Jak & Daxter





Once you have been give permission from the fisherman in Forbidden Jungle, you can use the powerboat to gain access to Misty Island. Keep you wits about you. There's trouble everywhere. The enemies here are a little meaner and a little faster.

There are 8 powercells to get in this level. They can be found:

Chasing down and catching the artist's muse and returning him to the village
Climbing to the top of the lurker ship next to the rolling log bridge
Using blue eco lightning balls, reaching the powercell on the far island
Finding and freeing all 7 scout flies
Returning to the famous dark eco pool inside the arena
Disabling the cannon at the top of the mountain
Exploding the balloon lurkers in the lagoon on the a-grav zoomer
Catching the powercell high in the air using the a-grav zoomer

Misty Island 1 As you come onshore, the first challenge is to master the catipult teeter-toter. Simply jump and then superdive down. The rock on the other end will bounce and when it lands it will catipult Jak. Use it to collect orbs and to access unreachable ledges. The lurkers here are tough. You have to attack the armored guards twice. Once to dislodge their weapon, and then again to knock them out. The fish soldiers and swampies require only a single punch or spin attack.

Misty Island 2 First assignment is to catch the muse for the artist. The sparkly squirrel immediately starts to run away as Jak comes close. Follow the muse closely and establish his route around the ledges and spine bones. Near the far end of his route, you can cut him off on the stairs and capture him before he back-tracks, or jumps away. Once you have him, you can either stay here and wait til you complete the level, or return with the boat to the village to get the powercell. Your choice. Don't forget the scout fly near the stairs.

Misty Island 3 Next job is to search the island area with the deadly mist underneath. Knock down the giant bones by bashing them 2-3 times. They create bridges. Up on the left by the cliff, is a grotto leading to a scout fly and orbs. Using 2 blue eco lightning balls, sprint up the cliff over the collapsing walkway to access more orbs and another scout fly. Look around. There are several armored lurkers guarding the islands. Go to each pedestal island one by one, and take them out.

Misty Island 4 As you break open treasure chests, red eco energy lightning balls will appear. This is super strength eco energy and gives Jak the ability to take out the lurkers with one punch or to knock down walls. The next mission is to go back to the blue eco balls and quickly powerup with both balls. Sprint and jump to the left, activate the hover pad, wander over to the far island for another powercell. Kill the soldier fish on the way back. Jump back across the pedestals to the large door portal by the stone stairs. Enter the arena.

Misty Island 5 As you enter, you are immediately ambushed by lots and lots of lurkers. Take em down as you can, and don't get trapped in a corner. Every once in awhile, a red eco lightning ball will appear. Powerup and attack. All the meanwhile, someone is firing a cannon at you with TNT. Eventually everybody is gone and a set of stairs comes to life by the dark eco pool. (we were here during the intro of the game). Grab the powercell and go out the portal on the other side of the arena.

Misty Island 6 On the other side of the portal is more trouble. 3 armored guards are waiting for you. Grab the red eco energy off to the left and take em down. Get all the orbs and then walk down the path, over the swamp pool and use the teeter-toter on the left. Another armored guard and soldier fish are up top. Grab the scout fly and look around at the large open water area and the strange wooden bridge high above with the rolling logs. You know we will eventually have to go up that ramp.

Misty Island 7 Jump back down to the main walkway and off to the right, down below the big bone ribcage, is another beach area. Take out the lurker and scour the beach for orbs. As you turn back up the stairs, note there are 2 blue eco balls. Up top there is a 3rd blue eco energy ball on a platform dead ahead. Power up and sprint through all 3 energy balls together. Your eco meter will gain charge as you go. Ahead on the path to the right is a sealed vent cover you can open for more orbs.

Misty Island 8 There are more lurkers ready to pounce on you. Take em all down, and walk over the bridge to the deck of the old ship. Watch for all the soldier fish patrolling, and work your way up to the platform next to the rolling logs. Grab the powercell. Now comes the trickey part!! Run up the ramp avoiding all the logs. On the way watch for 2 scout flies to collect. There is a green eco lightning ball on one of the landings to restore Jak's health. Once you reach the top, go left, disable the cannon.

NOTE: Along the ramp and on the ship you must avoid the red and black boxes. They contain dark eco which is dangerous to Jak's health. Even if you don't need it, go through the green eco energy powerup just to make sure you are at full health.

Misty Island 9 After you collect the powercell, we can now go play and use the cannon. Down below in the arena area, are a number of metal boxes by the far wall. Aim and fire the cannon to drop the TNT next to the boxes. They will explode releasing more orbs.. We will get them later. Now jump from the cannon, go back down the ramp with the rolling logs (a little challenging) and this time look off to the left, down by the beach. WOW. Time to play with Kyra's fully charged a-grav zoomer.

Misty Island 10 First thing to learn is how to drive. Talk a tour around the water to get to know how to turn, accelerate, and jump. When the baloon lurkers are close to the water, you can zoom in on the driver between the two spike bombs and take em out. There are 8 baloons between the 2 lagoons. Collect the powercell that appears inside the ship. Cruise around to collect all the orbs. Now for the ramp jumps. Speed up the ramp, and using the L1 button turbo-hop to the orbs in mid-air.

Misty Island 11 This may take a few tries to get the timing down. Up the long ramp by the rock is the final scout fly and the final powercell. To get that last powercell you need to execute a full-speed perfect turbo-hop high into the air. After your'e done, park the a-grav-zoomer, work your way back to the arena and collect the rest of the orbs from the boxes you exploded with the cannon. You should be at 150. Return to the boat and go back to Sandover Village.

If you haven't done so already, on return to Sandover Village, take the muse to the artist. He is in the house next to the mayor's windmill. You should have enough orbs to collect all the remaining powercells including the Oracle. Make sure to complete everything before you leave for Fire Canyon, because it's hard to get back.


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