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    FAQ/Walkthrough by American Arsenal

    Version: 1.3 | Updated: 03/13/05 | Search Guide | Bookmark Guide

                                        JAK II
                    A Full FAQ/Walkthrough, ver 1.3; March 13, 2005
                              For the Sony PlayStation 2
             By American Arsenal <americanarsenal4 (at) gmail (dot) com>
                  (c) 2003-2005 Chris Noonan.  All rights reserved.
                 TABLE OF CONTENTS
             I.  Introduction
            II.  The Story
                 a.  Story
                 b.  Characters
           III.  Game Basics
                 a.  Controls
                 b.  The Basics
            IV.  Walkthrough
                 a.  Escaping the Baron
                 b.  The Underground
                 c.  Working for Krew
                 d.  A Way into the Baron's Palace
                 e.  The Shadow Reveals Himself
                 f.  Becoming the Race Champion
                 g.  The Final Showdown
             V.  Secrets
                 a.  Dark Jak Powers
                 b.  Precursor Orb Rewards
            VI.  FAQ
           VII.  Revision History
          VIII.  Legal Disclaimer
            IX.  Closing
      Added in several new reader tips.
         I ------------------------------------------------------ INTRODUCTION
    Hey y'all, how's it going? Welcome to another crappy AmArse FAQ/Walkthrough,
    this one for Naughty Dog's latest and greatest platformer: Jak II. The first
    Jak and Daxter was one of the better 3D platformers I've ever played, and Jak
    II is even better. Since it's such a good game (and I needed something to write
    for), I've decided to cover this quality title.
    Jak II is a real departure from the formula that was set up in the first Jak
    and Daxter game. Instead of focusing on collecting, Jak II tosses the player
    into a wide-open Grand Theft Auto-esque city, lets Jak grow out a green goatee,
    and lets him steal cars and let loose on the city with his very own gun.
    Despite the GTA-style gameplay twists, though, this game is still a platformer
    at heart, filled with treacherous jumps and such. Overall, this is one terrific
    game that I recommend to fans of all genres.
     - American Arsenal
         americanarsenal4 (at) gmail (dot) com
         II -------------------------------------------------------- THE STORY
    The part of the guide that tells you what this game is all about.
    a.  Story
    Major props to Jak II's shiny instruction manual for this little snippet
    providing a basic backdrop to the story so far!
     "At the end of their last adventure, Jak and Daxter saved the world from the
     clutches of the evil Gol and Maia.  Discovering a large and mysterious
     Precursor Rift Gate at the Dark Eco Silo where the epic battle took place,
     Jak, Daxter, Samos the Sage, and his daughter Keira have been busy
     reassembling the Gate back at Samos' Hut in Sandover Village.  Their actions
     unknowingly set off a chain of events that will shape their destinies.  The
     Rift Gate is opened, catapulting the group into a gritty, dangerous metropolis
     called Haven City.  Separated from one another, Jak is thrown in prison and
     forced to endure two torturous years of Dark Eco experiments at the hands of
     Baron Praxis, the ruler of Haven City."
     Meanwhile, Daxter has spent the last two years trying to free Jak from the
     bowels of the Baron's Prison Fortress.  When he finally finds Jak, Daxter
     discovers that his friend has been changed forever.  Upon their escape, the
     two become embroiled in a quest for revenge against the Baron, to find a way
     to get back home, and ultimately, to fulfill a prophecy that will reveal
     the true heir to the throne of Haven City... A new chapter begins."
    b.  Characters
    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!
    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.
    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.
    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.
    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 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.
    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.
    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.
    Remember the foxy daughter of Samos the Sage from the first J&D? Well, she's
    back, and more mechanically-skilled than ever! She'll show up not long into the
    game, though you may not realize it at first.
         III ----------------------------------------------------- GAME BASICS
    The purpose of this section is to briefly go over the bare-bone basics that
    everyone should know about before playing Jak II. I'll discuss such simplistic
    topics as the game's controls, which many people are just too lazy to find out
    for themselves.
    a.  Controls
    Start Button ~ Pause the game
      This also opens the main menu, where you can check your current mission and
      the missions you've already completed, as well as a plethora of other stuff.
    Left Analog Stick ~ Move Jak
      I'm sure you already know how this works. Tilt it all the way for a full
      sprint or just move it a little to get a careful stroll.
    Right Analog Stick ~ Camera control
      Simply enough, you can rotate and zoom and the camera using the right stick.
      If you get confused, you may want to try more simplistic game, like Pong.
    D-Pad ~ Select Morph-Gun form
      Given that you have each modification for your gun, each direction will whip
      out a different form. Up, Left, Down, and Right correspond with the Scatter,
      Vulcan, Blaster, and Peace Maker weapons respectively.
    X Button ~ Jump
      Not too difficult, right? Press it a second time whilst airborne to execute
      a double jump.
    Square Button ~ Punch
      Just like the move from the first game, this performs a lunging fist attack.
      A similar punching attack will be used when you're riding in the Titan Suit.
      When you're in the water, this will dive.
    Circle Button ~ Kick
      The spinning kick has returned from the first J&D. It still works just as
    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
    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
    L2 ~ Transform into Dark Jak
      After you've collected enough Dark Eco clusters, you can activate Jak's
      darkside using this button.
    b.  The Basics
    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
    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.
    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.
    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.
    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
    Unlike the first J&D, where collecting was what the game was all about, Jak II
    doesn't require you to collect a thing (other than ammo). However, there are a
    few things that are beneficial to pick up. Such items include Dark Eco, which
    allows Jak to become Dark Jak, ammo, health packs, Precursor Orbs, which unlock
    certain secrets which can be seen in the main menu, and Metal Head Skull Gems,
    which pop up whenever you kill a Metal Head and can be used to earn new moves
    for Dark Jak. Cool beans!
         IV ------------------------------------------------------ WALKTHROUGH
    a.  Escaping the Baron
    == ESCAPE FROM FORTRESS =======================
    There are no guards around this initial area, so take this time to get a basic
    feel for the controls, as well as Jak's various moves. Once you've had enough,
    look around for the stairs to the right of Jak's bed and head on up them.
    There's a small passageway in the wall, but you can ignore it for now; you can
    find a Precursor Orb floating happily on the far side of the ledge. After
    retrieving that, you can head into that passageway from before.
    Take the only path there is to the right and Daxter will remind you how to
    roll; just press L1. Easy enough, right? Make your way through the door at the
    end of the corridor and an alarm will go off, notifying the entire fortress
    that you're trying to get away. No biggie; there won't be any enemies yet.
    You can find another Precursor Orb sitting atop a shelf adjacent to the door
    you used to enter this room. Grab it, then turn around and use the boxes on
    the opposite side of the door to climb up to a higher ledge, where Dax will
    divulge the importance of the double jump.
    Find your way through the next door and smash the two crates lying on the
    floor by the wall. One contains an energy-replenishing health pack whilst the
    other holds a few clusters of Dark Eco, the stuff that will allow Jak to
    unleash his dark powers. There should be a series of platforms suspended by
    yellow cranes in front of you. Use them to get to the ledge on the left side of
    the room.
    Utilizing the super jump that Dax will explain to you, hop up to the next ledge
    and witness your first enemy: a lowly Krimzon Guard soldier. Two blows from
    either of your melee attacks will do the trick quite nicely. Continue onwards
    and use the platform that is slowly moving from side to side to reach the next
    ledge, where another KG soldier awaits (along with some more crates containing
    another health pack and more Dark Eco).
    From here, the next ledge is much too high up to reach with any form of a jump.
    Fortunately for us, there's a metal pole protruding from the wall which we can
    use to launch ourselves to the high platform. Just jump towards it and Jak will
    automatically grab on. Press X as Jak swings around and you'll execute the jump
    Make your way over to the moving platform and use that to get to the area on
    the opposite side of the wall. Along with two Dark Eco-carrying crates, two
    more Krimzon Guards are ready to rumble with you. Again, two hits and they'll
    go down for good. Continue moving forward and use Jak's rolling jump to cross
    the two treacherous chasms ahead.
    In the next room, guards will fire at you from below. Since you've absolutely
    no way to fight back, just run by. I don't think you can take any damage,
    though I'm not completely positive. Anyway, the area ahead is only a dead end.
    Hmm... Where to go? See the metal floor plate on the ground? Bust through it
    using the diving attack that Dax will tell you about.
    Down here, you can just follow the path, crossing another chasm into a small
    chamber watched by some wussy soldiers. You know what to do. Once they're out
    of the way, break through another floor plate and Jak will ride the steep vent
    down into an open room with some shallow water. Other than two more health
    packs concealed in some crates, there isn't anything water level, so use the
    boxes piled atop each other near the water to get up to another ledge (there
    are also some boxes at the far end of the room which lead to a Precursor Orb).
    There's another box up on this ledge, which leads to a window. Jump out and
    you're home free!
    == TALK TO KOR ================================
    So you're safe from the Baron's wrath... For now, at least. What's next? Head
    to the right of where you jumped out and an old man accompanied by a young boy
    will talk to you. Still pissed off, Jak will demand to know where he is. Before
    the old man, whose name is Kor, can tell you anything interesting, though, the
    Krimzon Guard shows up and decides to arrest everyone in the sector. That's not
    cool, and Jak agrees, so we need to do something about it.
    == PROTECT KOR AND KID ========================
    So as legions of swarming soldiers armed to the teeth surround our buddies Jak
    and Daxter, we're thrown back into control and are expected to take 'em all
    out! Not to worry, though, because Jak's darkside will get the best of him and
    you'll get to use Dark Jak! NO ONE, especially not the weak Krimzon Guards, can
    compare to the almighty strength of DJ (that's Dark Jak), so you can easily
    tear through them using random combinations of the Square and Circle buttons. A
    smashing good time, wouldn't you say old chap?
    After you've done enough damage, a cutscene will take over and Kor will tell
    you to go meet with a guy named Torn who lives in the Slums. It seems he's part
    of some Underground faction fighting against the Baron. Hmm... Well, as long as
    he's against the Baron he's straight with me. Let's go find him!
    b.  The Underground
    == TALK TO TORN ===============================
    If you've ever played either PS2 Grand Theft Auto game (which I'm sure you
    have), then finding your way around should be a snap. It works exactly the
    same as GTA. If you haven't indulged in GTA, here's the basic gist of things:
    the map in the bottom-right corner of the screen is your best friend. As you
    progress through the game, different icons will appear, telling you where to go
    next. Got it? Good. For now, I'd recommend taking some time to explore the city
    and get a feel for things. When you're ready, jack some fool's zoomer and head
    for the sword icon on your map.
    When you arrive, you'll find some scantily-clad chick and a rough looking dude
    who turns out to be Torn. Jak asks to see the Shadow, the leader of the
    Underground, but it's no go for now. Torn seems pleased that you want to join
    the movement, though. Of course, raspy-voiced, face-tattooed cretins like Torn
    don't let things fall into place that easily, so he assigns you a job. You have
    to find your way to the Ruined Tower and bring back the Baron's banner. Meh,
    how hard can it be?
    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
    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
    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
    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.
    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,
    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.
    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.
    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
    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
    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
    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!
    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
    == 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, they’ll 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 KG’s, which you should take out from afar while
    avoiding the explosives they’ll 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 KG’s 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 you’ll 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 they’re 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, you’ll be tired of seeing all those yellow icons all over the
    map, so you’ll decide to take on Krew’s 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 it’ll 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 I’ve 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 don’t miss a mine.
    Once you finish this mission, ignore your other choices and head for Krew’s
    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!? Weren’t they
    those guys we killed mercilessly in the first J&D? Meh, I suppose it’s 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. He’ll 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
    you’ll 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, you’ve got to jump in (or Jet-Board
    over) to the ramp on the right. At first, you can traverse the path on foot,
    but it’ll soon get too steep and you’ll 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, I’m 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 don’t 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... What’s that? It’s 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 Krew’s 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 won’t 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, you’ll 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
    doesn’t work all that well, either, you can still see yellow outlines all over
    them! Even the tougher guys you’ll find on the other side of the forest don’t
    take much before they go down.
    Once you’ve 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 game’s most difficult
    areas, mainly because there’s 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 isn’t much that I can say, so I’ll 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, you’ll find Ashelin
    waiting around, all confident-like. Before long, some Metal Heads appear as if
    from nowhere and launch an attack. It’s 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, you’ll be able to go and talk to the race mechanic again,
    but Vin’s been waiting awhile for us to do his mission, so let’s 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 you’ve got only
    two minutes to dispose of them!
    == BLOW UP STRIP MINE ECO WELLS ===============
    Just getting rid of the bombs won’t 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 they’re 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 you’ve done that, turn to the right and make
    your way past the dangerous drill walls. Ahead is a large rift in the ground.
    Fortunately, there’s 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.
    First things first, hop into the automated turret to your left and it’ll 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 - they’ll
    drop like flies! Before you can progress through the next gate, your turret
    will pause and you’ll 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, don’t get too concentrated on the ship.
    After a bit, the turret will move on and you’ll have to get out. Just follow
    the only path there is and you’ll 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 it’ll work again. When it takes
    enough damage, the ship will blow into smithereens and you’ll 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 you’ll 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
    zoomer’s 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 isn’t 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 they’ve 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 you’ll be spending
    all of your time.
    Okay, here’s 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
    - 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 don’t 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 Jak’s 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 you’ve 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, you’ll 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 you’ve 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 don’t get your
    knickers in a knot.
    Use the stone sticking out of the lava to cross the fiery lake ahead, but move
    quickly because they’ll 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 MH’s 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, that’d be my bad.
    When you somehow reach the other side, run through the dark cave and you’ll
    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 wheel’s 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. He’ll 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 Torn’s 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 it’s inevitable that the Krimzon Guard will get
    pissed off one way or another, you’re probably going to take on a lot of
    damage. Hence, it’s 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, you’ll do just fine.
    Finish the mission and you’ll 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 they’re 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 you’ll gain some points. Your goal? 400
    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 isn’t a whole lot else I can say about this mission. Sorry
    for all of you who can’t do this for some unexplainable reason.
    Complete this easy mission and you’ll receive the third Seal Piece! After
    Pecker displays his talented singing abilities, you’ll be sent off to reveal
    Mar’s 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 you’ll 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 you’ll 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 you’re back in the city, head for the skull icon.
    When you arrive, you’ll witness an awesome cutscene. Once it’s 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, you’ll spot some creepy-looking spiders just ahead. Blast
    through them and head to the left. You’ll 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 you’ve reach this area, it’s 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 you’ll 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 they’ve been taken care of, approach the giant sphere impeding your path
    ahead. Both Jak and Dax agree that large balls blocking their path aren’t cool,
    so Dax tries to get it moving. Of course, things don’t 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! That’s NOT cool! Things get a
    little tougher at this point, since you’ll 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, you’ll have to bounce up some very
    strong spider webs in order to reach the top. Eventually, you’ll pass through
    some doors and you’ll return to Jak’s perspective.
    Head through the opening ahead and use the pedestals to access the ledges
    found to your left. From here, it’s more pole-swinging action until you reach
    the top, where a switch rests. Hit it and you’ll trigger some blue light to
    appear. Nifty!
    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, you’ll 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 they’re 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, you’ll 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, you’ll 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 you’ll take some unnecessary damage. Hit the
    switch on the platforms opposite the one you entered and you’ll be able to
    head for the exit.
    Shoot your way past three more cute, cuddly spider buddies and you’ll 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, you’ll 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 you’ll 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 you’ve got good memory skills, this shouldn’t 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, you’ve
    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 he’ll send out some bombs. Use your
    spin-kick move to knock them back at him and he’ll take some heavy damage.
    Once your lower his health to two-thirds, he’ll begin a new routine. After
    sending some robots your way, he’ll fly around in front of you and go crazy
    with his machineguns. Hide behind one of the pillars at the edge of the ledge
    you’re standing on and it will protect you as long as it is still intact. After
    doing this a few times, he’ll 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 you’re standing on. He’ll 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 Mar’s 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 you’ll enter a passageway filled with Krimzon Guards. Whip out your Vulcan
    and don’t stop shooting until there isn’t 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. There’s
    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
    shouldn’t hit you. Head up the ramp and you’ll 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 they’ve 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. You’ll emerge at Vin’s place with three
    possible missions to partake in: one from Torn, one from Keira, and one from
    Krew. Let’s 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 it’s
    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 he’ll
    you down to the sewers to escort some of his punks around, but not before Sig
    can warn you that Krew isn’t trustworthy.
    == ESCORT MEN THROUGH SEWERS ==================
    This mission is, in my opinion, one of the best in the entire game. Why? Meh,
    who knows? It’s just fun! Anyway, you’ll 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 you’ll encounter a Metal Head to your left. Take it
    down before Krew’s guys pee their pants. A few more resides in the room just
    ahead, so take them out or your buddies won’t go inside. After your three pals
    enter the room, a bunch of MH’s will start to climb down the walls. Take them
    out as fast as possible and make sure they don’t get anywhere near your
    escorts, as they only have limited defensive skills.
    When you’ve 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 MH’s 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 MH’s 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 MH’s. 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 Krew’s guys and you’ll 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
    you’ll 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
    == 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 Torn’s place and you’ll 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 won’t
    be able to target you with its laser attacks. Just make sure you back off once
    it starts beeping - that means it’s about to blow.
    The second one is right behind the first one, so taking those two out quickly
    should be no problem. Once they’ve 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. He’ll 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 aren’t any good
    strategies that I can give you. Take the sharp turns easy so that you don’t 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 you’re on the right course
    and you’ll 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). He’ll 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 you’ll come to a platform
    overlooking the crate you’re 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 you’ll 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 you’ll 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 Jak’s gun so that the suit doesn’t 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 Jak’s gun to take out the foes
    from a distance. Follow the wall and you’ll 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 you’ll 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 she’s 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
    you’ll 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 they’re more
    potent than the normal guys. Make sure you don’t stray too far from Samos?
    side, as well, so that guards from one side don’t lure you over to them while
    enemies from the other side attack. As long as you’re stocked up on Vulcan Fury
    ammo, this mission shouldn’t provide too much of a challenge.
    At this point, there will be two missions you can do. Go do Brutter’s first.
    When you show up at his stand, he’ll 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 doesn’t kill you.
    When that mission is over, go talk to Kor at Vin’s 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 you’ll 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 don’t 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. You’ll
    probably take a bit of damage here, but that’s 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 MH’s. 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 let’s hope
    you’ve 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
    should’ve 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 they’re out of the way, though, you’re 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 you’ll have a
    minute and a half to get back to safety. The Titan Suit will shut down, so it’s
    just Jak that has to escape. Just retrace your steps from before and don’t
    waste any time and you’ll get out with little trouble.
    Go talk to Keira to get a chance to participate in the final stadium race!
    You’ll also learn that you need two artifacts to power up Keira’s machine.
    We’ll take care of those AFTER the race.
    == WIN CLASS 1 RACE IN STADIUM ================
    Although this is the highest caliber race, it really isn’t 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 you’ve got a decent amount
    of skill and use the two shortcuts, this race should be over quickly.
    After you win the race, you’ll finally get to explore the Baron’s Palace.
    == EXPLORE PALACE =============================
    Make your way to the Baron’s 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 she’ll send you to a weapon’s 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 you’ll 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 you’ll 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 you’re 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 won’t be able to hit you, so you can
    escape in safety.
    The elevator you used to come in on isn’t 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
    When you reach the top, be sure to utilize your Blaster Weapon’s 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. There’s also some health if
    you need it, so don’t 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
    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 you’ll 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, you’ll 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 you’re 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 don’t 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 they’ve 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 it’s
    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.
    What’s 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 you’re 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 you’ll 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 you’re 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, that’s 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 you’ll be
    allowed to ride the elevator up. On the platform outside you’ll meet up with
    Krew. After some chitchat, it’ll 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 they’ve all been destroyed, Krew will appear, so
    equip your Blaster and nail him with a continuous volley of fire so that he
    doesn’t have a chance to hit you.
    After he’s had enough, he’ll 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 won’t pose too much of a problem. Good
    When the battle’s over, head to Krew’s 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, you’d
    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 MH’s 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 that’s 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 MH’s 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 you’ll meet up with Sig.
    == ESCORT SIG IN UNDER PORT ===================
    Follow Sig forward into the next room and you’ll 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 you’ll 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 (nothin’ you ain’t never seen before)
    and you’ll 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 what’s just in Jak’s field of vision. Also, I suggest using the
    Scatter Gun so that you can knock your foes back a little with each shot. You
    don’t 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, you’ll meet up with Kor and discover the
    game’s biggest revelation. Of course, I’m far too cool to spoil such a thing,
    so I’ll just let you watch the cutscene in peace.
    == BREAK BARRIER AT NEXT ======================
    This next mission really doesn’t require a whole lot of strategy - it’s just a
    lot of shooting and blatant path-following. As such, I won’t bother you with a
    repetitive series of sentences all telling you the same thing. I’ll 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 you’ll 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
    Kor’s 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 Kor’s laser attack, though, just rolling away will be enough to
    avoid it.
    When you deplete the first third of his health, he’ll 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 Kor’s health and
    he’ll 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, he’ll 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. He’ll 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 you’ll dodge the bullet here. With
    any luck, defeat Metal Kor won’t 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 you’ve 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.
    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 Jak’s 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                     |
         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.
         IX ------------------------------------------------- REVISION HISTORY
    Care to take a gander at what can be found in this version of the FAQ?  If so,
    this is the place to be!
    Version 1.3 / March 13, 2005
      Allowed <www.honestgamers.com> and <www.gamerhelp.com> to host this FAQ.
    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 I’ve found the worst mistake in the history of the world.  Don’t
      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 I’ve 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
      I’ve added some more missions to the walkthrough, although the Secrets and
      FAQ section haven’t been touched.  Sorry for taking so long, but I just got
      SSX 3 and it’s 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!
         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.
         XI ---------------------------------------------------------- CLOSING
    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:
    "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.

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