Jak And Daxter: The Precursor Legacy - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Jak And Daxter: The Precursor Legacy - Strategy Guide (Page 01).
Jak And Daxter: The Precursor Legacy
FAQ/Walkthrough
by John 'Wntermute' Gall
[wntermute@mac.com]
Version 1.5a (10-27-02)
(c) 2002 John Gall aka
'Wntermute'
This is a FAQ for Jak & Daxter: The Precursor Legacy for the Playstation 2 from
the talented developers at Naughty Dog.
Contents:
1. Version History
2. Story
3. Controls
4. Quest Items
5. Eco Types
6. Walkthrough
A. Geyser Rock
B. Sandover Village
C. Sentinel Beach
D. Forbidden Jungle
E. Misty Island
F. Fire Canyon
G. Rock Village
H. Lost Precursor City
I.
Boggy Swamp
J. Precursor Basin
K. Mountain Pass
L. Volcanic Crater
M. Snowy
Mountain
N. Spider Cave
O. Lava Tube
P. Gol And Maia's Citadel
Q. The Large
Precursor Door
7. Bosses
A. Dark Eco Plant
B. Klaww
8. Mini-Games
A. 'Catch
200 Pounds Of Fish'
B. 'Protect Farthy's Snacks'
9. FAQs
10. Glitches & Bugs
11. Conclusion & Copyright
==================
1. Version
History
==================
v0.1 (12-07-01) - Initial Revision; all but one
Power Cell objective name found. played through the whole game in under 2 days
with only 2 Power Cells and 1 Orb remaining to be found. I'll be reworking the
Orb Locations portion as this document evolves.
v0.2 (12-07-01) - Started work
on Orb and Scout Fly Locations. Removed pieces left over from the Demo FAQ I
was working from. Removed incorrect piece in Demo/Game comparison question.
Finished Orb & Scout Fly locations up to Rock Village.
v0.3 (12-14-01) -
Returned from hiatus; Finished Orb & Scout Fly locations up to Lava Tube. Added
dedication in Section 11, added Green & White Eco, added Glitches & Bugs
section.
v1.0 (01-03-02) - Finished Orb & Scout Fly locations in Gol & Maia's
Citadel. Added more bugs. Corrected small error in Precursor Robot boss info.
Added more special moves to Controls section.
v1.5 (03-27-02) - Long overdue
interim update. The old email address was shut off due to the Cox conversion
from the @Home network to their own. Moved the area-specific FAQs to their
respective areas. Will work on updating for more frequently asked questions
later.
v1.5a (10-27-02) - Corrected e-mail address
========
2.
Story
========
Here is the story of the world of Jak & Daxter:
Jak and Daxter
are two elf-like friends that live on one of a group of islands. As usual with
many pairs of friends, they are a truly 'odd' couple: Jak is the strong, silent
type while Daxter is a seemingly endless source of wisecracks. Before the game
begins, Jak and Daxter sneak over to Misty Island where they witness a meeting
of Lurkers with their masters, Gol and Maia. Before they're spotted, they sneak
off and find a Dark Eco pool and a Precursor artifact. They're discovered and
Jak fights off the lurker with the Precursor artifact but knocks Daxter into
the Dark Eco. Daxter jumps out of the sludge as an 'ottsel' (part otter, part
weasel). They return to the Green Sage, Samos, and are told only one person
knows enough about Dark Eco to turn Daxter back. They also find out that the
other sages have been out of touch for some time and the way to reach them is
very dangerous. At this point, Samos's daughter Keira offers to help with a
modified Zoomer that can resist the heat of the fiery Mountain Pass.
It is up
to Jak and Daxter to stop the Lurkers' evil plan and find a way to turn Daxter
into his normal elf form.
===========
3. Controls
===========
Jak & Daxter (expanded by request)
Left Analog Stick
- Move Jak & Daxter
Right Analog Stick - Move & Zoom Camera
X Button
- Jump
O Button - Spinkick
[] Button -
Punch / Shoot Yellow Eco burst
/\ Button - Look Around (toggle
view)
L1 / R1 Buttons - Duck
L2 / R2 Buttons - Heads-Up
Progress Totals
Start Button - Pause / Progress Screen
Jump then
Punch - Handstand Dive
Punch then Jump - Uppercut
Crouch then
Punch - Uppercut
Crouch then Jump - High jump
L1 / R1 while moving
- Roll
Jump then Jump - Double-jump (more distance than a single
Jump)
Jump, Jump, Spinkick - Double-jump w/ spin (a little more distance
than Double-jump)
Roll then Jump - Rolling jump (more distance than
Double-jump w/ spin
Jak's A-Grav Zoomer
Left Analog Stick - Turn Zoomer
Right Analog Stick - Move & Zoom Camera
X Button - Accelerate
[] Button - Brake / Shoot Yellow Eco burst
L1 / R1 Buttons -
Jump / Hard turn
L2 / R2 Buttons - Heads-Up Progress Totals
Start Button
- Pause / Progress Screen
Lurker's Cannon (Misty Island - Arena
Area)
Left Analog Stick - Aim Cannon
X Button - Fire Cannon
(hold for farther shot)
/\ Button - Leave Cannon
L2 / R2 Buttons
- Heads-Up Progress Totals
Start Button - Pause / Progress
Screen
==============
4. Quest Items
==============
These items are part of
your quest:
Precursor Orbs - These appear as mauve eggs with some writing on
them. You can trade these for power cells with various characters and the
Oracles along the way; generally 90 Orbs per power cell from people and 120
Orbs per power cell from Oracles. Most Orbs are in plain sight, but some are
contained in other objects such as Metal Boxes or the Blue Eco Device.
Power
Cells - These are your main objectives in the game. They appear as glowing
spheres with smaller spheres surrounding them. On the Progress Screen, you can
see which of the power cell objectives you have completed and which you have
discovered.
Scout Flies - These are small helicopter-like objects that were
sent to each area by Keira. They do not begin in plain sight; instead, you need
to open the red metal boxes they are in (Handstand Dive, Zoomer, Yellow Eco
burst, Flut-Flut Dash). In each location, there are 7 Scout Flies that can be
found for another power cell.
============
5. Eco Types
============
There
are several types of Eco in the game. Touching a piece of Blue, Red, or Yellow
Eco will add it to your Eco Meter. The Eco Meter steadily drains after touching
pieces of Eco and the effects (and quantity) of Eco are only for the last color
touched. (example: if you have a full meter of Blue Eco and hit a piece of
Yellow Eco, your meter will show only one piece's worth of Yellow Eco)
Blue
Eco - The effects of Blue Eco are as follows: Jak's movement speed is
increased; nearby Orbs and green health crystals will glow blue then gravitate
toward Jak; activation of several varieties of Precursor artifacts and devices
(Orb Holder Devices, Precursor Doors, Jungle Temple Bridge, etc).
Red Eco -
The effect of Red Eco is to increase attack power. Under the influence of Red
Eco, Jak can knock down a vertical bone bridge or kill a Skeleton Lurker with
one punch; however, his running speed is slightly reduced.
Yellow Eco - When
Jak punches, a ball of Yellow Eco power will shoot from his fist. His running
speed is reduced. Generally, Yellow Eco bursts will travel to the nearest place
they'll be useful. A jump-shot (shooting a Yellow Eco burst while jumping) will
be more accurate than a shot fired while standing or running.
Green Eco - When
Jak opens most boxes & barrels and/or kill a lurker, small pieces of Green Eco
will emerge. Collect 50 small pieces of Green Eco to gain a level back on Jak's
health meter; if it's full, you can collect up to 50 pieces in reserve.
Occasionally, you will encounter a large piece of Green Eco, it is worth 50
small pieces by itself. In two areas, there are Green Eco Vents (Sentinel Beach
and Precursor Basin), these will return your health to full with 50 pieces'
worth of Green Eco in reserve. The only time Green Eco affects the Eco Meter is
in the Precursor Basin; the Green Eco Vent there is meant for curing the Dark
Eco infected plants.
Dark Eco - This form of Eco is toxic. Contact with a box
of Dark Eco will cause the box to explode and take 1 unit of health. Contact
with the Dark Eco in the Dark Eco pools in various locations will kill
Jak.
White Eco - This form of Eco only exists at ONE place in the game, the
Gol & Maia's Precursor Robot boss fight. It appears as a small piece of the
White Eco cloud that forms above the Precursor Silo; its only use is to deliver
the final blow to the Precursor Robot. Its actual properties are a combination
of Blue, Red, Yellow, and Green Eco.
==============
6. Walkthrough
==============
After watching the Intro Movie, you will be at
the training area, Geyser Rock.
A. Geyser Rock
==============
Power Cells:
4
Orbs: 50
A.i Geyser Rock - Power Cells
-----------------------------
"Find
The Cell On The Path" - Go straight along the path from the warp portal.
"Open
The Precursor Door" - Use the Blue Eco Vent to fill your Eco Meter, then walk
to the door.
"Climb Up The Cliff" - Follow the path past the Precursor Door
pond.
"Free 7 Scout Flies" - Appears after the 7th Scout Fly is located.
A.ii Geyser Rock - Orb Locations
--------------------------------
Total: 50
13 Orbs: Between warp portal and "Find The Cell On The Path" Power Cell
8
Orbs: Along path between the Scout Fly platforms and the Precursor Door
6
Orbs: On the beach below the Blue Eco cluster path
3 Orbs: Near the Blue Eco
Vent
7 Orbs: In the pond behind the Precursor Door
13 Orbs: On the path above
the pond
A.iii Geyser Rock - Scout Fly Locations
---------------------------------------
1- The stairstepped area past the
"Find The Cell On The Path" Power Cell
2- The stairstepped area past the "Find
The Cell On The Path" Power Cell
3- The stairstepped area past the "Find The
Cell On The Path" Power Cell
4- The stairstepped area past the "Find The Cell
On The Path" Power Cell
5- The stairstepped area past the "Find The Cell On
The Path" Power Cell
6- The stairstepped area past the "Find The Cell On The
Path" Power Cell
7- The stairstepped area past the "Find The Cell On The Path"
Power Cell
A.iv Geyser Rock - Level Structure
----------------------------------
- To Be Completed -
A.v Geyser Rock -
FAQs
----------------------
- None -
B. Sandover
Village
===================
Power Cells: 6
Orbs: 50
B.i Sandover Village -
Power Cells
----------------------------------
"Bring 90 Orbs To The Mayor" -
Collect 90 Orbs and talk to the Mayor.
"Bring 90 Orbs To Your Uncle" - Collect
90 Orbs and talk to the uncle.
"Herd The Yakows Into Their Pen" - Kick, punch,
or chase the 5 Yakows to guide them into the corral next to the Farmer's
house.
'Bring 120 Orbs To The Oracle' - Collect 120 Orbs and talk to the
Oracle.
"Bring 120 Orbs To The Oracle" - Collect 120 Orbs and talk to the
Oracle.
"Free 7 Scout Flies" - Appears after the 7th Scout Fly is located.
B.ii Sandover Village - Orb Locations
-------------------------------------
Total: 50
6 Orbs: On the path past the Sculptor's house
15 Orbs: In the Blue
Eco Device near the Birdwatcher's house
9 Orbs: On the cliffs behind the
Farmer's house
5 Orbs: In the tunnel to the Jungle area
9 Orbs: On the rock
formations between the Farmer's house and the Oracle
6 Orbs: On the beach
below the Jungle area
B.iii Sandover Village - Scout Fly Locations
--------------------------------------------
1- In the Fisherman's house
2-
In the side room of the Mayor's house
3- On the peninsula below the Sculptor's
house
4- Below the bridge between the Mayor's house and the Sculptor's house
5- In the Farmer's house
6- On the first rock formation near the Farmer's
house
7- On the ledge near the Oracle
B.iv Sandover Village - Level
Structure
---------------------------------------
- To Be Completed -
B.v
Sandover Village - FAQs
---------------------------
Q. How do I get to the
Oracle and Scout Fly in Sandover Village?
A. Using the right timing, you can
get across all of the rock formations using the double-jump w/ spin. The
rolling jump works as well. [See Section 3 - Controls]
C. Sentinel
Beach
=================
Power Cells: 8
Orbs: 150
C.i Sentinel Beach - Power
Cells
--------------------------------
"Unblock The Eco Harvesters" - Break
the rocks blocking the Green Eco Vents. The Power Cell will pop out of the last
vent.
"Push The Flut Flut Egg Off The Cliff" - Move the egg off the cliff by
punching or hitting it, then talk to the Birdwatcher next to the egg.
"Get The
Power Cell From The Pelican" - Climb the pelican's rock formation and hit it.
Then quickly run to where the Power Cell landed before the pelican can scoop it
up again.
"Chase The Seagulls" - On the three Sentinel Stairways, the seagulls
will be roosting on the left stairway. Run up to them and they will move to the
middle stairway. Run up to them again and they will move to the right stairway.
Run up to them again and they will fly up to the waterfall and cause a
rockslide. The Power Cell will fall onto a step near the Green Eco Harvesters.
"Launch Up To The Cannon Tower" - This requires the "Find The Blue Vent Switch"
event in the Forbidden Jungle area. Use the uncapped Blue Eco Vent to power the
Blue Eco Launchers and reach the cannon. The Power Cell will be dropped by the
Ape Lurker who was controlling the cannon.
"Explore The Beach" - This Power
Cell is out in the open in an alcove near the strongboxes.
"Climb The
Sentinel" - This Power Cell is out in the open at the top of the middle
Sentinel Stairway.
"Free 7 Scout Flies" - Appears after the 7th Scout Fly is
located.
C.ii Sentinel Beach - Orb Locations
-----------------------------------
Total: 150
7 Orbs: On the beach between
the entrance and the strongboxes
21 Orbs: In the strongboxes on the beach
10
Orbs: On the steps up to the plateau above the beach
5 Orbs: On the natural
bridge at the waterfall
5 Orbs: At the bottom of the waterfall
5 Orbs: On a
ledge of the cliff above the two wooden pillars
10 Orbs: At the bottom of the
two wooden pillars
6 Orbs: Behind the left Sentinel Stairway
5 Orbs: Between
the middle and right Sentinel Stairways
5 Orbs: At the top of the right
Sentinel Stairway
5 Orbs: On the rock formation above the two wooden pillars
8 Orbs: On the ledge behind the waterfall
10 Orbs: In the Blue Eco Device near
the Flut Flut egg
6 Orbs: On the platform at the top of the bridge near the
Flut Flut egg's landing spot
16 Orbs: In the shallows near the pelican's nest
4 Orbs: On the steps below the pelican's nest
10 Orbs: In the Blue Eco Device
next to the pelican's nest
6 Orbs: On the rock pillars that have Blue Eco
Launchers
6 Orbs: In the strongboxes on the rock pillars that have Blue Eco
Launchers
C.iii Sentinel Beach - Scout Fly Locations
------------------------------------------
1- Near the Blue Eco clusters at
the entrance to the Beach
2- On a ledge of the cliff above the two wooden
pillars
3- At the top of the left Sentinel Stairway
4- On the rock formation
above the two wooden pillars
5- On the beach below the Green Eco Harvesters
6- On the ledge trail to the Flut Flut egg
7- On the platform at the top of
the bridge near the Flut Flut egg's landing spot
C.iv Sentinel Beach - Level
Structure
-------------------------------------
- To Be Completed -
C.v
Sentinel Beach - FAQs
-------------------------
Q. How do I power the Blue Eco
Launcher in Sentinel Beach?
A. There is a capped Blue Eco Vent right by the
Blue Eco Launcher. You'll need to go through Forbidden Jungle and activate the
Blue Eco Vent switch to turn on the capped vent.
D. Forbidden
Jungle
===================
Power Cells: 8
Orbs: 150
D.i Forbidden Jungle -
Power Cells
----------------------------------
"Unblock The Eco
Beam"/"Connect The Eco Beams" - Behind the Precursor Temple is a machine with
the Eco beam redirection mirror on the top. Break the mirror blocking the beam
then position the towers scattered across the level to connect the beam (while
positioning the towers, a guide arrow will point to the next tower). Once the
beam is connected back to the Mayor's house, talk to the Mayor to get the Power
Cell.
"Get To The Top Of The Temple" - Use the Blue Eco Vent across the river
from the Precursor Temple to repair the Blue Eco bridge and open the Precursor
Door at the base of the Temple. Use Blue Eco pieces and vents found in the
Temple to power the Blue Eco platforms and Blue Eco Launchers to reach the top
of the Temple. The Power Cell is sitting at the very top.
"Find The Blue Vent
Switch" - At the top of the Temple, hit the switch in the middle of the roof to
lower the platform. This leads you to a room with two locked Blue Eco doors, a
capped Blue Eco Vent and a ledge leading to a tunnel; this is the Temple
Central Room. Follow the tunnel to the Blue Eco Switch and grab the Power Cell
at the top.
"Defeat the Dark Eco Plant" - See "Bosses" section below
"Catch
200 Pounds Of Fish" - See "Mini-Games" section below
"Follow The Canyon To The
Sea" - From the Blue Eco Launcher below the Precursor Temple, follow the river
through the stone tunnel out to the ocean. The Power Cell is sitting on a small
outcropping in the shallows.
"Open The Locked Temple Door" - There are two
methods to open the door. A) Before breaking the mirror on the Blue Eco
collecting machine, step into the beam. It acts as a Blue Eco Vent. Run to the
locked door at the back of the Precursor Temple. B) Grab the three pieces of
Blue Eco near the Blue Eco Launcher below the Precursor Temple. Use the Blue
Eco Launcher to jump and guide Jak onto the ledge by the Blue Eco Door. Using
either means, the Power Cell is right inside the door in a small chamber.
"Free 7 Scout Flies" - Appears after the 7th Scout Fly is located.
D.ii
Forbidden Jungle - Orb Locations
-------------------------------------
Total:
150
4 Orbs: On the bridge between the Village and the Jungle
8 Orbs: On the
path between the bridge to the Village and the bridge over the Fisherman's
river
9 Orbs: On the tree stumps along the path between the bridge to the
Village and Eco Beam Tower
2 Orbs: On the tree stumps across the creek between
Eco Beam Tower 2 and Eco Beam Tower 3
5 Orbs: On the Eco Beam collecting
machine
2 Orbs: On the bridge above the Fisherman's river
8 Orbs: On the
circular steps around the Dark Eco Plant escape tube
4 Orbs: On the tree
stumps near Eco Beam Tower 4
2 Orbs: Near the Blue Eco bridge to the Precursor
Temple
6 Orbs: On ledges outside of the base of the Precursor Temple
2 Orbs:
On an upper floor of the Precursor Temple
12 Orbs: In the tunnel between the
Temple Central Room and the Blue Eco Switch
12 Orbs: Along the corridor
through the Blue Eco doors between the Blue Eco Switch and the Temple Central
Room. (Some are in the Blue Eco Switch room itself)
10 Orbs: Above the Blue
Eco Launcher in the tunnel from the Temple Central Room
10 Orbs: Above the
Blue Eco Launcher in the corridor between the Temple Central Room and the Dark
Eco Plant
2 Orbs: On a platform in the corridor between the Temple Central
Room and the Dark Eco Plant
5 Orbs: Step on the head of the Dark Eco Plant 5
times after it is dead
5 Orbs: Above the Dark Eco Plant escape tube
4 Orbs:
In the open in the valley below the Dark Eco Plant escape tube
20 Orbs: In the
Blue Eco Device in the valley below the Dark Eco Plant escape tube
3 Orbs:
Along the river below the Blue Eco bridge
15 Orbs: In the shallows near the
"Follow The Canyon To The Sea" Power Cell
D.iii Forbidden Jungle - Scout Fly
Locations
--------------------------------------------
1- On a tree stump
along the path between the bridge to the Village and Eco Beam Tower 2
2- Next
to Eco Beam Tower 1
3- On a tree stump near Eco Beam Tower 4
4- On a ledge on
the outside of the base of the Precursor Temple
5- On an upper floor of the
Precursor Temple
6- Near the Blue Eco Device in the valley below the Dark Eco
Plant escape tube
7- Near the Blue Eco Launcher, in the river below the
Precursor Temple & Blue Eco collecting machine
D.iv Forbidden Jungle - Eco
Beam Tower Locations
------------------------------------------------
Tower 1
- Next to the Eco Beam collecting machine
Tower 2 - The end of the path
straight off the bridge to the Village
Tower 3 - Next to the Precursor Temple
across the creak from Eco Beam Tower 2
Tower 4 - At the top of the cliff above
the Fisherman's river
Tower 5 - On the beach near the path back to the
Village
D.iv Forbidden Jungle - Level Structure
---------------------------------------
- To Be Completed -
D.v Forbidden
Jungle - FAQs
---------------------------
- None -
E. Misty
Island
===============
Power Cells: 8
Orbs: 150
E.i. Misty Island - Power
Cells
-------------------------------
"Catch The Sculptor's Muse" - Catch the
Sculptor's Muse and return it to the Sculptor in Sandover Village.
"Climb The
Lurker Ship" - On top of the deckhouse on the Lurker Ship.
"Stop The Cannon" -
Beside the Lurker Cannon after the second Ape Lurker is killed.
"Return To The
Dark Eco Pool" - On bridge above the Dark Eco pool.
"Find The
Trans-Pad"/"Destroy The Balloon Lurkers" - After all of the Balloon Lurkers are
killed, the cutscene shows the power cell appearing in the hold of the Lurker
Ship.
"Use Zoomer To Reach Power Cell" - Near the Zoomer stunt bridge.
"Use
Blue Eco To Reach Power Cell" - On a pillar across from the Blue Eco platform.
"Free 7 Scout Flies" - Appears after the 7th Scout Fly is located.
E.ii.
Misty Island - Orb Locations
----------------------------------
Total: 150
10 Orbs: On the steps leading from the beach to the plateau the Sculptor's Muse
starts on
5 Orbs: Between two rock pillars in the Mist area
5 Orbs: On
breakaway rocks in the Mist area
3 Orbs: In the alcove overlooking the Bay in
the Mist area
6 Orbs: On or near the platform at the top of the long backbone
bridge
7 Orbs: At the base of the small backbone bridge
7 Orbs: On the path
up the smoothed bone stairway to the vertical bone bridge
19 Orbs: Over and
under the Zoomer stunt bridge in the Bay area
8 Orbs: Leading in and out of
the hold of the Lurker Ship
5 Orbs: In the skeleton tunnel in the Bay area
10
Orbs: On the Lurker Ship
10 Orbs: On the bridge between the Lurker Ship and
the Lurker Cannon
14 Orbs: In the strongboxes in the Precursor Silo area below
the Dark Eco Pool
5 Orbs: At the top of the steps from the Precursor Silo to
the Dark Eco Pool
3 Orbs: By the side door to the Arena
3 Orbs: Along the
path between the Arena door and the ribcage tunnel
8 Orbs: In the alcove above
the teeter-totter by the ribcage tunnel
3 Orbs: On the beach below the ribcage
tunnel
15 Orbs: In the Blue Eco Device between the ribcage tunnel and the Bay
4 Orbs: On the rock formation at the end of the bridge from the Lurker Ship's
bow
E.iii. Misty Island - Scout Flies
---------------------------------
1-
Platform at the top of the long backbone bridge
2- Alcove overlooking the Bay
Area near Mist
3- Platform along the wall between alcove and Precursor Silo
portal.
4- Alcove overlooking the Bay Area above teeter-totter near beach.
5-
Raised area on the deck of the Lurker Ship.
6- Side-platform on the bridge
between Lurker Ship and Lurker Cannon.
7- At the end of the Zoomer stunt
bridge.
E.iv Misty Island - Level Structure
-----------------------------------
- To Be Completed -
E.v Misty Island -
FAQs
-----------------------
Q. How is Misty Island different in the game as
opposed to the demo?
A. In the full game, you start the area on the boat
instead of the beach. Daxter gives an extra comment when approaching the
starting beach about getting the creeps. Catching the Sculptor's Muse does not
teleport you to the platform at the top of the long backbone bridge; you need
to return to Sandover Village and speak to the Sculptor to get the power
cell.
Q. How can I catch the Sculptor's Muse on Misty Island?
A. This is what
I have found to be the easiest: Pay attention to the Muse's route. There are a
couple places where he can be caught relatively easily. On the stairstep
platforms at the top and bottom of the long backbone bridge, the Muse takes his
time to hop on every step. By skipping steps or hopping down on him from above,
you can catch him or get close enough to make a quick dash after him with the
Punch button.
F. Fire Canyon
==============
Power Cells: 2
Orbs: 50
F.i Fire
Canyon - Power Cells
-----------------------------
"Reach The End Of The
Canyon" - Get the Zoomer to the end of the Fire Canyon. The Power Cell is on
the trans-pad at the end.
"Free 7 Scout Flies" - Appears after the 7th Scout
Fly is located.
F.ii Fire Canyon - Orb Locations
--------------------------------
Total: 50
10 Orbs: In a strongbox between
the Trans-pad and the first blue balloon
10 Orbs: In a strongbox on the first
bridge
10 Orbs: In a strongbox on the second bridge
10 Orbs: In a strongbox
on the third bridge
10 Orbs: In a strongbox at the end of the canyon
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