Now that we have a grip on the controls, it's time to head north to Gol Acheron. In order to get further than the village, though, we have to get some Power Cells from the villagers as well as the surrounding areas.
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You can talk to Samos and Keira if you want. Keira will tell you about an ancient Precursor pipeline hidden deep underground. Some pipes end in pipes where Eco flows freely, while some pipes have been capped to hold some Eco back. Some of the pipeline has been tracked back to the Forbidden Jungle, where you may be able to find some kind of switch.
2:07 - Some things, such as the fisherman's boat, will get you sound bytes from Daxter. Also, don't swim too far into the water; a big fish will eat you if you do, and you'll re-spawn on dry land.
2:58 - The fisherman's house has a Scout Flyer box.
3:21 - We'll need to find the fisherman to use this boat.
3:37 - The second Scout Flyer, and the mayor. He not only wants power brought back to the village by someone brave enough to go to the Jungle and fix the beam, he also wants a few Precursor Orbs in exchange for a Power Cell.
5:27 - Jak's uncle, who doesn't even seem to have a name. He wants 90 Precursor Orbs for a journey he is about to get underway, and will give you a Power Cell in exchange.
6:42 - The sculptor's house. Sadly, the sculptor has lost his muse and with it, his will to sculpt. You'll have to go to Misty Island to find the muse in exchange for a Power Cell, much to Daxter's chagrin.
8:03 - The bird watcher's house. She will tell you about an orphaned Flut-Flut egg that you'll have to rescue from its nest at Sentinel Beach. You'll get a Power Cell if you're able to pull it off.
9:04 - A Precursor hatch. Get the Blue Eco nearby with a long jump, then approach the hatch while channeling Blue Eco to open up the hatch for a bunch of Precursor Orbs.
9:36 - Not far from there is the third Scout Flyer, a few Orbs and some platforms leading to an Oracle. You can reach the Oracle - and the fourth Scout Flyer - with a few long jumps, but you'll need quite a few Precursor Orbs to get the Power Cells that it keeps.
11:14 - Talk to the old man. He'll ask for your help in corralling his Yakows. There are five in all, and you have to walk into them from behind to lead them forward and walk alongside them to turn. If they stop to eat any grass, hit them to get them moving again. When you corral all five Yakows into the area with the wooden fence, you can talk to the old man for a Power Cell. Thankfully, the Yakows are not very far from where they should be.
13:50 - This leads to Fire Canyon. You can get the Precursor Orbs leading to this area, but you won't be able to explore this place for a good while.
14:13 - The road to the Forbidden Jungle has a few more Precursor Orbs that count as part of the Orb count for Sandover Village. Head right past where you need to jump your way up to the level proper for the last of the Orbs.
15:10 - The old man's house has the fifth Scout Flyer.
15:25 - The sixth Scout Flyer is below where the two bridges near the village entrance.
15:59 - The seventh and last Scout Flyer is on the sand near the Sentinel Beach entrance.
16:37 - We get the Power Cell from our uncle.
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