---------------------------------------------
---- J A K A N D D A X T E R ----
---------------------------------------------
The Guide to Hard-to-Get Power Cells
By AdrenalineSL
E-mail:
[email protected]
Version 1.2: Released October 15, 2002
You again?! That's right! Me! Again! Here with this newly conceived FAQ. And
here, I am going to reiterate the first half of the intro from my Scout Fly
Locations Guide: I haven't seen a platformer this powerful since that fluffy,
hip bear and his loud, smack-talking bird. I'm talking about Banjo-Kazooie,
you Sony fanboys. The entire concept of Jak and Daxter feels as though it
were the brainchild of Shigeru Miyamoto. The game is an immense adventure
that combines key gameplay elements from Super Mario 64 and Zelda 64 (maybe a
little of Banjo-Kazooie, too). The basic premise of it may seem stupid, as
there is no fire-breathing dragon to slay or a damsel to rescue. Instead,
your worldwide quest begins as you break a few rules to visit a forbidden
island and then accidentally knock your buddy into a murky pool of Dark Eco,
thus turning him into a weasel-like creature.
While it's a FUN-tastic game, Jak and Daxter is by no means a difficult game!
However, I quickly changed my opinion after browsing through the J&D message
boards. It was then and there that I decided that people need a FAQ that
covers the most hard-to-get Power Cells in the game--this FAQ! There are
actually a few Power Cells that require you to spend more than one whole
minute to get! And this document is here to elaborate on those. I've compiled
all the Power Cells that I felt were difficult to obtain to the average eight
year old. Basically, I covered the ones that take more than reflexes to
acquire. If I've missed any that YOU were having trouble with, please feel
free to tell me so I can laugh at you and then add it to the guide. Ok, so I
won't laugh at you. I'll only question your brain's capabilities.
*****************************************************************************
NOTE: For the locations of the Scout Flies, please refer to my other guide on
GameFAQs.
Forbidden Jungle
-----------------
o Defeat the Dark Eco Plant
- After activating the Blue Eco vent switch, use the vent to power up Jak
with some Blue Eco and open the Precursor door. Wait for the platform to
rotate into the right position and then hop across. Head around the corner.
You won't miss this giant vegetable. This is hardly even considered a boss
fight; just call it a tough cookie.
It has two attacks up its sleeve. It will attempt to make you its afternoon
snack, but if you stand in the back, you should be safe from its snapping
jaws. Look at the size of those things! Some odd-looking, retarded green
crawling things that produce spikes will pop out of its stomach and
approach you. Avoid this Lurker at all costs while its spikes are out and
attack only when they have receded. As soon as the baby Lurker bites the
dust, the Dark Eco plant will go into some kinda "hibernation" and sprout
leaves for you to climb on. Whack its head with a spin kick to wake it up.
The process will now recycle except the Lurkers will be deployed in
increasing numbers. You must kill all the baby Lurkers to force the Dark
Eco plant into a state of hiatus.
Whack its head three times to put it to eternal sleep. When it withers and
falls flat (literally) on the ground, jump on its head to free some orbs.
Sentinel Beach
---------------
o Launch Up To the Cannon Tower
- This one cannot be done until after you've activated the Blue Eco switch
in Forbidden Jungle. When you do, just use the launch pad and fly from
platform to platform until you reach the top of the fort. Then do away with
the nasty Lurkers.
Precursor Basin
----------------
o Catch the Flying Lurkers
- Catching those fat purple scumbags is a PAIN! This is no doubt a test of
your patience. There are four of these Lurkers in total. By dreadful
misfortune and Keira's stupidity (I mean, can't she make the Zoomer go any
faster?), the Lurkers can flap around much faster than the Zoomer can uh,
zoom. The trick is to cut them off as they're making a turn, or go in front
of them as they're wrapping around pillars and stuff. When attempting to do
the latter, you have to make sure you're at your top speed, otherwise the
Lurker will change its course and go the other way. It really is
frustrating, and there's not much strategy I can provide here, so you're on
your own, chump!
o Get the Power Cell Over the Lake
- The Power Cell really is floating high above the lake. Getting the darned
thing requires a lot of ledge hopping and control (somewhat). Start by
heading up the ramp to the donut-shaped land mass and follow it to the end.
Here is where you'll have to start leaping from ledge to ledge. Gain enough
speed to practically fly off the edge and press the R1 button to give you a
small boost. Once you reach the last land mass, start gathering some speed
and press R1 right before the end. If all goes well, you should have this
one in the bag.
o Navigate the Blue Precursor Rings
- The blue rings won't appear unless you've completed the purple ones. The
blue rings are no different than the purple rings, except that you are
given less time between tagging a ring and reaching the next one. Get what
I'm saying?
o Beat Record Time On the Gorge
- The current record is 45 seconds, and all you have to do is get to the
finish line in under 45 seconds. Simple, yes? Kind of. You just need to
watch out for those pipes that come out of the walls. They can screw you
up. There's also a glitch in getting this particular Power Cell. According
to Naughty Dog, the bug is triggered by talking to the gambler, trying the
race for the first time and failing it, and then talking to the gambler a
second time. Once you've activated this bug, there's nothing you can do to
un-do it. Basically this means that you won't be able to get the gambler's
second Power Cell. What can you do to avoid this? Well, talk to the gambler
once and race until you win. This was an error on their part.
Lost Precursor City
--------------------
o Follow the Colored Pipes
- In a very active room, you'll find a Power Cell and two poor Scout Flies
trapped in tubes. In front of each tube is a pound switch. Jump and dive on
the switch in front of the Power Cell. The pipe will suck up the Power Cell
and spit it back out on a ledge, high above the entrance to this room. You
have a limited amount of time to reach it. To get to it, you must use the
blocks that move in and out of the walls, by timing when the next block
will move in or out. If you take too long, the Power Cell will return to
its tube. Poor thing.
o Match the Platform Colors
- This one is a bit tricky. The first REAL puzzle, and probably the last.
Anyway, here's the deal: when Jak jumps on a platform, it lights up--same
with the other platforms. However, if you land on an already lighted
platform, it will "deactivate". Get it? Lighting all the platforms opens up
the door to the Power Cell. The trick is to activate all the platforms
without hitting the same platform twice. There are a few ways you can do
this, but I'll cover only the solution I used. Here it is: Start on the far
right and jump to the first block. Next, jump to the one on the upper left,
then upper right. Leap to the one ahead, and then lower right. From there,
jump to the one smack dab in the middle and then to the one behind it
toward the ledge on which you started. Then jump onto the rest of the unlit
ones. If you did everything right, you should land on the last one, right
in front of the door.
Mountain Pass
--------------
o Defeat Klaww
- Yeah, this guy is not as self-imposing as he seems. To begin the fight,
hop down to one of the hardened lava layers. At this point, Klaww will
begin to rev up his boulder-shooting weapon thing and hurl boulders at you.
Dodge them by leaping from platform to platform until he stops. A Blue Eco
cluster will appear on the last platform you touched before he stopped his
assault. Touching the Blue Eco cluster will cause pieces of lost Precursor
artifacts to be merged together, forming a bridge. Traverse the bridge
while avoiding Klaww's rolling boulders to the end, where you'll find some
Yellow Eco waiting.
Charge Jak up with some Yellow Eco power and start blasting Klaww silly
until he drops the boulder on his head. He will sink into the lava and let
the boulder roll toward you and break the bridge. You should be heading
back to the three platforms now. Once you're back on the platforms, Klaww
will arise, and the process will repeat. Now his boulders will come at a
faster pace, and part of the bridge will be destroyed, leaving holes and
such. Klaww needs three bonks on the head to take a lava nap.
o Find the Hidden Power Cell
- You won't be able to get this one until after you have activated the
Yellow Eco vent switch in Snowy Mountain. Once it's activated, head back to
the grassy area--the part just before entering the cave area of the
mountain pass. With the Yellow Eco channeling through the Zoomer, blast the
giant boulder clogging up a secret cavern on the left side out of the way
and jump over the chasm to this isolated Power Cell.
Volcanic Crater
----------------
o Find the Hidden Power Cell
- This one is stashed up high on some rocks in a steel crate, facing the
entrance of Spider Cave. What you need to do is head to the nearest Yellow
Eco vent (near the exit) in Spider Cave. Once you're pumped up with Yellow
Eco power, dash back to the entrance at the Volcanic Crater and quickly aim
and shoot the crate. The Power Cell should evacuate the crate and land
nicely somewhere next to you.
Snowy Mountain
---------------
o Open the Frozen Crate
- You actually have to activate the Yellow Eco vent switch before you can
attempt to snag this bad boy. Afterward, head to the cavern entrance near
the end of the path of the tumbling snowballs. Power up with some Yellow
Eco and zap the crate lodged in some ice to free it. This should also free
the Power Cell.
o Deactivate the Precursor Blockers
- These strange mechanisms cover every area of Snowy Mountain. At first you
may not even know what they are. They are these cylindrical-like devices
that emit a glowing light. A force-field surrounds it, preventing you from
getting near it. To get around this, you need to run toward it and perform
a double jump to place yourself right above the switch. Then do a nose-dive
(pound it) to put it out of commission. There are thirteen of them in
total. Scour each part of Snowy Mountain to find them all.
Spider Cave
------------
o Use Your Goggles To Shoot the Gnawing Lurkers
- Notice the tall wood poles all around the main cavern of Spider Cave? And
do you notice those centipede-like Lurkers that pop in and out of the
holes and crawl around them? Well, head to the Yellow Eco vents located
around the cavern and in first-person view, start wildly shooting at them.
It will take a couple of hits to finish each one off. Pick them all off
(nine in total) to earn your Power Cell.
o Explore the Dark Cave
- Not utterly difficult. All you have to do is strike the black crystals to
illuminate a small area of the cave until you reach the next one. The light
will fade over time, so keep moving! One of the Dark Eco crystals you're
looking for is submerged in a small pool here, so don't miss that. The key
here is to keep the lights on as much as possible. At the end of the cave,
you should find another shining Power Cell. Then take the lift back to the
cave entrance.
o Destroy the Dark Eco Crystals
- Here are their locations:
1. On a platform suspended high in the cavern. Use Yellow Eco to dispose of
it.
2. Near the Dark Cave's entrance.
3. At the bottom of a pool in the Dark Cave.
4. Across the Dark Eco pool, underwater in a clean pool.
5. On a ledge in the small cave just before reaching the giant robot.
o Launch the Poles
- In the giant robot area, there are a series of poles, which you can reach
by activating the Blue Eco launcher on a lower ledge. This will take you
right to your first pole. Swing up to the highest level of poles, then
start to swing to the left, toward the Power Cell. Swinging in the right
direction will help immensely in this task. When Jak starts swinging up,
press the X button and Jak will fly up to a pole above him. When Jak swings
to the left, press the X button and he will grab onto the pole to the left,
and so on.
Gol and Maia's Citadel
-----------------------
o Free the Green Sage
- You can't free the Green Sage until the other sages have been released
from their cages. Once the Blue, Red and Yellow Sages have been rescued, a
platform bridge will appear on the lower walkway that leads to a higher
level of the citadel. From here, it involves a lot of jumping on the
revolving pie pieces and steps. You should arrive on a wooden walkway above
the robot, on which you will find the switch to deactivate the lasers to
Samos' cage.
*****************************************************************************
Shameless Plug
-=-=-=-=-=-=-=-=
Like my work? If you're interested, you can check out all of the walkthroughs
and guides I've made here:
http://www.gamefaqs.com/features/recognition/8212.html
Thanks for reading!
=============================================================================
MUCHAS GRACIAS!!!
=============================================================================
A Jak and Daxter Hard-To-Get Power Cells Guide
Copyright 2002 Stephanie Lee
August 2002