Jak and Daxter - PS2/Walkthrough

From WikiCheats

Jump to: navigation, search

Long ago, the Precursors came down to the planet and erected great monoliths across the land, harnessing the planet's Eco energy before leaving as mysteriously as they had come. Now, years later, the evil Lurkers are unearthing the Precursors' technology for means unknown, and only a young boy, Jak, and his loyal yet cowardly sidekick, Daxter, can solve both these mysteries.

Contents

Geyser Rock

After Daxter falls in some Dark Eco and transforms into a rodent-like creature, the wise and elderly Samos tells him he must seek the aid of the great Gol Akaron, who lives far to the north. But in order to reach him, you must cross the Fire Canyon in a Zoomer; problem is, you'll need 20 Power Cells to give it enough energy to withstand the heat. And thus, your quest begins.

Find the Cell on the Path

This first level is, naturally, the easiest stage in the game, and as such you should utilize the easing back on the difficulty to grow accustomed to the gameplay. When you feel comfortable with the control scheme, head forward down the path and up the stone stairs, grabbing the Precursor Orbs along the way. At the top, jump over the spiked pit and go under the bridge to claim your first Power Cell.

Open the Precursor Door

Collect all the Precursor Orbs in the area, defeating all the enemies here while you're doing so. Continue along the path and head left to find a puddle of Blue Eco in the way. This Blue Eco will make you faster, so have no fear walking through it (unlike the Dark Eco, which you should avoid like Ebola). Keep heading down the path to find a large blue door just begging to be opened. Head past it to find a Blue Eco vent; soak up the Eco, return to the door, and watch as it opens up. Head inside to claim the second Power Cell.

Climb Up the Cliff

You'll see some platforms on your right; head there and scale the cliff. Climb the platforms to the ledge and head over the bridge, running to a circle of Green Ecos. They restore health, so collect them all. There are also some Precursor Orbs here on the platforms above; use the high jump (R1 + X) to reach them. Jump to the left next to grab your next Power Cell.

Free 7 Scout Flies

Only one more task before you can return to Samos's lab, and that's to collect the seven Scout Flies in this level. You may have already done this while completing your previous three objectives, but in case you're having trouble finding them, here are their locations:

  1. Past the second spike pit near the first Power Cell
  2. Near the tree past the first Scout Fly
  3. Up the step near the second Scout Fly
  4. On the second step to the right past the third Scout Fly
  5. Directly next to the fourth Scout Fly
  6. One step down from Scout Flies 4 & 5
  7. At the top of the steps

With all four objectives completed, drop down to the teleporter and end the level.

Sandover Village

Samos's Green Eco collectors at Sentinel Beach have clogged, and Jak & Daxter are the only ones who can help him (or at least the only ones around)! There are bound to be some Power Cells there, so it won't be a total bust. On the way, there are a few missions you can undertake around town in Sandover Village.

Bring 90 Orbs to the Mayor

Run down the path and head into the first windmill on the left to meet the mayor of Sandover Village. Give him 90 Precursor Orbs and in exchange he'll give you another Power Cell. Chances are you won't have enough orbs to dole out just yet, but don't worry, as you can complete these orb-giveaways at any point in the game.

Bring 90 Orbs to Your Uncle

The second house on the left belongs to your uncle, who will give you a Power Cell if you bring him 90 Precursor Orbs. Apparently he's never heard of family charity.

Herd the Yakows into the Pen

Head past the right suspension bridge and speak to the farmer to learn that he needs help herding his Yakows back into their paddock. There are only five of them around the area, so stand behind the Yakows and walk them into the pen. Doing so will net you another Power Cell.

Bring 120 Orbs to the Oracle

Near the entrance to the Forbidden Jungle you'll find some large steps you must scale in order to find the Precursor Oracle. Bring the Oracle 120 Precursor Orbs to gain a Power Cell. After your first 120, you can bring back another 120 for a second Power Cell.

Free 7 Scout Flies

Here are the locations of the seven Scout Flies in this area:

  1. Inside the fisherman's house
  2. Under the bridge leading to the sculptor's house
  3. In the right side room in the Mayor's house
  4. Inside the farmer's beach house
  5. On the large island near the farmer's house
  6. On the spit of sand near the sculptor's house
  7. On the Oracle's ledge

Whether you complete any of these tasks or not, head down to Sentinel Beach, taking the exit near the sculptor's house.

Sentinel Beach

Unblock the Eco Harvesters

As Samos intimated, follow the lamps to the far side of the beach to find the Eco Harvesters. Easily breakable rocks are blocking the harvesters, so charge into them to smash them to pieces. Doing so nets you a Power Cell (from the fifth harvester).

Push the Flut Flut Egg Off the Cliff

Follow the path past the Eco Harvesters' hill to find some Blue Eco. Soak it up, then use it on the platform device to raise it; use it to grab some Precursor Orbs. Continue along the path, jumping over the pits and taking out the Mutts until you see the large Flut Flut egg. Charge into it three times to knock it off the cliff, then drop down after it to find the birdwatcher, who'll give you a Power Cell for your assistance.

Get the Power Cell from the Pelican

Head back to the entrance to Sentinel Beach and look for the Power Cell sitting in the sand. Approach it and a pelican will swoop down and swallow the Power Cell! Not sure why a pelican would do such a thing, as digesting that Power Cell will most certainly result in the excruciating disintegration of the pelican's digestive tract, but no matter. Swim to the pelican's next, climb up, and give the bird a good sock to the kisser. The Power Cell will be sent flying, and now you'll have to reach it before the pelican does! Roll jump off the nest to get a head start and grab the Power Cell; if you fail you'll have to try it again.

Chase the Seagulls

From where you grabbed the Power Cell, you should see three Sentinels, with a large flock of seagulls crowded around one of them. Chase the seagulls over to the second Sentinel, and then to the third. They'll run, they'll run so far away, but they won't get away. The gulls will cause an avalanche, and a Power Cell will fall next to the Green Eco Harvesters.

Launch Up to the Cannon Tower

NOTE: This Power Cell cannot be collected until you have completed the "Find the Blue Vent Switch" objective in the Forbidden Jungle.

Return to where the Sentinels are located, and climb up the platform to find a Blue Eco vent and a launcher. Charge up your Blue Eco energy from the vent, then launch up to the top, where you'll find two Lurkers. Kill them both, then collect the Power Cell that appears. You now have control of the cannon, so use it to blast open the metal chests near where the pelican was located and collect the goodies contained within.

Explore the Beach

An easy one. Head past the center windmill and the small stone staircase to find a gap in the rocks. Head into the gap, take out the sand dragons, then find the Power Cell just past them.

Climb the Sentinel

Another simple one. Climb the stairs on the second sentinel to find this easily accessible Power Cell.

Free the 7 Scout Flies

Here are the locations of the seven Scout Flies in this area:

  1. Near the entrance, mixed in with the other chests; break it with Blue Eco energy
  2. Between the Eco Harvesters and the Flut Flut egg
  3. Beneath the far windmill are two poles sticking up. Use your uppercut to punch them both up; climb one to reach a Scout Fly in the cliffside
  4. Climb the other pole to find a second Scout Fly
  5. On one corner of the beach below the Eco Harvesters
  6. On top of the first Sentinel
  7. On a platform overlooking the beach between the first and second windmills, where the bombs are being thrown off

Return now to Sandover Village and take the exit to the Forbidden Jungle.

Forbidden Jungle

It seems that Samos has spotted some peculiar Lurker activity across the sea on Misty Island. In order to reach it, you'll need to borrow the jungle-dwelling fisherman's speedboat, though it's unlikely he'll hand it over free of charge...

Connect the Eco Beams

Hop up the steps and cross the dilapidated bridge until you reach a fork. You can go right to find some Precursor Orbs and a Scout Fly, but your current destination lies to the left. When you find the large machine, jump from its pistons to the machine itself and smash the mirror there. The Eco beam will be directed down now, and must be manipulated back to Sandover Village. There are five towers you must activate to direct the beam out of here. The first tower is right next to the machine, so drop down and recalibrate the tower by aiming the beam at the flame icon in the center of the lens. The next tower is in the jungle past the head of the machine, and the one after that near the Precursor tower. You'll have to pull off a high jump to reach it. The next tower is below that one, by the spike traps, near the entrance to this level. To reach the final tower, cross the bridges to the beach at the start of the level, then aim the beam at the windmill in front of the mayor's house. If you go see him now, he'll give you another Power Cell.

Get to the Top of the Temple

From the front of the machine, head down the steps to the left to reach some Blue Eco. Soak it up, then stand next to the gap between the Blue Eco and the nearby temple. The energy will create a bridge leading to the opposite side, so cross it to two trampolines. Take the one on the right first to grab some Precursor Orbs and one of the Scout Flies, then go back and take the left trampoline. Open the chests to obtain some Blue Eco, then keep heading up to a Blue Eco vent. Use it to get even higher up the temple until you reach the roof. Use your remaining Blue Eco energy to power the floating platforms on top; leap from platform to platform to claim the next Power Cell.

Find the Blue Vent Switch

Stand on the blue button on top of the temple and you'll be dropped inside. Head down the hallway, leap over the platforms, until you find a machine with a Power Cell sitting on top of it. Grab the Cell and the machine kicks to life, opening Blue Eco vents all over the game's levels.

Defeat the Dark Eco Plant

Head down the hallway in the temple and use the Blue Eco to open the blue door. Launch up and collect the Precursor Orbs here, then return to the center of the room. Gather more Blue Eco energy, then jump to the ledge above and head across the moving platforms to the end of the hall, where you will face your first boss, the Dark Eco Plant.

BOSS: Dark Eco Plant
The Dark Eco Plant starts out by sending a porcupine-like out to attack you. Wait for its spikes to retract, then attack the creature to kill it. The Dark Eco Plant will form a staircase with its leaves, so climb up charge into its head. Now it will release two spiny creatures. Defeat them as you did the first one, then climb the stairs and ram the Dark Eco Plant again. Repeat this one last time (with three spiky critters) to defeat this boss.

Killing the Dark Eco Plant wins you another Power Cell, and its tentacles will disappear from the jungle.

Catch 200 Pounds of Fish

Locate the fisherman beneath the bridge linking the denser area of the jungle to the area with the Precursor Totems and plead your case to him. He agrees to give you a Power Cell and let you borrow his boat if you catch two hundred pounds of fish for him. He gives you a net, and the fish-catching minigame begins. There are three kinds of aquatic life you can catch: green fish, which are worth 1 pound; gold fish, which are worth 5 pounds; and poisonous eels, which bring your total collected weight of fish down to zero if you catch even one of them. Also, if you miss 20 pounds of fish, you'll have to start over, so bear that in mind. Just touch the fish as fast as you can without touching any eels to win the minigame and claim your Power Cell, as well as the use of the motorboat.

Follow the Canyon to the Sea

Go to the third bridge, located near the machine, and follow the river to where it meets the sea. On a nearby island you'll find another Power Cell.

Open the Locked Temple Door

Find the Blue Eco vent (you passed it on your trip to the previous Power Cell), soak up the Blue Eco energy, then launch up to the area by the machine. To the right of the machine you'll find a locked door with a lightning bolt symbol above it; let your Blue Eco energy unlock it to grab the Power Cell within.

Free 7 Scout Flies

Here are the locations of the seven Scout Flies in this area:

  1. Under the third bridge, near some Dark Eco chests
  2. Continue on from the previous Scout Fly along the river to the end
  3. When you arrive at the temple area, go right and follow the walkway
  4. Halfway up your climb to the top of the temple
  5. Near the cliffside by the machine
  6. By the second Blue Eco tower
  7. By the fourth Blue Eco tower, up the platforms in the rock

Misty Island

With the speedboat at your disposal, head on over to Misty Island to see what the Lurkers are up to.

Catch the Sculptor's Muse

If you spoke to the sculptor in Sandover Village, you'll have heard him talk about how he's lost his muse somewhere on Misty Island. The muse in question is the little gold critter running away from you whenever you get near it. You'll have to chase it down, watching for when it turns a corner so you can cut it off or roll jump to it. Smack it to stun it and collect it, then return it to the sculptor to receive a Power Cell.

Climb the Lurker Ship

From the entrance to Misty Island, take a right at the first fork and head to the Lurker Ship. Climb up onto the roof and head up the scaffolding to find the next Power Cell.

Stop the Cannon

Go left to find a long wooden bridge and start to cross it; as you do so, several barrels will come, er, barreling toward you in sets of three: two barrels rolling, followed by a third bouncing one. Jump over the first two and let the third bounce over you. Continue across the bridge in this fashion until you reach the end, then knock out the Lurker operating the cannon there to claim your next Power Cell.

Return to the Dark Eco Pool

Use the cannon to blast open the metal chests below you, then drop down to open them. Head into the room and you'll be ambushed by several Lurkers. Kill them all to cause a staircase to form. Head up the stairs to find the next Power Cell. Very simple.

Destroy the Balloon Lurkers

Head toward the water now and find the flashing blue circle; this indicates that you can use your Zoomer here, so zoom out onto the ocean to track down the six Balloon Lurkers. You'll have to wait until their balloons are close to the water before you attack, and watch out for the mines scattered throughout the area. After you've nailed all six of them, a Power Cell will appear in the middle of the ship.

Use Zoomer to Reach Power Cell

As you were zooming around during your last mission, you probably noticed the ramps in the water leading nowhere, and a Power Cell floating in the air. You have to speed up one of the ramps in your Zoomer, then jump (R1) at the very top of the ramp to grab the floating Power Cell.

Use Blue Eco to Reach Power Cell

Back near the very beginning of this level, head toward the misty water and find the rock with the Blue Eco on it, along with a tall bone. Knock the bone down by punching it, then soak up the Blue Eco energy. Now head over the bone to grab some more Blue Eco energy, then drop down to the platform below it and take the Blue Eco energy there. Jump over the small island with the puddle on it, turn left, and get on the Blue Eco platform. Ride it to another Power Cell.

Free 7 Scout Flies

Here are the locations of the seven Scout Flies in this area:

  1. Near a bone bridge during the muse chase
  2. On a ledge above the Blue Eco, just before the "Ambush" room
  3. Continue up this ledge to the top to find another Scout Fly
  4. On the very top of the Lurker ship
  5. On the way up the "barrel-dodging bridge"
  6. Just before the bridge, use the springboard to bounce up to the next level, then continue heading up
  7. Ride the Zoomer over one of the ramps in the water to find the last Fly

Fire Canyon

When you have collected 20 Power Cells, you may speak to Keira at the entrance to the Fire Canyon about proceeding.

Reach the End of Fire Canyon

Your sole objective here is to get from one end of the Fire Canyon to the other, and the path is riddled with lava, pits, and Dark Eco. Your Zoomer is equipped with a temperature gauge, and if it fills up completely, the vehicle will overheat, and you'll be dead, so keep moving, and stay away from the Dark Eco at all costs. Along the way you'll find wooden paths that you can ride on to keep off the lava, as well as cooling balloons which will lower your temperature gauge, so steer toward both of these whenever you see them coming.

Free 7 Scout Flies

Here are the locations of the seven Scout Flies in this area:

  1. In the center of the track near the first patch of lava
  2. After the first road-wide patch of lava
  3. On a twisting section of the track, to the left
  4. On a swiveling section of track, surrounded by lava and a pit
  5. Just after the fourth Scout Fly
  6. After a Blue Eco vent on the right
  7. On the final straightaway

Rock Village

After you arrive and find the Blue Sage's hut in shambles, Keira will note that flaming boulders are descending up on the city and that the Sage was working on a device to remove them. She thinks she can fix the machine with 45 Power Cells, and if you've collected all you can thus far, that number isn't too far off.

Bring 90 Orbs to the Gambler

There's a gambler in the center of town, standing in a barrel after his latest total defeat. Bring him 90 Precursor Orbs for a Power Cell.

Bring 90 Orbs to the Geologist

The geologist can be found standing between the bridge from the town center and the entrance to the Precursor Orbs. Bring her 90 Precursor Orbs for a Power Cell.

Bring 90 Orbs to the Warrior

The warrior is in the center of town near the gambler, and for 90 Precursor Orbs he'll give you a Power Cell and fix the bridge to Boggy Swamp.

Bring 120 Orbs to the Oracle

The Oracle can be found between the steps leading down from the Blue Sage's hut and the geologist, and will give up two Power Cells at 120 Precursor Orbs a pop.

Free 7 Scout Flies

Here are the locations of the seven Scout Flies in this area:

  1. Just outside the Blue Sage's hut on the side balcony
  2. On the sand between two steps leading up to the Sage's hut
  3. On the path beyond the rock behind the geologist
  4. Near the path leading to the central area, by the flaming boulder and Blue Eco
  5. Where the warrior will build the bridge to Boggy Swamp
  6. Outside the center of town, by the bridge to the Lost Precursor City
  7. Across the bridge the warrior builds, near the entrance to Boggy Swamp

Precursor Basin

After reading the Sage's journals, Samos instructs Jak & Daxter to check out the Dark Eco infestations in the nearby Precursor Basin. The Dark Eco is infecting the plants there, and you must remedy them with healthy, Green Eco. You can find the entrance to it behind the geologist's equipment on the main path, and note that this level is played from your Zoomer.

Herd the Moles into Their Hole

Run down the cliff and hop into your Zoomer, then zoom up the cliff ahead to find several moles all running around willy nilly. You have to chase them into the hole near the entrance one by one. When you do so, you can return to the geologist to claim a Power Cell.

Catch the Flying Lurkers

Four Lurkers are flying around the level, two near the mole hill and two near the Dark-Eco infested plants, and you have to fly your Zoomer into them to get rid of them. You'll need to cut them off when they make a turn in order to catch them. Take out the two near the entrance, then head down the side path by the wall to the second area of the level. Chase down the two Lurkers there to claim another Power Cell.

Beat Record Time on the Gorge

As soon as you enter the second area of the Basin, make a right and head through the checkered tape. You have to finish this race in less than 45 seconds in order to win, so move fast, but not too fast, as crashing into something will slow you down considerably. Be sure to grab the Blue Eco along the way for speed boosts. When you beat the race in less than 45 seconds, return to the gambler in town to receive a Power Cell.

Get the Power Cell Over the Lake

Navigate your Zoomer to the ramp at the entrance to the second area of the Basin, then head up it at top speed, jumping at the top of the ramp to the next one. Make your way from platform to platform, grabbing the Scout Fly along the way, to the final ramp; jump when you reach the very end of this ramp to grab the difficult-to-reach Power Cell.

Cure Dark Eco Infested Plants

Near the ghastly black plants in the second area of the Basin you'll find a Green Eco vent; speed your Zoomer into it, then start flying over the infected plants to purify them. You'll need to go back to the vent a few times to recharge your Eco energy, but make sure you cure all the plants before the dark ones grow back. Doing so will net you a Power Cell.

Navigate the Purple Precursor Rings

You can find a purple ring on the top of the first area of the Basin; fly your Zoomer through it to trigger a chain of purple rings you must speed through, in a row. There will be 26 of them, and you have a time limit for completing this task as well, about ten seconds. If you make it through all the rings, a Power Cell will drop out of the final one.

Navigate the Blue Precursor Rings

On top of one of the ramps in the second area of the Basin you'll find a blue ring you must fly through. Just like the previous objective, you must speed your Zoomer through a series of rings (27 this time) leading you all over the area. Doing so before the time limit expires wins you another Power Cell. One special note: when you approach the rings near the Zoomer pad, DO NOT fly over it, or you will dock and have to start all over again.

Free 7 Scout Flies

Here are the locations of the seven Scout Flies in this area:

  1. On the far side of the area near the entrance
  2. Next to the mole hole
  3. On a platform you must jump to in the Zoomer
  4. Just below Fly #3
  5. Just before the ramp leading to the Get the Power Cell Over the Lake Power Cell
  6. Just prior to the jump to the first purple ring
  7. Just prior to the jump to the first blue ring

Lost Precursor City

When you've managed to get 90 Precursor Orbs to the warrior so that the bridge is built, head across it to the largest area of the game yet--the Lost Precursor City. To make navigation easier, here is the layout of the city:

  • Starting Room : Where you begin
  • Platform Room : The room with the platforms and electrified water, just after the Starting Room
  • Y Room : The room with a dual spinning platform, just after the Platform Room
  • Throne Room : The large room just after the Y-Room
  • Concentric Platform Room : The room through the door on the left side of the Throne Room
  • Tornado Room : The room with the water tornado in the middle, just after the Concentric Platform Room
  • Matching Room : The room with thirteen platforms, down the right path in the Tornado Room
  • Dangerous Pool Room : The room with another electrified pool and an exit to the First Slide, down the left path in the Tornado Room
  • First Slide : The first slide you encounter, which leads to the Chamber Raising Room
  • Chamber Raising Room : The room with a Blue Eco vent and a chamber you raise for the first Power Cell
  • Second Slide : The slide leading out of the Chamber Raising Room, which leads to the Slide Tube
  • Slide Tube : A large shaft with Dark Eco at the bottom and platforms leading up to the Dangerous Pool Room

Raise the Chamber

Head to the Chamber Raising Room as described in the city layout above. When you reach it, take out the Spiked Lurkers here, then soak up some Blue Eco from the vent. Use the energy to charge the five devices in this room, starting with the one on the floor and heading up the stairs to the rest. Do so opens the door on the machine, so head inside and step on the button to raise the whole machine. To make getting the Power Cell easier, lower the machine back down; you'll find the Cell on top of the pod.

Follow the Colored Pipes

There is a Power Cell in one of the chambers on the far left side of the Throne Room. Press the button in front of it to send it traveling through the pipe to the top of the area. You must reach it quickly before it's sucked back down! Head up the sliding platforms to the left to grab the Power Cell.

Reach the Bottom of the City

Head down the First Slide, through the Chamber Raising Room, then down the Second Slide to the Slide Tube. Grab the Power Cell at the bottom, and get ready to start jumping...

Climb the Slide Tube

...because once you've grabbed the previous Power Cell, the Slide Tube will begin to fill with Dark Eco! Charge up with Blue Eco energy and launch yourself up on the jump pad, then keep heading up the platforms, killing the enemies along the way. Keep springing up with Blue Eco energy on the launchers when you find them to leap to safety--and another Power Cell!

Quickly Cross the Dangerous Pool

Head to the Dangerous Pool Room (left from the Tornado room) and take out the Lurkers there first. Hit the switch on the floor to raise two platforms. Quickly double-jump off each platform to reach a Power Cell on the left.

Match the Platform Colors

Hovering over the electrified water in the Matching Room are thirteen platforms you must cross. Stepping on each platforms lights it up, and you must light up all of them to unlock the door. Here is one possible path you can take to the end:

  1. Start with the center platform closest to you
  2. Jump to the platform diagonal up-left
  3. Jump to the platform diagonal down-left
  4. Jump to the platform straight ahead
  5. Jump to the platform straight ahead
  6. Jump to the platform diagonal down-right
  7. Jump to the platform diagonal down-right
  8. Jump to the platform diagonal down-right
  9. Jump to the platform diagonal down-right
  10. Jump to the platform straight ahead
  11. Jump to the platform straight ahead
  12. Jump to the platform diagonal down-left
  13. Jump to the platform diagonal up-left

Stepping on the thirteenth platform will open the door to another Power Cell!

Reach the Center of the Complex

Head to the Concentric Platform Room. Jump across the tilting platforms to the center platform to grab another Power Cell.

Free 7 Scout Flies

Here are the locations of the seven Scout Flies in this area:

  1. On a platform at the bottom of the Starting Room
  2. On a platform to the right in the Y Room
  3. Stomp on the button next to the chamber containing one of the Scout Flies in the Throne Room, then quickly jump to the center pillar to grab it
  4. Also in one of the Throne Room chambers; hit the button and quickly jump to the ledge to the right
  5. On the far-right side of the Throne Room, past the second-story electrified pool
  6. On the middle of the staircase on the left side of the Throne Room
  7. On a platform in the room just past the Chamber Raising Room

Boggy Swamp

Samos says that, according to the Blue Sage's journal, Lurkers have infested the nearby Boggy Swamp and are planning to lift an important Precursor out of the swamp with a dirigible. You must head there and dislodge the tethers to their zeppelin! You can reach the Boggy Swamp via the warrior's newly-constructed bridge.

Ride the Flut Flut

NOTE: You must have completed the "Push the Flut Flut Egg Off the Cliff" objective in Sentinel Beach before you can complete this.

Head forward from the entrance, through the mud, to find the first traces of Yellow Eco. This energy allows you to shoot things from great distances, and it will come in handy soon enough. Use the pole to reach the tree above, then break open the chests there to obtain more Yellow Eco energy. Jump back down to the mud, the leap to the rock ahead. Perform a long jump to get past the thorns, then follow the bridge past the pink bats the rising poles and spikes. Jump over them when they retract to reach a rat's nest, which you should decimate with your Yellow Eco energy. At the fork where you can go left or straight, go straight. Blast open the rock in the center of the area to find a Yellow Eco vent, and some springy mushrooms beyond that. You should jump on the mushrooms and take out the rock holding down the first tether now for a Power Cell, then continue forward and right to a cave. Blast the Dark Eco chests with your Yellow Eco energy, then proceed past the launcher on the right (but remember it for later). You'll soon come across a Flut Flut pad, so straddle the bird and hop up the platforms to find a Power Cell (go even further for one of the Scout Flies).

Protect Farthy's Snacks

Take the mud path past the Flut Flut riding excursion to find Billy, the swamps unofficial proprietor. He's lost his Hip-Hog, Farthy, and been putting out mushrooms to lure him back. Problem is, the Lurker rats have been stealing the snacks, so he asks you to take out the thieves for him. There are three waves of rats you'll have to take out, but just make sure to take out the rats closest to the mushrooms and you'll be fine. For helping Billy get Farthy back, you'll obtain a Power Cell.

Defeat the Lurker Ambush

Head back to the area with the Dark Eco chests and the launcher on the right. Charge up some Blue Eco, then use the launcher to leap to an area where some Lurkers will ambush you. Soak up the Yellow Eco energy here and blast them all away, sticking to the center of the area for maximum efficiency. Defeat all the Lurkers to win a Power Cell.

Break the Tethers to the Zeppelin

If you've been following these instructions, you've already taken out the first tether. From there, go back to the left/straight fork in the path and go left to find some poles in the mud. Head up to the four chests to absorb some Green and Yello Eco energy and you should see the second tether nearby. Use the Yellow energy to blast it free for another Power Cell. To find the third, return to the cave with the launcher on the right; use it with Blue Eco energy to land in a cave full of rats. Destroy the rats and their nests, then use the Yellow Eco energy to blast the nearby tether free for yet another Power Cell. Finally, head to the large field of mud after the "Protect Farthy's Snacks" Power Cell and jump across the mushrooms over the water with some Yellow Eco energy in tow. Blast the last rock away to free the tether and obtain the Power Cell.

Free 7 Scout Flies

Here are the locations of the seven Scout Flies in this area:

  1. On the log bridge after the thorns near the start of the level
  2. In the cave where the first Blue Eco launcher sends you
  3. In another cave where the first Blue Eco launcher sends you
  4. Head forward to a wall after the second tether, then check the right corner
  5. On top of a platform on the Flut Flut "course"
  6. Take the wooden platforms over the Dark Eco pool on the Flut Flut "course"
  7. In a chest in the cave behind Billy's hut

Mountain Pass

If you have 45 Power Cells, you can now head to the Mountain Pass and stop the creature who's hurling all those flaming boulders onto the town.

Defeat Klaww

BOSS: Klaww
Your biggest concern in this second boss fight is not so much Klaww as the lava surrounding you; falling in it will end the battle faster than you can say "Jack Robinson." You'll start the duel on one of the three stones in the lava, and Klaww will start chucking rocks at you as some perverse form of greeting. Avoid them all by jumping and Klaww will dive into the lava. Some Blue Eco energy will appear, so quickly soak it up to form a long bridge. Cross it and collect the Yellow Eco energy on the other side, then fire away at Klaww's tummy to make him drop the huge boulder he's holding onto his head. The boulder will come towards you now, but just perform a couple double rolls and jump back to the three stones to avoid it. Repeat this with a second bridge, collecting the Yellow Eco energy and firing away a second time. Repeat this yet again with a third bridge, and after you blast him with the Yellow Eco energy he'll sink into the lava for good, leaving you a Power Cell for your trouble.

Reach the End of the Mountain Pass

Head over the stones on the right to your Zoomer, then hop aboard. You have to race three Lurkers to the end of the track, avoiding the explosives in the way and dodging the Dark Eco pools and bottomless pits. Reach the finish line first and destroy the detonator to obtain a Power Cell.

Find the Hidden Power Cell

NOTE: This Power Cell cannot be collected until you have completed the "Find the Yellow Vent Switch" objective on the Snowy Mountain.

Head right out before the cave at the end of the Mountain Pass to find a Yellow Eco vent. Charge up with it, then blast the large rock to the right to clear a path to a Power Cell.

Free 7 Scout Flies

Here are the locations of the seven Scout Flies in this area:

  1. Just before the first jump
  2. In the center of the road after the shortcut ends
  3. Just before the road bottlenecks
  4. In front of the four chests after the very long jump
  5. Halfway through the mountain
  6. Before the jump with the Dark Eco on the right side of the track
  7. Just before the detonator

Volcanic Crater

Follow the rocky path past the mountain pass, then head over the bridge into the Red Sage's lab. Step on the switch inside to let Keira and Samon in, then watch the cut scene as the Dark Eco-infected Gol and Maia reveal their plans to open the Precursors' Dark Eco silos. You need to get to their Citadel, but you'll first need 72 Power Cells to boost the Zoomer's heat shield sufficiently enough to cross the Lava Tube.

Bring 90 Orbs to the Miners

Head through the cave in front of the second suspension bridge here to find the miners. You can bring 90 Precursor Orbs to them four times to obtain four Power Cells.

Bring 120 Orbs to the Oracle

From the second suspension bridge, go left down the path toward the lava to find this area's Oracle. You can bring 120 Precursor Orbs to him twice to receive two Power Cells.

Find the Hidden Power Cell

Near the entrance to the Spider Cave (by the train tracks), you'll find a metal box in the stone. Hop on one of the moving carts, then hop onto one moving in the opposite direction to reach Spider Cave. Go to the area directly above the entrance, absorb some Yellow Eco energy from the vent there, then jump down and sprint over the platforms toward the Volcanic Crater. Shoot the metal box with the energy to receive a Power Cell.

Free 7 Scout Flies

Here are the locations of the seven Scout Flies in this area:

  1. Near the entrance to the Mountain Pass
  2. Near the entrance to the miners' cave
  3. At the beginning of the path to the Oracle
  4. Between the gondola and the carts on the train tracks
  5. On a rock across from the first train track
  6. On a rock near the third set of train tracks
  7. Next to the entrance to Spider Cave

Snowy Mountain

You'll need 50 Power Cell to enter the Snowy Mountain; when you have them, stand in the gondola in Volcanic Crater to be taken up to the mountain.

Find the Yellow Vent Switch

Head right of the fort in this level and through the traps to find the Yellow Eco vent switch. Hit it to open Yellow Eco vents across the world and receive a Power Cell.

Stop the 3 Lurker Glacial Troops

From the beginning of the level, find the left/straight fork and go left up the hill past the tumbling boulders. At the top, absorb the Red Eco energy, then go left to find the first Lurker. Hit him with a Red Eco punch to defeat him. Now to find the other two. Find the Red Eco near the ice above the Yellow Eco switch, and absorb more of it. Go back to the left/right fork and head left; you'll soon find the next Lurker before the steps. Take him out, then head down the steps to an icy area below. Head past the trees and drop down, then head up the platforms to the last Lurdker. Use your Red Eco energy to knock his block off and claim a Power Cell.

Deactivate the Precursor Blockers

There are 12 switches scattered all over the Snowy Mountain with force fields around them, and you'll have to hit them all (headbash through the barriers). There is one in front of the gondola, two next to the snowball slide, two outside the fort on the left road, three in the ice field after the ice elevators, one to the right of the ice field, two on the small isle of ice leading to a cave, and one past the suspension bridge from the ice isle.

Open the Frozen Crate

There are several metal chests located near the beginning to this level and a Yellow Eco vent near that. Use the Yellow Eco energy to blast open the wall of ice on the left, then the metal chest contained within to free a Power Cell. Go collect it.

Get Through the Lurker Fort

NOTE: You must have opened the Yellow Eco vents before you can complete this objective.

Head to the left side of the tower at the back of the fort (inside). Perform a crouch jump to reach the ledge above you, then go to the left side and jump over a series of rails to some moving platforms. Leap from platform to platform, higher and higher, until you reach a Power Cell.

Open the Lurker Fort Gate

Go to the icy area above the Yellow Eco switch, past the hills. At the left/right fork, go right and you'll find Flut Flut there. Hop aboard, step on the switch to your left, then head across the platforms to another switch. Activate it, then hop over the next series of platforms to a third switch. Hit it, then head over the final platforms to claim a Power Cell and open the front gate to the Lurker Fort.

Survive the Lurker Infested Cave

Head to the gate you opened with Flut Flut, then head in and go left. Stay on this path until you reach a bridge; cross it, absorb the Red Eco there, then head into the cave for a Lurker ambush. A hundred Lurker rabbits will descend upon you, so eliminate them all (the spin attack will work nicely here). Soak up some more Red Eco if you need to, and keep spinning until all the Lurkers are dead. Defeating them all wins you a Power Cell.

Free 7 Scout Flies

Here are the locations of the seven Scout Flies in this area:

  1. At the bottom of the gorge by the gondola
  2. At the bottom of the first suspension bridge
  3. Near the sliding ice lifts by the fort
  4. Take the stairs farthest to the right by the fort
  5. On top of the fort's middle tower
  6. On the fort's roof
  7. By the Blue Eco jumping puzzle

Spider Cave

Leave through the last train track in the Volcanic Crater to reach the Spider Cave, where more Power Cells and Precursor Orbs are ready for the taking.

Use Your Goggles to Shoot the Gnawing Lurkers

Head over the platforms to find a Lurker centipede chewing on one of the walls; these must be killed with Yellow Eco, so hopefully you've already opened the Yellow Eco vents on the Snowy Mountain. Leave over the platforms on the left, then head up the left cliff to cross over to the other side, where you'll find some Yellow Eco. Soak it all up, then find all the pillars in the room and nail the Lurkers gnawing at them. After you rout them all out, you'll receive a Power Cell for your troubles.

Destroy the Dark Eco Crystals

There are five Dark Eco Crystals scattered throughout the level; to destroy them, you must run up to them, touch them, then run away before they explode. The first can be found at the top of the first room, and the second can be reached by taking the northern path past the first room, beyond two metal chests, and on your right. The third can be found by taking the path to the top of the first area, heading through the other passage to a cliff on the left side. There should be a Yellow Eco vent open here, so use it to fire at the third crystal. To reach the fourth, head right from the third crystal, over the platforms to a left/right fork. Go right to find a pool that you must reach via a very long roll jump. Dive into the pool to find the fourth Dark Eco Crystal, and quickly get back to the surface. Finally, go back to the last fork and go left this time to a dark path. Go right at the next fork, then left at the next, and you'll come to a series of green crystals that you can light up (this is covered in the next objective). At the fourth of these crystals, go left to find another pool you must dive into to find the fifth Dark Crystal.

Explore the Dark Cave

On your way to the fifth Dark Eco Crystal in the previous objective, you'll come across a series of green crystals that you can light up by touching. Light up the first one, then the second, and keep moving. After the section of the cave where the floor gives way you'll find the third crystal in the wall, and then the fourth just ahead to the right. At the fork, go right (or left, as stated before, for the fifth Dark Crystal) past the spinning platforms and take the lifts to the top to find the Power Cell.

Climb the Giant Robot

Starting from the second area, head up the ramp to find some Lurker drillers. Defeat them, then go right to a left/right fork. Go left for some Yellow Eco energy, then take the right path to continue to an elevator. Ride it up to another left/right fork, and take the right path. Head down this path to another elevator, and take it to a section of the floor that will give way beneath you. Hurry over it, then take the rail on the right, above the fire. Keep following the rails, jumping from one to another without falling, then jump straight up at the end of the last rail. Climb up, then jump right and take this route to a Power Cell.

Launch to the Poles

In the large robot area, go to the upper-left side and absorb the Blue Eco you find there. Jump down or ride the lift down below to a launcher, and use it to launch yourself to some poles above you. Jump to the left and keep heading that way until you reach the Power Cell.

Navigate the Spider Tunnel

Again, you will want to have opened the Yellow Eco vents on the Snowy Mountain before you attempt this objective. From the area with the giant robot, find the spiderweb trampolines and use them to reach a cave literally crawling with spiders. Once inside, charge up with Yellow Eco energy from the vent, then start spinning or shooting your way through the cave. Whatever you do, don't try to kill every spider you see, because you will quickly be outnumbered! Just keep moving to the back of the cave, grab the Power Cell, soak up some Blue Eco, then jump on the launcher to leap free to safety.

Climb the Precursor Platforms

Quite easy. Just head to the top of the first area, where the left path leads to the Dark Eco pool and the dark cave, and keep moving up the platforms until you reach the Power Cell.

Free 7 Scout Flies

Here are the locations of the seven Scout Flies in this area:

  1. Across the bridge at the upper part of the first area
  2. Down the path from the Dark Eco crystal above the first area
  3. Directly above the entrance to the Spider Cave
  4. Near the first elevator to the giant robot
  5. Near the top of the giant robot; use the windmills to reach the side path
  6. On an island in the dark cave
  7. On the path in the dark cave

Lave Tube

When you have 72 Power Cells, Keira will be able to boost your Zoomer's heat shields enough to withstand travel through the Lava Tube. Jump on the first track and take the cart to the Lava Tube.

Cross the Lava Tube

Just like the Fire Canyon, you'll have to use your Zoomer to speed through this objective. Avoid the obstacles and the lava as you zoom ahead to a room encircled in Yellow Eco. You must use the Yellow Eco to destroy the spinning machine here, then proceed through the northwest path, over the metal grating to the end.

Free 7 Scout Flies

Here are the locations of the seven Scout Flies in this area:

  1. Near the beginning of the level on the right side of the track
  2. In the middle of the three-way split landing
  3. On the left metal platform after the spinning room
  4. In the mined lava field
  5. Right next to the previous Scout Fly
  6. Just before the second mind lava field
  7. After the second group of Dark Eco traps

Gol and Maia's Citadel

This is it, the final level of the game. The Yellow Sage's lab is burnt down, and of course, he's nowhere to be found. To boot, Gol and Maia have somehow kidnapped Samos, too! You've got to rescue him, and all the other sages to boot.

Free the Blue Sage

From the entrance of the Citadel jump on the spinning platform, then take a left at the left/right fork and follow it past the first left to the second left. Head down this left path to a bridge, then follow it by not stepping on the same color twice. Across the bridge you'll reach a room with some platforms, so jump over them and roll jump to the left to find a wheeling platform with a laser on it. Obviously, avoid the laser. Continue up, jump up the platform on the right, then soak up the Blue Eco you come to. Continue over the platforms to the next room, where you should destroy the machine to the left. Doing so nets you a Power Cell and frees the Blue Sage.

Free the Red Sage

At the first left/right fork, go right, then take the right offshoot when you reach it. You'll come to a huge pit covered with red, yellow, green, and blue platforms. Just roll jump across them to the opposite side, then head into the room to be ambushed by several Lurkers. Grab the Yellow and Red Eco in this room and start pounding on the Lurkers, moving constantly toward the machines at the back. Destroy them, then finish off the remaining Lurkers. You'll find the Red Sage in the room to your left.

Free the Yellow Sage

At the first left/right fork, go left, then take the first offshoot to the left. Continue to a room with several launchers and a Blue Eco vent. Soak up the energy, then use the launcher on the left to grab some Precursor Orbs, then leap from launcher to launcher to reach the other side of the room. Head through the door and destroy the machine holding the Yellow Sage captive for another Power Cell.

Free the Green Sage

Time to free Samos. In the main area of the Citadel you will now see that some platforms have risen to form stairs to the upper section of the level. Leap up the platforms to the top, being careful not to fall, as doing so means you'll have to start all over again. When you reach the ramp-like platform, jump to the walkway running across the ceiling and take it to the end, where you'll find the machine. Bust it up good to gain a Power Cell and free Samos, the Green Sage.

Free 7 Scout Flies

Here are the locations of the seven Scout Flies in this area:

  1. To your immediate right as you enter the Citadel
  2. On a platform near the first left branch after the left/right fork
  3. On your way to the Blue Sage
  4. Just after the large pit on your way to the Red Sage
  5. On a path left of the launchers on the way to the Yellow Sage
  6. On the far left after you free the Yellow Sage
  7. On top of the machine in the middle of the citadel on your way to the Green Sage

The Final Boss

By freeing the four Sages, the barrier around Gol and Maia's robot will be lowered, leaving it vulnerable to your assault! When you're ready, take the elevator next to Samos to fight the Precursor Robot.

FINAL BOSS: Precursor Robot
Start off by absorbing the Yellow Eco in the battle arena, then start blasting away at Gol's laser. When it explodes, Gol will release a bomb that will detonate after a time, so avoid it at all costs; soak up some Blue Eco and use a launcher to get above the blast. Gol will then start blasting the Dark Eco silo, causing Lurkers to come crawling out of it. Blast them with Yellow Eco until they're all dead, then use the Blue Eco launcher again to avoid the second bomb Gol releases.

Absorb some Yellow Eco now, avoiding Gol's robot's fireballs, then start shooting its laser until it's nice and destroyed. Gol will release a third bomb, so deal with it as you did the first two. Gol will now begin firing great big laser beams at you, but you can avoid them by simply running around, constantly moving. In the meantime, keep firing your Yellow Eco energy at the robot's cannon to destroy that as well. The Sages will combine their powers to release White Eco, so quickly follow the clouds to absorb it. Doing so will trigger the total and complete annihilation of the machine, taking out Gol and Maia with it.

Congratulations! You have just beat Jak & Daxter: The Precursor Legacy. Sit back and watch the closing scenes and end credits. A second ending is available to you now if you collect 100 Power Cells and use them to unlock the door at the top of the Citadel...

Personal tools