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Guide and Walkthrough by American Arsenal

Version: 1.1 | Updated: 10/30/2006

        An FAQ/Walkthrough, version 1.1 / October 30, 2006
            By American Arsenal <americanarsenal4 (at) gmail (dot) com>

Hey you!  Welcome to my guide for J&D!  Looking for something in particular?
Use the search function by hitting Ctrl + F on your keyboard and typing in a
keyword (ie "Lost Precursor City" or "Final Boss").  Or, better yet, type in
one of the section numbers listed in the Table of Contents (don't see it?
Look down) to jump instantly to a certain section.  Try "4o.", for instance, to
find the Walkthrough section detailing the Lava Tube.  Got it?  Good!


        1.  Introduction
        2.  Characters
        3.  Game Basics

        4.  Walkthrough
            4a.  Geyser Rock
            4b.  Sandover Village
            4c.  Sentinel Beach
            4d.  Forbidden Jungle
            4e.  Misty Island
            4f.  Fire Canyon
            4g.  Rock Village
            4h.  Lost Precursor City
            4i.  Boggy Swamp
            4j.  Precursor Basin
            4k.  Mountain Pass
            4l.  Volcanic Crater
            4m.  Snowy Mountain
            4n.  Spider Cave
            4o.  Lava Tube
            4p.  Gol and Maia's Citadel

        5.  Bosses
        6.  FAQ
        7.  Revision History
        8.  Legal Disclaimer
        9.  Credits

      * WHAT'S NEW IN THIS VERSION OF THE GUIDE?  Upon skimming through the
        guide, I noticed a few errors, as well as some other things that I
        should've cleaned up before submitted this guide.  Fear not -- they've
        now been dealt with.

               *        *        *        *        *         *

     1. ----------------------------------------------------- INTRODUCTION

Hola!  Welcome to my FAQ/Walkthrough for Jak & Daxter:  The Precursor Legacy, a
very cool platformer for everyone's favorite videogame console with a "2" in
its name.  This is also my "comeback" FAQ, as I haven't written one of these
things in about a year and a half.  And, really, what better way to make a
comeback than to write a guide for a game that now has two sequels and that no
one has played in three years?  Exactly.  The goofy internet alias that I've
appropriated for myself is American Arsenal, so don't hesitate to interrupt my
rampant ramblings if you've got a question.

So, the purpose of this here FAQ is to help you score each and every Power Cell
in the game, amass all 2000 Precursor Orbs, and beat the everliving snot out of
the game's three mighty bosses.  In the walkthrough, I cover things on a Power
Cell-by-Power Cell basis, but along the I provide other relevant information
about the game's various locales.  The game is fairly non-linear, so don't feel
like you have to do things exactly as I do them.

Also, if you like Panic! at the Disco, there are two things that I need you to
do.  First:  stick chopsticks into your ears until you can no longer hear
anything.  After that, please stop reading this guide immediately, because I
hate you and I don't like it when people that I hate read my FAQs.  Go buy a
Cursive album or something.


  - American Arsenal
      americanarsenal4 (at) gmail (dot) com

               *        *        *        *        *         *

     2. ------------------------------------------------------- CHARACTERS

Like any good platformer, Jak and Daxter features a wide variety of diverse
characters who have little personality and receive no development whatsoever.
They do like to collect stuff, though, so y'know... Whatever.


Jak is our silent and not-so violent hero.  Luckily, the creators waited until
the not-quite-as-good sequels to make him all "dark" and "antihero" (see:  lame
and cheesy).  He doesn't really say much, but I guess the point there is to
prove that actions speak louder than words... Maybe?  Anyhoo, you control Jak
and only Jak throughout the game, so you'll definitely be used to his more or
less nonexistent personality by the end of the game.  He does possess a
plethora of cool moves that are, *gasp*, actually pretty useful throughout the
game, so he's much more capable than the archetypal platformer hero.


Once Jak's loudmouthed, smack-talking humanoid sidekick with *attitude*, we
witness at the very beginning of the game his transformation to Jak's
loudmouthed, smack-talking "Ottsel" sidekick with *attitude*.  What is an
Ottsel, you ask?  Apparently it's a combination of an Otter and a Weasel.  So
now that we've got that cleared up, we can discuss Daxter's role in the game.
The supposed motivation driving Jak to do everything he does in the game is
that he wants to help return Daxter to human form, but even two games later he
is still a ferret, so... Guess that didn't really pan out.  Oh well.


The one and only Green Sage, Samos lives in Sandover Village, the hometown of
our valiant heroes.  His role in the game is limited, but he delegates a number
of tasks to Jak, mainly via derogatory comments about Daxter.  It's never a bad
idea to speak with him when possible, as he'll often provide some helpful info
about a challenge in a nearby location.


Keira is the game's resident mechanical genius and foxy female.  She also the
daughter of Samos the Sage.  Jak's first goal in the game is to find enough
Power Cells for her to power up his A-Grav Zoomer, and most of the rest of the
game follows this pattern as well.  If you're curious about how many more Power
Cells you need to move on, Keira's the person to talk to.


Until the end of the game, very little is known about the mysterious Gol.
According to Samos, he's the only person in the world who has the power to
return Daxter to his human form.  Unfortunately, he lives far to the North...
Far, far to the North.

               *        *        *        *        *        *

     3. ------------------------------------------------------ GAME BASICS

This is that completely useless chapter that no one ever reads because, well,
why *would* anyone read it?  In short, the following will teach you the game's
controls (like you didn't already know them) the basics, such as how to fight
(just mash the same button over and over), and tell you other pointless
information that you already know (wow, this is a waste).  So... here we go!


Although Jak and Daxter's controls are fairly simple and easy enough to learn,
some people like to be told what to do.  Others (like me) have lost their
instruction manual.  Either way...

Start Button:   Pause the game
  As is the case with most games, press Start to Pause the game.  During
  gameplay, this will open the Menu screen from which you can view how many
  Power Cells, Precursor Orbs, and Scout Flies you've amassed, as well as
  fiddle with various other options.  Hit Start during a cutscene to simply
  pause the action.

Left Analog Stick:   Move Jak
  Simple enough, right?  Tilt to stick only slightly to walk, or press it all
  the way in one direction to jog.

Right Analog Stick:  Adjust camera
  For the most part, the camera in J&D can take care of itself.  However, if
  you want to swivel the camera for a better view, this is the way to do it.

X Button:  Jump
  Don't call it the "Cross" Button or I'll stab you in the jaw (that means no
  Sour Apple Jolly Ranchers either -- +5 if you know what I'm talking about).
  Anyhoo, the X Button performs your basic jump.  Tap it a second time while
  airborne to execute a double jump.  It can also be used in conjunction with
  L1 or R1 to do either crouch jump or a roll jump, both of which are very
  useful given the proper circumstance.

Circle Button:  Spin attack
  This move is a relic from the Crash Bandicoot series.  It's also Jak's best
  attack, I think -- it's a 360 degree spin kick, meaning that you can
  effectively damage two nearby enemies in one go.  Also, if you press Circle
  in midair, Jak will execute an airborne spin kick, which is effective as both
  an attack and a method of covering slightly more ground than is possible with
  Jak's basic jump alone.

Square Button:  Punch
  Pressing Square will execute Jak's other mode of attack, which is a lunging
  punch.  It covers more ground than the spin attack, but it's a more focused

Triangle Button:  First-person view mode
  To view things through Jak's eyes, all you need to do is tap Triangle.  You
  cannot move while in first-person view mode, but you can use it to aim while
  using Yellow Eco.

L1 and R1 Buttons:  Roll, crouch
  Although crouching is rarely useful, Jak's ability to roll is invaluable,
  mainly due to its role in the roll jump move (press X while rolling).  This
  move covers a lot of ground, which makes it a must when you're in a hurry.

L2 and R2 Buttons:  Display information
  If you're too lazy to press Start to check out your status and progress, you
  can hit either of the back shoulder buttons to display such information as
  number of Power Cells, Precursor Orbs, and Scout Flies collected, as well as
  Jak's health and such.


Aside from the basic control scheme, there is a decent amount of depth in
regards to Jak's various moves and abilities.  Whether it's attacking while
airborne or riding either of the game's vehicles, the following covers all the
stuff you should know before turning on your PS2.


Given that J&D is a platformer, jumping is *the* most important technique in
the game.  Your basic jump can be performed with a simple tap of the X Button.
This will help you cross many smaller gaps, but for the larger ones, a double
jump is needed.  If you press X a second time while in mid-jump, Jak will
execute a double jump, scoring just a little bit of extra air.  Hit Circle
during a double jump to spin, which doubles as an attack (more on that later)
and a way to maximize Jak's air time.

In addition to those, Jak has two other jumps in his repertoire, both useful in
very different situations.  The roll-jump, performed by pressing X while
rolling (L1/R1), is a long horizontal jump.  If there's a gap that you can't
cross with a "spinning double jump", the roll-jump is probably your only hope.
It also works as an attack if you smack right into an enemy.  Secondly, Jak has
a very vertical jump that can be used to reach abnormally high ledges.  Hold
either shoulder button while stationary to crouch, then press X to launch far
higher than what's possible with Jak's standard jump.


Unlike most platformers, Jak & Daxter actually provides you with a buttload of
offensive possibilities.  Jak's standard lunging punch is executed by pressing
the Square Button, and he will spin kick should you hit Circle.  However, by
combining these moves with Jak's jumping abilities, you can create a variety of
diverse and useful skills.  For instance, if you press X to jump immediately
after punching, Jak will leap into the air to execute a vicious uppercut.
There is also the dive attack -- jump, then press Square in midair.  This one
is great against enemies, and it is also necessary to break open Scout Fly
boxes (Scout Fly boxes -- wtf are those?  Read below to find out!).

Another great combo is the airborne spin kick (jump or double jump, then press
Circle -- this also works with the crouch-jump) -- not only will it dispatch
flying baddies, but it can also help you cross long gaps.  Finally, there's the
"Super Combo", which consists of a punch, and uppercut, a dive attack, and a
spin kick, all in rapid succession.  How does one perform this move?  Start off
by pressing Square to punch, then make it an uppercut by jumping.  Press Square
again while in the air to dive at the ground, then top it off with Circle to
add the spin kick.  Honestly, it isn't very practical, but it is a lot of fun
just to play around with.


Swimming is a very basic skill that, due to the presence of obnoxious Lurker
sharks, you won't be using very often.  Lurker Sharks patrol nearly every body
of water in the game, and if you stray too far from the shore you'll be
swallowed immediately.  Not much fun.  Anyhoo, swimming is as simple as wading
out into a body water.  Jak is still able to jump (with X) while at the
surface.  He can also dive into the water by pressing the Square Button.  This
is useful for grabbing Precursor Orbs that are hidden underwater.


There are two vehicles in the game:  the A-Grav Zoomer (kind of like a hover
craft) and the Flut-Flut Bird (think of a weird ostrich that you ride).  The
Zoomer moves much faster than Jak, and is capable of jumping much further
distances.  It can also withstand a lot more heat than him.  While riding it,
press X to accelerate, and L1/R1 to jump.  You can still pick up Eco whilst
riding it -- Blue Eco in particular is helpful, as it yields a quick speed
boost.  You'll use the Zoomer in Misty Island, Fire Canyon, Precursor Basin,
Mountain Pass, and the Lava Tube.

On the other side of things, we've got the Flut-Flut bird, who you'll save
early on in the game.  While riding this creature, you can cover much larger
distances (press X while jumping to glide), and destroy metal chests with Flut-
Flut's superstrong beak.  Good deal, right?  After being rescued in Sandover
Beach, Flut-Flut can be found at Boggy Swamp and Snowy Mountain.


There are three flavors of boxes in Jak & Daxter:  normal wooden boxes, strong
metal chests, and red Scout Fly boxes.  Wooden boxes can be smashed with any
of Jak's attacks, and contain clusters of Green Eco.  Metal chests, on the
other hand, are totally impervious to Jak's attacks.  They must be broken open
with Yellow Eco, a cannon, or by the Flut-Flut bird.  Hidden inside are
valuable Precursor Orbs.  Finally, red Scout Fly boxes contain -- surprise
surprise -- Scout Flies.  By themselves, Scout Flies are worthless, but if you
collect all seven of them in one level, you'll earn a Power Cell.


There are three types of items in Jak & Daxter:  Scout Flies, Precursor Orbs,
and Power Cells.  There are seven Scout Flies in each of the game's stages --
collecting them all will yield a Power Cell.  Precursor Orbs are diminutive,
egg-like collectibles which can be traded to villagers for Power Cells.  Power
Cells are kind of the driving force behind the game:  until you've amassed a
certain amount, some areas will be off-limits.  They can be found all
throughout the game -- sometimes you'll find one easily, and other times it
will take a lot of work to earn one.


Eco is a blanket term of several kinds of power-ups that Jak will need to
utilize the complete the game.  Green Eco is the energy of life, and it is the
most common form.  It comes in two sizes:  big and little.  Collecting fifty
little clusters of Green Eco or one big one will restore one health point to
Jak.  There's also Blue Eco, which is the energy of motion and machinery.  Jak
moves faster when powered up with Blue Eco, and he can also activate ancient
Precursor technology, such as doors or movable platforms.

Red Eco temporarily provides Jak with extra power, making enemies much easier
to defeat.  It's very useful during ambushes, which occur fairly often during
the game.  Yellow Eco is the last "normal" type of Eco.  When Jak is charged
with it, he can fire projectiles from his hands.  These projectiles will kill
any foe with ease, and they can also smash open metal boxes.

Dark Eco is dangerous to the touch.  It's the stuff that changed Daxter into
his huggable ferret form, so it's best to avoid it.  Throughout the game, you
will come across small yellow crates of it (they explode if you get too near
them), as well as big pools of the toxic goop (which will instantly kill Jak
should he fall in).  Finally, there is Light Eco, which is incredibly rare and
only appears at the very end of the game.

               *        *        *        *        *        *

     4. ------------------------------------------------------ WALKTHROUGH

Slap the J&D disc into your PS2 and watch the introductory cinema, which is
actually fairly cool, considering that this is a platforming game, after all.

     4a.  GEYSER ROCK

After the opening cutscenes, which introduce our heroes, their allies, and some
other weird-looking characters, the game deposits you (Jak) into the insanely
simple tutorial level otherwise known as Geyser Rock.  Kick things off by
mashing random button combinations until you've got a feel for the controls;
running, jumping, attacking -- easy!  When you're ready, move forward and we
can get started.

 == FIND THE CELL ON THE PATH ========================

There's nothing of any worth on the sandy areas that flank the grassy plateau
on which we start, so run forward toward the wooden boxes instead.  Smash them
open with any of Jak's offensive moves to score some Green Eco (which, if you
find enough, can restore Jak's health -- very useful stuff, so always keep an
eye out for it!).  Continue forward, grabbing the egg-like Precursor Orbs as
you go.  These things can be traded to villagers for Power Cells occasionally,
so always pick them up when you can.

At the top of the stairs, you'll find a scarecrow-type thing.  You can practice
your moves on it if you want, but there's no real point.  There's more Green
Eco, as well as some additional orbs sitting in front of a spike pit up ahead.
Collect everything, then go over (or around) the pit to find your very first
Power Cell.  The entire game consists of collecting these things, so get used
to the celebratory cutscene that follows picking one up.

 == FREE 7 SCOUT FLIES ===============================

All right, let's go find some more Power Cells, okay?  Hop over a second spike
pit just ahead.  Notice the red and gray boxes scattered all around this area?
They contain weird items known as Scout Flies -- collect seven Scout Flies in
an area to gain a Power Cell.  However!  There's a slight catch:  these boxes
are made of metal, and as a result are fairly hard to smash.  Jak's normal
attacks won't dent the boxes, but if you use his dive attack (Jump, then press
Square while in midair) you'll have no trouble breaking them open.

All seven Scout Flies are right in front of you, so start smashin' those boxes
to find your second Power Cell.

 == OPEN THE PRECURSOR DOOR ==========================

Continue along the path to activate a short scene in which our friend Samos the
Sage tells us about Blue Eco.  When Jak touches Blue Eco, he'll be temporarily
charged with electric energy -- this allows him to run quicker, draw in nearby
Precursor Orbs, and activate Precursor technology.  Delicious.  Touch the two
chunks of it that are floating just ahead to see how it works.  Dash along the
path (but make sure you don't forget to pick up the Precursor Orbs scattered
around the area) until you reach a strange door in the rock wall.

This door is just one example of Precursor technology -- we'll be seeing many
more as the game progresses.  Opening it may seem tricky, but it's actually
very simple.  See the vent releasing Blue Eco over to the right, past the door?
Go stand in it.  Doing so will give Jak a full charge of Blue Eco, so that you
can remain powered up for the maximum time.  Once you're powered up, run back
to the door and watch as it pops open for you.  Open sesame!

Our third Power Cell awaits on the opposite side.  We're almost finished!

 == CLIMB UP THE CLIFF ===============================

Dive into the pool below to get your feet wet and get acclimated with the
controls for swimming (not that you'll be swimming very often).  Take the orbs
sitting on the pontoons before climbing back onto dry land.  Use the columns
to climb onto the cliff above, where you can snag more orbs before crossing a
bridge.  There are some little clusters of Green Eco waiting ahead, not to
mention three more Precursor Orbs.  Pick up everything before moving along.

Head across another bridge and then, once Samos's ridiculously obvious
commentary is over, use Jak's double jump (Jump once, then jump again while
airborne) to ascend the platforms and climb onto the ridge above.  Now you
should see Geyser Rock's fourth and final Power Cell lurking ahead.  Hop over
to it, then use the Blue Eco cluster to power the elevator that will take you
back to the bottom.

Before returning through the warp gate, press Start and check to see how many
Precursor Orbs you've amassed so far.  If you've got 50/50, then you're gold
and you'll never have to return to this godforsaken tutorial stage.  However,
if you don't have 50 yet, that means you've missed something, so run through
the stage a second time to find whatever you couldn't before.  There's a small
beach area near where all the Scout Flies used to be which is fairly easy to
miss on your first time around -- that's probably what you missed.

And thus, we are done with Geyser Rock.  Pop into the warp gate to return to...


After delegating some useless task (which we'll take care of in the chapter
below -- "Sentinel Beach") and throwing a tantrum, Samos sends our intrepid
hero and his furry pal out into the world.  Sandover Village is a fairly small
place, sandwiched between Sentinel Beach and the Forbidden Jungle.  Both of
those places are open for exploration right now, but let's begin by checking
out the village.

  * Note:  If you haven't already tried, leap into the water and swim as far
    out as you can just to see the consequences of swimming in the Jak and
    Daxter universe -- scary, right?

  * Another Note:  In order to progress to the next part of the game, you only
    need 20 Power Cells.  However, the following covers how to acquire each and
    every Power Cell.  So, y'know... whatever.  I have nothing useful to say.

  * Another Another Note:  As you look around Sandover Village, you might
    notice the fisherman's motor boat.  It can be used to sail to Misty Island,
    but not without the fisherman's permission.  He can be found in the
    Forbidden Jungle.  Also, in the hut near Sentinel Beach you'll find a
    lamenting artist who wants his Muse back (Muse is an amazing band, by the
    way).  This is not some strange euphemism -- his Muse is a squirrel-type
    creature, but its run away to Misty Island, which brings us back to that
    whole fisherman's boat thing.  Bottom line:  we can't go to Misty Island
    until we help out the fisherman.

 == BRING 90 ORBS TO THE MAYOR =======================

From Samos the Sage's house, head down into the village via the wooden bridges.
The mayor's hut is the first one on the left.  He'll mention some nonsense
about an Eco beam and a jungle, but we don't really care about that right now.
After whining about that stuff, he'll solicit you for 90 Precursor Orbs.
Unfortunately, most of this level is comprised of fetching Precursor Orbs to
pay off people (and by people, I mean the mayor, Jak's uncle, and an ancient
stone statue which apparently really needs some spending cash).  I suggest
finishing off the other tasks in the village, as well as venturing into
Sentinel Beach and the Forbidden Jungle to work up enough scratch to trade for
the Precursor Orb.

 == BRING 90 ORBS TO YOUR UNCLE ======================

Jak's uncle can be found in the hut directly across from the village mayor's
hovel.  He'll also solicit you for 90 orbs, so go play somewhere else until
you've earned enough to give to his sorry butt.

 == HERD THE YAKOWS INTO THEIR PEN ===================

Exit the "village square" (meaning the cluster of houses that we just explored)
and you'll find a pair of bridges.  One of them leads to the left (and is
adorned with some shiny Precursor Orbs) and the other leads to the right.
Follow the latter and drop onto the sandy beach below, ignoring the things
that look like buffalo (apparently they're called "yakows").  Speak with Sleepy
Guy In Hat to find a task that doesn't require hunting down Precursor Orbs --
corralling yakows!  Sounds like fun, right?  (Yeah, I don't think so either)

The aforementioned pen is the fence to the right of Sleepy Guy's house.  To get
these stubborn yakows in there, you'll need to whack them until they start
moving in the direction you want them to (a game that promotes the abuse of
animals?  wtf?).  You don't really need to direct them too much, just keep
smacking them until they stroll into the pen.  Once they're inside, they won't
come back out.  There are five yakows in all -- beat them all into a bloody
pulp, err... I mean, herd them all into the pen to receive another Power Cell.
Three cheers for animal rights abuse! (just for the record, I love animals and
do not in anyway support animal abuse.  Thank you for your time.)

  * Note:  You see the trail of Precursor Orbs leading up a series of ledges
    behind Sleepy Guy's hut?  If you follow this path, you'll stumble across
    Fire Canyon, which is, for the time being, impassable.  However, with 20
    Power Cells in tow, our foxy friend Keira will be able to power up Jak's
    Zoomer so that we can cross.  Better get workin' on those Power Cells.

 == BRING 120 ORBS TO THE ORACLE =====================

What... "Oracle?"  What is that?  Are we going to see that cookie lady from The
Matrix?  Not quite.  You see, the word "Oracle", in the Jak and Daxter world,
refers to weird Precursor statues that are quite similar to soda machines.  By
that, I mean if you fill them up with cash (or in this case, Precursor Orbs),
they'll dispense a soda (which is, of course, a metaphor for a Power Cell).
Now that you're clicking the Back button to find another, less-stupid FAQ,
there's really no reason for me to go on writing this, but I will anyway.  Why?
Because I'm just that dedicated.

Aaaaaaaaaaaaaaaanyway... the Oracle statue.  If you ascend the series of ledges
that sit right in front of Sleepy Guy's house, you'll be able to roll-jump
across a couple of platforms to reach this strange statue.  It'll blabber on
with some really cheesy dialogue ("One of you has the light within" -- c'mon,
seriously?).  Anyhoo, fork over 120 Precursor Orbs to obtain a Power Cell.


Same thing as above, only you'll need to scrounge up another 120 Precursor
Orbs.  How?  Try exploring Sentinel Beach and the Forbidden Jungle, then come
back once you've acquired the prerequisite number.

 == FREE 7 SCOUT FLIES ===============================

This task is a bit more difficult when the Scout Fly boxes aren't all right
next to each other.  However, the boxes are still out in the open and fairly
easy to find (if you hear that weird buzzing noise, you'll know that you're
close).  Check it out:

 - Look inside the backrooms of the mayor's house -- he's got one stashed away
   in a (somewhat) out of view location.
 - There's one inside the fisherman's hut, which is right next to the mayor's
   and Jak's uncle's houses.
 - Check underneath the small wooden bridge that leads out of the village and
   toward Sentinel Beach.
 - Now climb back up and cross the bridge mentioned above.  This will bring you
   to the artist's house.  Drop onto the beach beyond the house and circle back
   around to find another Scout Fly.
 - Remember our old friend Sleepy Yakow Guy?  The dude who beats his yakows as
   if they're his own children (that was awful, I'm sorry)?  Raid his house to
   find another.
 - In front of Sleepy Guy's house there's a little plateau.  Remember that time
   we had to climb up it to reach the Oracle?  Y'know, it was, like, two
   minutes ago?  Yeah?  Climb up there to find the sixth Scout Fly.
 - The last one is sitting on the ledge next to the Precursor Oracle.

 == MISSING PRECURSOR ORBS? ==========================

If you haven't found all 50 Precursor Orbs in Sandover Village yet, there are
a few key places to check.  First, did you climb up the path leading to Fire
Canyon yet?  It's located just behind Sleepy Yakow Guy's hut, and the path is
laden with orbs.  Furthermore, there are a number of orbs laying around beyond
Sleepy Guy's farm area, on the edge of the Forbidden Jungle.  Be sure to check
on the beach below the rope bridge that leads right into the jungle.  Likewise,
don't miss out on the ones on the opposite side of the village, in front of the
artist's house.

Also, there's a Blue Eco vent on top of a plateau that's located between the
village and Sleepy Yakow Guy's hut.  Climb up there and power up with the
clusters of Blue Eco on the adjacent ledge to open the vent, revealing a stash
of Precursor Orbs,

With that taken care of, we can go party over at Sentinel Beach.


This sandy shoreline is located past the artist's house in Sandover Village.
You can't miss it.  Seriously.  Thankfully, it provides a number of varied
tasks that require a little bit more than simply collecting Precursor Orbs.

 == UNBLOCK THE ECO HARVESTERS =======================

Remember that thing that Samos the Sage was badgering Jak and Daxter about
after we came back from Geyser Rock?  Yeah, me neither.  Anyway, this is what
Samos was talking about.  The harvesters aren't located anywhere near the
entrance to Sandover Village, so pick up the Blue Eco laying on the beach and
dash ahead, smashing all the boxes to collect Green Eco and grabbing the orbs,
also.  You also need to watch out for Lurkers -- finally, we're introduced to
some enemies!  In particular, be wary of the worms who pop out of the sand.  If
you aren't careful, they can come up out of nowhere and rob you of some health.

As you proceed along the beach, you'll come across a large, open area filled
with heavy metal chests.  Nowhere how hard you might try, Jak *cannot* bust
these bad boys open.  However, you might notice that explosives are (literally)
raining from the sky.  Stand near enough to the one of the chests for the
cannon to launch its artillery toward it, then quickly dodge away from the
explosion.  Do this for all of the metal chests to pick up a few Precursor

Alrighty then.  Y'see that Power Cell lying all by itself on the beach?  Try to
grab it, but watch in disappointment and awe as a pelican swoops down and
swallows it.  What the crap?  Ignore it for now, that's a different quest for
a different time, but *never* forget our vendetta against that bird.  NEVER!
*Ahem*.  So about those Eco Harvesters... Head up the stairs just past where
the Power Cell once was.  Beat down the weird dog Lurkers that attack you and
continue along until you find some gray things that look like some half-blimp,
half-elephant monster.  Smash the rocks below each of these devices to uncover
beautiful vents of Green Eco.  Once all five have been unblocked, a Power Cell
will appear.


We'll need to backtrack a little bit to finish this task.  From the Eco
Harvesters, run back toward the waterfall, only make sure to run up the small
hill so that you run behind the waterfall.  Stay on this path (don't fall,
otherwise you'll have to find your way back up) until you reach the giant egg
that's waiting at the end.  Punch it several times to knock it off the cliff
(yes, let's save the bird inside this egg by *smashing* it and pushing it off
a *cliff*.  Fiendishly clever.).

Follow Old Bird Lady's orders and meet her at the bottom to receive your
reward:  one Power Cell.  Nice.


Now's our chance to exact our revenge upon the foul creature that robbed us of
a Power Cell!  Return to the scene of the crime (y'know, the part of the beach
that's constantly bombarded with explosives) and look out at the island to spot
the bird in its nest.  Swim out there and smack the bird, causing it to spit
the Power Cell onto the plateau above the beach.  In order to score this Power
Cell, we have to race against the bird.  Immediately roll-jump into the water
and swim to the beach.  Scramble up the starts, then roll-jump again toward
the Power Cell.  It shouldn't be too difficult to get there before the
pillaging pelican.

 == CHASE THE SEAGULLS ===============================

Now, either swim across the lagoon to the far side of the beach, or run along
the upper plateau to get there.  Either way, you'll see three stone staircases
facing the sea -- these are the "Sentinels" for which this beach is named.
Atop one of them is a flock of seagulls (no, not the 80's group -- this is an
actual flock of seagulls).  Run towards them to scare them away to one of the
other Sentinels.  Rinse and repeat until they get so annoyed that they cause
an avalanche (how seagulls can do that, I have no idea).  Fortunately for us,
this avalanche divulges another Power Cell.  Run over and snatch it (it's next
to the Eco Harvesters).

Yes indeed!

 == LAUNCH UP TO THE CANNON TOWER ====================

Until you've visited the Precursor Temple in the Forbidden Jungle and activated
Blue Eco vents all around the world, this one is impossible.  That said, let's
get started.  There's a Blue Eco vent, as well as a launch pad, sitting atop a
small grassy area near the three Sentinels.  Power yourself up with the blue
stuff, then launch yourself off from the pad.  Try to land on the tall green
plateau nearby, upon which is another launch pad.  From there, launch to the
next plateau, then to the next, and finally launch onto the cannon tower

Once atop the cannon tower, defeat the two Lurkers and collect the Power Cell
that materializes.  Afterwards, you can use the cannon to your heart's content.
If you haven't already done so, be sure to blow up the gray metal chests on
the beach below, in addition to the ones on the green plateaus that we used to
get here.  You can adjust the cannon's aim with the Analog Stick, and you can
also fire the bombs further by holding the X Button before releasing it.
There's just no fun like blowing things up, right?

 == EXPLORE THE BEACH ================================

This is an easy one.  Return to the part of the beach where that pelican first
stole your Power Cell.  Now, look for a Power Cell laying around in plain view.
It's located in a small inlet below the grassy plateau.  This time, luckily,
there's no catch.  Just run over and take it.  I *told* you this one was easy.

 == CLIMB THE SENTINEL ===============================

For this one, we'll need to trek back to the far side of the beach, where the
three stone "Sentinels" are.  Climb up the center Sentinel to find another
Power Cell just laying there for the taking.  Shazam!

 == FREE 7 SCOUT FLIES ===============================

You know the drill by now:  find red boxes, break boxes open, score another
Power Cell.  Yay.  Check 'em out:

 - Right near the entrance to the beach is a series of boxes and chests.  In
   the middle is a Scout Fly -- if you're powered up with Blue Eco, you might
   even get this one without realizing it.
 - On the plateau above the beach area that is always being fired at, there is
   a small little bridge that leads you right to one.  This is very close to
   the fallen Flut Flut Egg.
 - Take the path from the Eco Harvesters behind the waterfall -- the path that
   leads to the Flut Flut egg.  You'll find the red box along the way.
 - Swim across the lagoon and you'll find a Scout Fly tucked against the wall,
   in plain sight of the pelican's island.
 - There's a high ledge over near the Eco Harvesters.  Hold R1 to crouch, then
   press X to perform a super-high jump.  This Scout Fly is sitting on the
 - Over by the Sentinels, there is a small "underground cavern" type area, with
   two wooden poles sticking out from the ceiling (I'm not going to say
   anything dirty, and if you were hoping that I would I'm going to have to
   kindly ask you to remove your mind from the gutter).  Crouch with L1/R1,
   then press Square to perform an uppercut.  This will knock the pegs higher
   into the ceiling.  Hit each one several times, then climb up to the top and
   use those pegs to access a ledge upon which sits another Scout Fly.
 - There's one sitting on top of the first Sentinel.

 == MISSING PRECURSOR ORBS? ==========================

Sentinel Beach contains 150 Precursor Orbs, a lot more than either of the two
previous areas, so it's easy to miss a few.  If you don't know what you've
missed, check the water around the pelican's island -- you'll have to dive to
grab the underwater orbs.  There are also some behind the waterfall.  Don't
forget to grab the Precursor Orbs in the underground cavern area over by the
Sentinels, either.  Also, there's a Precursor Orb hatch on the path that leads
to the Flut Flut egg.  Power up with the Blue Eco clusters that are on the
path, then dash toward where the egg was to score the orbs.

There's another orb hatch on the pelican's island.  Your best bet to opening
this one is to activate the Blue Eco vents in the Forbidden Jungle, then come
back and use the nearby launch pad to quickly get to the island.  Next, circle
around and inspect the front of the first Sentinel to find a small crevasse
containing some orbs.  Finally, there are some on the tall green plateaus that
lead to the cannon tower.  You can't get these until you've been to the
Forbidden Jungle and activated the Blue Eco vents.

On your way back through the village, stop off and trade in the Precursor Orbs
that you've collected for a Power Cell.  Then, mosey on over toward the
Forbidden Jungle.


So this place is called the Forbidden Jungle, but we're going in anyway.  Why?
'Cause we're *rebels*.  Yeah!  Uh... So anyway, you probably already know, but
the entrance to the jungle is beyond Sleepy Yakow Guy's farm.  Climb up the
grassy steps and cross the rope bridge to enter.

 == CONNECT THE ECO BEAMS ============================

Whether you remember or not, the mayor of Sandover Village mentioned a while
back that the Eco beams in the in jungle are on the fritz.  It's our job to fix
them.  After crossing the rope bridge at the threshold of the jungle, use the
small islands to cross the river (watch out for the piranhas in the water).
Head left from here, following the trail of Precursor Orbs to find a second
bridge.  As you cross, Daxter will mention something about the fisherman (who,
incidentally, is stationed directly beneath the bridge).  Just ignore that for
now, we'll deal with it later.

On the opposite side of the bridge are some Precursor ruins.  Beat up all the
enemies in the area first, then collect all the goodies (you'll need to use
Jak's crouch-jump ability to get the ones floating above the highest platform).
Watch out for the yellow and gray chest that's sitting next to a couple of
normal chests -- it contains Dark Eco.  Merely touching this box will cause it
to explode, thus siphoning off a bit of Jak's health.  Consider yourself

Follow a third rope bridge away from this area.  The path ahead leads to the
Precursor Temple, which isn't exactly where we want to be right now.  So
instead, drop into the valley below and (after dealing with the Lurker down
here), follow the strip of land until you reach some clusters of Blue Eco.
Collect them, then leap across the river and stand on the blue launcher pad --
press X while charged up to launch high into the air.

This brings us directly in front of a huge hunk of machinery.  First, take care
of the Lurkers guarding it, then circle around to the front.  Use the pistons
to climb to the top of the machine.  Hop across the spinning discs (careful not
to fall off!) to find the source of our problems:  a giant mirror is diverting
the Eco beam.  Hit the wooden structure to destroy the mirror.  However, our
problem isn't solved yet:  the beam is all out of focus!

Drop onto the ground and inspect the base of the tower that just poked out of
the ground.  Press Circle to take control of the tower.  Now we need to align
it with the next tower.  There's a little arrow next to the sight that
pinpoints the direction in which you want to aim the tower.  Once this first
tower is lined up properly, it's time to head to the next one.  By pressing the
Triangle Button, you can look in first-person view in follow the Eco beam to
the next tower, or you can just follow my directions instead.  Whatever.

Circle around the machinery and take a left so that you're running toward the
waterfall.  Jump over the river and the next tower will be to the left.  Adjust
it the same way as last time, then move on.  For the third tower, return to the
entrance to the Forbidden Jungle.  Once there, cross the river and run to the
right (away from the rope bridge).  There will be a series of tree stumps that
you can climb up and use to cross the river again.  The tower is directly on
the other side.  Fiddle with it, then head for the next one.

Now cross that second rope bridge again to reach the Precursor ruins.  There's
a small trampoline pad behind them -- bounce on it to access the ledge above.
The next tower is up here, guarded by a spiked pendulum, a froggy, and a couple
of those vine enemies.  Deal with these dangers first, then focus the tower.
The fifth and final Eco tower is located outside of the jungle, near the
outskirts of Sandover Village.  It's on the beach adjacent to the rope bridge
that leads into the jungle.  Once it's been properly adjusted, you can return
to the mayor's hut to collect your reward.

Whew!  That one took a while.

 == GET TO THE TOP OF THE TEMPLE =====================

For this little quest, we'll actually be entering the Precursor Temple that
serves as the nucleus of the Forbidden Jungle.  Cross the rope bridge that
leads away from the Precursor ruins and you'll find yourself facing a pair of
swinging pendulums.  Quickly dash past them so as not to get spiked, then drop
down a few grassy steps.  Defeat all the Lurkers in the area, then step into
the nearby Blue Eco vent.  Now that you're all charged up with the blue stuff,
stand next to the two lightning stones near the edge of the cliff to create a

Jump over the gaps in the bridge, then approach the temple door (while still
charged up) to open it.  The trampoline to the right can take you to a Scout
Fly, so ignore that for now and power up the elevator platform (don't worry if
you've run out of Blue Eco -- the wooden box in here contains a cluster).  The
next ledge is much the same -- power up with Blue Eco, then ride the elevator
up.  You'll have to switch to another platform during the ride, so make sure
that the camera doesn't spazz out and get in the way as it tends to do.

There's a Blue Eco launch pad on the next ledge, as well as vent of the blue
stuff.  Charge up, then utilize the pad to launch Jak up to the next ledge.
Immediately dispose of the Lurker that attacks.  After that, bounce up on the
trampoline to find another elevator.  Energize it, then hop on.  As you ride
up, you'll need to step onto the next elevator as soon as it is within reach --
don't get too discouraged if you fall, you won't have to start over from the

Another Power Cell awaits your arrival at the very top of the Precursor Temple.

 == FIND THE BLUE ECO VENT SWITCH ====================

If you haven't already leaped off the top of the temple in a fit of joy, stand
on the button in the center to activate an elevator (and if you did jump off in
a fit of joy, you'll have to climb to the top again).  At the bottom, you'll
find locked doors on either side of the elevator, as well as an open doorway
ahead.  Obviously, we'll be explored the open doorway first.  Run past the Blue
Eco launch pad (it's useless at the moment) and carefully cross the gaps in the
floor using the levitating platforms.

Proceed forward, nabbing the Precursor Orbs as you go.  After the fourth gap,
you'll reach a large open chamber in which you'll find the Power Cell that
we've been searching for.  Even better, grabbing this Power Cell also activates
all the Blue Eco vents in the world!  Good deal!  Use the nearby Blue Eco vent
to open the adjacent door -- Yum!  Precursor Orbs! -- which leads back to the
bottom of the elevator.

  * Note:  Now that the Eco beams are up and running, you can return to
    Sentinel Beach to complete the "Launch Up to the Cannon Tower" quest.

 == DEFEAT THE DARK ECO PLANT ========================

Now that we've activated the Blue Eco vents, the other locked door at the
bottom of the elevator will open sesame for us.  Head inside -- watch out for
the Bottomless Pit Of Doom -- and use the Blue Eco launch pad to score some
orbs.  Proceed with caution past there and you'll stumble across the game's
first boss -- the Dark Eco Plant.  Hopefully you've been conserving your
health, because you're gonna need it to take down this beast.

                          - Boss:  DARK ECO PLANT -
    When the battle commences, the Dark Eco Plant (hereafter "DEP") will be
    impervious to all attacks.  So instead of throwing futile punches and
    spin-kicks at it, back off and worry about the Spiky Bug that DEP sends
    at you (mind the Bottomless Pit behind you).  Like DEP, the Spiky Bug
    cannot be damaged initially, so run away until it retracts its spines.
    When this occurs, quickly strike the Bug once to kill it.  Subsequently,
    DEP will take a short break -- two petal platforms appear, so use them
    to get near DEP's face and smack him one.  Keep in mind that DEP's
    lunging bite is fairly difficult to dodge, so it's best to stay as
    close to the edge as possible.

    After this, you'll get to play with two Spiky Bugs.  Defeat them both
    the same way as before, thus gaining another chance to attack DEP.  Hit
    him just like you did before.  Finally, DEP releases three minions to
    attack you.  Play it safe until they retract their spikes, then do your
    thing.  When he becomes susceptible again, strike the finishing blow on
    the boss.  Farewell DEP, we hardly knew ye.

When the Dark Eco Plant bites the dust, the Power Cell is as good as yours.
Before leaving, jump on its head five times to score some strangely-placed
Precursor Orbs.  To exit the Precursor Temple, charge yourself up with Blue Eco
and use the launch pad adjacent to DEP's corpse.

 == CATCH 200 POUNDS OF FISH =========================

As you may or may not have noticed, you can hear someone's voice when crossing
the rope bridge that leads from the jungle entrance to the Precursor ruins.
Jump off that bridge to meet an unsuccessful fisherman who needs some help.  If
you agree to help him out, he'll reward you not just with a Power Cell, but he
will also allow you to take his motorboat to Misty Island anytime you want.
It's a pretty good deal, so be a friend and give him a hand.

Catching fish is fairly simple, but there are a few things that you need to be
aware of.  First of all, there are three types of fish:  small green fish
(worth 1 pound each), bigger gold fish (worth 5 pounds a pop), and poisonous
eels (catch just one of these and it's game over).  Additionally, if you miss
20 pounds of fish, the fisherman will get a bit pissy and you'll lose.  Once
the game begins, use the Analog Stick to move the net back and forth.
Remember that it's better to miss some good fish than to catch an eel, so be
careful.  Aside from that, there's not much advice to give.  Good luck!

When you successful nab 200 pounds, the fisherman will fork over the Power

  * Note:  Congratulations!  Now that you're on the fisherman's good side, you
    can return to Sandover Village and use his motorboat to sail to Misty

 == FOLLOW THE CANYON TO THE SEA =====================

This one's nice and easy.  From where the fisherman is located, hop into the
river and wade through it (mind the piranhas -- they go down in one hit, but
there's a few of 'em in there).  Continue following it past the Blue Eco launch
pad and the river opens out into the ocean.  Swim toward the island just ahead
and claim your prize.  Lovely!

 == OPEN THE LOCKED TEMPLE DOOR ======================

From the above Power Cell's location, swim back into the canyon and grab some
Blue Eco.  Propel yourself onto the ledge above with the aid of the Blue Eco
launch pad, then sprint up the ramp directly to the right.  It leads to a door
that is ordinarily locked, but it will open if you're still electrified with
Blue Eco.  Sitting just inside is another easy Power Cell.

 == FREE 7 SCOUT FLIES ===============================

Same old fun...

 - From the rope bridge that serves as the entrance to the jungle, run straight
   through the dense forested area.  There are several tree stumps on the left
   side of this area that serve as platforms -- climb atop them and follow them
   to the end, where you'll find your first Scout Fly.
 - There's another one right behind the giant chunk of machinery next to the
 - The third Scout Fly is in the valley below the machine -- right next to the
   Blue Eco launcher.  If you're using the Blue Eco clusters in this area, you
   might pick this Scout Fly up without even noticing it.  Good deal.
 - Use the trampoline pad behind the Precursor ruins to access a small ledge.
   There's an Eco tower in this ledge, as well as several tree stumps --
   sitting atop one is another Scout Fly.
 - Fall off the bridge that connects the Precursor ruins area with the area
   near the entrance to the temple.  There's another fly in this valley, placed
   right next to a couple of Dark Eco chests.
 - As soon as you enter the Precursor Temple, use the trampoline pad on the
   right to climb onto a small ledge.  Follow this ledge around (be careful!)
   to find the Scout Fly.
 - The final Scout Fly is further into the temple.  Ride the first two elevator
   platforms up and you'll find some normal boxes in addition to the red Scout
   Fly box.  Bam!  That's seven!

As always, the Power Cell appears after you catch the seventh Scout Fly.

 == MISSING PRECURSOR ORBS? ==========================

Unlike the previous levels, there are quite a few tricky locations of Precursor
Orbs.  At the Precursor ruins, for example, you'll need to use Jak's crouch
jump maneuver (R1 to crouch, then hit X to jump) to collect all of the orbs
floating above the highest platform.  There are also some in a corner of the
valley below the third rope bridge that can be easy to miss.  Additionally,
there are several hidden inside the Precursor Temple.  Be sure to use both
launch pads inside.

This one is especially tricky:  after defeating the Dark Eco Plant, jump on its
head five times to receive five Precursor Orbs.  Yeah, that's kinda weird.
Next, return to the small island at the edge of the river (the place where we
found the "Follow the Canyon to the Sea" Power Cell) -- scour the waters for
some underwater treasures.  Last, there's a Precursor Orb hatch underneath the
third rope bridge.  Energize yourself with Blue Eco using the vent in the Dark
Eco Plant's chamber, then launch out of the temple and head for the hatch.

By now, you've probably got 20 Power Cells.  That's enough to travel through
the Fire Canyon to the next part of the game, but the interested gamer also has
the option of traveling to Misty Island via the fisherman's boat.  Up to you.

     4e.  MISTY ISLAND

Misty Island is, as the name suggests, an island.  It can be seen off in the
distance from Sandover Village, but until you receive the fisherman's okay to
use his boat, it is inaccessible.  After completing the "Catch 200 Pounds of
Fish" mini-game in the Forbidden Jungle, you'll be allowed to use the
fisherman's boat to sail to Misty Island.

Misty Island introduces us to many new things, for instance Jak's most trusty
vehicle (the A-Grav Zoomer), the powerful Red Eco, scary Skull Lurkers, and --
most importantly -- the oh-so much fun teeter-totter.  Be prepared!

 == CATCH THE SCULPTOR'S MUSE ========================

Upon arrival at Misty Island, run along the dock and onto the mainland.  There
are several natural steps ahead, as well as a wooden teeter-totter.  To use the
teeter-totter, use Jak's dive attack on the side opposite the rock -- whee!
This will help you grab the Precursor Orbs that would be unattainable with just
a normal jump.  Anyway, ascend the steps and take your first real look at Misty
Island -- pretty cheerful place, right?  Immediately we're introduced to a new
type of foe:  the Skull Lurker.  Not only do these guys wield clubs, but they
take two (!) hits to kill.  Be careful with these bad boys.

Run straight past the beautiful muck pond and you should spot a strange,
sparkly gold creature ahead.  This is the sculptor's Muse, and catching it
means another Power Cell.  Follow it up the bone ramp and -- after dealing with
your second Skull Lurker -- pursue it over a gap to reach another new obstacle.
See the giant bone standing erect (wink wink) on the edge of this cliff?  Beat
it several times (wink wink) to create a bridge that you can use to stay on the
Muse's tail (no pun intended... seriously).

On the other side of the bridge, continue the pursuit and you'll come across a
muck pond.  There's a Lurker hiding under the mud who likes the pop out and
spit stuff at you -- either run past, or anticipate its appearance and be ready
to counterattack.  Past there is a second pond, this one with a small floating
platform which can be used to leap onto the ledge above.  Now, here's a perfect
opportunity to actually catch the Muse:  as it runs around the upward slope to
the left, you can use the teeter-totter to intercept it.  If done properly, you
can catch the Muse outright or at least shorten its lead considerably.

If you don't manage to nab the Muse there, it will continue across several bone
bridges.  At the end, it will drop back to ground level and resume this exact
path from the very beginning.  Keep in mind that, during your pursuit, moves
like Jak's roll-jump and his lunging punch can really help to shorten the gap
between you and the Muse.  Other than that, its path is very clear, so if you
somehow get lost just run along its trail until you find it again.

Once it's been caught, the Muse must be returned to the sculptor at Sandover
Village before you can receive your reward.

 == CLIMB THE LURKER SHIP ============================

Okay, remember where we first spotted the sculptor's Muse?  At the entrance to
Misty Island?  Okay, remember that there were three potential paths -- left,
right, and up (the latter being the one we used to catch the Muse)?  Now we're
going to explore the left path.  Stick to the ground and you'll run below the
bone bridge that you made earlier.  Just after that the ground will slope
downward -- watch out for the Lurker -- and you'll come to a wooden bridge
(ignore the shiny light below for the time being).  Hop on and start jogging.

This bridge leads us directly onto the fearsome Lurker ship.  Be afraid... be
very afraid.  Or not.  Either way, there are some wooden chests on the bridge,
but be cautious of the Dark Eco container -- you don't want that to detonate in
Jak's face.  You'll be set upon by a few Lurkers when you reach their ship, but
thankfully they're just weaklings.  Smack them around, grab the goodies in the
area, then start climbing to the top of the ship.  There's another Lurker guard
here, but, like his friends, he's weak sauce.  Just behind him is another
beautiful Power Cell.  Take it.

 == STOP THE CANNON ==================================

From your position atop the Lurker ship, you can probably see a series of
wooden planks leading upward.  Hop onto this structure and start running, but
watch out for the barrels.  Every third barrel bounces, so get into the rhythm
of hopping over two, then stopping and letting the third one bounce over you.
On the way up, there are little alcoves that provide temporary sanctuary, as
well as goodies.  The first of these alcoves, for instance, has a chest that
contains one full shot of Green Eco -- don't miss it!  There's also a Scout Fly
later on.

When you reach the top, you can go duel with the Lurkers who are manning the
nearby cannon.  Killing them both will yield a Power Cell and the ability to
use the cannon.  Before leaving this area, be sure to use the cannon to blow
open all of the metal chests in the arena-like area below -- it's the only way
to get the Precursor Orbs inside.  Also, by conquering this area, the flow of
barrels will now cease.  Hooray!

 == RETURN TO THE DARK ECO POOL ======================

Now then, if you're still up by the cannon you can simply leap down into the
area below to reach our next destination.  However, for the sake of completion,
I'll detail the less shortcut-ish method of getting there.  From the entrance
to Misty Island, take a right at the fork.  Scale the cliff ahead and knock
down the bone, then soak up the Blue Eco and dash across.  There's a Skull
Lurker and nothing else of any necessity below, so ignore the ledge underneath
you and drop down onto the ledge ahead instead (that rhymes).

Collect the Precursor Orbs here, but avoid the outer edges of this platform.
Notice the discoloration of the outer edges?  These are collapsible platforms,
meaning that they'll fall if you stand on them for any amount of time.  Hop
onto the next platform, which contains a muck pond and a Lurker swimming inside
it.  Deal with the Lurker, then get ready to leap over to the next platform.
This is a tricky one, though, because not only is it a relatively small area,
but it's guarded by two Skull Lurkers.  Not cool.  Carefully defeat them both,
then knock down the bone and move along.

(btw, I know it seems like we just skipped a bunch of platforms off to the
left, but aside from some Precursor Orbs which we'll get later, there's nothing
much of interest over there right now)

Okay, so the door ahead is locked?  What to do?  Absorb the Blue Eco cluster
nearby to unlock it.  Head inside to... be caught in a crazy ambush!  You'll
be surrounded by Lurkers (mostly the normal flavor, but there are some Skull
Lurkers as well).  The best attack here is Jak's spin-kick, because, unlike his
punch, it doesn't have any control over Jak's movement.  Also, some foes will
drop some clusters of Red Eco -- be sure to drink this up because it will
increase Jak's strength.

When the ambush has been repelled, a staircase will appear leading up to the
dreaded Dark Eco pool.  Before checking that out, snag the Precursor Orbs that
are placed around the edge of the arena (assuming you followed my advice
earlier and used the cannon to destroy the metal boxes).  That done, run
upstairs to find another Power Cell.

  * Note:  Be sure to note that there are two doors in the arena:  the one
    through which we came, and a second one.  Exit through the latter to find,
    amongst other things, some Precursor Orbs and a Scout Fly.

 == DESTROY THE BALLOON LURKERS ======================

For this one, we'll again be heading toward the Lurker ship.  However, instead
of following the wooden bridge onto the ship, drop down onto the beach to find
Jak's trusty A-Grav Zoomer, which we can use to explore the waters around Misty
Island.  In particular, you might notice some Lurkers floating around above the
waters on balloons.  To gain this Power Cell, you'll need to defeat each of
these Lurkers.  How?  Simple:  ram into them.  However!  It's important to note
that there are mines strapped to the front and back of each Lurker's balloon,
so you need to make sure that you ram the actual Lurker, not the explosive.
Also, these guys tend to like heights -- if you see a Lurker gliding high out
of your attack range, just have some patience and wait for him to come down.

When all six Lurkers have been dealt with, the Power Cell is yours.

 == USE ZOOMER TO REACH POWER CELL ===================

Before returning to dry land, take a look at the wooden ramp structure built in
the middle of the water.  See the Power Cell dangling at the end of it?  In
order to snag this one, you'll need to (carefully) drive onto the ramp, then,
once you're in the proper position, hit the gas, jump off the end of the ramp
(tap R1), and (hopefully) grab the Power Cell.  If you have trouble getting
enough air, try jumping sooner.  If you try several times and keep coming up
short, it's possible that you're jumping *too* soon -- try to jump only at the
last possible second.

There are also some Precursor Orbs out here that you'll need to jump for.

 == USE BLUE ECO TO REACH POWER CELL =================

One of the first things you probably noticed upon your arrival at Misty Island
was a lone Power Cell sitting on a platform in midair.  That's what we're going
to get now.  Start off by taking a right at the fork -- climb up the ledge and
stop in front of the bone bridge.  There should be a cluster of Blue Eco
directly in front of you, as well as two additionally chunks of it up ahead.
The idea here is to grab each of the clusters, then circle back around to the
right and head for an Eco-powered elevator a few ledges away.

It's important to make sure that all of the Lurkers in the area have been
killed off before you begin, because with the limited amount of Blue Eco
provided you won't have enough time to deal with them.  It's also important not
to screw up your jumps -- the mist below these ledges *is* the island's
namesake, after all.  Once you reach the elevator, you're golden.  Enjoy
another shiny Power Cell.

 == FREE 7 SCOUT FLIES ===============================

Alright alright:

 - When pursuing the sculptor's Muse, you'll come to a towering rock surface
   that stands between two muck ponds and a series of bone bridges.  There's a
   red box sitting atop this plateau.
 - There's one sitting in plain sight on the deck of the Lurker ship.
 - As you ascend the wooden planks and dodge the rolling/bouncing barrels, you
   might notice little alcoves periodically along the way up.  One such alcove
   holds a Scout Fly.
 - If you take a right at the fork near the beginning of the island, then cross
   the first bone bridge, there will be a gap in the wall to the left.  Head
   through there to find the next one.
 - Very near the above Scout Fly, there is a collapsible bridge.  Cross it
   quickly and climb up the ledge at the end to score another one.
 - Exit the arena via the back door and hop over the first muck pool.  Use the
   teeter-totter by the wall to catapult yourself up onto some rocks -- climb
   to the top to claim another Scout Fly.
 - The final Scout Fly on Misty Island can be found on the Zoomer course.  It's
   sitting on the same wooden structure that you have to use to reach one of
   the Power Cells detailed above.

 == MISSING PRECURSOR ORBS? ==========================

There are quite a few well-hidden Precursor Orbs this time around, so keep a
close eye out at all times.  Don't forget to pick up the many orbs floating
above the water on the Zoomer course.  Also, there are several en route to the
Lurker cannon -- be sure to grab each of the orbs even as you attempt to dodge
the oncoming barrels.  There's another tricky area on the path that leads to
the "arena" area.  Take a right at the fork near the beginning of the island,
then cross the first bone bridge.  See the gap in the wall off to the left?
Head in there to find some orbs (there was also a Scout Fly here).

If you didn't use the cannon to blow open the metal chests in the arena near
the Dark Eco pool, you've missed out on a few.  Aside from that, there's one of
those pesky Precursor Orb hatches in the area between the backside of the arena
and the front of the Lurker ship.  Power up with the Blue Eco on the opposite
side of the muck pond, then make a beeline for the hatch.  Even trickier, there
is a "hidden" beach underneath the cliff directly behind the arena.  Drop down
to find three orbs.

Okay!  Now that we've done everything that there is to do up to this point, I
think it's high time we move onto bigger and better things.  Fire Canyon, here
we come!

     4f.  FIRE CANYON

Once you've amassed a grand total of 20 Power Cells, you can head for the Fire
Canyon to progress onward in the game.  The entrance to this fiery valley is
located behind Sleepy Yakow Guy's hut.  Bear in mind:  this level is a total
departure from each of the previous ones.  The Fire Canyon is almost like a
race -- Jak is confined to his trusty A-Grav Zoomer for its entirety and the
main goal is simply to reach the opposite side of the canyon.

  * Note:  For all you overachievers out there who've done everything possible
    up to this point, you should have 34 Power Cells in your possession.  Nice
    work, boys and girls.

 == REACH THE END OF FIRE CANYON =====================

The basic premise of this level is that it's a race to the end.  Even with the
20 Power Cells that we slaved to earn, Jak's Zoomer can only take so much heat
before going ka-boom.  As a result, you need to cross the canyon quickly.  If
the gauge that appears on the bottom left-hand corner of the screen fills
completely, it's game over.  If you smash into too many obstacles, it's game
over.  If you press the Power button on your PS2, it's game over.  So be

To help keep your heat level down, our foxy friend Keira has released some
cooling balloons (they're the big, blue, balloon-looking things floating around
above the molten ground) -- drive through these to cool the Zoomer off ever-so
slightly.  Also, there are numerous ramps (brown in color) scattered throughout
the course.  Drive over these to receive some temporary relief from the heat.
You'll find a few Blue Eco vents as well.  Charging up with this stuff will
give you a quick speed boost, so keep an eye out for them.  As for the Lurkers:
running into them will propel you high into the air, which means that for a
short period of time you won't near the heat of the fiery floor.  Go for it.

Obviously, you'll want to avoid pits of open magma, as they'll heat up your
Zoomer even faster.  Aside from that, there are several full-out pits in the
canyon -- as with any other game, falling into a bottomless pit means death.
Finally, at certain points of the course rock obstacles will protrude from the
ground.  There are also stacks of Dark Eco crates.  It's in your best interest
to swerve wide of these, since smashing into a few too many means that Jak and
Daxter will soon become Baked Jak and Daxter (that was an awful attempt at
humor, I'm sorry that I couldn't come up with anything better).  Don't forget
that you can jump with R1.

There's a Power Cell with your name on it at the end of the canyon.

 == FREE 7 SCOUT FLIES ===============================

Since you'll probably be more focused on simply completing the course your
first time around, it's not a bad idea to ignore the Scout Flies completely and
return at a later time to grab them all.  You can return to the canyon from the
Rock Village side at any time and give it another go.

By the way, it's really difficult to give good location descriptions for the
Scout Flies in a level like this, so take it easy on me, okay?  All right, here
we go:

 - The first one comes fairly early on -- check the path in front of you as
   soon as you pass the first two stacks of Dark Eco crates.
 - For the next one, you'll need to keep your eyes out for the familiar red box
   sitting on the very edge of some rocks, near a pool of lava.  If you are in
   the center of the course, you should land on it as you jump the lava.
 - Past there, you'll cross a bridge then come to an area where the solid rock
   path curves to the right (there's magma on the left).  The third Scout Fly
   is on the left edge of this path.
 - Up ahead, there is a very thin ledge, surrounded on both sides by pools of
   hot stuff.  The Scout Fly is one of several boxes on this small strip of
 - Just past the one above there is a second Scout Fly box in the same general
 - Continue along for a while and there will be another one just past a Blue
   Eco vent, wedged between a stone slab and some Dark Eco toward the right
   side of the canyon.
 - On the very last strip of rock leading up to the end of the canyon -- this
   one is pretty hard to miss.

 == MISSING PRECURSOR ORBS? ==========================

Since the whole level is so linear, there's not much advice to give if you're
having trouble finding all of the Precursor Orbs.  Just play through it again
and keep an eye out for the gray metal chests.

On to Rock Village!

     4g.  ROCK VILLAGE

Rock Village is our new hub area, just as Sandover Village was the hub for
Sentinel Beach, the Forbidden Jungle, and Misty Island.  As such, there are
Power Cells a-plenty available for purchase from the locals.  This means -- get
excited -- more mindless Precursor Orb hunting!  Yes! *cough hack*

So, from the edge of the Fire Canyon, take a walk up ahead and you'll stumble
across a hut on the right.  Step inside and hop on the floor switch near the
warp gate to activate it.  A cutscene ensues, from which we learn that we need
to collect still more Power Cells to move on.  How many do we need to amass
this time?  A whopping 45 (which actually isn't that bad, considering that you
can have a maximum of 36 before even entering Rock Village).  Whatever.

  * Note:  Stay out of the water.  In order to drastically decrease of the fun
    of this stage, our good pals over at Naughty Dog thought it would be a good
    idea to eliminate any opportunity for underwater exploration by stationing
    Lurker Sharks everywhere.  Wtf?

 == BRING 90 ORBS TO THE GAMBLER =====================

All right, let's get to it.  Leave the Blue Sage's hut and hop onto the grassy
plateau on the other side of the hill.  Follow this path down to ground level,
then take a right (ignore the water -- there's nothing in there but Lurker
Sharks) and run onto the grass.  From here you can follow the path (it's nice
and straightforward) to find the village square across a bridge to the right.

Start by chatting with the dude in the barrel.  As you might expect, the guy
asks for 90 Precursor Orbs in exchange for a Power Cell.  However, he also
offers a second Power Cell in return for beating the current high score for the
Zoomer race in the Precursor Basin.  We'll deal with that later.  For now, fork
over your orbs or, if you don't have enough, go explore the village and the
other nearby areas until you've got enough.

 == BRING 90 ORBS TO THE GEOLOGIST ===================

The Geologist is the goofy English chick standing on the giant umbrella outside
the village square and talking to herself.  Speak to her to learn about the
plight of the poor Lightning Moles in the Precursor Basin -- oh no!  We'll help
them out when we go into the Precursor Basin, but for now give her some orbs to
score another Power Cell.  Delicious.

 == BRING 90 ORBS TO THE WARRIOR =====================

The "Warrior" is how he's referred to in the game, but I think the term "Pussy"
is so much more appropriate.  Talk to him (he's right next to the guy in the
barrel) to hear some lame story about how incompetent he is.  Bottom line:
give him 90 Precursor Orbs to win another Power Cell.  As an added bonus, he'll
also fix the pontoon bridge that leads to the Blue Sage's levitation machine
and the Boggy Swamp.  Good deal.

 == BRING 120 ORBS TO THE ORACLE =====================

If you don't know where Rock Village's Oracle is, chances are you run right
past it without even realizing.  Remember when we climbed down to the village
from the Blue Sage's hut?  Yeah?  All right, if you run back towards those
grassy steps leading upward from the village square, you'll spot the Oracle on
the wall, near the water.  Go talk to it and you'll hear some more absolutely
appalling dialogue ("Beware of the dark light?"  Come on now).  The deal is the
same as last time:  the Oracle has two Power Cells, each one worth 120 orbs.
Start searchin'.

 == BRING 120 ORBS TO THE ORACLE =====================

Same as above.  Have fun.

 == FREE 7 SCOUT FLIES ===============================


 - Circle around the balcony behind the Blue Sage's hut to find your first Rock
   Village Scout Fly.  Tasty!
 - As you descend the ledges that lead down from the Blue Sage's hut to the
   rest of the village, there is a Scout Fly in a small crevasse between two of
   the ledges.
 - There's a flaming boulder to the left as you run toward the Geologist from
   the Blue Sage's hut.  Look behind it.
 - Similar to the one above -- check behind the flaming boulder near the bridge
   leading into the village square.
 - On the dock area connected to the village square (the one that leads to the
   Lost Precursor City) there's another one.
 - On the opposite side of the square as the one mentioned above.  This Scout
   Fly is sitting on a small dock (this is the same area that is later bridged
   by our friend the Warrior Pussy, or the Pussy Warrior if you prefer).
 - The last one is the most difficulty, especially if you haven't paid off the
   Warrior to replace the missing pontoons yet.  From the location of the Scout
   Fly directly above, make your way to the cluster of pontoons in the water
   ahead (use Jak's roll-jump, then quickly climb onto the floating platforms).
   From there, leap onto the dock on the other side of the water.  Now, simply
   skip across the pontoons that lead toward what looks like a small ledge
   (this is actually the entrance to the Boggy Swamp).

Power Cell!!!

 == MISSING PRECURSOR ORBS? ==========================

Rock Village is actually kind of unique in terms of Precursor Orbs -- it's not
that there are many that are hard to find, rather the biggest problems occur in
trying to figure out how to get those orbs.  For instance, there are a few orbs
floating above those treacherous waters between the village square and the
outer edges of the village.  These are much easier to get after you've paid off
the Warrior for his services.  You'll also find a few on the pontoons that lead
to the Lost Precursor City.  In the same general area, there is a grassy
plateau upon which are a couple of orbs.  The easiest way to obtain these is
just to enter the Precursor City and complete the first task (detailed in the
next section) -- doing so will spit you out exactly where you want to be.

As for the trickier Precursor Orbs, keep your eyes out for a small "alleyway"
between the entrance to the Precursor Basin and the village (check behind the
flaming rock near the Geologist to find it).  Also, there's a Precursor Orb
hatch also nearby the Geologist.  To open it, charge up with the Blue Eco
cluster near the Precursor Basin, then dash toward the fiery boulder near the
bridge to pick up a second cluster.  From there, continuously roll-jump until
you reach the hatch.  If that doesn't work, you can also try running through
the same alleyway mentioned earlier in this paragraph.

After clearing out Rock Village, your next destination can be one of three
places:  the Lost Precursor City, the Precursor Basin, or the Boggy Swamp.
What's it gonna be?


The Lost Precursor City is probably the largest and most convoluted level yet,
which means that it'll be fun (for you) but also annoying (for me to write
about).  But, it's filled with some challenges that we haven't seen before, so
let's hop to it.  If you follow the pontoons from the dock on the right side of
the village square you'll reach the entrance to the city.  Stomp on the button
to ride the elevator to the bottom.  Here we go!

 == RAISE THE CHAMBER ================================

When the elevator reaches the bottom, head through the doorway.  This first
hallway contains a few orbs, but it also introduces us to a new sort of
"enemy."  Take a look at the water?  Looks a bit strange, right?  Kind of green
and electric-like, right?  Yeah -- don't go in there, doing so will cause
damage to poor ol' Jak.  Just head through the next doorway.

You'll emerge in a massive, very busy chamber.  What to do?  Well, there are
some Precursor Orbs to find (there's a sort of time challenge in particular --
check the "Missing Precursor Orbs?" section at the end of this chapter to learn
more), as well as a Scout Fly.  After checking out the bottom level, use the
shuttle platforms to climb upward.  On a platform across from where we entered
are many more Precursor Orbs -- some guarded by a flying Lurker (smack him),
others suspended over a moving platform.

Once you've collected everything, ride the elevator up to the platform on the
right.  Wait here for another elevator platform, which will take you up to the
very top of this room.  Run along the ledge and into a hallway.  Here, wait for
the water to become safe, then quickly dive in and grab the Precursor Orbs.  Be
fast, otherwise you'll sustain some damage.  Move along to find another
chamber -- below are two Lurkers (ignore them unless you fall down there), and
above there are two ledges.  One ledge leads onward while the other contains a
Scout Fly.

To cross the gap, you'll need to use the platforms in front of you.  However!
These aren't any old platforms -- they're what I like to call "tandem
platforms."  When you stand on one, the other will circle around it.  It takes
some time to get used to, but once you do it's fairly easy to use.  Once you
have grabbed everything, cross to the far ledge, fight the Lurker, and proceed.

Wow!  If you though that last room was big, wait until you see this one.  Where
do we even start?  Thankfully, for now, we can just drop onto the ledge below
and to the left and head through the tunnel (but don't worry, we'll be
returning to this behemoth of a room).  Hey!  What's that up ahead?  A Power
Cell!  Wow!  (okay, that was kind of obnoxious -- I apologize)  This Power Cell
is actually obtained in the "Reach the Center of the Complex" task described in
greater detail below, but since you're here, you may as well go ahead and grab
it, right?  Right!

Navigating the constantly falling platforms isn't easy, however, so stay on the
move as you collect the Precursor Orbs in this chamber.  When ready, hop onto
the far ledge, where you'll meet a new type of foe.  I like to call these guys
"Spinners" because, well, they spin.  Duh.  Normal attacks are useless against
them, so you'll need to hit them from above with Jak's dive attack.  Don't kill
them all immediately, though, because their spinning can be used to smash the
metal boxes in here.  Once you've got all the Precursor Orbs, go to town on the

You can play around in the whirlpool if you want (it won't hurt you), but there
really isn't any reason.  Anyway, there are two additional corridors available
now:  take the one to the left of where we came in from.  Hop across the water
using the central platform (this time, stay away from the whirlpool) to reach
the next chamber.  Smack the two Lurkers before anything else (note, there's
another Power Cell in here that you can acquire prematurely if you want -- skip
down to "Quickly Cross the Dangerous Pool" to get the skinny on that).  Now
then, it's time to take a wild ride.  Hop onto the slide to the right.  Whee!

As you slide down, you'll want to try to grab as many Precursor Orbs as you
can.  Also, by simply sliding into the metal chests, you'll be able to open
them and score their contents.  But watch out for those nasty electric pipes
and the crates of Dark Eco -- don't forget that you can still jump even while
sliding.  The chamber at the bottom is filled with Spinners, so start off by
clearing out the room.

Once the room is empty, it's time to work on the puzzle.  You've noticed those
weird ball-things that look like baby toys, right?  Well, the idea here is to
charge up with Blue Eco from the nearby vent and power up all five "boppers"
at the same time.  After powering up, hit the one directly adjacent to the
vent, then charge the one on the ledge above.  From there, leap onto the second
level, where there are two more Precursor boppers to charge up.  Finally,
jump back down to hit the last one.

Doing all of this opens a door in the central fixture.  Enter and hit the floor
switch to ride all the way back up to the surface.  When you regain control,
jump into the water (don't worry, you're safe) and swim to the nearby ledge.
Grab the orbs as you climb to the top, then collect your Power Cell.

The remaining challenges in the Lost Precursor City won't take quite so long --
I promise.

  * Note:  To swim back to the mainland safely, peer into the water below and
    look for the reef or some rocks.  If you swim directly above the reef, the
    Lurker Sharks won't come near you.

 == FOLLOW THE COLORED PIPES =========================

Okay, remember that massive chamber that we went into, but quickly left to get
the Power Cell above?  Return there, please.  When you arrive, press Triangle
to look in first-person view.  On the other side of the room, there are three
big fat tubes -- there's a Power Cell in one, and Scout Flies in the other two.
Hop onto the tandem platforms to get over there.  Once there, you'll see three
buttons -- one in front of each tube.  Dive attack the one in front of the
Power Cell, then watch to see where the tube deposits it.

To reach the Power Cell, you'll have to ascend the platforms that repeatedly
pop in and out of the wall.  Move quickly -- if you take too long to collect
the Power Cell, it'll be sucked back through the tube.  Timing is imperative
for this, so it doesn't hurt to get a little practice in on the pumping
platforms before you try for real.  If you do mess up, don't worry, just go
back and try again (if it makes you feel any better, I just messed up on my
first try while writing this... Seriously).

Another day, another Power Cell.

 == REACH THE BOTTOM OF THE CITY =====================

All right, ever since we went down that slide one Power Cell ago, I know
exactly what you've been thinking:  "When do I get to go down that way cool
slide again?"  Well, you know what?  Your time has come.  Trek back there
(through the chamber with the collapsing platforms, then to the left) and slide
down -- this time, try to grab everything that you might have missed the first
time around.

When you reach the bottom, cut through the Precursor bopper room, hopping a
small pool of electro-water to arrive somewhere new.  There's a Scout Fly on
the ledge above, so grab that before diving down a second slide.  This slide is
much tougher, as there are now electric pipes blocking the path.  Be ready to
jump continually to avoid these.  At the very bottom, you'll emerge right next
to a platform which holds another beautiful Power Cell.

  * Note:  For the event that immediately follows, skip down to "Climb the
    Slide Tube."  I have no idea why the game lists these two Power Cells so
    far apart when they occur in sequence, but whatever.


You've probably already seen this Power Cell, even if you haven't grabbed it
yet.  It's sitting a ledge on the far side of a pool of electro-water, at the
top of the first slide.  On the floor in front of the pool is a big, round
button.  Dive attack it to raise several platforms that create a bridge to the
Power Cell.  However, you've only got a few seconds to traverse the platforms
and reach the far ledge, so hustle.

Once you've acquired the Power Cell, hit the button on the ledge to return
across the pool.

 == MATCH THE PLATFORM COLORS ========================

If you regress through the electro-water tunnel from the room where we got the
above Power Cell, you'll be in a familiar room.  However, we haven't explored
the room that is currently to the left, so carefully navigate the whirlpools in
the tunnel to reach an unfamiliar room.  To cross the Dark Eco, you need to hop
onto the moving platform and run ahead, jumping over the pipe when necessary.

On the opposite side of the Dark Eco, there are 13 platforms, a locked door,
and a flying Lurker.  Deal with the Lurker first.  That done, it's time to
start working on that door.  It will open once each of the platforms in this
area has been activated.  Activating the platforms as is simple as jumping onto
them, but if you jump onto the same platform twice, it will deactivate.  So
that's our quandary.  You have any good ideas?  No?  That's okay, because I do
have an idea.  Check it out:

[12]       [13]        [5]

     [11]        [6]

[10]        [7]        [4]

     [8]         [2]

[9]         [1]        [3]

Now, I realize that my ASCII skills are less than amazing, but bear with me
here, okay?  Basically, you'll want to hop onto number one, then hop across
each of the platforms on the right side before cutting across to the left side
using numbers 6, 7, and 8.  Once there, you'll curl around the left side of the
room and finally activate the last platform at 13.  Not too hard, I hope?

The Power Cell is just inside the now-unlocked door.

 == CLIMB THE SLIDE TUBE =============================

  * Note:  This is actually an event that occurs directly after acquiring the
    "Reach the Bottom of the City" Power Cell, so I have no idea why it's
    listed two Power Cells later.  Anyhoo...

After obtaining the Power Cell, the pool of Dark Eco below begins to rise
dangerously.  Quickly charge up at the Blue Eco vent, then use the adjacent
launch pad to propel yourself onto a ledge high above.  At this point, your
perspective changes to one that kind of resembles a 2D platformer -- fun!  Run
along the platform, watching out for Lurkers and pipes along the way.  Be
careful when jumping that you don't accidentally land in the puddle of evil goo
that is slowly inching its way toward you.  This is especially important when
you get to the in-and-out wall platforms.

After launching off from a second Blue Eco launch pad, you'll be on the home
stretch.  Keep up your speed and timing and you'll reach a third Blue Eco vent.
Charge up, then leap onto the center platform and launch yourself up to safety.

 == REACH THE CENTER OF THE COMPLEX ==================

  * Note:  If you've been following this walkthrough since the beginning of the
    chapter, you may have already grabbed this Power Cell.  Congrats!  If not,
    read on.

All right, let's return to the second really large chamber (the one with the
tubes and the tandem platform).  From the high balcony that serves as the
entrance to that room, drop onto the water-level ledge below.  Run through the
tunnel to spot the Power Cell on a platform in the center of a Dark Eco pool.
To reach it, you'll need to use the rotating platforms along the outer edge of
the pool.  Unfortunately, these platforms continually turn over, thus tipping
our pal Jak into the goo.  Just move quickly, though, and you'll be able to nab
the Power Cell.

 == FREE 7 SCOUT FLIES ===============================


 - The first Scout Fly is in the first really large room in the city.  There
   are several platforms down at water level in this chamber, and one of them
   contains this guy.  Just be careful, because it's guarded by a pair of
   Lurkers who love to play piggyback (target the guy on top).
 - In the subsequent hallway, use the tandem platforms to access the ledge on
   the left.  The Scout Fly is in plain sight as soon as you enter the room.
 - In the second really large room, there is a ledge off to the left that holds
   a Scout Fly.  Use the tandem platform to reach it.
 - Same as above, only this Scout Fly is on a platform more toward the right,
   and it's guarded by a flying Lurker and a moat of electro-water.
 - In the same really large chamber as the last two Scout Flies, there are some
   tubes that can be accessed via the tandem platform.  Two of these tubes
   contain Scout Flies, so dive attack the button in front of each tube (one at
   a time, of course) and use the tandem platform to get to wherever the Fly is
   spat out.  You'll need to hurry, though, because if you take too long the
   Scout Fly will be sucked back through the tube.  It doesn't hurt to position
   the tandem platform in a strategic location before hitting the button.
 - See above.
 - Go down the slide into the room with the Blue Eco contraptions, then hop
   over a pool of electro-water into the adjacent chamber.  Use the platforms
   that are popped up by steam to reach the ledge above, where you'll find your
   seventh Scout Fly.


 == MISSING PRECURSOR ORBS? ==========================

First off, let's check out the first of the two main chambers.  Although you
probably saw the Precursor Orbs floating above the electro-water, you may have
had trouble figuring out how to get them without dying in the process.  On two
of the ledges on the bottom level are floor switches -- dive attack either one
to raise several platforms from the water.  However, this also activates a
timer.  You'll have to run across the platforms and snag all the orbs before
time runs out, otherwise it's bye-bye Jak.  There's also a Precursor Orb hatch
right behind one of the floor buttons.  Opening it is much the same -- hit the
button to raise the platforms, then absorb the Blue Eco that's floating under
the ledge above and head for the hatch.  10 orbs are inside.

Now move on to the second main chamber, where you'll find a second Precursor
Orb hatch behind a small moat of electro-water (yeah, there was a Scout Fly
here as well).  To open this one, use the tandem platform to glide across the
room to the ledge containing Blue Eco.  Then, quickly drop onto the platform
below and run toward the hatch, gathering another cluster along the way.  Use
the steam-propelled platform to access the upper level, then hop across the
pond to nab the orbs.

If you still don't have all 200 Precursor Orbs, try going down both of the
slides again -- you may have missed a loose orb or a metal chest.

With that done, we are officially done with the Lost Precursor City.  Rejoice
and return to the surface.

     4i.  BOGGY SWAMP

Compared to the Lost Precursor City, Boggy Swamp is a breeze.  Within this
muddy locale, we'll be introduced to a new companion:  the Flut Flut bird.  We
will also get to play with a new flavor of Eco -- Yellow Eco!  Get excited.

The entrance to Boggy Swamp can be found if you follow the pontoon bridge laid
out by our good friend the Warrior (if you're quick, you can get there by
jumping and swimming, so you don't *need* to pay off the Warrior).

 == RIDE THE FLUT FLUT ===============================

  * Note:  In order to complete this task, you'll need to have completed the
    "Push the Flut Flut Egg Off the Cliff" task back at Sentinel Beach.

Upon entrance, you'll immediately meet a new type of foe:  Rat Lurkers.  Don't
worry -- they're nothing special.  Kill the rat, then move beyond it to find
some ordinary wooden boxes -- break them to find some Yellow Eco.  Sweet.  When
powered up with this stuff, Jak can shoot blasts of energy from his hands (use
the Square Button).  You can also shoot in first-person perspective if you need
more precise aim.  Run ahead and blast all of the metal chests to reap a ton of
Precursor Orbs.

Before moving on, regress to the small wooden dock adjacent to the Yellow Eco
clusters.  See the wooden pole sticking out from the wall?  Jump up and grab it
to swing from it, then launch yourself up onto the ledge above.  There's more
Yellow Eco up here, as well as some Precursor Orbs.  Now drop back into the
muck and proceed.  There's a big thorny vine blocking the path ahead, so leap
over it (don't roll-jump!), grab your first Scout Fly, and move along.

You'll arrive at a Dark Eco pond -- make sure you don't slip into it.  Use the
pontoon to cross to the center dock, but stop there.  There are some pinkish
red flying foes up ahead.  The best way to deal with these guys is to grab
some Yellow Eco -- some is conveniently placed right in front of you -- and
blast them from first-person perspective.  There are also some Dark Eco crates
off to the right that you should shoot from a safe distance.

Now follow the dock around to the other shore (note that the Blue Eco can be
used to pull the nearby Precursor Orbs to Jak and that the launch pad leads to
a Scout Fly).  Up ahead is another new obstacle:  receding spikes.  Wait for
the spikes to go down, then hastily hop over them.  Problem solved!
Unfortunately, there's now a rat nest right in front of you.  Grab the Yellow
Eco and start shooting, but target the nest (it's that big brown thing that
looks like a Kitty Condo or something) rather than the rats themselves.  Once
the nest is gone, clean up the remaining rats and continue on.

Fling yourself over the thorns with the pole.  After defeating the frog enemy
beyond there, you'll find yourself at a crossroads.  Head left for now.  Jump
over a pair of spike traps just as you did before, gathering clumps of Yellow
Eco on the way.  Then clear the path onward by destroying the Dark Eco crates.
Just past there is another rat's nest -- destroy this one to unearth a Blue Eco
vent (this is used to nab another Scout Fly).

There's more thorns up ahead, so grab the pole and swing over them.  Beyond
that is another Dark Eco pond.  Blow open the metal chests with Yellow Eco,
then charge up with Blue Eco to grab them all as you leap onto the wooden
structure across the goo.  The game now switches to a semi-2D perspective.  You
will have to use a series of poles to swing across gaps in the dock.  Time your
jumps carefully and you'll reach the end soon.  At the end is a wealth of
powerups -- Green and Yellow Eco!

Continue ahead to find a tethering device (keep this in mind -- we'll return to
it later).  Jump some more spikes, then take a right to find a Yellow Eco vent.
Charge up, then blast all the chests and proceed into the cave.  Destroy the
Dark Eco crates sitting on the ledge above, then climb up there.  Ignore the
Blue Eco and launcher for now (they lead to a different Power Cell) and follow
the path to the left.  Fight off a few Lurkers and you'll find the Flut Flut
bird waiting for you.

The Flut Flut bird can smash metal chests (press Square), as well as jump much
further than Jak.  It can also wade in Dark Eco.  So hop on and explore the
area -- there are a lot of Precursor Orbs, as well as a couple of Scout Flies
and, finally, a Power Cell to find.  Be sure to check everything thoroughly so
that you don't miss anything.

 == PROTECT FARTHY'S SNACKS ==========================

After dismounting the Flut Flut, make your way around the Dark Eco pond to find
a ramshackle hut and its drunken owner.  It seems that Drunk Guy's pet hedgehog
Farthy has run off, so we need to... protect Farthy's snacks?  Wtf?  Anyway,
the basic premise of this challenge is simple:  charge up with Yellow Eco and
shoot any rat that goes near Farthy's delicious mushrooms.

However, this task isn't quite as easy as it may sound.  Since there are five
mushrooms sitting in the toxic soup in front of Jak, you'll need to constantly
swivel your view point to check for rats (luckily, your movement is quite
restricted).  Also, you can't run out of Yellow Eco (it will replenish as soon
as you do), so don't worry about that.  For the most part, you can just mash
the Square Button while turning to look at each mushroom and you'll be fine.

This task takes place across three attack waves, each one more difficult than
the last.  It's very important, especially in later rounds, to keep your eyes
on each and every mushrooms.  And obviously, you'll want to target the rats
close to the mushrooms before bothering with the ones lingering in the back.
That's just common sense.

A Power Cell is yours when you successfully stave off the rat's raid.

 == DEFEAT THE LURKER AMBUSH =========================

Return to the cave where we ignored a Blue Eco launch pad earlier.  Remember --
it was the cave that led to the Flut Flut course?  Go back there and, using the
nearby chunk of Blue Eco, use the launch pad.  You'll arrive in a small arena,
where you'll be ambushed by Lurkers.  There are clusters of Yellow Eco on
either side of the arena, so drink those up and start blasting the baddies.  I
find that this task is easiest if you stay on the move -- continually run back
and forth from the two clusters of Eco so that you can replenish your stash
when you run out, all the while avoiding Lurkers.

Your prize is, of course, a Power Cell.


Okay, very near the launch pad that we used to reach the above Power Cell is
another Blue Eco launch pad.  This one will take you to a small area in which
you'll find a rat's nest and a weird rock-with-a-rope-tied-around-it (better
known as a "tether").  Blow up the nest with Yellow Eco, then fire a shot at
the tether.  Doing so will yield a Power Cell.  Better yet, there are three
more tethers in Boggy Swamp, and breaking each of them will yield *more* Power
Cells.  Yay!

The next tether can be found on the opposite side of the cave that the one
above was near.  Leave the cave, gather up some Yellow Eco from the vent, hop
the spike traps and blast the tether away.  If you're coming from the opposite
direction, you'll find this tether just after the semi-2D pole-swinging area.
Two down, two to go!


From the Drunk Guy's hut (over by the Flut Flut course), enter the cave behind
his house and follow the path through a rat-infested cave, across a muddy field
filled with crates and boxes, and over a Dark Eco pond.  When you reach a
Yellow Eco vent, soak the stuff up and aim a shot in first-person view mode at
the tether sitting atop the wooden platform in the Dark Eco pond.  Just one

Don't forget to explore the cave on the far side of this pond -- there are some
Precursor Orbs inside.


All right, backtrack for a bit past the second tether, back across the Dark Eco
pond, and out through the cave.  Take a left at the cave's entrance to find
some spike traps -- hop over them and you'll see the final tether just ahead.
However, the Yellow Eco vent is blocked by a boulder, and there are two rat
nests in the way.  Fortunately, there's a small cluster of Yellow Eco over in
the corner.  Use that to blast away the boulder, releasing a beautiful flow of
Yellow Eco.  Destroy the nests, then the tether.

Mission accomplished!

 == FREE 7 SCOUT FLIES ===============================

For real.

 - At the very beginning of the level, there is a thorn obstacle.  Leap over it
   to find the Scout Fly just ahead.
 - There's a Blue Eco vent and corresponding launch pad near the Dark Eco pond.
   Launch yourself up and you'll land in a small, closed-off area.  Exterminate
   the rats first, then grab the Scout Fly in the corner.
 - Head through the cave directly after the first rat's nest and you'll find
   some Blue Eco (hidden under a second rat's nest).  Use this in conjunction
   with the launch pad nearby to reach another closed-off area, also filled
   with rats.  Kill them all, then take the prize.
 - On the Flut Flut course, there is a Scout Fly atop a wooden platform.  Use
   the Flut Flut to leap over there and grab it.
 - This one is also on the Flut Flut course.  Follow the wooden platforms over
   the Dark Eco pond to find it.
 - Near the entrance to the cave that leads to the Flut Flut course is a pond
   of Dark Eco.  Either jump across it or run around it to find a Scout Fly at
   the end.
 - Behind the Drunk Guy's hut (remember the "Protect Farthy's Snacks" task?  It
   is over there), there is a small, semi-camouflaged cave entrance.  Fight
   through the rats in the cave to find a big muddy area filled with boxes and
   crates.  The last Scout Fly is one of those boxes.


 == MISSING PRECURSOR ORBS? ==========================

For the most part, Precursor Orbs in Boggy Swamp are easy to find.  Many of
them are confined in metal boxes, but those can be blasted open with Yellow
Eco.  But if you're still missing some orbs, check this out:  there are quite a
few hovering over the various Dark Eco ponds in the swamp -- use Blue Eco to
pull these toward Jak.  Also, make sure that you've collected everything and
smashed all the boxes on the Flut Flut Course.  There's a cave on the opposite
shore of the Dark Eco pond where we found the third tether (check above for the
location if you don't remember); there are a few metal boxes inside.

Back at Rock Village, there's only one place left to explore!


The Precursor Basin, found behind the Geologist and across from the village
square in Rock Village, is an interesting departure from the previous stages.
The entire level takes place on Jak's Zoomer, but it isn't a race (although
there are some racing-based challenges).  Be prepared for some new and
interesting tasks.

 == HERD THE MOLES INTO THEIR HOLE ===================

After mounting the Zoomer, drive up the hill and into the actual basin itself.
Right off the bat, you should spot a strange red creature near the entrance --
this is a mole.  There are four of these guys in the basin, and it's our job to
chase them back into their holes.  After you find one, simply chase it until it
dives underground.  All four of 'em are located in the same general area, so
once you find one it shouldn't be too much trouble to find the rest.

Once all of the moles are underground, you can return to the Geologist in Rock
Village to receive your Power Cell.

 == CATCH THE FLYING LURKERS =========================

Within the Precursor Basin, there are four Flying Lurkers, purple in color, who
must be caught.  You'll know them when you see them (there are two in the first
area, and two through the tunnel).  The problem is, they're really fast, making
them tough to catch.  You really have to stay dedicated on a single Lurker and
keep following him for as long as it takes to catch him.  You can make up a
tiny bit of ground by cutting corners once you see what direction the Lurker is
going to turn, but even that difference is pretty negligible.  Your life will
be so much easier if you can figure out their patterns -- keep following the
same Lurker for a bit and you'll definitely start to pick it up.

When you do manage to get close enough, jump with R1 to ram the Lurker.  Once
all four have been rammed, the Power Cell is yours.

 == BEAT RECORD TIME ON THE GORGE ====================

From the arch, make a sharp right to find a tunnel with a checkered flag
stretched across it.  Driving through this flag will initiate the race -- once
you've started, you've got 45 seconds to complete the course.  You don't have
to get it on your first try, so I suggest playing through the course at least
once simply with the motive of learning when to turn and what obstacles to look
it for.  It'll be a big help for your next time through the course.

After breaking the tape, make an immediate left but stick to the right side of
the canyon (there's some Blue Eco on the left side, but there are also pistons
that can be difficult to navigate around).  Curve leftward at the end of the
tunnel and drive up the ramp.  Follow the path right at the top of the ramp.
Pistons pump in and out on either side of the walls up ahead, so swerve to
avoid them.  Past there are two stacks of Dark Eco crates -- stay in the center
of the path to dodge them.

More pistons make the tunnel ahead tricky to navigate, but if you stay close to
the right wall you should be fine.  Near the end of the tunnel is a cluster of
Blue Eco which you'll want to grab for a speed boost.  There's a second batch
of the blue stuff just outside the tunnel, but only go for it if you're
confident that you'll still be able to dodge between the Dark Eco boxes.  You
will fall off a ledge at the end of this path -- immediately turn around when
you do.

Snag the Blue Eco and blaze through the pistons.  Now, if you hit the Lurker
down here you'll be propelled high enough into the air to drive onto the raised
ledge to the left.  If you can do this, great -- it's faster.  If not, you
aren't totally screwed.  From there, choose either side of the canyon and stick
to it to avoid an obstacle in the center (preferably you'll take the left side,
since the right side is filled with Dark Eco crates).  Afterwards, there is one
last set of piston obstacles to avoid.  Make it through there and hit the
checkered tap to complete the race.

If your time was under 45 seconds, go hit up the Gambler in Rock Village to
receive a well-deserved Power Cell.  If not, try again.

 == GET THE POWER CELL OVER THE LAKE =================

If you've been cruising around the second portion of the basin (the area
through the tunnel), you may have spotted a Power Cell floating conspicuously
above the lake.  How to get it?  Easy!  Drive up the grassy ramp near the
tunnel and follow the path, hopping over gaps when necessary.  After a couple
of very small platforms and especially difficult jumps, you'll end up on the
last ledge, which has a slight ramp leading up toward the Power Cell.  Back up
as much as you can so that you've got enough time to gather speed, then hit the
gas.  Don't forget to jump at the very edge of the platform.

A well-executed jump will bring you close enough for Jak to snatch the Power

 == CURE DARK ECO INFECTED PLANTS ====================

If you take a right after the arch and head through the tunnel into the second
part of the basin, you'll find a cluster of purple plants near the back-right
corner.  These plants have been infested with Dark Eco, and the only way to
cure them is to use Green Eco to purify them.  Conveniently, there's a Green
Eco vent not far away.

This is one of my least favorite tasks in the entire game, just because it's so
tedious.  Since it's impossible to cure all of the plants with a single shot of
the green stuff, you'll have to return to the vent several times.  However, as
you do that, the plants that you haven't cured yet are infected that ones that
you have cured.  So it's important to be as quick as possible -- charge up,
drive through the plants a few times, then drive back to the vent to recharge.
Keep this pattern up until each plant has been purified to receive your lovely
Power Cell as a reward.


Atop a hill in the first area is a curious purple ring of light.  Driving
through this creates another ring just ahead, and driving through that creates
a third ring past there.  The goal is to fly through each ring that appears
(somewhere between 20 and 30 rings in total) before they disappear.  After
passing through a ring, you've got several seconds to find the next one and
fly through it.  Because of the time constraints, you need to move quickly.

For the most part, the rings will appear in plain sight, often not too far
away.  However, sometimes you might not see the next ring.  If this occurs,
immediately spin around and keep your eyes peeled -- if you take too long to
find the next ring, you'll have to restart from the beginning.  The last couple
are the most difficult as they require you to jump.  Be very careful when
jumping -- if your timing is off, you could miss the ring altogether and have
to restart.

The Power Cell appears after you've flown through the final ring.


After completing the above challenge, a blue ring will appear at the edge of a
plateau in the second part of the basin.  This is exactly the same thing as
above, only more difficult.  The blue rings are placed much further apart than
the purple ones were, making it a lot more difficult to reach them in time.  It
also makes them more difficult to find.  If you're having trouble, memorizing
the locations of each new ring makes a big difference.

There's a particularly difficult ring fairly early in the going.  A ring will
appear above the lake in the front portion of the basin.  To reach it, you need
to jump off of the gray rock that is placed right in front of the lake.  For a
later ring, you'll also have to descend the hill at the very front of the
Precursor Basin.  When you do this, be careful to go around the Zoomer Pad --
if you drive over it, Jak will dismount his Zoomer, forcing you to restart.
Also take caution not to fly over the ring that appears at the top of the hill
when you start climbing back up.

Finally, you'll have to drive onto the upper level of the second area for some
of the later rings.  Although you need to drive quickly, it's even more
important to not fall off.  It really sucks to get that far into it only to
lose because you couldn't stay on the ledge.

Like last time, the Power Cell will be yours after you've crossed the last

 == FREE 7 SCOUT FLIES ===============================


 - As soon as you fly underneath the natural arch that marks the entrance to
   the basin, there will be a ruined Precursor building with a roof shaped like
   a disc just ahead.  Check behind it.
 - Take a right after passing below the arch and you'll see a ramp.  Drive up
   this ramp to find your second Scout Fly.
 - On the plateau right in front of the first ring for the "Navigate the Purple
   Precursor Rings" challenge.
 - Go through the tunnel to the right of the entrance and fly up the ramp that
   is slightly to the left.  There's one at the top...
 - ... and another one down below.
 - Follow the hill mentioned two Scout Flies above.  After the second jump,
   check the small alley to the left to find one.
 - Continue along the same path as the above Scout Fly, only this time follow
   the hill up to the right.  You'll have to make a few more jumps, but
   eventually you'll end up on a plateau next to the Scout Fly.

Another Power Cell for you.

 == MISSING PRECURSOR ORBS? ==========================

Since the Precursor Basin is so small, there aren't many places for Precursor
Orbs to hide.  If you're still missing a few, check all the water surfaces,
namely the tunnel in the first area.  Aside from that, just make sure that you
didn't miss any metal boxes.

After conquering Rock Village and its surrounding areas, we're ready to move
along.  Onward!


Once you've rocked at least 45 Power Cells, use the pontoon bridge to find
Keira at the Blue Sage's levitation machine.  Speak with her to move on.  Note
that the maximum number of Power Cells you can have up to this point is 66.

 == DEFEAT KLAWW =====================================

After chatting up Keira, circle around to the front of the machine and start
climbing.  There's a canyon at the very top -- run through here to meet the
game's second boss...

                               - Boss:  KLAWW -
    When the battle begins, hop onto one of three stone slabs floating in
    the lava below.  In retaliation, Klaww will begin firing boulders at
    each of the slabs -- if you see one coming toward you, do the smart
    thing and jump onto one of the other slabs.  But!  Be careful!  As you
    may have noticed, there's molten magma flowing below Jak's feet -- fall
    in and you're dead.  After a while, Klaww will recede into the lava and
    a cluster of Blue Eco will appear.  Snatch this up to power up a bridge,
    which you can use to get much closer to Klaww.  Watch out for boulders
    as you run along the bridge -- you can easily dodge them by winding
    left and right, left and right, etc.

    At the front of the bridge, you'll find some Yellow Eco.  Absorb it all,
    then start firing like crazy at Klaww.  If you hit him enough times, he
    will drop his boulder on himself (ouch!).  Scamper back to the three
    platforms at the beginning -- hurry or you'll be squashed by Klaww's
    boulder on the way back.  Klaww will now resume shooting boulders at
    you, but you're a pro at dodging them by now (right!?), so that's not a
    problem.  Just know that his boulders have picked up a little speed, so
    you'll need to jump from platform to platform just a little bit quicker.

    Once again, Klaww will dive into the lava and some Blue Eco will
    materialize.  Pick it up to create the bridge again... But wait!  This
    time the bridge is missing a few pieces.  Take your time when crossing
    the bridge so you don't get smashed.  Again you'll be using Yellow Eco
    to blast Klaww and, again, you'll be fleeing from a boulder back to the
    three trusty platforms.

    It's the same deal for the third time around:  Klaww's boulders come
    even faster, so stay on your toes.  When you create the Blue Eco bridge
    again, even more pieces will be missing.  Pepper Klaww with Yellow Eco
    for the third time and he'll kick the bucket, leaving nothing but a
    Power Cell in his wake.

After grabbing the Power Cell, a number of platforms will appear.  Use these to
reach the far shore, where the Mountain Pass continues.


This sequence is very similar to the Fire Canyon, only this time you have a
different reason to be in a hurry.  Either way, there are still pits to fall
into, obstacles (namely Dark Eco crates and other explosives) to avoid, and
Blue Eco vents to give you a boost.  Keeping all of that in mind, your goal is
to make it to the end of the Mountain Pass before the flying Lurkers do.  This
means that even if you do manage to finish the course intact, you could still
lose if the Lurkers beat you.  Even worse, you can't kill them this time

For this reason, the various speed boosts are key.  But even more important are
the obstacles, such as the trees and explosives.  Slamming into one of these
really slows you down, so its essential that you have the right amount of
control over your Zoomer.  The cave area is especially dangerous -- be wary of
the giant explosive barrels.  Crashing into one of those will immediately kill
Jak, full health be damned.

 == FIND THE HIDDEN POWER CELL =======================

  * Note:  Until you've played in the winter wonderland that is Snowy Mountain
    and unblocked the Yellow Eco vents in the "Find the Yellow Vent Switch"
    challenge, this one is a no-go.

Assuming you've already been to Snowy Mountain and back, return to the Mountain
Pass (preferably from the side nearest Rock Village -- warp back if you have
to) and mount the Zoomer.  Drive along the course as normal until you go off
the big jump (y'know, the *really* big jump?), at which point you'll want to
keep your eyes peeled for the Yellow Eco vent.  Charge up, then turn toward
the boulder just behind the vent and blast it out of the way.  Hit the gas,
then charge into the secret passage, leap over the gap, and snag the Power

 == FREE 7 SCOUT FLIES ===============================

Just like for the Fire Canyon, it's so much smarter to wait until you've
already completed the level once to go for the Scout Flies.

 - There's one at the base of a hill not too far into the Pass.
 - The next one is on the ground near where the path re-connects.
 - Your third Scout Fly is in plain view right in front of a narrow path
   leading over a bottomless pit.
 - After making the huge jump not too much later, there's one sitting in front
   of four regular wooden chests slightly to the right.
 - There's one on the path that leads through the cave...
 - ... and another one in the same cave, to the right of a stalagmite (or is it
   a stalactite?) just up ahead.
 - The last one is mixed in with the many explosive barrels directly in front
   of the detonator.  Do yourself a favor and take care of the detonator first,
   then run back into the Pass to nab the Scout Fly.


 == MISSING PRECURSOR ORBS? ==========================

There's not much to miss, honestly.  All of the Precursor Orbs are out in the
open and pretty easy to find -- just play through the level again to make sure
that you didn't miss any of the airborne orbs and that you smashed all of the
metal boxes.

And thus we arrive at...


Upon arrival at the Volcanic Crater (our third and final hub world), hop across
the broken bridge to reach the Red Sage's lab.  Go inside and hit the floor
switch for a cutscene (which involves goofy-looking villains with weird blue
skin and no motives behind their actions) and some further instructions.

 == BRING 90 ORBS TO THE MINERS ======================

If you leave the Red Sage's hut and cross the bridge (the one that you haven't
crossed yet -- not the one that leads back to the Mountain Pass), you'll find
yourself at the mouth of a massive cave.  Venture inside to find two miners,
one fat and one stupid.  Talk to them for a while to learn that they've got a
grand total of four (!!) Power Cells to their name.  Unfortunately, each one
costs 90 Precursor Orbs.  Better explore the rest of the crater, as well as the
surrounding areas, before trying purchase all four of 'em.

  * Note:  After buying all of the orbs, you can speak with the two miners
    again to learn about a task that's waiting for us in Spider Cave.  Yay.

 == BRING 90 ORBS TO THE MINERS ======================

See above.

 == BRING 90 ORBS TO THE MINERS ======================

See above.

 == BRING 90 ORBS TO THE MINERS ======================

See above (again).

 == BRING 12O ORBS TO THE ORACLE =====================

Take a right after leaving the miners' cave.  Hop onto the ledge above, then
dash toward the trail of Precursor Orbs (avoid the pits of steaming stuff --
urine?).  Continue the follow the ledges downward and you'll find a second
trail of Precursor Orbs.  Leap across the gap -- don't fall into the scalding
lava below -- to find the Oracle.  Like before, the ancient statue wants 120
Precursor Orbs for each Power Cell.  Again, it's best to go ahead and explore
the rest of the Volcanic Crater, as well as the nearby Spider Cave and Snowy
Mountain to find enough scratch to pay off the Oracle.

 == BRING 120 ORBS TO THE ORACLE =====================

See above.

 == FIND THE HIDDEN POWER CELL =======================

You probably didn't notice it, but there's a metal chest on a ledge high above
the train tracks right outside Spider Cave.  First, let's find the entrance to
Spider Cave, okay?  Take a left from the miners' cave and run past the gondola,
over the platforms, and hop onto a mine cart on the train tracks.  We want to
get to the far side of the crater, so hop from cart-to-cart until you get
there.  Once on the far side, jump off the tracks and take a look in
first-person perspective at the rocks behind the train track.  See the box?
Good, now let's break it open.

To break this chest, we're gonna need a shot of Yellow Eco.  There's a vent not
far from the entrance of Spider Cave, so head inside.  The vent is on a ledge
high above and to the right.  Climb up there (you'll have to crouch-jump a few
times to reach some of the ledges) and charge up with the stuff, then get ready
for an all-out sprint.  After stepping into the flow of Yellow Eco, immediately
drop off the edge and onto the ledge below.  Roll-jump over the Dark Eco river,
then roll-jump back toward the Volcanic Crater.  Use single jumps to climb the
platforms leading up to the train tracks, then quickly enter first-person view
mode to blast open the box.  It may take a few tries, but you'll figure it out
soon enough.

Yay for Power Cells.

 == FREE 7 SCOUT FLIES ===============================

I'm running out of interesting things to say.

 - As you enter the crater from the Mountain Pass, there's a small ledge below
   you, right in front of the rope bridge that leads to the Red Sage's lab.
   You should hear the Scout Fly's buzzing if you just job past, so drop onto
   the ledge and grab it.
 - There's another one hidden behind a slab of rock in the cave where we found
   the miners.
 - En route to the Oracle, there is a platform sitting in the middle of some
   burning-hot magma.  There's a Scout Fly on top.
 - Take a left from the miners' cave and run past the gondola to find a series
   of thin platforms that lead to the railroad tracks.  A Scout Fly is on one
   of the platforms.
 - From the above location, continue along and hop onto one of the carts.  Wait
   for it to circle around the tracks.  You'll roll right past a ledge with a
   Scout Fly sitting on it.
 - This one is very similar to the one above.  Use the carts to travel across
   the lava, to the far side of the crater (near the entrance to Spider Cave).
   There's another ledge/Scout Fly combination on the track furthest from where
   we began.
 - Continue riding the mine carts toward Spider Cave.  The last Scout Fly is on
   a ledge very close to the entrance of the caves.


 == MISSING PRECURSOR ORBS? ==========================

The Volcanic Crater is one of the easiest locations yet to find each and every
Precursor Orb:  there are really only a few places to find them.  If you've
checked the miners' cave, the path to the Oracle, the railroad tracks, and the
rocky ledges that lead into Spider Cave, then you've probably found all of the

Shall we move on to Snowy Mountain?


As I'm sure you've noticed, there's a very out-of-place gondola sitting by its
lonesome in the Volcanic Crater (take a left from the miners' cave to find it).
Although it's out of service (very much like a public toilet) when you first
arrive, Keira will be able to fix it fairly soon.  I believe that you need to
collect three or four Power Cells in the Volcanic Crater before Keira can fix
it, but don't quote me on that.

 == FIND THE YELLOW VENT SWITCH ======================

When you first arrive at Snowy Mountain, you'll be swarmed by Snow Lurkers.
This guys constantly respawn, so it's generally best to just smack the ones
that matter and run (unless you wanna stock up on Green Eco, in which case
these guys are an absolute goldmine).  Anyway, there's also a weird Precursor
device surrounded by a force field, but that's a different task for a different
time (see "Deactivate the Precursor Blockers" below for more info on that).
For now, run onward and roll-jump across the gap.

On the far side, you'll be assaulted by a Porcupine Lurker (don't laugh, that's
the best name I could come up with).  These guys are impervious to Jak's measly
hands and feet with his spikes out, so dodge his attacks until he retracts
those spikes, at which time you're free to beat the everliving poopie out of
him.  Just ahead, there's a sloped path leading upward, but ignore that for now
and run straight ahead into the cave instead.

Roll-jump onto the first isolated platform, then double-jump upward onto the
next one.  Be wary of the Bouncy Lurker up here -- it may be small, but it can
cause some real damage (most likely by knocking you off the ledge and into the
Bottomless Pit of Black Doom below).  A few jumps later, you'll have to utilize
the ever-useful roll-jump once more to exit this cavern.  Ignore the metal
boxes for the time being, and focus on slapping/avoiding the Snow Lurkers.  The
ice pond behind them is home to four more of those Precursor Blockers that I
mentioned earlier -- might wanna go ahead and hit them now.

Now, controlling Jak on the ice can be a bit difficult.  Fortunately, this pond
is pretty safe (aside from a single Bouncy Lurker, there are no enemies to
speak of), so take some time and get acclimated to ice skating.  Take note that
Jak's punch (Square) or forward roll (L1/R1) are very good ways to quickly
change direction.  There's also a Red Eco vent at the edge of the pond, but
there's not much that we can do with it just yet.  Once you've gotten used to
things a bit, slide to the far side of the pond, where you'll find some lovely
snow to run on.

Up ahead, there is a bridge leading off to the left and a strange catapult-type
machine banging away at some ice.  Neither one is of any interest to us at the
moment, so run straight past the catapult.  Although it seems like it's a dead
end up ahead, there is actually a series of snowy cliffs that lead downward.

  * Random Author's Note:  As I was typing the part you just read, I was hit by
    the catapult Lurker and knocked off the cliff to my untimely death.  I hope
    you're happy.

So anyhoo, carefully climb down the ledges, using roll-jumps to cross the two
largest gaps.  Eventually, you'll reach an the Lurker Fort, which we... won't
be visiting just yet.  Instead, search for some trees near the rock wall to the
left.  Hidden behind those trees is a cavern.  Once inside, carefully jump onto
the icy ledge just ahead -- try not to slide, otherwise the piston will knock
you into the pit.  If you aren't touching the Left Analog Stick when you land
on the ice, you've got a much better chance of remaining steady.  When the
piston retracts, quickly roll to start moving and leap onto the shuttle
platform up ahead.

This platform will carry you to another ledge.  This one, luckily, is made of
snow, not ice.  Again mind the piston, and crouch-jump to access the upper
ledge.  This next part is tricky -- you'll have to hop onto the ice ahead, then
jump onto a piston platform and quickly leap onto a second sheet of ice.  Be
quick, but don't be stupid.  Slide across this sheet of ice to find one last
piston -- wait for it to retract, then step onto the shuttle platform.  This
platform will take you to a beautiful Precursor construction -- grab the Power
Cell on top, then jump for joy as Yellow Eco vents are unblocked all across the

(Yeah, I thought that Power Cell was a bizzle to get, too)

 == STOP THE 3 LURKER GLACIER TROOPS =================

There are three wooden catapult-like structures operated by Lurkers in Snowy
Mountain -- you probably noticed one during the collection of the above Power
Cell.  Since destroying the actual devices is too tall as task for our lowly
heroes, we'll have to defeat the Lurker operators instead.  Of course, the
Lurkers who work these machines are pretty tough customers -- not only do they
carry shields which will deflect all of Jak's normal attacks, but they can also
shoot fireballs at you (a la Yellow Eco).  What to do?  Near each of the three
Lurkers, you should find a Red Eco vent.  Charge up with Red Eco, then attack
once to destroy the Lurker's shield, then a second time to defeat the Lurker

You'll find the first Glacier Trooper at the top of the snowball slope -- the
Red Eco vent is on the other side of the path.  Next, return to the bottom of
the slope and venture through the cave (just as you did for the previous Power
Cell).  Grab some Red Eco near the frozen pond, then dash around the corner to
find the second Glacier Trooper.  The last Glacier Trooper can be found in the
valley below the Lurker Fort.  Drop down near the rope bridge to find the Red
Eco vent, then look for some snowy ledges that lead toward your goal.  Defeat
all three Lurkers to win another Power Cell.


Okay, you know those weird buttons that we've been seeing all over the place on
this mountain?  Y'know, the things with the force fields around them?  Yeah?
Those are called Precursor Blockers, and deactivating them all will yield
another beautiful Power Cell.  Deactivating them is the simple part, sadly
(just double-jump or crouch-jump over the force field and smack the button),
because there are quite a few of them, and they're not much fun to search for.

 - The first Precursor Blocker is, thankfully, nigh impossible to miss.  From
   the gondola, run directly forward to find it.
 - Go straight into the cave at the bottom of the hill (y'know, the hill with
   the rolling ice boulders?) and utilize Jak's mad jumping skillz to reach the
   opposite side of the cave.  Here, you'll find an ice pond which contains not
   one, not two, not three, but *four* Precursor Blockers.  Be sure to hit them
   all (1).
 - See above (2).
 - See above (3).
 - See above (4).
 - On the icy moat outside the Lurker Fort (1).
 - On the icy moat outside the Lurker Fort (2).
 - On the icy moat outside the Lurker Fort (3).
 - On an icy pond, which you can reach by crossing a bridge right outside the
   Lurker Fort (1).
 - On an icy pond, which you can reach by crossing a bridge right outside the
   Lurker Fort (2).
 - There's another bridge that leads from the two blockers above to a snowy
   ledge, where you'll find another one.
 - Near the beginning of the level, there is a hill from which icy boulders
   endlessly roll down.  There are a couple blockers on the way up (1).
 - See above (2).

 == OPEN THE FROZEN CRATE ============================

  * Note:  If you haven't already unblocked the Yellow Eco vents, scroll up and
   finish the "Find the Yellow Vent Switch" challenge.  You can't do this one
   without Yellow Eco.

Okay, so remember the cave at the base of the snowball slope?  Return there to
find a now-functional Yellow Eco vent.  Power up, then check out the icy wall
on the left.  Spot the metal chest lodged in the ice?  Good, now blast it with
Yellow Eco.  One well-placed shot will smash the chest, revealing a Power Cell.
Get it, but don't forget to break the other nearby metal boxes to find some
Precursor Orbs.

 == GET THROUGH THE LURKER FORT ======================

  * Note:  In order to get through the Lurker Fort, we must first open the gate
    that leads into said fort.  Why this task is listed first I'll never know.
    Anyway, read ahead and complete "Open the Lurker Fort Gate" below, then
    come back here.

To reach the Power Cell that can be seen sitting on a high ledge, we must scale
the tower in the center of the fortress.  Start by climbing up the wooden
platforms directly in front of the gate.  When you reach the top, cross the
bridge and smack the lookout Lurker.  This may seem like a dead-end, but there
is actually a wooden platform below this ledge -- look around in first-person
perspective until you find it, then drop onto it.  Leap ahead onto the next few
ledges, then the trouble begins.

When you reach the corner of the fort, you'll find a moving platform.  Wait for
it to start turning toward you, then hop onto it.  From there, leap toward the
pole sticking out of the wall.  Use this to swing onto a ledge coated in slick
ice.  Carefully slide to the edge of this ledge (that rhymes) and time another
jump onto a moving platform.  Jump again onto some nice, safe wooden platforms.
Cross these and hop onto the ledge ahead.

You'll be attacked by three Bouncy Lurkers, so spin like crazy until they've
all been defeated.  Move onward (and score some Precursor Orbs along the way)
to find a floor switch.  Step on it to activate an up-and-down platform -- now
if you fall off, you won't have to restart from the very beginning.  Nice!  Up
ahead is another Bouncy Lurker, who's guarding another wall pole.  Splat the
Lurker, then jump out and grab the pole.

Swing onto the wooden platform ahead.  There's another pole on the other side,
so run down and grab it.  Wait for the moving platform on the other side to
move toward you, then let go.  Jump to another pole, then another, then onto a
platform.  Grab the pole at the end of the platform and swing onto another
moving platform.  Hop from there to an icy ledge that is occupied by a Lurker.
Take him out with a spin attack, then jump onto the platform ahead.  From here,
only a few ordinary wooden platforms stand between you and another Power Cell.
Go, go, go!

  * Random Author Rambling:  I don't know about you, but I found myself
    constantly yelling, "Fiddlesticks!" and "Frick!" in frustration during this
    task.  No, that's not what I actually said, but this is a walkthrough for
    the whole family, so my actual dialogue had to be censored ever-so

 == OPEN THE LURKER FORT GATE ========================

Remember the rope bridge near the second Glacier Trooper?  The one that we
ignored earlier?  Now it's time to head back there.  Cross the bridge and you
will find our friend the Flut-Flut bird.  Hop on and step onto the adjacent
switch to raise some platforms which we'll be using to cross the chasm ahead.
Take note of the ticking noise, however!  The platforms will only remain
airborne for a certain amount of time, so it's important to move quickly.

The first set of platforms is fairly easy -- you only have to use X to glide to
make the very last jump.  The next two sets of platforms won't be so easy,
unfortunately.  Hit the next switch to raise more platforms -- they're spaced
out more this time around, and some are actually moving.  Be sure to jump from
the very edge of each platform, use X to glide, and guide the Flut-Flut's path
in midair to ensure that you land safely on each platform.  The last set of
platforms are all little circular ones that move from side-to-side.  Carefully
time your jumps so that you don't fall into the darkness below.

At the very end, you'll find a Power Cell and a switch.  The switch will open
the gate to the Lurker Fort.  And don't worry -- you won't have to ride the
Flut-Flut back to the top.  There's a shuttle platform waiting to take you
directly to the fort's entrance.


Take a right after exiting the Lurker Fort and follow the ice-covered bridge
across the frozen pond and toward what appears to be a dead-end.  However,
there is a somewhat-hidden path over here.  Look around and you'll find it --
it's not easy to miss.  Use the shuttle platform to enter, then survey the
madness that lies ahead:  a small valley filled with Dark Eco crates and Bouncy
Lurkers.  Oh dear, I hope you've got full health.

Charge up at the nearby Red Eco vent, then drop down and remain stationary.
Because of the Dark Eco boxes, it's best to let the enemies come to you.  Stand
still and constantly smack the Circle Button to keep up a barrage of spinkicks.
When no more Lurkers come after you, carefully run past the Dark Eco crates
into the opposite corner.  Finish off the Lurkers in this area, then climb onto
the ledge above and employ the same tactics.  Battle through a few more ledges
filled with nasty stuff, then roll-jump toward the coveted Power Cell.

 == FREE 7 SCOUT FLIES ===============================

Even at the frigid heights of Snowy Mountain, there are seven obnoxious little
Scout Flies to search for.

 - Almost immediately after entering the mountain, there is a gap that you need
   to leap over.  Fall down this gap to find the first Scout Fly of the level.
 - After jumping over the first gap (where we found the Scout Fly above), run
   forward into the cave.  Make a few careful jumps to find another Scout Fly
   sitting atop a snowy ledge.
 - You'll find another one of the series of ledges that lead downward from one
   of the shielded catapult Lurkers to an icy pond.  If you're drawing a blank
   on where this is, head through the cave described above, cross the ice pond,
   and run straight.  Remember now?  I thought so.
 - When you reach the icy moat that surrounds the Lurker Fort, look for some
   trees near the rock wall opposite the fort.  There's a Scout Fly box next to
 - There are two rope bridges outside the Lurker Fort -- one leads to an ice
   pond and some Precursor Blockers (ignore that one), and the other leads to
   some ledges across a chasm.  Fall into the chasm, then search the snow for
   the familiar red Scout Fly box.
 - Look on top of the tower in the center of the Lurker Fort to find this one.
 - The last one is on top of the large structure at the back of the Lurker
   Fort.  You'll pass below it on your way to the "Get Through the Lurker Fort"
   Power Cell, but you might not realize that you can use Jak's crouch-jump to
   climb onto some wooden platforms.  From there, you can jump again onto the
   very top of the structure, where you'll find the Scout Fly.

Give yourself a high five!

 == MISSING PRECURSOR ORBS? ==========================

Snowy Mountain is probably one of the most difficult places yet to find each of
the Precursor Orbs.  First and foremost, fall into the chasm in front of the
Lurker Fort.  There are some orbs buried in the snow, very near where we found
a Scout Fly earlier.  Also, check inside the Lurker Fort.  Scour every ledge
and platform, and don't forget about the three Precursor Orb hatches located at
the base of the main tower.  To open them, climb to the top of the tower (don't
forget to crouch-jump to reach the absolute highest point of the tower) to find
a charge of Blue Eco.  Grab it, then drop down to ground-level to unearth a
king's ransom of Precursor Orbs.

After unblocking the Yellow Eco vents, return to the cave at the base of the
snowball slope and blast open the nearby metal boxes.  Additionally, there's an
icy slide with two platforms that move along its surface that can be reached
either from the frozen pond near the aforementioned cave or from the outside of
the Lurker Fort.  The trickiest three orbs, I think, are found in the same cave
as the "Survive the Lurker Infested Cave" task.  After completing this task,
you may be tempted to exit the cave the same way you came in.  However, there
is actually a somewhat-hidden path behind the Power Cell -- explore the ledge
where you found it to score some Precursor Orbs, as well.

Take the gondola back to the Volcanic Crater.  The dreaded Spider Cave is up

     4n.  SPIDER CAVE

The Spider Cave is the last "normal" area in the game, so you'd think that it
would be really cool and really fun.  Unfortunately, neither is true.  Simply
put, Spider Cave sucks.  It's filled with obnoxious spider enemies, tedious
tasks, and in general is a very poor way to begin the end of the game.
Nevertheless, I'm here to hold your cute little hand as we traverse this
travesty of a level.

As I'm sure you've already figured out, Spider Cave can be found by following
the railroad tracks across the lava.


As soon as you enter Spider Cave, the first thing you'll probably see is the
large, worm-like Gnawing Lurker sticking out of a hole in the pole-like support
beam.  Our current goal is to charge up with Yellow Eco, then blast the balooie
out of each and every Gnawing Lurker that inhabits the Spider Cave.  As you'll
realize if you take a quick scan in first-person view, that's a lot of Gnawing
Lurkers.  Best get to work.

Let's begin by finding a Yellow Eco vent, shall we?  Roll-jump across the Dark
Eco river ahead, then begin climbing up the ledges on the right (if you can
remember, we're headed to the same vent that we used for the "hidden" Power
Cell in the Volcanic Crater).  You'll need to crouch-jump to reach a few of the
ledges.  When you reach the vent, stand on top of it and enter first-person
perspective.  From this vantage point, you've got a pretty solid view of the
cave.  Pick a support beam (any support beam) and target the Gnawing Lurker
crawling on it.  They take a few blasts each, so be persistent.  You'll know a
Lurker is dead when balls of Green Eco appear in its wake.  Once you've
destroyed one Lurker, move onto the next one.

If it seems like you've taken out all of the Gnawing Lurkers but there's no
Power Cell, try running around and inspecting the support beams up close -- you
might find one that you missed or overlooked.  There's another Yellow Eco vent
on the other side of the room -- you can trying searching from there as well.

Once all of these nasty creatures have been disposed of, the Power Cell will
appear on the ground level.

 == DESTROY THE DARK ECO CRYSTALS ====================

There are five large, shadowy Dark Eco crystals hidden somewhere in the Spider
Cave.  As if finding them isn't hard enough, they're explosive to the touch,
which makes destroying them difficult.  When you find one, get near enough to
touch it, then quickly dash away before it detonates.  Here are the locations
of each crystal:

 - The first one is on top of the wooden structure in the first area.  To reach
   it, roll-jump across the Dark Eco river to the right and ascend the ledges
   that lead toward the Yellow Eco vent.  When you reach the vent, climb up the
   ledge behind it, then use the bouncy spiderweb to access the ledge above.
   Use a second spiderweb to cross some platforms and you'll reach a precipice
   from which you'll see number of floating Precursor platforms, as well as the
   purple-ish Dark Eco crystal.  Cautiously hop from platform to platform --
   the ones moving vertically will bring you near enough to the crystal's
   platform to hop on.  Touch the crystal, then take refuge on one of the
   Precursor platforms.

 - From the above location, use the Precursor platforms to access the ledges
   against the far wall.  There's a tunnel here (placed between a Yellow Eco
   vent and a support beam) that leads to a Dark Eco lake.  There are platforms
   all over the lake that you can use the reach the crystal that's sitting on
   the ledge above, but it's so much easier to just regress to the Yellow Eco
   vent, charge up, and blast the Dark Eco crystal from afar.

 - This time, use the Precursor platforms to cross the lake.  There are two
   ledges on the far side -- hop onto the one on the right.  Roll-jump over the
   Dark Eco pit to find... water!  There's another Dark Eco crystal at the
   depths of this pool, so hop in and dive down before quickly returning to the

 - Now go back just a little bit and hop onto the other ledge by the Dark Eco
   lake.  Follow this to find a light crystal -- smack it to shed some light on
   the dark cave ahead (note:  we'll explore this area more completely to get
   the next Power Cell).  Run from crystal to crystal, hitting each one to
   illuminate the place.  At the fourth light crystal, there is another pool of
   water.  Dive in to find another Dark Eco crystal.

 - Take a left from the entrance to Spider Cave.  Bounce on the spiderwebs to
   cross the river, then continue along the path underneath a wooden bridge and
   into a smaller cavern.  If you see two metal boxes, you know you're in the
   right place.  You'll come to another Dark Eco river, and off to the right is
   the next Dark Eco crystal.  Roll-jump over the goo to reach it.

The Power Cell will appear in the wake of the final Dark Eco crystal.

 == EXPLORE THE DARK CAVE ============================

As you'll remember from the above Power Cell, there's a very dark cavern on the
far side of the Dark Eco lake located at the back of the first area of Spider
Cave.  At the entrance to this cave is a crystal -- smack it to temporarily
brighten up the chamber (I call these "light crystals" -- catchy name, right?).
After hitting the first crystal, hop over a small gap to reach the second light
crystal.  From there, stick to the left and head for the wooden bridge ahead.
Leap over another small gap to find another light crystal, this one embedded in
the wall.

Whack the small spider enemy in front of you, then crouch-jump to access the
high ledge.  Be careful here -- some of the planks are loose, and will fall as
you run over them.  I suggest leaping over them.  There's a larger spider at
the end of this bridge -- Jak's uppercut is the best way to deal with these
guys.  Just be careful of its fireballs.  The next light crystal is right
behind said spider.

Jump onto the platform above and follow the path until it ends.  Now things get
a little tricky.  Ahead is a moving platform -- wait until it swings around
toward you, then hop on.  Don't worry if the lights go out while you are
waiting -- the next crystal is just on the other side of the platform.  Hit it,
then move along.  Carefully walk across a narrow plank to reach an elevator.
Hop on and it'll take you up to another light crystal.  Ahead, you'll find more
collapsible platforms and another moving platform.  Wait for the moving
platform where it's safe, then dash across the collapsible ones to make the

There's a second elevator behind there.  Ride it up to find another moving
platform next to a light crystal.  The platform will deposit you on a wooden
ledge with some baby spiders -- defeat them and grab the Precursor Orbs.  Now,
there are two collapsible planks that you're supposed to use to reach the Power
Cell above.  Buuuuut... It's a whole lot easier to just crouch-jump from the
platform that you're currently standing on to the one above.

Snatch the Power Cell, then ride the elevator back to the beginning.

 == CLIMB THE GIANT ROBOT ============================

I know exactly what you're thinking:  "Giant Robot?  Yessssssssssss!"  Sadly,
we don't get to ride in it -- just climb it.  Let's start off by finding this
robot, okay?  Take a left at the entrance to the cave and bounce across the
spiderwebs over the Dark Eco river.  Run below a wooden bridge and into a small
tunnel -- remember, we took this same path to find a Dark Eco crystal earlier.
This time, instead of heading for the ledge on the right, we're going to cross
this Dark Eco pool using the bouncy spiderwebs.  Cautiously bounce across to
the far ledge.

Okay.  Run ahead and use another spiderweb to bounce onto the wooden scaffold
above.  Mind the collapsible plank as you move ahead to meet another new flavor
of foe:  the Drill Lurker.  These guys are packin' heat, so take caution when
dealing with them.  It's best to wait until they turn around, then quickly
unleash an attack before they know what hit 'em.  Continue along the wooden
planks and you'll soon get your first look at it... the Giant Robot.

Make your way down from the scaffolding (be sure to smash open the wooden
chests along the way -- one of them contains a big chunk of Green Eco).  When
you reach ground level, find the ramp that leads to the scaffolding that
surrounds the robot and start climbing.  There's another Drill Lurker at the
top of the ramp (not to mention some nasty spiked wheels turning at high
speeds).  Just like before, wait for him to turn, then let him have it.  Move
along (be wary of collapsible planks!) to find another Drill Lurker.  Smack him
before continuing on.

Grab some Yellow Eco as you move ahead and you'll come to a fork.  There are
Precursor Orbs galore on the left path, but the right leads to our destination.
Pause until the fire machines stop spewing the hot stuff, then hop over and
take down another Drill Lurker (Yellow Eco works wonders on those guys, by the
way).  The next area is a bit precarious, so I hope you've got your jumping
shoes on (I have no idea what that means).  Not only are there spiked wheels to
worry about, but there are also collapsible platforms.  Take your time and jump

The path to the right leads to a Scout Fly, and if you ride the elevator down
you can score some Precursor Orbs.  After doing all that stuff, ride the
elevator up.  There's another collapsible platform/Drill Lurker combination to
deal with, so wait for him to turn around before hopping over and decking him
(don't worry if you fall, you'll just land one level down).  Leap over those
nasty spike wheels and smash all the boxes to find more Green Eco.  Continue
along around the scaffolding, dealing with more stuff that we've already seen:
Lurkers, fire machines, spiked wheels, collapsible platforms, etc.

Ignore the spinning platform when you reach it and dispose of the Drill Lurker
ahead instead.  Hop over the fire machines (there's another big chunk of Green
Eco in one of the chests) and continue along the scaffolding toward the next
elevator.  On the next level, you'll find a series of collapsible planks, as
well as the top part of the spinning platform.  The latter will score you some
Precursor Orbs and a Scout Fly, but the only way to reach the Power Cell is to
cross the collapsible platforms.

Hop, don't run, across the collapsible planks.  At the end, you'll have to jump
to a pole.  Swing from here over the fire machines.  There are more poles
ahead, which you get to use to swing over a series of spiked wheels.  There are
some Precursor Orbs above, so press X when Jak is at the very top of the pole
to grab them.  Past there is a pole/collapsible plank combo followed by a pole/
fire machine combo.  Make the jumps and continue along the find a series of
poles -- to cross here, you'll have to jump vertically to grab the poles above

When you reach the top platform, only one more collapsible plank and three
measly poles stand between you and another Power Cell.

  * Random Author's Note:  I'm *really* hungry...

 == LAUNCH TO THE POLES ==============================

You may have noticed a solitary glob of Blue Eco at the back of the giant cave
where the Giant Robot resides.  If you peer off the edge of the adjacent cliff,
you should spot a Precursor platform and a Blue Eco launch pad below.  Swallow
the Blue Eco, then drop onto the launch pad.  Propel yourself into the air and
grab onto one of the poles high above.  Swing from pole to pole, collecting
orbs and Eco as you go.  Use the Blue Eco to power up a Precursor platform near
the top leftmost pole.  Ride this over to a Power Cell.

There's another Precursor platform next to the Power Cell that you can ride
back to ground level.

 == NAVIGATE THE SPIDER TUNNEL =======================

Near the ramp that leads up toward the Giant Robot, there are three spiderwebs
that can be used to cross the pool of Dark Eco.  If you take this path, you'll
find yourself in a tunnel filled with newly-hatched and not-so-cute spider
babies.  You don't have to kill them all, so just spin-kick or Yellow Eco blast
a path through the tunnel toward the Power Cell.  After nabbing it, use the
nearby Blue Eco launch pad to escape the tunnel (and score a few Precursor Orbs
in the process).

 == CLIMB THE PRECURSOR PLATFORMS ====================

As you may have noticed, there is a Power Cell sitting upon a wooden platform
high above the first part of the Spider Cave.  To get there, we must ascend the
Precursor platforms.  Take a right from the cave's entrance, roll-jump over the
Dark Eco, and head up toward the Yellow Eco vent.  From there, bounce on the
spiderweb to reach the ledge behind the vent and hop a few platforms until you
reach the first Precursor platform (yes, this is the exact path we took to get
to the first Dark Eco crystal).

Step onto the first Precursor platform, then hop onto the next few.  When you
get the opportunity, jump away from the vertical platforms and onto one that's
moving horizontally.  From there, continue bopping from platform to platform,
always trying to jump closer to the Power Cell.  Eventually you'll reach a
vertical platform (it's right next to a different Yellow Eco vent) that will
carry you upward to the Power Cell.

 == FREE 7 SCOUT FLIES ===============================

The locations:

 - Roll-jump across the Dark Eco river, then climb the ledges on the rightmost
   wall as if you're heading toward the Yellow Eco vent.  When you reach the
   vent, climb up the ledge behind it and use the spiderweb to launch onto the
   ledge above.  There's another spiderweb here, as well as a few staggered
   platforms leading to the Scout Fly.
 - There's a narrow overpass the runs directly over the entrance to the Spider
   Cave.  If you climb up the ledges on the right side of the cave, you can
   curl around across it to find this Scout Fly.
 - Go left from the entrance to the cave and bounce across the pool of goop.
   Run underneath a wooden bridge, then climb the ledge to the right.  Climb
   onto the wooden bridge, which curls around and leads you to another Scout
 - Use the Precursor platforms to cross the Dark Eco lake near one of the Dark
   Eco crystals (through a tunnel at the top of the first area).  The Scout Fly
   is sitting on a ledge across the lake, next to two metal chests.
 - This one is the in the dark cave (y'know, where you have to hit the light
   crystals just so you can see anything), on a ledge just behind the fourth
 - While climbing the Giant Robot, there's a path near the first elevator that
   leads to the right.  Follow it to find some Yellow Eco (use it to blast the
   Lurker away) and some collapsible planks.  Cross the planks to find a ton of
   metal boxes, as well as a Scout Fly.
 - Near the very top of the Giant Robot, there is a spinning platform.  Use it
   to cross a gap, then follow the scaffolding around to find the last Scout


 == MISSING PRECURSOR ORBS? ==========================

Of course, the first thing that you'll want to do is make sure that you didn't
miss any metal boxes.  In particular, it's a good idea to return to the
scaffolding around the Giant Robot.  There are a *bunch* of metal boxes on the
way to the top.  As you climb upward, take a look around any time you find some
Yellow Eco.  Usually, if there's Yellow Eco around, there are also metal chests
around.  Also, while you're at the Giant Robot, look for the first elevator en
route to the top.  Ride it down to find some orbs dangling over collapsible
platforms -- collect these with caution.

As for the rest of the cave, don't forget to explore the tunnel that you
battled your way through in the "Navigate the Spider Tunnel" task.  There are
a couple of boxes in here, as well as a Blue Eco launch pad that will net you
some orbs.  There are some Precursor Orbs in the dark cave (you know, *the*
dark cave), near the Power Cell -- make sure you don't overlook them in the
dark.  Finally, check at the base of each support beam.  There seem to be a few
orbs at the bottom of each of them.

We're on the home stretch now!  Only one area lies between us and the game's
final challenge...

     4o.  LAVA TUBE

In order to cross the Lava Tube, you need to have collected at least 72 Power
Cells.  If you've been following this guide to the tee, however, you should
have something closer to 94.  The Lava Tube is the game's last Zoomer level,
but don't worry -- it's a doozy.  It's longer, more complex, and, of course,
more difficult than either the Fire Canyon or the Mountain Pass.

The entrance to the Lava Tube is located opposite the Spider Cave -- stick to
the first railroad track in Volcanic Crater and the mine cart will carry you
right to the entrance.

 == REACH THE END OF THE LAVA TUBE ===================

Much like the Fire Canyon, the Lava Tube is a race against time.  Thanks to the
flaming hot magma below, the Zoomer will explode if its temperature surpasses
800 degrees.  Better drive fast, buddy.  Luckily, Keira's been nice enough to
release more coolant balloons (look for the big blue things), and there are
Blue Eco speed boosts to keep an eye out for, as well.

This is definitely the most complex "race" stage yet.  There are now branching
paths, and a lot more jumps.  It's especially important to watch where you're
about to land, because (particularly toward the end of the level) there are a
lot more lava pits to fall into.  Luckily, there are several "restart points"
in the Lava Tube.  What that means is, if you make it to a certain point in the
level, you'll always be able to restart there, instead of having to try over
from the very beginning.

About halfway through the tube, you'll arrive in a large, circular chamber.
The door leading onward will remain locked until the spinning device in the
center is destroyed.  To destroy it, power up with Yellow Eco and aim at the
red-orange balls connected to the machine.  Once they've all been destroyed,
the door will open, beckoning you onward.  Careful jumping becomes very
important at this point, so be prepared.  Shortly thereafter, you'll enter a
minefield -- blast the explosives out of your way with Yellow Eco to clear a

Reach safety at the end of the tube to win yet another Power Cell.

 == FREE 7 SCOUT FLIES ===============================

As I always say with these race-type levels, wait until you've played through
the Lava Tube at least once to try to nab the Scout Flies.

 - Near the beginning, right after a cooling balloon.  This Scout Fly is
   squashed between a stone column and the right wall.
 - There's another one in the middle of the path, right after the first big
   jump of the level.
 - Just after destroying the spinning machine, look for one on the railway to
   the left.
 - The next Scout Fly can be easy to miss -- keep your eyes on the ground as
   you travel through the minefield.
 - There's another one at the very end of the minefield, just before the jump.
 - This one is at the very beginning of the second minefield.
 - And the last one is found about halfway through the second minefield, just
   after one of the Dark Eco mines.


 == MISSING PRECURSOR ORBS? ==========================

If you're short of Precursor Orbs, the only advice I can give is to play
through the level again.  There are a number of branching paths, so you might
want to try taking a different route than you did the first time.  Other than
that, just explore the Lava Tube and keep your eyes open.

Hit the teleport switch to activate a cutscene with Keira, then get ready to
enter the game's final level.


So here we are.  You should have 96 Power Cells at this point -- the final five
will be found inside the citadel.  Walk through the door by the Zoomer pad and
through the tunnel to enter Gol and Maia's Citadel.

 == FREE THE BLUE SAGE ===============================

After the cutscene, hop onto the spinning disc before you.  Jump off to the
left and whack the Lurker.  Run forward to find another spinning disc -- ignore
this one for the time being and hit the floor switch instead.  Doing so will
create a bridge.  However!  This is a very unique bridge:  notice how each
individual platform is a different color?  When you step on a platform of one
color, all the rest of the same color will fall.  So... Be careful!  This first
one is easy enough to cross, but more difficult bridges will follow.

Continue along the scaffolding until there's an off-shoot to the left.  Smack
another floor switch to create another bridge -- cross it the same as you did
before.  Head through the doorway to find a huge chamber.  Ride the Precursor
platforms over toward the large platform that turns counter-clockwise every so
often.  From there, time a jump onto the next Precursor platform, which will
take you toward another counter-clockwise platform.  This one, however, is
continually peppered by a massive laser -- try not to get near the laser, okay?

Drop onto the wooden ledge below the counter-clockwise platform, then roll-jump
onto a spinning disc, which has a hole in the middle.  Jump from here to the
Precursor platform nearby, and wait for that to take you to the ledge near the
far wall.  Step into the Blue Eco vent to raise the platforms that lead ahead,
but be warned that they aren't very stable.  Hop quickly between the platforms
until you reach the safety of the ledge ahead.

Jump onto one of the platforms ahead, but watch out for the laser.  When the
platform that you're standing on moves beneath the laser, leap onto the
platform ahead.  These platforms will carry you right past a door -- that's
your cue to hop off and enter the door.  On the other side, you'll find... the
Blue Sage!  Smash the lantern-like thing next to his cage to release him and
land yourself another Power Cell.

Grab the nearby Blue Eco to activate the Precursor platform, which will kindly
carry you back to the beginning.

 == FREE THE RED SAGE ================================

Return to the spinning disc and hop off to the right.  Follow the path upward
to a bridge -- you know the drill by now.  Cross it with care, then bash the
Lurker lurking nearby (yeah, that's called a pun).  Head for the spinning
platform shaped like an hourglass.  Hop onto it, then look for the quarter
platform spinning to your right.  Jump to it, and from there jump onto another
quarter platform above it.  Be patient and continue leaping from fragmented
platform to fragmented platform and you'll reach a colored bridge switch.

This bridge can be tricky to cross, so if you're having trouble, I'm going to
refer you to King Kool's brilliant Bridge Solution map, which can be found on
GameFAQs.com.  Check it out.

As soon as you enter the room, you'll be swarmed by mini-Lurkers.  Charge up at
the Yellow Eco vent, then race in and start blasting them, as well as the
Precursor Orb-containing metal chests.  Discard this strategy when you get to
the Red Eco vent.  Once powered up with the red stuff, it's best to go Rambo on
the Lurkers.  Continue running ahead while repeatedly mashing Circle to spin
kick anything that comes near.  Break the three lanterns at the end of the room
and finish off any remaining Lurkers to unlock the door onward.

You've got a few more fractional platforms to hop across before reaching the
Red Sage.  Wait until each platform starts to poke out of the wall before
jumping so that you've got the maximum amount of time to move onto the next
one.  Patience is an absolute virtue here.  When you do reach the other side,
smack the lantern to free a Power Cell and the Red Sage.

Like last time, use the Blue Eco and corresponding platform to return to the

 == FREE THE YELLOW SAGE =============================

Regress to the spinning disc near the entrance to the citadel and jump off to
the left.  Remember the path we ignored earlier?  That's where we're headed to
now.  Beat down the Lurker, then leap over to the fractional platform.  Jump
from there to a half-platform, then up to a second half-platform.  Roll-jump to
the next ledge, then run through the door.  Use the Blue Eco vent to open the
Precursor Orb hatch nearby, then take a look at the room in which you stand.

This room is filled with Blue Eco launch pads -- some stationary, some moving.
In order to reach the other side, you'll have to launch yourself from pad to
pad.  Luckily, there are Blue Eco refills along the way, but even so it's best
to move quickly.  When you arrive at the far side, open the Precursor Orb hatch
if you've got enough juice left, otherwise just run through the door.  Just
like before, destroy the electric lantern to free the Sage.

Just one more!

 == FREE THE GREEN SAGE ==============================

If you've already freed the other three Sages, then a series of floating
platforms will appear around the backside of the main room.  Ascend these to
reach some more fractional platforms mounted to the wall.  Quickly climb up
them.  Once at the top, wait for one of the giant mechanical arms to swing
around toward you.  When it gets close enough, jump onto it, then climb onto
the top and wait for the next arm.  Rinse and repeat until you've climbed to
the very top of the machine, where you'll find the last lantern.  Break it open
to release the Green Sage.

 == FREE 7 SCOUT FLIES ===============================

For the very last time!  You'd think that these would be some of the most
difficult Scout Flies to find, but, oddly enough, they're actually some of the

 - The first Scout Fly is on your right as soon as you enter the citadel.
   Don't miss that one, or people will laugh at you.
 - This one is on the path that leads to the Blue Sage.  It's sitting in plain
   sight on the ledge just beyond the Blue Eco-powered platforms.  You can't
   miss it.
 - After jumping onto the hourglass-shaped platform en route to the Red Sage,
   look on the scaffolding to the left.
 - Right next to the floor switch that activates the colored bridge that leads
   to the Red Sage is a Scout Fly.
 - When you enter the path to the Yellow Sage (that room with all the Blue Eco
   launch pads), take a look to the left.  There you go.
 - After freeing the Yellow Sage, there is a series of wall platforms that you
   can follow to reach a Scout Fly.
 - The game's very last Scout Fly is located on the wooden scaffolding that
   leads to the Green Sage.

No more Scout Flies!  Ce-le-brate good times, c'mon!  If you've been following
this walkthrough from the very beginning, this will also be your 101st Power
Cell.  Congrats -- you've got them all!

 == MISSING PRECURSOR ORBS? ==========================

There are a number of Precursor Orbs floating above some of the colored
bridges.  It's best to make a suicide run to get these -- don't worry about
actually crossing the bridge, just make for the orbs.  Also, it's very possible
that you missed some orbs in the room with all the Blue Eco launch pads.
Return there and launch back onto the pads.  Some of the orbs are suspended
high in the air, while others are floating on the same level as the pads
themselves.  It's best to remain on these pads until you've had enough time to
thoroughly look around.

You'll also find a pair of Precursor Orb hatches in the room with the Blue Eco
launch pads.  The first one is at the entrance (power up at the vent, then
stroll over to open it), but the second one is a bit trickier.  The other hatch
is located at the far end of the room, near the door that leads to where the
Yellow Sage is.  To reach it with enough juice to open it, you'll have to
quickly leap across the various launch pads.  There's a third orb hatch near
the door that leads to the Blue Sage.  This one is also difficult:  you have to
charge up at the vent in the same room, then sprint across a number of
different platforms.

 == THE FINAL BOSS ===================================

So here we go:  the final boss.  Step into the chamber and pound the big button
in the center to ride the elevator to the top, where you'll find a buttload of
chests, containing all the Green Eco you could ever ask for.  Stock up on it,
buddy, 'cause you're probably gonna need it.  There's also some Blue Eco, which
is needed to power the Precursor platform that will carry you toward your final

                          - Boss:  PRECURSOR ROBOT -
    In the start, Gol's Precursor Robot is pretty docile -- it won't even
    attack you.  Avoid the laser beam that is being focused on the silo,
    and grab some Yellow Eco.  Go into first-person perspective and take
    aim at the source of the laser -- the two blue lights on the robot's
    head.  Continue this for a while, and once the Precursor Robot has
    taken enough damage it will switch attack modes.

    The Robot will now release a bomb that, although it won't explode
    immediately, will utterly destroy Jak should he be anywhere near it
    when it explodes.  Luckily, there is now a Blue Eco vent.  Stand in it,
    then head for the Blue Eco launch pad.  Propel yourself high into the
    air to avoid the blast.  When you fall back down, the silo will be
    opened slightly, so take care not to slip into the goo.

    At this point, giant Turtle Lurkers begin to spring out of the Dark Eco
    silo.  Pick up the clusters of Yellow Eco and blast them as you run for
    cover.  Once you've defeated them all, the Robot will unleash another
    bomb, so use the Blue Eco launch pad again.  When you land, the Robot
    will release several red-orange balls of energy.  Individually, these
    will each turn into rings that expand to cover the entire silo.  Jump
    over them to avoid losing too much health -- take note that Jak's
    single jump is more useful here than is his double.

    When there's a temporary lull in the action, grab some Yellow Eco and
    fire (in third-person this time) at the Robot.  You'll probably only be
    able to get a few shots in before the Robot releases the next set of
    energy balls.  Remember -- defense is more important here than offense.
    You've got as long as you need to destroy the Robot, but you've got at
    most four hits until Jak dies.  *Be careful*.

    After releasing another bomb (use the launch pad, of course), the Robot
    will start firing large fireballs from its cannon arm (like Mega Man!).
    The best way to avoid this is, simply enough, to stay on the move.
    Just avoid the Dark Eco in the center, and don't run too close to the
    outer edges of the silo, either.  After the cannon has taken enough
    damage, a short cutscene will reveal the existence of Light Eco (!!).
    The Precursor Robot will release a ton of its signature bombs in at
    last-ditch effort to kill you, but grab one of the fluffy, cloud-like
    clusters of Eco to deny the Robot that opportunity.

Congratulations!  You've just beaten Jak & Daxter:  The Precursor Legacy!  If
you managed to collect 100 (or more) Power Cells, you'll get a little something
extra along with the ending (and keep in mind that when I say "extra", I mean
extra lame -- the "secret ending" is a total waste of time).  If not, get back
to work!

               *        *        *        *        *        *

     5. ----------------------------------------------------------- BOSSES

In Jak and Daxter, there are only three bosses in total:  the Dark Eco Plant
that rules the Precursor Temple in the Forbidden Jungle, the colossal Klaww who
guards the Mountain Pass, and the dangerous Precursor Robot that serves as the
game's final challenge.

                    - DARK ECO PLANT (Forbidden Jungle) -
    When the battle commences, the Dark Eco Plant (hereafter "DEP") will be
    impervious to all attacks.  So instead of throwing futile punches and
    spin-kicks at it, back off and worry about the Spiky Bug that DEP sends
    at you (mind the Bottomless Pit behind you).  Like DEP, the Spiky Bug
    cannot be damaged initially, so run away until it retracts its spines.
    When this occurs, quickly strike the Bug once to kill it.  Subsequently,
    DEP will take a short break -- two petal platforms appear, so use them
    to get near DEP's face and smack him one.  Keep in mind that DEP's
    lunging bite is fairly difficult to dodge, so it's best to stay as
    close to the edge as possible.

    After this, you'll get to play with two Spiky Bugs.  Defeat them both
    the same way as before, thus gaining another chance to attack DEP.  Hit
    him just like you did before.  Finally, DEP releases three minions to
    attack you.  Play it safe until they retract their spikes, then do your
    thing.  When he becomes susceptible again, strike the finishing blow on
    the boss.  Farewell DEP, we hardly knew ye.

                          - KLAWW (Mountain Pass) -
    When the battle begins, hop onto one of three stone slabs floating in
    the lava below.  In retaliation, Klaww will begin firing boulders at
    each of the slabs -- if you see one coming toward you, do the smart
    thing and jump onto one of the other slabs.  But!  Be careful!  As you
    may have noticed, there's molten magma flowing below Jak's feet -- fall
    in and you're dead.  After a while, Klaww will recede into the lava and
    a cluster of Blue Eco will appear.  Snatch this up to power up a bridge,
    which you can use to get much closer to Klaww.  Watch out for boulders
    as you run along the bridge -- you can easily dodge them by winding
    left and right, left and right, etc.

    At the front of the bridge, you'll find some Yellow Eco.  Absorb it all,
    then start firing like crazy at Klaww.  If you hit him enough times, he
    will drop his boulder on himself (ouch!).  Scamper back to the three
    platforms at the beginning -- hurry or you'll be squashed by Klaww's
    boulder on the way back.  Klaww will now resume shooting boulders at
    you, but you're a pro at dodging them by now (right!?), so that's not a
    problem.  Just know that his boulders have picked up a little speed, so
    you'll need to jump from platform to platform just a little bit quicker.

    Once again, Klaww will dive into the lava and some Blue Eco will
    materialize.  Pick it up to create the bridge again... But wait!  This
    time the bridge is missing a few pieces.  Take your time when crossing
    the bridge so you don't get smashed.  Again you'll be using Yellow Eco
    to blast Klaww and, again, you'll be fleeing from a boulder back to the
    three trusty platforms.

    It's the same deal for the third time around:  Klaww's boulders come
    even faster, so stay on your toes.  When you create the Blue Eco bridge
    again, even more pieces will be missing.  Pepper Klaww with Yellow Eco
    for the third time and he'll kick the bucket, leaving nothing but a
    Power Cell in his wake.

                 - PRECURSOR ROBOT (Gol and Maia's Citadel) -
    In the start, Gol's Precursor Robot is pretty docile -- it won't even
    attack you.  Avoid the laser beam that is being focused on the silo,
    and grab some Yellow Eco.  Go into first-person perspective and take
    aim at the source of the laser -- the two blue lights on the robot's
    head.  Continue this for a while, and once the Precursor Robot has
    taken enough damage it will switch attack modes.

    The Robot will now release a bomb that, although it won't explode
    immediately, will utterly destroy Jak should he be anywhere near it
    when it explodes.  Luckily, there is now a Blue Eco vent.  Stand in it,
    then head for the Blue Eco launch pad.  Propel yourself high into the
    air to avoid the blast.  When you fall back down, the silo will be
    opened slightly, so take care not to slip into the goo.

    At this point, giant Turtle Lurkers begin to spring out of the Dark Eco
    silo.  Pick up the clusters of Yellow Eco and blast them as you run for
    cover.  Once you've defeated them all, the Robot will unleash another
    bomb, so use the Blue Eco launch pad again.  When you land, the Robot
    will release several red-orange balls of energy.  Individually, these
    will each turn into rings that expand to cover the entire silo.  Jump
    over them to avoid losing too much health -- take note that Jak's
    single jump is more useful here than is his double.

    When there's a temporary lull in the action, grab some Yellow Eco and
    fire (in third-person this time) at the Robot.  You'll probably only be
    able to get a few shots in before the Robot releases the next set of
    energy balls.  Remember -- defense is more important here than offense.
    You've got as long as you need to destroy the Robot, but you've got at
    most four hits until Jak dies.  *Be careful*.

    After releasing another bomb (use the launch pad, of course), the Robot
    will start firing large fireballs from its cannon arm (like Mega Man!).
    The best way to avoid this is, simply enough, to stay on the move.
    Just avoid the Dark Eco in the center, and don't run too close to the
    outer edges of the silo, either.  After the cannon has taken enough
    damage, a short cutscene will reveal the existence of Light Eco (!!).
    The Precursor Robot will release a ton of its signature bombs in at
    last-ditch effort to kill you, but grab one of the fluffy, cloud-like
    clusters of Eco to deny the Robot that opportunity.

               *        *        *        *        *        *

     6. -------------------------------------------------------------- FAQ

Frequently Asked Questions... answered via random guessing, wild speculation, a
jump-to-conclusions mat, and with a magic 8-ball.

  Q:  So I'm finding these metal chests all over the place, but I can't figure
      out how to bust them open.  What gives?

  A:  There are several ways to smash open metal chests.  In earlier levels
      like Sentinel Beach and Misty Island, you'll have to make use of nearby
      cannons to break them open.  After uncovering the powers of Yellow Eco in
      Boggy Swamp, you'll find that projectile blasts can also bust them open.
      Finally, the superstrong beak of our trusty steed the Flut-Flut bird can
      tear right through such boxes.

  Q:  I can't get to Misty Island.  Do I have to swim there?  Do I have to wish
      myself there?

  A:  Until you've visited the Forbidden Jungle and helped out the fisherman
      (see the "Catch 200 Pounds of Fish" challenge in the walkthrough),
      visiting Misty Island is impossible.  After giving the fisherman a hand,
      however, you'll be able to take his motor boat (located at the dock near
      the "village square" area in Sandover Village) to Misty Island whenever
      you want.

  Q:  Is there any point to collecting all 2000 Precursor Orbs?

  A:  Nope.  No special features, no secret cutscene, no unlockable characters,

  Q:  Rumor has it that there's a secret ending.  How do I get it?

  A:  If you have 100 Power Cells (there's a total of 101 in the game), you'll
      see a little extra scene after the credits roll.  In the scene, we see
      the Precursor door open, but don't see what's inside.  What gives?

  Q:  I have an, err, "personal" question to ask.  How can I get in contact
      with you?

  A:  My e-mail is americanarsenal4 (at) gmail (dot) com.  Let me warn you in
      advance, though:  I'm lazy and take forever to answer questions,
      especially ones that I can't answer from memory.  Please be patient with
      me.  If you have a *really* urgent question, you can try to catch me on
      Google Talk (americanarsenal4).  I'll be nice as long as you are, so
      please don't be obnoxious (i.e. don't IM every single time I get on).
      Fair enough, right?  One last thing:  please please *please* check the
      guide before getting in contact with me.  There's nothing more annoying
      than having someone nag you about something that is clearly explained in
      the guide.  Bottom line:  Ctrl + F is your friend.  And my friend.

               *        *        *        *        *        *

     7. ------------------------------------------------- REVISION HISTORY

If you're interested in knowing exactly what this version of the guide contains
that wasn't available in previous versions, you're in the right place!


Version 1.1 -- October 30, 2006
  So not two days after I told you that I wouldn't have to update this FAQ ever
  again, I've already broken my promise.  Upon skimming through the guide, I
  noticed a few errors, as well as some other things that I should've cleaned
  up before submitting this guide.  Fear not -- they've now been dealt with.


Version 1.0 -- October 28, 2006
  This is the first version of the guide!  The entire walkthrough is done, the
  bosses are covered, the characters, controls, and basics are in place, and
  everything else is good to go.  Unless it's to fix a mistake, I doubt that
  I'll ever have to update this FAQ.

               *        *        *        *        *        *

     8. ------------------------------------------------- LEGAL DISCLAIMER

This document is copyright (c) 2006 Chris Noonan (American Arsenal).  It is not
to be reproduced in any way, shape, or form.  However, feel free to download
it, print it out for personal use, or send it to your buddies, as long as you
leave it unaltered and do not make a profit off of it.  Doing so would be very
illegal, so I suggest that you do nothing of the sort.  One final note:  this
document should absolutely *NOT* be found on any websites with the exception of
<www.gamefaqs.com>, <www.ign.com>, <www.neoseeker.com>, <www.honestgamers.com>
and <www.gamerhelp.com>.  Don't even bother asking for permission to use it, as
the answer will always be no.

               *        *        *        *        *        *

     9. ---------------------------------------------------------- CREDITS

Before totally wrapping things up, this is the part where I get to give proper
credit (or "big ups") to those who helped to make this FAQ possible.  Thanks!

  CJayC <http://www.gamefaqs.com>
    This guy is like the interweb version of David Ortiz.  And by that, I mean
    he's super-cool.  He runs GameFAQs, which is like the best site ever for
    nerds such as myself who spend (waste) their time writing stuff like this.

  <http://www.ign.com>, <http://neoseeker.com>
    The kind folks at these sites have been hospitable enough to host these
    crap FAQs that I've been writing.

    Super Homies: Gbness, as well as Gobicamel, Dark Vortex, Crazyreyn, and all
    my other people in the mega-secret Y.T.W.S.R. (despite the fact that I've
    never spoken to half of you and that the whole Y.T.W.S.R. never really went

                     T H A N K S   F O R   R E A D I N G ! !


So there you go.  The end.  Hopefully this guide came in... Hey, did you ever
want to write something totally ridiculous here just to see if anyone's reading
it?  Y'know, something crazy, that'll get the buzz going all over the wide
world of... GameFAQs?  The kind of unbelievable aberration from typical closing
messages that would light fires all over obscure and nerdy interweb message
boards?  Yeah, me neither.  Since you're bored enough to be reading this, go
visit my CRP please:

         + http://www.gamefaqs.com/features/recognition/39691.html +


                         Copyright (c) 2006 Chris Noonan.  All rights reserved.

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