Jak II
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Jak II, called Jak II: Renegade in Europe, is a video game for the Sony PlayStation 2 developed by Naughty Dog (the brains behind Crash Bandicoot). It is the sequel to and the second game in the Jak and Daxter series. It was released on October 14, 2003.
Story
The game takes place after the first Jak and Daxter game. Jak, Daxter, Keira, and Samos open a gate and a huge creature comes out. In order to save them, Jak pushes a button on the rift rider. The machine activates, forcing them through the Rift Gate. The rider explodes, and they are separated from each other. They end up in a dystopia called Haven City (later known to be the future). Upon arrival, Jak is captured by the Krimzon Guard and sent to prison by Baron Praxis, the tyrannical ruler of Haven City, and his second in command, Erol.Two years later, it is revealed that Jak has been used as a test subject for Baron Praxis' "Dark Warrior" program. This program involved Jak being injected with Dark Eco (the same substance that turned Daxter into an Ottsel). Because of this, Jak, with enough Dark Eco, can transform into a dark and destructive state. Daxter breaks him out of prison and, with Jak, joins an underground movement that wants to overthrow Praxis and put the real heir to the city back on the throne.
The game takes place in Haven City during a war between the city and a techno-organic race called the Metal Heads. It is later discovered that Praxis is working with the Metal Heads so he can stay on the throne.
Characters
Returning Characters
- Jak - Main character. He wants revenge on Praxis for locking him up and using him as a test subject for experiments. From these experiments, he can turn into a dark form called "Dark Jak". His personality has also changed greatly. Unlike the first game, Jak can talk, and does so for the rest of the series.
- "I'm gonna kill Praxis!" (the very first phrase ever out of Jak's mouth.)
- Daxter - Jak's mouthy, self-centered friend/sidekick. He claims that he's the hero, but he doesn't do anything except run his mouth off. He also seems to be a bit of a womanizer, hitting on every female face he ever sees--especially Tess, a pretty barmaid, and Ashelin, a Krimzon Guard Captain. A majority of the humor in the game comes from this character's dialogue and actions.
- Keira - A friend of the duo, daughter of Samos and Jak's love interest. She went though the warp gate to Haven City with Jak and Daxter as well. She works as a mechanic at Haven City's premier entertainment attraction, Mar Memorial Stadium; there, she is building a machine that would return Jak, Daxter, Samos (see below), and herself back to the past. Though it is revealed that the machine that she made in Jak II is the machine that she fixed in the game's beginning. When she is reunited with Jak and Daxter, she is put off by the drastic change in Jak's temperament. Learning that he does odd jobs for Krew, and is a friend of Ashelin, does nothing to remedy this.
- Samos A.K.A. "The Shadow" - A sage that travels with Jak, Daxter, and Keira to the city. Jak meets up with his 'younger', un-sagely self who is the leader of the Underground. The older, more known Samos was locked up in the same prison Jak was in until Jak and Daxter broke him out.
- The Oracle - A statue near Haven City's Pumping Station. It gives new powers to Jak's dark form for a price of a given number of Metal Head Skull Gems.
New Characters
- Baron Praxis - The tyrannical dictator who rules Haven City. He is 'fighting' against the Metal heads. However, as said above, he is working with the Metal Heads so he can stay in power. His distinguishing feature is the metal plating that covers half of his head (a battle scar from when he tried to destroy the Metal Head nest).
- "Since I made you, I can destroy you."
- Torn - A former Krimzon Guard. He is now the 2nd in Command to the Underground. Though he gives them missions and let them join the fight, he distrusts Jak and (strongly) hates Daxter. Torn also appears to have some kind of relationship with Ashelin, though he tries to hide it.
- Tess - A member of the Underground. Sent to spy on Krew. Daxter is in love with her, and she is, oddly enough, in love with him. She is the only one who believes Daxters heroic tall tales are true.
- Vin - Haven City's top engineer and power guru. He also works with the Underground, but due to his extreme paranoia, he is considered to be a pain. His job is to keep the city's shields up and running, and he knows the Eco grid like the back of his twitchy hand.
- Ashelin - A member of the Underground who works as a spy in the Krimzon Guard. She is also the daughter of Baron Praxis, though she does not share her father's tyrannical ideas. Ashelin, alongside Erol, is one of the Captains of the Guard. She is in love with Torn, but also becomes friendly with Jak after he helps her fight off Metal Heads in the Bazaar.
- Krew - Haven City's horribly obese underworld crime lord. He is also an arms dealer and owner of the Hip-Hog Heaven Saloon. He sends Jak on various missions and gives him weapon upgrades in return. The traitorous gangster also boasts a number of clients, including Baron Praxis himself, and may also have some sort of deal going on with the Metal Heads. Due to his weight, he has to float around in a "Grav-Basket". He has parallels to Baron Harkonenn of Dune.
- Sig - Krew's bodyguard. A veteran Wastelander and skilled Metal Head hunter (proved by his armor made from his victims' bones), he packs a Peace Maker when on the battlefield. Jak has to accompany him on several Metal Head hunting missions.
- Onin and Pecker - Onin is an old, blind Soothsayer who helps Jak on his quest. She cannot speak, but talks through motions and gestures that are translated by her trusty Monkaw (a monkey/macaw half-breed), Pecker. Pecker has a bit of a Spanish accent, and seriously dislikes everyone, especially Daxter.
- Kor - A mysterious old man and mentor to "the real heir to the throne". Helps Jak throughout the game. He seems to know more than he lets on. He is revealed during the last couple of moments in the game to be the Metal Head leader in disguise.
- The Kid - A small, young boy. He is the true heir to the throne of Haven City, indicated by an amulet around his neck, the Seal of Mar (a Yin Yang like symbol) indicating he is of the House of Mar, Haven's Royal Family. During the final moments of the game, the kid's true name is revealed to be Jak, indicating that Jak's past and future were changed, Old Jak in the past and Young Jak in the future. He is sent into a portal to the past where he grows up to be the current Jak.
- Brutter - Unofficial leader of the Lurkers. Lurkers were the main evil in the past, but their numbers have seriously thinned in the future. Forced into slave labor by Baron Praxis, Brutter is allowed to run a trinket stand in the West Bazaar. Jak and Daxter must free Lurkers for him.
- Erol - The right-hand man to the Baron and a pro racer. The leader of the Krimzon Guard AND the one who carried out the experiments on Jak. He's in love with Keira, but she never returns his affections. After losing the championship race to Jak he crashed his racer into a cluster of eco barrels, and supposedly died in the explosion.
- Mar - Though not an actual character in the game, King Mar of Haven City is very important to the story. The mythical founder of Haven City, Mar developed many of the weapons used to combat the Metal Heads. He also created the Eco grid that powers the City's shield wall, keeping the Metal Heads at bay. Legends say that his Tomb houses the Precursor Stone, an object which holds vast amounts of Eco Energy.
- The Metal Head Leader - The Dark Leader of the Hora-Quan (the Metal Heads). He was responsible for the destruction of the Precursors eons before the events of the games. He desires the Precursor Stone. He is receiving Eco from Baron Praxis in return for limiting the Metal Head attacks. But the Baron is short on Eco, and the Leader is running out of patience.
- Metal Kor - Kor's true form, the Metal Head Leader (see above).
Areas Of Interest
Haven City: This city is the main area for all of Jak II. It is composed into several sections: The slums, water slums, industrial sector, port, bazaars, entertainment sector and stadium, and a couple of garden fields and a Yakow pen.Dead Town: A previously occupied district of Haven City, and once the site of Jak's home, Sandover Village, destroyed by the Metal Heads. All that remains is Samos' Hut, where the Life Seed is kept.
Pumping Station: The facility that lies right outside of Haven City is the Pumping Station. It is known that it controls all the pure clean drinking water that goes into Haven City. Recently the Baron turned off the water supply. Because of the water, it also makes a great attraction for Metal Heads to wander around in.
Sewers: Haven City's vast sewer system is not a nice place. Metal Heads and other creatures make these damp dark tunnels their home. Krew used to make the sewers a fabulous smuggling route, but Baron Praxis set up sentry turrets to put a stop to that. It's said that two prized treasures lie in the depths of the murky waters.
Strip Mine: One of Baron Praxis' three mining operations of getting Eco. Dark Eco flows in the area and Metal Head eggs make good use of it. Old tools are abandoned in the area and they still run, lethally to best describe them. Vin, a member of the Underground, constantly keeps this area under watch.
Drill Platform: The second of the Baron's mining operations. The power to Haven City's shield wall that keeps Metal Heads out is kept here. Recently Metal Heads Eggs have begun to suck away the power to the shield wall. Also, Krimzon Guard Transport Ships make frequent trips to pick up Eco.
Mountain Temple: This area is very similar to any of the green grassy areas of the previous Jak game, and the temple resembles the Lost Temple in the Forbidden Jungle from Jak and Daxter. Onin sends Jak here to pick up some powerful artifacts.
Haven Forest: Possibly the most beautiful area in the game. Everything is peaceful and the style of the area is a crossing of the Precursor Basin and Forbidden Jungle from the first game. Metal Heads often scout this area to find possible ways of entering Haven City. Young Samos is fond of this area and often comes to the forest to meditate.
Landing Pad: This small area full of green grass and trees lead to 4 of the game's areas; Haven City, Pumping Station, the Weapons Lab, and the Dig.
Dig: The third and last of the Baron's mining operations. Apparently the Baron set up the Dig thinking Mar's Tomb was in the area. The area seems to be set in an inactive volcano even though lava still flows through the area. Both the Krimzon Guard and Metal Heads make use of the Dig, but Jak stops them both.
Prison Fortress: The primary headquarters of the Krimzon Guard, it's belived that all of Haven City's frontal offensive forces reside here. This area is also where Jak was kept and tortured at the beginning of the game.
Palace: The highest area of all of Haven City and also Baron Praxis' home. The highest security is placed in the palace. With constant Krimzon Guard patrols and security turrets, this place shouldn't be taken lightly. The palace is also supported by 6 tall towers connected by very large and strong cables that Jak will be able to traverse.
Weapons Lab: The Krimzon Guard's pride and joy of weapons making. KG Blast Bots are made here and KG Death Bots are currently in the prototype stage. This is one of the toughest areas in the game, as the player has to utilize the various conveyor belt switches while at the same time deal with not only the Krimzon Guards, but the Death Bot prototypes as well.
Mar's Tomb: The tomb where the Precursor Stone is located, hidden behind the statue of Baron Praxis in front of the palace. Only those capable of completing the two Tests of Manhood can obtain the stone.
Construction Site: Nothing much about it, and there's not much to explore even though the layout makes you believe you do. There are two Precursor Orbs in the area. Plus this is the area where Baron Praxis keeps his secret weapon.
Metal Head Nest: The final area of the game, Metal Heads of various designs come and attack Jak. The most lethal of which are the Arachnid variety which fire off a rapid volley of purple energy shots. Metal Kor; final boss of the game also waits here.
Jak and Daxter Refereces
Some of the places in the New World in Jak II are in the same places as the Old World locations from Jak and Daxter- Where 'Deadtown' is located used to be 'Sandover Village'
- Where 'Haven Forest' is used to be the 'Forbidden Jungle'
- Where the 'Dig Site' is used to be 'Spider Cave'
Enemies
Krimzon Guard
- Krimzon Guard: Your basic all-brawn-and-little-brains grunt soldiers wearing red full-body armor. They're armed with blaster rifles, tasers, and in one mission; grenade launchers. They mostly take two hits from anything besides the Peace Maker. After you complete the 'Rescue friends in fortress' mission, the gold versions of these guys will also patrol the streets with their red counterparts. The gold Guards are thought to be Krimzon Guard Elite, possibly of officer ranking. The distinguishing difference between the normal grunts and the officers is the Gold Guards can take double the damage.
- Spider Bot: These weapons are in the prototype stage, as they shock you if you touch them. They are easily destroyed with one shot from any of your weapons. Appears mostly during the second battle with Baron Praxis and in the fortress.
- KG Death Bot: These guys are in the prototype stage since in Jak 3 they have the ability to shoot you, while in this game they don't. They just roll you trying to ram into you. You have to shoot them in their ball form multiple times before they come out to recharge, that's the time to hit them; they only take one hit when they're not in ball form.
- Blast Bot: These monstrosities appear in one mission where you have to protect the hideout from them. They walk in a programmed pattern. Their main defensive weapon is a powerful energy beam which can destroy vehicles in one hit. These guys are tough to destroy and take a lot of hits from the Vulcan Fury and Blaster since these two weapons are recommended on these guys.
- KG Security Tank: Only appear in one mission, but very dangerous. The two that you encounter are equipped with powerful twin cannons and their rolling spike drum wheel is also very dangerous.
- Hover Guard: These are the basic Krimzon Guards wearing jetpacks. They appear in multiple missions and are equipped with twin blasters. They take two shots from any weapon besides the Peace Maker like their ground based counterparts.
- KG Zoomer: These are Zoomers specifically made for the Krimzon Guard, they are as fast as civilian versions, but also come with a basic cannon.
- Krimzon Hellcat: These also patrol Haven City's streets with the KG Zoomers, they are equipped with a single cannon on the bottom and twin cannons on the top. Very slow, but also can take on a lot of punishment.
- Elite Hellcat: Thsese Hellcats don't seemed to be piloted, but according to Torn, they are more dangerous then regular Hellcats. They have twin cannons on the top of them like the regular Hellcats, but unlike the regular ones, they can fire behind them as well.
- Dropships: The ships fly in to drop off Krimzon Guards, they are equipped with a basic cannon for defense. Unknown if these guys can be destroyed.
- Prison Ships: These ships are seen transporting Lurkers, they aren't hard to destroy and their endurance ranges lower than the Hellcats.
- Motion Sensor Turrets: Seen hidden in giant hubcaps, these turrets only pop out when alert mode is on, or during the mission where you have to turn on five power switches.
- Sentry Guns: Seen during two missions, once in the 1st sewer mission and the other when you walk across the giant cable to reach the Palace's roof. They are destroyed with one hit.
- Assault Turrets: Seen in the palace mission, these guys fire nonstop in a moving pattern, and can't be destroyed.
- Sensor Turrets: Seen in the fortress missions, anything that crosses the infrared laser will be targeted and shot by these turrets. Undestroyable.
Metal Heads
- Swipers: the first Metal Heads you'll ever encounter. The bodies of these Metal Heads strongly resemble cats. The only take two hits to defeat. First seen in the Pumping Station mission with turning the valve back on
- Metal Grunts: The most commonly seen Metal Heads, the either charge at you with all four legs, or get on their hinds leg and run at you, they take 3 hits to defeat
- Metal Scorpions (Stingers): Another common form of Metal Heads. They rise out of the earth and try to sting you. They take one hit.
- Metal Jackets: These bees try to fire shots at you, takes two hits.
- Roto Blades: Seen in the Drill Platform, they spin very rapidly try to cut you into ribbons; one hit to defeat
- Metal Dasses (AKA "Juice Goons"): Resemble Daspletasauruses, a dinosaur. They carry weapons similar to the taser weapons the Krimzon Guard have.
- Drag-Heads (Dragons): These are the scouts in Haven Forest, they don't attack you, only run away from you. One hit with the Jetboard defeats them.
- Grunt-Gunners: These guys carry wands that fire off dark matter spurts like what the Metal Hornets have. They take a lot of hits.
- Centurian: These guys carry shields and are armed with their own blaster pistols.
- Metal Hoppers: These tiny dogs are in the Mountain Temple as well, they bark at you and only take one hit.
- Metal Fleas: Also in the Mountain Temple, they jump at you from trees, and then just jump around, only take one hit.
- Ram-Heads: Seen only in the Mountain Temple, these guys try to ram into you. When they stand on their back legs, that's when to strike.
- Straffers: The Metal Head's equivalent with the Jetpack Guards. They got their own twin blasters as well.
- Crab Heads: These guys are the enemies you saw Sig take down in the first mission you had with him. They got powerful energy cannons on their right sides.
- Cloakers: Metal Heads that can cloak themselves, armed with blasters. Only take 2-3 hits.
- Hose-Heads: These spiders have energy beams which sprout out of their mouth. They take 3-4 hits.
- Squid-Head: These guys are in the Underport mission where you're underwater. They grab you and try to shock you to death.
- Metal-Pedes: You only have to run from this guy, you can't hurt it. If you run to slow, you'll get eaten.
- Metal-Mantis: These guys leap around at Metal Head Nest area, they only take one hit. But they move fast.
- Arach-Heads: Bigger spiders who live in the Nest, who have energy cannons on their fangs. Which fire out on a assault gun motion. Take quite a couple shots before being defeated.
- Ele-Beasts: These also appear in the Nest, they are unbeatable and they generate electricity on their sides to harm you.
Other Enemies
- Speartongue Lizards: These enemies mostly appear in the Dead Town and Pumping Station missions. They usually try to jump at and bite you, when hit they try to counterattack by trying to pierce you with their long reach speartongues. They take two hits. Often seen with the Little Leapers and with Metal Heads.
- Little Leaper: These tiny lizards are often seen with Speartongue Lizards or with Metal Heads. They jump around, mostly trying to bite you. Takes only one hit to beat these guys.
- White Frogs: Seen in the main room of Mar's Tomb. They jump at you trying to get a bite in. They take two hits.
- Spiders: These spiders appear in both tests of manhood areas. They take one hit, but in a swarm they can easily kill you.
- Giant Spider: You can only run from this big boy, trying to fight him will only get you eaten.
- Guardian Beetles: These insects guard the second test of manhood doors, while Jak has to find the ones with the red underbellies to open the doors. The ones that don't will explode on you, harming you.
Bosses
- Baron Praxis (Mech 1/"Octo-Mech"): This floating mech has an array of weapons including twin machine guns, missile launchers, and the ability to create fiery tornados. Its only weakness is that it must fire through its shields, eventually downing them and leaving itself open to attack.
- KG Transport Ship: This ship carries Eco to Haven City, it's primary means of defense is a vast number of defense cannons. Since these cannons can be destroyed, the ship has to rely on Jetpack KG's for protection.
- Baron Praxis (Mech 2/"Spider Mech"): This quad-walker mech is armed witn the same twin machine guns as the first mech you fought. It can create electric spider bots to harm Jak as well as drop a payload of bombs. When having the energy of the Precursor Stone with it, it can fire a devastating energy beam. Completely laser- and bullet-proof, only its own bombs can damage it.
- Krew: The fat, stuffed-crusted tub of lard is ready to fight. He only has two attacks; the first is creating electric green glob replicas of himself and send them at Jak, the second is that the orange thing on the top of his seat that looks like a desk lamp is actually a laser cannon to shoot people who try to backstab him or walk out on him.
- Metal Kor: The final boss of the game. He can lay eggs which hatch into the hopping Metal Heads which Jak had to fight to reach Kor, and he can fire off the devastating beam which knocked Praxis into Eco drums and eventually killed him. Plus he uses downright brute force.
Plot & Ending
It is revealed that the Kid is important because he can open the Tomb of Mar, which contains the Precursor Stone. Jak and Daxter locate the Tomb, but the Oracle says the boy is too young to face the tests of Manhood, so Jak and Daxter take them. After completing the tests, Jak and Daxter enter the main room, which houses the Precursor stone. They also learn that the Metal Heads were responsible for destroying the Precursors. Then Baron Praxis arrives and steals the Stone. Back at the Hideout, Torn reveals that he sold the Underground out, to prevent Praxis from killing Ashelin. Jak and Daxter head to the Fortress to rescue Samos, Tess, and discover the Elder Samos. Samos the Sage sends Jak to find the Life Seed, which will give Young Samos the power to speak to the plants. Young Samos learns that Praxis plans to destroy the Stone, but this would destroy the Planet.Later, Keira reveals she has nearly completed a replica rift rider, but is missing two pieces. Jak runs the class one race against Erol and wins. Praxis is about to kill Jak after the race, but Erol charges by on his racer and collides into several barrels of Dark Eco, killing him (presumably). At Haven Palace, Ashelin reveals Krew is building something for the Baron at a secret weapons factory. Jak and Daxter proceed to the Factory, and Krew reveals the Piercer Bomb, which can destroy the Precursor Stone and the Metal Head Nest. Though soon defeated, Krew manages to activate the bomb, but Jak and Daxter escape with Ashelin--only to discover that the Metal Heads have breached Haven City. Vin communicates that Kor sabotaged the Shield wall, and is immediately cut off. At the City construction site, Jak confronts both Praxis and Kor, demanding to know what is going on. Kor tells Jak, in his darkest nightmares, he already knows. To everyones horror, Kor transforms into his true form of Metal Kor, the Metal Head Leader. Metal Kor demands the Precursor Stone, but Praxis refuses. Metal Kor sends him flying across the construction site. After Kor leaves, Praxis shows the two a second Piercer Bomb which hides the Precursor Stone. Praxis then dies.
Heading to the Metal Head Nest, Jak and Daxter confront Metal Kor, learning he has both the Kid and the Rift Ring. Kor then reveals that the Boy is Jak. He was sent to the Past to grow up and gain the skills to face Kor, but the Dark Eco means he cannot activate the Precursor Stone (which is, we find, the last Precursor Egg)--though Young Jak still can activate it and release the Precursor entity inside. After a climactic battle, the Metal Head Leader attempts to flee through the Ring, but hits the side. Metal Kor is destroyed, severing his Head and damaging the ring. Young Jak touches the Stone, to release a being of Light Eco, believed to be a Precursor, who departs through the disintegrating ring. Keira and the Two Samoses arrive with the Rift Rider, which is used to send Young Jak and Young Samos to the Past.
Weapons & Gadgets
Unlike the previous game, in "Jak II", Jak is able to receive and use weapons and gadgets as rewards for completing tasks. These items include:The Morph Gun- A gun which can transform into four different guns upon receiving mods. These mods include:
- Scatter Gun - Short-ranged shotgun with a wide field of fire. Useful for when Jak is attacked by many enemies.
- Power Blaster - Laser Blaster with laser sight to aim at far off enemies. The gun Jak tends to use most of the time.
- Vulcan Fury - A chaingun with a high rate of fire. Equipped with a laser sight, but eats up ammo at a disturbing rate. Extremely effective when lots of enemies are bunched together, because a Vulcan Fury shot can pierce and damage multiple enemies.
- Peace Maker - Fires a charged sphere of electricity that will arc to hit as many foes as possible. Shots also have limited homing capability.
- Scatter Gun Fire Rate Upgrade - Increases the rate of fire for the Scatter Gun.
- Increased Ammo Upgrade - Doubles the amount of ammo each gun can hold.
- Increased Damage Upgrade - Greatly increases the damage each gun does.
Titan Suit - Mechanical suit of armor that allows Jak to smash barriers, lift heavy objects, and travel to places he normally couldn't.
Trivia
- Many gamers who unlock Hero Mode have cited the "Destroy Ship at Drill Platform" mission as the most difficult to complete in the entire game. Some even see no way to beat it, short of using a GameShark or other cheat device.
- Most Krimzon Guards seem to suffer from severe cases of the Stormtrooper effect. They are generally horrible marksmen, and most of the time wind up shooting everything else EXCEPT Jak and Daxter. On rare occasions, they even shoot other Krimzon Guards caught in crossfire! Somebody should fire the marksmanship instructor at the Krimzon Guard Academy!
External links
| Jak and Daxter series |
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Games:
' | Jak II | Jak 3 | ' | Daxter Characters: Jak | Daxter Factions: Krimzon Guard | Freedom League
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