Jak 2 - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Jak 2 - Strategy Guide (Page 02).
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4.7 General Tips and Strategies
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Here are some general tips and strategies to use while playing the game:
- Stay low in the hover vehicle, especially when being pursued by the Krimzon
Guards to make it easier to avoid other hover vehicles.
- Reaching a mission starting point will cancel a Krimzon Guard alert.
- Using the right analog stick to change the view is a good way to gauge the
distance needed to jump or to keep enemies in sight.
- If you die when traveling back to the city from the mission's end save point,
all of the killed enemies will reappear in the area. For this reason, it is
recommended that a manual save be performed once the city is reached.
- When swinging on a pole, jump off when the rotation is in the upward
direction.
- When swinging on a pole and jumping off, additional height can be achieved by
doing a double jump.
- Full health will be restored if the mission is restarted or the game
reloaded. However, the amount of ammunition being carried will not be reset to
full if the mission is restarted.
- When possible, make sure the full amount of ammunition is being carried
before starting a mission. The gun range (available after the 'Beat Scatter
Gun Course' mission) will contain Krimzon Guard crates containing ammunition
for each of the weapons currently available.
- A musical tone can be heard when near an enemy. Listen for the tone to help
determine if an enemy is close by (e.g., approaching from the rear, around a
corner, etc.).
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5. Storyline Missions Walkthrough
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The mission description will primarily indicate the path to take through the
mission and what tasks need to be accomplished. Since each mission contains
numerous enemies to be defeated, this guide will only reference specific ones
if required for the objective or for clarity. Unless otherwise stated, all
enemies that are encountered need to be killed using one of Jak's moves or
weapons.
As you proceed through the missions, there will be special items to collect.
Some items appear after defeating a particular enemy. If a special item is
encountered or will appear after an enemy is killed, the description will
include a number in brackets ([]). This number indicates how many of the
objects should have already been found. For example, [4,5] would indicate the
objects are the fourth and fifth found on the mission. These numbers represent
the number of objects found on the mission, not the total for the game so far.
Each mission also includes a "New Objects Obtained" that will list the total
number of each object that is available during the mission.
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5.1 Jak
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These missions are started from any location after completing a certain
mission.
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5.1.1 'Escape from Fortress'
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Available: At the start of a new game.
Description: Go to the crates on the left (east) side of the room and jump to
the ledge. A Precursor Orb [1] is located at the far left end of the ledge.
Go through the door and follow the tunnel to the lighted room where the prison
escape in progress message will be heard. A Precursor Orb [2] is on the top of
the shelves to the right of the entrance (use a double jump to reach it). Use
the crates on the left to jump to the ledge leading to the doorway to the room
with raised platforms. Jump across each raised platform to the moving platform
and then jump left to the stationary ledge. Do a high jump to the next ledge,
follow the ledge to the moving platform and proceed across. A Precursor Orb
[3] is on top of the control panel in the corner (use a high jump to reach it).
Continue to the edge of the ledge and use the pole to reach the upper ledge.
Once you reach the sliding platform, turn left and jump to the next area.
After defeating the two Krimzon Guards in this area, proceed to the gap where
you will be instructed on how to perform a long jump. Instead of jumping the
gap, jump down to find a Precursor Orb [4]. After retrieving the Orb, use the
crates to jump back up to the level and then long jump across the gap.
Continue to the area that has metal grating on the floor. Once you enter into
this area, Krimzon Guards will be shooting at you from underneath the floor. A
Precursor Orb [5] is behind the control panel on the right (north) wall after
entering the area. After exiting this area, dive attack to break the door and
drop down to the lower floor. A Precursor Orb [6] is behind the pole on the
right after dropping into the area. Follow the tunnel to the next room and
dive attack the door to drop down to the slide into the water. A Precursor Orb
[7] is located in the alcove on the wall directly ahead (west) and a Precursor
Orb [8] is in the water behind the Krimzon Guard crates near the left (south)
wall. Once both Orbs are obtained, jump on the crates next to the right
(north) wall to reach the fortress exit.
Strategy: Continually move and jump while going through the area with the
grated floor to avoid being shot by the Krimzon Guards.
New Objects Obtained: 8 Precursor Orbs
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5.1.2 'Protect Kor and Kid'
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Available: After the completion of 'Escape from Fortress' mission.
Description: Walk down the street to talk with Kor. Once the cinematic is
over, protect Kor and the kid from the attacking Krimzon Guards (approximately
12). After defeating the first 3 Krimzon Guards, Jak will turn into Dark Jak
and then return to normal once all of the Krimzon Guards have been defeated.
Strategy: Continually spin kick to not allow guards enough time to fire their
weapons.
New Objects Obtained: None
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5.1.3 'Ride Elevator Up to Palace'
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Available: After the completion of 'Turn on 5 Power Switches' mission.
Description: Travel to the elevator icon indicating the entrance to the palace.
Get on the elevator and go to the top. A Precursor Orb [1] is located along
the back wall when the elevator reaches the top (use a high jump to reach it).
Go through the door and jump down the ledges to the pipe with the rotating
electrical rods. Travel across the pipe until reaching the section with red
heat tiles. Jump to the ledge on the left of the pipe and use the two poles to
reach the next ledge. Jump back up to the top of the pipe and continue to the
next set of heat tiles. Jump to the ledge to the right of the pipe and then
jump across to the next ledge. Jump back up to the top of the pipe. A
Precursor Orb [2] is on the ledge on the pipe. As soon as the ledge is
touched, a turret will begin to fire. Avoid the turret fire and move toward
it. Destroy it with a weapon, punch or spin kick when reaching it. Once it is
destroyed, continue across the pipe until reaching the section with the
rotating spikes. Jump across the pipe sections to the next ledge. Upon
reaching this ledge, another turret will begin firing. After destroying the
turret, another rotating electrical rod section will be encountered. Jump to
the ledge to the right of the pipe and then jump down the ledges to past the
electrical rods. CAUTION! The ledge immediately before the electrical rods
will collapse once stepped on. After passing the electrical rods, proceed
under the pipe to the ledge on the other side. CAUTION! The ledge in the
middle collapses once stepped on. A Precursor Orb [3] is located on the ledge
in the middle. Once across, use the pole to jump to the next ledge and then
jump to the top of the pipe. Another section of rotating spikes will be
encountered, followed immediately by a section of heat tiles. After crossing
the rotating spikes, jump to the ledge on the right of the heat tiles. Move
across the ledge and jump to the ledge in the center of the pipe. Once this
ledge is reached, two rotating machine turrets will begin firing. Go across
the ledge to pass the machine turrets (Note: These guns cannot be destroyed).
Jump onto the ledge to the right and continue up the ledges to the top.
Strategy: When crossing the electrical rod and spiked floor sections, watch the
timing of the obstacles before attempt to cross. When approaching the
stationary turrets, keep running and jumping to avoid being hit by the shots.
When approaching the rotating machine turrets, concentrate on jumping over the
shots. Only travel down the ledge immediately after jumping over a shot.
Tip: When approaching the rotating machine guns, standing on the pipe in
between the ledges is safe area from being hit.
New Objects Obtained: 3 Precursor Orbs
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5.1.4 'Defeat Baron at Palace'
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Available: After the completion of 'Ride Elevator Up to Palace' mission.
Description: After completing the 'Ride Elevator Up to Palace' mission, jump
down the incline to the roof. Baron Praxis will be in a machine and begin
attacking you. He will attack in three different areas with a different weapon
in each area. There are two gauges displayed in the lower right corner of the
screen. The small bar indicates his shield strength. His shield is drained
every time he shoots and when he is shot by the Blaster Gun. When his shield
is running low, he will move to the electrical field to recharge it. When it
is completely depleted, he will move to the next area. The large bar indicates
his overall health. Once he has been defeated in each area, 1/3 of the bar
will be removed.
In the first area, he will attack with a laser cannon. Once he has been shot
enough times to deplete his shield, his damage indicator will turn yellow and
he will move to the next area. In the second area, he will attack by shooting
dark eco bombs. A red "marker" will appear on the ground to indicate where the
bomb is going to land. Once he has been shot enough times to deplete his
shield, his damage indicator will turn red and he will move to the next area.
In the third area, he will attack using two different means. He will shoot
fire "tornados" and use his machine to roll over you. Once he has been
defeated in the third area, climb up the slanted roof to the ledge. Follow the
ledge to a doorway. A Precursor Orb [1] is located in front of the door. Go
through the door and into the room. Proceed through the room to find the door
to exit the palace.
Strategy for first area: When possible, use the building for cover to avoid
being shot. If the building cannot be used, be sure to keep moving once he
starts to shoot (and avoid jumping). His laser cannon only shoots straight so
when he is close, get to one side to allow numerous shots to be taken at him.
When he is at a distance, try to get into a position where shots can be taken
at him while running to avoid his shots.
Strategy for second area: Watch the red markers indicating where the bombs are
going to fall. Once the last one has been shot, continually shoot at him until
he starts shooting again.
Strategy for third area: When he is getting ready to roll (when he covers the
machine's cockpit), prepare to move out of the way. Once he rolls by, quickly
turn towards him and start shooting.
Tip: Use the time that he is recharging to get the Blaster Gun Ammo from the
Krimzon Guard crates if needed. These crates will reappear after his next
attack.
Tip: Use the right analog stick to change the view to always keep the Baron in
sight.
Tip: A good time to shoot at him is when he is moving to a new location in the
current area.
Tip: In the third area, there is a health pack located in the corner
(southwest) of the roof.
New Objects Obtained: 1 Precursor Orb
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5.1.5 'Pass the Tests of Manhood'
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Available: After the completion of 'Use Items in No Man's Canyon' mission.
Description: Travel to the skull icon indicating Mar's tomb. Get on the
elevator to go to the bottom. A cinematic will be seen where Jak and Daxter
enter the tomb. A Precursor Orb [1] is in the corner to the right (west) of
the entrance door. A Precursor Orb [2] is in the corner to the left (east) of
the entrance door. Proceed down the ramp and jump into the shallow water. A
Precursor Orb [3] is located on the water behind the far left (southeast)
pillar. A Precursor Orb [4] is located on the water behind the far right
(southwest) pillar. In the center of the water are two platforms. The one on
the left (east) is test #1 and the one on the right (west) is test #2.
Strategy: None needed
New Objects Obtained: 4 Precursor Orbs
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5.1.5.1 'Pass the First Test of Manhood'
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Available: After the completion of 'Use Items in No Man's Canyon' mission.
Description: From the shallow water in Mar's tomb, jump to the left (east)
platform and go through the door. Follow the tunnel to the room with the dark
eco lake. Jump across the four columns with spiked flooring to the ledge.
Once on the ledge, use the pole to jump to the next higher ledge. Proceed
around the ledge to the moving vertical pole and moving block. Jump onto the
pole and then on the moving block. Jump off the moving block to the stationary
ledge. At the ledge edge, jump onto the moving horizontal pole and then to the
ledge. Follow the ledge around to the small elevator (brown squares on floor).
When at the bottom, jump onto the ledge. Process across the ledge and walk
over the switch (square on floor with a design). The switch will cause the
four columns that were jumped across to begin moving (the spikes will now be
permanently retracted). Jump to the first column. A Precursor Orb [1] is in
an alcove behind the column (left (west) of the ledge just jumped from).
Double jump across each of the moving columns to the far ledge. Use the
vertical moving poles on the left to reach the next ledge. Proceed around the
ledge to the horizontal moving poles. Use the poles to reach the next ledge
and second switch. After walking over the switch, walk to the edge to ride the
small elevator to the bottom. Jump to the ledge and go to the right (east).
Just after passing the column, jump down the stairs to the left. After
approaching the large rock, a cinematic will be seen and you will be
controlling Daxter. The rock will begin rolling and Daxter must run to avoid
being crushed. While running, gaps will appear that requiring jumping over.
At the bottom of the tunnel, a cinematic will be seen where the rock explodes
revealing a Black Widow. Continue running through the tunnel, jumping over
gaps and enemies, until reaching the spider web. Jump onto the first and then
the second spider web. Jump to the narrow ledge and run up the ledge to the
next web. Jump onto the web and then to the next narrow ledge. Go around the
ledge and jump to the next web. Jump to the final web and then the top ledge.
Run down the tunnel and jump over the gap to a ledge. Continue to the edge and
jump to the moving column. Jump from the moving column to the next ledge.
Continue running down the tunnel and at the end, the door will close behind
Daxter trapping the Black Widow. You will be controlling Jak once again.
Proceed through the tunnel to the room with columns. Use the columns to jump
to the ledge on the left and then jump to the upper ledge. Jump to the
vertical moving pole and then to the moving block. Jump off the block onto the
vertical moving pole. Jump off the pole to the next ledge. Go across the
ledge and jump to the vertical moving pole. Jump from the vertical pole to the
horizontal moving pole. Jump from the horizontal pole to the diagonal moving
pole. Jump from the pole to the first moving block. Jump to the second moving
block and then to the ledge above. Use the steps to jump to the top ledge.
Jump to the horizontal moving pole and then to the first moving block. Jump to
the second moving block and then to the horizontal moving pole. Jump to the
final moving block and then onto the ledge. Follow the tunnel to the button
and dive attack it.
Strategy: When crossing the spiked flooring, jump to the next column as soon as
the clicking sound is heard indicating the spikes are changing. At the
vertical moving pole and block, once on the pole, wait until it is at the top
and the ledge is extended before jumping. At the horizontal moving pole, wait
to jump off until the swing's rotation is directed up. At the vertical moving
pole, jump to the first and wait until it is higher than the second one. Jump
to the second one at the high point of the rotation. At the horizontal pole,
jump onto the first pole and jump off when it reaches the far left. When
Daxter is being chased by the rock and spider, do not attempt to kill the Baby
Spiders (simply jump over them). When jumping up the webs, aim for the left of
the yellow arrow above the ledges. When running up the ledge, jump to the next
web as soon as the top of the incline is reached. At the vertical moving pole
and block after the chase, jump off the pole when it is at the highest point.
Quickly run across the block and jump to the next vertical moving pole. Jump
off this pole when it reaches the top. At the next vertical moving pole, jump
to the pole when it is in the middle and the horizontal pole is approaching.
Jump to the diagonal pole when the horizontal pole is to the far right and the
diagonal pole is at the bottom. Jump off the diagonal pole when it is at the
top and quickly jump off the block to the ledge. At the next horizontal moving
pole, jump to the moving block when the pole is at the left. Jump to the next
moving block when the first block begins retracting.
New Objects Obtained: 1 Precursor Orb
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5.1.5.2 'Pass the Second Test of Manhood'
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Available: After the completion of 'Use Items in No Man's Canyon' mission.
Description: From the shallow water in Mar's tomb, jump to the right (west)
platform and go through the door. Jump up the ledges and go through the door
into the next room. Touch the switch in the middle of the room (square on
floor with a design). 15 beetles will drop from the ceiling, 3 with red on
their stomachs. Observe which ones have the red stomachs. When they flip
over, locate and punch or spin kick the beetles with the red stomachs. You
will lose health for each incorrect guess. Once the correct beetles have been
found, a door will open. Go through the door until coming to a pool of water
with a barricade in the middle. The pool is occasionally electrified. Proceed
across the pool and under the barricade to reach the ledge on the other side.
Go across the ledge to the next pool of water. This pool of water has no
barricade, but the electricity is off for a shorter amount of time. Once
across the water, proceed into the next room to find a button. When the button
is pressed, colored tiles will appear. Certain tiles will be lit and a tone
specific to the color played. These tiles indicate the only path across. If a
wrong tile is touched, the remaining tiles will fall away. Once across, step
on the button to reveal the second set of colored tiles. Once across, go down
the tunnel to another pool of water. The pool has a longer distance. After
crossing the pool, enter the next room and touch the switch in the middle of
the floor. 20 beetles will drop the ceiling and again the 3 with red stomachs
must be found. After finding the beetles, proceed through the newly opened
door to another pool of water. Once across, go through the door and step on
the button to reveal colored tiles. After crossing the first set, step on the
button to reveal the second set. After crossing the second set, step on the
button to reveal the third set. After crossing the third set, go through the
door and go around the corner to find another pool of water. This pool of
water curves to the right and has a ledge at the corner. After crossing the
pool, proceed to the room with the 12 objects protruding from the floor. When
punched or spin kicked, each object makes a distinctive sound. When two
objects with the same sound are hit in succession, they will be lowered into
the floor. Once all 12 objects are lowered, a door will be opened. Proceed
through the door and dive attack the button.
Strategy for Beetle Puzzles: The beetles with the red stomachs stay in the
same general area. When dropped from the ceiling, keep track of at least 1 or
2 of them. The third one may have to be guessed, but should be able to be
found in 1-2 attempts.
Strategy for first pool of water: Watch the timing of how long the electricity
is on and off. When it is about to turn off, jump as far as possible toward
the barricade. Quickly swim under and once on the other side, jump to the
ledge before the electricity turns on.
Strategy for second pool of water: Watch the timing of how long the electricity
is on and off. When it is about to turn off, jump as far as possible as
quickly swim until just before electricity should come back on. At that
moment, the ledge should be within range to double jump to.
Strategy for third pool of water: Watch the timing of how long the electricity
is on and off. When it is about to turn off, jump as far as possible and while
in the air, get onto the Jet-Board. Ride the Jet-Board to just before
electricity should come on. At that moment, simultaneously double jump and get
off the Jet-Board to reach the ledge.
Strategy for fourth (curved) pool of water: Use the same strategy as the third
pool of water to reach the ledge at the corner and then the end of the pool.
Color Tile Solutions – The number of rows is based on the tile where Jak is
standing. The row direction is based on the direction Jak faced when starting.
The color direction is in reference to Jak standing in the center of the
starting ledge.
Set 1: 2 rows forward, left red
2 rows forward, right green
1 row forward, left yellow
Set 2: 1 row forward, right blue
2 rows forward, left red
1 row forward, right green
2 rows forward, right yellow
Set 3: 2 rows forward, right green
2 rows forward, right green
1 row behind, center yellow
same row, left yellow
Set 4: 2 rows forward, left yellow
2 rows forward, center green
1 row forward, left red
same row, center red
same row, right blue
Set 5: 2 rows forward, center red
2 rows forward, center red
1 row forward, right green
1 row behind, right red
1 row behind, far right green
2 rows forward, far right yellow
Tip: By continually standing on the button to display the colored tiles, the
path across will be continuously repeated.
Tip: The colored tile pattern can also be followed by jumping on the first tile
as soon as it lights up and then jumping to the other tiles when they are lit.
New Objects Obtained: None
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5.1.6 'Defeat Barron in Mar's Tomb'
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Available: After the completion of 'Pass the First Test of Manhood' and 'Pass
the Second Test of Manhood' missions.
Description: Baron Praxis will be in a spider-like machine and begin attacking.
He will attack in three different stages. There is a health gauge displayed in
the lower right corner of the screen. Once he has been hit 4 times, 1/3 of the
bar will be removed and he will move to the next stage.
In the first stage, he will attack by throwing mechanical, electrical spiders
on the platform. After each of them has been destroyed, he will throw numerous
bombs onto the platform. Each of these bombs will detonate in approximately 10
seconds after reaching the platform. A bomb is getting ready to explode when
the beeping sound increases and the lights on it begin to flash faster. Punch
these bombs toward the Baron to cause damage (they will immediately explode
upon impact). He will repeat this attack pattern until being hit with 4 bombs,
causing his health gauge to change to yellow. In the second stage, he will
throw spiders, then drop below the platform, quickly rise up, and rapidly shoot
his laser guns. He will then throw the bombs onto the platform. He will
repeat this attack pattern until being hit with 4 bombs, causing his health
gauge to change to red. In the final stage, he will shoot the precursor stone
to destroy sections of the platform, drop below the platform, rise up to shoot
his laser guns and then throw the bombs. He will repeat this attack pattern
until being hit with 4 bombs. Once he has been defeated, go across the water
to the ramp leading to the tomb's exit.
Strategy for first stage: When the mission begins, start running to one side of
the platform. Use the Scatter Gun to destroy the mechanical spiders. Turn
around, begin running toward the center, and destroy the remaining mechanical
spiders. Once the bombs land on the platform, punch as many as possible toward
the Baron before they explode.
Strategy for second stage: Run to the far left or right side as the spiders are
being shot. Stand behind one of the pillars and shoot the spiders that
approach. When the Baron comes up from underneath the platform, the pillar
will provide cover (until it is destroyed). As soon as he stops firing, run
towards the center of the platform to the next pillar. Once the bombs land on
the platform, punch them towards the Baron.
Strategy for the third stage: When the precursor stone begins to glow, he is
getting ready to fire it. When it does, be sure to not be near it. When the
Baron drops below the platform, stand behind one of the pillars. As soon as he
stops firing, he will launch only a few bombs. Quickly run to one of the bombs
and punch it toward him. Since he is always close the platform in this stage,
the angle to hit him will be small.
Tip: It is easier to punch the bombs at the Baron from the center area of the
platform than from the far left or right side.
Tip: The remaining bombs on the platform will immediately explode when he is
hit for the fourth time.
New Objects Obtained: None
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5.1.7 'Explore Palace'
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Available: After the completion of 'Win Class 1 Race at Stadium' mission.
Description: Travel to the elevator icon indicating the entrance to the palace.
Once inside, go pass the control panels on the left to the doorway. Get on the
elevator and go to the top. Go through the door into the next room and go
through the door on the left to enter the throne room. A cinematic will be
seen where Ashelin give you a black security pass. After the cinematic, turn
around and head toward the large door. On the left (northeast) is a small
passageway. Follow the passage to the end and jump down to the lower level.
Go into the next area and use the poles to swing and jump to the next ledge.
Proceed over the collapsible platforms to the next ledge. On the ledge will be
several Krimzon Guards waiting. After killing the Krimzon Guards, go across
two more collapsible platforms to the next ledge. On the right is a
continuously firing laser that shoots across the platform. Jump over the shot
and continue across the platform. At the end of the platform, jump up to the
next platform where there will be more Krimzon Guards waiting. Follow the
platform and use the ledges to jump up to the next platform. On the left
(east) side of the upper platform is a cracked window. Use a gun and shoot the
window to break it. Get on the Jet-Board and grind across the window ledge.
At the end of the window ledge, jump onto the next platform and get off the
Jet-Board. Jump across collapsible platforms to the next ledge. Proceed
through the door and jump down into the meeting room. In the adjoining room is
another continuously firing laser that shoots into the meeting room. Once the
laser is not firing into the room, run through the door and turn left.
Continue to the end and turn left into the next room. At the edge of the floor
is a series of disconnected pipes. Get on the Jet-Board and grind along the
first pipe. At the end, jump to the next pipe and grind across. Repeat the
same thing for the last pipe and jump to the ledge. Jump up the ledges to the
right to find more waiting Krimzon Guards. Shoot the center of the yellow,
circular hanging object (if not shot during the fight with the Krimzon Guards).
Get on the Jet-Board, jump onto the yellow circular object and grind around to
the next ledge. Proceed down the steps to the lower platform to find another
continuously shooting laser. Jump over the laser shots or walk around the back
of it to cross the platform. After passing the laser, several Krimzon Guards
will be waiting around the corner in ambush. Continue along the platform to
another set of collapsible platforms. Jump across them to the ledge. Use a
gun to shoot the glass blocking the path. Continue across the ledge and double
jump across the large gap to reach the next ledge. Jump across the final set
of collapsible platforms and go out the door to reach the elevator. Once at
the bottom, go past the control panels to the door to exit to the city.
Strategy: When jumping over the continuously firing laser shots, wait until the
shots are moving away and then walk behind them. Once the shots begin to move
towards you, jump over them and continue. When jumping on the ledge after
grinding on the window ledge and yellow circular object, be sure to direct the
jump towards the ledge and jump early enough to land on it (be careful to not
go too far before jumping). Otherwise, the ledge will be missed and you will
fall. Before grinding the yellow circular object, be sure to shoot all the
Krimzon Guards on the distant platform first. While grinding it, concentrate
on the grinding direction since it is very easy to fall off.
Tip: The area behind the tables in the meeting room is safe from being hit by
the laser gun.
New Objects Obtained: Black security pass
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5.1.8 'Beat Krew in Weapons Lab'
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Available: After the completion of 'Get Heart of Mar in Weapons Lab' mission.
(Note: This mission begins immediately after completion of the 'Get Heart of
Mar in Weapons Lab' mission.)
Description: When the elevator reaches the top, the damage inflicted by a
weapon is increased. Numerous Krew Clones will begin to attack. These clones
are slow moving. Once they have all been destroyed, Krew will attack by firing
his lasers multiple times rapidly. Once he has been hit several times, Krew's
health gauge will change to yellow and he will retreat. The Krew Clones will
attack again, but these clones move more quickly. Once they have been
destroyed, Krew will attack again. When he has been hit several times, his
health gauge will change to red and he will retreat. The Krew Clones will
attack one final time. Once they have been destroyed, Krew will attack for the
last time. Once he has been destroyed, the mission is over.
Strategy for Krew Clones: Stand in the entrance doorway leading to the roof.
Equip the Scatter Gun and shoot any close by clone in the field of view. When
there is one clone remaining, proceed out to the Krimzon Guard crates to
collect any needed ammunition. Return to the door and destroy the final clone.
Strategy for Krew: Krew will attack from the right side (if you are standing in
the doorway). Equip the Blaster Gun and if there is a clear shot, shoot him
before he stops moving to shoot. As long as he is being shot, he will not be
able to fire. Try not to move too far away from the doorway. If he does begin
to shoot, avoid the shots until he stops and then fire back. Once he has been
hit 3 or 4 times, quickly return to the doorway and prepare for the next wave
of Krew Clones.
New Objects Obtained: Weapon damage increased
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5.1.9 'Break Barrier at Nest'
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Available: After the completion of 'Check the Construction Site' mission.
Description: Travel to the red Air Train icon indicating the Air Train station.
The Air Train will take you to Metal Head nest area. Go along the path to the
left (northwest) of the Air Train [1,2,3,4]. Continue into the area next to
the large building [5]. A Precursor Orb [1] is on the top of a barrel on the
top of the hill on the left (south) side of the area. Next to the far
(southwest) wall of the area is a valve. Jump and spin kick the value to raise
a platform to the left (northeast) of the Air Train. Go to the raised platform
and use it to jump to the ledge [6-11]. Travel across the ledge to the stone
base of the wood structure. Turn left (west), follow the path and go up the
steps to the ledge [12,13,14,15]. Continue into the next area and follow the
path on the left (southwest) to find Mar's gun.
Strategy: Use the Scatter Gun against the Metal Head Mantis and the Blaster (or
Vulcan Fury) Gun against the Metal Head Tarantulas. Proceed into new areas
slowly to force the enemies to appear and attack. This gives more time to
react. Avoid letting the Metal Head Mantis get too close since their jumping
makes them difficult to follow and will likely result in damage.
Tip: There is a health pack next to the valve.
Tip: There is a health pack to the left (west) of the base of the wood
structure.
New Objects Obtained: 1 Precursor Orb
15 Metal Head Skull Gems
*******************************************************************************
5.1.10 'Attack the Metal Head Nest'
*******************************************************************************
Available: After the completion of 'Break Barrier at Nest' mission.
Description: After the cinematic at the end of the 'Break Barrier at Nest'
mission is over, Jak will be standing on the stone ledge in front of Mar's gun.
Three Precursor Orbs [1,2,3] are located behind Mar's gun (to reach them, jump
up the ledge to the ramp leading to the gun, turn right (northeast), go along
the ledge around the gun and jump through the opening to reach the ledge in the
back). Jump down to the path between the stone columns on the left (southwest)
side. Follow the path to the large area [1-11]. A Precursor Orb [4] is on the
small ledge above the dead trees in the right (west) corner of the area. A
Precursor Orb [5] is on top of the stones in the right (northwest) corner of
the area. Proceed up the hill. A Precursor Orb [6] is located in the turret
of the first tank on the right (north) side of the path up the hill. Pass by
the Beast and continue into the open area [12-20]. From the open area, go up
the path to the right (east) and pass the second Beast [21-26]. At the top,
turn left and go to the path. Follow the path down the hill [27,28]. Continue
along the path and pass the third Beast into the next area [29-36]. Follow the
path up the hill to the flat area [37-42]. Go between the pillars and proceed
along the path up the next hill [43,44]. At the top, jump onto the higher
ledge. Continue around the ledge to the nest entrance. Proceed through the
nest's entrance [45-55]. Once inside, follow the path on the right (south) to
the flat area and proceed into the tunnel directly ahead.
Strategy: Use the Scatter Gun against the Metal Head Mantis and the Blaster (or
Vulcan Fury) Gun against the Metal Head Tarantulas. Proceed into new areas
slowly to force the enemies to appear and attack. This gives more time to
react. Avoid letting the Metal Head Mantis get too close since their jumping
makes them difficult to follow and will likely result in damage. To get past
the Beasts, start by following behind them. If other enemies start to appear,
retreat away from the Beast and kill the enemies before the Beast turns and
approaches. Once their electricity is off, quickly run past. If other enemies
start to appear, continuing running until past the Beast and use a weapon to
shoot any enemies in your path.
Tip: There is a health pack on the left (east) side of the large area.
Tip: There is a health pack at the bottom of the hill leading to the dark eco
pools.
Tip: There is a health pack between the pillars at the top of the hill
following the dark eco pools.
New Objects Obtained: 6 Precursor Orb
55 Metal Head Skull Gems
*******************************************************************************
5.1.11 'Destroy Metal Kor at Nest'
*******************************************************************************
Available: After the completion of 'Attack the Metal Head Nest' mission.
(Note: This mission begins immediately after completion of the 'Attack the
Metal Head Nest' mission.)
Description: Metal Kor will attack in three different stages. There is a
health gauge displayed in the lower right corner of the screen. Once he has
been hit enough times, 1/3 of the bar will be removed and he will move to the
next stage.
In the first stage, he will attack by throwing eggs on the platform. After
several seconds, the egg will hatch into a Metal Head Scorpion. He will also
shoot a burst of dark eco. He is preparing to shoot when his face turns white
and you hear a high-pitched tone. Each time he is shot by a weapon, a small
part of the health gauge will be removed. Once he has been hit enough times,
the health gauge will turn to yellow. In the second stage, Metal Head Strafes
will also attack and Kor will shoot two bursts of dark eco at a time. After
being hit a sufficient number of times, the health gauge will turn to red. In
the third stage, Kor will drop down from the ceiling to the platform. He will
attack by shooting three bursts of dark eco and sending out a shockwave. He
will also use his claws and tail to swipe if close by. After being shot enough
times, he will be destroyed.
Strategy for first and second stages: Continually run and shoot the eggs and
Metal Head Scorpions. Try to shoot the eggs before they hatch. Attempt to
stay behind Kor as much as possible since this will prevent him from shooting
the dark eco. When the immediate area is clear, stop and fire several shots at
him with the Blaster Gun. If he starts preparing to fire the dark eco,
immediately begin running to make the shots miss. Only fire at Kor when there
is no other enemies close by.
Strategy for third stage: Use the dark bomb ability if it is acquired and Dark
Jak is available. This will cause approximately half of the remaining health
bar to be removed. Since Kor can move faster than Jak can run, try to stay on
the opposite side of the hole in the center as Kor. If he is getting too
close, use the Jet-Board to quickly get to the opposite side. Shoot at him
with the Blaster Gun in between his attacks and when at a substantial distance
from him.
Tip: Only the Blaster Gun ammunition will be in the Krimzon Guard crates in the
nest.
Tip: An auto-save occurs at the beginning of the third stage. If you die
during this stage, any ammunition used in the other stages cannot be
replenished (other than the Blaster Gun's). If the Blaster Gun ammunition is
low when starting the first stage, collect the necessary ammunition from the
Krimzon Guard crates and then do a manual save. If you die during stage one or
two, reload the saved game.
Tip: Do NOT worry about collecting the Metal Head Skull Gems dropped by the
Metal Head Scorpions in the nest.
New Objects Obtained: Unknown number of Metal Head Skull Gems
*******************************************************************************
5.2 Torn
*******************************************************************************
These missions are started from Torn's hideout and are indicated by a brown
dagger icon on the on-screen map.
*******************************************************************************
5.2.1 'Retrieve Banner from Dead Town'
*******************************************************************************
Available: After the completion of 'Protect Kor and Kid' mission.
Description: Travel to the brown building icon indicating the entrance to Dead
Town. Once inside, travel along the path and jump to the island. Turn right
(south) and jump on the floating platforms to the next island. Jump on the
rock ledge to the right (west) edge of the island and go across it. Upon
reaching the large rock wall, jump up the stones to the stone ledge and follow
it to the left. Follow the ledge to the rocks leading to the bridge leading to
the side of the brown tower. Jump up the rocks and proceed across the bridge
and along the tower ledge. The bridge and portions of the ledge will collapse
once touched. Once you reach the top of the ledge path, go up the stairs to
claim the banner.
Strategy: None needed.
Tip: The bridge leading to the brown tower, the two ledges before the second
pole and every ledge after the second pole will collapse.
New Objects Obtained: None
*******************************************************************************
5.2.2 'Find Pumping Station Valve'
*******************************************************************************
Available: After the completion of 'Retrieve Banner from Dead Town' mission.
Description: Travel to the green pipe icon indicating the entrance to the
pumping station. Once inside, kill the three Metal Head Swipers and retrieve
their Metal Head Skull Gems [1,2,3]. A Precursor Orb [1] is in the water on
the left (west) side of the beach. A Precursor Orb [2] is in the corner behind
the structure with the moving platforms in front. Use a moving platform to
reach the upper ledge. Jump to the next ledge to the right and at the end of
the ledge is a pipe containing a Precursor Orb [3]. After retrieving the Orb,
you will need to jump down to the beach and retrace the path to the pipe. Jump
onto the pipe and follow it to the end. Jump to the next ledge and kill all of
the enemies on it. Go across the rotating pipe [4]. Go across the pipe with
the electrical field, jump over the electrical field and jump onto the next
ledge [5]. Jump onto the moving platform on the right and jump onto the next
ledge. Follow the ledge to the edge with the pipe that has a double electrical
field [6]. Travel across the pipe with the double electrical field, jump over
the electrical field and jump onto the next ledge. Once across, jump down to
the next ledge [7,8]. Proceed across each of the ledges until reaching the
rotating pipe. Move across the pipe and jump onto each ledge until reaching
the metal platform. Instead of going up the ramp, jump off the metal platform
to the left (east) onto the rotating platforms. Jump down the platform and
rocks to reach the beach. Go to the south side of the beach and swim south
towards the bridge. A Precursor Orb [4] is in the water between the bridge and
the cliff. Go back to the beach and follow it to the right (east) until
reaching the rotating pipe. A Precursor Orb [5] is located behind the left
(east) cliff connected to the rotating pipe. Swim to the closest island with a
windmill. A Precursor Orb [6] is on a ledge near the top. Swim back to the
beach and go to the structure with the moving platforms in front. Repeat the
same travel directions until reaching the metal ramp. Go up the metal ramp and
travel along the ledge until reaching the water valve [9,10].
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