down the two MHís that will appear, then hustle
back and help out the straggler with the two that attack him.

The path forward is blocked by Metal Heads using their "beams of death". Since
your buddies are much too scared to go on, you need to go in solo and take down
the MHís. Just jump over the beams and start shooting once you get in range.
After the first group goes down, though, a second will appear to your left.
Apply the same tactics and shoot them down quickly, then rejoin your buddies.

Keep up with Krewís guys and youíll have to stop to blow open another
blocked-off passage. Unfortunately, the explosion pisses off a legion of Metal
Heads, so they decide to come and kill you! Whip out your Vulcan and keep
shooting, making sure nothing gets behind you to attack your pals. If you run
out of ammo, use either Dark Jak or your Scatter Gun, as the Blaster Weapon
won't be very useful against so many foes all at once.

When the area is finally cleared, head into the tunnel you just blew open and
youíll come to the statue. Congrats on a job well done! On your way out, Krew
will contact you and tell you about a gun upgrade stashed in the port. Go find
it.


== FIND THE PEACE MAKER =======================

This is probably the easiest mission in the entire game. Just head for the icon
on your map and the Peace Maker is all yours!

Go back to Tornís place and youíll be sent out to destroy three Krimzon Blast
Bots, armored bombs that are targeting the Underground hideout.


== PROTECT HIDEOUT FROM BOMBOTS ===============

Your first target should be one of the two that will attack from the left side
of your map, as those two will reach the hideout sooner. Get nearby it (on
foot) and start unloading with your Vulcan. If you stand close enough, it wonít
be able to target you with its laser attacks. Just make sure you back off once
it starts beeping - that means itís about to blow.

The second one is right behind the first one, so taking those two out quickly
should be no problem. Once theyíve both been taken care of, hop into a zoomer
and race towards the final one. Apply the same tactics from before and this
mission will be over before you know it.

After the mission ends, you get to go and talk to Krew again. Heíll tell you
to throw the Class One Race and let Erol win. Why would he ask such a thing of
you? Because he bet against you, of course! When Jak refuses, Erol himself
shows up and challenges you to a race around the city.


== BEAT EROL IN RACE CHALLENGE ================

This race is actually pretty difficult, but there really arenít any good
strategies that I can give you. Take the sharp turns easy so that you donít go
crashing into a wall. Also, make sure that you hit every ring, miss even one
and the race is over. The race will probably take you several tries because it
can take a while to get a feel for the location of each ring. Just make sure
you peek at your map every so often to ensure that youíre on the right course
and youíll eventually win. Good luck!

After the race, a mission from Vin will open up, so go and see him (ignore the
mission Samos will tell you about for now). Heíll send you to the Strip Mine
to destroy some new Metal Head Eggs.


== DESTROY EGGS IN STRIP MINE =================

When you first arrive, hop onto your Jet-Board and head straight forward,
taking the ramp in the pool of Dark Eco up and to the right. Follow the only
path there is, avoiding the obstacles and making some tricky jumps as you go.
Continue past one of the Eco Wells you blew up in an earlier mission and use
the rail ahead to cross the huge gorge.

Make your way past the chainsaws and grind the next rail, jumping at the end to
avoid falling to an untimely death. Use the conveyor belt to the left to reach
the higher path, then keep going until you reach a railing. Jump over and grind
it across. Make your way through the halfpipe to the right and make your way
down the next path, hopping onto the platform that is moving back and forth.

From there, grind one of the rails over, then do the same with the rails on the
other side. Dodge past the chainsaw and drills, then wait for the moving
platform ahead to come to one side, then grind across and hop on.

Ride the conveyor belts on the other side up, then cross over the two moving
platforms ahead. Follow the path around and youíll come to a platform
overlooking the crate youíre supposed to jump onto. Ride your Jet-Board over
and hop onto the crate, which will cause it to fall and destroy the Metal Head
Eggs! Nice work!

Remember that mission Samos told you about in Dead Town? Time to go do it.


== GET LIFE SEED IN DEAD TOWN =================

As you arrive, head forward and you should see a pillar of light to your left.
Make your way over there and youíll find the Titan Suit! This powerful mech can
cause some serious damage! Break down the first two doors and take down the
Metal Heads inside to see just what this thing is capable of.

Break down the next door and youíll find a heavy stone block inside. Grab it
using R1 and push it straight ahead so that you can use it to climb atop the
wall of the left side of the room. Make your way down the ruined corridor and
smash the Metal Head before you take on too much damage.

Bust through the door behind the MH and push the block you find inside against
the wall on the left. Jump onto the wall and head forward to find two more
Metal Heads. I recommend getting out of the Titan Suit (press triangle) and
taking them down with the use of Jakís gun so that the suit doesnít receive
excessive damage.

Once this area is clear, you can use the block to the right of where you
entered to climb onto the far wall. Again, use Jakís gun to take out the foes
from a distance. Follow the wall and youíll come to a small area with a lone
pillar standing tall. Knock it over and use it as a bridge. Lift the small
block and toss it at the pillar on the other side. This will knock it over and
create a new bridge.

Bust through the wall ahead using the next block, then hop over the gap and
head forward. Turn to the left and youíll see one last pillar. Smash it and
you?ll be able to enter Samos? hut. Now you get to bring the seed to Onin.

When you show up, Onin will do something to the seed. After sheís finished,
you get to take it to young Samos in Haven Forest.


== PROTECT SAMOS IN HAVEN FOREST ==============

You can find Samos chilling by the huge tree in the second section of the
forest. When you hand over the Life Seed, some Krimzon Guards will show up and
youíll have to fend them off while Samos talks to the plants.

Pretty much, soldiers will come from two areas: the stairs to the left and the
stairs to the right. Equip your Vulcan and toast anyone who makes it to the top
of the stairs. There will also be some flying soldiers that will hover in
between the stairs. Be sure to take those guys out quickly, as theyíre more
potent than the normal guys. Make sure you donít stray too far from Samos?
side, as well, so that guards from one side donít lure you over to them while
enemies from the other side attack. As long as youíre stocked up on Vulcan Fury
ammo, this mission shouldnít provide too much of a challenge.

At this point, there will be two missions you can do. Go do Brutterís first.
When you show up at his stand, heíll ask to save six of his Lurker pals.


== RESCUE LURKERS FOR BRUTTER =================

This mission is strikingly similar to the first Brutter mission. What you need
to do is head for each of the six yellow map icons, take down the cage ships,
and shuttle the Lurker contained in each to a safe zone that will appear once
you pick one up. Easy stuff, just make sure you change zoomers often enough
that Krimzon Guard fire doesnít kill you.

When that mission is over, go talk to Kor at Vinís place. He sends you out to
the Drill Platform to destroy the control tower.


== DESTROY DRILL PLATFORM TOWER ===============

After going through the warp gate, head behind the gate and hop into the Titan
Suit. Smash through the door and ride the elevator on down. Enter the next room
and carefully make your way across the narrow bridge, leaping over the blue
blasts of energy.

Break down the next door and youíll come into another room. Ignore the
platforms to the left for now and cross the bridge to the other side. Stand on
the differently-colored part of the floor and exit the Titan Suit, leaving it
on the strange-colored panel. As Jak, head back to the entrance to this room
and quickly cross the platforms on the left, taking caution that they will
fall if you stand on them for too long.

Hop up to the ledge above the second platform and climb up. Shoot through the
two Metal Heads up here, then hit the pulsing red switch the bring up that
different colored panel, along with your Titan Suit. Jump back into the mech
and smash down the door ahead.

Go on in and jump across the platforms to your right, moving as quickly as
possible so that you donít fall off when they drop. Head forward and wait until
the fire on the catwalk ahead dies down, then swiftly move across and jump to
the far platform. Again, wait for the flames to die, then cross. Youíll
probably take a bit of damage here, but thatís alright.

The next area is comprised of a series of narrow ledges that you need to cross.
Of course, there are a few Metal Heads lurking over yonder, so hop out of the
suit and shoot down the MHís. After you dispose of them, shoot the flashing red
switch to raise a platform that you can use to cross the big gap (you should be
back in your Titan Suit now, by the way). The second gap is much smaller, so you
can easily cross it with a normal jump. The third gap is just like the first
one; shoot the switch on the other side and cross.

Make your way past the flaming floor area in the next area, then continue
forwards. Step onto the platform on the left and start moving. Wait for the
blue energy beams to stop, then leap over the gaps to avoid taking any
unnecessary damage.

Getting through the next room unscathed can be pretty difficult, so letís hope
youíve got at least half of your energy gauge. Wait for the flames to stop,
then hurry over to the first platform on your left (forget about the one on the
right). Stand there for a second or two, then jump onto the fiery path briefly
enough so that you can leap over to the next platform on the left. The fire
shouldíve stopped by that point, so you can safely cross to the other side.

Enter the door on the left and ride the elevator up to the control room. In the
two rooms, there are five Metal Heads which you should take out before
bothering with the controls. Once theyíre out of the way, though, youíre free
to go to town on all 10 panels, which are all right in this area.

Of course, once you destroy all 10 the alarms will go off and youíll have a
minute and a half to get back to safety. The Titan Suit will shut down, so itís
just Jak that has to escape. Just retrace your steps from before and donít
waste any time and youíll get out with little trouble.

Go talk to Keira to get a chance to participate in the final stadium race!
Youíll also learn that you need two artifacts to power up Keiraís machine.
Weíll take care of those AFTER the race.


== WIN CLASS 1 RACE IN STADIUM ================

Although this is the highest caliber race, it really isnít all that difficult,
mainly due to two useful shortcuts. One is directly to the right of the
starting line, taking that will nab you a few seconds over your opponents. The
second shortcut is closer to the end of each lap. When you emerge from the
tunnel, it will be there directly to your right. If youíve got a decent amount
of skill and use the two shortcuts, this race should be over quickly.

After you win the race, youíll finally get to explore the Baronís Palace.


== EXPLORE PALACE =============================

Make your way to the Baronís palatial residence and ride the elevator to your
left up. Head forward and go through the massive door on the left. Ashelin will
show up and sheíll send you to a weaponís factory near the Dig. Since the door
you came in through is now closed, you have to head through the small door on
the right.

Just keep going and youíll come to an opening, with Krimzon Guards swarming
above you. Use the poles directly in front of you to swing up to the platform
ahead, then hop across the very flimsy panels up to the main platform, where
you should take down all the guards. Move on, crossing over some more flimsy
panels and avoiding the rapid fire of the automated turret to your right.

Make your way forward and watch out for the myriad Krimzon Guards that lurk
ahead. Take them out with a spray of bullets from your Vulcan. Climb up to
where they were perched and youíll reach what at first seems to be a dead-end.
Not so, however. Break the pane of glass on the left and use your Jet-Board to
grind over to the far platform.

Once youíre back on safe ground, head forward and cross another series of
unstable platforms protruding from the left wall. Drop down into the room below
and take cover from the hail of bullets coming from the turret in the hall. If
you put your gun away and crawl, the shots wonít be able to hit you, so you can
escape in safety.

The elevator you used to come in on isnít functional anymore. How convenient.
Instead, go to the right of the elevator and use your Jet-Board to grind across
some pipes suspended over a large gap. Whip your gun back out and traverse the
platforms ahead, shooting like a madman to take down the soldiers blocking your
progress.

When you reach the top, be sure to utilize your Blaster Weaponís range and pick
off the soldiers on the other side. Once the area is clear, you can target the
circular thing hanging above. Shoot it down and you can grind across it to
access the other side.

Take the stairs down and another machinegun turret will be firing like crazy.
Find a way past it (crawl under it, jump over it, whatever floats your boat)
and shoot down the enemies on the opposite side. Thereís also some health if
you need it, so donít run by like some sort of hooligan and die three seconds
later because you were too stupid to grab the health pack. Continue onwards and
take out some soldiers on the far side of the area, then cross the series of
rickety panels. Make a few more easy jumps and the elevator out is yours to
ride!

As Ashelin told you earlier, you need to go find Praxis and Krew at the weapons
factory. Head for the icon and ride over in the red hovercraft.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 5G - The Final Showdown
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

== GET HEART OF MAR IN WEAPONS LAB ============

When you arrive, head for the pillar of light ahead instead of going inside
like usual. Head inside the factory and ride the elevator down. Grab the ammo
on the right, equip your Vulcan, and step into the next room, which is crawling
with Krimzon Guards. Make mincemeat out of them, then deactivate the energy
field impeding your progress by hitting the red switch to the right of the
conveyor belt you came in on.

Enter the next room and take out some more guards with whatever weapon pleases
you. Move onwards and youíll come to a conveyor belt. Start up it, then shoot
the red target-looking thing to the right to change the direction of the belt,
making it easier to reach the top.

At the top, youíll find some soldiers, health, and Dark Eco. You know what to
do with it all. Climb up to the ledge on the left and use your Blaster to pick
off as many enemies on the other platforms as you can. Drop down to the left
when youíre done and watch the structure ahead. It will drop a series of
reddish balls that will roll around like, well, balls. Shoot them and make
sure they donít hit you.

  .-------------.
  | READER TIPS! \____________________________________________________________
  | ============                                                              |
  | Lyn Hatler sez: "... in the Weapons Lab (just before Jak battles Krew), I |
  | noticed that I could hop on top of the dark eco barrels and shoot the red |
  | balls to my heart's content without sustaining any damage.  I had to run  |
  | into the middle of the room a couple of times until all of the red balls  |
  | were released, but it saved my butt."                                     |
  |___________________________________________________________________________|

When theyíve all been taken care of, a bridge will appear, allowing you to
cross over the molten lava below. Do so and hit the screw on the opposite
platform with a spin kick. This will cause the bridge to move back to itís
original position so that you can head over to the next area.

Pick up the health and Dark Eco on the left, then ride the elevator to your
right up and shoot down the two soldiers residing up here. Proceed to the end
of the ledge and hop onto the conveyor belt. Hop over the rotating blades of
doom when they start moving your way and jump over to the belt below when you
reach the edge.

You can ride up to the top and grab a Precursor Orb, but what you really want
to do is make your way to the bottom and shoot the green panels on the wall.
Whatís this do? It creates two platforms that you can use to climb atop the far
ledge. Head to the right, picking up the ammo as you go, and jump onto yet
another belt. Shoot another green panel at the end of it and use that to make
it to the next room.

Take out the four Krimzon Guards in here, then take your time and carefully
explore to area to find another Precursor Orb. When youíre ready, head up the
conveyor belt on the right side of the room and jump across to the next
platform. Make your way across a series of conveyor belts and youíll eventually
come to a ledge with another of those red ball dispensing machines. As with
before, avoid the balls like the plague and take them out ASAP.

When the area is cleared, the electricity field that was previously blocking
off a red switch will shut down. Hit the switch and head up the conveyor belt
on the other side of the platform. Take out the soldiers on the platform
opposite you, then try to pick off as many guys in the distance as possible.
When youíre done, cross the bridge and take out the soldiers who were
previously too far away to hit.

Spin kick the red switch and cross the bridge. Rinse and repeat this until you
reach the last platform. Bust through the metal grate here with a dive attack
and proceed forward. At the bottom of the next conveyor belt are three red ball
dispensers! Holy ball dispensers, Batman, thatís a lot! Just whip out your
Vulcan and make sure nothing gets near you.

When the area is cleared, the doors in the back will open up and youíll be
allowed to ride the elevator up. On the platform outside youíll meet up with
Krew. After some chitchat, itíll boss time yet again!


== BEAT KREW IN WEAPONS LAB ===================

This battle begins with a plethora of yellow Krew copies swarming towards you.
Use your Blaster to take out the singular ones and the Scatter Gun to blast the
ones who group together. When theyíve all been destroyed, Krew will appear, so
equip your Blaster and nail him with a continuous volley of fire so that he
doesnít have a chance to hit you.

After heís had enough, heíll sick some more clones on you. The rest of the
fight plays out like this: a round of copies, then Krew appears, another round
of copies, then Krew appears, etc. Use your Scatter Gun on the clones and your
Blaster on Krew. Hopefully this battle wonít pose too much of a problem. Good
luck!

When the battleís over, head to Krewís saloon and you get to play one of the
whack-a-mole type games! Fun!


== BEAT THE METAL HEAD MASH GAME ==============

The game board is made up of two diamonds. The one on the left corresponds with
the D-Pad, while the one on the right corresponds with the four face buttons.
So, if a Metal Head pops up on the far left side of the left diamond, youíd
press left on the D-Pad. Get it? I hope so. Anyway, there are three different
things that will pop up from the holes: normal Metal Heads, gold Metal Heads,
and red Metal Heads. The first two are perfectly fine to hit, but you need to
avoid hitting the red MHís like the plague.

Get enough points and the Time Map will pop out! Nice! Listen to Vin whine for
a while, then go find Sig at the Underport.


== FIND SIG IN UNDER PORT =====================

After riding the elevator down, hop into the Titan Suit and wait for the room
to fill up with water. Once the room is drowned, you can enter the door on the
far side of the room. There are two things to take note of in the next room:
mines, like the one on the left, are bad (stay away from them) and those
pillars of light, like the one on the right, will refill your oxygen gauge. Use
them whenever you see one.

Bust through the door and head immediately for the air refiller up the stairs.
Step into it, then drop down into the adjacent pit, staying away from the
enemies swimming around above. Break down another door down here and make your
way past the mines to another O2 refiller. When thatís done, race to the other
side of the room and take out the swimming Metal Heads en route to the next
refilling device.

Head through the door directly in front of the refiller and take a left. Bust
down another door and enter the next room. After replenishing your O2, you need
to punch each of the platforms floating around down here, then hop onto the
lift on the left side of the room. Use your newly-made platforms to cross over
to the platform on the opposite side.

Dive into the pool of water over here and break down yet another door. Quickly
cross the narrow bridge, taking down any Metal Heads that attack and get to the
O2 refiller on the other side. Make your way past the MHís in the next room,
then hop onto the lift and ride up.

Jump over to the pillar ahead and it will rise a bit, giving you a better view
for the next jump. Make it to the far ledge and use the O2 refiller, then
proceed into the next room. Head to your left and the water will drain. Hop out
of your Titan Suit and enter the next door.

Roll jump over the large gap in the floor and youíll meet up with Sig.


== ESCORT SIG IN UNDER PORT ===================

Follow Sig forward into the next room and youíll find some blocks. Hit the
first one to the left once, then forward a few times until in locks into place.
The far block just needs to be hit forward a couple of times. The door will
open, so enter it and that huge spider that was chasing Daxter in the Tomb of
Mar will show up.

Quickly follow Sig across a series of small jumps and the spider will plummet
into the abyss below. Head forward and youíll find another block puzzle. Punch
it to the right three times, then jump over to the platform where Sig is
standing and shoot it twice.

Enter the doors that open and a whole army of Metal Heads will attack. Let Sig
take care of them himself and concentrate on the block puzzle. Hit the left
block up once, then to the left twice, then kick it forward a few times and to
the left one final time to lock it in place. Hit the second block to the left
once, forward three times, to the left again, forward twice more, and finally
to the right.

The door will open and the huge spider will emerge again. Like before, just
follow Sig through the various obstacles (nothiní you ainít never seen before)
and youíll eventually make it through. After a cutscene, just follow the only
path there is and ride the elevator up.

Go find Keira at the stadium and Brutter will show up with a balloon. You get
to stay aground and fend off the Metal Heads that will attack.


== DEFEND STADIUM =============================

Instead of keeping on the lookout and firing at anything that moves, I
recommend keeping your eyes on the map. Look for the red dots and take those
guys out. That way, you can see the enemies coming from all directions, as
opposed to whatís just in Jakís field of vision. Also, I suggest using the
Scatter Gun so that you can knock your foes back a little with each shot. You
donít have to go very far, though, so this mission is pretty easy.

When the mission ends, you get to go check out the Construction Site. Just head
for the map icon. When you arrive, youíll meet up with Kor and discover the
gameís biggest revelation. Of course, Iím far too cool to spoil such a thing,
so Iíll just let you watch the cutscene in peace.


== BREAK BARRIER AT NEXT ======================

This next mission really doesnít require a whole lot of strategy - itís just a
lot of shooting and blatant path-following. As such, I wonít bother you with a
repetitive series of sentences all telling you the same thing. Iíll just skip
ahead to the next part...

Alrighty then, the next mission - Attack the Metal Head Nest - is frighteningly
similar to the last one. Again, no need to waste your time. If you made it all
the way to the end of the game so far, you can do this without a walkthrough
that says "shoot those guys then move ahead" over and over.

Eventually youíll come to the heart of the Metal Head Nest. Guess what that
means? Time for the final boss!


== DEFEAT METAL KOR AT NEST ===================

When the battle begins, equip your Blaster Weapon and deliver a few shots to
Korís face before concentrating on the baby Metal Heads that will hatch from
the eggs strewn across the battlefield. This is pretty much how the initial
portion of this battle will play out: shoot Kor a few times when you have the
chance, then take out the Metal Heads all around the battlefield. Be sure to
watch out for Korís laser attack, though, just rolling away will be enough to
avoid it.

When you deplete the first third of his health, heíll start using dual laser
attacks where he shoots two lasers at once. Just keep moving and you can dodge
it. Also, flying Metal Heads will appear. Make sure you neutralize those guys
before working on the little ones. Just keep chipping away at Korís health and
heíll eventually enter his final stage.

When two-thirds of his health is gone, Kor will drop from the ceiling and stop
sending out MH eggs. At this point, heíll chase you in a circle around the pit
in the center of the battlefield. Turn around and fire a shot his way every so
often, but be careful not to let him get too close. Heíll now shoot three
lasers in a row, but if you keep moving you can easily avoid them. He also has
one new attack where he lets an arc of energy surround him before spreading out
over the battlefield. Just hop over it and youíll dodge the bullet here. With
any luck, defeat Metal Kor wonít be too much trouble! Good luck!

When he finally goes down, you can put down the controller with the
satisfaction of being able to say that youíve beaten Jak II. Congratulations
and enjoy the ending!




=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
     VI ---------------------------------------------------------- SECRETS
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
a.  Dark Jak Powers
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

By collecting Metal Head Skull Gems and bringing them to the Oracle, who
resides in a building near the entrance to the Pumping Station, and you'll
receive several new abilities that Dark Jak can put to use. Nifty!

Dark Bomb
---------
Metal Head Skulls Required - 25
Button Sequence            - X then Square
Description                - Jak jumps into the air and comes down creating a
                             powerful explosion of purple energy around him.

Dark Blast
----------
Metal Head Skulls Required - 200
Button Sequence            - Square then X
Description                - Jak performs an uppercut and charges beams of
                             electricity in a radius around him.

Invincibility
-------------
Metal Head Skulls Required - 200
Button Sequence            - N/A
Description                - When you turn into Dark Jak, you become invincible
                             and cannot take any damage.

Dark Giant
----------
Metal Head Skulls Required - 100 (Available only after you beat the game)
Button Sequence            - N/A
Description                - When you transform into Dark Jak, you get big.
                             Really big.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
b.  Precursor Orb Rewards
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

o~~ Reward ~~~~~~~~~~~~~~o~~ Precursor Orbs Needed ~~o
| Toggle Jakís Goatee    |   5                       |
| Mirror World           |   15                      |
| Big Head Mode          |   30                      |
| Small Head Mode        |   45                      |
| Scrap Book             |   55                      |
| Scene Player Act 1     |   65                      |
| Vulcan Fury Gun Course |   75                      |
| Scene Player Act 2     |   95                      |
| Peace Maker Gun Course |   105                     |
| Scene Player Act 3     |   125                     |
| Reverse Races          |   135                     |
| Level Select           |   145                     |
| Unlimited Ammo         |   155                     |
| Unlimited Dark Jak     |   165                     |
| Invulnerability        |   175                     |
| Hero Mode              |   200                     |
o~~~~~~~~~~~~~~~~~~~~~~~~o~~~~~~~~~~~~~~~~~~~~~~~~~~~o




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     VIII ------------------------------------------------------------ FAQ
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=

Frequently Asked Questions...


Q: I'm stuck in the Tomb of Mar.  What do I do when I have to kill all the bugs
   without any weapons?

   A: When the bugs fall, you need to look for the red marks on their stomachs.
      Those are the guys you need to attack - everything else will blow up and
      cause big damage.

---

Q: How many Precursor Orbs are there?

   A: There are a grand total of 286 orbs hidden throughout the game.

---

Q: What is Hero Mode?

   A: Pretty much, Hero Mode is the hard difficulty mode in this game.
      Fortunately, you get to start with a bit more than you would if you
      started a normal game.

---

Q: What are those little yellow, triangle-shaped icons on my map?

   A: Those are the panels where Torn will give you secret missions, such as
      the ring challenges.

---

Q: Okay, so I ran out of ammo and I can't find any more. What to do?

   A: Fortunately for you, the game implements this nifty little feature that
      makes ammo appear if you really suck. So what should you do? Deliberatly
      die over and over and some ammo should show up.




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     IX ------------------------------------------------- REVISION HISTORY
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Care to take a gander at what can be found in this version of the FAQ?  If so,
this is the place to be!


===============
CURRENT VERSION
===============

Version 1.3 / March 13, 2005
  Allowed <www.honestgamers.com> and <www.gamerhelp.com> to host this FAQ.


=============
PAST VERSIONS
=============

Version 1.3 / February 6, 2005
  Added in several new reader tips.

Version 1.21 / August 18, 2004
  Despite my original intentions to completely redo this guide, all I've done
  is update the format a bit, so that this matches my other FAQs.

Version 1.2 / November 17, 2003
  Just added in a few new strategies for some missions courtesy of Lyn Hatler!

Version 1.1 / November 11, 2003
  Okay, so Iíve found the worst mistake in the history of the world.  Donít
  worry - I fixed it.  Also cleaned up some ugly problems that came up as a
  result of my computer going all wonky.  I also added Giant Jak into the DJ
  Powers section.

Version 1.0 / November 2, 2003
  Sorry about the lack of updates for a few days, but Iíve been busy with SSX 3
  and the new Castlevania.  In any event, the walkthrough is now officially
  complete!  Yay!  I'll finish up whatever needs to be done as soon as I can.

Version .55 / October 29, 2003
  Iíve added some more missions to the walkthrough, although the Secrets and
  FAQ section havenít been touched.  Sorry for taking so long, but I just got
  SSX 3 and itís been consuming far too much of my time.

Version .4 / October 28, 2003
  The walkthrough is now 40% complete, and I also added a few FAQs and some
  information to the Secrets section.

Version .3 / October 27, 2004
  The walkthrough is finished up through Onin's first mission.  Look for some
  more updates soon!




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     X -------------------------------------------------- LEGAL DISCLAIMER
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=

This document is copyright (c) 2003-2005 Chris Noonan (American Arsenal).  It
is not to be reproduced in any way, shape, or form.  However, feel free to
download it, print it out for personal use, or send it to your buddies, as long
as you leave it unaltered and do not make a profit off of it.  Doing so would
be very illegal, so I suggest that you do nothing of the sort.  One final note:
this document should absolutely *NOT* be found on any websites with the
exception of <www.gamefaqs.com>, <www.ign.com>, <www.neoseeker.com>,
<www.honestgamers.com> and <www.gamerhelp.com>.  Don't even bother asking for
permission to use it, as the answer will always be no.




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     XI ---------------------------------------------------------- CLOSING
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Though it makes me sadly sad to give you this news, its due time to bring this
so-called guide of mine to a close!  Before that, however, it's necessary to
give props to the people who made this FAQ possible.

--- CJayC
    Because he dedicates his life to upkeeping the best site in existence.  If
    I was wearing a hat, I'd tip it to you.

--- IGN.com / Neoseeker.com / Honestgamers.com / Gamerhelp.com
    For asking me before taking my FAQs.  And also for hosting them after I 
    said yes.

--- Lyn Hatler, Marc Richardson, Stephanie, and George
    For contributing some sweet new strategies for a few missions.


                     =======================================
                     T H A N K S   F O R   R E A D I N G ! !
                     =======================================

All-righty then, it's over!  That's it!  Done deal!  Over and out!  Bon voyage!
See ya next time! ... (that's all)

And be sure to check out all of my other FAQs:
http://www.gamefaqs.com/features/recognition/39691.html

"So, who or what do we have to shake down, knock out, or blow up?" - Jak

_______________________________________________________________________________
                     Copyright (c) 2003-2005 Chris Noonan. All rights reserved.