Jak II/Sig

This page mostly covers missions concerning Sig.

Mission:Beat the Metal Head Mash Game

 * Location: Haven City (port)

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


 * Cutscene: "The Game Player Steps Up"
 * With Krew gone, Tess is in charge. She points to a game machine and says Krew looked nervous when he put something inside it. So Daxter steps forward to beat the game and get whatever it was out.

The game is basically whack-a-mole only with Metal Heads instead of moles. You get 10 points for hitting silver ones and 50 points for hitting gold ones. You are allowed 20 misses, where a miss is then a Metal Head disappears before you hit it. Hitting a red Metal Head counts as 2 misses. You need to get 1500 points to win. The arrangement of the game is similar to the button layout on the controller, so even though the game is similar to Onin's game, you don't have to have memorized the button symbols to win.


 * Cutscene: "Get the Time Map"
 * This item that Krew hid in the machine turns out to be the missing Time Map. Daxter starts bragging about what he'd do against real Metal Heads, when a pair of them appear behind him. You defeat them but Daxter asks where Sig is since he's the big Metal Head hunter. Tess says Sig when on an errand for Krew in the Under Port; she'll take the Time Map to Keira, while you find him.

Mission: Find Sig in Under Port

 * Location: Under Port

There's a good news, bad news situation going on the city now. The good news is that even though they're on the alert, the Krimzon Guard are no longer after you. In fact, you can do anything you want to now and the KG will leave you alone. The reason for this is the bad news, namely that they are much too concerned with the Metal Heads than are running rampant in the streets to worry about what you're doing. Soon after you leave the Hip Hog you hear Vin's voice saying that Kor disabled the city's defenses and Metal Heads have been pouring in with nothing to stop them. (Actually, Krew said he sold out the city, so perhaps Krew and Kor worked together to turn off the barriers.)

While it's tempting to start running around fighting all the Metal Heads, you have a job to do. Follow the green icon to the base of one of the towers in the port and take the elevator down. There is a Titan suit here so get in; the room turns out to be an airlock and fills up with water. This suit has both a damage meter and an air meter, so it's designed to go underwater but won't last indefinitely. You have a limited amount of time to reach oxygen. Get into the next room and stand in the light to restore your air tank. There is a magnetic mine here and if it touches your suit it will explode and your suit will take damage. You can destroy it with a punch without taking damage if you're standing the right distance away.

Hop the stair and punch through the door into the next room. There are more mines and aquatic Metal Heads floating around a ledge on the far side. Get to the oxygen on the ledge before your air meter runs out; if you stop to destroy the mines then you should go back and start again with a full tank. The Metal Heads over the ledge will attack slowly, but if they latch onto you they will be difficult to shake off. So it's best to avoid them by moving on quickly or attacking them before they get too close.

Drop through the hole here, then turn around and follow the passage to a door. Break through and get to the next air refill while avoiding the mines; they will tend to close in on you but you should be able to sneak between them if you're fast. Once your air is full keep going to the wall since they may hit you at the refill spot.

Head into the next room, but you might clear a mine or two and come back for more air before continuing on to the next air refill. There are more Metal Heads in this room in addition to the mines.

Go through an open doorway into the next room, then break the door to enter a larger room with tethered platforms. Get some air and start hitting the platforms to loosen the tethers. With the platforms all floating on the surface now, take the lift and start hopping across them to reach the ledge on the far side.

Drop into the hole, follow the passage, and break through the door at the end. Then cross a bridge while trying to fend off more Metal Heads to get to the next air refill.

There are more Metal Heads in the next room, avoid them if you can. Go right into a smaller room with an air refill and a lift. Now step on the lift to have it carry you to a second lift, and use it to get enough height to clear the gap in the floor and get to the next air refill.

The next room has an additional Metal Head to deal with. Once that is done go through the gate on the left to an airlock where the water drains away and you can get out of the Titan suit. The next gate opens when you do, so step through to spot Sig shooting at some Metal Heads in the next room.

Mission: Escort Sig in Under Port

 * Location: Under Port

Roll jump over the gap to get to Sig.


 * Cutscene: "Sig's In Trouble"
 * Sig tells you how Krew sent him down here to use the Ruby Key to unlock a door. But when he did Metal Heads started to come in. (Proof that Krew was working with Kor after all and duped Sig into unlocking the city gates, probably thinking that Sig wouldn't return.) But it's no time to stand around talking so you start heading for the way out.

Now you're probably not looking forward to doing another escort mission, but in this case Sig can take care of himself so it doesn't really count. But that doesn't mean that this mission is any less frustrating. You may have noticed, especially later in the game, checkpoints getting ridiculously far apart and you have to repeat the easy, boring parts over and over to get to the tricky parts where you're likely to die. But this mission is by far the worst culprit in the game because there are cutscenes, puzzle solving and high speed platforming all mixed together and if you fail anywhere you have to start again with the first rolling jump. So be prepared to get increasingly frustrated at this mission. The good news here is that it is the most patience trying mission in the game so once you get through it the rest of the game is more interesting and fun.

You start with an easy puzzle. Spin kick or punch the blocks to roll them into position. Each block will start to tick when you kick it and break when it's timer runs out. You need to get both blocks in place at the same time, but it should be possible to do it with time to spare. Use a gun instead of kicking the blocks to solve the puzzle more quickly.

Go into the next passage when the door opens. There is a short cutscene ("Run!") where a giant centipede-like Metal Head breaks through the wall behind you. It's too big to fight so you start running.

Now comes some platforming similar to Daxter's section of Mar's Tomb. Fortunately it's not too long and the camera is facing the right angle. You make a final jump and there is a cutscene ("Sig's Strong Arm") where Sig grabs you and keeps you from falling.

Next comes another block puzzle, but this time there doesn't seem to be any way to push the block away from the edge of the platform that it's on. The trick is to stand across from it and shoot it. This opens the door to another block puzzle with two blocks. Use your gun again, but this time it's to move the blocks fast enough to get them both in place in time. Meanwhile Sig is fighting off Metal Heads to protect you and takes damage from time to time, so you have to get the puzzle solved before his health gets to zero.

There is another cutscene ("Here It Comes Again!") where the centipede makes it's return. This time the platforming sequence is longer and more difficult. At the end you cross a bridge to a safe platform.


 * Cutscene: "Sig's Last Stand"
 * It looks like you've made it and Sig starts to talk about partnering up with you so you can take on the Metal Head nest together. Unfortunately he is standing on the bridge all this time and the centipede makes a final appearance, crashing down on the bridge and taking Sig with it.

Follow the last few passages to the exit and return to the surface.

Mission: Defend Stadium

 * Location: Haven City (stadium)

Soon after you return to the city from the Under Port, you hear Keira voice. She thanks you for finding the final pieces to the Rift Rider but says she needs to see you at the stadium.

Follow the wrench icon to the stadium, but this time not to Keira's workshop but to a spot near the entrance where the Rift Rider is parked. (The safest way to get there with all the Metal Heads around is by zoomer.)


 * Cutscene: "Brutter Saves the Day"
 * Keira says the Rift Rider is ready, but the ring needed for it to work is in the Metal Head nest and there seems to be no way of getting it there. But then Brutter appears and, owing you another favor for rescuing Lurkers, he donates a Lurker balloon to the cause. You just have to get the Rift Rider to the balloon.

This is another, but the last, escort mission. The two Samoses magically carry the rider to the balloon but Metal Heads try to attack so you must protect them. This is pretty tough since the Metal Heads swarm around you from all directions at certain points. Start with the Blaster when there are just of few of them, watching for both the scorpions that come out of the ground and the humanoids that come down the stadium steps. About half-way a herd of small Metal Heads appears and it's a good time to switch to the Scatter Gun. When you get near the end then switch back to the Blaster to take care of stragglers.

When you reach the balloon there is a short cutscene ("Floating Away") where Keira takes off with the Rift Rider while you stay behind. Daxter would much rather have a ride on the balloon than stay behind with all the death and everything.