Introduction - Bienvenue sur Aide au Choix

Diving (SQUARE when swimming) - When he's in the water, you can press the ... crates in your near vicinity and some objects will be magnetized towards you.
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Introduction Naughty Dog’s first PlayStation 2 game is the best game that it has ever created and will in all likelihood go down in history as one of the premiere 3D platform/adventure games of all time. It is not only one of the best looking games that you’re going to see on gaming console this year, but it has near perfect control, innovative level design, and is one of the most “happy-making” titles released in quite some time. The game follows the story of two unlikely heroes, Jak and Daxter, who must go on a quest to try and find the Sage that will know how to transform Daxter from the Ottsel that he has been turned into back into his normal, yet uglier, human form. This exciting and ever so dangerous adventure will take them through 16 stunning and lushly designed areas where they must solve puzzles, defeat the evil Lurkers and collect items like Precursor Orbs, Power Cells, and Scout Flies. This strategy guide will let you know everything that you need to become master of this game. It will cover everything from the simplest of things like the game’s controls to more complex things like the locations of all 101 Power Cells and information on how to get the game’s ultra secret ending. Guide By: David Zdyrko If you downloaded this PDF from anywhere besides IGNinsider, email us at [email protected] and we’ll find the thieving fools.

Basics This section of the strategy guide is here for those of you that don’t like to read the game’s instruction manual or need some additional basic gameplay tips that aren’t covered in it. The first section here will cover the moves, both basic and advanced, that Jak has in his arsenal, while the second will give you some random gameplay tips that’ll help you get through the game. MOVES Walk/Run (Left Analog Stick) - Just like any other game with analog control, when you move the left stick a little, Jak will walk. When you move it all the way in any direction, Jak will run. Jump (X) - Press the X button to make Jak jump. Tap it lightly for a quick and short jump and press it firmly and hold onto it for a longer jump. Double Jump (X, X) - The regular jump not doing it for you? Well, that’s why Jak has the classic videogame Double Jump. You do this by pressing the X button again while Jak is in the air. High Jump (L1 or R1 + X) - Use this jump to get to high places that you can’t reach with the regular jump. Without moving the left analog stick, press L1 or R1 and the X button. You can either hit them at the same time or press and hold down either the L1 or R1 buttons and then hit X. Long Jump (L1, X when running) - This jump here will definitely come in handy in the game, especially if you’re looking to get all 101 Power Cells. To do this, just press L1 and then X when running. You’ll need to use this to get past a pit of Dark Eco in the Spider Cave to get a particular Power Cell. Spin Attack (CIRCLE) - This is one of Jak’s basic attack moves that he can use to defeat enemies and break open wooden crates. Charge Attack (SQUARE) - The Charge Attack is like a thrusting punch move. It’s good for getting in a very quick strike on an enemy. First-Person Look (TRIANGLE) - If you want to get a good look at your surrounding, just hit the Triangle button to go into the first person view. Then using the left analog stick, you can move around the camera to look around the environment. Crawling (L1 or R1, Left Analog Stick) - You can crawl by holding down either the L1 or R1 buttons and then moving around with the left analog stick. There seems to be very little use for this in the game, but it looks nice.

Basics Somersault (L1 or R1 when running) - When running, you can press the L1 or R1 buttons to make Jak do a somersault. This can’t be used as an attack and much like the crawling, doesn’t serve much purpose in the game. Dive Attack (X, SQUARE) - Press the X button to jump and when in the air press the Square button to do the Dive Attack. This works well against enemies that you need to attack from above. Power Punch (L1 or R1 + SQUARE) - By pressing the L1 or R1 and Square buttons at the same time (or by holding down the L1 or R1 buttons and then pressing Square), you’ll make Jak do the Power Punch. This can be used to attack enemies above you and will come in handy when you need to hit some tree stumps over in Sentinel Beach that’ll help you solve one of its puzzles. Uppercut (SQUARE, X) - To do this move, all you need to do is press the Square button followed by the X button. This will cause Jak do to the Charge Attack motion followed by a Power Punch. Uppercut + Spin Attack (SQUARE, X, Circle) - Press the Square button and then the X button and then the Circle button to make Jak do an Uppercut and Spin Attack combo. Shooting (SQUARE w/Yellow Eco) - If Jak is channeling the Yellow Eco you can press the Square button to have him throw these fireballs around. For more precision when shooting the fireballs, you can press the Triangle button to go into first-person mode. Jump + Spin (X, CIRCLE) - Jak can do a spin attack in the air by pressing the Circle button while he’s in the air. Double Jump + Spin (X, X, CIRCLE) - Jak can also do a spin attack after doing a double jump just by pressing the Circle button after the second jump is executed. This works as sort of a triple jump and will help him jump a little further than by just using the double jump. Diving (SQUARE when swimming) - When he’s in the water, you can press the Square button to make Jak dive. Camera Control (Right Analog Stick) - Use the right analog stick to move around the game’s camera freely. You can make the camera zoom in by pressing up on the stick and you can make it zoom out by pressing down. Pressing left or right will rotate the camera.

Basics WORDS OF ADVICE Here are some random gameplay tips that should help you get through the game a little easier. Use the First-Person Look to help you figure out where to find Precursor Orbs, Scout Flies, and Power Cells. Talk to every character that you’re able to speak to because they’ll often give you hints about where to find more Power Cells. They might also offer to give you one of their very own. To change your momentum quickly while running around the ice, use your Charge Attack. Use your Dive Attack to open the red crates that contain the Scout Flies. Use your fireballs that you can shoot when you’re powered by Yellow Eco to open up the steel crates. Don’t fall into the Dark Eco. After the Naughty Dog section of the credits, you can press and hold the X button to make the rest of the credits scroll by quickly. If you have at least 100 of the 101 Power Cells when you beat the game, you will be given a secret ending.

Items/Vehicles In this section we’ll give you some details about some of the items and vehicles that you’ll come across in the world of Jak and Daxter. The items include the things you’re going to need to collect in order to progress through the game plus six different types of Eco that you’re going to get to use. The vehicles section will cover give you little descriptions of the three main modes of transportation in the game that doesn’t include Jak’s own two feet. ITEMS Green Eco - This Eco is good for your health. Use this stuff to fill up your life bar. You’ll find these in vents, in crates that you break and from vanquished foes. Collecting 50 units of the small Eco provides one recover point, while collecting one large Eco will give you one recover point. Standing

Items/Vehicles in a green eco vent will bring you back to 100% health. Green Eco vents will also allow you to heal (see dark plants in Precursor Basin). Blue Eco - The blue stuff will make Jak run faster and will allow him to activated Precursor devices like Precursor Orb Caches, Doors, Platforms, and Launchers. When powered by the Blue Eco, you will also be able to break crates in your near vicinity and some objects will be magnetized towards you. Red Eco - This is the Eco of power. When powered by the red stuff, Jak will be able to kill enemies that would normally take multiple hits with only a few. Yellow Eco - The Yellow Eco gives Jak the ability to shoot these powerful energy bursts that look like fireballs. You can use these fireballs to shoot enemies, steel crates and Dark Eco crates. Dark Eco - You need to avoid this stuff. The Dark Eco is what turned Daxter into an Ottsel and it will kill you if you fall into a batch or damage you if you break open one of the Dark Eco creates. White Eco - This Eco is mysterious and extremely rare. You’ll get to use it only one time in the game, but we aren’t going to say just when. Scout Flies - In order to try and find the Power Cells, Keira sent out seven scout flies to each of the 16 areas. But, the Lurkers have boxed them up and you need to let them free. You’ll find these in the red crates that require you to use your Dive Attack to destroy. That is, unless you’re powered up by the Blue, Red or Yellow Eco. Precursor Orbs - These shiny egg-shaped orbs are scattered throughout the world. You’re going to need to collect as many of these as possible to trade them for Power Cells. Power Cells - These are the most important of the items in the game that you need to collect because you’ll need certain amounts of Power Cells in order to advanced past certain stages. You usually get these for completing tasks or puzzles or from the villagers who will trade you one for helping them out or for some Precursor Orbs in exchange. VEHICLES Aero-Grav Zoomer - The Aero-Grav Zoomer, or A-Grav Zoomer for short, is a hovercraft vehicle that has been invented by Keira. Jak can use this to move over water or lava and will also come in handy where his own two feet aren’t enough. You can jump when riding the Zoomer by pressing the L1 or

Items/Vehicles R1 buttons -- and remember, the longer you hold the button, the further you’ll jump. When powered by Blue Eco you’ll be given sudden bursts of speed and objects will be magnetized towards you and when powered by the Yellow stuff, you’ll get to shoot some fireballs. Flut Flut - The Flut Flut is a big blue bird that Jak can ride that looks sort of like a Chocobo. This guy is used in areas where the gaps are too wide for Jak to jump over. When riding the Flut Flut you can press the X button to jump and again to do a double jump. You can also do a beak attack by pressing the Square button and a Dive Attack by pressing the Square button when in the air. Warp Gates - These aren’t really vehicles but we’ve decided to throw them in here because there’s nothing faster when it comes to getting around J&D’s world. The only problem is that the Warp Gates in the other areas of the game aren’t turned on at the start, so you’ll have to turn them on before you can use them. To use a Warp Gate, just press the Circle button when standing next to one and then select the area that you wish to warp to.

Characters Here’s your chance to get some background information on the game’s two heroes, a couple of the good guys that’ll help you throughout your quest and the enemies that will try and stop you along the way. MAIN CHARACTERS Jak - He is an elfin young boy who is essentially the game’s hero. He’s the character that the player controls throughout the game and he rarely says a word. Jak is also Daxter’s best friend and the reason he goes on this adventure is to help out his buddy -- who he knocked into the Dark Eco. Daxter - He is Jak’s humanoid friend who gets turned into this creature that looks a cross between a weasel and an otter (dubbed an Ottsel by Naughty Dog’s Jason Rubin) after falling into a pit of Dark Eco. He spends most of the game hanging onto Jak’s shoulder and will make up for Jak’s silence by chiming in with lots of wisecracks and one-liners. Daxter is the essential sidekick that’s there for some comedic relief. He has the best dances you’ll ever see in a videogame. SUPPORTING CAST Keira - She is the daughter of Samos and is a very precocious young lady that knows a great deal

Characters about the world they live in and is a master mechanic. She’s also very cute and appears to have some sort of a crush on the game’s hero, Jak. Samos - He is one of the four Sages in Jak and Daxter’s world. More specifically, he is the Green Sage and his main purpose in the game seems to be to help lead Jak and Daxter through their quest. He’s knowledgeable about all Eco, but his specialty is the green kind. He’s also quite right in his opinion that Daxter’s change is for the better. ENEMIES Gol - He is the Sage that’s knowledgeable of the Dark Eco. Samos suggests to Jak and Daxter that they search for Gol because if anyone in the world knows how to change Daxter back into his original form, it would be him. Maia - She’s the one that’s always with the Gol character and is also his sister. She might have some weird coloring, but she makes up for it with some nice cleavage. Lurkers - These guys are the big purple-ish creatures that are stirring up all sorts of trouble throughout Jak and Daxter’s world. Many of the game’s tasks will center on trying to stop certain Lurkers from mining Dark Eco for use in their evil plans.

Walkthrough This right here is the meat and bones of this strategy guide. In this section you will be given instructions on how to get every single one of the 101 Power Cells that are scattered throughout the game’s 16 stunning areas, plus some boss strategies and information on locations of some hard to get Precursor Orbs and all of the Scout Flies. Geyser Rock Sandover Village Sentinel Beach Forbidden Jungle Misty Island Fire Canyon Rock Village Lost Precursor Boggy Swamp Precursor Basin Mountain Pass Volcanic Crater Snowy Mountain Spider Cave Lava Tube Gol And Maia’s Citadel GEYSER ROCK This is basically the training level, so you don’t really need this guide for this part, but if you are having problems finding certain Power Cells or Scout Flies, we do show how you do it down below. The only real trick here is that not all of the Precursor Orbs are on the main path. To get all of these, just head to the right of the main path and to the beach. You’ll find the rest here. Precursor Orbs: 50 Power Cells: 4 Scout Flies: 7 I. Find The Cell On The Path Just head up the path where you see all of the Precursor Orbs and wooden chests. You’ll see the first Power Cell after the spikes in the ground and in between the two test dummies.

Walkthrough II. Open The Precursor Door You just have to open up the Precursor Orb while channeling the Blue Eco. Just go to the Blue Eco vent that is past the door and then run back to the door before your Blue Eco power runs out. There will be a Power Cell waiting for you on the other side. III. Climb The Cliff Just make your way up the cliff to find another Power Cell. It’s pretty straightforward and impossible to miss. Just use your double jump to get up to places where your regular jump doesn’t work. IV. Free 7 Scout Flies All seven of these Scout Flies are located in the area beyond where you find the first Power Cell. Just go to each of them and do the Dive Attack to free the Scout Fly in each to get a Power Cell. SANDOVER VILLAGE This is where Jak and Daxter live, as well as Samos, Keira, Jak’s Uncle and a few others. Most of the Power Cells you get here are just for exchanging a few Precursor Orbs with the villagers, but there are a few tricks for a few of them. If you’re having problems finding all 50 of the Orbs in this area, you might want to try going in the direction of the Forbidden Jungle, which is past the Yakows, and instead of jump up the ledges that take you to the Forest, just head around on the beach to the right of the normal path. Precursor Orbs: 50 Power Cells: 6 Scout Flies: 7 I. Bring 90 Orbs To The Mayor The Mayor’s hut is the first one you’ll see on the left side of the path when you head down past the two bridges from Samos’ hut. If you bring him 90 Precursor Orbs to help him with his re-election campaign, he’ll part with a Power Cell. II. Bring 90 Orbs To Your Uncle Jak’s uncle lives in the furthest of the three huts that are in the group that you’ll encounter when you’re coming down from Samos’ hut. He’ll part with a Power Cell if you give him 90 Precursor Orbs.

Walkthrough III. Herd The Yakows Into Their Pen Take the bridge to the right after the first group of three houses and head past the Bird Lady’s hut and down to the beach to talk to the guy that’s sleeping in front of a house. He’ll ask you to get the Yakows back into the corral. There are a total of five Yakows that you must herd into the pen. Just use Jak’s spin move to hit them and make them go where you want them. IV. Bring 120 Orbs To The Oracle The Oracle in Sandover Village is located in the area past the Yakows pen and towards the beach area. You’ll have to make a series of big jumps out to it. Just use your double jump plus spin move to get a little extra distance to make these jumps without much of a problems. Bring it 120 Precursor Orbs to get a Power Cell. V. Bring 120 Orbs To The Oracle Bring the Oracle another 120 Orbs to get the second of his two Power Cells. VI. Free 7 Scout Flies 1. There’s a Scout Fly in the empty house that’s the first one to the right that you’ll see when you head down from Samos’ hut and down past the two bridges. 2. You’ll find another Scout Fly in the back room of the Mayor’s Hut, which will be the first one you see on the left when you’re coming down fr om Samos’ hut if you cross the two bridges. 3. If you go past the Yakow pen and to the right towards the Oracle, you’ll find a Scout Fly on top of the first big platform to the right of the path to the Oracle. 4. You’ll find another red crate and a Scout Fly on the path to the Oracle just before the final wood bridge to get to it. 5. In the area where you have the three huts -- the Mayor, Jak’s uncle and an empty one -- there are two bridges. Just jump down to the beach area that’s in between these two bridges to find yet another Scout Fly. 6. There is a Scout Fly on the beach area behind the Sculptor’s hut. 7. Another Scout Fly can be found inside the hut where the Yakow herder is sleeping. SENTINEL BEACH To get to Sentinel Beach, just head to the area beyond the Sculptor’s hut when coming from Samos’ hut and leaving Sandover village. Make sure you blow up all of the steel crates with the cannon once you get control of it to find some hard to get Precursor Orbs. If you’re just missing a few, you may also

Walkthrough want to check the area behind the sentinels at the far end of the beach, at the top of each of these Sentinels and in the water behind the waterfall. Precursor Orbs: 150 Power Cells: 8 Scout Flies: 7 I. Unblock The Eco Harvesters Just break the rocks blocking the five Green Eco Harvesters to get the Power Cell. II. Push The Flut Flut Egg Off The Cliff Just head up the platforms to the east of the Eco Harvesters and towards Sandover Village to get to the Flut Flut eggs. Just hit it a few times with your spin attack and then jump down to the Bird Lady to get your reward. III. Get The Power Cell From The Pelican If you walk towards the Power Cell just sitting on the beach, a Pelican will grab it and take it to its next. To get this Cell, just swim over to his nest and the hit the bird to make him cough it up and then get to it on the hill before he gets there. You just have to jump off the ledge in the water and head up towards the platforms to the right of where you saw the Cell and get up there as quickly as possible. IV. Chase The Seagulls Just chase the seagulls that are at the far end of the beach three times to make them cause an avalanche that releases a Power Cell. You can find the Power Cell by heading up to the area between the Green Eco Harvesters and the waterfall. V. Launch Up To The Cannon Tower You can’t get this one until after you unlock the Blue Eco vent switch in Forbidden Jungle. Once you’ve unlocked the Blue Eco vents, just use the launch next to it to launch yourself up to the next platform and use its launcher to do the same. Keep doing this until you’ve reached the Cannon Tower. Once there, you just have to kill the two Lurkers to get the Power Cell. VI. Explore The Beach You can find this Power Cell on the ground to the right of where you get the Power Cell from the Pelican. It is located in between the raised land where the first windmill is located and the raised land where you must climb up to get to the Power Cell coughed up by the Pelican.

Walkthrough VII. Climb The Sentinel Just climb up to the top of the Sentinel to get a Power Cell. It is located to the far end of the beach and is in the area past where you first see the seagulls. VIII. Free 7 Scout Flies 1. On the path to Sentinel Beach from Sandover Village you’ll find a Scout Fly surrounded by a bunch of wooden chests. 2. There’s a Scout Fly in the area past the bridge up on the hill where you’ll see the first windmill when going from Sandover Village to Sentinel Beach. 3. You can find a Scout Fly on the platform to the west of the Eco Harvesters. 4. Make your way up the past to the east of the Eco Harvesters and towards the Flut Flut egg and Sandover Village to find another Scout Fly. 5. On the beach area past the nest of the Pelican coming from Sandover Village you’ll find another Scout Fly. It’s just towards the left side of the waterfall if you’re looking at it from the Pelican’s nest. 6. You’ll find a Scout Fly on the tallest platform in the area next to the windmill that’s the furthest from Sandover village. The only way to get to it is to go to the area below this land mass and use your Power Punch to knock both wooden stumps up -- you need to hit them three times. Once you do this use the wooden stump closes to the tall platform to jump up to it and get the Scout Fly. 7. Just head up the steps in the area where you first see the seagulls at the far end of the beach to get a Scout Fly. FORBIDDEN JUNGLE You can get to Sandover village by heading past the Yakows and along the beach until you get to these ledges that you must climb up. Just go up them and jump across the bridge to get to the Forbidden Jungle. Precursor Orbs: 150 Power Cells: 8 Scout Flies: 7 I. Connect The Eco Beams If you head to the path to the right when you first enter the Forbidden Jungle, past the snakes and moving wooden spiked logs, and jump across the river to the left, you will get to the back of the Temple where you’ll see this wooden steam engine. Jump to the top of it by using the moving pistons and then break the mirror to divert the Eco beams. Now you must find the different towers to divert the Eco beams to point towards the Mayor’s house.

Walkthrough The first one is right next to the steam engine. Just jump down and then press the circle button to use it and then line up the beam with the next tower by following the arrow. Just follow the beam across the river to where you first encounter the snakes and the moving spiked logs to get to the second Tower. The next Tower is on the side of the Temple that’s just around the corner from the steam engine thing where you broke the mirror to start all of this. Just cross the river from the last Tower to get to this one. Just go up to the next Tower by crossing the bridge that’s above the Fisherman and jumping up to the platform where the Tower is. The last Tower is on the beach where Sandover Village and Forbidden Jungle meet. Just run down there and point the baby at the Mayor’s house. After you’ve done this, just head over to the windbag Mayor’s house and collect the Power Cell for fixing the village’s energy beam problem. II. Get To The Top Of The Temple Just work your way up to the top of the Temple using the Blue Eco to activate platforms and jumpers to help you along the way to get this Power Cell. III. Find The Blue Vent Switch After you get to the top of the Temple, just stand on the switch in the middle to take you down below. Follow the only open path to take you towards the Power Cell that will unlock the Blue Eco Vents. IV. Defeat The Dark Eco Plant (Boss Battle) The path that you open underneath the Tower after you unlock the Blue Eco Vents will lead you to the game’s first boss battle. This is pretty simple. Just run around to avoid his attacks and then when the leave platforms appear, jump up to the top of them and then use Jak’s Spin Attack to hit the boss’ head. You just need to hit his head three times to defeat him. Just keep in mind that you can’t hit the green little monsters he sends out when their spikes are out, so wait until they pull them in before you attack them. V. Catch 200 Pounds Of Fish The fisherman is located right below the second long wooden bridge that you’ll cross in the Forbidden

Walkthrough Jungle. Just catch all of the 1 lbs and 5 lbs fishies and completely avoid the poison ones. Once you catch 200 pounds of fish, the fisherman will give you a Power Cell. Just remember that you lose if you let 20 lbs of fish go and the yellow fish are 5 lbs, so be extra careful not to miss those. VI. Follow The Canyon To The Sea From the fisherman, just head downstream through the water and when you get to the ocean, you’ll see a Power Cell on top of some land in front of you. Just swim up to it and then jump out of the water to get the Cell. VII. Open The Locked Temple Door The Locked Temple Door is in the area next to the steam engine where you must break the mirror to divert the Eco Beams. To unlock this door you must jump down to the area below next to the river where you’ll see three balls of Blue Eco. Get all three energy balls and then use the Blue Eco Jumper to take you back to the area behind the Temple where the door is and race up the ledge before your Blue Eco energy runs out to unlock the door and get the Power Cell inside of it. VIII. Free 7 Scout Flies 1. When you’re heading down river from where the fisherman is, you’ll see a Scout Fly on the land to your left that’s next to two crates of dark eco. 2. On that same path that leads to the Power Cell for “Follow The Canyon To The Sea”, you’ll see a crate for a Scout Fly in the river. 3. Head left after you cross the bridge above the fisherman and go up to the cliff where there’s a swinging spiked log. After this you’ll see a Scout Fly that you must climb up to. 4. If you go into the Temple and then head to the path to the right and outside, you can jump up the ledges on the outside of the temple to get up to a red crate that holds a Scout Fly. 5. On the path heading up to the top of the Temple, you’ll find a red crate with a Scout Fly just past one of the Blue Eco vents in the Tower. 6. If you head up the cliffs past the bridge that leads to the Tower, you can find a red crate next to the steam engine thing. 7. On the first path that you see when you enter Forbidden Jungle where there’s snake and some moving spiked wooden logs, you can jump up the platforms ahead of you to find a Scout Fly. MISTY ISLAND You need to use the fisherman’s boat to get to Misty Island, which is located down by the water in the back of the empty house near Samos’ hut, so you can’t go there until you get the Power Cell from the fisherman for catching 200 pounds of fish in the Forbidden Jungle area. Once you’ve done

Walkthrough that, you just need to jump into the boat and press the circle button in order to go automatically to Misty Island. Precursor Orbs: 150 Power Cells: 8 Scout Flies: 7 I. Catch The Sculptor’s Muse You’ll first see the Sculptor’s Muse when you head up from where the boat docks and in the direction of all the Precursor Orbs. When you get to the top of the first set of ledges, you’ll encounter two enemies and behind them will be the Muse. Just run after it and try to catch it. Use your Charge Attack (Square button) to help you quickly lunge after it when you’re close. Just return to the Sculptor once you’ve stuffed the Muse into Jak’s backpack. The Sculptor’s hut is located in the area after you take the left of the two bridges when working your way from Samos’ hut past the first grouping of three huts that you’ll see. II. Climb The Lurker Ship Climb to the top of the Lurker Ship, which is located in the area on the other side of the large room where the Lurkers ambushed you (and where the pit of Dark Eco is). Just follow the path and it’ll lead you right to the ship. III. Stop The Cannon To get up to the Cannon just work your way up the wooden bridges with the rolling and bouncing logs. Just jump or double jump over the rolling logs and use your somersault to go quickly under the bouncing logs. Once at the top, kill the Lurker controlling the cannon and you’ll be given a Power Cell. With the Cannon now in your power, use it to destroy the steel crates in the large room with the Dark Eco pool in it to get some more Precursor Orbs. IV. Return To The Dark Eco Pool To get here, you must head down the path that’s in the area to the right of where you first saw the Muse. Open the castle door by channeling some Blue Eco and enter the large room where the two heroes first encountered the Dark gooey stuff. When you enter this room, you’ll get ambushed by a bunch of Lurkers. Just make sure you get the Red Eco whenever it appears so you can kill those club-wielding Lurkers with a single hit and it won’t take too long to kill all of them. Once you’ve done all this and survived, some steps will appear leading you up to the Dark Eco pit. Just go up those stairs and work your way up to the Power Cell behind it.

Walkthrough V. Destroy The Balloon Lurkers If you head on the bridges next to the Lurker Ship without the rolling logs or head in the area to the right of where you first see the Sculptor’s Muse, you will find the A-Grav Zoomer. Jump in it and use it to fly around above the water and destroy the Lurkers riding the Balloon machines. The only trick here is to fly into the Lurkers (and not those big spiked balls) with your Zoomer to destroy them when they’re flying close to the water -- they’ll fly up in the air, but they’ll eventually come back down to allow you to take them out. Once you’ve destroyed all six, you can collect the Power Cell by going to the area inside of the Lurker Ship. VI. Use Zoomer To Reach Power Cell Just head to the wooden planks in the middle of the water where you must use the Zoomer to defeat the Balloon Lurkers and work your way up to the top of it and jump off the end of the ledge that leads to the Power Cell using the L1 or R1 button to get to it. Easy as pie. VII. Use Blue Eco To Reach Power Cell You can see this Power Cell if you look to the right when you get off the boat and face the Island. It’s sitting on the top of a ledge in the water. To get this one, you must go to the area where you see a high ledge with a Blue Eco energy ball on it with another one right down below. Go get the one on the high ledge first, then hop down to get the one down below and quickly run towards where you see the Blue Eco platform that you need to turn on. If you get there in time, the platform will turn on and you can jump on it to take you to the ledge with the Power Cell on it. VIII. Free 7 Scout Flies 1. You’ll find one Scout Fly in the area around where you’re chasing the Sculptor’s Muse. 2. If you head right of where you first saw the Muse and cross the bone that you can knock down to make a bridge and then head towards the ledges on the left, you will find a red crate with a Scout Fly in it. Just remember that you must go through the little cave like entrance to the left to find this one. 3. If you head past the cave-like entrance in this same the same area as the previous Scout Fly and head up the platforms, you’ll be led to another Scout Fly. 4. After you exit the area where you get ambushed by the Lurkers and head out the door on the opposite end, just head to the left where you’ll find one of those wooden platforms with a rock on one end. Stand on the other end, then jump up and do your Dive Attack to send the rock flying in the air. When it lands back on the wooden plank, it’ll vault you up to the ledge where you can find yet another Scout Fly.

Walkthrough 5. You’ll find a red crate with a Scout Fly on the Lurker Ship. 6. On the path after the Lurker Ship with all of the rolling and bouncing logs, you can get a Scout Fly on one of the ledges to the left of the main path. 7. There is a Scout Fly in a crate in the water area where you fight the Balloon Lurkers and right near the Power Cell. Just run your Zoomer into it to get the Scout Fly. FIRE CANYON You’ll need 20 Power Cells before you can enter Fire Canyon, which is located in the top of the cliff behind the Farmer’s house (you know, that guy that’s always sleeping and who gave you a Power Cell for herding his Yakows). Just jump up the ledges to get to Fire Canyon. Precursor Orbs: 50 Power Cells: 2 Scout Flies: 7 I. Reach The End Of Fire Canyon You just need to get to the end of the Fire Canyon before your Zoomer overheats. The key here is to hit all of the cold air balloons and try to jump over open lava whenever possible to stay cool. Just remember that the longer you hold down the L1 or R1 buttons to jump, the longer you’ll stay in the air. II. Free 7 Scout Flies All of the Scout Flies are pretty much on the main path. Just hit the red crates with your Zoomer to collect them all. If you’re missing one of them, it’s likely the one that’s hidden to the right of some rocks along the path as you’re heading from Sandover to Rock Village. ROCK VILLAGE You’ll find Rock Village on the other side of Fire Canyon. Just like Sandover, this place mainly connects you to other areas and the only Power Cells that you’ll get will be the ones that you collect from the villagers or the Oracle in exchange for Precursor Orbs. So, you’ll need to first talk to all the villagers and then head on to the other areas before you can get all of the Power Cells here. Precursor Orbs: 50 Power Cells: 6 Scout Flies: 7

Walkthrough I. Bring 90 Orbs To The Gambler The Gambler is the guy wearing the barrel in the big house that’s in the center of Rock Village. He has two Power Cells and will give you one of them in exchange for 90 Precursor Orbs. II. Bring 90 Orbs To The Geologist The Geologist is the lady standing next to a bunch of wooden boxes and barrels right past the second burning rock in the center of the village. She has two Power Cells and will give you one if you give her 90 of your Precursor Orbs. III. Bring 90 Orbs To The Warrior The Warrior is the man standing in the same room as the Gambler and is crying because he failed to protect the city from Klaww (we’ll talk more about this guy later). If you give him 90 Precursor Orbs, he’ll give you a Power Cell and will fix the bridge leading to the area where you can find the Mountain Pass and Boggy Swamp. IV. Bring 120 Orbs To The Oracle The Oracle is located to the right of the burning rock when coming down from the entrance to the Fire Canyon. Bring it 120 Orbs to get a Power Cell. V. Bring 120 Orbs To The Oracle Bring the Oracle another 120 Orbs to receive his second Power Cell. VI. Free 7 Scout Flies 1. A Scout Fly is located behind the Blue Sage’s hut. 2. On the path that leads from the entrance of Rock Village to its center, you’ll find a Scout Fly on the ground next to one of the ledges beyond the waterfall. 3. You’ll find this Scout Fly to the left of the second burning rock when moving from the entrance to the Fire Canyon and down into the center of Rock Village. 4. There is a Scout Fly in a crate behind the burning rock that’s next to the bridge to the center house in the village. 5. When you first enter the large house that’s in the center of the village, exit it to the right to take you to this outside dock that has a Scout Fly on it. 6. Just outside of the large room with the Gambler and Warrior and towards the Blue Sage’s machine, you’ll find a Scout Fly sitting there for you. 7. There is a Scout Fly located at the end of the bridges that leads you to Boggy Swamp on the opposite end of Rock Village from the Blue Sage’s hut.

Walkthrough LOST PRECURSOR CITY If you head to the Precursor structure next to the coast and near the Blue Sage’s hut, you’ll find the Lost Precursor City. Just swim over the corral reef or use the wooden bridge next to the house in the center of Rock Village to take you to it. The order that you will most likely do all these is: II, IV, V, VII, I, III, VII (VIII is for the Scout Flies and is done along the way). Precursor Orbs: 200 Power Cells: 8 Scout Flies: 7 I. Raise The Chamber This won’t be the first thing that you can do in this level. You’ll find the room to do this after the room where you must jump on the timed ledges to get the Power Cell for the Center Of The Complex. The room will be at the bottom of the slide with a Blue Eco vent and these blue orbs that you must charge with the Blue Eco. You should probably go and kill all of the Spinning Lurkers in this area by using your dive attack before you try to charge the blue orbs. When this is done, head back to the Blue Eco vent, charge yourself up, immediately head to the orb that’s behind you on the ledge then return to the Blue Eco vent and charge the orb right next to it. From there, go to the next orb that’s on the ground level and that jump up to the center area and get to the last two orbs before time runs out. After you turn them all on, the door to the center chamber will open up. Go in it and do your Dive Attack on the switch to raise the chamber. Exit out to Rock Village and swim to the nearest ledge and climb up to the top of it to jump to the raised chamber to collect the Power Cell. II. Follow The Colored Pipes In the room with the different colored pipes, just work your way to the ledge that has a trapped Power Cell inside of it. Hit the button and then work your way up the sliding ledges that go in and out of the wall before the timer runs out to get the Power Cell. III. Reach The Bottom Of The City After the slide down the long tube that you can get to after you exit the room where you have to light the blue orbs to raise the chamber, you will find a Power Cell right there waiting for you at the bottom of the city. IV. Quickly Cross The Dangerous Pool Just exit the room with the colored pipes to the lower left and you’ll enter a room with these platforms that are above a pool of Dark Eco. Just jump to the center to get yourself of Power Cell.

Walkthrough V. Match The Platform Colors After the room with the Dangerous Pool, take the path to the right to lead you to an area with these platforms on it that light up when you stand on them. Head to the far left of the room and jump on the nearest platform. Jump on the platform straight ahead of you in the direction of the door that you’re trying to open, then again on the one in front of you. Next jump to the platform to your right, and then to the one in the opposite direction of the door. From there, jump to the one to your right and then to the unlit one to your left. Keep on going in that direction, jumping on the next two unlit blocks. The continue jumping on the unlit blocks until you get to the last one that opens up the door leading up to the Power Cell. VI. Climb The Slide Tube After you get the Power Cell at the bottom of the city, you must work your way up the tube before the Dark Eco gets to you. Just keep working your way to the right, collecting any Precursor Orbs you see and killing monsters and using the Blue Eco Jump pads whenever you encounter them until you get to the top of the slide tube, where you’ll have a Power Cell waiting for you. VII. Reach The Center Of The Complex If you take the path to the left after the room with the Dangerous Pool you will be taken to an area that has a Power Cell in the upper left of the room. Hit the switch that will bring up some platforms that you must jump onto and use to get to the Power Cell before time runs out. If you’re having problems, try using a single jump to get to the first platform, a double jump to get to the second and do your Double Jump and Spin or Long Jump to get to the ledge with the Power Cell. VIII. Free 7 Scout Flies 1. In the first large room that you enter with moving platforms, you’ll be able to see a red crate with a Scout Fly in it towards the bottom of the room on a platform that has a Lurker with another Lurker on his shoulders. 2. In the room with the first set of platforms that move when you stand on them, you can find a Scout Fly on the ledge to the right. 3. In the large room with the colored pipes, if you work your way to the left to where you see the ledges moving in and out of the walls, you’ll find a Scout Fly. 4. There’s another Scout Fly in this very same room to the right of the entrance. You can use the platforms that move when you stand on them to get to it. 5. Just hit the switch in front of the Green tube with a Scout Fly in it to release it and then use the moving platforms to make your way to the ledge with the Scout Fly on it before the time runs out. 6. Just hit the switch in front of the Blue tube with a Scout Fly in it to release it and then once again

Walkthrough use the moving platforms to take you to the spot where it was released. 7. In the room adjacent to the one that you use the Blue Eco to charge the orbs to open the room to raise the chamber, you can get to a Scout Fly by using the platforms that are shot up by the steam. BOGGY SWAMP You can get to Boggy Swamp by taking the wooden bridges that are to the left of the Gambler and Warrior when you first walk into the room that they’re in. You can only use these bridges after you’ve given the Warrior 90 Precursor Orbs, though. The order you’ll typically do this is: IV, V, III, VI, I, II, VII (VIII is for the Scout Flies and is done along the way). Precursor Orbs: 200 Power Cells: 8 Scout Flies: 7 I. Ride The Flut Flut You won’t find the Flut Flut until you go to the area beyond where you take the Jump pad to get to the third of the tethers you need to break. Jump on the Flut Flut and use to it navigate the platforms in the area until you get to the top where you can find a Power Cell. Also use it to break open steel crates in the area and to get to the platform with the Scout Fly, which we’ll mention again below. Just remember that you can hit the Square button to do a beak attack (which opens the crates) and can do a glide/double jump by pressing the X button when the Flut Flut is in the air. II. Protect Farthy’s Snacks After you get the Power Cell with the Flut Flut, continue further into the Swamp to get to a very drunk man who asks you to keep the Lurkers away from Farthy’s snacks. Just say yes and you’ll have go into your first person view and will be able to move the camera left or right to aim your fireballs at the rats that are coming for the food. Just keep on shooting them before they get to the food and after three waves of the swamp rats, you’ll get rewarded with a Power Cell. III. Defeat The Lurker Ambush After you break the second tether, head past the wooden spiked gates that are moving up and down, get powered up by the Yellow Eco and then head into the cave on your right and shoot the Dark Eco crates. Jump up to the platform with the Blue Eco and then jump back down to use the Jumper -it will take you to the area where you get ambushed. Just use your spin attack and fireballs to keep killing the Lurkers till the mayhem stops.

Walkthrough IV. Break The Tethers To The Zeppelin To get to the first of the four tethers, just head past the spiked wooden gates that have a cave that’s immediately to the left of them. Head over the gates and use the Yellow Eco to shoot fireballs and destroy the trees releasing the monsters and then use it to shoot and break the first of the tethers and then go and collect the Power Cell at the top of the platform where the tether was. V. Break The Tethers To The Zeppelin This tether can be found after the series of swings on the wooden poles that can be found if you take the path through the cave that’s immediately to the left of the second set of wooden spiked gates of them that keep going up and down. VI. Break The Tethers To The Zeppelin You’ll find this tether by using the Jump pad that’s immediately beyond the wooden platform that has the Blue Eco on it that’s next to the Jump pad that you used to get to the area where the Lurkers ambushed you. So, after you get the Power Cell for defeating the Lurkers, hop on over the wooden platform, get the Blue Eco and use the Jump pad to take you to the area with this tether. Use the Yellow Eco vent to kill all the monsters and the tree generating them and then finally break the third tether. After that’s done, just collect its Power Cell. VII. Break The Tethers To The Zeppelin After you’ve passed the hut of the drunk guy who owns Farthy, head over the platform to the left of it when you’re facing him and then head around the swamp past the five spiked wooden gates and keep on going until you reach a Yellow Eco vent. Power up with this and use it to shoot fireballs at the fourth and final tether that you need to break. After you do this, just jump up the platforms to get to the Power Cell. VIII. Free 7 Scout Flies 1. You’ll find the first Scout Fly on the initial path in the Swamp. It’s just over the first set of thorny vines that you must jump over. 2. Use the Blue Eco vent next to the Eco Jump Pad to take you to a Scout Fly in the first part of the Swamp. 3. Further down the path, go into the cave that’s immediately to the left of the three wooden spikes that go up and down and take this path until you get to the Jumper that shoots you to another cave with a Scout Fly. 4. After the area where you break the second tether, there’s a Yellow Eco vent with these flying bat creatures hovering at the end. Use the fireballs to kill these monsters and head in that direction to find a crate with a Scout Fly.

Walkthrough 5. There’s a red crate with a Scout Fly in it located just beyond the area where you use the Jump pad to get to the third tether that you must break. But, you can only get it by using the Flut Flut. So, hop on the bird and use it’s insane jumping skills to make it to the Scout Fly. 6. On the path towards the opposite direction of the last red crate you found with the Flut Flut, you’ll encounter a second one with a Scout Fly in it. This is on the way to the Power Cell that you get with the Flut Flut. 7. After you head left past the house of the drunk guy who owns Farthy and through the cave and over the set of five spiked wooden gates, you’ll find a red crate with a lot of Dark Eco crates surrounding it. PRECURSOR BASIN You can get to the Precursor Basin by heading to the path behind where the Geologist lady is standing in Rock Village. Precursor Orbs: 200 Power Cells: 8 Scout Flies: 7 I. Herd The Moles Into Their Hole There are four red moles and a mole hole that can be found in the first area of the Basin. Just keep chasing the moles around with your Zoomer and try to get them to run into their hole. After you’ve herded all four, you can go collect and Power Cell from the Geologist. II. Catch The Flying Lurkers There are a total of four Flying Lurkers in the Precursor Basin. The first two can be found in the first area. Just keep chasing them around until you can hit them. Try and learn their patters so you can anticipate their turns and catch up with them since they fly at about the same basic speed as your Zoomer. The second two Flying Lurkers can be found in the second area. You get to the second area by going through any one of the two tunnels that are at the opposite end of the first section and across the water. Just fly around and chase these two guys until you destroy them to get the Power Cell for this task. III. Beat Record Time On The Gorge The entrance to the racetrack where you must try and break the record time is the cave where

Walkthrough you see a checkered strip blocking it to the right of the entrance to the Precursor Basin. Just race through the track as quickly as possible and beat the record time of 45 seconds. The only trick is to try and not get stopped by anything that blocks your path and try to get the Blue Eco whenever possible. After you beat the record time, you can head back to Volcanic Crater and collect a Power Cell from the Gambler. IV. Get The Power Cell Over The Lake There is a Power Cell sitting over the Lake in the very center of the second area in the Precursor Basin. To get this one, just head up and around the path that’s in the center of this area and work your way around to the cliff right next to the Power Cell so you can jump off of it and grab the Power Cell. V. Cure Dark Eco Infected Plants You can find the Dark Eco Infected Plants in the second area of the Basin and to the right hand side of where you enter this area. What you need to do here is get powered up by the Green Eco vent and then fly around touching all of the Dark Eco infected plants and when you run out of Green Eco power quickly fly back to the vent and return as quickly as possible as the plants will grow back infected over time. You’ll want to keep doing this until all of the infected plants are gone. When this is done, just head back to the plant that grew in the place of the infected plants and grab the Power Cell. VI. Navigate The Purple Precursor Rings The first Purple Precursor Ring can be found on an overpass in the middle of the first area of the Precursor Basin. Drive through it and keep on flying through each subsequent Ring until you fly through a little more than 20 of them. After the last one, you will be given a Power Cell. Just keep in mind that you only have a limited time to get from one ring to the next, so make sure you do it quickly. If you miss one, you do have some time to go back through it, but try not to waste time doing this. The next ring will usually be somewhere right in front of you if you head through the previous ring straight and not by circling around. VII. Navigate The Blue Precursor Rings After you have made it through the Purple Rings successfully the Blue Rings will open up in the second section of the Basin (the section that had the infected Dark Eco plants). Get to the first ring by working your way up to the center ledge and over to the Blue Ring. Jump through it and keep on following each subsequent Blue Ring. When you get to the ring that’s sitting high above the water, you’re going to need to jump the rock that’s in front of the lake to get to it. Keep following the rings and it’ll eventually take you to the start of the Precursor Basin where you first jump into the Zoomer. Go through the Ring at the bottom and work your way back into the Basin while keep going through the

Walkthrough rings. Eventually you’ll find yourself going up the path that led you to the very first Blue Ring. At the end of this instead of taking a left like you did to start this off, take a hard right and jump off the end of the ledge to jump through the final Blue Ring. Do this successfully and a Power Cell will pop out and you’ll be able to pick it up. VIII. Free 7 Scout Flies All seven of these Scout Flies can be easily found as you progress through each of the other tasks to get the other Power Cells in the level. If you try to get the Power Cells, you’ll encounter all of the seven red crates with the Scout Flies trapped inside of them. MOUNTAIN PASS You’ll need to get 45 Power Cells in order to fuel the Blue Sage’s machine, which is called The Levitator, that’ll help you get to the Mountain Pass by moving the big rock blocking your way to Klaww and the Mountain Pass. After you get 45 Power Cells, just go talk to Keira who will be standing next to the Blue Sage’s machine that’s located across the wooden bridges that are to the left of the Warrior and Gambler (left of them when you’re entering the room from the front). Precursor Orbs: 50 Power Cells: 4 Scout Flies: 7 I. Defeat Klaww (Boss Battle) Here’s what you need to do to defeat Klaww: First, jump back and forth between the three platforms on the lava to avoid the rocks that he shoots out. After he stops, run and grab the Blue Eco and then go and jump on the platforms that have arisen and run to the end of it while avoiding the rocks that he throws at you. Grab the Yellow Eco and keep shooting fireballs at him until he eventually drops it on his head. Now run back to the three platforms at the beginning of the stage. You just have to do this two more times to defeat Klaww. The only catch is that Klaww’s fireballs will be faster each subsequent time and when you run at the platform towards him there will be less and less platforms to jump on. II. Reach The End Of The Mountain Pass All you have to do is reach the end of the Mountain Pass before the Flying Lurkers to get this Power Cell. Just be careful not to run into the Dark Eco crates or the bundles of dynamite because that’ll kill you. It’s not too hard. Use the Blue Eco vents whenever you see them because they make you go

Walkthrough faster and jump off of ledges whenever you come to them because if you don’t you’ll likely fall into some pit or land right on top of some dynamite. III. Find The Hidden Power Cell You can’t get this Power Cell until AFTER you have unlocked the Yellow Eco vents by flipping the switch over in Snowy Mountain. Once you have done this just head to the Yellow Eco vent that’s in front of the entrance to the cave in the Mountain Pass and use the Square button to shoot some fireballs at the rocks to the left of the opening of the cave. Just follow that path to the Power Cell. IV. Free 7 Scout Flies These are all located on the path to the end of the cave. Just keep an eye out for the red crates and everything should be fine. After you’ve finished it once, you can always jump back into the Zoomer to go out and search for any that you missed on the first pass. VOLCANIC CRATER You can reach Volcanic Crater by crossing the Mountain Pass from Rock Village. It’s a village surrounded by Lava that has some miners and an Oracle that you can give 90 Orbs to in exchange for a Power Cell. Plus, there are seven Scout Flies you must find and a hidden Power Cell lying around. Volcanic Crater is the hub that leads to Snowy Mountain, Spider Cave and the Lava Tube. Precursor Orbs: 50 Power Cells: 8 Scout Flies: 7 I. Bring 90 Orbs To The Miners You can find the miners in the cave that’s across the bridge that’s right next to the door to the Red Sage’s hut in the center of Volcanic Crater. They have four Power Cells in all that they’ll trade for 90 Orbs each. Give them 90 Orbs for a Power Cell. II. Bring 90 Orbs To The Miners Give the miners another 90 Orbs for a second Power Cell. III. Bring 90 Orbs To The Miners Give them another 90 Orbs for a third Power Cell.

Walkthrough IV. Bring 90 Orbs To The Miners Give them 90 more Orbs for their last and final Power Cell. V. Bring 120 Orbs To The Oracle You can find the Oracle by heading to the left of the cave entrance when coming from the Red Sage’s hut and following the path down and then back towards the same direction that you came from. As usual, the Oracle will have two Precursor Orbs that are 120 Orbs each. Give it 120 Orbs for its first Power Cell. VI. Bring 120 Orbs To The Oracle Give the Oracle 120 more Orbs for its second Power Cell. VII. Find The Hidden Power Cell The hidden Power Cell is locked in a steel crate that’s on a high ledge that’s in front of the entrance to Spider Cave. Since you need a fireball to break open this crate, what you need to do is head down into Spider Cave, make a left in the direction of the two spider webs that are in the Dark Eco. Cross that area and then head up and left to the moving platforms and keep on going until you get to the Yellow Eco vent. Power yourself up with the Yellow stuff and quickly head back to the front of the cave and towards Volcanic Crater. As you’re making your final jump across the platforms at the cave entrance shoot a fireball in the direction of the cave exit and you should hit the crate with the Power Cell in it. Just keep on going out of the cave and pick up the Cell. VIII. Free 7 Scout Flies 1. Just to the right of the entrance to Volcanic Crater (when coming from Mountain Pass) is a fairly well hidden red crate with a Scout Fly in it. Just jump down the ledge to get it. 2. There’s a Scout Fly in the cave that leads to the miners. 3. You can find a Scout Fly on a ledge that’s on the path leading to the Oracle. 4. Head to the right of the cave towards the mine carts to find a Scout Fly sitting on one of the platforms in plain site. 5. Another Scout Fly can be found in the land in between the first circle mine cart track. 6. You’ll also find a Scout Fly on the island of land in the middle of the third circle mine cart track. 7. There is also a red crate with a Scout Fly on the third circle mine cart track that’s next to the entrance to Spider Cave. SNOWY MOUNTAIN Once Keira has fixed it, you can use the Gondola in Volcanic Crater to take yourself up to the top of

Walkthrough Snowy Mountain. The Gondola is located on the path to the right of the miners cave as you’re coming from the Red Sage’s hut in the center of the area. Precursor Orbs: 200 Power Cells: 8 Scout Flies: 7 I. Find The Yellow Vent Switch First, you must find the cave that’s hidden behind the trees. You can either get here by taking the rightmost path from the front of Snowy Mountain that leads you to the ice pond, where you must exit this to the left hand side from where you enter and head down the slide where there are two moving platforms that go up and down. From there, just head around the mountain to the right and you’ll find the trees that are blocking a cave. You can also take the middle path, which is between the rightmost path and the path on the left that leads up the hill with the rolling snow boulders and keep on going down it until you cross a frozen bridge that takes you to the fort. From here, you must head to the right and you’ll see the trees blocking the cave right in front of you. Just work your way to the end of the path to find the Yellow Vent Switch, which will unlock the Yellow Eco vents (this will allow you to go back to Mountain Pass to find the Hidden Orb). II. Stop The 3 Lurker Glacier Troops To get this Power Cell, you’re going to have to kill the 3 Lurker Glacier Troops that are scattered throughout the level. To find the first one, just head up the hill where the boulders of snow are rolling down and head to the left when you get to the top of it. Just kill all of the enemies there including the one that is controlling the machine. You may want to get powered up by the Red Eco that’s near that area to make things even easier. In order to get to the second group, head past the ice pond that’s beyond the cave that’s located to the rightmost side when first entering Snowy Mountain. Go through the pond and past the Red Eco vent to find the Glacier troop. You can get the third group after you have gotten the Cell for Open The Lurker Gate. After you get that Cell, jump onto the platform that’ll take you to a higher level. From there, head to the right and you’ll find that last troop. Kill everyone and collect the Power Cell.

Walkthrough III. Deactivate The Precursor Blockers To get this Power Cell, you’re going to have to deactivate all the Precursor Blockers in Snowy Mountain. The first one can be found in the area right around where you enter the level. The second one can be found up the hill to the left after you jump past the large gap after the very first area of Snowy Mountain. A third one can be found on that same path going up the hill with the rolling boulders of snow coming down it. The next four Precursor Blockers can be found on the ice pond that’s just beyond the ledges in the cave that’s the rightmost from the entrance of Snowy Mountain. You can find another one of the Precursor Blockers to the right of the gate to the Lurker Fort (right when facing the front of the fort from the outside). The next two Precursor Blockers can be found the icy path that’s to the left of the gate to the Lurker Fort (again, when facing the front of the fort from the outside). At the end of that same path, head across the icy bridge to a tall land mass that has another two Precursor Blockers on it. You can then head across the next icy bridge to find the final Precursor Blocker. Jump on top of it to deactivate it and get yourself a nice little Power Cell. IV. Open The Frozen Crate After you have turned on the Yellow Eco vents, just head back to the cave that is the furthest to the right when coming from the start of Snowy Mountain and power yourself up with the Yellow Eco and shoot the steel crate the is stuck in the wall of ice. This will unlock that Power Cell and you then just have to hop on over and pick it up. V. Get Through The Lurker Fort This Orb is located to the left side of the Fort (from where you enter). But to get it, you must go up to the top of the first structure, then work your way around to the ride of the fort until you get to the main structure of the Fort and then continue around to the right. Be sure to hit the button that turns on the log in the middle of the main structure because if you fall of working your way to the Cell all you need to do is go back to this log in order to get up to the main structure in the fort now.

Walkthrough VI. Open The Lurker Fort Gate In order to get the Power Cell to open the gate to the Lurker Fort, you need to take the rightmost path from the beginning of Snowy Mountain and work your way past the ice pond. After you cross the pond, head to the bridge on the right side that will take you to a Flut Flut. Get on the Flut Flut and then step on the button to lift some platforms and start the timer. Make it to the end before the time runs out and do the same thing for the next two sets of timers and ledges. At the end of this you’ll reach the Power Cell and the button that opens the gate to the Lurker Fort. VII. Survive The Lurker Infested Cave To get to the Lurker Infested Cave, you can head down to the Lurker Fort and take the path to the left (from facing the Fort from the outside). Head down the path and cross the two icy bridges at the end of the path to the left. From there, just work your way through all of the Lurkers and pick up the Power Cell on the ledge at the end of the cave. VIII. Free 7 Scout Flies 1. The first Scout Fly can be found in the area right near the Gondola where you enter Snowy Mountain. Just jump down the first ledge that you come across to get to it. 2. On the path that’s on the rightmost side when you’re coming from the start of Snowy Mountain you’ll find a Scout Fly just a few ledges past the Yellow Eco vent. 3. There’s a red crate with a Scout Fly that’s just to the right of the two moving platforms that take you up to the ice pond (to the right when facing the two platforms). 4. The best way to get to this Scout Fly is to go get it AFTER you have defeated the third glacier troop (see above). After you do this, jump across the platforms where you had come from to take you to this wide-open area that has the red crate in the middle of it. You can also get to this one by taking the middle path (between the rightmost and the one that leads up the hill with the rolling snow boulders on it and then dropping down from the wooden bridge. 5. If you drop down to the ledge directly behind the second glacier troop, you can get this Scout Fly. 6. There’s a red crate on top of the center platform inside of the Fort. 7. There is also a red crate with a Scout Fly at the top of the main structure inside the Fort. Work you way up and around the ledges starting from the middle structure to get to this. SPIDER CAVE The Spider Cave is located at the cave towards the rear section of the third of the three circle mine cart tracks in Volcanic Crater.

Walkthrough Precursor Orbs: 200 Power Cells: 8 Scout Flies: 7 I. Use Your Goggles To Shoot The Gnawing Lurkers In the first big room there are Gnawing Lurkers all over the cave. What you need to do is go get powered up by the Yellow Eco and then go into first person view to shoot and kill all of the Gnawing Lurkers. They are scattered throughout the cave so just work your way up to the various Yellow Eco vents and shoot any of them that you can see from that spot and then continue on until you’ve gotten all nine of them a Power Cell will appear in the center of the cave next to a tree. II. Destroy The Dark Eco Crystals You need to destroy all the Dark Eco Crystals in the cave to get this Power Cell. The first one can be found in the middle area of the first large room in the cave and can be shot in the first person view with the fireballs to destroy it. Another Dark Crystal can be found on the piece of land to the right of the three webbed jumpers that lead you to the cave with the Giant Robot. There is another Dark Crystal in a room that has four moving platforms over a large pit of Dark Eco. It’s in the upper left hand corner of the screen when you first enter it. You can either shoot it with a fireball if you’re powered by Yellow Eco or just use the platforms to jump up to it and touch it if not. When you get to the room with the four moving platforms over the pit of Dark Eco, take the path over the platforms to the right (it’ll have a red crate there when you first go there). When you’ll get there you’ll see another large pit of Eco that you need to cross. You cannot make it with the Double Jump or Double Jump and Spin Attack, so you have to use the Long Jump (press L1 or R1 when running and then X to jump) to cross it. Once you’re on the other side, jump in the water and swim down to the bottom to destroy the Dark Crystal. The last of the Dark Crystals can be found in the Dark Cave. At the fourth crystal that you can hit to light up the room you can head to the left to find a body of water. Dive down to the bottom to touch and set off the last of the Dark Crystals and you will be awarded a Power Cell. III. Explore The Dark Cave The Dark Cave is the extremely dark room that you can only light up by using the Spin Attack and hitting the crystals that you’ll find throughout it. The only problem is that the crystals don’t stay lit

Walkthrough forever so you’ll have to constantly progress through the cave to find other crystals that you can hit to light up the area. It’s not all that hard, though you may want to consider sitting next to a crystal and keep hitting it when you’re waiting for some of the platforms in later parts of the cave to come around to where you can use them. Otherwise, just follow the path and you’ll get to the top where you’ll find a Power Cell. IV. Climb The Giant Robot In order to get to the cave with the Giant Robot, head left from the entrance to the Spider Cave and head down the path underneath the wooden bridge that will take you to a pool of Dark Eco that has three spider webs that you can use to bounce on. Cross the pit of Dark Eco and you will eventually find yourself at the Giant Robot. All you have to do is get to the top of the Giant Robot to collect this Power Cell, but it’s a lot harder that it sounds. Work your way around the structure circling the robot until you get to the top level where there is a bunch of collapsing platforms. Cross these platforms and work your way around until you reach a string of poles that you can swing on. Use these to continue working your way around the structure until you get to the very top of the Giant Robot where there’s a Power Cell waiting for you. V. Launch To The Poles To get to this Power Cell, you need to head to the left and past the large structure that’s built around the giant robot till you find a ball of Blue Eco energy. Once you’re power up by the Blue Eco jump down to the Jump pad down below and use it to launch yourself up to the swinging poles above you. From there, work your way up and to the left of the screen until you collect all the Precursor Orbs and find the Power Cell. VI. Navigate The Spider Tunnel The Spider Tunnel is located in the same room as the Giant Robot. Just away from the Giant Robot and back to where you entered that room but on the ground level. You will come across another set of three spider web bounce pads that will lead you to a room filled with spider eggs. At the end of it is a Power Cell with your name on it. VII. Climb The Precursor Platforms Climb the Precursor Platforms moving around in the first area of the cave until you get to the Power Cell that’s located in the center and highest point in the room.

Walkthrough VIII. Free 7 Scout Flies 1. A Scout Fly can be found on a high ledge directly above the entrance to the big first room of the Spider Cave. Just work your way to the right and then up until you get back to the beginning. 2. A second Scout Fly can be found in the opposite end of the same room as the first one. Just work you way to the other side and you’ll find a red crate at the back of this room. 3. There is a third Scout Fly in the first big room of the Spider Cave. It’s inside of a tree that’s behind you when you go to the cave entrance that leads to the Giant Robot. It’s in the middle area of the big room. 4. You can find a Scout Fly in a red crate that’s directly in front of the Giant Robot and on a second level platform on the scaffold. It has several steel crates in front of it. 5. There’s a crate with a Scout Fly in it on a high ledge near the Giant Robot. Work your way around the structure as if you’re going for the Power Cell on top of the Giant Robot but instead of going around where you have to do the spins on the wooden bars, jump to the center using the windmill like think with the circling platform to get to the center structure with the red crate on it. 6. In the room with the four moving platforms that are hovering over the Dark Eco pit, there’s a Scout Fly on the ledge to the right side. Just use the platforms to jump over to it and get it. 7. You will find a Scout Fly on the path in the Dark Cave after you pass the fourth of the crystals that you can hit to light up the room. LAVA TUBE You’re going to need 72 Power Cells in order to upgrade the heat shield enough on the Zoomer to get you through the Lava Tube that takes you to Gol and Maia’s Citadel. To get to the Lava Tube just take the cave exit that’s at the end of the first circle of mine carts in Volcanic Mountain. Precursor Orbs: 50 Power Cells: 2 Scout Flies: 7 I. Reach The End Of The Lava Tube There’s no real trick to this one. You just need to make it to the end of the Lava Tube to get this Power Cell. Just remember that you can use the L1 or R1 buttons to jump and the longer you hold the button, the further you jump with the Zoomer. II. Free 7 Scout Flies All seven of the Scout Flies are right on your path and, just as they usually are, they can be found in the red crates. If you see a red crate, you should just fly through it to free the Scout Fly. There aren’t

Walkthrough any that aren’t in clear view, so you get them when you see them. GOL AND MAIA’S CITADEL You can reach Gol and Maia’s Citadel by crossing the Lava Tube. This is the game’s final level and probably it’s toughest. Precursor Orbs: 200 Power Cells: 5 Scout Flies: 7 I. Free The Blue Sage After you free the Red Sage take the Blue Eco platform down to the platform below and work your away across the bridge and to the right until you get to another switch. Hit the switch and cross the platform that pops up that’s multi-colored and three tiles wide. Jump up the two moving platforms to take you to the rotating block. From there jump to the moving platform that’s to the left of it to take you to the moving block in the middle of the area with the flames being shot down onto it. Either jump onto it and hang on the side or stand on the edge where you won’t get hit by the flames once it rotates around fall off onto the ledge on the other side of it and then jump to the spinning circle platform across from it. From there jump on over to the single moving platform and use it to get to the wooden ledge at the end of the room with a Blue Eco vent on it. You can use your Long Jump off of the moving platform to get to it. Jump into the Blue Eco and then work your way up the platforms that have arisen. Once you get to the top (where you’ll find a Scout Fly) jump to one of the Square platforms that are moving around in a circle and be sure to jump to the next one once your platform stops below the fire spouting device -you’ll have to do this twice. Once you get to the end, just go out the door to free the Blue Sage. II. Free The Red Sage The Red Sage can be found by heading right from the entrance to the Citadel and working your way past the set of rotating pie shaped platforms with missing pieces in them until you get to this empty area with a switch. Hit the switch to pull up these platforms and work you way across these until you get to a hallway with a Yellow Eco vent. Run down the hallway and begin shooting, as there will be a ton of Lurkers coming out after you. Just work your way to the end of the hallway so you can destroy the three glowing blue spheres at the end of it to stop the machine that’s making the Lurkers. Then kill

Walkthrough all the Lurkers and exit the room to find the Red Sage. Use the Spin Attack to hit the glowing blue thing and set the Red Sage free and collect a Power Cell. III. Free The Yellow Sage After you free the Blue Sage take the Blue Eco platform down to the base area in the middle and head to the right. After the first set up colored platforms jump over to the pie shaped rotating platform that has 1/4 missing from it and work your way to the door. Once you go through the door power yourself up with the Blue Eco and work your way across the gaps using the Jump pads. Once you get to the end you’ll be able to free the Yellow Sage. IV. Free The Green Sage After you have freed the Yellow Sage (and have picked up the Scout Fly that’s located on the platforms towards the right of the Yellow Sage), use the Blue Eco platform to take you back to the center of the Citadel. From there, hang a left and work your way to the platforms that popped up after you freed the other three Sages. Head up to the top of the platform and then head back towards the center structure by jumping on the rotating ledges until you make it into the center area. Just follow the wooden planks until you get to the glowing blue device that you need to break in order to free the Green Sage. V. Free 7 Scout Flies 1. The first Scout Fly is just to the right of the door that you enter from. 2. The second can be found by heading along the path to the right of the entrance to the Citadel. 3. The third Scout Fly can be found by following the rotating pie shaped platforms that are to the right of the entranceway to the Citadel. 4. You’ll find a fourth Scout Fly on the path to free the Blue Sage. 5. There is a crate with a Scout Fly to the left of the Blue Eco vent (when coming through the door) that’s on the way to freeing the Yellow Sage. 6. This one is located to the right after you come through the door that takes you to the Yellow Sage. You’ll see some rotating pie shaped platforms past the Blue Eco platform. Jump over the three of them and then head around the corner after the last one to find the crate with the Scout Fly in it. 7. You’ll come across the last Scout Fly when you head up to the Green Sage on the very top level of the main structure. FINAL BOSS BATTLE When you get to the top of the Citadel, break open the crates so you can get the Blue Eco that powers the Precursor Platform that’ll take you to the boss.

Walkthrough The first thing you need to do is go power yourself up with the Yellow Eco. Once powered up, just jump and shoot a fireball at the robot to hit it. You’ll need to hit it five times before you do some damage. After it resets itself, it will shoot a bomb to the center of the platform. You’ll need to run to the Blue Eco vent and then quick run to the other side where you’ll see a Jump pad. While powered with the Blue Eco, hit the X button to use the Jump pad -- the bomb will then explode when you’re in the air. For the boss’ second stage of attacks, these Lurkers will jump out of the Dark Eco and try to attack you. Just run to the Yellow Eco and shoot fireballs at the Lurkers because you can’t hit them with your normal attacks because they’re spiked. After you destroy all of them, which will be about 12 Lurkers in all, you need to once again run to the Blue Eco vent and to the Jump pad before the bomb goes off. The third attack will have the robot shoot out five groups of fireballs that will each explode one by one producing a circular ring of fire that extends around each. Jump over each of these until all five have exploded. Once you’ve done this, quickly run to some of the Yellow Eco energy balls and keep shooting fireballs at the Giant until he repeats the process. Keep doing this until his arm explodes, which will take about five or six hits, and he sends out another bomb. And just like the other times, run to the Blue Eco vent and then to the Jump pad to avoid the explosion. For the final attack, the boss will power up his arm and shoot a large fireball at you. Keep running horizontally across the screen to avoid the fireball and immediately after one of the fireballs flies past you, go get some Yellow Eco and shoot a barrage of fireballs at the boss. Once you hear the gun powering up again, begin running horizontally across the screen again to avoid the blast -- and just keep repeating the process until the boss is destroyed. The last stage is pretty simple. All you need to do is run and grab one of the White Eco blocks that will appear on the ledge. Once you grab one…the boss will be destroyed.