Jak II Trophy Guide
- 1Introduction
- 2Overview
- 3Tips & Strategies
- 4Cheats, Glitches, & Exploits
- 5Roadmap
- 6Trophies
- 6.1Done Done Done For excellent and dedicated field work in the field of battle for completion.
- 6.2Poor Kid Protect Kor and Kid
- 6.3Dead and Gone Retrieve Banner from Dead Town
- 6.4Kaboom! Blow up Ammo at Fortress
- 6.5Signature Moves Protect Sig at Pumping Station
- 6.6Turrets Syndrome Destroy Turrets in Sewers
- 6.7Stripped Down Rescue Vin at Strip Mine
- 6.8Over Easy Destroy Eggs at Drill Platform
- 6.9Cha-ching Collect Money for Krew
- 6.10Lost and Found Find Pumping Station Patrol
- 6.11Just the Artifacts Ma'am Find 3 Artifacts in Mountain Temple
- 6.12More Power to You Turn on 5 Power Switches
- 6.13Skip the Stairs Ride Elevator up to Palace
- 6.14Don't Let Him Get Away Defeat Baron at Palace
- 6.15Scout's Honor Catch Scouts in Haven Forest
- 6.16Kersplash! Destroy Equipment at Dig
- 6.17Speeding Slowly Win Class 3 Race at Stadium
- 6.18Strip Mine, Not Yours Blow up Strip Mine in Eco Wells
- 6.19Sunken Ship Destroy Ship at Drill Platform
- 6.20Clap Hands Get Seal Piece at Dig
- 6.21Doggin' the Hellcats Destroy 5 Hellcat Cruisers
- 6.22No Man is a Canyon Use Items in No Man's Canyon
- 6.23Testosterone Pass the Tests of Manhood
- 6.24Grin and Baron It Defeat Baron in Mar's Tomb
- 6.25We're All Friends Here Rescue Friends at Fortress
- 6.26Bot Bot Boom Boom Protect Hideout from Bomb Bots
- 6.27Speed Quicker Win Class 2 Race at Stadium
- 6.28What's That Smell? Escort Men Through Sewers
- 6.29Timber! Destroy Drill Platform Tower
- 6.30Speed Speedily Win Class 1 Race in Stadium
- 6.31I Heart Heart Get Heart of Mar in Weapons Lab
- 6.32Who Knew Krew Blew? Beat Krew in Weapons Lab
- 6.33Finders Keepers Find Sig in Underport
- 6.34Heavy Distortion Attack the Metal Head Nest
- 6.35Pedal to the Metal Destroy Metal Kor at Nest
- 6.36Head Over Heels Collect 50 Metal Head Skull Gems
- 6.37Head Cheese Collect 250 Metal Head Skull Gems
- 6.38Head Master Collect 510 Metal Head Skull Gems
- 6.39The Collector Collect 25 Precursor Orbs
- 6.40The Collectivist Collect 125 Precursor Orbs
- 6.41The Collectionator! Collect 286 Precursor Orbs
- 7Bestiary
[top]Introduction
Following the events of The Precursor Legacy, Jak and friends are ready to test the strange artifact from behind the large Precursor door. It opens a rift, and a large beast pops it's head out. Jak and company are catapulted directly at the rift and the beast alike. Keira and Samos are separated away from Jak and Daxter, and the duo end up in a strange futuristic city. Jak is captured by Krimzon Guards, but Daxter escapes, telling Jak he'll find him before he knows it.
Two years later...
For the past two years, Jak has been subject to Baron Praxis's Dark Eco experiments. Daxter comes to save Jak, and the two escape the Prison. But Jak is changed. The Dark Eco flows through his veins, allowing him to transform into a mindless beast. Get ready for a whole new experience. Power. Action. Romance. Betrayal. Ready? Think again. You WILL finally know Jak!
Two years later...
For the past two years, Jak has been subject to Baron Praxis's Dark Eco experiments. Daxter comes to save Jak, and the two escape the Prison. But Jak is changed. The Dark Eco flows through his veins, allowing him to transform into a mindless beast. Get ready for a whole new experience. Power. Action. Romance. Betrayal. Ready? Think again. You WILL finally know Jak!
[top]Overview
Players: 1
Online Trophies: N/A
Cheat Codes Affect Trophies: N/A
Estimated Time to Platinum: 25-30 hours
Minimum Playthroughs: 1 with clean-up
Collectible Trophies:
The Collector,
The Collectivist,
The Collectionator!
Missable Trophies:
The Collectionator!
Glitched Trophies: None reported as of now
Special Equipment Required: N/A
Online Pass Required: No
Online Trophies: N/A
Cheat Codes Affect Trophies: N/A
Estimated Time to Platinum: 25-30 hours
Minimum Playthroughs: 1 with clean-up
Collectible Trophies:
The Collector,
The Collectivist,
The Collectionator!Missable Trophies:
The Collectionator!Glitched Trophies: None reported as of now
Special Equipment Required: N/A
Online Pass Required: No
[top]Tips & Strategies
General
Toggle Spoiler
- Fast and Furious: When fighting enemies, it's most of the time better to attack fast and unrelenting, so the enemy can't fight back.
- Memory Game: When searching for orbs as challenges for orbs, try to at least find the orb location first so you know where it is.
- This is a no Hover zone!: Remember to switch hover zones when using a zoomer. One path in the sky my not be as fast as the ground route.
- Hairpin Trigger: Krimzon Guards are very irritable. Bump into one with a zoomer, or hit one of their zoomers hard enough to set off High Alert status.
- Master Thief: Pushing up against walls can press Jak against it, which can cause some guards chasing him to run right past if done correctly.
- Lookit Ma, lookit!: Don't be afraid to go fancy with your gunplay or fists. Fancy moves often are hard-hitting.
- Rattatatat!: Some moves with the Blaster like the Aerial Shower (
+
, then
) or Kick-Shot (
punch then fire:, which cause the Blaster to fire repeatedly can kill most enemies instantly. - Up Your Arsenal: Make sure to choose a good Morph-Gun attachment for the right situations. A Scatter shot may be better than a Vulcan Fury barrage at certain opportunities.
- ROFL-copter: Adding a Spin Kick to the end of your jump can add some distance to the jump.
+
, then
) or Kick-Shot (
punch then fire:, which cause the Blaster to fire repeatedly can kill most enemies instantly.NYFE Racing
Toggle Spoiler
- Boing Boing Boing: Jumping can give some boost when using ramps, and it's useful for finding or using shortcuts.
- Cutting it Short: Look for shortcuts. They aren't hard to find, but some need precision to accurately use.
- Need for Speed: The purple spheres around the track are turbo boosts. Use them wisely.
JET-Board Challenge
Toggle Spoiler
- Grind it out: Adding in grinding to your tricks often help boost your scores.
- Double Trouble: While you can use just
or
for tricks, holding both can add more points and pull off more stylish moves. - Variety is the Spice of Life: Try to chain as many tricks as you can between umps when grinding. The more and the more different the higher scores.
- Sidewinder: If you can get up to the upper area of the Stadium, you can use the ring to perform a lot of grinds and tricks to boot.
- Repetition=Bad: Sure you get 4000 points for a move. Do it again for only like 2000, and again for about 300. Try to perform different moves so you don't earn less points than you should.
- Practice: Practice, practice, PRACTICE. You'll only learn more.
or
for tricks, holding both can add more points and pull off more stylish moves.Gun Courses
Toggle Spoiler
- What'd they do to you?: Try not to hurt civilian targets as much as possible. You'll lose valuable points.
- Melee Matters: You still get points when you melee targets. Use that to your advantage.
- Go for the Gold: Gold Metal Heads are quicker than the others, but they give more points.
- That's a Wastelander move!: Use combos like punch to shot. Rapid Fire combos make big Metal Heads easy to kill.
- Not cheating, just using resources wisely: Infinite ammo can be your saving grace when it comes to gun courses. Running out of ammo is a bad thing to happen to you.
Titan Suit
Toggle Spoiler
- Get off me!: Repeatedly tap
to knock off clinging Metal Heads. - BRB: You can hop out of the Suit at any time with
. It might be useful for taking out far-away enemies that can hurt the Suit. - Higher, higher!: The jump on the Suit is surprisingly high.
- Weighing me down: When holding large boxes, the suit's jump is decreased, and you move slower.
to knock off clinging Metal Heads.
. It might be useful for taking out far-away enemies that can hurt the Suit.List of Oracle's Dark Powers
Toggle Spoiler
Here is a list of all the four powers you can unlock from the Oracle in the order the Oracle will give them:
- Dark Bomb: When Dark Jak, jump and hit
to make Jak slam the ground, unleashing a 360 degree wave of Dark Eco blast! Bring 25 Gems to the Oracle to unlock. - Dark Blast: As Dark Jak, pressing
followed by
will make Jak jump and spin around, unleashing bolts of Dark Eco at a long range. Bring 200 Gems to the Oracle to unlock. - Dark Invincibility: Makes Dark Jak invincible, plain and simple. Bring another 200 Gems to the Oracle to unlock.
- Dark Giant: Press
as Dark Jak to grow HUGE. His attacks are more powerful, he can jump higher, run faster than regular Dark Jak, and the range and power of the Dark Bomb and Dark Blast are increased. Bring a final 100 Gems to receive this last Dark Power.
to make Jak slam the ground, unleashing a 360 degree wave of Dark Eco blast! Bring 25 Gems to the Oracle to unlock.
followed by
will make Jak jump and spin around, unleashing bolts of Dark Eco at a long range. Bring 200 Gems to the Oracle to unlock.
as Dark Jak to grow HUGE. His attacks are more powerful, he can jump higher, run faster than regular Dark Jak, and the range and power of the Dark Bomb and Dark Blast are increased. Bring a final 100 Gems to receive this last Dark Power.[top]Cheats, Glitches, & Exploits
Getting Precursor Orbs unlocks Secrets, which shouldn't block trophies, as vettes_4-ever used Unlimited Dark Jak and Infinite Ammo and still earned trophies, and I was Invulnerable when I picked up my last orbs, so they shouldn't affect trophies.
- 5 Orbs: Toggle Jak's Goatee
- 15 Orbs: Mirror World
- 30 Orbs: Big Head Mode
- 45 Orbs: Small Head Mode
- 55 Orbs: Scrapbook
- 65 Orbs: Scene Player Act 1
- 75 Orbs: Vulcan Fury Course
- 95 Orbs: Scene Player Act 2
- 105 Orbs: Peace Maker Gun Course
- 125 Orbs: Scene Player Act 3
- 135 Orbs: Reverse Races
- 145 Orbs: Level Select
- 155 Orbs: Unlimited Ammo
- 165 Orbs: Unlimited Dark Jak
- 175 Orbs: Invulnerability
- 200 Orbs: Hero Mode
Here is a video detailing the glitch that makes orbs easy
I personally like to jump above the orb and restart, as punching you must be really close.
Toggle Spoiler
I personally like to jump above the orb and restart, as punching you must be really close.
[top]Roadmap
- Beat the game, kill the Metal Heads, collect orbs: Almost all of the trophies in Jak II are story-related. Also use this time to slay all Metal Heads you come across, and collect all the orbs scattered about the world.
- If need be, finish up 510 Metal Head Gems: If you didn't get this through the story, go back to somewhere to farm Metal Head Gems.
- Gun Courses: Now that you have all Morph-Gun upgrades, go for the golds in all Gun Courses.
- Task Stations: Now use the stations littering the city to snatch up your next orbs.
- NYFE Races and Jet-Board Gold: Head back to the Stadium, and head into the small area on the upper right to find a mission board allowing you to play the Class races, or reset the Stadium to the Jet-Board course. Get all 72 race orbs, and the 9 for the JET-Board Gold rank.
- Wrap it up with orbs: Head to Onin's Hut to get the 3 orbs from there, and the rest from whatever else.
[top]Trophies
[top]
Done Done Done 
For excellent and dedicated field work in the field of battle for completion.


For excellent and dedicated field work in the field of battle for completion.
[top]
Poor Kid 
Protect Kor and Kid


Protect Kor and Kid
This trophy is story-related, therefore it cannot be missed.
After escaping the Prison, after taking you're first few breaths of Haven air, you'll meet Kor, who is protecting a young boy. Krimzon Guards will soon drop in for you to fight. After the first few are down you turn into Dark Jak automatically. Carve up the remaining guards to save Kor and the Kid, netting you the trophy.
After escaping the Prison, after taking you're first few breaths of Haven air, you'll meet Kor, who is protecting a young boy. Krimzon Guards will soon drop in for you to fight. After the first few are down you turn into Dark Jak automatically. Carve up the remaining guards to save Kor and the Kid, netting you the trophy.
[top]
Dead and Gone 
Retrieve Banner from Dead Town


Retrieve Banner from Dead Town
This trophy is story-related, therefore it cannot be missed.
Torn needs you to prove your worth before he lets you join the Underground. That proof will be obtained by stealing a banner from the top of the Ruined Tower.
You'll face some easy enemies here, namely Goobers and Snorkle Tooths. You'll need to climb up to the tower with some walls and such, but the real meat here is the almost 2D tower segment. Some platforms will crumble beneath you, so be careful. Time your jumps and double-jumps right when crossing the poles and platforms. Reach the banner and the trophy, and a victory dance, are yours.
Torn needs you to prove your worth before he lets you join the Underground. That proof will be obtained by stealing a banner from the top of the Ruined Tower.
You'll face some easy enemies here, namely Goobers and Snorkle Tooths. You'll need to climb up to the tower with some walls and such, but the real meat here is the almost 2D tower segment. Some platforms will crumble beneath you, so be careful. Time your jumps and double-jumps right when crossing the poles and platforms. Reach the banner and the trophy, and a victory dance, are yours.
[top]
Kaboom! 
Blow up Ammo at Fortress


Blow up Ammo at Fortress
This trophy is story-related, therefore it cannot be missed.
Time for a real mission. The mission starts in the view of a security tank. Avoid the target, or you'll be shot. Make sure you know where it is you're jumping. When you come to the nearby corridor, avoid the other turrets' laser sights to avoid more gunfire. When you reach the room with the spinning platforms, smash the tubes in the center of each to disable a force field, giving you a brief breather. Up next isn't anything you can't handle, some moving platforms and Guards.
Then comes the ammo room. Another tank greets Jak and Daxter, but this one could be of use. Make it aim and shoot at the four tubes on the sides of the huge warhead in the room. When all four tubes are off, you've got ten seconds to get out of Dodge or get blown to a crispy cinder. Escape for the trophy.
Time for a real mission. The mission starts in the view of a security tank. Avoid the target, or you'll be shot. Make sure you know where it is you're jumping. When you come to the nearby corridor, avoid the other turrets' laser sights to avoid more gunfire. When you reach the room with the spinning platforms, smash the tubes in the center of each to disable a force field, giving you a brief breather. Up next isn't anything you can't handle, some moving platforms and Guards.
Then comes the ammo room. Another tank greets Jak and Daxter, but this one could be of use. Make it aim and shoot at the four tubes on the sides of the huge warhead in the room. When all four tubes are off, you've got ten seconds to get out of Dodge or get blown to a crispy cinder. Escape for the trophy.
[top]
Signature Moves 
Protect Sig at Pumping Station


Protect Sig at Pumping Station
This trophy is story-related, therefore it cannot be missed.
So you want to be a Wastelander, huh? First you have to show Sig you can handle a gun, by protecting him as he fries 5 Crab-Heads for new trophies at the Hip Hog Saloon.
Crab-Head 1: The beach you start has two groups of Metal Heads. Use your new Morph-Gun to help Sig take 'em out. Follow Sig up on the moving platforms, and watch him blow that water tank sky high.
Head across the new path, taking out the two nearby Juice Goons. Head along the path, shooting any enemies that come too close. When Sig spots the first target, position Jak just to Sig's right, facing north. From there you should be able to shoot the Snorkle Tooths back in the water as they jump up. Wait a bit and Sig will toast the first target.
Crab-Head 2: Continue on the path, don't let Sig get too far ahead. Head on down to the beach to deal with a pack of 5 Juice Goons and many Goobers. Sig will soon find the second target. The Snorkle Tooths will mainly jump out of the water onto the beach, but nothing you can't handle. A few kills here and there, and Sig shows this Crab-Head the Peace Maker's power.
Crab-Head 3: Head across the next bridge, lowering a bridge for Sig. Sig will then spot the third Metal Head. Snorkle Tooths will come from a few directions now. Stay near Sig and sweep the camera for any coming too close. After some kills another Crab-Head goes down.
Crab-Head 4: Follow Sig, jumping across the rocks and landing on the beach. Take out the enemies there, then prepare to guard Sig from many Snorkle Tooths from many directions, at the same time. Make killing a lesser priority, and just try to keep the beasts away from Sig. Don't forget about melee. Soon Sig will send another Metal Head tumbling.
Crab-Head 5: As you head to the next beach, you'll get ambushed by Metal Heads! And Sig's Peace Maker jams! Keep the monsters off of him, as he's now open to attack. A few minutes filled with tensity later, Sig's Peace Maker is back working. good too, as Crab-Head 5 is spotted. Keep the attack on attacking creatures strong, and soon all five Metal Heads are Cooked and canned.
So you want to be a Wastelander, huh? First you have to show Sig you can handle a gun, by protecting him as he fries 5 Crab-Heads for new trophies at the Hip Hog Saloon.
Crab-Head 1: The beach you start has two groups of Metal Heads. Use your new Morph-Gun to help Sig take 'em out. Follow Sig up on the moving platforms, and watch him blow that water tank sky high.
Head across the new path, taking out the two nearby Juice Goons. Head along the path, shooting any enemies that come too close. When Sig spots the first target, position Jak just to Sig's right, facing north. From there you should be able to shoot the Snorkle Tooths back in the water as they jump up. Wait a bit and Sig will toast the first target.
Crab-Head 2: Continue on the path, don't let Sig get too far ahead. Head on down to the beach to deal with a pack of 5 Juice Goons and many Goobers. Sig will soon find the second target. The Snorkle Tooths will mainly jump out of the water onto the beach, but nothing you can't handle. A few kills here and there, and Sig shows this Crab-Head the Peace Maker's power.
Crab-Head 3: Head across the next bridge, lowering a bridge for Sig. Sig will then spot the third Metal Head. Snorkle Tooths will come from a few directions now. Stay near Sig and sweep the camera for any coming too close. After some kills another Crab-Head goes down.
Crab-Head 4: Follow Sig, jumping across the rocks and landing on the beach. Take out the enemies there, then prepare to guard Sig from many Snorkle Tooths from many directions, at the same time. Make killing a lesser priority, and just try to keep the beasts away from Sig. Don't forget about melee. Soon Sig will send another Metal Head tumbling.
Crab-Head 5: As you head to the next beach, you'll get ambushed by Metal Heads! And Sig's Peace Maker jams! Keep the monsters off of him, as he's now open to attack. A few minutes filled with tensity later, Sig's Peace Maker is back working. good too, as Crab-Head 5 is spotted. Keep the attack on attacking creatures strong, and soon all five Metal Heads are Cooked and canned.
[top]
Turrets Syndrome 
Destroy Turrets in Sewers


Destroy Turrets in Sewers
This trophy is story-related, therefore it cannot be missed.
Krew promises a sweet upgrade for this job. When you reach each gun, jump around a bit to draw its fire, then blast it apart when you're close enough.
Turret 1: After the initial Snorkle Tooth assault and you turn on a light, in the connecting passage.
Turret 2: After the room of darkness illuminated by three Metal Head Gems, it's on through the passage. You'll have to go across a small bridge to reach it.
Turret 3: After the HUGE dark room of Metal Heads, climb up the ledges on the wall to reach a passage, then jump across the platforms to reach it.
Turret 4: Through the dark passage with Metal Heads, then jump across the long platforms. After Turret 4 is gone the trophy and Krew's upgrade are yours.
Krew promises a sweet upgrade for this job. When you reach each gun, jump around a bit to draw its fire, then blast it apart when you're close enough.
Turret 1: After the initial Snorkle Tooth assault and you turn on a light, in the connecting passage.
Turret 2: After the room of darkness illuminated by three Metal Head Gems, it's on through the passage. You'll have to go across a small bridge to reach it.
Turret 3: After the HUGE dark room of Metal Heads, climb up the ledges on the wall to reach a passage, then jump across the platforms to reach it.
Turret 4: Through the dark passage with Metal Heads, then jump across the long platforms. After Turret 4 is gone the trophy and Krew's upgrade are yours.
[top]
Stripped Down 
Rescue Vin at Strip Mine


Rescue Vin at Strip Mine
This trophy is story-related, therefore it cannot be missed.
Simple enough mission, load of Metal Heads. Watch your back here, as Metal Head Stingers will pop out of the ground to ambush you. Other than those the other Metal Heads you face are Grunts and Metal Jackets. The Blaster is a good weapon here, as its aiming ability can easily target and destroy the smaller Metal Stingers, and deal harshly with the Jackets. At the end there's a chain of moving platforms. Ride on across to save Vin and nab a trophy.
Simple enough mission, load of Metal Heads. Watch your back here, as Metal Head Stingers will pop out of the ground to ambush you. Other than those the other Metal Heads you face are Grunts and Metal Jackets. The Blaster is a good weapon here, as its aiming ability can easily target and destroy the smaller Metal Stingers, and deal harshly with the Jackets. At the end there's a chain of moving platforms. Ride on across to save Vin and nab a trophy.
[top]
Over Easy 
Destroy Eggs at Drill Platform


Destroy Eggs at Drill Platform
This trophy is story-related, therefore it cannot be missed.
The Drill Platform is full of Metal Head eggs for you to poach, but this won't be over-easy. The key is to shoot all the Metal Head Straffers that are coming before scrambling the eggs.
Batch 1: 58 Eggs
Batch 2: 44 Eggs
Batch 3: 49 Eggs
Once all the eggs are fried the trophy will pop.
The Drill Platform is full of Metal Head eggs for you to poach, but this won't be over-easy. The key is to shoot all the Metal Head Straffers that are coming before scrambling the eggs.
Batch 1: 58 Eggs
Batch 2: 44 Eggs
Batch 3: 49 Eggs
Once all the eggs are fried the trophy will pop.
[top]
Cha-ching 
Collect Money for Krew


Collect Money for Krew
This trophy is story-related, therefore it cannot be missed.
Krew needs you to grab some cash laying around by clients fast.
Bag 1: Directly across from the start zoomer, near the gun course. Timer goes to 30 seconds when collected.
Bag 2: Near the entrance to the Port, next to a bridge. Timer goes to 30 seconds when collected.
Bag 3: By the entrance to the Port from South Town. Mind the ramp when in Low Hover Zone. Timer goes to 30 seconds when collected.
Bag 4: Round the bend near a column. Timer goes to 30 seconds when collected.
Bag 5: Quite a bit away, around some twists and turns. Timer goes to 30 seconds when collected.
Bag 6: Near the Slums entrance. Timer goes to 10 seconds when collected.
Bag 7: Turn around and head straight back. Timer goes to 20 seconds when collected.
Bag 8: Almost as close, just turn around a corner. Timer goes to 30 seconds when collected.
Bag 9: Not far away, around a turn or two. Timer goes to 30 seconds when collected.
Bag 10: About equally as far, around a few turns. Timer goes to 30 seconds when collected.
Bag 11: Back near the main part of South Town, by a column. Timer goes to 30 seconds when collected.
Bag 12: Back near the entrance to the Port. Timer goes to 25 seconds when collected.
Bag 13: Right in front of the Gun Course. Timer goes to 25 seconds when collected.
Bag 14: Near the Hip Hog Saloon.
Gotta collect 'em all for the trophy and a necessary Scatter Gun upgrade.
Krew needs you to grab some cash laying around by clients fast.
Bag 1: Directly across from the start zoomer, near the gun course. Timer goes to 30 seconds when collected.
Bag 2: Near the entrance to the Port, next to a bridge. Timer goes to 30 seconds when collected.
Bag 3: By the entrance to the Port from South Town. Mind the ramp when in Low Hover Zone. Timer goes to 30 seconds when collected.
Bag 4: Round the bend near a column. Timer goes to 30 seconds when collected.
Bag 5: Quite a bit away, around some twists and turns. Timer goes to 30 seconds when collected.
Bag 6: Near the Slums entrance. Timer goes to 10 seconds when collected.
Bag 7: Turn around and head straight back. Timer goes to 20 seconds when collected.
Bag 8: Almost as close, just turn around a corner. Timer goes to 30 seconds when collected.
Bag 9: Not far away, around a turn or two. Timer goes to 30 seconds when collected.
Bag 10: About equally as far, around a few turns. Timer goes to 30 seconds when collected.
Bag 11: Back near the main part of South Town, by a column. Timer goes to 30 seconds when collected.
Bag 12: Back near the entrance to the Port. Timer goes to 25 seconds when collected.
Bag 13: Right in front of the Gun Course. Timer goes to 25 seconds when collected.
Bag 14: Near the Hip Hog Saloon.
Gotta collect 'em all for the trophy and a necessary Scatter Gun upgrade.
[top]
Lost and Found 
Find Pumping Station Patrol


Find Pumping Station Patrol
This trophy is story-related, therefore it cannot be missed.
Firstly, the patrol you seek is by the part where you and Sig hopped across some platforms by huge spinning platforms. Use those platforms to reach an upper area where the patrol is, by the water valve.
Ambush of Crab-Heads and Juice Goons! Do your best to protect Ashelin, but she can do good herself. If you have Dark Jak, a Dark Bomb may give some breathing room, but if not, use the punch to Blaster combo to wipe out some enemies, and do some spraying with jump,
, Blaster. Once you clear the ambush you get the trophy and a Yellow Security Pass.
Firstly, the patrol you seek is by the part where you and Sig hopped across some platforms by huge spinning platforms. Use those platforms to reach an upper area where the patrol is, by the water valve.
Ambush of Crab-Heads and Juice Goons! Do your best to protect Ashelin, but she can do good herself. If you have Dark Jak, a Dark Bomb may give some breathing room, but if not, use the punch to Blaster combo to wipe out some enemies, and do some spraying with jump,
, Blaster. Once you clear the ambush you get the trophy and a Yellow Security Pass.
[top]
Just the Artifacts Ma'am 
Find 3 Artifacts in Mountain Temple


Find 3 Artifacts in Mountain Temple
This trophy is story-related, therefore it cannot be missed.
In order to learn some of Haven's secrets, you must find three artifacts up in the Mountain Temple.
Lens- This is the path dead left in front of the temple, guarded by a Centurion. You'll get bombarded by a Ram-Head soon enough, so take him out. Then climb up to jump across more platforms, move across a large moving platform the goes left and right, engage in some Metal Hopping madness. Pretty much just that for this. Grab the lens for some... burnt ottsel?!?
Gear- This is the path from the central temple, on the left. Shoot some platforms to reach the safe lower level. Psych! A Ram-Head charges out before you even touch ground! Kill it, the use the switch to bring out some platforms to reach the next level. Kill some Swipers on the path, then get ready for an avalanche. That's right! Tons of rocks spilling down from the mountain, cascading on top of the heroes! Weave your way on through the cavalcade, maybe stopping behind some jutting rocks for cover. The second part consists of jumping from ledge to ledge to get up top. Shoot out some platforms, and get the usual: Daxter destroys everything.
Shard- This is the path from the temple, on the right. There are some Swipers on the path, followed by two Metal Hoppers. Only two. Oh, and there's a large amount of Metal Hoppers behind those ones. This is either the time for a Dark Bomb, or lots of Scatter Gunning. You choose. After wards is a Centurion to deal with. Hint: it guards an orb. Then climb up the ledges for another left to right moving platform. Get across for a cube puzzle.
In order to learn some of Haven's secrets, you must find three artifacts up in the Mountain Temple.
Lens- This is the path dead left in front of the temple, guarded by a Centurion. You'll get bombarded by a Ram-Head soon enough, so take him out. Then climb up to jump across more platforms, move across a large moving platform the goes left and right, engage in some Metal Hopping madness. Pretty much just that for this. Grab the lens for some... burnt ottsel?!?
Gear- This is the path from the central temple, on the left. Shoot some platforms to reach the safe lower level. Psych! A Ram-Head charges out before you even touch ground! Kill it, the use the switch to bring out some platforms to reach the next level. Kill some Swipers on the path, then get ready for an avalanche. That's right! Tons of rocks spilling down from the mountain, cascading on top of the heroes! Weave your way on through the cavalcade, maybe stopping behind some jutting rocks for cover. The second part consists of jumping from ledge to ledge to get up top. Shoot out some platforms, and get the usual: Daxter destroys everything.
Shard- This is the path from the temple, on the right. There are some Swipers on the path, followed by two Metal Hoppers. Only two. Oh, and there's a large amount of Metal Hoppers behind those ones. This is either the time for a Dark Bomb, or lots of Scatter Gunning. You choose. After wards is a Centurion to deal with. Hint: it guards an orb. Then climb up the ledges for another left to right moving platform. Get across for a cube puzzle.
- Cube 1: Punch it forward, left x3, forward
- Cube 2: Forward, left, forward, left, forward
- Cube 3: Forward, right x3, forward
- Cube 4: Forward x2, right, forward x2
- Cube 5: Forward x2, right, forward x2
[top]
More Power to You 
Turn on 5 Power Switches


Turn on 5 Power Switches
This trophy is story-related, therefore it cannot be missed.
To activate the... B-zone power thing.. and the grid thing... lift juice.. whatever Vin just said, you'll need to destroy 5 turbo cannons located around the city. Destroy them with gunshots or ramming a zoomer into them, then physically step on the switch they have, or had, under them. It's a good idea to keep switching Zoomers as they get damaged.
Switch 1: Not far from the Power Station.
Switch 2: In the middle of South Town.
Switch 3: Near the entrance to the Slums.
Switch 4: Near the entrance to South Town.
Switch 5: Near the Water Slums.
Activate all 5 switches for instant lift juice and a trophy.
To activate the... B-zone power thing.. and the grid thing... lift juice.. whatever Vin just said, you'll need to destroy 5 turbo cannons located around the city. Destroy them with gunshots or ramming a zoomer into them, then physically step on the switch they have, or had, under them. It's a good idea to keep switching Zoomers as they get damaged.
Switch 1: Not far from the Power Station.
Switch 2: In the middle of South Town.
Switch 3: Near the entrance to the Slums.
Switch 4: Near the entrance to South Town.
Switch 5: Near the Water Slums.
Activate all 5 switches for instant lift juice and a trophy.
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Skip the Stairs 
Ride Elevator up to Palace


Ride Elevator up to Palace
This trophy is story-related, therefore it cannot be missed.
Going up! Time for a gauntlet across a Palace chain to reach the Palace. Just don't look down...
Start by heading out of the elevator, and jumping through the two sets of electric fan blades. See the red floor ahead? Yeah, that's not good to touch. Head down the way on the left, being careful that the platform collapses, and jump to the next platform. Continue on until you reach a set of poles you should use to get across to the next area, where a Sentry Gun awaits. Take it out with a Blaster round and move on. The next section is five rotating spike section. Time your runs across them right, or be stabbed or flung off. Beyond is another turret to blow up.
Head down the right side of the cable. You'll need to jump past the spinning electric blade, while keeping in mind the platform in front of the bade is collapsible. Jump on over, and under the cable, nabbing the orb in the process. Jump to the adjacent pole and leap to the near platform. Up top is a lone spiky rotator, which shouldn't be a problem.
Next is a spinning wheel of constant gunfire. Be sure to Double Jump over each blast as it comes, while making up the cable. At the end, jump to the suspended platforms and reach the Palace roof for some interesting secrets. The trophy will pop after the cutscene.
Going up! Time for a gauntlet across a Palace chain to reach the Palace. Just don't look down...
Start by heading out of the elevator, and jumping through the two sets of electric fan blades. See the red floor ahead? Yeah, that's not good to touch. Head down the way on the left, being careful that the platform collapses, and jump to the next platform. Continue on until you reach a set of poles you should use to get across to the next area, where a Sentry Gun awaits. Take it out with a Blaster round and move on. The next section is five rotating spike section. Time your runs across them right, or be stabbed or flung off. Beyond is another turret to blow up.
Head down the right side of the cable. You'll need to jump past the spinning electric blade, while keeping in mind the platform in front of the bade is collapsible. Jump on over, and under the cable, nabbing the orb in the process. Jump to the adjacent pole and leap to the near platform. Up top is a lone spiky rotator, which shouldn't be a problem.
Next is a spinning wheel of constant gunfire. Be sure to Double Jump over each blast as it comes, while making up the cable. At the end, jump to the suspended platforms and reach the Palace roof for some interesting secrets. The trophy will pop after the cutscene.
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Don't Let Him Get Away 
Defeat Baron at Palace


Defeat Baron at Palace
This trophy is story-related, therefore it cannot be missed.
Whoops, looks like there's a rat in the walls. Sadly, that rat is Jak. The Baron's caught him, now it's time to square off. Hint: be sure to look for Blaster ammo in crates.
Stage 1: Pretty simple. The Baron will fire off many rounds at you, and will stop every time a third of his ammo bar is gone. Continue to shoot him with some Blaster rounds in the meantime until a third of his health set is gone.
Stage 2: Same as the first round, but this time the Baron fires missiles. They're pretty easy to avoid, just watch the targets they have on the ground, and continue to shoot the Baron until he has another third of his health set gone.
Stage 3: This time the Baron fires out fiery spinning vortexes. Move away to avoid them, and continue shooting the Octa-Mech. Sometimes the Baron will charge at you. Roll out of the way when that happens. Continue your assault until the Octa-Mech is down.
Whoops, looks like there's a rat in the walls. Sadly, that rat is Jak. The Baron's caught him, now it's time to square off. Hint: be sure to look for Blaster ammo in crates.
Stage 1: Pretty simple. The Baron will fire off many rounds at you, and will stop every time a third of his ammo bar is gone. Continue to shoot him with some Blaster rounds in the meantime until a third of his health set is gone.
Stage 2: Same as the first round, but this time the Baron fires missiles. They're pretty easy to avoid, just watch the targets they have on the ground, and continue to shoot the Baron until he has another third of his health set gone.
Stage 3: This time the Baron fires out fiery spinning vortexes. Move away to avoid them, and continue shooting the Octa-Mech. Sometimes the Baron will charge at you. Roll out of the way when that happens. Continue your assault until the Octa-Mech is down.
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Scout's Honor 
Catch Scouts in Haven Forest


Catch Scouts in Haven Forest
This trophy is story-related, therefore it cannot be missed.
Time to impress the Shadow with your Metal Hunting skills! You need to find chase 5 scouts via JET-Board and tackle them to the ground.
Time to impress the Shadow with your Metal Hunting skills! You need to find chase 5 scouts via JET-Board and tackle them to the ground.
- Drag-Head 1 is directly south of the entrance.
- In the center of the second area.
- Around the upper level.
- In the area above the wooden wall.
- On the west side of the area.
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Kersplash! 
Destroy Equipment at Dig


Destroy Equipment at Dig
This trophy is story-related, therefore it cannot be missed.
You need to destroy all the supports in the area. You do that by grinding on poles that the supports connect to. There are six on the lower level, and the rest are on an upper level. Watch out for the grenading guards, and the Eco barrels that explode. When all 24 supports are disconnected the trophy will be yours.
You need to destroy all the supports in the area. You do that by grinding on poles that the supports connect to. There are six on the lower level, and the rest are on an upper level. Watch out for the grenading guards, and the Eco barrels that explode. When all 24 supports are disconnected the trophy will be yours.
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Speeding Slowly 
Win Class 3 Race at Stadium


Win Class 3 Race at Stadium
This trophy is story-related, therefore it cannot be missed.
In order to get to the Class 1 race, you need to start from the bottom with Class 3. The Class 3 race isn't generally hard, just review the Racing tips in the Tips and Strategies section for tips on racing.
In order to get to the Class 1 race, you need to start from the bottom with Class 3. The Class 3 race isn't generally hard, just review the Racing tips in the Tips and Strategies section for tips on racing.
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Strip Mine, Not Yours 
Blow up Strip Mine in Eco Wells


Blow up Strip Mine in Eco Wells
This trophy is story-related, therefore it cannot be missed.
There goes Daxter making stuff harder again. You have 2 minutes to put 6 bombs in 6 wells. 2 minutes seems like enough, but it's really just enough. To put a bomb in, ride up the ramp at the base of the well(s) on the JET-Board.
There goes Daxter making stuff harder again. You have 2 minutes to put 6 bombs in 6 wells. 2 minutes seems like enough, but it's really just enough. To put a bomb in, ride up the ramp at the base of the well(s) on the JET-Board.
- Ride up the mine cart support beam, then jump over to the platform, and it's not too far away.
- Around the Metal Head Egg Stalks, ride up the ramp and go through quite the obstacle course.
- On the very left of the Mine.
- Up at the very back of the area.
- In the center, on a plateau.
- On the left near the Warp Gate.
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Sunken Ship 
Destroy Ship at Drill Platform


Destroy Ship at Drill Platform
This trophy is story-related, therefore it cannot be missed.
Looks like it's time to 'splode a big ship in an on-rail shooter type thing!
You will be constantly assaulted by Hover Guards, but nothing too devastating. Use your Gunpod fire to take them down. Eventually, when you reach the first electric gate, you will need to kill 40 Hover Guards. Watch your Gunpod's health, in the outer ring of the two of the aiming target. Don't overheat the guns. When all 40 are defeated, the Gunpod continues to move down the track. Hop out when it has stopped, and send the nearby Roto-Blades a welcoming Scatter Gun shot.
The next Gunpod is ready to go, and so is the tanker. There are 11 guns that pop out of the ship, four on top, four under the wings, three pop out of windows. You have to shoot the guns to make them explode, hurting the tanker in the process. When eight guns are destroyed, hop out when the Gunpod stops and head to the next.
Second verse like the first, but there seems to be more Guards and the guns disappear faster. Aim steady, and when 12 guns are destroyed, the tanker goes down.
Looks like it's time to 'splode a big ship in an on-rail shooter type thing!
You will be constantly assaulted by Hover Guards, but nothing too devastating. Use your Gunpod fire to take them down. Eventually, when you reach the first electric gate, you will need to kill 40 Hover Guards. Watch your Gunpod's health, in the outer ring of the two of the aiming target. Don't overheat the guns. When all 40 are defeated, the Gunpod continues to move down the track. Hop out when it has stopped, and send the nearby Roto-Blades a welcoming Scatter Gun shot.
The next Gunpod is ready to go, and so is the tanker. There are 11 guns that pop out of the ship, four on top, four under the wings, three pop out of windows. You have to shoot the guns to make them explode, hurting the tanker in the process. When eight guns are destroyed, hop out when the Gunpod stops and head to the next.
Second verse like the first, but there seems to be more Guards and the guns disappear faster. Aim steady, and when 12 guns are destroyed, the tanker goes down.
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Clap Hands 
Get Seal Piece at Dig


Get Seal Piece at Dig
This trophy is story-related, therefore it cannot be missed.
One seal piece down, another one to go! Take the Air-Train back to the Dig after talking to Onin.
When you get down the the next area of the Dig, you need to activate 5 switches.
Kill the surrounding Stingers and Swipers, then use the column to climb up to the upper area. Use Rolling Turbo Jumps to quickly cross the sinking rocks in the lava. Then navigate across the two balloon trapezes to reach a walkway. Head on across, quickly moving across the log platform, and get on the wheel. Pull out the Vulcan Fury to defeat the Slinger ahead, then use the next wheel to get across.
Now here comes the fun part: dodging spiky boulders! Move when the first rock is gone, then navigate between them, then hop to the next platform to reach the Totem. It's a curse isn't it?
One seal piece down, another one to go! Take the Air-Train back to the Dig after talking to Onin.
When you get down the the next area of the Dig, you need to activate 5 switches.
- Switch 1 is in the immediate area, behind the two Swipers that lurk in the cave.
- Just outside Switch 1, guarded by the Slinger.
- Under the main path on the right of the entrance.
- Smack down the bridge parts of Orb 1 to get down there.
- In the room with Guard crates across from Orb 5.
Kill the surrounding Stingers and Swipers, then use the column to climb up to the upper area. Use Rolling Turbo Jumps to quickly cross the sinking rocks in the lava. Then navigate across the two balloon trapezes to reach a walkway. Head on across, quickly moving across the log platform, and get on the wheel. Pull out the Vulcan Fury to defeat the Slinger ahead, then use the next wheel to get across.
Now here comes the fun part: dodging spiky boulders! Move when the first rock is gone, then navigate between them, then hop to the next platform to reach the Totem. It's a curse isn't it?
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Doggin' the Hellcats 
Destroy 5 Hellcat Cruisers


Destroy 5 Hellcat Cruisers
This trophy is story-related, therefore it cannot be missed.
These "Hellcat" Cruisers look like the regular big Guard zoomer, but in a shiny gold.
The best way to take these on is to grab a two-seated zoomer, as they are often more sturdy, find a Hellcat, then pump it full of Vulcan Fury until it goes down. Please note you cannot die between Hellcats, as dying restarts the mission. Also if you start shooting one, finish up fast, as the Hellcats get scared and will run away at top-speeds. Destroy all five and make the city safer for the Underground.
These "Hellcat" Cruisers look like the regular big Guard zoomer, but in a shiny gold.
The best way to take these on is to grab a two-seated zoomer, as they are often more sturdy, find a Hellcat, then pump it full of Vulcan Fury until it goes down. Please note you cannot die between Hellcats, as dying restarts the mission. Also if you start shooting one, finish up fast, as the Hellcats get scared and will run away at top-speeds. Destroy all five and make the city safer for the Underground.
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No Man is a Canyon 
Use Items in No Man's Canyon


Use Items in No Man's Canyon
This trophy is story-related, therefore it cannot be missed.
After beating the Onin game and completing the Seal of Mar, head to the Mountain Temple, ride the elevator down, and open the door on the right. Grind across the rail on the JET-Board, then head through the open door. Go left and reach the canyon, discover Mar's Tomb, and earn a trophy.
After beating the Onin game and completing the Seal of Mar, head to the Mountain Temple, ride the elevator down, and open the door on the right. Grind across the rail on the JET-Board, then head through the open door. Go left and reach the canyon, discover Mar's Tomb, and earn a trophy.
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Testosterone 
Pass the Tests of Manhood


Pass the Tests of Manhood
This trophy is story-related, therefore it cannot be missed.
The child is too young, but that doesn't mean Jak is. There are two chambers to enter in the Tests of Manhood. Here are some tips for conquering the tests.
The child is too young, but that doesn't mean Jak is. There are two chambers to enter in the Tests of Manhood. Here are some tips for conquering the tests.
Key Beetle Puzzles
- Mult-eye-tasking: When the beetles fall, start heading towards one, but focus attention on the other two as well.
- No Weapons: You cannot use the Morph-Gun to solve these puzzles.
Electric Waters
- JET-Board: The JET-Board can easily move fast over the waters, but you may have to dismount to reach some ledges.
Daxter
- He gets that from you: You can knock the Baby Legs out of your way with
or
, like Jak. - Jump for it!: Watch your jump distances. You can't stop, and the camera isn't on Daxter, or practice which jumps are how far.
- Never gonna stop: Don't stop moving to stay less dead.
Musical Totems
- Don't blink, you'll miss it: Every encounter with this challenge, the totems are in random places, so there isn't any solid solution.
- Play it by ear: Listen closely to each chime, each is distinct in its own way.
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Grin and Baron It 
Defeat Baron in Mar's Tomb


Defeat Baron in Mar's Tomb
This trophy is story-related, therefore it cannot be missed.
Talk about taking credit! The Baron just waltzes in and thinks he can just take the Precursor Stone. Show him the error of his ways.
The first stage starts out with the Baron throwing out electrified robots. Simply shoot them to get rid of them. The Spider-Mech will then shoot out large bombs. Punch them at the Mech to damage him. Repeat until one-third of his health set is gone.
Second stage: The Baron will still shoot out robots, but he'll also pop up to shoot lines of gunfire. When he does, hide behind the pillars around the arena. He'll then shoot out bombs again for you to punch right at him. Repeat until his health is only one-third left.
The third stage the Spider-Mech will be equipped the Precursor Stone. He will destroy some sections of the ground, then throw out a few bombs, followed by a line of gunfire to dodge by hiding behind the pillars. Punch the bombs at him 'til it's over.
Talk about taking credit! The Baron just waltzes in and thinks he can just take the Precursor Stone. Show him the error of his ways.
The first stage starts out with the Baron throwing out electrified robots. Simply shoot them to get rid of them. The Spider-Mech will then shoot out large bombs. Punch them at the Mech to damage him. Repeat until one-third of his health set is gone.
Second stage: The Baron will still shoot out robots, but he'll also pop up to shoot lines of gunfire. When he does, hide behind the pillars around the arena. He'll then shoot out bombs again for you to punch right at him. Repeat until his health is only one-third left.
The third stage the Spider-Mech will be equipped the Precursor Stone. He will destroy some sections of the ground, then throw out a few bombs, followed by a line of gunfire to dodge by hiding behind the pillars. Punch the bombs at him 'til it's over.
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We're All Friends Here 
Rescue Friends at Fortress


Rescue Friends at Fortress
This trophy is story-related, therefore it cannot be missed.
Looks like the Baron has captured some friends of Jak. Time for some hardcore liberation.
Back where the ammo dump started, but now the force field is down. Get ready for some intense fighting.
When the corridor starts, there will be some Elite Krimzon Guards and Hover Guards to meet you. The Elite Guards guard floor panels you need to slam down on to open the path through the next room. Break out the Vulcan Fury and send 'em packing. Here's the intense part. Loads of Krimzon Guards start pouring in from the doorway in the back of the corridor. This is a good place for a Dark Blast if you have Dark Jak handy. If not, just hang tight and spray 'em with the Vulcan and some Blaster, with some Scatter Gun to knock 'em off the edges. Push forward, and make it into the next room.
Be careful here. Carefully jump over each turret's laser sight to avoid getting dead. Or you could use the turrets as stepping stones to the next room, your choice. You then need to navigate a half-pipe lined with moving beams to reach a room on the other side. Wait for both target to aim at the walls, then quickly grind across via JET-Board. Then move fast through the machinery maze, the Krimzon Guards above have their sights on Jak.
Equip the Blaster or Vulcan Fury and go to town on the guards on the upper platform. Then just jump over the next laser sights to fenter a room with those robots the Baron just shot out at you. Use the Scatter Gun to clear them out on your way to the room where it all started and a trophy. Oh, and freed friends.
Looks like the Baron has captured some friends of Jak. Time for some hardcore liberation.
Back where the ammo dump started, but now the force field is down. Get ready for some intense fighting.
When the corridor starts, there will be some Elite Krimzon Guards and Hover Guards to meet you. The Elite Guards guard floor panels you need to slam down on to open the path through the next room. Break out the Vulcan Fury and send 'em packing. Here's the intense part. Loads of Krimzon Guards start pouring in from the doorway in the back of the corridor. This is a good place for a Dark Blast if you have Dark Jak handy. If not, just hang tight and spray 'em with the Vulcan and some Blaster, with some Scatter Gun to knock 'em off the edges. Push forward, and make it into the next room.
Be careful here. Carefully jump over each turret's laser sight to avoid getting dead. Or you could use the turrets as stepping stones to the next room, your choice. You then need to navigate a half-pipe lined with moving beams to reach a room on the other side. Wait for both target to aim at the walls, then quickly grind across via JET-Board. Then move fast through the machinery maze, the Krimzon Guards above have their sights on Jak.
Equip the Blaster or Vulcan Fury and go to town on the guards on the upper platform. Then just jump over the next laser sights to fenter a room with those robots the Baron just shot out at you. Use the Scatter Gun to clear them out on your way to the room where it all started and a trophy. Oh, and freed friends.
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Bot Bot Boom Boom 
Protect Hideout from Bomb Bots


Protect Hideout from Bomb Bots
This trophy is story-related, therefore it cannot be missed.
Ever realize how accurate the rumors and scouts for the Underground are? The latest is that Bomb Bots are en route to the Hideout.
No time to waste. Head to the first Bomb Bot in South Town, and quick! When you reach it, get under it and unleash Vulcan Fury power on it from below, as it can't target Jak there. When it starts beeping high-tail it out of there and to a safe distance while it explodes. Repeat the process for the next two and the Hideout will be safe. You can sleep a little easier tonight, but who can sleep in this city?
Ever realize how accurate the rumors and scouts for the Underground are? The latest is that Bomb Bots are en route to the Hideout.
No time to waste. Head to the first Bomb Bot in South Town, and quick! When you reach it, get under it and unleash Vulcan Fury power on it from below, as it can't target Jak there. When it starts beeping high-tail it out of there and to a safe distance while it explodes. Repeat the process for the next two and the Hideout will be safe. You can sleep a little easier tonight, but who can sleep in this city?
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Speed Quicker 
Win Class 2 Race at Stadium


Win Class 2 Race at Stadium
This trophy is story-related, therefore it cannot be missed.
Time for Orange Lightning to shine! The Class 2 race is on! View the tips on racing in the Tips section if you need some help winning.
Time for Orange Lightning to shine! The Class 2 race is on! View the tips on racing in the Tips section if you need some help winning.
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What's That Smell? 
Escort Men Through Sewers


Escort Men Through Sewers
This trophy is story-related, therefore it cannot be missed.
Time for more mucking in the mud.
Firstly, stay close to the group. You don't want to wander off to have the group attacked by Hose-Heads. Secondly, cycle between the three guns you currently have. They'll all be useful in certain situations. Next, don't die, or you'll have to start all over again.
The real hard part of this escort mission is at the end, where hordes upon hordes of Hose-Heads come from the ceiling. Use Dark Jak mainly to smack them away as much as you can, but then cycle between Blaster Rapid-Fire combos and Vulcan Fury fire to fend off the remaining Metal Heads. Once the fight is over, follow the men to the statue and get the trophy.
Time for more mucking in the mud.
Firstly, stay close to the group. You don't want to wander off to have the group attacked by Hose-Heads. Secondly, cycle between the three guns you currently have. They'll all be useful in certain situations. Next, don't die, or you'll have to start all over again.
The real hard part of this escort mission is at the end, where hordes upon hordes of Hose-Heads come from the ceiling. Use Dark Jak mainly to smack them away as much as you can, but then cycle between Blaster Rapid-Fire combos and Vulcan Fury fire to fend off the remaining Metal Heads. Once the fight is over, follow the men to the statue and get the trophy.
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Timber! 
Destroy Drill Platform Tower


Destroy Drill Platform Tower
This trophy is story-related, therefore it cannot be missed.
Back to the Drill Platform with your good buddy the Titan Suit!
Break the door behind the Warp Gate, then head into the lift. Carefully navigate through the hall of lasers, then bust down the door to the next area. Place the Suit on the lift across the walkway, then hop out with
, heading back across the walkway and jumping across the two collapsible platforms, then Double Jump to the ledge. Take out the Grunts up there, then hit the lift switch to bring up the Titan Suit so you can bash in the next door.
Jump across the collapsible platforms, then wait for the fiery floor to turn off, then quickly walk across to jump over to the next platform. Repeat with the next area, then jump across the collapsible platform to the next one. It's alright if you get some damage. When on ground, hop out of the suit, use a Rolling Turbo Jump to get across, then take out the Grunts, followed by hitting the bridge switch. Leap across another gap to hit the second switch, then go back to the suit. The Suit can now cross.
Head on through the next corridor, avoid the lasers. The next fiery hall is a bit tricky. Start by crossing the first fire path, then jump on the collapsible platform on the left, then to the one in front of it. Hop over to the next fire platform, which should be off, and hop over to the lift.
Notice that counter yet? Here's where it goes into action. See those apparently breakable consoles? Go nuts and blow them all up. Maybe try saving the ones close to elevator for later. I'll explain soon enough.
Told ya it'd be soon. The whole place is gonna blow in 1:35. Time to get the heck out! Make a mad dash for the beginning of the level! Escape the blast and earn a trophy!
Back to the Drill Platform with your good buddy the Titan Suit!
Break the door behind the Warp Gate, then head into the lift. Carefully navigate through the hall of lasers, then bust down the door to the next area. Place the Suit on the lift across the walkway, then hop out with
, heading back across the walkway and jumping across the two collapsible platforms, then Double Jump to the ledge. Take out the Grunts up there, then hit the lift switch to bring up the Titan Suit so you can bash in the next door.Jump across the collapsible platforms, then wait for the fiery floor to turn off, then quickly walk across to jump over to the next platform. Repeat with the next area, then jump across the collapsible platform to the next one. It's alright if you get some damage. When on ground, hop out of the suit, use a Rolling Turbo Jump to get across, then take out the Grunts, followed by hitting the bridge switch. Leap across another gap to hit the second switch, then go back to the suit. The Suit can now cross.
Head on through the next corridor, avoid the lasers. The next fiery hall is a bit tricky. Start by crossing the first fire path, then jump on the collapsible platform on the left, then to the one in front of it. Hop over to the next fire platform, which should be off, and hop over to the lift.
Notice that counter yet? Here's where it goes into action. See those apparently breakable consoles? Go nuts and blow them all up. Maybe try saving the ones close to elevator for later. I'll explain soon enough.
Told ya it'd be soon. The whole place is gonna blow in 1:35. Time to get the heck out! Make a mad dash for the beginning of the level! Escape the blast and earn a trophy!
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Speed Speedily 
Win Class 1 Race in Stadium


Win Class 1 Race in Stadium
This trophy is story-related, therefore it cannot be missed.
Race of your life, right? In this race, you'll also need to contend with Erol, the soon to be ex-"best racer in Haven City". He's the red arrow on the map of the course.
The big thing about this race is that shortcuts make a big difference. Start the race by letting everyone else move ahead, while you take the shortcut on the right. Carefully navigate the track, then use the shortcut near the end on the right. Only use Turbos at straighter sections or to avoid hitting a wall. Keep it up for 4 more laps and you're golden.
Race of your life, right? In this race, you'll also need to contend with Erol, the soon to be ex-"best racer in Haven City". He's the red arrow on the map of the course.
The big thing about this race is that shortcuts make a big difference. Start the race by letting everyone else move ahead, while you take the shortcut on the right. Carefully navigate the track, then use the shortcut near the end on the right. Only use Turbos at straighter sections or to avoid hitting a wall. Keep it up for 4 more laps and you're golden.
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I Heart Heart 
Get Heart of Mar in Weapons Lab


Get Heart of Mar in Weapons Lab
This trophy is story-related, therefore it cannot be missed.
Time to take back that little "gift" you gave Krew earlier.
Head to the Air Train, then ride it to the Dig area. The Weapons Lab is highlighted by the mystic column of light. Head there, enter, then ride the lift down.
The first area is fraught with Krimzon Guard. Kill them all, then activate the switch on the left side of the area. Head through the newly deactivated force field. Around the corner is a conveyor belt going down. Shooting the switch on its right can change the direction the belt moves. Shoot it, and be whisked up to the next level. Jump onto the higher ledge, then take out the two Elite Guards across the area with the Vulcan Fury. Drop down to be assaulted by UB86 robots. Use the Blaster to fend them off and destroy them, then head across the new platforms Jump and Spin Kick the valve to get a path to the adjacent area.
Head up the lift with Blaster at the ready, as there's guards up there. Go over to the conveyor belt, and use a combo of Double Jumps and Rolling Turbo Jumps to get over the blades and across the belt. Use a Turbo Jump to reach the belt below. When you reach the bottom of the belt, shoot out the platforms ahead to drop them, then jump onto them. Jump up onto the ledge, then get to the next belt. Shoot out the platform ahead, then Double Jump and Spin Kick in, then toast the guards nearby and the ones to the right. Speaking of right, go that way for a conveyor belt with a shootable switch to ride up. Jump at the top, as so you don't fall. Do the same with the next belt.
The next belt is a cinch. Shoot out the metal platforms and go over the belt. The next belts are a bit tricky. Shoot the switch to change the belt to upwards, then shoot it as Jak lands to move the next up as well. That's the end of that conveyor belt madness.
The next area is going to be littered with UB86s. Stand your ground and destroy them all. Then shoot the switch to go to the next area.
Launch a Peace Maker round at the guards shooting across the bridge. Then kill as many guards as you can from your position. Head across the bridge and kick the valve, rotating the bridge. Keep doing so, killing any guards that come by, until you reach the end. There, smash the floor grate to reach the lower level.
For the next room, there are three UB86 dispensers. The best strategy is to carefully inch towards one until it goes off, kill those robots, then move on to another dispenser. That way you only need to deal with one dispenser at a time, rather than all three at once. Head through the elevator afterwards. While the mission is over, the boss battle has just begun. Continued below.
Time to take back that little "gift" you gave Krew earlier.
Head to the Air Train, then ride it to the Dig area. The Weapons Lab is highlighted by the mystic column of light. Head there, enter, then ride the lift down.
The first area is fraught with Krimzon Guard. Kill them all, then activate the switch on the left side of the area. Head through the newly deactivated force field. Around the corner is a conveyor belt going down. Shooting the switch on its right can change the direction the belt moves. Shoot it, and be whisked up to the next level. Jump onto the higher ledge, then take out the two Elite Guards across the area with the Vulcan Fury. Drop down to be assaulted by UB86 robots. Use the Blaster to fend them off and destroy them, then head across the new platforms Jump and Spin Kick the valve to get a path to the adjacent area.
Head up the lift with Blaster at the ready, as there's guards up there. Go over to the conveyor belt, and use a combo of Double Jumps and Rolling Turbo Jumps to get over the blades and across the belt. Use a Turbo Jump to reach the belt below. When you reach the bottom of the belt, shoot out the platforms ahead to drop them, then jump onto them. Jump up onto the ledge, then get to the next belt. Shoot out the platform ahead, then Double Jump and Spin Kick in, then toast the guards nearby and the ones to the right. Speaking of right, go that way for a conveyor belt with a shootable switch to ride up. Jump at the top, as so you don't fall. Do the same with the next belt.
The next belt is a cinch. Shoot out the metal platforms and go over the belt. The next belts are a bit tricky. Shoot the switch to change the belt to upwards, then shoot it as Jak lands to move the next up as well. That's the end of that conveyor belt madness.
The next area is going to be littered with UB86s. Stand your ground and destroy them all. Then shoot the switch to go to the next area.
Launch a Peace Maker round at the guards shooting across the bridge. Then kill as many guards as you can from your position. Head across the bridge and kick the valve, rotating the bridge. Keep doing so, killing any guards that come by, until you reach the end. There, smash the floor grate to reach the lower level.
For the next room, there are three UB86 dispensers. The best strategy is to carefully inch towards one until it goes off, kill those robots, then move on to another dispenser. That way you only need to deal with one dispenser at a time, rather than all three at once. Head through the elevator afterwards. While the mission is over, the boss battle has just begun. Continued below.
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Who Knew Krew Blew? 
Beat Krew in Weapons Lab


Beat Krew in Weapons Lab
This trophy is story-related, therefore it cannot be missed.
It's not over 'til the fat man says, "Ohhh well."
You know that upgrade Krew just gave you? That's helpful for killing fat slobs.
Krew will start out with "Krew Clones", little green versions of the obese one that will hurt Jak if touched. Use the Scatter Gun to clear them out.
When Krew drops in, use the Blaster, Vulcan Fury, and Peace Maker to teach him some manners. He'll fight back with a laser on his chair, nothing you can't handle. Try using the large pillars as cover. The second round, the Krew Clones are bigger and faster, but still not a big threat. Be sure to replenish your ammo from the convenient crates located at the rooftop. The third wave is very fast. Be sure not to be overtaken. Deal the finishing blows to Krew for the ding.
It's not over 'til the fat man says, "Ohhh well."
You know that upgrade Krew just gave you? That's helpful for killing fat slobs.
Krew will start out with "Krew Clones", little green versions of the obese one that will hurt Jak if touched. Use the Scatter Gun to clear them out.
When Krew drops in, use the Blaster, Vulcan Fury, and Peace Maker to teach him some manners. He'll fight back with a laser on his chair, nothing you can't handle. Try using the large pillars as cover. The second round, the Krew Clones are bigger and faster, but still not a big threat. Be sure to replenish your ammo from the convenient crates located at the rooftop. The third wave is very fast. Be sure not to be overtaken. Deal the finishing blows to Krew for the ding.
[top]
Finders Keepers 
Find Sig in Underport


Find Sig in Underport
This trophy is story-related, therefore it cannot be missed.
A playable underwater level? Why did no one else have this in 2003?
As soon as you hop into the Titan Suit, the room fills with water. Head through the door, see that column of light and bubbles? That's air to replenish you air meter on the right. Run out and it's over. Grab some air, then bust down the next door. Head around the mines to some more stairs, then contend with two Squid-Heads. Hop down the hole in the ground, and punch down the door. Go past the two mines, grab some air, and continue on.
The next room has a lot of mines and some Squid-Heads. My advice is to just head for the exit, weaving around the mines, straight for the air. Then continue around to the next room with four platforms.
Grab some air, then break the shackles of the four platforms, causing them to float up. Jump onto the lift and take a ride up.
Above ground, for the time. Jump across the platforms, the head down the hole, and break the door down. Head across the bridge carefully, don't be flung into the abyss though with you punching. Go across, then move through the next Squid-Heads. Jump on the lift, then jump on the next, then take a huge leap over to the other side across the abyss. Head through the door on the left. Looks like Sig could use some back-up. Why don't you give him some?
A playable underwater level? Why did no one else have this in 2003?
As soon as you hop into the Titan Suit, the room fills with water. Head through the door, see that column of light and bubbles? That's air to replenish you air meter on the right. Run out and it's over. Grab some air, then bust down the next door. Head around the mines to some more stairs, then contend with two Squid-Heads. Hop down the hole in the ground, and punch down the door. Go past the two mines, grab some air, and continue on.
The next room has a lot of mines and some Squid-Heads. My advice is to just head for the exit, weaving around the mines, straight for the air. Then continue around to the next room with four platforms.
Grab some air, then break the shackles of the four platforms, causing them to float up. Jump onto the lift and take a ride up.
Above ground, for the time. Jump across the platforms, the head down the hole, and break the door down. Head across the bridge carefully, don't be flung into the abyss though with you punching. Go across, then move through the next Squid-Heads. Jump on the lift, then jump on the next, then take a huge leap over to the other side across the abyss. Head through the door on the left. Looks like Sig could use some back-up. Why don't you give him some?
[top]
Heavy Distortion 
Attack the Metal Head Nest


Attack the Metal Head Nest
This trophy is story-related, therefore it cannot be missed.
Time to take the bull by the horns.
Take the Air Train to the Nest. Then move along the path, killing the Metal Mantises with the Scatter Gun. Kick the valve on the left, then jump over the wall using the now-raised platform. Weave through the maze of metal and Metal Head to reach Mar's Gun.
Now that they're woken up, time to fight some Metal Heads. Head down leftish of the gun, then basically charge through the next area(s) guns blazing. You'll encounter lots of Metal Mantises and Arach-Heads, as well as some lumbering Ele-Beasts. Weave your way through to reach the core, the moment of truth.
Time to take the bull by the horns.
Take the Air Train to the Nest. Then move along the path, killing the Metal Mantises with the Scatter Gun. Kick the valve on the left, then jump over the wall using the now-raised platform. Weave through the maze of metal and Metal Head to reach Mar's Gun.
Now that they're woken up, time to fight some Metal Heads. Head down leftish of the gun, then basically charge through the next area(s) guns blazing. You'll encounter lots of Metal Mantises and Arach-Heads, as well as some lumbering Ele-Beasts. Weave your way through to reach the core, the moment of truth.
[top]
Pedal to the Metal 
Destroy Metal Kor at Nest


Destroy Metal Kor at Nest
This trophy is story-related, therefore it cannot be missed.
Jak's journey has changed so much since the beginning. But now it's time to end it.
The first stage has Metal Kor hanging above a pit, shooting out eggs that hatch Stingers, and occasionally blasting Jak with Dark Eco. Break out the Blaster, and focus fire on Kor, but watching the Stingers. When Kor begins to shoot (he will glow white, a little audio cue as well) roll out of the way. Keep shooting him.
Jak's journey has changed so much since the beginning. But now it's time to end it.
Toggle Spoiler
The first stage has Metal Kor hanging above a pit, shooting out eggs that hatch Stingers, and occasionally blasting Jak with Dark Eco. Break out the Blaster, and focus fire on Kor, but watching the Stingers. When Kor begins to shoot (he will glow white, a little audio cue as well) roll out of the way. Keep shooting him.
Stage 2: Same as round 1, but Kor shoots two shots in succession, and some Straffer join the fray. Keep moving, and keep shooting Kor as you go.
Stage 3: Metal Kor will detach from the ceiling, turning the fight into a game of cat and mouse. Use Rolling Turbo jumps to keep away, and keep shooting him maybe breaking out a Dark Bomb. It may take a while, but he will fall soon enough.
[top]
Head Over Heels 
Collect 50 Metal Head Skull Gems


Collect 50 Metal Head Skull Gems
See
Head Master
Head Master[top]
Head Cheese 
Collect 250 Metal Head Skull Gems


Collect 250 Metal Head Skull Gems
See
Head Master
Head Master[top]
Head Master 
Collect 510 Metal Head Skull Gems


Collect 510 Metal Head Skull Gems
Metal Head Skull Gems are the gems that pop out of a Metal Head's head when they die. During the story, don't go thinking you can kill a Metal Head, die, then keep killing it for 510. Uh uh. Each Metal Head is tied to one gem and one gem only during the story. Once you've collected that gem you can't un-collect it until you beat the game.
To get this, kill every Metal Head you see in your adventure. EVERY Metal Head. I'll list how many gems are in each level, so you have some guidelines to stay in check.
Find the Pumping Station Valve: 10 Gems
Protect the Site in Dead Town: 42 Gems
Escort Men Through Sewers: 28 Gems
If you make good use of the Oracle for Dark Powers, you'll get this before you get Dark Giant.
If for any reason you happen to miss 510 Gems in your story playthrough, vettes_4-ever and I both can confirm Metal Head Gems are infinitely spawning from Metal Heads upon beating the game. You can head out to the Mountain Temple, head down the path on the right in the Temple Hub, and head to the cave area with the infinitely spawning Metal Hoppers, and go to town. It shouldn't take long to get 510.
To get this, kill every Metal Head you see in your adventure. EVERY Metal Head. I'll list how many gems are in each level, so you have some guidelines to stay in check.
Act 1
Toggle Spoiler
Find the Pumping Station Valve: 10 Gems
Protect Sig at the Pumping Station: 18 Gems
Destroy Turrets in Sewers: 17 Gems
Rescue Vin at the Strip Mine: 51 Gems
Destroy Eggs at Drill Platform: 77 Gems
Find Pumping Station Patrol: 15 Gems
Find the 3 Artifacts in the Mountain Temple: 56
Act 2
Toggle Spoiler
Protect the Site in Dead Town: 42 Gems
Catch Scouts in Haven Forest: 5 Gems
Check the Bazaar/Intercept Tanker: 8 Gems
Hunt Haven Forest Metal Heads: 30 Gems
Find Seal Piece at Dig: 70 Gems
Act 3
Toggle Spoiler
Escort Men Through Sewers: 28 Gems
Destroy Drill Platform Tower: 9 Gems
Find Sig in Underport: 9 Gems
Escort Sig in Underport: 7-13 Gems
Attack the Metal Head Nest: 67 Gems
Defeat Metal Kor: 15 Gems
If you make good use of the Oracle for Dark Powers, you'll get this before you get Dark Giant.
If for any reason you happen to miss 510 Gems in your story playthrough, vettes_4-ever and I both can confirm Metal Head Gems are infinitely spawning from Metal Heads upon beating the game. You can head out to the Mountain Temple, head down the path on the right in the Temple Hub, and head to the cave area with the infinitely spawning Metal Hoppers, and go to town. It shouldn't take long to get 510.
[top]
The Collector 
Collect 25 Precursor Orbs


Collect 25 Precursor Orbs
See
The Collectionator!
The Collectionator!
[top]
The Collectivist 
Collect 125 Precursor Orbs


Collect 125 Precursor Orbs
See
The Collectionator!
The Collectionator!
[top]
The Collectionator! 
Collect 286 Precursor Orbs


Collect 286 Precursor Orbs
Missable!
Collecting all 286 Precursor Orbs is no walk in the park. There's a number of them just laying around the environs, but there are some unlocked by completed challenges around the city and minigames.
To return to the Prison/Strip Mine, go back to the Fortress, and head through the area you went through to save your friends. You'll end up in the room where it all began when you reach the end. You can head through the Warp Gate in the room to go to the Strip Mine again.
Orb 1: Before you first go through the open spot in the wall in the first room, jump to the left walkway.
Orb 1: Sitting half-submerged on the left of the beach.
Orb 1: After Sig blows the tank sky high, drop down into the water on the right. You may want to save this for after the mission though, as Sig'll give up on you for going too far. You'll still get the orb though, so no worries.
Orb 1: Around a small hill on the right, behind the furthermost support beam of the cart system.
Orb 1: Right when you take the elevator down after the first batch of eggs, in the upper left corner.
Orb 1: [Lens] After the moving platform that goes left to right, and you jump over barriers, in the water by the waterfall.
Orb 1: After taking the elevator up, turn around and Super High Jump to the orb.Orb 2: When you destroy the first Sentry Gun, turn around. It's right by the heating coil floor.
Orb 1: At the base of the waterfall right of the entrance.
Orb 1: On a metal bridge on the right path of the cave.
Orb 1, 2: Before even moving into the Tomb, there's an orb on each side of the entrance.
Act 3
Dead Town (Samos; Get Life Seed at Hut)
Orb 1, 2, 3, 4, 5, 6: Before hopping in the Titan suit, hop on the JET-Board and go up and to the right. Go under the ruins of a building to find a set of 6 orbs.
Orb 1: By the first quarter pipe on the mountain's side.
Orb 1: As you enter the Weapons Lab, in the right-hand corner of the elevator room.
Orb 1: Left of the wood ramp leading out of the site.
Orb 1: On top of the hill left of the start.
JET-Board-Bronze Score: 50000
There's a glitch to easily get orbs without much effort. View the video in the Cheats, Glitches, Exploits section to take a look if you hate challenge.
Here's a link to maps for the Precursor Orbs (shoutout to xENDZEITx for them).
Collecting all 286 Precursor Orbs is no walk in the park. There's a number of them just laying around the environs, but there are some unlocked by completed challenges around the city and minigames.
- Hidden Orbs: 94 total
- Gun Courses: 36 total
- JET-Board: 9 total
- NYFE Races: 72 total
- Task Stations: 72 total
- Onin Game: 3 total
To return to the Prison/Strip Mine, go back to the Fortress, and head through the area you went through to save your friends. You'll end up in the room where it all began when you reach the end. You can head through the Warp Gate in the room to go to the Strip Mine again.
Act 1
Prison
Prison
Toggle Spoiler
Orb 1: Before you first go through the open spot in the wall in the first room, jump to the left walkway.
Orb 2: After learning to roll, it's on top of the shelf right of the entrance.
Orb 3: After fighting the first Krimzon Guard, move across the moving platform to another, then Super High Jump (
+
) on top of the console.
Orb 4: When first learning the rolling jump, don't cross the gap, fall in.
Orb 5: When the guards open fire from below, the orb is tucked away behind a console on the left wall.
Orb 6: After smashing the floor, behind the column on the right.
Orb 7: After the slide, by a metal walkway in the water.
Orb 8: In the same area as Orb 7; climb the crates on the wall on the left, and in the alcove.
Pumping Station (Torn; Find Pumping Station Valve)
Toggle Spoiler
Orb 1: Sitting half-submerged on the left of the beach.
Orb 2: In tucked away in an alcove between the moving platforms and the drain pipe.
Orb 3: Inside the large tube you go across.
Pumping Station (Krew; Protect Sig)
Toggle Spoiler
Orb 1: After Sig blows the tank sky high, drop down into the water on the right. You may want to save this for after the mission though, as Sig'll give up on you for going too far. You'll still get the orb though, so no worries.
Orb 2: After Crab-Head #2, drop down into the water on the right, by the two Juice Goons.
Orb 3: When reaching the shoreline near the entrance, head around the left (right when back to the entrance), and jump around the side for a orb on the foliage.
Orb 4: From Orb 3, swim out to the island with a windmill, then jump across the craggy steps to the back.
Strip Mine (Torn; Rescue Vin)
Toggle Spoiler
Orb 1: Around a small hill on the right, behind the furthermost support beam of the cart system.
Orb 2: Between the two conveyor belts, behind a light pole.
Drill Platform (Vin; Destroy Eggs)
Toggle Spoiler
Orb 1: Right when you take the elevator down after the first batch of eggs, in the upper left corner.
Orb 2: Behind some guard crates in the upper left step after exiting the elevator.
Orb 3: Left of the entrance to the room behind the blown up tank, behind a heating tube.
Orb 4: Tucked behind the eco barrels near the elevator after batch #2 on the ground level.
Orb 5: Right in the corner near the final lift on ground level.
Mountain Temple (Onin; Collect 3 Artifacts)
Toggle Spoiler
Orb 1: [Lens] After the moving platform that goes left to right, and you jump over barriers, in the water by the waterfall.
Orb 2: In the water on the left in front of the Temple holding the Lens.
Orb 3: [Gear] After the Ram-Head ambush, climb up to the next area. It's by the tree's base.
Orb 4: [Shard] It's guarded by the Centurion after the Hopper explosion.
Orb 5: After the Centurion, climb up the grassy ledges, and carefully go behind the tree on the farthest right.
Orb 6, 7, 8: Opposite the temple entrance, drop down by the tree with three orbs by the base.
Orb 9, 10, 11, 12, 13: When dropped down from the Shard temple, run up the pipe on the right. Head down the path for three orbs, then run up the wall at the end for three more.
Palace Rooftop (Jak and Daxter; Ride the Elevator Up to the Palace)
Toggle Spoiler
Orb 1: After taking the elevator up, turn around and Super High Jump to the orb.Orb 2: When you destroy the first Sentry Gun, turn around. It's right by the heating coil floor.
Orb 3: In plain sight, but on a collapsible platform.
Orb 4: After defeating the Octa-Mech, right in plain sight by the elevator.
Act 2
Haven Forest (The Shadow; Catch Scouts in Haven Forest)
Haven Forest (The Shadow; Catch Scouts in Haven Forest)
Toggle Spoiler
Orb 1: At the base of the waterfall right of the entrance.
Orb 2: Past the bridge out of the tunnel, on the right.
Orb 3: A bit past Orb 2, in the main channel of the stream.
Orb 4: Off the right by the bank from Orb 3.
Orb 5: Directly under the fallen tree bridge.
Orb 6: Around the corner to the right in a small water area.
Orb 7: Opposite Orb 6, nestled in by the wall.
Orb 8: All the way at the end, around the corner to the left.
Orb 9: In the corner by the wooden wall.
These next orbs are in the main Temple area. Head down the path on the right in the Temple Hub to get to these.
Orb 10, 11, 12: After the Centurion and climbing up, use the JET-Board over the Dark Eco below, through the passage on the left. There are 3 orbs on this path.
Orb 13: By the Cube puzzle from before, in between the platform the Ram-Head was on and the main area.
Sewers (Krew; Drain the Sewers to Find the Statue)
Strip Mine (Vin; Blow Up Eco Wells)
Toggle Spoiler
Orb 1: After the stairs right of the statue, at the base of the wall you drop off of.
Strip Mine (Vin; Blow Up Eco Wells)
Toggle Spoiler
Orb 1: Across from the well up by the cart lifts, by some crates.
Dig (Onin; Find Seal Piece at Dig)
Toggle Spoiler
Orb 1: On a metal bridge on the right path of the cave.
Orb 2: Head through the tunnel left of switch 4, then up the ramp on the left.
Orb 3: Up the walkway from Switch 3, drop down on the ground. It's by the big tree.
Orb 4: Take the path left of the intersection instead of the path on the right with the bridge. From the high vantage point, drop down a bit to fall on a ledge. Go down the ledges and find this orb forever alone on a small rock.
Orb 5: Don't climb back up yet! Jump onto the lava platforms across from Orb 4, and cross to the other area. Fend off the Stingers as you pick up the orb by the lava waterfall.
Orb 6: When crossing the large column you raised, jump off into the cave on the left, turn a corner, then Super High Jump onto the ledge.
Orb 7: After the two balloon trapezes, when you reach the walkway, take an immediate right and drop down to ground level. Head right to find the orb.
Orb 8: Opposite Orb 7, on a ledge.
Mar's Tomb (Jak and Daxter; Pass the Tests of Manhood)
Toggle Spoiler
Orb 1, 2: Before even moving into the Tomb, there's an orb on each side of the entrance.
Orb 3: Left of the first floor switch in the room with Dark Eco, stand by the switch and rotate the camera to the right to see the alcove. Use a Double-Jump and Spin Kick combo to reach the alcove.
Orb 4, 5: Behind the pillars by the door to the boss.
Act 3
Dead Town (Samos; Get Life Seed at Hut)
Toggle Spoiler
Orb 1, 2, 3, 4, 5, 6: Before hopping in the Titan suit, hop on the JET-Board and go up and to the right. Go under the ruins of a building to find a set of 6 orbs.
Orb 7: After using the block to get a path up, turn around and jump on the wall behind you.
Orb 8: After destroying the wall of gray bricks and aligning the box to jump up, jump out of the suit to take care of two Grunt Gunners hanging around. After the second, climb up on the wall, then after taking out another Gunner, head to the end of the wall. It's possible you'll just bump into this one anyway.
Strip Mine (Vin; Destroy Eggs in Strip Mine)
Toggle Spoiler
Orb 1: By the first quarter pipe on the mountain's side.
Orb 2, 3: Two orbs are behind a quarter pipe after using the moving platform to get to one of three grinds over.
Orb 4: After the two moving platforms, climb up some crates and jump for this orb.
Weapons Lab (Jak and Daxter; Find the Heart of Mar in Weapons Lab)
Toggle Spoiler
Orb 1: As you enter the Weapons Lab, in the right-hand corner of the elevator room.
Orb 2: After kicking the valve to move the platforms, head across, and look behind the Eco Barrels and Crates.
Orb 3: At the top of the second conveyor belt after the one with the blades.
Orb 4: After the third belt, and in the room with the red tank with the large green slime tubes, move left to the back of the tank.
Orb 5: After the UB86 onslaught, check between the wall and the pipe by the valve.
Underport (Jak and Daxter; Find Sig in Underport)
Toggle Spoiler
Orb 1: After dropping down the hole from above water, turn around. The orb is on the back wall.
Construction Site (Vin; Check Out the Construction Site)
Toggle Spoiler
Orb 1: Left of the wood ramp leading out of the site.
Orb 2: In the opposite end of the site, between the large spoofs of wire.
Metal Head Nest (Jak and Daxter; Attack the Metal Head Nest)
Toggle Spoiler
Orb 1: On top of the hill left of the start.
Orb 2, 3, 4: Behind Mar's Gun. Jump through the area near the barrel side and squeeze in to find the orbs.
Orb 5: After blowing open the area with Mar's Gun, on a ledge on the left of the huge area.
Orb 6: On some rocks across from Orb 5.
Orb 7: In the turret of the wrecked tank in the area.
Minigames and Stadium Orbs
Toggle Spoiler
JET-Board-Bronze Score: 50000
Silver Score: 90000
Gold Score: 120000
Getting a score of 120000 in just 1 minute 30 seconds is NOT easy. Try looking at my JET-Board tips in the Tips and Strategies section, and cross your fingers. Er, not while playing though... You get 3 orbs for each rank, a total of 9 orbs.
Onin Game- Score: 1000
After beating the game, you can head back to Onin's Hut to replay the little minigame you had to complete earlier. Get a score of 1000 or more to get 3 orbs. Just try to know the general layout of the buttons, and have a quick finger.NYFE Races
After completing the Class Races, they will unlock as minigames at a mission board by the Stadium. In addition, collecting 135 Orbs will unlock Reverse Races, the class races, just the track backwards. Complete the bronze for three orbs, silver time for another three, and gold time for another three. They stack, so getting silver will give six orbs: 3 for bronze and 3 for silver, etc.
Class 3: Gold Time: 2'19'00
Silver Time: 2'24'00
Gold Time: 2'29'00
Class 2: Gold Time: 2'10'00
Silver Time: 2'15'00
Bronze Time: 2'20'00
Class 1: Gold Time: 2'13'00
Silver Time: 2'18'00
Bronze Time: 2'22'00
Class 3 Reverse: Gold Time: 2'48'00
Silver Time: 2'53'00
Bronze Time: 2'58'00
Class 2 Reverse: Gold Time: 2'25'00
Silver Time: 2'30'00
Bronze Time: 2'35'00
Class 1 Reverse: Gold Time: 2'20'00
Silver Time: 2'25'00
Bronze Time: 2'30'00
Port Races
These races are accessed by the mission boards in the Port. One is a replica of the race with Errol from the story, and one is a new race.
Errol Replica Race: Gold Time: 2'07'00
Silver Time: 2'12'00
Bronze Time: 2'17'00
This race is a bit hard just beating the opponent, but you even have to hit all the accelerator rings too. Practice makes perfect.
Port Race: Gold Time: 2'12'00
Silver Time: 2'17'00
Bronze Time: 2'22'00
This race is cake. The opponent doesn't seem to care about the race, and you don't even need to hit all the accelerator rings. Just don't go into the water, or you fail.
Find the Orb Mission Locations
Toggle Spoiler
- In the Water Slums: Directly beneath you.
- By the Fortress, Ammo Dump side: Turn around and head into the trench behind you.
- Below a ramp in the western South Town: Head up the ramp, then head right then left at the turns.
- East Side of Port: At the central exit of the Port, next to a loudspeaker for the good Baron's propaganda.
- Bazaar, not too far from the entrance: Head under the zoomer freeway and keep following the next wall.
- In the Farming area, near a garden: Turn around and quickly move to the water gun back a distance.
- In the Industrial Section, by the mainly water area near the Stadium: Keep following the railing around.
- In the Bazaar by the tanker crash: In a "square" south of the crash.
- Near the entrance to the Industrial Section: Head into the section, head left near the elevator to the Palace, across the bridge, and following the wall on the left.
- Under an archway in the Farm area: Head down the path on the side of the water gun. Turn the corner then check behind the large rock across from the adjacent Yakow pen.
- Eastern Bazaar: Follow the freeway, then take the first left. Then hang a right. Turn the corner to see it by a mission board.
- Southwestern South Town, near a ramp: Head up the ramp on a zoomer, then hop over the gap to the orb on the left.
- Northern side of the Palace: Head to the Mar's Tomb area, and get into the torch area in the southwest torch/ farther right.
- South section of Industrial Section: In front of the elevator up to the Palace.
- In the western Bazaar, near a farm path: In the corner of the "box" of the Bazaar one left and to up.
There's a glitch to easily get orbs without much effort. View the video in the Cheats, Glitches, Exploits section to take a look if you hate challenge.
Here's a link to maps for the Precursor Orbs (shoutout to xENDZEITx for them).
[top]Bestiary
[top]Krimzon Guards/Baron's Forces
[top]Metal Heads
Drag-Heads resemble dragons, with wings like a dragonfly's. While it flies, it also runs on all fours. It will avoid you, but chase them down with the JET-Board and Jak will tackle them to the ground.
[top]Miscellaneous Enemies
Small pigmentless beasts called Water Watchers dwell in the shallow waters of Mar's Tomb. They attack by popping out of the water, and you can attack back with a solid Scatter Gun shot.
Small yet deadly, the Baby Legs is a small spider that attacks viciously with lunges of venomous pincers. They can easily be killed with a solid shot though.
The large Widow Maker spider is hungry when hatched, and a tasty ottsel will hit the spot. With no ways to hurt it, the only way to avoid it is to RUN!
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Created by , 02-04-2012 at 09:14 AM Last edited by , 4 Weeks Ago at 09:36 PM Last comment by on 05-28-2013 at 09:22 AM 49 Comments, 34,707 Views (protected) |
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