Jak II/First Seal

The page covers a group of Krew's missions which lead to missions for Bruter and obtaining the first piece of Mar's Seal.

Mission: Destroy Cargo in Port

 * Location: Mountain Temple

There is no cutscene to start this scene, you just hear Krew's voice saying that the KG have some spying equipment in the port and he wants you to destroy it. This happens when you reenter the city after completing the Haven Forest scouts mission.

Go to the port and find the packages you need to destroy. They are marked by green circles on the map. They all have mines around them, but the mines don't explode on impact so you have a second or two to get clear if you touch one. Just run into a package with the JET-Board to destroy it, then move on to the next package. A timer starts counting down after you hit the first package (or a mine), but don't worry too much about getting the fastest route since you should have enough time unless you get lost or wander around too much. There are 16 packages to do in 135 seconds, this works out to 9 seconds per package (not counting the first one since it doesn't have a time limit). Soon after destroying the first package the KG will go into alert mode, but this doesn't mean much here since they don't follow you into the water and even if you do go onto a bridge they'll find it hard to catch you.

Mission: Rescue Lurkers for Brutter

 * Location: Haven City
 * Reward: Ammo Capacity Increase (start)

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


 * Cutscene: Mission start
 * After boring you with his problems for a bit, Krew gets around to telling you he wants you to rescue some Lurkers that are being carried around the city to be used as slaves. If you remember the previous game, Lurkers were the main enemies there, but in this game they're on your side. A Lurker named Brutter is giving Krew a bounty for each slave freed. Krew finishes by giving you a weapon upgrade, double ammo capacity.

(Since you have the higher capacity and you're in the neighborhood, now is a good time to stop by the gun course and fill up on ammo.)

This is somewhat similar to the Underground shuttle mission in that you have to pick up and deliver passengers. The main difference is that you have to shoot down the transports carrying the Lurkers before you can pick them up. You can use any model zoomer this time since the Lurkers just ride on the back, but it's a good idea to use large, sturdy ones anyway.

Another big difference between this mission and the shuttle mission is that there is no time limit. So the following plan works if you don't mind spending a bit of extra time.

Start by getting a nice fresh zoomer. Find a transport by following a green circle on the map and shoot it down, then pick up the Lurker. Shooting the transport will alert the KG, so get to the drop off point, following the orange tear drop, while avoiding the KG. Just leave the zoomer with at the drop off point and escape the KG by JET-Board. The KG are terrible at following the JET-Board, so you should be able to avoid them long enough for the alert to blow over. Repeat this until all the Lurkers have been rescued.

The Lurkers board vehicles from the back, so face you zoomer away from a Lurker when you're loading. Also, make sure you're not too close to the transport when you shoot it down, otherwise the explosion will damage your own vehicle. Since there's no time limit, make sure you drive carefully enough to avoid crashing since, as with the shuttle mission, the KG will do enough damage to your zoomer without your help.


 * Cutscene: Mission end
 * Brutter the Lurker gives Daxter a big kiss in thanks you for rescuing his fellow Lurkers, much to Daxters disgust, and promises return the favor.

Mission: Intercept Tanker

 * Location: Haven City (Bazaar)

Follow the mask icon to the bazaar.
 * Cutscene: Mission start
 * You find Ashelin with a group of KG. Ashelin says they're meeting a transport there since the pilot's voice seemed strange the last time he checked in. Just then the transport crash lands and all the KG except Ashelin are wiped out. Not only that, Metal Heads start pouring out of the transport, so it's up to you and Asheling to defeat them.

This mission basically just has the one battle so there's not much to say about it. Use Dark Jak if available and try to keep Ashelin's health from reaching 0. There is a short cutscene at the end where Ashelin doesn't thank you for your help, but wonders why the Metal Heads seem to keep on doing this type of raid,

Mission: Drain Sewers to find Statue

 * Location: Sewer

Follow the martini glass icon to the Hip Hog and go in.
 * Cutscene: Mission Start
 * Krew tells you about a statue he lost trying to smuggle it through the sewer. The sewer is now flooded so the statue is impossible to reach, so Krew wants you to drain the sewer, find the statue, and bring back the Ruby Key that's in the statue's hand.

Follow the green circle icon to the Sewer Gate and go in. The layout has changed since the last time you were here so you can't go the same way. Follow the passage and after the first turn get on the JET-Board and go right. There is a long winding mesh strip you can follow that takes you to a pool of water with a ledge on the far side. Spin kick the valve here to lower the water one level.

Jump into the water and you can see the statue below, you just need to lower the water more. Get on the JET-Board again and start down the passage. You encounter the first few of the hazards for this mission, mines which explode on contact and a variety of spinning blades and cylinders. You come to a large room which connects the passages in this area. Bear right here because the left passage is under water, continue to the end to reach the second valve. Spin kick as before to lower the water a second level.

Go back to the room; the passage left, back to the statue, is now too high to reach, so bear right again into a new passage. There is a barrier in the middle of this, but a ramp on the right allows you to go over on the JET-Board. At the end is the third valve, spin kick to lower the water completely.

Go back to the room and now you can see a passage under the one that was too high before. This leads to the statue. There is a short cutscene where Daxter gets the key.

Go up the stairs behind the statue and follow the passage to the area entrance. Note that you can't go back and with the water drained you can't get to the statue as before.

Mission: Get Seal Piece at Water Slums

 * Location: Haven City (Water slums)

Now it's time for the most notorious mission in the game. Rob Pearson of PlayStation Access included it in his list of 7 Crushing Difficulty Spikes That Will Utterly Destroy You. But it is doable with enough practice and patience.

The mission starts when you return to the city after getting the Ruby Key. You hear Brutter say he heard you were looking for the seal of Mar and he just happens to have a piece of it in his hut in the water slums; you just have to come and pick it up, his way of repaying the favor he owes you.

Follow the orange circle to the far corner of the water slums to get the artifact. Pick it up and when you do the KG will go into hyper-alert mode to steal it from you. Transports full of KG will appear, drop their load of guards, and fly off for more. So before you know it scores of KG are coming after you and not just with their usual Klingon pain-sticks but with guns. You just have to get through them to reach the golden beam of light at the edge of the water. If you jump into the water with the idea of avoiding the KG, or fall in because the boardwalks are narrow, then a robot sentinel appears and kills you in one shot, even if you jump back out of the water before it fires. The boardwalk is too narrow and angular to make the JET-Board much use, and all the zoomers in the area disappear when you pick up the artifact. Dark Jak might help but there's no dark eco refill here so you get at most one use.

The first thing you need to do is find a good route and learn where its turns are. In the first intersection you come to the right path is a dead end, so you need to take the left path even though it seems like the wrong direction. Other than that there are several ways of going, but the important thing is to pick one and stick to it so you can follow it without having to think about it. As you get close to the end there are fewer dead ends to worry about so you can just follow the map.

The first key to survival here is firepower. At the beginning of a run use the Blaster and switch back in the rare event that there aren't many KG around. Otherwise have the Vulcan equipped. The Vulcan is an ammo hog it can clear the KG as fast as they come. The KG drop refills of whichever type of ammo you're low on, so you won't run out if you exercise a bit of care about what you're shooting at and make an effort to collect most of the ammo drops. But it's better to waste a bit of ammo or leave some behind than if it makes you safer or helps you move forward.

The second key to survival is to pick your battles. The transports are equipped with laser sighted guns with 100% accuracy, So stay out of their range as much as possible, If you see the laser then immediately jump back and you may avoid getting hit. There are a couple of places where the camera is not your friend and the transport is not in your field of vision, but if you see KG dropping down or the laser flashing you know that the transport is nearby.

The general pattern is that you clear way enough of the KG to run down a section of boardwalk. Then a transport appears in front of you and you have to stop to avoid the laser sight. It starts dropping KG and meanwhile more KG come at you from behind or start sniping at you from a nearby boardwalk. With KG coming from multiple directions you have to keep changing the direction of fire. So fire at the KG in front of you until you start to get too close to the transport, then reverse direction while still firing to keep back anyone following you. In some areas the KG may be to one side as well as in front and back, so shooting in a 180 degree arc or even in a full circle may be called for. This will use lots of ammo but if you're in this situation you'll get back lots of refill afterwards. When the transport is done dropping off its load then it will fly off; you can then finish off the remaining KG and run to the next spot where they try to cut you off. The KG start to thin out near the end, so you only have to worry about then ones behind you. That's good time to just make a break for it and get to the goal as fast as possible.

One thing that makes this mission unusual is the shear numbers of enemies. The fact that the KG drop more ammo than you need to defeat them means you keep up the battle indefinitely as long as you don't get hurt, and the game gives you and endless supply of enemies to make that possible. That makes this battle different from most of the others in the game where you have a limited number of enemies and conserving ammo pays off.