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Jak 3

From Wikipedia, the free encyclopedia

Jak 3
Jak 3 U.S. box cover
Developer(s) Naughty Dog
Publisher(s) SCEA
Picture format 480i, 480p (SDTV)
Release date(s) NA November 9, 2004

EU November 26, 2004
JP November 26, 2004

Genre(s) Platformer
Mode(s) Single player
Rating(s) ESRB: T (Teen)
PEGI: 12+
OFLC: G8+
Platform(s) PlayStation 2
Media DVD
Input DualShock 2

Jak 3 is a video game for Sony's PlayStation 2 console developed by Naughty Dog. Although touted as the final game in the acclaimed Jak and Daxter series, it has inspired a further spinoff in Jak X: Combat Racing, as well as Daxter, which is on Sony's PlayStation Portable system.

Contents

[edit] Storyline

Spoiler warning: Plot and/or ending details follow.

One year has passed since Jak and Daxter saved Haven City from Kor and the Metal Head armies, yet Haven still finds itself consumed with chaos as three separate groups fight for control of the city streets. Amidst the chaos, rumors surrounding Jak's involvement with Krew and Kor begin to spread, and concurrently a general distrust of his dark powers grows to an all-time high—the citizens of Haven now blame Jak for the turmoil their city has found itself in.

After a surprise attack on the city's palace, Count Veger, the High Council's power broker, initiates a successful action which by order of the Grand Council and despite protests, for "heinous acts and crimes against the people," banishes Jak for life to the unforgiving desert island outside the city’s protective walls called the Wasteland.

Dark Jak as playable in Jak 3
Dark Jak as playable in Jak 3

Daxter and Pecker secretly and voluntarily follow Jak into banishment, but in short time all three succumb to thirst and the desert's harsh heat. Their lives are spared when a search party prompted by a locating beacon provided to Jak by Ashelin under the orders to "just stay alive," find the group and bring them back to Spargus.

Safely inside the city, Damas, King of Spragus, orders Jak to prove himself worthy of staying among the inhabitants Spargus or the desert will "be his grave." Meanwhile, Pecker has become Damas' new counselor and adviser.

Inside the Arena of death, Jak quickly conquers the first challenge to which Damas is not impressed. He orders that the Arena be prepared for full combat in an attempt to fully challenge Jak. Despite worries by Daxter, Jak defeats every warrior that is thrown at him and in a special finishing move defeats the final few by transforming into the Dark version of himself. Impressed, Damas awards Jak a Battle Amulet and a gate pass to allow free passage in and out of the city, and explains that after two more Arena fights Jak will earn his citizenship to Spargus.

Leaving the Arena, Jak meets Kleiver who offers a one-time job as an exterminator in return for the chance to drive one of his racing vehicles. Jak uses a Leaper Lizard and hunts 6 Kangarats down. He meets Seem, a Precursor Monk who distrusts Jak's dark powers. Jak inadvertently activates a Dark Maker Satellite, which hands him a Dark Eco crystal after breaking a code. Seem warns him to not touch it but Jak grabs it, which appears to be solid eco. Seem is astonished as the Satellite flies into the sky and explodes.

Kleiver meets up with Jak and Daxter and makes a bet with him. If Jak wins in a race, Jak can keep the Tough Puppy as long as he lives, if he loses, Kleiver gets to eat Daxter after frying him. Jak wins and Damas says that Pecker, his new advisor, had told him that Jak had vehicle skills and commands him to go out into the wasteland and collect priceless artifacts. Jak finds Precursor armor in the process which Damas tells him to keep. Seem meets up with him with 2 other monks and challenges him to a race on a bet of a Light Eco crystal to a Dark Eco Crystal. Jak wins and goes back to Klevier who lets him use the Sand Shark if he hunts down four Wasteland Metal heads.

Jak heads back to the Arena and fights off Marauders and earns the Wave Concussor and the Beam Reflexor and his second War Amulet. Jak travels to the Precursor Monk Temple after getting the Dune Buggy as a gift from Kleiver as a gift for helping him tame wild Leaper Lizards. There, he gains a Light Eco power called Light Regeneration.

He gets back to Spargus and goes out and rescues 4 wastelanders from an impeding storm with the last one being dead from holding a Dark Eco crystal and fights off a Dark Maker Satellite. Jak returns to beat Kleiver's Spargus turret score, who gives him a Giant Light Eco crystal as a trophy. Damas commands him to go to the Arena once more to get his last War Amulet after giving him the Vulcan Fury, but refuses to kill Sig. Damas demands that both of them be thrown out of the city but gives them a chance for them to redeem themselves by sending them out to kill Metal Head eggs. Jak meets up with Ashelin and they fend themselves off a Marauder attack. Ashelin begs him to come back to the city but Jak responds that "The City can rot for all I care." Ashelin gives him his seal along with his new Jetboard and asks him if the hero within him died in the desert before leaving in her HellCat Cruiser.

Jak returns to the Monk Temple to receive Flash Freeze, a Light Eco move which slows time dramatically and Light Eco Shield, which protects him from harm. They travel on a Precursor Machine with Pecker and explore an old Eco mine while gaining Leg armor in the process. They blow up a train to get into a room with a giant Precursor Robot along with Veger says that he will 'become the bright light that shines through the darkness' , and has a staff that controls the robot and commands it to kill Jak and Daxter before leaving. It is also revealed that Veger lead the assault on the palace to gain access to the catacombs.

Jak defeats the robot by sending 3 mine carts that ere attached to the sealing on the robot's head and picks up the Arc Wielder. He meets up with Keira and Samos behind a white shield barrier who tell him to get to them through the sewers. Jak ventures through the sewers and ends up in the middle of the port and meets up at the Naughty Ottsel, which Torn has now created as a Souther HQ and explains that Veger sent them on a suicide attack and that The Southern and Northern HQ are separated by 3 barriers and both the kg bots and Metalheads are attack them from both sides then orders Jak to take down 3 blast bots headed their way. Jak blows them up and Torn then tells him that they have a plan to break through the first KG barrier with a missile that Dax pilots collect charges and blowing the missile up against the barrier after collecting 24 charges.

With the first barrier broken Dax meets Tess, who makes them do a gun course in order to obtain the Gyro Buster. Torn soon tells that that their are cannons needed to be taken out so that the Freedom League can move around with more ease, as the cannons snipe them down. The cannons are destroyed and then Jak must get to the Metal Head city section through the sewers to destroy Eco tanks and also gains the Dark Strike power, which allows him to make eco blasts in his hand. Samos then calls in and wants Jak to check on the Haven Forest to eliminate Dark Eco plants. While doing this, pillars reveal themselves and Jak gains Shoulder Armor. Jak then meets up with Jinxto destroy 4 junctions to blow up a second barrier. He gains the Needle Lazer as well and steals a Vehicle with a Eco shipment and takes it to the port and destroys 9 missiles following him with decoys. The Metal Heads and kg Robots have apparently teamed up and attack at the same time. Jak saves the port from attack with the help of Freedom League Guards. They meet up with Tess again, who talks to Daxter about where they are going to live soon and gain the Plasmite RPG after another Gun course.

Jak gets back to Spargus and discovers that Damas once had a son. Damas orders Jak to go and hunt down the marauder warrior patrols and eventually takes down their leaders. He hunts down 5 Metalpedes with Sig to gain a Light Eco crystal and kills wasteland Metal Heads to gain a precursor artifact. Jak takes a transport back to the port and Torn says that Jinx managed to capture a Blast Bot and rigged it with a remote control and explosives. Jinx shows up with his cigar and when Daxter falls down from the smoke, he inadverently uses Daxter's open mouth as an ashtray. After blowing up the third barrier, Jak gains the Peace Maker.

Jak heads to Northern HQ Ashelin discovers a large assault on the HQ and Jak repels a large assault while destroying 3 ships. Jak must head down into the sewers so that he can gain access to the power room, where the key to decode the War Factory is located. He does this and gets into the Power room, where he meets Vin, who had turned himself into a 'multi-layered hyper linking digi-memoc-bio-construct-super-clocked-mega-memory-construct', basically he had dumped his brain into the Eco grid and helps Daxter get the Cypher to open the War Factory doors. They take Ashelin's Hellcat Cruiser and destroy its defenses and explore the factory while blowing up many robots along the way.

Jak discovers that the person controlling the KG Death Bots is the former Krimzon Guard Commander-in-Chief, Errol, who had supposedly died in a horrible crash during a hoverbike race with Jak during the events of Jak II. After finding this out, Jak starts to encounter hideous twisted beings. These monsters are the Dark Makers, renegade Precursors who were mutated by Dark Eco exposure. They fight to the death, Jak wins but Errol escapes through the portal but leaves a Light Eco Crystal behind. Ashelin hands him the Mass Inverter back at Northern HQ.

The single way to stop the ship is to activate the planetary defense system situated at the core of the planet, which can only be accessed through the Precursor Catacombs. Jak is called to the Monk temple to rescue Seem, who is hiding the last artifact from Errol. Seem gives it to him as a sign of accepting him. Jak returns to Spargus and saves them from a Dark Maker invasion by using the Turret to destroy the Dark Maker transports. Damas gives him his last War amulet, which when combined with the other two, becomes a beacon to call them if he needs help and Chest armor as him joining the clan. When Jak responds that he doesn't have anything for them, Damas replies that Jak has given them hope in this dangerous time.

Jak heads back to Haven Forest which has been populated with DArk Makers and uses the AStro Viewer with the last Artifact. The AStro viewer makes him take over the mind of a Dark Maker and Jak, in the mind of the Dark Maker destroys the Day Star's shield. Sig and Torn are sent with him to escort a giant bomb to blow open the Metal Head nest. Sig hands him the Super Nova and Jak explores the nest and finds Errol. Errol blows up the Metal Head nest but Jak escapes.

Jak gets to the Palace Ruins and fights his way across, after trying to use the beacon but figuring that it doesn't work. Jak meets two Dark Maker Satellites and joins forces with Damas, in his Slam Dozer, who had rammed them without notice. While riding towards the Catacombs entrance, the vehicle they are using is hit by a Dark Maker missile and overturns upon Damas, who did not abandon the vehicle in time. As he lies crushed in the wreckage, Damas inadvertently reveals that he is Jak's real father and that Jak's birth name is Mar. However he died before Jak had time to tell him this. Then Vegar shows up and mocks over his fathers death and how Damas lost Jak to him before escaping to the catacombs which causes Jak to turn into Dark Jak from rage. Jak and Daxter follow in to the Catacombs, and when they arrive, the choice to evolve into a Precursor is offered to Jak. Count Veger steals the opportunity. The group then learns that the Precursors are Ottsels like Daxter, much to Veger's horror, as he then turns into an Ottsel. Then the Precursors send Jak and Daxter to destroy the Dark Ship, but when he does so, Errol takes control of a gigantic, spider-legged Dark Maker Terraformer. The Terraformer needed be defeated to save the world. When Errol is defeated, Jak receives a kiss from Ashelin, something that did not sit well with many fans, as the previous games had established a relationship between Jak and Keira and one between Ashelin and Torn.

The Precursors thank the people of the Planet, and ask Jak to come help them in the War against the Dark Makers. Jak asks that they refer to him as Mar, his father's name for him, revealing he is either the same Mar who founded Haven City, or named after that Mar. Daxter decides to stay behind. The Precursors offer to restore him to his original form, but all he asks for is a pair of pants, as he truly misses them. Tess comments on how she wished she had an exact pair, and the Precursor Leader turns her into an Ottsel so that the size will be the same as well. Kleiver takes Veger as his sidekick and warns him not to make him angry. Jak appears to depart with the Precursors, but either stays behind, or helps save the universe and then go back in time to be with his friends.

[edit] Characters

[edit] Protagonists

  • Jak - Main character. After being abandoned in the Wasteland by Count Veger, he feels that Spargus City is now his home. But when Ashelin pleads for him to return to Haven, he has no choice but to journey back to the city that has forsaken him.
  • 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 weapon-builder, and Ashelin, new ruler of Haven City. 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.
  • Samos - A sage that travels with Jak, Daxter, and Keira to the city. He is infamous for his easily-irritated and hot-tempered attitude.
  • Torn - A former Krimzon Guard. He now works as the commander of the Freedom League.
  • Tess - Daxter is in love with her, and she is, oddly enough, in love with him, even though she is not an ottsel. She is the only one who believes Daxter's heroic tall tales are true, and is transformed into an ottsel at the end of the game. Noteworthy however is that after the ending cinematic, Tess can be seen in her original form within the firing range, a large plot-hole.
  • 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 accompanied Jak and Daxter into the Wasteland and now works as Damas' advisor.
  • Sig - A veteran Wastelander and skilled Metal Head hunter (proved by his armor made from his victim's bones), he packs a Peace Maker when on the battlefield. Jak has to accompany him on several Metal Head hunting missions.
  • Ashelin - A member of New Haven and the new ruler of Haven City, being the daughter of Baron Praxis, though she does not share her late father's tyrannical ideas. She does not replace Keira as Jak's love interest in this game, even though it appears so.
  • Vin - Haven City's top engineer and power guru. He works with New Haven, but due to an incident, he is only a hologram powered by his brain.
  • Jinx - Formerly one of Krew's gangsters. Jinx now helps the Freedom League in the war against the Krimzon Guard Death Bots.

[edit] Antagonists

[edit] Krimzon Guards
  • Death Bots: Much like their Jak II counterparts, the Death Bots have the ability to ram you while in a ball form. The main difference now is that they also have the same attacks as the Freedom League soldiers, excluding tasers.
  • Blast Bots: Similar to their Jak II counterparts, only instead of firing a concentrated energy beam, they fire multiple energy blasts. They are capable of taking well over a dozen shots of Blaster fire before exploding.
  • Spyroids: Very similar to their Jak II counterparts, the only difference is these four-legged drones charge their foes instead of electrocuting them.

[edit] Metal Heads
  • Grunts: The most commonly encountered form of Metal Heads. Just like in Jak II, they lunge forward to attack. They only take two hits.
  • Metal Stingers: Exactly like their Jak II counterparts. They crawl swiftly towards the player's located and whip with their tails.
  • Juice Goons: They are now found in the sewers of Haven City, still utilizing the same shock staff attacks from Jak II
  • Metal Jackets: Same as in Jak II, the fly around firing off purple energy blasts.
  • Metal Raptors: These Metal Heads patrol areas and fire off blasts when aggravated.
  • Strafers: Same as in Jak II, they have twin energy cannons on them.
  • Metal Crab: Just like in Jak II, they come up to you and fire off multiple shots before moving to a different vantage point.
  • Stalker: The same enemy as in Jak II, firing off two Eco bolts.
  • Metal Mantas: They leap about in various areas. Their behavior is just like in Jak II.

Their main nest is supposedly destroyed during the story. However, players who return to it will find that it is still completely intact. Strangely, it is still full of dark makers, but if the player reaches the top of the nest, all of the dark makers will disappear. Dying appears to bring them back.

[edit] Other enemies
  • Spiders: These guys are in the Monk Temple and come at you in huge swarms.
  • White Frogs: Found in the various Sewer missions. They are no different then from Jak II. 1
  • Errol: Though believed to have died in a hoverbike race during Jak II, he has been resurrected as a cyborg and has no desire now but to destroy the Planet.

[edit] New

[edit] Krimzon Guards
  • Hover Guards: Death Bots equipped with jetpacks, a successor to the Krimzon Hover Guards from Jak II. They are equipped with twin blaster cannons.
  • Sentinels: These drones float around the KG section of Haven City, searching for targets. They fire in two-shot bursts, and can be destroyed with one hit from any attack.
  • Sniper Cannons: During one mission, Jak must destroy five of these hidden guns. They fire energy blasts from concealed locations, and can only be damaged by activating surrounding switches to expose their power core.
  • Missile Turret: This turret fires off missiles that home in on Jak in one mission, and on both him and Torn in another.
  • Drop Ships: Identical to the ones from Jak II, these vehicles drop off KG Death Bots in areas. They take a lot of damage and have missile launchers for defense.
  • KG Fighter: These fighters protect the War Factory, armed with a standard blaster cannon.
  • War Factory Defense Turret: These turrets protect the War Factory, firing off multiple blasts at enemy targets. One Hellcat bomb is enough to destroy them.
  • Super Turret: These weapons only activate on the War Factory when all other defenses have been knocked out, acting as a last resort.
  • Blade Beater: An ode to the spinning, slashing Metal Spinner from Jak II. These float around in predictable patterns in the sewers, slicing apart any hapless foes who get in their path. They are impervious to Morph Gun attacks, and should be avoided rather than fought.
  • Shock Bot: A small rocket shaped robot that Cyber-Errol summons during the fight in the War Factory. These appear and try to get close to Jak so they can explode and take him with them, but they are used by Jak and knocked under Errol so when they explode they damage him instead.

[edit] Dark Makers
  • Troopers: This are the basic soldiers of the Dark Makers. They can protect themselves with a shield and fire powerful Dark Eco energy blasts
  • Hornets: These hornets always accompany the Soldier units, they fly around and swarm Jak, firing off two-shot bursts of Dark Eco energy.
  • Dark Landers: These two-legged Dark Maker walkers are only seen falling from the sky during one mission in Spargus City. Jak must use the city defense turret to fire at five distinct weak points to destroy each one.
  • Dark Splitters: These three legged walkers can, when hit, break and split into smaller versions of themselves until defeated.
  • Dark Maker Spores & Flowers: These spores lie on the ground and damaging flowers.

Strangely, after completing the game, during which all dark makers are supposedly destroyed, upon returning to the Monk's temple one can see that the entire building is still full of troopers.

[edit] Metal Heads
  • Metal Mantas: These mantas live in the Eco Mines, and attack by tackling when the player draws near.
  • Metal Gekko: These lizards cling to the walls of the Eco Mines and fire off energy at potential meals.
  • Saw Fish: These Metal Heads have long spikes on their noses. They ram as their attack.
  • Metal Beasts: These giant Metal Heads roam the desert Wasteland, armed with a powerful Dark Eco launcher. If aggravated, they will charge at their tormenter's vehicle and send it flying. They take numerous hits to defeat. Possibly the most powerful of metal heads.
  • Metal Pteris: These prehistoric Metal Heads accompany the Metal Rexes on one mission.
  • Metal Pod Spiders: Pod Spiders that appear at Haven Forest, and the Metal Head Caverns. Will swarm on and damage unmoving vehicles.
  • Metal Puffers: These Metal Heads thrive in the Sewer waters. They attack with their spines. If killed by a morph gun attack, their spines shoot out in every direction. It is best to try to Jet-Board around them or use the Morph Gun to kill them from afar.

[edit] Marauders
  • Maurader: these guys are armed with the standard sword, axe, or blaster rifle. Very easy to defeat.
  • Dune-Buggie: You will see these all over the desert Wasteland. Armed with a blaster cannon, they will often track you down and knock you off a sand dune.
  • Armored Dune-Buggie: Same as above, but armored and also have catapults on them.

[edit] Other enemies
  • Red Frogs: Found in the Volcano, much like their other counterparts, they roll to pierce you.
  • Temple Defense Robot: Only found in one room in the Monk Temple. If they spot the player, all of them will activate and attack, meaning instant death.
  • Green Frogs: These frogs also lunge at you like the white variety in the sewer missions
  • Small Fans: These fans try to blow intruders into the dark bottomless pits of the sewers; they are easily be destroyed when they are in their green passive state.
  • Dark Eco Plant: Found in one mission, Jak can not hurt them unless he is carrying Green Eco with him.
  • Spargus Citizens: Unlike Haven's population, these civilians will shoot at Jak with blaster rifles if he strikes them.
  • Kanga-Rats: In one mission, the player must chase them down on a Leaper Lizard, which will eat them.
  • Sand Mice: Seen in Spargus, killing them will yield Dark Eco.
  • Mine Rats: These huge rats live in the Eco Mines. Despite their large size, the Rats are largely harmless, and are cowardly.

[edit] Bosses

  • Dark Maker Satellite - The first boss of the game. The Satellite can only be harmed when it lands to use its spin attack. Found In: Wasteland Overworld
  • Precursor Robot - Activated by the nefarious Count Veger, this boss takes 3 indirect hits using explosive filled mine carts, has a multitude of attacks including beam swords, eco shockwaves, missile launcher, and red energy beam cannons. Found In: Eco Mines
  • Cyber-Errol - Thought to have died in Jak II. Takes 4 hits from a small exploding robot, and has a multitude of attacks, including throwing energy blasts and summoning KG Death Bots and, in his final phase, Dark Makers. Found In: Floating War Factory
Cyber-Errol
Cyber-Errol
  • TerraFormer: The Final Boss - A dangerous mecha piloted by Errol, there are multiple forms to this boss. The first is when it is in walker form. He walks around the whole desert dropping mines and other attacks on you. You have to take out fourteen support units on its legs. In its second form, its legs are disabled and it crash-lands. The snake-like cockpit where Cyber-Errol resides attacks by ramming, generating an energy beam, or creating Dark Makers. Takes five hits to defeat, the final blow being struck in a cut scene without direct input from the player. Found In: Wasteland Overworld.

[edit] Gameplay

[edit] Morph Gun Mods

[edit] Red Eco Ammo Weapons

  • Scatter Gun - This basic weapon mod utilizes a wide-firing, eco-dispersion firing mechanism to produce a powerful shotgun-like blast. Slow to fire but highly effective at short-to-medium ranges, the Scatter Gun is a decent close combat weapon. Ammo Capacity: 50 (1 per shot)
  • Wave Concussor - This upgraded weapon's "earthquake-splash" firing mechanism uses a red-eco cell with an inbuilt firing compensator, allowing it to be charged up for maximum damage. When the trigger is released, a powerful 360° shockwave is emitted, damaging all enemies in a radius of up to 15 meters. Ammo Capacity: 75 (5 per fully charged shot)
  • Plasmite RPG - This multi-barreled heavy weapon fires high-explosive ricocheting grenades with both timer and contact detonators. All normal enemies inside the 7-meter explosion radius are destroyed instantly. Ammo Capacity: 100 (10 per shot)

[edit] Yellow Eco Ammo Weapons

  • Blaster - This semi-automatic rifle fires moderately powerful laser blasts and has a laser designation device for high accuracy over medium to long ranges. Good for killing distant enemies or taking out specific targets. Ammo Capacity: 100 (1 per shot)
  • Beam Reflexor - With a slightly higher fire rate than the standard Blaster, the Beam Reflexor utilizes phased multi-impact particle rounds which can ricochet from any solid surface, and the blasts have homing capabilities. They can also bounce off enemies, and can quickly create a deadly firestorm when fired off quickly in a tight space. The Beam Reflexor utilizes the same laser designation system as the standard Blaster Mod. Ammo Capacity: 150 (1 per shot, plus 1 for every impact with an enemy)
  • Gyro Burster - The Gyro Burster fires an automated anti-gravity gun drone from an electrified launch rail. The drone flies out over the target area at high speed, firing off high-powered laser rounds at any nearby enemies, or in all directions if the area is deserted, with an average rate of fire of 10 rounds per second. The drone can also be made to hover in one position for defensive purposes. Ammo Capacity: 200 (50 per drone)

[edit] Blue Eco Ammo Weapons

  • Vulcan Fury - The Vulcan Fury is a multi-barreled spinning cannon in the form of a handheld Gatling gun. Its extremely fast rate of fire and high-powered armor-piercing ammunition make it a formidable weapon for close-range firefights and saturation fire exercises, but its relatively limited effective range means that it is less accurate over long distances. It does, however, make use of a laser sight for improved targeting speed over short-to-medium ranges. Ammo Capacity: 100 (1 per shot)
  • Arc Wielder - This upgraded blue ammo gun consists of a basic Vulcan Fury with a high-discharge electric generator in the place of the standard rotating barrels. Despite its relatively short effective range and high ammo consumption, the Arc Wielder's powerful high-voltage electrical arc is exceptionally effective against most minor enemies, particularly Krimzon Guard Death Bots. Ammo Capacity: 150 (1 per burst)
  • Needle Lazer - The Needle Lazer shares the basic characteristics of all the blue ammo guns - high rate of fire and equally high ammo consumption - but has a very different ammo type and fire pattern to the Arc Wielder and Vulcan Fury. Every shot releases three target-seeking plasma-based laser rounds, which home in on any destructible object or character on screen, whether they are friend or foe. A single plasma bolt will cause little direct damage, but when fired in great numbers they can make mincemeat of even the largest enemies. Ammo Capacity: 200 (2 per shot)

[edit] Dark Eco Ammo Weapons

  • Peace Maker - This extremely powerful laser-guided weapon fires highly-charged, unstable electron pulses, which cause massive damage on impact and can arc to hit multiple nearby targets. The Peace Maker is indiscriminate when it comes to target selection, and will kill friend and foe alike. Ammo Capacity: 5 (1 per shot)
  • Mass Inverter - This upgraded weapon emits a wide-radius electronically-sustained low-gravity field, causing friends and enemies alike to float helplessly in the air. Though this gravity field does no damage on its own, shooting or punching enemies while they are floating will send them spinning to their deaths as soon as the field deactivates. Ammo Capacity: 10 (1 per shot)
  • Super Nova - This devastating total-annihilation device launches a single laser-guided plasmite bomb, which will embed itself in any object in its path, or simply impact with the ground if it is travelling over a flat, empty surface. After a brief pause, the bomb will detonate, whitening the screen for a short while, and utterly destroying everything in sight, be it friend, foe, vehicle or item crate. Over level ground, the bomb produces a mushroom cloud similar to that of a nuclear explosion. Ammo Capacity: 15 (10 per shot)

[edit] Vehicles

Tough Puppy

  • Speed: Fast
  • Weapon: None
  • Armor: Weak

The first vehicle unlocked in the game. It is fast and easy to control. However, it has no weaponry and its armour is weak, so it is not very useful for extended periods outside Spargus' walls, where bandit attacks are frequent.

Sand Shark

  • Speed: Fast
  • Weapon: Two front-mounted machine guns.
  • Armor: Moderate

This is the second vehicle given to the player in the game, and in many ways the most balanced. It has good speed and acceleration, and is satisfactorily armoured. Its guns are also highly effective, capable of destroying a bandit's car with no more than a second's shooting. It is used in the first half of fighting the final boss.

Dune Hopper

  • Speed: Medium
  • Weapon: Grenade launcher
  • Armor: Weak

This vehicle is the third given to the player in the game. Although physically larger than the Sand Shark, it is slower and has weaker armour. However, it has an ability which more than makes up for this. Using gas cylinders linked up to the vehicle's suspension, the Dune Hopper can 'hop' a huge distance into the air, even while moving. As well as this, it features a grenade launcher as armament, which while slow-firing, is more than capable of destroying multiple opponents with a single shot.

Gila Stomper

  • Speed: Slow
  • Weapon: Turret-mounted chain-gun. Capable of 360-degrees turning.
  • Armor: Strong

The Gila Stomper is a large, heavy-duty vehicle. Although much slower and less maneuverable than the Sand Shark, the Gila Stomper is still very powerful. Its armour is strong, and can withstand substantially more hits than its faster counterpart. It also features a unique weapon: mounted on a turret on the top of the vehicle is a multiple-barreled chain gun, which is capable of engaging opponents on all sides of the vehicle rather than just the front.

Slam Dozer

  • Speed: Slow
  • Weapon: Front-mounted machine gun turret
  • Armor: Strong

This gigantic vehicle is King Damas' personal vehicle. As well as its near-impregnable armour, the Slam Dozer sports a powerful machine gun, which automatically locks on to any foes within a 180-degrees radius of the front of the vehicle. Its speed-boost, while woefully short compared to other vehicles, can be used to batter obstacles out of the way.

Heat Seeker

  • Speed: Fast
  • Weapon: Two front-mounted machine guns.
  • Armor: Weak

One of the three cars unlocked using Precursor Orbs. Very fast, light and, when used with a correctly timed boost, can fly an incredible distance.

Dust Demon

  • Speed: Fast
  • Weapon: Grenade Launcher
  • Armor: Moderate

Another unlockable car using Precursor Orbs. Has grenade launchers same as Dune Hopper.

Desert Screamer

  • Speed: Fast
  • Weapon: Two front mounted machine guns.
  • Armor: Moderate

The third unlockable car using Precursor Orbs. It costs more than Heat Seeker and Dust Demon. The Machine gun rate of fire is the fastest of all front mounted machine guns.

Monk Glider

  • Speed: Medium
  • Weapon: none
  • Armor: none

Found only in the Monk Temple, this glider is used by Jak and Daxter to reach the volcano.

Freedom League Hellcat

  • Speed: Fast
  • Weapon: Double blaster cannon and bomb launcher
  • Armor: Medium

Ashelin's personal vehicle, and the only KG Hellcat left after the Krimzon Guard became the Freedom League. To reflect this, it has been re-painted blue. Jak uses it to destroy the War Factory defenses.

Leaper Lizard

  • Speed: Medium
  • Weapon: Charge attack and Leaper Stomp
  • Armor: None

Acting as the swift transportation through the streets of Spargus City, Leapers possess powerful short-range attacks and extremely long distance jumping abilities, although a single strike from anything will kill them. They are similar to the Flut Flut bird from Jak and Daxter: The Precursor Legacy.

[edit] Locations

  • Spargus City: The first area of Jak 3, this place is where you'll spend most of "Act 1" in the game. Areas of interest include the dune buggy garage, the Arena, the defense turret, and King Damas' chamber.
  • Spargus Arena: This area is where Jak has to prove himself to be a citizen of Spargus. He must do perform certain platforming challenges and face off with gladiators to prove himself.
  • Marauder Stronghold: This area is where the desert Mauraders reside. All Jak should do here is fight off waves of enemies while avoiding the catapult shots from the armored dune buggies.
  • Monk Temple: Jak will return to this area a lot whether to complete some trials or to defend it from the Dark Makers. This area is also where Jak goes to get new Light Jak powers.
  • Volcano: A moderate level of scrubby vegetation is in this volcano. Daxter gets his first moment to shine in this area as his skills are needed to continue in the game.
  • Metal Head Caverns: These caverns lie at the foot of the central volcano. It is home to Metal-Pedes, and the small insects who like to crawl around everywhere. Jak is required to visit this area twice, once to destroy the Metal-Pede cocoons, and again to slay the creatures themselves.
  • Eco Mines: Mar created a mine out of this area when he built Haven City. Though the mines have long been abandoned, Metal Heads reside in the area awaiting for potential meals. At the end of the mines is a hangar that has a cart that full with explosives. Much of the track is disabled, but with some quick shooting of activation targets, the track can be returned to its original setting.
  • Haven City: This city has changed a lot since Jak II: the port is still there while minor parts of the Industrial sector are still around, now controlled by the KG (Krimzon Guards). Some parts of the Slums are still in existence, while the Water Slums have been completely transformed into a thriving part of Haven City with the Freedom League HQ in it, appropriately named "New Haven".
  • Sewers: Unlike the sewer in Jak II, the sewers in this game are not interconnected. They are all separate sewers which run in a difficult, but straight path to another part of Haven City.
  • Metal Head City: This city is where the West Bazaar and Garden Areas of Haven City once were. Now it is overrun with Metal Heads. After Jak breakes the barrier that leads into the port, it becomes accessible through other methods than just the sewers.
  • South Haven Forest: A calm, peaceful area with a Precursor Astro-viewer within that must be activated using rare and powerful artifacts. It is perpetually autumn here, for all of the vegetation is in hues of orange and yellow.
  • War Factory: This place is where all of the Death Bots are produced. It is a heavily guarded area protected by various KG robots. Cyber-Errol, the Krimzon Guard leader, monitors all of his operations from here.
  • Metal Head Tower: The main base for the Metal Heads. There are no Metal Heads inside, only Dark Makers.
  • City Ruins: This is where the palace mostly fell on. The entertainment section and stadium have all been nearly all but destroyed, forcing Jak to platform his way to the catacombs through the ruins of the Stadium with his Light Powers. The entertainment section is semi-accessible, but the direct way to what remains of the stadium is cut-off by wreckage of a fallen support tower.
  • Catacombs Entrance: The Catacombs Entrance is where the Palace from Jak II was. Jak, Daxter, and Damas have to drive their way through the major wreckage of Haven City to reach the catacombs.
  • Day Star: The Dark Makers' personal ship. It is on its way to devastate the planet, unless Jak & Daxter can do something about it.

[edit] See also

[edit] External links


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