Jak II/Port

Mission: Make Delivery to Hip Hog Saloon

 * Location: Haven City (slums, industrial area, port)

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: Mission start
 * 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: Mission end
 * 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: Mission start
 * 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. Nothing really has changed since you were there the last time except Sig is there to meet you. Climb to the ledge as before and this time 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.

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: Mission start
 * 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)

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


 * 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 find the Blaster Gun in a beam of light inside. 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.

Mission: Rescue Vin at the Strip Mine

 * Location: Strip Mine

It's been a while since Torn has had a mission for us, but he's got one now. Follow the dagger icon to the resistance HQ and go in.


 * Cutscene: Mission start
 * Torn tells you that the baron's strip mine is being attacked by Metal Heads. This normally wouldn't a problem for the resistance but one of their informants, Vin, is trapped there and needs to be rescued. Torn points you to the power station where you can warp to the strip mine.

Follow the lightning icon to the power station in the industrial section. It's actually on the upper level reachable by catwalks bordering the buildings here. Go in and use the warp gate to get to the Strip Mine.

This is a sandy area with hills that are too steep to climb and pools of dark eco which spell instant death if you touch one. As expected the place is swarming with Metal Heads so explore as much of the area as you can if you're looking for gems. Take your time doing this though since the Metal Heads will tend to come at you all at once if you go too quickly.

You destination is marked by a golden beam of light, but figuring out how to reach it is a bit of a puzzle. Start heading west toward the light, but turn left when you come to a pool of dark eco and follow the conveyor belt when you reach it. Bear right at the end of the conveyor belt and follow the passage to the southwest corner of the area. Now ride the conveyor belts to the roof of the building there. At the far end you'll see a train of cable cars carrying ore; hop onto one of them to be carried north to another building.


 * Cutscene: Mission end
 * You open the door there only to be shot at by the person inside, Vin. He's been hiding from the Metal Heads for a while now and the stress is too much for him. You manage to calm him down through and with the Metal Heads out of the way he's glad to use the nearby warp gate to get back to the power station.

Mission: Detroy Eggs at Drill Platform

 * Location: Drill Platform

It's pretty much impossible to avoid starting this mission after rescuing Vin, so there's no point to giving directions to it.


 * Cutscene: Mission start
 * Vin thanks you for rescuing him but there's a new problem. There's been a drop in production from the city's main source of eco, the Drill Platform. Since eco powers the shields that keep the Metal Heads out, it's essential to keep production up, so Vin asks you to find out what the problem is. He strongly suspects that it's Metal Head eggs draining the eco though.

Use the Warp Gate to get to the Drilling Platform. It's the same one that took you to the Strip Mine in the last mission but somehow it knows that you want to go to the Drilling Platform. Follow the ledge west, clearing some spinning Metal Heads along the way, until you reach a lift. The lift starts on the middle floor; step on it once to got to the top, again to go to the bottom, and a third time to return to the middle. There are several lifts like this in the area and they may be a bit confusing at first since they break the universal video game law that lifts alternate up and down.

On the top level, mount the anti-aircraft gun which seems to be the only weapon capable of destroying Metal Head eggs. While in the gun you will be attacked by Metal Heads in flying jet-pack suits, so you actually do use the anti-aircraft gun against aircraft. The gun has a health bar shown as a ring in the middle of the screen, and if this reaches zero it will blow up. The gun also has a proximity sensor which points in the direction of the closest enemy; use it keep track of incoming Metal Heads. Meanwhile, the whole point of being here is to destroy the eggs; they glow a greenish yellow so they shouldn't be too hard to spot, though they can be above or below you an any direction. A counter on the right shows you how many eggs are left, so don't exit the gun until it reaches 0. While you're destroying the eggs you may notice that you break open a wall in one of the buildings nearby; this will be used to get to the next area.

Dismount the gun and take the lift to the bottom level. Scale the ledges here and continue right until you reach the broken wall mentioned above. There is a tricky type of Metal Head here that you haven't dealt with before; it hides behind a shield that protects it from your attacks. Its weakness is that it can't shoot through its own shield. So stand in front of it provocatively until it moves its shield aside to fire, then dodge its shot and shoot back. This takes some practice to master but it's worth it because these enemies appear in several areas of the game.

There are more spinning Metal Heads on the next platform, so eliminate them before you start to explore it. Check to the left for a group of barrels that are stacked one high, and more next to them that are stacked two high. Hop on one then the other and then to a platform. There is a bridge with flames coming out of it periodically, so wait for the right moment and cross quickly. Continue over a similar bridge and smack the red lever to raise a ledge like a giant spatula for a couple seconds. Hop on it and hop again to the next ledge. Follow a conveyor belt, then turn the corner for another switch and spatula, followed by a long bridge. A Metal Head in a jet-pack appears on the far side and there's nothing really you can do about it until it shoots the bridge a few times. Fortunately there will still be enough to cross and it takes you to the next lift.

This one works the same way except there are a few more enemies guarding it. Use the anti-aircraft gun to clear eggs as before. Go to the bottom level, watching out for a swarm of Metal Heads, and scale some barrels to a broken wall. Defeat the Metal Head with the shield as before. In the next room there are a number of ledges along the wall but no floor. Most of the ledges collapse a second after you step on them, so hop quickly to the corner swinging on the horizontal poles to get over the wider gaps. This takes you to the last lift and anti-aircraft gun. Use them as before, now as a result of your weapon fire a crane collapses leaving a beam conveniently placed so you can reach a Warp Gate back to the power station.

Mission: Beat Time to Race Garage

 * Location: Haven City (Port to Stadium)

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


 * Cutscene: Mission start
 * Krew says the city's champion racer is Erol and he needs someone willing to race against him for a client. He has a "standard" contract all ready for you; all you have to do is prove your skill by getting to the stadium in three minutes. He gives you a security pass which allows you to get past the barrier between the slums and downtown.

First a little bit about the security passes. You got the red pass which opened up part of the city after completing a few of Torn's missions, so it seems reasonable that you would get a new one to open the city a bit more at around this point in the game. It seems likely that what was meant to happen is that you would get the green pass now and then the yellow pass a bit later after doing some missions related to the stadium. What actually happens though is that you can get the passes in either order. If you get the yellow one first then you can travel to any part of the city, and the one green barrier only forces you to take a longer route if you want to get from the slums to downtown.

This wouldn't be that important but in this mission, since you have to cross the city very quickly, the route you take is critical. If you have the yellow pass then you can go straight north into the downtown area, there are only a few turns, and the streets are mostly wide boulevards. In fact you don't even need the green pass that Krew gives you even for a shortcut. If you don't have it then you're forced to wind your way through the alleys in the industrial area and the slums. Not that it's impossible without the yellow pass, but it's very difficult and may require a lot of practice and course memorization. The upshot is that if you want to avoid some anger and frustration, do the next mission first to get the yellow pass, but if you want to story to progress as it was probably originally meant to, then save the next mission for later.

In any case, the mechanics are pretty simple. Follow the wrench (aka spanner) icon to the stadium, then look for the golden beam of light to show you where to park your zoomer. The KG will ignore you unless you hit one of them, so switch between high and low to avoid them and other traffic. If you do alert the KG then just drive low since the damage has been done. There is a chance that the alert will lift while you're driving if you stay out of sight long enough.


 * Cutscene: Mission end
 * You call out looking for Krew's client, but all you can see is a rather shapely shadow behind a curtain. In a suspiciously familiar voice she informs you that she's not actually looking for a driver after all and she's too busy to discuss it. But she is working on a JET-Board prototype and if you can do well with in on the stadium course you might have what it takes to be a racer.

Mission: Find Pumping Station Patrol

 * Location: Pumping Station

Follow the dagger icon to the Underground HQ and go in.
 * Cutscene: Mission start
 * Torn says a friend of his in the Krimzon Guard was sent on patrol to the Pumping Station but hasn't reported in on schedule. In reality she's working for the Underground so Torn wants you to investigate and help if needed.

Follow the propeller icon to the Pumping Station gate and go though. This is the third mission here so you should be familiar with the area already. Follow the path from the first mission, but this time when you reach a ramp near the end, use the three moving pistons opposite to get to a new ledge. You could probably get to this point just as fast by following the path from the second mission. The three pistons weren't working in previous missions so this is the first time you can reach the ledge. Follow if to the top.


 * Cutscene: Meeting Ashelin
 * Daxter has low expectations about what a female Krimzon Guard might look like, but then she takes you by surprise in more ways than one. You convince her you're on her side but she tells you she doesn't need your help. But just then a large number of Metal Heads appear.

Defeat the Metal Heads; it's a good time to use Dark Jak if available.


 * Cutscene: Mission end
 * Ashelin boards her transport to leave while pointing out the symbol of Mar, the artifact she was searching for here. She says that Onin, a soothsayer in the bazaar section of Haven City, might know more about the symbol. She leaves behind her security pass so you can get to that section of the city.

Ashelin doesn't give you a ride back to town so you're kind of left in the middle of nowhere. There is a shortcut though; look for a gap in the trees behind the symbol of Mar and drop down the ledge there. You should land on a pair of pistons fairly close to the area entrance.