Jak and Daxter Walkthrough :
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Walkthrough - FAQ/Walkthrough-------------------------------------------------------------------------------
JAK & DAXTER: THE PRECURSOR LEGACY (PS2)
An FAQ/Walkthrough, ver 1.1; Oct. 30, 2006
By Merca
-------------------------------------------------------------------------------
== TABLE OF CONTENTS ================================
1. Introduction
2. Characters
3. Game Basics
3a. Controls
3b. The Basics
4. Walkthrough
4a. Geyser Rock
4b. Sandover Village
4c. Sentinel Beach
4d. Forbidden Jungle
4e. Misty Island
4f. Fire Canyon
4g. Rock Village
4h. Lost Precursor City
4i. Boggy Swamp
4j. Precursor Basin
4k. Mountain Pass
4l. Volcanic Crater
4m. Snowy Mountain
4n. Spider Cave
4o. Lava Tube
4p. Gol and Maia's Citadel
5. Bosses
6. FAQ
7. Revision History
8. Legal Disclaimer
9. Epilogue
SEARCHING
To quickly reach your desired chapter of the guide, press Ctrl + F on your
keyboard and type in the corresponding number (i.e., type "4a." to reach the
Walkthrough section covering Geyser Rock). Hit enter twice and you're there!
WHAT'S NEW?
Upon skimming through the guide, I noticed a few errors, as well as some
other things that I should've cleaned up before submitted this guide. Fear
not -- they've now been dealt with.
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1. ----------------------------------------------------- INTRODUCTION
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Hola! Welcome to my FAQ/Walkthrough for Jak & Daxter: The Precursor Legacy, a
very cool platformer for everyone's favorite videogame console with a "2" in
its name. This is also my "comeback" FAQ, as I haven't written one of these
things in about a year and a half. And, really, what better way to make a
comeback than to write a guide for a game that now has two sequels and that no
one has played in three years? Exactly. The goofy internet alias that I've
appropriated for myself is Merca, so don't hesitate to interrupt my rampant
ramblings if you've got a question.
So, the purpose of this here FAQ is to help you score each and every Power Cell
in the game, amass all 2000 Precursor Orbs, and beat the everliving snot out of
the game's three mighty bosses. In the walkthrough, I cover things on a Power
Cell-by-Power Cell basis, but along the I provide other relevant information
about the game's various locales. The game is fairly non-linear, so don't feel
like you have to do things exactly as I do them.
Also, if you like Panic! at the Disco, there are two things that I need you to
do. First: stick chopsticks into your ears until you can no longer hear
anything. After that, please stop reading this guide immediately, because I
hate you and I don't like it when people that I hate read my FAQs. Go buy a
Cursive album or something.
Enjoy!
- Merca
mercafaqs (at) gmail (dot) com
* * * * * *
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2. ------------------------------------------------------- CHARACTERS
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Like any good platformer, Jak and Daxter features a wide variety of diverse
characters who have little personality and receive no development whatsoever.
They do like to collect stuff, though, so y'know... Whatever.
===
JAK
===
Jak is our silent and not-so violent hero. Luckily, the creators waited until
the not-quite-as-good sequels to make him all "dark" and "antihero" (see: lame
and cheesy). He doesn't really say much, but I guess the point there is to
prove that actions speak louder than words... Maybe? Anyhoo, you control Jak
and only Jak throughout the game, so you'll definitely be used to his more or
less nonexistant personality by the end of the game. He does possess a
plethora of cool moves that are, *gasp*, actually pretty useful throughout the
game, so he's much more capable than the archetypal platformer hero.
======
DAXTER
======
Once Jak's loudmothed, smack-talking humanoid sidekick with *attitude*, we
witness at the very beginning of the game his transformation to Jak's
loudmouthed, smack-talking "Ottsel" sidekick with *attitude*. What is an
Ottsel, you ask? Apparently it's a combination of an Otter and a Weasel. So
now that we've got that cleared up, we can discuss Daxter's role in the game.
The supposed motivation driving Jak to do everything he does in the game is
that he wants to help return Daxter to human form, but even two games later he
is still a ferret, so... Guess that didn't really pan out. Oh well.
==============
SAMOS THE SAGE
==============
The one and only Green Sage, Samos lives in Sandover Village, the hometown of
our valiant heroes. His role in the game is limited, but he delegates a number
of tasks to Jak, mainly via derogatory comments about Daxter. It's never a bad
idea to speak with him when possible, as he'll often provide some helpful info
about a challenge in a nearby location.
=====
KEIRA
=====
Keira is the game's resident mechanical genius and foxy female. She also's the
daughter of Samos the Sage. Jak's first goal in the game is to find enough
Power Cells for her to power up his A-Grav Zoomer, and must of the rest of the
game follow this pattern as well. If you're curious about how many more Power
Cells you need to move on, Keira's the person to talk to.
===
GOL
===
Until the end of the game, very little is known about the mysterious Gol.
According to Samos, he's the only person in the world who has the power to
return Daxter to his human form. Unfortunately, he lives far to the North...
Far, far to the North.
* * * * * *
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3. ------------------------------------------------------ GAME BASICS
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This is that completely useless chapter that no one ever reads because, well,
why *would* anyone read it? In short, the following will teach you the game's
controls (like you didn't already know them) the basics, such as how to fight
(just mash the same button over and over), and tell you other pointless
information that you already know (wow, this is a waste). So... here we go!
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3a. CONTROLS
-------------------------------------------------------------------------------
Although Jak and Daxter's controls are fairly simple and easy enough to learn,
some people like to be told what to do. Others (like me) have lost their
instruction manual. Either way...
Start Button: Pause the game
As is the case with most games, press Start to Pause the game. During
gameplay, this will open the Menu screen from which you can view how many
Power Cells, Precursor Orbs, and Scout Flies you've amassed, as well as
fiddle with various other options. Hit Start during a cutscene to simply
pause the action.
Left Analog Stick: Move Jak
Simple enough, right? Tilt to stick only slightly to walk, or press it all
the way in one direction to jog.
Right Analog Stick: Adjust camera
For the most part, the camera in J&D can take care of itself. However, if
you want to swivel the camera for a better view, this is the way to do it.
X Button: Jump
Don't call it the "Cross" Button or I'll stab you in the jaw (that means no
Sour Apple Jolly Ranchers either -- +5 if you know what I'm talking about).
Anyhoo, the X Button performs your basic jump. Tap it a second time while
airborne to execute a double jump. It can also be used in conjunction with
L1 or R1 to do either crouch jump or a roll jump, both of which are very
useful given the proper circumstance.
Circle Button: Spin attack
This move is a relic from the Crash Bandicoot series. It's also Jak's best
attack, I think -- it's a 360 degree spin kick, meaning that you can
effectively damage two nearby enemies in one go. Also, if you press Circle
in midair, Jak will execute an airborne spin kick, which is effective as both
an attack and a method of covering slightly more ground than is possible with
Jak's basic jump alone.
Square Button: Punch
Pressing Square will execute Jak's other mode of attack, which is a lunging
punch. It covers more ground than the spin attack, but it's a more focused
attack.
Triangle Button: First-person view mode
To view things through Jak's eyes, all you need to do is tap Triangle. You
cannot move while in first-person view mode, but you can use it to aim while
using Yellow Eco.
L1 and R1 Buttons: Roll, crouch
Although crouching is rarely useful, Jak's ability to roll is invaluable,
mainly due to its role in the roll jump move (press X while rolling). This
move covers a lot of ground, which makes it a must when you're in a hurry.
L2 and R2 Buttons: Display information
If you're too lazy to press Start to check out your status and progress, you
can hit either of the back shoulder buttons to display such information as
number of Power Cells, Precursor Orbs, and Scout Flies collected, as well as
Jak's health and such.
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3b. THE BASICS
-------------------------------------------------------------------------------
Aside from the basic control scheme, there is a decent amount of depth in
regards to Jak's various moves and abilities. Whether it's attacking while
airborne or riding either of the game's vehicles, the following covers all the
stuff you should know before turning on your PS2.
=======
JUMPING
=======
Given that J&D is a platformer, jumping is *the* most important technique in
the game. Your basic jump can be performed with a simple tap of the X Button.
This will help you cross many smaller gaps, but for the larger ones, a double
jump is needed. If you press X a second time while in mid-jump, Jak will
execute a double jump, scoring just a little bit of extra air. Hit Circle
during a double jump to spin, which doubles as an attack (more on that later)
and a way to maximize Jak's air time.
In addition to those, Jak has two other jumps in his reportoire, both useful in
very different situations. The roll-jump, performed by pressing X while
rolling (L1/R1), is a long horizontal jump. If there's a gap that you can't
cross with a "spinning double jump", the roll-jump is probably your only hope.
It also works as an attack if you smack right into an enemy. Secondly, Jak has
a very vertical jump that can be used to reach abnormally high ledges. Hold
either shoulder button while stationary to crouch, then press X to launch far
higher than what's possible with Jak's standard jump.
=================
ATTACKING OPTIONS
=================
Unlike most platformers, Jak & Daxter actually provides you with a buttload of
offensive possibilities. Jak's standard lunging punch is executed by pressing
the Square Button, and he will spin kick should you hit Circle. However, by
combining these moves with Jak's jumping abilities, you can create a variety of
diverse and useful skills. For instrance, if you press X to jump immediately
after punching, Jak will leap into the air to execute a vicious uppercut.
There is also the dive attack -- jump, then press Square in midar. This one is
great against enemies, and it is also necessary to break open Scout Fly boxes
(Scout Fly boxes -- wtf are those? Read below to find out!).
Another great combo is the airborne spin kick (jump or double jump, then press
Circle -- this also works with the crouch-jump) -- not only will it dispatch
flying baddies, but it can also help you cross long gaps. Finally, there's the
"Super Combo", which consists of a punch, and uppercut, a dive attack, and a
spin kick, all in rapid succession. How does one perform this move? Start off
by pressing Square to punch, then make it an uppercut by jumping. Press Square
again while in the air to dive at the ground, then top it off with Circle to
add the spin kick. Honestly, it isn't very practical, but it is a lot of fun
just to play around with.
========
SWIMMING
========
Swimming is a very basic skill that, due to the presence of obnoxious Lurker
sharks, you won't be using very often. Lurker Sharks patrol nearly every body
of water in the game, and if you stray too far from the shore you'll be
swallowed immediately. Not much fun. Anyhoo, swimming is as simple as wading
out into a body water. Jak is still able to jump (with X) while at the
surface. He can also dive into the water by pressing the Square Button. This
is useful for grabbing Precursor Orbs that are hidden underwater.
========
VEHICLES
========
There are two vehicles in the game: the A-Grav Zoomer (kind of like a hover
craft) and the Flut-Flut Bird (think of a weird ostrich that you ride). The
Zoomer moves much faster than Jak, and is capable of jumping much further
distances. It can also withstand a lot more heat than him. While riding it,
press X to accelerate, and L1/R1 to jump. You can still pick up Eco whilst
riding it -- Blue Eco in particular is helpful, as it yields a quick speed
boost. You'll use the Zoomer in Misty Island, Fire Canyon, Precursor Basin,
Mountain Pass, and the Lava Tube.
On the other side of things, we've got the Flut-Flut bird, who you'll save
early on in the game. While riding this creature, you can cover much larger
distances (press X while jumping to glide), and destroy metal chests with Flut-
Flut's superstrong beak. Good deal, right? After being rescued in Sandover
Beach, Flut-Flut can be found at Boggy Swamp and Snowy Mountain.
================
BOXES AND CHESTS
================
There are three flavors of boxes in Jak & Daxter: normal wooden boxes, strong
metal chests, and red Scout Fly boxes. Wooden boxes can be smashed with any
of Jak's attacks, and contain clusters of Green Eco. Metal chests, on the
other hand, are totally impervious to Jak's attacks. They must be broken open
with Yellow Eco, a cannon, or by the Flut-Flut bird. Hidden inside are
valuable Precursor Orbs. Finally, red Scout Fly boxes contain -- surprise
surprise -- Scout Flies. By themselves, Scout Flies are worthless, but if you
collect all seven of them in one level, you'll earn a Power Cell.
=====
ITEMS
=====
There are three types of items in Jak & Daxter: Scout Flies, Precursor Orbs,
and Power Cells. There are seven Scout Flies in each of the game's stages --
collecting them all will yield a Power Cell. Precursor Orbs are dimuntive,
egg-like collectibles which can be traded to villagers for Power Cells. Power
Cells are kind of the driving force behind the game: until you've amassed a
certain amount, some areas will be off-limits. They can be found all
throughout the game -- sometimes you'll find one easily, and other times it
will take a lot of work to earn one.
===
ECO
===
Eco is a blanket term of several kinds of power-ups that Jak will need to
utilize the complete the game. Green Eco is the energy of life, and it is the
most common form. It comes in two sizes: big and little. Collecting fifty
little clusters of Green Eco or one big one will restore one health point to
Jak. There's also Blue Eco, which is the energy of motion and machinery. Jak
moves faster when powered up with Blue Eco, and he can also activate ancient
Precursor technology, such as doors or movable platforms.
Red Eco temporarily provides Jak with extra power, making enemies much easier
to defeat. It's very useful during ambushes, which occur fairly often during
the game. Yellow Eco is the last "normal" type of Eco. When Jak is charged
with it, he can fire projectiles from his hands. These projectiles will kill
any foe with ease, and they can also smash open metal boxes.
Dark Eco is dangerous to the touch. It's the stuff that changed Daxter into
his huggable ferret form, so it's best to avoid it. Throughout the game, you
will come across small yellow crates of it (they explode if you get too near
them), as well as big pools of the toxic goop (which will instantly kill Jak
should he fall in). Finally, there is Light Eco, which is incredibly rare and
only appears at the very end of the game.
* * * * * *
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4. ------------------------------------------------------ WALKTHROUGH
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Slap the J&D disc into your PS2 and watch the introductory cinema, which is
actually fairly cool, considering that this is a platforming game, after all.
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4a. GEYSER ROCK
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After the opening cutscenes, which introduce our heroes, their allies, and some
other weird-looking characters, the game deposits you (Jak) into the insanely
simple tutorial level otherwise known as Geyser Rock. Kick things off by
mashing random button combinations until you've got a feel for the controls;
running, jumping, attacking -- easy! When you're ready, move forward and we
can get started.
== FIND THE CELL ON THE PATH ========================
There's nothing of any worth on the sandy areas that flank the grassy plateau
on which we start, so run forward toward the wooden boxes instead. Smash them
open with any of Jak's offensive moves to score some Green Eco (which, if you
find enough, can restore Jak's health -- very useful stuff, so always keep an
eye out for it!). Continue forward, grabbing the egg-like Precursor Orbs as
you go. These things can be traded to villagers for Power Cells occasionally,
so always pick them up when you can.
At the top of the stairs, you'll find a scarecrow-type thing. You can practice
your moves on it if you want, but there's no real point. There's more Green
Eco, as well as some additional orbs sitting in front of a spike pit up ahead.
Collect everything, then go over (or around) the pit to find your very first
Power Cell. The entire game consists of collecting these things, so get used
to the celebratory cutscene that follows picking one up.
== FREE 7 SCOUT FLIES ===============================
All right, let's go find some more Power Cells, okay? Hop over a second spike
pit just ahead. Notice the red and gray boxes scattered all around this area?
They contain weird items known as Scout Flies -- collect seven Scout Flies in
an area to gain a Power Cell. However! There's a slight catch: these boxes
are made of metal, and as a result are fairly hard to smash. Jak's normal
attacks won't dent the boxes, but if you use his dive attack (Jump, then press
Square while in midair) you'll have no trouble breaking them open.
All seven Scout Flies are right in front of you, so start smashin' those boxes
to find your second Power Cell.
== OPEN THE PRECURSOR DOOR ==========================
Continue along the path to activate a short scene in which our friend Samos the
Sage tells us about Blue Eco. When Jak touches Blue Eco, he'll be temporarily
charged with electric energy -- this allows him to run quicker, draw in nearby
Precursor Orbs, and activate Precursor technology. Delicious. Touch the two
chunks of it that are floating just ahead to see how it works. Dash along the
path (but make sure you don't forget to pick up the Precursor Orbs scattered
around the area) until you reach a strange door in the rock wall.
This door is just one example of Precursor technology -- we'll be seeing many
more as the game progresses. Opening it may seem tricky, but it's actually
very simple. See the vent releasing Blue Eco over to the right, past the door?
Go stand in it. Doing so will give Jak a full charge of Blue Eco, so that you
can remain powered up for the maximum time. Once you're powered up, run back
to the door and watch as it pops open for you. Open sesame!
Our third Power Cell awaits on the opposite side. We're almost finished!
== CLIMB UP THE CLIFF ===============================
Dive into the pool below to get your feet wet and get acclimated with the
controls for swimming (not that you'll be swimming very often). Take the orbs
sitting on the pontoons before climbing back onto dry land. Use the columns
to climb onto the cliff above, where you can snag more orbs before crossing a
bridge. There are some little clusters of Green Eco waiting ahead, not to
mention three more Precursor Orbs. Pick up everything before moving along.
Head across another bridge and then, once Samos's ridiculously obvious
commentary is over, use Jak's double jump (Jump once, then jump again while
airborne) to ascend the platforms and climb onto the ridge above. Now you
should see Geyser Rock's fourth and final Power Cell lurking ahead. Hop over
to it, then use the Blue Eco cluster to power the elevator that will take you
back to the bottom.
Before returning through the warp gate, press Start and check to see how many
Precursor Orbs you've amassed so far. If you've got 50/50, then you're gold
and you'll never have to return to this godforsaken tutorial stage. However,
if you don't have 50 yet, that means you've missed something, so run through
the stage a second time to find whatever you couldn't before. There's a small
beach area near where all the Scout Flies used to be which is fairly easy to
miss on your first time around -- that's probably what you missed.
And thus, we are done with Geyser Rock. Pop into the warp gate to return to...
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4b. SANDOVER VILLAGE
-------------------------------------------------------------------------------
After delegating some useless task (which we'll take care of in the chapter
below -- "Sentinel Beach") and throwing a tantrum, Samos sends our intrepid
hero and his furry pal out into the world. Sandover Village is a fairly small
place, sandwiched between Sentinel Beach and the Forbidden Jungle. Both of
those places are open for exploration right now, but let's begin by checking
out the village.
* Note: If you haven't already tried, leap into the water and swim as far
out as you can just to see the consequences of swimming in the Jak and
Daxter universe -- scary, right?
* Another Note: In order to progress to the next part of the game, you only
need 20 Power Cells. However, the following covers how to acquire each and
every Power Cell. So, y'know... whatever. I have nothing useful to say.
* Another Another Note: As you look around Sandover Village, you might
notice the fisherman's motor boat. It can be used to sail to Misty Island,
but not without the fisherman's permission. He can be found in the
Forbidden Jungle. Also, in the hut near Sentinel Beach you'll find a
lamenting artist who wants his Muse back (Muse is an amazing band, by the
way). This is not some strange euphemism -- his Muse is a squirrel-type
creature, but its run away to Misty Island, which brings us back to that
whole fisherman's boat thing. Bottom line: we can't go to Misty Island
until we help out the fisherman.
== BRING 90 ORBS TO THE MAYOR =======================
From Samos the Sage's house, head down into the village via the wooden bridges.
The mayor's hut is the first one on the left. He'll mention some nonsense
about an Eco beam and a jungle, but we don't really care about that right now.
After whining about that stuff, he'll solicit you for 90 Precursor Orbs.
Unforunately, most of this level is comprised of fetching Precursor Orbs to pay
off people (and by people, I mean the mayor, Jak's uncle, and an ancient stone
statue which apparently really needs some spending cash). I suggest finishing
off the other tasks in the village, as well as venturing into Sentinel Beach
and the Forbidden Jungle to work up enough scratch to trade for the Precursor
Orb.
== BRING 90 ORBS TO YOUR UNCLE ======================
Jak's uncle can be found in the hut directly across from the village mayor's
hovel. He'll also solicit you for 90 orbs, so go play somewhere else until
you've earned enough to give to his sorry butt.
== HERD THE YAKOWS INTO THEIR PEN ===================
Exit the "village square" (meaning the cluster of houses that we just explored)
and you'll find a pair of bridges. One of them leads to the left (and is
adorned with some shiny Precursor Orbs) and the other leads to the right.
Follow the latter and drop onto the sandy beach below, ignoring the things
that look like buffalo (apparently they're called "yakows"). Speak with Sleepy
Guy In Hat to find a task that doesn't require hunting down Precursor Orbs --
corraling yakows! Sounds like fun, right? (Yeah, I don't think so either)
The aforementioned pen is the fence to the right of Sleepy Guy's house. To get
these stubborn yakows in there, you'll need to whack them until they start
moving in the direction you want them to (a game that promotes the abuse of
animals? wtf?). You don't really need to direct them too much, just keep
smacking them until they stroll into the pen. Once they're inside, they won't
come back out. There are five yakows in all -- beat them all into a bloody
pulp, err... I mean, herd them all into the pen to receive another Power Cell.
Three cheers for animal rights abuse! (just for the record, I love animals and
do not in anyway support animal abuse. Thank you for your time.)
* Note: You see the trail of Precursor Orbs leading up a series of ledges
behind Sleepy Guy's hut? If you follow this path, you'll stumble across
Fire Canyon, which is, for the time being, impassable. However, with 20
Power Cells in tow, our foxy friend Keira will be able to power up Jak's
Zoomer so that we can cross. Better get workin' on those Power Cells.
== BRING 120 ORBS TO THE ORACLE =====================
What... "Oracle?" What is that? Are we going to see that cookie lady from The
Matrix? Not quite. You see, the word "Oracle", in the Jak and Daxter world,
refers to weird Precursor statues that are quite similar to soda machines. By
that, I mean if you fill them up with cash (or in this case, Precursor Orbs),
they'll dispense a soda (which is, of course, a metaphor for a Power Cell).
Now that you're clicking the Back button to find another, less-stupid FAQ,
there's really no reason for me to go on writing this, but I will anyway. Why?
Because I'm just that dedicated.
Aaaaaaaaaaaaaaaanyway... the Oracle statue. If you ascend the series of ledges
that sit right in front of Sleepy Guy's house, you'll be able to roll-jump
across a couple of platforms to reach this strange statue. It'll blabber on
with some really cheesy dialogue ("One of you has the light within" -- c'mon,
seriously?). Anyhoo, fork over 120 Precursor Orbs to obtain a Power Cell.
== BRING 120 ORBS TO THE ORACLE (AGAIN... BLAH) =====
Same thing as above, only you'll need to scrounge up another 120 Precursor
Orbs. How? Try exploring Sentinel Beach and the Forbidden Jungle, then come
back once you've acquired the prerequisite number.
== FREE 7 SCOUT FLIES ===============================
This task is a bit more difficult when the Scout Fly boxes aren't all right
next to each other. However, the boxes are still out in the open and fairly
easy to find (if you hear that weird buzzing noise, you'll know that you're
close). Check it out:
- Look inside the backrooms of the mayor's house -- he's got one stashed away
in a (somewhat) out of view location.
- There's one inside the fisherman's hut, which is right next to the mayor's
and Jak's uncle's houses.
- Check underneath the small wooden bridge that leads out of the village and
toward Sentinel Beach.
- Now climb back up and cross the bridge mentioned above. This will bring you
to the artist's house. Drop onto the beach beyond the house and circle back
around to find another Scout Fly.
- Remember our old friend Sleepy Yakow Guy? The dude who beats his yakows as
if they're his own children (that was awful, I'm sorry)? Raid his house to
find another.
- In front of Sleepy Guy's house there's a little plateau. Remember that time
we had to climb up it to reach the Oracle? Y'know, it was, like, two
minutes ago? Yeah? Climb up there to find the sixth Scout Fly.
- The last one is sitting on the ledge next to the Precursor Oracle.
== MISSING PRECURSOR ORBS? ==========================
If you haven't found all 50 Precursor Orbs in Sandover Village yet, there are
a few key places to check. First, did you climb up the path leading to Fire
Canyon yet? It's located just behind Sleepy Yakow Guy's hut, and the path is
laden with orbs. Furthermore, there are a number of orbs laying around beyond
Sleepy Guy's farm area, on the edge of the Forbidden Jungle. Be sure to check
on the beach below the rope bridge that leads right into the jungle. Likewise,
don't miss out on the ones on the opposite side of the village, in front of the
artist's house.
Also, there's a Blue Eco vent on top of a plateau that's located between the
village and Sleepy Yakow Guy's hut. Climb up there and power up with the
clusters of Blue Eco on the adjacent ledge to open the vent, revealing a stash
of Precursor Orbs,
With that taken care of, we can go party over at Sentinel Beach.
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4c. SENTINEL BEACH
-------------------------------------------------------------------------------
This sandy shoreline is located past the artist's house in Sandover Village.
You can't miss it. Seriously. Thankfully, it provides a number of varied
tasks that require a little bit more than simply collecting Precursor Orbs.
Yay!
== UNBLOCK THE ECO HARVESTERS =======================
Remember that thing that Samos the Sage was badgering Jak and Daxter about
after we came back from Geyser Rock? Yeah, me neither. Anyway, this is what
Samos was talking about. The harvesters aren't located anywhere near the
entrance to Sandover Village, so pick up the Blue Eco laying on the beach and
dash ahead, smashing all the boxes to collect Green Eco and grabbing the orbs,
also. You also need to watch out for Lurkers -- finally, we're introduced to
some enemies! In particular, be wary of the worms who pop out of the sand. If
you aren't careful, they can come up out of nowhere and rob you of some health.
As you proceed along the beach, you'll come across a large, open area filled
with heavy metal chests. Nowhere how hard you might try, Jak *cannot* bust
these bad boys open. However, you might notice that explosives are (literally)
raining from the sky. Stand near enough to the one of the chests for the
cannon to launch its artillery toward it, then quickly dodge away from the
explosion. Do this for all of the metal chests to pick up a few Precursor
Orbs.
Alrighty then. Y'see that Power Cell lying all by itself on the beach? Try to
grab it, but watch in disappointment and awe as a pelican swoops down and
swallows it. What the crap? Ignore it for now, that's a different quest for
a different time, but *never* forget our vendetta against that bird. NEVER!
*Ahem*. So about those Eco Harvesters... Head up the stairs just past where
the Power Cell once was. Beat down the weird dog Lurkers that attack you and
continue along until you find some gray things that look like some half-blimp,
half-elephant monster. Smash the rocks below each of these devices to uncover
beautiful vents of Green Eco. Once all five have been unblocked, a Power Cell
will appear.
== PUSH THE FLUT FLUT EGG OFF THE CLIFF =============
We'll need to backtrack a little bit to finish this task. From the Eco
Harvesters, run back toward the waterfall, only make sure to run up the small
hill so that you run behind the waterfall. Stay on this path (don't fall,
otherwise you'll have to find your way back up) until you reach the giant egg
that's waiting at the end. Punch it several times to knock it off the cliff
(yes, let's save the bird inside this egg by *smashing* it and pushing it off
a *cliff*. Fiendishly clever.).
Follow Old Bird Lady's orders and meet her at the bottom to receive your
reward: one Power Cell. Nice.
== GET THE POWER CELL FROM THE PELICAN ==============
Now's our chance to exact our revenge upon the foul creature that robbed us of
a Power Cell! Return to the scene of the crime (y'know, the part of the beach
that's constantly bombarded with explosives) and look out at the island to spot
the bird in its nest. Swim out there and smack the bird, causing it to spit
the Power Cell onto the plateau above the beach. In order to score this Power
Cell, we have to race against the bird. Immediately roll-jump into the water
and swim to the beach. Scramble up the starts, then roll-jump again toward
the Power Cell. It shouldn't be too difficult to get there before the
pillaging pelican.
== CHASE THE SEAGULLS ===============================
Now, either swim across the lagoon to the far side of the beach, or run along
the upper plateau to get there. Either way, you'll see three stone staircases
facing the sea -- these are the "Sentinels" for which this beach is named.
Atop one of them is a flock of seagulls (no, not the 80's group -- this is an
actual flock of seagulls). Run towards them to scare them away to one of the
other Sentinels. Rinse and repeat until they get so annoyed that they cause
an avalanche (how seagulls can do that, I have no idea). Fortunately for us,
this avalanche divulges another Power Cell. Run over and snatch it (it's next
to the Eco Harvesters).
Yes indeed!
== LAUNCH UP TO THE CANNON TOWER ====================
Until you've visited the Precursor Temple in the Forbidden Jungle and activated
Blue Eco vents all around the world, this one is impossible. That said, let's
get started. There's a Blue Eco vent, as well as a launch pad, sitting atop a
small grassy area near the three Sentinels. Power yourself up with the blue
stuff, then launch yourself off from the pad. Try to land on the tall green
plateau nearby, upon which is another launch pad. From there, launch to the
next plateau, then to the next, and finally launch onto the cannon tower
itself.
Once atop the cannon tower, defeat the two Lurkers and collect the Power Cell
that materializes. Afterwards, you can use the cannon to your heart's content.
If you haven't already done so, be sure to blow up the gray metal chests on
the beach below, in addition to the ones on the green plateaus that we used to
get here. You can adjust the cannon's aim with the Analog Stick, and you can
also fire the bombs further by holding the X Button before releasing it.
There's just no fun like blowing things up, right?
== EXPLORE THE BEACH ================================
This is an easy one. Return to the part of the beach where that pelican first
stole your Power Cell. Now, look for a Power Cell laying around in plain view.
It's located in a small inlet below the grassy plateau. This time, luckily,
there's no catch. Just run over and take it. I *told* you this one was easy.
== CLIMB THE SENTINEL ===============================
For this one, we'll need to trek back to the far side of the beach, where the
three stone "Sentinels" are. Climb up the center Sentinel to find another
Power Cell just laying there for the taking. Shazam!
== FREE 7 SCOUT FLIES ===============================
You know the drill by now: find red boxes, break boxes open, score another
Power Cell. Yay. Check 'em out:
- Right near the entrance to the beach is a series of boxes and chests. In
the middle is a Scout Fly -- if you're powered up with Blue Eco, you might
even get this one without realizing it.
- On the plateau above the beach area that is always being fired at, there is
a small little bridge that leads you right to one. This is very close to
the fallen Flut Flut Egg.
- Take the path from the Eco Harvesters behind the waterfall -- the path that
leads to the Flut Flut egg. You'll find the red box along the way.
- Swim across the lagoon and you'll find a Scout Fly tucked against the wall,
in plain sight of the pelican's island.
- There's a high ledge over near the Eco Harvesters. Hold R1 to crouch, then
press X to perform a super-high jump. This Scout Fly is sitting on the
ledge.
- Over by the Sentinels, there is a small "underground cavern" type area, with
two wooden poles sticking out from the ceiling (I'm not going to say
anything dirty, and if you were hoping that I would I'm going to have to
kindly ask you to remove your mind from the gutter). Crouch with L1/R1,
then press Square to perform an uppercut. This will knock the pegs higher
into the ceiling. Hit each one several times, then climb up to the top and
use those pegs to access a ledge upon which sits another Scout Fly.
- There's one sitting on top of the first Sentinel.
== MISSING PRECURSOR ORBS? ==========================
Sentinel Beach contains 150 Precursor Orbs, a lot more than either of the two
previous areas, so it's easy to miss a few. If you don't know what you've
missed, check the water around the pelican's island -- you'll have to dive to
grab the underwater orbs. There are also some behind the waterfall. Don't
forget to grab the Precursor Orbs in the underground cavern area over by the
Sentinels, either. Also, there's a Precursor Orb hatch on the path that leads
to the Flut Flut egg. Power up with the Blue Eco clusters that are on the
path, then dash toward where the egg was to score the orbs.
There's another orb hatch on the pelican's island. Your best bet to opening
this one is to activate the Blue Eco vents in the Forbidden Jungle, then come
back and use the nearby launch pad to quickly get to the island. Next, circle
around and inspect the front of the first Sentinel to find a small crevasse
containg some orbs. Finally, there are some on the tall green plateaus that
lead to the cannon tower. You can't get these until you've been to the
Forbidden Jungle and activated the Blue Eco vents.
On your way back through the village, stop off and trade in the Precursor Orbs
that you've collected for a Power Cell. Then, mosey on over toward the
Forbidden Jungle.
-------------------------------------------------------------------------------
4d. FORBIDDEN JUNGLE
-------------------------------------------------------------------------------
So this place is called the Forbidden Jungle, but we're going in anyway. Why?
'Cause we're *rebels*. Yeah! Uh... So anyway, you probably already know, but
the entrance to the jungle is beyond Sleepy Yakow Guy's farm. Climb up the
grassy steps and cross the rope bridge to enter.
== CONNECT THE ECO BEAMS ============================
Whether you remember or not, the mayor of Sandover Village mentioned a while
back that the Eco beams in the in jungle are on the fritz. It's our job to fix
them. After crossing the rope bridge at the threshold of the jungle, use the
small islands to cross the river (watch out for the piranhas in the water).
Head left from here, following the trail of Precursor Orbs to find a second
bridge. As you cross, Daxter will mention something about the fisherman (who,
incidentally, is stationed directly beneath the bridge). Just ignore that for
now, we'll deal with it later.
On the opposite side of the bridge are some Precursor ruins. Beat up all the
enemies in the area first, then collect all the goodies (you'll need to use
Jak's crouch-jump ability to get the ones floating above the highest platform).
Watch out for the yellow and gray chest that's sitting next to a couple of
normal chests -- it contains Dark Eco. Merely touching this box will cause it
to explode, thus siphoning off a bit of Jak's health. Consider yourself
warned.
Follow a third rope bridge away from this area. The path ahead leads to the
Precursor Temple, which isn't exactly where we want to be right now. So
instead, drop into the valley below and (after dealing with the Lurker down
here), follow the strip of land until you reach some clusters of Blue Eco.
Collect them, then leap across the river and stand on the blue launcher pad --
press X while charged up to launch high into the air.
This brings us directly in front of a huge hunk of machinery. First, take care
of the Lurkers guarding it, then circle around to the front. Use the pistons
to climb to the top of the machine. Hop across the spinning discs (careful not
to fall off!) to find the source of our problems: a giant mirror is diverting
the Eco beam. Hit the wooden structure to destroy the mirror. However, our
problem isn't solved yet: the beam is all out of focus!
Drop onto the ground and inspect the base of the tower that just poked out of
the ground. Press Circle to take control of the tower. Now we need to align
it with the next tower. There's a little arrow next to the sight that
pinpoints the direction in which you want to aim the tower. Once this first
tower is lined up properly, it's time to head to the next one. By pressing the
Triangle Button, you can look in first-person view in follow the Eco beam to
the next tower, or you can just follow my directions instead. Whatever.
Circle around the machinery and take a left so that you're running toward the
waterfall. Jump over the river and the next tower will be to the left. Adjust
it the same way as last time, then move on. For the third tower, return to the
entrance to the Forbidden Jungle. Once there, cross the river and run to the
right (away from the rope bridge). There will be a series of tree stumps that
you can climb up and use to cross the river again. The tower is directly on
the other side. Fiddle with it, then head for the next one.
Now cross that second rope bridge again to reach the Precursor ruins. There's
a small trampoline pad behind them -- bounce on it to access the ledge above.
The next tower is up here, guarded by a spiked pendulum, a froggy, and a couple
of those vine enemies. Deal with these dangers first, then focus the tower.
The fifth and final Eco tower is located outside of the jungle, near the
outskirts of Sandover Village. It's on the beach adjacent to the rope bridge
that leads into the jungle. Once it's been properly adjusted, you can return
to the mayor's hut to collect your reward.
Whew! That one took a while.
== GET TO THE TOP OF THE TEMPLE =====================
For this little quest, we'll actually be entering the Precursor Temple that
serves as the nucleus of the Forbidden Jungle. Cross the rope bridge that
leads away from the Precursor ruins and you'll find yourself facing a pair of
swinging pendulums. Quickly dash past them so as not to get spiked, then drop
down a few grassy steps. Defeat all the Lurkers in the area, then step into
the nearby Blue Eco vent. Now that you're all charged up with the blue stuff,
stand next to the two lightning stones near the edge of the cliff to create a
bridge.
Jump over the gaps in the bridge, then approach the temple door (while still
charged up) to open it. The trampoline to the right can take you to a Scout
Fly, so ignore that for now and power up the elevator platform (don't worry if
you've run out of Blue Eco -- the wooden box in here contains a cluster). The
next ledge is much the same -- power up with Blue Eco, then ride the elevator
up. You'll have to switch to another platform during the ride, so make sure
that the camera doesn't spazz out and get in the way as it tends to do.
There's a Blue Eco launch pad on the next ledge, as well as vent of the blue
stuff. Charge up, then utilize the pad to launch Jak up to the next ledge.
Immediately dispose of the Lurker that attacks. After that, bounce up on the
trampoline to find another elevator. Energize it, then hop on. As you ride
up, you'll need to step onto the next elevator as soon as it is within reach --
don't get too discouraged if you fall, you won't have to start over from the
beginning.
Another Power Cell awaits your arrival at the very top of the Precursor Temple.
== FIND THE BLUE ECO VENT SWITCH ====================
If you haven't already leaped off the top of the temple in a fit of joy, stand
on the button in the center to activate an elevator (and if you did jump off in
a fit of joy, you'll have to climb to the top again). At the bottom, you'll
find locked doors on either side of the elevator, as well as an open doorway
ahead. Obviously, we'll be explored the open doorway first. Run past the Blue
Eco launch pad (it's useless at the moment) and carefully cross the gaps in the
floor using the levitating platforms.
Proceed forward, nabbing the Precursor Orbs as you go. After the fourth gap,
you'll reach a large open chamber in which you'll find the Power Cell that
we've been searching for. Even better, grabbing this Power Cell also activates
all the Blue Eco vents in the world! Good deal! Use the nearby Blue Eco vent
to open the adjacent door -- Yum! Precursor Orbs! -- which leads back to the
bottom of the elevator.
* Note: Now that the Eco beams are up and running, you can return to
Sentinel Beach to complete the "Launch Up to the Cannon Tower" quest.
== DEFEAT THE DARK ECO PLANT ========================
Now that we've activated the Blue Eco vents, the other locked door at the
bottom of the elevator will open sesame for us. Head inside -- watch out for
the Bottomless Pit Of Doom -- and use the Blue Eco launch pad to score some
orbs. Proceed with caution past there and you'll stumble across the game's
first boss -- the Dark Eco Plant. Hopefully you've been conserving your
health, because you're gonna need it to take down this beast.
- Boss: DARK ECO PLANT -
When the battle commences, the Dark Eco Plant (hereafter "DEP") will be
impervious to all attacks. So instead of throwing futile punches and
spin-kicks at it, back off and worry about the Spiky Bug that DEP sends
at you (mind the Bottomless Pit behind you). Like DEP, the Spiky Bug
cannot be damaged initially, so run away until it retracts its spines.
When this occurs, quickly strike the Bug once to kill it. Subsequently,
DEP will take a short break -- two petal platforms appear, so use them
to get near DEP's face and smack him one. Keep in mind that DEP's
lunging bite is fairly difficult to dodge, so it's best to stay as
close to the edge as possible.
After this, you'll get to play with two Spiky Bugs. Defeat them both
the same way as before, thus gaining another chance to attack DEP. Hit
him just like you did before. Finally, DEP releases three minions to
attack you. Play it safe until they retract their spikes, then do your
thing. When he becomes suceptible again, strike the finishing blow on
the boss. Farewell DEP, we hardly knew ye.
When the Dark Eco Plant bites the dust, the Power Cell is as good as yours.
Before leaving, jump on its head five times to score some strangely-placed
Precursor Orbs. To exit the Precursor Temple, charge yourself up with Blue Eco
and use the launch pad adjacent to DEP's corpse.
== CATCH 200 POUNDS OF FISH =========================
As you may or may not have noticed, you can hear someone's voice when crossing
the rope bridge that leads from the jungle entrance to the Precursor ruins.
Jump off that bridge to meet an unsuccessful fisherman who needs some help. If
you agree to help him out, he'll reward you not just with a Power Cell, but he
will also allow you to take his motorboat to Misty Island anytime you want.
It's a pretty good deal, so be a friend and give him a hand.
Catching fish is fairly simple, but there are a few things that you need to be
aware of. First of all, there are three types of fish: small green fish
(worth 1 pound each), bigger gold fish (worth 5 pounds a pop), and poisonous
eels (catch just one of these and it's game over). Additionally, if you miss
20 pounds of fish, the fisherman will get a bit pissy and you'll lose. Once
the game begins, use the Analog Stick to move the net back and forth.
Remember that it's better to miss some good fish than to catch an eel, so be
careful. Aside from that, there's not much advice to give. Good luck!
When you successful nab 200 pounds, the fisherman will fork over the Power
Cell.
* Note: Congratulations! Now that you're on the fisherman's good side, you
can return to Sandover Village and use his motorboat to sail to Misty
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