Jak 3 Walkthrough :
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Ben Samuel Towers |
Walkthrough - FAQ/Walkthrough------ JAK 3 ------ Jak 3 Playstation 2 FAQ Written by M. Congram (renshai) V-1.15 Last Updated: 03/06/06 Created: 11/20/04 This document is the property of renshai, aka M. Congram =============================================================================== If you didn't already know, this is an FAQ for the Playstation 2 game Jak 3. Currently the only sites with permission to post this FAQ are: http://www.gamefaqs.com http://home.graffiti.net/modi http://www.neoseeker.com http://www.gamerhelp.com ============== INTRODUCTION ============== I've been intending to write an FAQ for a while now, but have never had the time or the right game. Now, thanks to a dislocated kneecap and Naughty Dog, I have both. This is my first one, though, so any glaring errors are newbie mistakes, and I'm more than happy to fix them when notified about them. If you have questions about this FAQ, or the above mentioned glaring errors to point out, you can e-mail me at spikestampede(at)hotmail.com. Just be sure to have "Question about Jak 3 FAQ" or something along those lines in the subject header. Otherwise I will delete your e-mail on sight. Funnily enough, if the e-mail is just a flame, that'll be deleted too, so don't bother. This walkthrough is under construction, and will be updated as I type parts out, so if a section is missing, chances are good I simply haven't typed it yet - DON'T E-MAIL ME ABOUT IT! Enjoy the FAQ. ================================ TABLE OF CONTENTS (by Section) ================================ *note->How to navigate the table of contents: Each heading is preceded by an alphanumeric combination that corresponds to its place in this table of contents which can be searched for using the Ctrl+F command. For example, if I wanted to find the Controls for Dark Jak, I'd search for :C.b:, if I wanted to find the guide to the Climb Monk Temple Tower mission, I'd search for :F.a.12: Any trailing periods are dropped, and it's always surrounded by colons. A. The Story so Far B. Major Characters C. Controls a. Jak b. Dark Jak c. Light Jak d. Vehicles e. Hoverboard D. The Morph Gun E. General Gameplay Tips F. The Missions a. Act I 1. Complete Arena Training Course 2. Earn 1st Battle Amulet 3. Catch Kanga-Rats 4. Unlock Satellite 5. Learn to Drive 6. Beat Kleiver in Desert Race 7. Race for Artifacts 8. Beat Monks in Leaper Race 9. Destroy Metal Head Beasts 10. Earn 2nd Battle Amulet 11. Corral Wild Leapers 12. Climb Monk Temple Tower 13. Glide to Volcano 14. Find Satellite in Volcano 15. Find Oracle in Monk Temple 16. Rescue Wastelanders 17. Beat Turret Challenge 18. Defeat Marauders in Arena 19. Destroy Eggs in Metal Head Nest 20. Defend Ashelin at Oasis 21. Complete Monk Temple Tests 22. Travel Through Catacomb Subrails 23. Explore Eco Mine 24. Escort Bomb Train 25. Defeat Veger's Precursor Robot b. Act II 1. Reach Port via Sewer 2. Destroy Incoming BlastBots 3. Destroy Barrier with Missile 4. Defeat Gun Course 1 5. Destroy Sniper Cannons 6. Reach Metal Head Area via Sewer 7. Destroy Dark Eco Tanks 8. Kill Dark Plants in Forest 9. Destroy Eco Grid with Jinx 10. Hijack Eco Tanker 11. Defend Port from Attack 12. Beat Gun Course 2 13. Break Barrier with BlastBot 14. Defend HQ 15. Find Switch in Sewers 16. Find Cypher in Eco Grid 17. Race for Artifacts...Again 18. Destroy Metalpedes in Nest 19. Chase Down MetalHead Beasts 20. Defend Spargus' Gate 21. Take Out Marauder Stronghold 22. Beat Ring Challenges in Forest 23. Destroy War Factory Defenses 24. Explore War Factory 25. Kick Cyber-Errol's Ass c. Act III 1. Rescue Seem at Temple 2. Defend Spargus from Dark Maker Attack 3. Destroy Dark Ship Shield 4. Blow Open Tower Door 5. Destroy Metal Head Tower 6. Reach Catacombs via Palace Ruins 7. Break Through Ruins 8. Reach Precursor Core 9. Destroy Dark Ship 10. Destroy Final Boss G. Collectibles H. Kleiver's Cars I. Precursor Orbs Locations a. Spargus Orbs b. Spargus Precursor Challenges c. Desert Orbs d. Desert Precursor Challenges J. Secrets K. Version History L. Closing ================== THE STORY SO FAR :A: ================== At the end of the last game, Jak and Dax had saved Haven City from the Metal Head leader, and were chilling out in anticipation of a nice break from adventuring. Unfortunately for them, it wasn't to be. The strongest metal heads survived the fall of the Metal Head leader, and there seems to be a new Bad Guy leading the remnants of the old Krimson Guard. And the city seems to be blaming Jak, under the guidance of the new Count Veger (who reminds me of the six-fingered count in Princess Bride). So Jak goes from hero to scapegoat in under a week, and gets banished to the Wasteland (a presumed death sentence). ================== MAJOR CHARACTERS :B: ================== (caution: Major Spoilers, for all three Jak games. There, you've been warned.) Jak (obviously) --------------- Jak is the main character. If you've played the two previous games, then you probably know him pretty well, and if not, I'll provide you with some background on the last two adventures. As we discovered last game, Jak is the Heir of Mar, which is apparently a big deal, but they never really tell us why. He was hidden in the past, along with Samos (the Green Sage), so that he could grow up in a peaceful world to become the hero he is today...or, um, tomorrow. Yeah. After getting launched back to the future, Jak got captured by Baron Praxis (last game's minor bad guy), who experimented on Jak with Dark Eco. So, in the words of Daxter, "Our boy here gets all mean and nasty when you piss him off. So don't piss him off." He walks and talks like a tough guy, but he's got a big mushy center, even if he is a bit tired of the whole "saving the world" thing. Daxter (aka Orange Lightning) ----------------------------- Jak's sidekick, shoulder ornament, and best friend. Jak accidentally knocked him into a pool of Dark Eco in the first game, turning him into the furry little ottsel (otter-weasel) you see before you. He doesn't seem to mind, but he really misses wearing pants. He's sarcastic, slightly bitter, likes to talk smack, and really does all the talking Jak doesn't. He's lucky he can hide behind Jak, because otherwise someone would have pounded him into the ground long ago. Pecker ------ Sort of a Monkey-Parrot thing. His parents were very vindictive. Last game, he was Onin's interpreter. This game, he appears to spend most of his time keeping an eye on Jak and Dax. Well, and fighting with Daxter. They don't like each other, possibly because they are so much alike. Damas ----- The King of Spargus, the city in the Wasteland. He's got a bit of a mysterious past, and reminds me strongly of Jak. Hmmmmm.... Sig --- Another returnee from Jak II, he's a big, tough Wastelander. Even if he does have a little Poopsy-Bear on his bed at home. He was also Damas' spy in Haven City, which is where he met Jak last game, working as muscle for a big-time weapons dealer. Ashelin ------- Jak II's very own ass-kicking-chick, back for an encore. The former Baron Praxis' daughter is now head of the Haven City council, which obviously isn't all it's cracked up to be. A close friend of Jak. I thought she and Torn were an item, but now, I'm not so sure..... Torn ---- Former leader of the Haven Resistance (Jak II), he's now head of Haven City's Freedom Guard. He's the person Jak gets most of his missions from. The strong, silent type, and my favourite character besides Jak. Samos and Keira --------------- The Green Sage and his daughter, they came from the past with Jak. Keira's a mechanic, and Samos' daughter. Neither have a real big part in this game, though. Keira only has, like, 2 lines. Onin ---- Haven's one-and-only mystic seer-person. Probably the oldest person in the game, assuming we don't count the Precursors. Doesn't talk. Waves hands about in mysterious ways. May or may not be into heavy metal (she does throw up the horns, occasionally). Seem ---- The Head of Damas' Precursor Monks. She doesn't like Jak much, at least at first. Is the focus of some of Daxter's best lines. Seem is mostly pre-occupied with the "coming apocalypse" and the arrival of the Daystar. Baron Veger ----------- Full-fledged, Precursor-obsessed psycho. Although he's good at hiding it. Overly influential of Haven Council. He's the impetus behind the banishment of Jak, whom he thinks is an abomination because of the Dark Eco. He doesn't like Dax, because Dax has issues remembering his name. He reminds me strongly of the six-fingered Count from Princess Bride. He wants to wipe out all Dark Eco everywhere, using the power of the Precursors to do it. Errol ----- Thought he was dead, huh? But, as we all know, the true psycho-villains never die. They just come back crazier, and more powerful. Errol's behind all the bad things that Veger isn't. And he's crazier than a pack of loons in a bag. He's talking to the Dark Makers (he's hearing voices), and his particular form of insanity means that I have trouble not giggling when he's on screen. He's into, you know, fire and brimstone, and wiping out the planet and all Light Eco everywhere. He and Veger would get along like a house on fire. Kleiver ------- A wastelander, and Damas' sort-of-almost right-hand man, Kleiver is big, brawny, and not too bright. He runs the garage and supplies warehouses in Spargus, and doesn't like Jak. I think he thinks Jak is going to take away his position at Damas' right hand. He also wants to eat Dax. An all-round charming individual. Tess ---- Last but not least, Tess. Last game she was a spy for the Haven Resistance, this game she's designing guns. And she's good at it. Daxter's love interest, although I'm not sure if she's got the same ideas about it he does. The two of them are horrific beyond words together - they BABY-TALK to each other. It's the most annoying sweet couple you've ever seen, multiplied by two. Although I think Dax probably only plays along to bug Jak. ========== CONTROLS :C: ========== Jak :C.a: ----- Morph-Gun: R1 Jump: X Double Jump: X + X again while in the air Spin Kick: O Punch: [] Crouch: L1 while stationary (if you hit L1 and then move, Jak crawls) Roll: L1 while moving Roll Jump: L1 (moving) + X Spin Jump: X + O High Jump: L1 (stationary) + X Dive Attack: X + [] Bounce: X + [] + X Uppercut: L1 + [] or [] + X Camera: Right Analog First-Person: R3 (click right stick) Menu: Start Use/Talk: /\ Pause: Select Game Stats: L3 (click left stick) Dark Jak :C.b: ---------- Turn into Dark Jak: L2 (no matter your eco level) Dark Bomb: X + [] Dark Spiral: [] + X Throw Dark Energy: R1 Light Jak :C.c: ----------- Turn into Light Jak: hold L2 and press one of /\, [], X, O (no matter the eco) Light Shield: L2 + O Light Regeneration: L2 + /\ Light Timestop: L2 + [] Light Wings: L2 + X - note: once turned into light jak, you no longer have to press L2 to activate the powers. Vehicles :C.d: ---------- Get in or out: /\ Accelerate: X (if riding Leaper, X + X give you a short glide) Brake and Reverse: [] (attack on Leaper) Jump: L1 Skid Turn: analog stick + O Weapon: R1 (if vehicle has weapons) Rear View: L2 Change Hover Zone: R2 (Zoomers only) Hoverboard :C.e: ------------ Get On or Off: R2 Jump: X High Jump: X + X again immediately on landing Boost Jump: L1 + X Crouch: L1 Grind: [] Tricks: any of the four shoulder buttons (L1, L2, R1, R2) + any direction on analog stick Bump enemies out of way: O (not real effective) Quick 180: /\ =============== The Morph-Gun :D: =============== The Morph-Gun is accessed by hitting R1, and you change the current weapon by hitting one of the directions on the D-Pad. You can put the gun away by holding one of the directional buttons down until Jak puts it away. -------------- |RED GUN MODS| -------------- The red gun mods are all basically wide-area dispersion weapons. They do collateral damage to anything and everything within a certain radius. As such, they're generally pretty good for large groups of slower or weaker enemies, or for clearing yourself some space. They are accessed with the up arrow. Max ammo is 50 shots, and gets upgraded as the game goes on. Scatter Gun ------------- This is the first weapon Jak receives in the game, and the default red mod. It fires a shotgun like blast in a cone-shaped range. Until you get some upgrades, it has an incredibly slow rate of fire, and it's completely of no use for long-range attacks. Best used for clearing yourself a path through a large group of weak enemies (like Metal-Head Scorpions or KG Spider-Bots). Uses one red ammo per shot. Wave Concussor ---------------- The second-level red mod, this weapon is received before the 2nd Arena challenge. It is charged by holding down R1, and when fired releases a circular shockwave around Jak. The longer R1 is held down, the greater the radius of the shockwave, but the more red ammo is used. Max ammo use is 5 red ammo. Because of the time it takes to charge, it's not great for really close range fighting, although it's ideal for large groups that haven't gotten that close to you yet. Plasmite RPG -------------- This third-level weapon is received after the second gun course mission. It's basically a grenade launcher. If fired at an enemy, the grenade will home in on the enemy and explode, taking out any other enemies in the vicinity. If fired completely off base, the grenade bounces off of any surfaces it hits, and takes about 20 seconds to explode. Jak cannot be hurt by the explosion. Still, obviously where this gun shines in when firing into a closely grouped batch of enemies at range. ----------------- |YELLOW GUN MODS| ----------------- The yellow gun mods, accessed by the down arrow, are your basic multi-purpose long-range guns. Relatively powerful, with good range, they're probably the guns you'll use most this game. The yellow gun's max ammo is 100, although it can be upgraded as the game goes on. Blaster --------- This is the default yellow gun, and is received after the first Arena challenge. With fairly good stopping power and rate-of fire, as well as a close to mid-length range, it's probably the gun you'll use most. It's good for almost any kind of enemy you'll find outside of the boss fights, and it's auto-targeting ability makes picking off charging enemies a breeze. It uses one yellow ammo per shot. Beam Reflexor --------------- This second-level yellow mod is received after completing the 2nd Arena challenge. It fires bullets which will ricochet a set number of times off any solid objects it encounters until it hits an enemy. Secrets can be purchased which will upgrade the number of ricochets from each bullet. This is a good gun for mass firefights, when you have neither the time nor the inclination to aim carefully. It uses one yellow ammo per shot. Gyro Burster -------------- The third level yellow mod is received after the first gun course mission. It fires out a little rotating orb which rains death from above for a set amount of time. This works really well when faced with a group of high-powered enemies that you don't really want to stand and face (like a group of flying KG robots) - you can throw it out, and then duck behind cover, coming out when the smoke has cleared. It uses about 50 yellow ammo per shot, but remember that that's 50 shots fired at your enemies from above. --------------- |BLUE GUN MODS| --------------- The blue guns, accessed by the left arrow, are the specialty mods in this game. They don't really have a unified purpose other than to serve in specialized situations. Max Ammo is 100 shots (un-upgraded). Vulcan Fury ------------- This gun, received during the third Arena mission, is basically the sniper rifle or machine gun of Jak 3. Possessing an incredibly high rate of fire, as well as incredibly long range, it's best for getting rid of those enemies that you don't want to let close enough to hit you (like the sniper Metal Heads). It also works wonders on enemies that are grouped together. It uses only one blue ammo per shot, but you can run out of bullets really quickly due to it's high cycle rate. Arc Wielder ------------- This secondlevel blue mod is received after beating the final mission in Act I. It emits a long stream of electricity, which Jak can directly simply by moving. It works like a flame-thrower, just with ions instead. Like the Vulcan Fury, it gobbles ammo - about 2 ammo for every second you hold down R1. It's good for groups of enemies that aren't grouped together, as you can sweep it about, decimating their ranks. Needle Laser -------------- The third level blue mod is received after the Destroy Eco Grid with Jinx mission. It shoots around corners. Actually, it fires three bullets, which will track a target no matter which direction Jak is facing when he fires them. It uses about two ammo per shot. --------------- |DARK GUN MODS| --------------- The Dark gun mods are some of the last, as well as most powerful, mods you receive in the game. Their purpose in the game is basically wreaking havoc and mass destruction. The Max Ammo capacity (un-upgraded) is 5. They are accessed by the right directional arrow. PeaceMaker ------------ The first level of the Dark Gun, received after the "Destroy the Barrier with Blast-Bot Mission", is mighty in it's own right. It can be charged to release at just the right time, or quickly fired off. It throws out a ball of electricity, which hits the primary target and then shoots out streamers to hit anything within a certain radius. It uses one Dark ammo per shot. Mass Inverter --------------- The second mod of the Dark gun, received after beating Cyber Errol the first time, is possibly the coolest gun concept ever. It produces a field of some sort that, yes, inverts the mass of any enemies within range, leaving them floating in the air for you to dispatch at your leisure, for a certain period of time. For some enemies, just the Mass Inverter itself is enough to kill them. Any enemies that wander into the field while it's still active also get caught in it. It uses one Dark ammo per shot. Super Nova ------------ The third mod of the Dark gun is meant only for one thing - complete and total destruction. It shoots out a grenade, which then hangs in the air and explodes, producing a giant nuclear mushroom cloud of death. It will annihilate anything within range, not too mention it looks damn cool. You receive it after the "Blow Open Tower Door" mission, and it takes 10 Dark ammo per shot. ======================= GENERAL GAMEPLAY TIPS :E: ======================= 1. BREAK STUFF Jars, baskets, crates, urns, boxes, everything. Smash them all. Worst case, you'll find nothing. But many breakables contain hidden Precursor Orbs, Metal Head gems, or other things important to your quest. Breaking them as you go will save you from having to come back for those pesky Precursor Orbs. 2. KNOW YOUR GUN Knowing which gun to use in which situation can save you a lot of grief and frustration. So familiarize yourself with your morph-gun. Read the section in this FAQ. Pay attention to gun recommendations in the mission walkthroughs. I put that stuff in to help, not for my health. 3. DON'T PISS OFF WASTELANDERS Unlike the citizens of Haven City, should you happen to accidentally knock over a Wastelander on your hoverboard, or command your Leaper to bite one of them for a bit of fun, the Wastelanders don't run away, and they don't get mad. They get even. They will attempt to shoot you with those huge blasters they carry. And while they don't really have great aim, having your Leaper shot out from under you in the middle of a mission is a real pain in the butt. 4. LISTEN I know he's annoying, but listen to Daxter. If you're stuck, chances are good that his babbling contains information on what you're supposed to be doing. ============== THE MISSIONS :F: ============== Act 1 :F.a: ------- -Arena Training Course- :F.a.1: You start your game in the Spargus Arena. This whole mission is basically a refresher course in Jak's jumping and battle moves. You need to jump up and across the platforms, collecting 35 little glowing tokens. It's incredibly easy. Pay attention to the directions on screen, and if you're missing a token, just slip into first person view and take a look around. Go slow so that you don't fall off the platforms into the lava below. -Earn 1st Battle Amulet- :F.a.2: Items Received: Morph-Gun 1st Battle Amulet Blaster Mod (yellow1) Spargus Gate Pass Damas gives you a gun (yay!) and sends you back into the Arena to prove your worthiness. Once again, this one is pretty easy. You need to kill 20 Marauders in order to complete the mission. Periodically an alarm sounds, and the floor begins to slowly sink into the lava. When you hear the alarm, go jump onto one of the raised boxes - it'll keep you out of the lava. Make sure you watch your back, as the Marauders will come from all sides. When you have about 5 Marauders left to kill, Jak will automatically turn into Dark Jak. No matter how long you take, he won't turn back to normal until you finish the mission. Note: It counts as a kill if you just push the Marauders into the lava, but not if they get caught when the arena sinks. -Catch Kanga-Rats- :F.a.3: Head out of the Arena, picking up ammo if you like, and Kleiver will accost you. He wants you to catch some Kanga-Rats that are wrecking Spargus' supplies. Once the cut-scene ends, continue past Kleiver, and climb onto the Leaper waiting for you. Head out into the city. You have to find 6 Kanga Rats. Use your map to get you in the general area (the rats are the blinking green dots). Once you spot them (they're bright pink and squeak), they'll go for a run. Chase them, and once you're close behind, hit [] and your Leaper will gulp it up. There are 4 in the area around the Arena, and 2 near the Seashore. -Unlock Satellite- :F.a.4: Items Received: Dark Eco Crystal Your next mission is conveniently in the Seashore area, where you probably caught your last Kanga-Rat. Use your map to find Seem, and approach her. After the cut-scene, it's mini-game time! Hit the corresponding button (/\, [], O, or X) as the symbol passes under the targeting brackets, but before they reach the pulsing pink thing in the middle. You need to catch 75 symbols, but you only have 5 misses before you have to start over. A miss is either missing the symbol, or hitting a button while there is no symbols in the targeting bracket. note: the symbols will come from the same direction they are on the controller, ie /\ from the top, etc. -Learn to Drive- :F.a.5: Head to Kleiver's garage, where he'll offer you a wager on Jak winning a race: a car for Jak, or Dax for supper for Kleiver. Jak, of course, takes it. The next part is a simple tutorial for the off-road vehicles in Jak 3. Drive to the lights, and follow the directions on screen, and you'll do fine. -Kleiver's Race- :F.a.6: Items Received: Tough Puppy (vehicle) Time for the race. This race is pretty easy. The racers will mostly clump to the left at the start, so steer right, around them, and you'll immediately be ahead. Pick up the glowing red balls (turbo boosts), and drive carefully, and you should stay well ahead for the entire race. The only area it's really important to turbo boost through is the water after you go through the cave. It looks basically like sand striped with darker dirt, but the dirt is actually sitting water, and if you don't boost through it, it slows you down pretty bad. Also, compared to what you may be used to, the Puppy has pretty sensitive steering. Don't oversteer, you'll either slide or flip, both of which will lose you the race. The race boundaries are the red rocks. -Race for Artifacts- :F.a.7: Items received: Mar's Armour (Arm Bracers) As soon as you get back, Damas will send you back out into the desert, to pick up some newly uncovered Precursor artifacts, 12 of them. You're racing against the clock to get them, but there's really plenty of time. Use your map to find the next artifact in the series, and try to avoid the Marauders (the red dots). The Tough Puppy has no weapons, and running into the Marauders will slow you down. If they manage to block you in the front, don't forget the jump turn, or the fact that you can back up. Sometimes you can even get them to run into rocks. Once you've picked up the last artifact, you have to race back to Spargus before the approaching sandstorm hits. -Beat the Monks in a Leaper Race- :F.a.8: Items Received: Light Eco Crystal Another race, this time on the Leapers. This one's a bit more difficult than the vehicle one, if only because the monks like to box you in. You'll probably need to go through it twice, to learn the course the first time. Off the start, fade to the left, since the monks tend to bunch up to the right. If you get in front on the first couple rings, you'll probably stay in front for the entire race. Just remember that your Leaper can glide as well as jump, and make sure that when the ring is on an incline you jump through it, instead of just running. Otherwise sometimes the game glitches, and you get pegged for missing the ring, no matter how much it looked like you went through it. There are about 39 or 40 rings. -Destroy Wasteland Beasts- :F.a.9: Items Received: Dark Eco Crystal Sand Shark (vehicle) Head down to the garage, where Kleiver will fill you in on your next mission - hunting Wasteland Metal Heads. Sounds like fun. Climb into the Sand Shark, and head out the doors. There are 4 giant Metalheads to kill. Follow your map to find them, and then hold down the trigger and drive your heart out. The best place to be is behind them, although you have to steer carefully as they fire bombs in your general direction. The Metal Heads can turn on a dime, however, so be prepared to veer off to the side at any moment. Meeting a Metal Head head-on will result in your Sand Shark being flung across the desert, and really eats into your health bar. Keep firing at your target metal head until their dot on your map disappears - other wise, they may get back up after you knock them down, and you'll have to do it all over again. -Earn 2nd Battle Amulet- :F.a.10: Items Received: Wave Concussor (red2) 2nd Battle Amulet Beam Reflexor (yellow2) The time has come for Jak to enter the Arena again. It's changed a bit since the last time, too. For one thing, you need to kill 30 enemies to finish. For another, there are now four platforms instead of one. They sink into the lava one at a time. So when you hear the alarms sound and see lava coming through the vents, just hop to one of the other platforms. The best weapon for this particular arena challenge, I've found, is the Blaster (yellow). It's got better range than the Scatter Gun (red), and makes knocking Marauders into the lava from a distance a piece of cake. -Corral Wild Leapers- :F.a.11: Items Received: Dune Hopper (vehicle) Head back to Kleiver's garage once again to receive your mission, and then climb into your vehicle of choice and hit the road. Follow your map to an ancient destroyed settlement. Here, you need to chase the Leapers (who appear as red dots on your map) in the car, until you get close enough for Daxter to jump on it's back. Now Daxter gets to steer the Leaper back to the electrified pen, which is the big grey symbol on you map. The only difficulty is that running into ANYTHING or over the green cactuses will kill the Leaper, forcing you to start again from the pen. The Leaper can jump, but cannot glide like the ones in Spargus. I recommend trying to catch the Leapers as far away from the pen as possible - that way you have ample distance to circle around and find an easy line of entrance. NOTE: Before now, all the missions have been completely linear. Now, there may be more than one mission on your map. I'm writing them down in the order I finished the missions in, but you DO NOT have to follow the same order. To help you figure out where you're going, though, I'm going to tell you what the map icon for each mission is from here on in. -Climb the Precursor Monk Temple- :F.a.12: Map Icon: Red cross-thingy Climb into the Dune Hopper, and head out across the islands to the Monk Temple, following your map. Be careful crossing the islands, as if you fall into the drink, you've got to start all over again. Once you reach terra firma, watch out. Just ahead, there's a slightly hidden jump that you have to make, over a waterfall gorge. Once you get to the temple, climb out of the Dune Hopper and head on in. You'll see a cutscene that ends with Jak standing in front of a canvas awning. Jump up onto the awning, and start your climb up the temple. This is pretty standard platforming fare - just jump from platform to platform to pole until you reach the top. Don't forget that, if Jak is swinging around a pole, you can hit jump when he's standing vertical to make him jump straight up. Also, watch for the platforms with obviously cracked tops. These ones will crumble and fall away as soon as you set foot on them, so be ready to jump fast. -Gliding to the Volcano- :F.a.13: When you reach the top of the temple, you'll see a spare Monk Glider. After a bit of a cutscene (serves Daxter right), you'll be in the air. Now, it may not look like it, but you DO have to hit all the accelerator rings, otherwise our intrepid heroes will plunge to their deaths. Make sure you're looking at least one or two rings ahead, to give yourself more time to correct for height and direction. Other than that, it's pretty simple. Shoot closed yellow rings to open them (R1, same as always), and make sure you hit the updrafts (the blue pillars of clouds) rather than trying to avoid them like I did the first time. -Find Satellite in Volcano- :F.a.14: Items Received: Ability to use Invisibility Statues When you land after crashing the glider you'll be facing a fairly obvious path. Follow it. Once at the bottom, watch out for the Metal Head Scorpions that pop out of the ground. They like to hide in the tall grass when they're coming at you, so be careful of that. Jump to the top of the cliffs after the scorpions, where you'll see a Leaper. As Daxter suggests, chase the Leaper, shooting the Spiked Toads and Metal Heads in your way as you run. Also watch out for the occasional crumbling ledge. Keep you wits (and reflexes) sharp. When you've reached the end of the chase, be ready to hit /\ to get on the Leaper as it runs by you, otherwise you'll have to chase it for another circuit. Once you're on the Leaper, continue along the very obvious path, leaping from platform to platform (don't forget the Leaper can glide a short distance), until you reach the point where Jak voluntarily gets off. Climb the ladder in front of you, and continue on your way. You'll eventually get to a point where you can't go any further. Approach the tree by the lava jets to continue. After a short cutscene, you are now playing as Daxter. Congratulations. Daxter has basically the same moves as Jak, minus the guns. Swing your way across the net, avoiding the giant balls of lava that shoot up periodically, either by stopping, or by traveling on the far right edge of the net. Once you reach the end of the net, hop down, and make you way across the ledges. Note that it's only safe to jump once the lava has slowed down - otherwise you'll get burnt. Watch for the Metal Heads along the way. You'll find another net, so hop up and cross it in the same way as before. When you reach the end, approach the big purple rock to kick off another short cutscene. Run across the rock bridge to reunite Dax with Jak, and continue on. Keep following the path, taking out enemies, until you reach a high ledge with a steam vent in front of it. Knock the circular rock that sits nearby over to the steam vent, and then use it as an elevator to get to the top. Continue on, and approach the scaffolding with the pipe to kick off another Daxter segment. As Daxter, slide down the metal half-pipes, jumping the missing pieces. After reaching the other side, use the conveniently placed trampolines to make your way up to the next ledge. Watch for the Spiked Toads at the top, and then continue up the next set of trampolines. When you reach the top, a cutscene takes over. Boot the rock you moved as Daxter over the steam vent, and then ride it up to the next ledge. Kill the Metal Heads on this level, and then plug all three steam vents with the circular rocks. Once they're all plugged, you'll be able to ride the middle one up to the next platform. Continue upwards (watch out for enemies) until you reach the lava. Jump on one of the lava platform, and then quickly jump off and onto the ladder. Climb up for another cutscene, and a cool new Dark power. Once the cutscene finishes, jump down onto the next set of lava platforms, and then jump immediately onto the left ledge. Follow the path back to the start of the mission, where you can now use the Dark Statue to turn invisible, and take the teleport gate back to the temple. -Find Oracle in Monk Temple- :F.a.15: Items Received: Light Jak Light Regeneration Now you can use the Dark Statue to get past the Guardian Eye over the temple door. Do so, and head down the stairs, watching out for the giant spiders. At the bottom fuel up on Dark Eco, and then head out to the next room. To get past this room, go Dark Jak, and then use a Dark Bomb (X + []) to destroy the guard robots. You need to be close enough to destroy all the 'bots, but far enough away that you don't provoke the 'bots into zapping you. The first circle on the floor, inside the pillars, is a good distance. Once the robots are gone, ground-pound the raised switch in the center of the room to open the door. NOTE: It may be possible to sneak around the outside of the pillars, and use the invisibility statue across to room to become invisible and pound the switch. My problem was that as soon as I pounded the switch I became visible again, and got zapped. If you're speedy, you might be able to do it - let me know if you get it to work. EDIT: Thanks to the drake, who pointed out that being invisible and charging up the Wave Concussor (red2) from the center of the room will take all the robots out, allowing you to pound the floor in peace. Go through the newly opened door and head to the next room. As you approach the entrance you'll be attacked by a plague of spiders. As far as I can tell, they'll just keep re-spawning unless you enter the room, so jump over them and rush into the room, then kill off any spiders remaining behind you. As you enter the room, the Guardian Eyes will wake up and shut all the gates. So head to the left-hand side of the room and use the Dark Statue. Now you can swing across the bars behind you without the Eye spotting you. Repeat this sequence until you finally reach the other side of the room. Head through the doors and down to the next room. Once again, this group of spiders continually respawns until you enter the room. So do the same thing you did last time, and then continue through to the Precursor Oracle to see a cutscene and receive a new power - Light Regeneration! Once you've received your power, simply take the nearby teleport ring back to where you entered the temple. -Rescue Wastelanders- :F.a.16: Items Received: Dark Crystal Map Icon: little brown castle (or possibly a 3-pointed crown), and green dots Head back to Spargus from wherever you are, and go to Damas' throne room (it'll be on your map, but it's right between the Seashore area and the rest of Spargus). Damas will give you your next mission - you must go rescue 4 Wastelanders who appear to have become caught in the rising storm, and get them safely to their transportation. So walk back to the garage, climb into the Sand Shark, and drive out into the teeth of the approaching sandstorm. The first stranded wastelander is to your right, in the same area as the MetalHead beasts were. Follow your map to the first and the second Wastelanders and their transportation. The third Wastelander is a bit tricky. Follow your map, but keep in mind that in order to reach the Wastelander quickly, you're going to need to use one of the bridge-jumps over the river gorge. Once you've dropped off the third Wastelander, drive as fast (and I mean book it) as possible to the glowing dot that represents the next, and final, Wastelander. Speed is truly crucial at this point, because your remaining time will be the time you have to deal with the Dark Satellite you're about to meet. When you reach the glowing dot, Jak will jump out of the vehicle. The last Wastelander is obviously not going to be needing transport back to Spargus. And you'll pretty quickly determine what got him, too. This is sort of a boss battle. Don't bother keeping an eye on the clock - as long as you're using the right strategy to beat the boss, there's nothing you can do to speed the battle up other than beat the dark satellite. You've got ample time anyways - probably about 3 minutes. As soon as the battle starts, get underneath the robot. Try to stay exactly in it's shadow, because the first thing it does is spit out a ring of lasers. The best way to not get fried is to stay right in the little shadow. When the lasers stop, however, get out of the way fast, and be prepared to jump, because within seconds of stopping the lasers, the robot will slam down into the sand, sending out a circular shockwave that you need to jump. This point is where you start shooting. I strongly recommend using the blaster for this. The robot will send out a tentacle, which it will swing around in a circle, changing direction and speed at random. Keep your wits about you, jump over the tentacle, and shoot the top of the robot whenever you get a chance. After about ten hits with the Blaster the robot will unroot itself from the sand, and you get to start the sequence all over again. It's the same deal this time; hide in its shadow, and then get out of the way, only it will send out two shockwaves upon crashing down this time, as well as having two tentacles for you to jump over. The third time is the same strategy too, but with three shockwaves and three tentacles. After the third round, the Dark Maker 'bot should explode, leaving you free to book it to your vehicle and race the storm home. Follow your map back to Spargus, and you should make it just in time. Note: Don't forget that you can shoot while you jump. And don't bother shooting it when it's floating around - it only wastes ammo. -Beat Turret Challenge- :F.a.17: Items Received: Light Crystal Once you're back in Spargus, follow your map to meet Kleiver out on the Seashore. He'll challenge you to beat his score on the gunnery turret up on the tower. So climb up to the turret (located up the stairs) and get to it. This is a pretty standard gun game. You have a goal of 7000 pts, which you need to reach before getting ten misses. Pinwheels of doom will pop out of the ocean and you need to shoot them before they fall back down. The cannon auto-targets to a certain extent, but you get more points the closer you hit to the center of the target. You also collect bonus points for hitting the same coloured targets in a row. You fire with R1, as always, and aim with the analog stick. There are three colours of target - red, blue, and green. Red gets the least points, green the most. So if you know you can only catch one, take the higher scoring target. Arrows on the screen will inform you when a target is coming from outside your current field of view. I've managed to rack upwards of 30 000 points without hitting my 10 miss quota, so 7000 points is pretty easy. The game automatically ends when you hit a number at or above 7000. -Defeat Marauders in Arena- :F.a.18: Items Received: Vulcan Fury mod (blue1) It's time for another arena challenge. The layout of the arena has changed again, and you need to kill 30 Marauders to advance. This time the arena is a big quartered square built of catwalks. When the alarms sound, platforms will rise either in the middle of the arena, or at its outside corners. I think they rise wherever you're furthest from. So run over to a platform to avoid getting caught in the lava. When the arena rises back out of the lava, jump off of the platform right away, because they sink back into the lava too. Other than that, just shoot the marauders, probably with the Blaster. With the walkways this narrow, it's especially easy to knock them off with one shot. Be careful, though. The Marauders have blasters too this time. -Destroy Eggs at MetalHead Nest- :F.a.19: Items Received: Gila Stomper (vehicle) Hey look! It's Sig! Damas is obviously mad that neither of you died in the arena, so he sends you out on a suicide run to the MetalHead nest. So head back to the garage, where you'll find Sig - and the Gila Stomper - waiting. Follow your map to the nest, and, once inside, hold down R1 ALL THE TIME. This will keep those little MetalHead larva from attaching to the vehicle and inflicting damage. Follow the path to the heart of the MetalHead nest. There are two chambers here, each containing 5 eggs that you need to destroy, and one bridge for you to knock down. All are marked on your map by small green blobs. The bridge in the first chamber leads to the second chamber, and the bridge in the second is something of a short-cut to the exit. Once you've destroyed all 10 egg-sacs, the nest will begin to fill with green poisonous gas. At this point you've got about 3 minutes to get out of the nest before you suffocate. It is ample time, even if you don't take the shortcut. You could do it even faster if you destroy your last metalhead egg in the first chamber, because that is closer to the exit. -Defend Ashelin at Oasis- :F.a.20: Items Received: Mar's Amulet JetBoard Once you've finished all the above missions you'll get a message from Ashelin, asking you to meet her at the Oasis. So grab a vehicle (preferably the Dune Hopper, as it will save you a trip later), make sure all your guns have full ammo, and head out to meet her. After a nice little cutscene, Jak and Ashelin are attacked by a particularly stupid band of Marauders. You need to take out 60 Marauders (including the vehicles - they count as a kill) to end the mission. You also need to keep Ashelin alive. Use whatever guns you happen to have and stick close to Ashelin. It's not like the Marauders aren't going to come to you. Ashelin can pretty much hold her own as long as you make sure she doesn't get surrounded. If the two of you do happen to get badly surrounded, pull out the Wave Concussor (red2) and let'er rip. That should clear you some space. -Complete Monk Temple Tests- :F.a.21: Item's Received: Light Jak Timestop Climb into the Dune Hopper and head out to the Precursor Monk Temple. Once you get there, follow the same path you did to get to the Oracle the first time. Watch for the MetalHead Wasps on the stairs. When you get to the room where you destroyed the ring of robots, head right instead of to the other door. There you'll find a portal with the seal of Mar on it. And it opens to Jak's amulet. Continue following the path, and when you reach the doorway with the glowy ying-yang symbol in it, climb on your jetboard. In order to open the next door you'll need to find 18 of those glowing symbols of Mar. Their locations are: 1. In the doorway that leads to the water-logged chamber 2. In an alcove directly to the left of the entrance. 3-6. On water. Follow the directions on-screen to perform the jumps to collect each one. 7. At top of quarter-pipe to right of entrance. 8-9. In hallway after first quarter-pipe. 10. At top of quarter-pipe directly across from the exit of the first. 11-12. Hallway after second quarter-pipe. 13. On grind rail at end of second quarter-pipe hallway. 14-15. Hallway after first grind rail. 16. On second grind rail (must jump to reach it). 17-18. Hallway after second grind rail. Having opened the doorway, perform a boost jump (L1 + X) to clear the high ledge, and continue on to the Oracle to receive your new power. Once you've received the Timestop, use it to slow the spinning platforms in front of the Oracle, and then leap across them to the exit at the right. Go up the passage and get on you Jetboard to grind across the gap. As you continue down the hallway, jumping holes in the floor, the next grind rail you reach you'll need to jump for. The grind rail after this one has a gap in the middle, so be prepared to jump that too. Continue on to the room with the rapidly spinning blades. Stand in the Light Eco Vent and perform your Timestop, and continue across the blades, jumping as it spins so you don't get thrown off. Do the same thing for the next two blades, noting that the spinning gets faster on each. Continue to the next room, which has a large stone bridge leading to the door. Perform a Timestop right at the edge of the bridge and then dash across, leaping rocks to stay as much on top of the bridge as possible as it collapses. You should just make the other side. Hop on the elevator to head to your next mission. -Travel Through Catacomb Subrails- :F.a.22: Items Received: Light Jak Shield The subrails missions in Jak 3 are possibly the most difficult missions in the game, for me at least. Walk up to the yellow car thing to start the mission. Your subrail-car can travel the full 360 degrees around the tube you're traveling in. You can also fire guns with R1. There are four hazards in these tunnels - support pylons, explosives, sentry guns, and open pits. All of these can be avoided with a combination of fancy driving and fast reflexes except for the sentry gun. These are little grey boxes with red lights on them. They'll fly along in front of you, and if you don't get rid of them fast enough, they'll shoot you with little blasters, and probably kill you. So shoot them first. Explosives can also be blown up to clear the way. After the first section that isn't a full tube, try to stay in the very center of the bottom of the tube as much as possible. There's a big jump coming up, and if you're not in the center you won't make the connecting tunnel, and will have to start over. When you reach the end, a Precursor will appear and give you your Shield. After the cutscene, follow Pecker to the door at the right. -Explore Eco Mine- :F.a.23: Items Received: Mar's Armour (Greaves) Follow Pecker up the rock ledges and across the platform until you see a cutscene. Once Pecker is gone, head right. Those long pieces of metal standing up form bridges when you shoot them. Other than that, this mission is very difficult to get lost on. Just follow the path. You'll encounter three types of enemies on this mission - Flappers, Grunts, and Salamanders. The Flappers take two hits, and are pretty easy to kill. The Grunt take three, but are similarly easy to deal with. The Salamanders are the problem. Until you shoot them off, the Salamanders cling to the walls, and will fire energy blasts at you. Once you've managed to shoot them off the wall, they are blindingly fast on the ground. They take about three hits to die, though, and once you've hit them once they stay down long enough to pump two more into them without getting back up. Another problem on this mission is the lifts. There are two of the in this mission, and when riding them you need to be ready to shoot the bridge in front of you, because once they touch down, they'll drop out from under you. So you need to disembark fast. The second half of the mission, after you've taken the large circular platform down, presents it's own challenges. There are once again three types of enemies, but the Flappers are the only ones returning from the first part. The other two are the Zebra Frogs and the sewer rats. The zebra frogs travel in large groups, and are best dealt with with the Scatter Gun (red). The Sewer |
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