Jak II/Port

Mission: Make Delivery to Hip Hog Saloon

 * Location: Haven City (slums, industrial area, port)
 * Reward: Scatter Gun (completion)

With the security pass you can now travel to the areas south of the slums. But there is a mission to pick up at the resistance HQ. Follow the dagger there.


 * Cutscene: "Torn's Delivery"
 * You report to Torn about seeing Metal Heads in the city and the baron giving them eco and Torn says he'll pass the info on to the Shadow. Then Daxter starts bragging that the previous mission wasn't a challenge and Torn tells you that your next job is to deliver a payment to Krew in the port.

It's not clear why Torn would think that the mission would be tough since it's basically just ferrying something across the city. But as you go from the slums to the industrial area the KG catch wind of what you're up to and go into alert mode. Now you have to get your zoomer through the industrial area, which is even more maze-like than the slums, into the port while being chased by the KG. To make matters worse, Torn has given you the most fragile model zoomer (the one seater) to use so you have to be very careful about running into buildings and other zoomers. To top it off, your cargo is perishable so you have to make the trip in a limited time.

There are several similar driving missions in the game, and now is as good a time as any to develop the skills needed to tackle them. Once the KG have already been alerted, you don't have to worry about running into them, so keep to the lower flight level as much as possible. Check the city map often to stay on the right track, but remember to watch for traffic and where you're going as well. You're in more danger from collisions than from running out of time, so don't drive too recklessly. When you reach the port, head out over the open water since the KG won't follow you there. Then turn toward the martini glass icon and land in the beam of light.


 * Cutscene: "Meeting Krew and Sig"
 * You enter the bar and meet its extremely corpulent owner Krew. You try to find out from him why the baron would be giving eco to Metal Heads, but he just warns you about asking the wrong kind of questions. Instead he gives you the Scatter Gun which seem to satisfy Jak for the time being.

Mission: Beat Scatter Gun Course

 * Location: Haven City (port)

Follow the target icon to the gun course where the voice of Sig, Krew's hired gun, gives you a quick lesson on using the Scatter Gun. Follow along and you can then start the gun course; it's basically just to make sure you have a certain level of skill with the gun before you can take on the next mission. The course itself is pretty simple; shoot the bad guys before they disappear, don't shoot the civilians. So it's mainly a matter of developing your reflexes. This is one of the minigames where you can view in the Best Scores screen. You only need a Pass to continue on with the game, but there are also Bronze, Silver and Gold awards as well. Getting to these higher levels requires more skill than you need to beat the rest of the game though.

Mission: Protect Sig at the Pumping Station

 * Location: Pumping Station

Follow the martini glass icon to the Hip Hog and go in.


 * Cutscene: "The Job Offer"
 * Sig and Krew are impressed with your score at the gun course, so Krew offers you a job as a wastelander, someone who hunts Metal Head trophies. In return, Krew offers you additional weapons. Your first assignment is to return to the Pumping Station and protect Sig as he hunts for trophies there. Sig will be using an extremely powerful gun he calls the Peace Maker. (Daxter makes an easy to miss reference to the crime drama Jake and the Fatman which ended in the early nineties.)

Follow the propeller icon all the way to the north end of the slums and go through the gate to the Pumping Station. There is a short cutscene ("It's Gonna Be Fun!") where Sig meets you. Nothing really has changed since you were there the last Climb to the ledge as before and there is a cutscene ("Boom Baby!") where Sig asks you to stand back while he uses the Peace Maker to clear a tank out of the way. You can now follow the ledge left.

The mission is actually pretty simple; just follow Sig and help him fend off the Metal Heads and other enemies that attack. There are a couple of places where you need to jump on top of a bridge to lower it. There is one point where Sig's normal gun jams and you have to fight off a wave of Metal Heads on your own. Your main job though is to keep enemies away from Sig while the Peace Maker is charging up. Though it is a powerful weapon it takes about 10 seconds to get it ready to fire. If enemies get through and attack Sig then he takes damage, and the mission fails if his health gets to zero. If the Sig is interrupted while charging then he has to start over. Note, shooting Sig will result in an immediate Mission Failed, so make sure he isn't between you and whatever you're aiming at. If you accidentally attack Sig another way he will fire at you in return. There are no checkpoints in this mission, so if you fail you must restart at the area entrance. After each successful Peace Maker shot there a cutscene show its effect ("Thumbs Down", "Bye Bye", "The Trick", "Say Goodnight", "You Did Good Rookie").

When Sig has shot the last Metal Head he needs, follow the beach south to get back to the start of the area and exit back to the city. At this point you may have enough gems to get the first Dark Jak upgrade, so you may want to visit the oracle as long as you're in the neighborhood.

Mission: Destroy Turrets in Sewers

 * Location: Sewers

Follow the martini glass icon to the Hip Hog and go in.


 * Cutscene: "Krew's Sewer Job"
 * Krew tells you he used to use the sewers as a smuggling route before the baron put turret guns in. Krew want you to go down there and destroy the guns and promises you a weapon upgrade if you do. This time though you want more and insist that Krew answer your question about why the baron is giving eco to the Metal Heads. So Krew finally explains that the eco is a bribe so that the Metal Heads will keep attacking the city without actually invading. That way the baron can use the fear of Metal Head invasion, and his "success" in fighting them off to maintain power.

Follow the green circle icon to the Sewer in the industrial district and go in. Finding your way is pretty easy here since you just follow a passage that winds its way around a big circle. The enemies you find here are also ones you've handled before. Some rooms are dark but you can turn on the lights be stepping on an orange disk on the floor. You will be able to hear the turret guns before seeing them, and they fire in regular bursts so with a bit of practice you can jump before they fire and avoid getting hit. Then hit them with the Scatter Gun when you get close enough. The water here is safe to swim in, but it has enemies swimming in it too and they may attack if you get too close. Occasionally you might see a mine in the water. There are a couple of places where you might fall into the water and have a hard time getting out, but there is always a set to steps hidden somewhere which lets you do it.

At one point a Metal appears behind the screen and might give you a jump, but the screen protects you and you can still shoot it. A bit further there is a spot where it looks like you're meant to follow a ledge on the left, but it collapses when you stop on it so just drop down to the room below. Just after this you are attacked by a large group of Metal Heads, so break out Dark Jak if available. Scale the ledges on the left to continue. The only remaining surprise is a hallway where the light go out as you get halfway through; just backtrack a bit so you can see the Metal Heads that chase you. After the last turret continue on to find a ledge above where you started. Drop down and exit back to the city.

Mission: Beat Blater Gun Course

 * Location: Haven City (port)
 * Reward: Blaster Gun (start)

Follow the martini glass icon to the Hip Hog and go in.


 * Cutscene: "What's that smell"
 * After a bit of discussion on how you smell after being in the sewer, Krew points to the gun course to find the weapon mod he promised for the last mission.

Follow the icon (this time it's a gun) as before and open the crate in the golden beam of light to get a very short cutscene ("Getting the Yellow Gun") where you get the Blaster Gun. As with the Scatter Gun, Sig gives you a quick lesson on the Blaster, then you can start the Blaster Gun course. The mechanics are nearly the same and, as before, you only need a Pass so continue in the game. Note that while other gun courses open when you get additional weapon modes, the Scatter and Blaster course are the only ones that count as actual missions. You can repeat these courses to get a better score from now on.

At this point you have a choice of which mission to do next. We'll save the one where you enter a new part of the city for last.