“ | I'm going to kill Praxis! | „ |
~ Jak's very first spoken lines |
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Revision as of 01:59, 9 July 2022
Background
Jak (birth name Mar) is the main protagonist of the Jak and Daxter series, being the titular and playable character throughout the franchise with the exception of the spin-off game Daxter. He is a human male with green-blond hair, cerulean blue eyes, and fair skin.
Jak made his debut in The Precursor Legacy at fifteen years old, with his most recent known age at nineteen in Jak X: Combat Racing. He is the son of Damas, born to the House of Mar in Haven City, but raised by Samos Hagai in Sandover Village along with his sidekick Daxter until his mid teenage years.
This dropdown contains the synopsis of Jak’s story. Read at your own risk as you may be spoiled otherwise! |
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Pre-birth, and early life Some time after his birth, Jak's father was betrayed by Baron Praxis and Veger. The politics of the impeachment remain unknown, however it is known that it was amid the Metal Head Wars. Through betrayal and tyranny, Baron Praxis rose to power as the "temporary" ruler of Haven City and banished Damas to the Wasteland. Jak was pronounced an orphan and left on the city streets, losing the birth name Mar (for an unknown reason) and given the pen name "the kid." Veger, the council leader of Haven City, was in a desperate search for the Precursor catacombs in hopes of turning the Planetary Defense grid on to defend the planet from the foreseeable future. Veger hoped to harness Jak's purity to awaken ancient Precursor technology, and managed to kidnap him intermittently before losing him to a new rebel movement coined the Underground, whose sole purpose was to put young Jak back on the throne where he belonged and re-establish the House of Mar as the ruling dynasty of Haven City. Although Veger stated that he lost young Jak to the Underground, the Shadow (the Underground leader) noted that he found him just "wandering the streets," suggesting young Jak may have escaped by his own power. At some point during these events, an older version of Jak arrived from a different time zone. Soon after being consoled by the Underground, Kor, an elderly member of the Underground, was assigned as the attendant of young Jak and his pet croca-dog. The Shadow originally planned for the young child heir to open the Tomb of Mar and pass the Trials of Manhood to gain the Precursor Stone in order to defeat the Metal Head leader, but the tomb refused to admit the kid on the grounds that he was too young to face the tests. Instead, older Jak forced his way through the door of the tomb in an attempt to retrieve the stone, which at the time was viewed as a desecration due to his impurity. After older Jak passed the trials, young Jak vanished: Kor kidnapped him so that he could open the Precursor Stone for himself. Before The Precursor Legacy Young Jak would then be raised into his adolescence under the watchful eye of the Shadow (real name being Samos). Jak grew up in Sandover Village alongside fellow villager Daxter, who became a close acquaintance. He also grew up with Samos' daughter Keira, who became his main love interest. The events of The Precursor Legacy would take place around ten years after this, when Jak was 15 years old. The Precursor Legacy Jak and Daxter then continued searching the island, where they were confronted by a large bone armor lurker shortly after the secret observation. The lurker charged the two when Jak quickly threw an activated dark eco canister, disposing of the lurker, but inadvertently knocking Daxter into a pool of dark eco. When Daxter came back out, he was in the form of an ottsel. Jak then returned to Sandover Village to ask Samos for help. The two then discovered that their only hope of changing Daxter back is finding Gol Acheron, the dark eco sage, who lived far to the north of the continent. Jak then began basic combat and athletic training at Geyser Rock, where he got his heroic start collecting power cells and traveling north. Jak and Daxter, along with Samos and Keira, later found out while at the Red Sage's hut that Gol Acheron and his sister Maia had been corrupted by the dark eco they were studying and were trying to activate a Precursor robot to assist them in opening a dark eco silo to flood the world with dark eco. Jak then entered their citadel, freed the captive sages and fought the two in their Precursor robot. Near the end of their battle, Jak discovered light eco, when four towers surrounding the silo opened up and the four colored ecos inside combined, which could change Daxter back (theoretically) or defeat Gol and Maia and save the world. He chose to save the world, and after the battle, Jak opened the ancient Precursor door at the top of the citadel, and discovered the Rift Gate and Rift Rider behind it, which would start the events of Jak II. Before Jak II Jak then managed to activate the Rider and entered the Gate, where they were sent into the future in Haven City. Upon entering the city, Jak was arrested by a patrol of Krimzon Guards headed by their commander, Erol. Daxter escaped (starting the events of the spin-off game Daxter), while Keira somehow became a mechanic in the city, and Samos was arrested and imprisoned (as his equivalent for that timezone was currently the leader of the Underground but called the "Shadow," and was therefore taken into custody in confusion). Jak would be imprisoned for two years before being rescued by Daxter at the end of Daxter (game). Daxter Though Jak's appearances are brief, the plot leading up to Jak II concerning Jak's acquisition of dark powers is somewhat significant. During these two years, he was imprisoned and experimented on under the "Dark Warrior Program." He went through multiple experiments and injections, changing his previous personality seen in The Precursor Legacy from a quiet, headstrong boy with an apparent mutism disorder, to a bitter, revenge-stricken adolescent. By the events of Jak II, Jak broke away from his mutism. Jak II From then on, Jak worked with a variety of new characters including Krew, a local smuggler and gang-lord, who had apparent connections with the Underground, as well as Onin, a blind soothsayer who knew of Jak's arrival from the past, and was also able to foresee his future. Others included Brutter, Kor, Vin, and Sig. Jak later discovered that the strange new world which they were making their way through was actually in the future, and that Haven City was built around Sandover Village, which was now known as Dead Town. Later in the game, Jak met the Shadow, and discovered it was actually younger Samos. He found Keira and older Samos as well, and upon defeating Kor (who revealed himself to be the Metal Head leader), sent his younger self (the "very important" child) back into the past with the Shadow to grow up safely in Sandover Village, thus repeating the time loop. Jak 3 Jak, along with Daxter and Pecker, were taken into Damas' sanctum where they were bathed and Jak's clothing was reduced and his hair cut. Jak nearly died, as Damas noted he was preparing to have his monks pray for him. Jak fought in arena matches to prove himself worthy of keeping, where he eventually earned citizenship to Spargus, and became an official "wastelander." During this process he met Sig again, an ally from Jak II, in the Arena of Death, where they were ordered to kill each other under arena rules, though they both withheld the task and were forced to prove their worth to Spargus another way. Later, Jak was invited back to Haven City by Ashelin. Though he initially refused, he returned to fight in the War for Haven City. Before entering Haven City however, Jak had an encounter with Count Veger, who activated a Precursor robot, although Jak managed to defeat it. Later, after reuniting with Torn, Cyber Errol was revealed to be the leader of the KG Death Bots as well as the surviving Metal Heads, however the greater threat was from the incoming Dark Maker ship, which Errol sought to control in order to destroy the planet. In order to destroy the ship, Jak needed to activate the Planetary Defense System by accessing the catacombs near the ruins of the Mar Memorial Stadium. Damas answered Jak's call for help, but was crushed under their vehicle when a blast overturned it, inadvertently revealing that Damas was Jak's father in the final moments of his life. Jak continued through the catacombs, activating the Planetary Defense System and traveled to the Dark Maker's ship to stop Cyber Errol, who escaped in a terraformer before the ship was destroyed. Returning to the Wasteland, Jak defeated Errol and his terraformer. The Precursors, revealed to be ottsels, asked him to come with them to protect the universe. He declined the offer due to the inseparable nature between Jak and Daxter similarly witnessed in the opening cutscene in the beginning of the game (when Daxter stayed behind with Jak in the Wasteland). It is also revealed that Jak's birth name was in fact Mar leaving many fans to speculate on whether Jak is the actual "Mar" who built Haven City, or if he is just of the same lineage and named after the famous figure. Jak X: Combat Racing The Lost Frontier Keira was able to repair their Hellcat airship, and they began to further their journey when they witnessed a large flagship known as the ACS Behemoth calling for help as they were being attacked by Sky Pirates. Jak helped the Aeropan craft, and was welcomed to the Grand City Aeropa to refuel. Upon reaching Aeropa, Jak explained to the city's leaders, Duke Skyheed and Chancellor Ruskin, that he is on a quest to find more eco. Once the former heard this, he revealed to Jak and his companions the eco seeker, a Precursor device said to point to any major source of eco; although the seeker was broken. Keira then asked if she can take the seeker to study it, and find out if she can make it work. Throughout the course of the game, Jak completes missions acquiring coordinate spheres which activate the seeker. Eventually Jak discovered that the Aeropans were conducting a Dark Warrior Program on their citizens, making him angry and vengeful, where he then joined the previously antagonistic Sky Pirates in an effort against the Aeropans. In a siege on Aeropa, Jak finally met up with Skyheed, who also turned into a massive Dark Warrior. Jak battled him, forcing Skyheed to retreat to his shielded flagship, where he attempted to drain eco from the eco core. With Phoenix' sacrifice, Jak was finally able to kill Skyheed, using a new light eco weapon made by Keira. The storms were then calmed due to the realigning and activation of the eco core, and the world was no longer in want of eco. |
Statistics
Key: The Precourser Legacy | Jak II | Jak 3 | The Lost Frontier
Tier: 9-B, Higher with Red Eco & Yellow Eco | 9-B, Higher with Dark Jak & Titan Suit | 9-B, Higher with Dark Jak & Light Jak | 9-B
Name: Jak, Mar
Origin: Jak and Daxter
Sex: Male
Age: 15 in The Precursor Legacy, 17 in Jak II (The events of Jak II take place 2 years after the ending of Precursor Legacy), 18 in Jak 3, 19 in Jak X
Status: Alive
Alignment: Initially Neutral Good (Jak is a brave heroic individual willing to help people out with their problems and saving villages, such as saving Rock Village when it was on fire without getting any real reward back), Chaotic Good after being tested with Dark Eco (Due to the constant torture and dark eco testing he experienced in the beginning of Jak II, Jak has turned into an anti-hero, out for revenge against Baron Praxis, he's naturally more mean-spirited too but Jak is still willing to help people out, such as helping Brutter out with saving six captured Lurkers, where he gets nothing in return. Chose to stay and fight to protect the world instead of going back in time away from the time period)
Classification: Human, Wasterlander, Member of the House of Mar, Baron's Experiment
Dimensionality: 3-D
Attack Potency: Wall level (Can casually break metal crates, can knock over and break large bone pillars), Higher with Red Eco (Red Eco makes one's attack stronger) & with Yellow Eco (Can completely destroy large boulders with yellow eco) | Wall level (Can casually break large metal vents), Higher with Dark Jak (Easily broke out of secruity locks he couldn't break out of in his base state) & Titan Suit (Can easily destroy objects he couldn't beforehand) | Wall level, Higher with Dark Jak & Light Jak | Wall level
Durability: Wall level | Wall level, Higher with Dark Jak | Wall level, Higher with Dark Jak & Light Jak | Wall level | Wall level
Striking Strength: Wall Class | Wall Class, Higher with Dark Jak | Wall Class, Higher with Dark Jak & Light Jak | Wall Class
Lifting Strength: At least Class 5 (Noted by Daxter that Jak brought the Precourser Ring to the lab, a ring far larger then the vehicles or cast) | At least Class 5 | At least Class 5 | At least Class 5 (Can push over a large pillar)
Travel Speed: Superhuman (Outran a pelican who can fly as fast as 30 mph[1]), Higher with Blue Eco (Blue Eco is the energy of motion, that allows Jak to run faster) | Superhuman, Higher with Jet Board (Able to catch Metal Head Scouts that was stated he wouldn't be able to catch on foot) | Superhuman, Higher with Jet Board & Vehicles | Superhuman
Combat Speed: Superhuman | Supersonic | High Hypersonic+ | High Hypersonic+
Reaction Speed: Superhuman | Supersonic (Avoided multiple attempts of gun fire, avoided gunfire while running from a security tank. Dodged a gunshot from Sig) | High Hypersonic+ (Reacted to and escaped from missiles, which the average missile travels at 7 km/s. Avoided multiple gunfire from a mini turret) | High Hypersonic+
Stamina: Very High (Went through his entire adventure in The Precourser Legacy without showing any signs of tiring)
Range: Standard Melee Range, Tens of Meters with Yellow Eco (The yellow eco fireballs shoot out this far) | Standard Melee Range, Several Meters with Scatter Gun (The Scatter Gun shoots out a short range wide explosive eco attack) & Dark Jak's Electricity (Dark Jak's attacks electrocute his enemies and can extend to other enemies around), Tens of Meters with Dark Bomb (The Dark Bomb can reach this far), Hundreds of Meters with Blaster (Can reach distances this far, the blaster operates as a real gun) | Standard Melee Range, Several Meters with Scatter Gun & Dark Jak's Electricity, Tens of Meters with Dark Bomb, Hundreds of Meters with Blaster, Kilometers with Super Nova (A gun that causes a complete screen nuke) | Standard Melee Range, Extended Melee Range with Fighting Staff, Several Meters with Scatter Gun, Tens of Meters with Eco Amplifier (Creates this large of blast waves), Hundreds of Meters with Blaster
Intelligence: Genius (Able to shoot down a hoarde of rats before they can eat even one snack. Escaped from a heavily guarded fortress with no weapons. Fought off an entire patrol of guards while protecting Kor and The Child. Went into a fortress and esacped from a security tank. Could clear the scatter gun course despite never using guns before, was noted to be excellent at shooting from Crew. Able to gold rank all four gun courses. Flew all four agents from different locations while being chased after by the Crimson Guards without any casualities. Protected the Sacred Site in Dead Town from the Metal Heads that was noted in a previous attack to have killed every soldier that didn't fall back except for The Shadow. Destroyed all cargo on a port riding a hoverboard while avoiding attacks from the Crimson Guards. Escorted the Child to the Power Station while being attacked by the Crimson Guards. Dropped all bombs into each eco well under a two minute time limit. Noted by Brutter that there is no better warrior in all of the lurker tribes compared to Jak. Hunted 30 combat Metal Heads who use camaoflague making them harder to spot. Completed a task where the Omen would only consider him worthy if he showed intelligence. Went to face the Tests of Manhood, tests that were seen as so impossible that Kor thought he went to his death. Went through the fortress to rescue all of his friends, which Torn noted the fight would be tough, probably suicide. Fought off a room filled with metal heads while protecting Crew's men. Able to drive in hover vehicles without every riding in one. Able to participate in the class 3 and 1 races and win. Skilled enough racer to where he was giving pointers to Daxter after he won his race. Fought off against 20 warriors in combat and won. Beat Kleiver in a race where Jak was equipped with a worse car. Cleared the second battle arena. Tasked with a mission where he must drive into the heart of the Metalpedes Nest and destroy all the eggs, with a mission being noted as so hard that "luck won't help you". Fought against 57 warriors while in the middle of a sandstorm. Defended Haven City from an entire army of Metal Head units, protecting civilians along the way. Noted by Samos that Jak is the best man they got. Damos notes that Jak is shaping up to be one of his finest warriors. Damos calls Jak the best gunner they got. The Precourser's note that Jak is the greatest of heroes)
Powers and Abilities
All previous powers and abilities, Enhanced Vehicular Mastery (Able to drive in hover vehicles without every riding in one. Able to participate in the class 3 and 1 races and win), Weapon Mastery (Is skilled with his different guns, being able to gold rank all four gun courses) Transformation & Darkness Manipulation (Due to the immense amount of dark eco injected into Jak, he can now transform into Dark Jak. The process is noted as "summoning dark powers"), Enhanced Absorption (Can absorb dark eco into his body to give him the power to turn into Dark Jak)
All previous powers and abilities, Enhanced Vehicular Mastery (Beat Kleiver in a race where Jak was equipped with a worse car), Enhanced Absorption (Can now absorb light eco from his targets), Transformation & Light Manipulation (Can summon the power of light eco to turn into Light Jak), Enhanced Resistance to Corruption & Darkness Manipulation (After being granted light eco the dark eco felt far away with Jak feeling better)
All previous powers and abilities, Invisibility (Gained a new dark power that turns him invisible), Energy Projection (With the Dark Strike, shoots out a charged dark energy blast)
All previous powers and abilities, Weapon Mastery (Equipped with a fighting staff that can attach gun mods)
Loses the power cells but keeps his communicator, Limited Flight (With his Jet Board, can hover a small distance in the air), Radar Sensing (Has a radar that gives him the map of entire cities), Explosion Manipulation (With the scatter gun, shoots out a short-range wide explosive eco blast), Energy Manipulation (With the Blaster, shoots out short blasts of eco), Electricity Manipulation (With the Peace Maker, charges a small electrical orb that destroys and eletroctures the target and objects near the target), Deconstruction (Jak's guns reduce enemies to nothing left)
All previous equipment, Shockwave Generation (With the Wave Concussor, when fully charged it lets out a massive shockwave), Explosion Manipulation (With the Dune Hopper, shoots out an explosive bomb), Gliding (With Ancient Monk Glider), Reflection Manipulation (Equipped with a gun mod for the Blaster known as the beam reflector allowing beams to reflect off objects instead of just moving in a straight line), Electricity Manipulation (With the Arc Wielder, shoots out powerful electric blasts), Gravity Manipulation (With the Mass Converter, creates an anti-gravity field), Homing Attack (With Needle Lazer, a heat-seeking laser that homes in on targets)
Standard Equipment
*Morph Gun: The Morph Gun is a playable weapon in Jak II and Jak 3. It is the base device to which several different weapons, known as mods, may be attached. Each mod is based on either red eco, yellow eco, blue eco, or dark eco. In Jak II, the four mods Jak could acquire were the red Scatter Gun, yellow Blaster, blue Vulcan Fury, and dark Peace Maker. These weapons returned in Jak 3, with an additional two mods per eco type (making twelve total), including the red Wave Concussor and Plasmite RPG, the yellow Beam Reflexor and Gyro Burster, the blue Arc Wielder and Needle Lazer, and the dark Mass Inverter and Super Nova.
- Red Mod: The red mod focuses on power and area of effect, but at the sacrifice of distance and speed. The red weapons are best for crowd control and short-ranged attacks, and are fairly economic in ammo consumption. This makes the red mod a decent default and fallback, though it is outclassed by other mods in more challenging situations.
- Scatter Gun: The Scatter Gun is a weapon used by Jak during Jak II & Jak 3. It is a red eco-powered red mod Morph Gun and gunstaff weapon, focusing on short-range, blunt-force firepower.
- Wave Concussor: The Wave Concussor is a weapon used by Jak during Jak 3. It is a red eco-powered red mod Morph Gun weapon focusing on high-power, medium-range force.
- Plasmite RPG: The Plasmite RPG is a weapon used by Jak during Jak 3. It is a grenade launcher that is a red eco-powered red mod Morph Gun weapon focusing on high-power, medium-range force.
- Yellow Mod: The yellow mod focuses on power and range, but at the expense of ammo efficiency and demanding more precise aiming. The yellow weapons are well suited for most combat situations, but its high ammo consumption means other weapons should be used for more specialized tasks.
- Blaster: The Blaster is a weapon used by Jak during Jak II & Jak 3. It is a yellow mod Morph Gun and gunstaff weapon powered by yellow eco, useful for its powerful, long-range precision.
- Beam Reflexor: The Beam Reflexor is a weapon used by Jak during Jak 3. It is a yellow eco-powered yellow mod Morph Gun weapon upgrade to the Blaster, with long range deflecting bullets creating a crossfire hazard for enemies.
- Gyro Burster: The Gyro Burster is a weapon used by Jak during Jak 3. It is a yellow eco-powered yellow mod Morph Gun weapon, which fires continuous yellow eco bolts from its automatic multi-port drone disk.
- Blue Mod: The blue mod focuses on rate of fire and range, but sacrifices power and ammo efficiency. Although its aiming mechanics are similar to that of the Blaster, its constant flurry of bullets make it more forgiving in accuracy demands. Instead, skill with accuracy helps more with ammo preservation. The blue mod is well suited for crowd control and particularly strong enemies, as it can deliver more blasts before the enemy has a chance to recover. It also performs in chaotic situations thanks to its bullet spray.
- Vulcan Fury: The Vulcan Fury (also known as the Vulcan Barrel in Jak II) is a weapon used by Jak during Jak II & Jak 3. It is a blue eco-powered blue mod Morph Gun and gunstaff weapon, focusing on rapid fire.
- Arc Wielder: The Arc Wielder is a weapon used by Jak during Jak 3. It is a large electrical current inducing weapon that is blue eco-powered. It is a blue mod Morph Gun weapon focusing on high-power, long-range force.
- Needle Lazer: The Needle Lazer is a weapon used by Jak during Jak 3. It is heat seeking laser dispensing weapon that is blue eco-powered. It is a blue mod Morph Gun weapon focusing on medium-power, medium-range force.
- Dark Mod: The dark mod focuses on power and destruction, at the considerable expense of ammo. With a decent rate of fire and range, these weapons are best reserved for highly chaotic situations and particularly tough enemies.
- Peace Maker: The Peace Maker is a weapon used by Jak in Jak II and Jak 3. It is the first dark mod Morph Gun weapon, and specializes in high-grade mass destruction.
- Mass Inverter: The Mass Inverter is a weapon used by Jak in Jak 3. It is the second dark mod Morph Gun weapon, and is powered by dark eco. The inverter's anti-gravity field will automatically affect enemies traveling into the field, their momentum also affects their traveling speed through the field itself. When fired the field will rapidly expand outward, where after it settles and it slowly expands a little further.
- Super Nova: The Super Nova is a weapon used by Jak in Jak 3. It is the third and last dark mod weapon for the Morph Gun and is powered by dark eco. It is a mass-destruction, heavy firepower, miniature nuclear weapon, which was acquired by Jak after the mission "Blow open tower door".
- Red Mod: The red mod focuses on power and area of effect, but at the sacrifice of distance and speed. The red weapons are best for crowd control and short-ranged attacks, and are fairly economic in ammo consumption. This makes the red mod a decent default and fallback, though it is outclassed by other mods in more challenging situations.
Upgrade | Weapon affected | Effect | Requirement |
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Rate of fire upgrade | Scatter Gun | Doubles the rate of fire. | After "Collect money for Krew". |
Ammo capacity upgrade | Scatter Gun, Blaster, and Vulcan Barrel | Doubles the ammo capacity. | Before "Rescue 3 lurkers for Brutter". |
Damage upgrade | All weapons | Doubles the damage output. | Before "Beat Krew in weapons lab". |
Jak 3
Upgrade | Weapon affected | Effect | Requirement | Price |
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Increased Red Ammo Capacity | Scatter Gun, Wave Concussor, Plasmite RPG | Increases maximum ammo capacity by 50. | After "Defeat marauders in arena". | 4 |
Increased Yellow Ammo Capacity | Blaster, Beam Reflexor, Gyro Burster | Increases maximum ammo capacity by 100. | After "Defeat marauders in arena". | 4 |
Increased Blue Ammo Capacity | Vulcan Fury, Arc Wielder, Needle Lazer | Increases maximum ammo capacity by 100. | After "Defeat Veger's Precursor robot". | 4 |
Increased Dark Ammo Capacity | Peace Maker, Mass Inverter, Super Nova | Increases maximum ammo capacity by 10. | After "Break barrier with blast bot". | 4 |
Blaster Damage Upgrade | Blaster | Increases damage. | After "Earn 2nd war amulet". | 6 |
Scatter Gun Rate-of-Fire Upgrade | Scatter Gun | Increases rate of fire. | After "Earn 2nd war amulet". | 6 |
Vulcan Fury Damage Upgrade | Vulcan Fury | Increases damage. | After "Defeat marauders in arena". | 6 |
Peace Maker Increased Radius | Peace Maker | Increases radius and damage dealt to vehicles. | After "Break barrier with blast bot". | 6 |
Reflexor Increased Deflections | Beam Reflexor | Increases number of blast deflections. | After "Defeat marauders in arena". Purchase Blaster Damage Upgrade. |
8 |
Concussor Damage Upgrade | Wave Concussor | Increases damage and slightly reduces charge time. | After "Defeat marauders in arena". Purchase Scatter Gun Rate-of-Fire Upgrade. |
8 |
Arc Wielder Robot Shock | Arc Wielder | Doubles damage against death bots. | After "Defeat Veger's Precursor robot". Purchase Vulcan Fury Damage Upgrade. |
8 |
Mass Inverter Duration Upgrade | Mass Inverter | Increases duration and radius. | After "Rescue Seem at temple" Purchase Peace Maker Increased Radius. |
8 |
Gyro Burster Duration Upgrade | Gyro Burster | Increases the drone's duration. | After "Beat gun course 1". Purchase Reflexor Increased Deflections. |
10 |
Plasmite RPG Ammo Efficiency | Plasmite RPG | Decreases ammo consumption to 8 down from 10, and increases the rate of fire. | After "Beat gun course 2". Purchase Concussor Damage Upgrade. |
10 |
Needle Lazer Ammo Efficiency | Needle Lazer | Decreases ammo consumption to 1.5 down from 2. | After "Destroy eco grid with Jinx". Purchase Arc Wielder Robot Shock. |
10 |
Super Nova Ammo Efficiency | Super Nova | Decreases ammo consumption to 8 down from 10. | After "Blow open tower door". Purchase Mass Inverter Duration Upgrade. |
10 |
*Gunstaff: The gunstaff is Jak's primary weapon in The Lost Frontier. Created by Keira prior to her arrival to the Brink with Jak and Daxter, the gunstaff was created with the ability to attach gun mods but also served as a melee weapon.
- Scatter Gun: The Scatter Gun mod was found on Brink Island at the beginning of the mission "Look for a way off the island". Unlike the Morph Gun mod, the Gunstaff version was the second mod acquired as opposed to the first, usually coming before the Blaster. Similar to the Morph Gun, however, is its wide cone radius, shotgun-like function, shorter range, and high damage output.
- Vulcan Fury: The Vulcan Fury is a modified piece of Precursor technology discovered by a sky pirate. It was then patched into Jak's gunstaff, courtesy of Keira, just prior to the mission "Get supplies from Far Drop". It is identical in function to the Morph Gun Vulcan Fury mod, reminiscent of a minigun with a rapid rate of fire and diminishing medium-long range. It is noticeably effective against enemies prone to stunlocking, like the mutant ape and ghoul spider, though be watchful for ammo consumption. Although it has the highest ammo capacity of all gunstaff mods, it maintains a proportionate consumption rate.
- Lobber: The Lobber was discovered by Keira while at the Aeropan research rig, and as such was available after the mission "Escape the laser lab" upon returning to Keira's workshop at the Phantom Blade. While the Lobber is technically unique to the gunstaff against the Morph Gun, it is effectively a green eco version of the Plasmite RPG, a red mod weapon from Jak 3. However, it is much shorter in range and lower in rate of fire than the RPG. It is nevertheless still useful in pressing situations, as it is very powerful and has a large effect radius. Similar to the Vulcan Fury, it should be reserved due to its high ammo consumption. Unlike the Vulcan Fury, however, it has a low ammo capacity to begin with but a low consumption rate per discharge.
Notable Techniques
Eco type | Eco power | Description | Game |
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Dark eco | Dark Bomb | The first dark power Jak acquires, involving Jak jumping into the air and slamming his fist down, unfurling a high-octane shockwave of dark eco, harming or destroying all enemies within its radius. | Jak II, Jak 3 |
Dark Blast | The second dark power Jak acquires, involving Jak jumping into the air and spinning rapidly, releasing several enemy-seeking bolts of dark eco, harming or destroying all enemies within its radius. | ||
Invincibility | Grants Jak invulnerability from enemy attacks and some other hazards while in his Dark Jak form. | Jak II | |
Dark Giant | Involves Dark Jak growing in size, exponentially increasing his attack's damage output, speed, and jump height. | ||
Dark Invisibility | Allows Jak to become invisible after touching a dark idol. Unlike other dark powers, this power does not require Jak to transform into Dark Jak to use it. However, a cheat may be unlocked allowing Jak to become invisible at any point while Dark Jak using triangle. | Jak 3 | |
Dark Strike | Involves Jak charging dark energy between his hands before releasing two connected and self-revolving dark eco spheres, destroying everything in its wake. | ||
Light eco | Light Regeneration | Allows Light Jak to stop time around him while a beam of light eco from above regenerates his health until the eco meter is depleted. | |
Flash Freeze | Allows Jak to kneel on one knee, clap his hands above him, and slow time around him. | ||
Light Shield | Allows Jak to create an impermeable light eco shield around him. | ||
Light Flight | Allows Light Jak to sprout wings, with which he can glide short distances. | ||
Red eco | Eco amplifier | Involves Jak releasing a large sphere of red eco energy from his hands, which then travels forward until it collides with something or Jak shoots it, at which point it detonates into a harmful shockwave of red eco. | The Lost Frontier |
Green eco | Eco construct | The first, most simple form of eco construct, involves Jak raising his hand, causing a collection of green eco crystals to emerge from the ground. This acts primarily as a weapon, especially when upgraded, as well as a defense against the Uber-Bot 888's arm saws. | |
The second eco construct involves Jak standing over a patch of small green eco crystals, kneeling, and causing much larger pillars of green eco to erupt from the earth, creating temporal platforms with which he can traverse areas. | |||
Eco shield | Similar to Light Shield, this power involves Jak creating an impermeable shield around him, though this time out of green eco. | ||
Blue eco | Eco reflexes | Similar to Flash Freeze, this power involves Jak kneeling, clapping his hands above him, and slowing time around him. However, since this power uses blue eco instead of light eco, it is more likely this causes Jak to move faster than his surroundings, only perceiving everything else around him becoming slowed down. | |
Eco teleport | Involves Jak swapping places with a targeted Precursor statue, allowing him to traverse long or blocked-off distances. | ||
Yellow eco | Eco rocket jump | Involves Jak getting a boost off of the ground through blasts of yellow eco from his hands. If standing over a yellow eco vent or over a cloud of eco, this boost will allow Jak to reach considerable altitudes (though otherwise it is only a small boost no higher than a standard double jump). |
Red eco skills
Total dark eco required: 4100
Eco skill | Price | Description |
---|---|---|
Melee damage 1 | 250 | Improves the strength of Jak's melee attacks. |
Infuse enemy 1 | 300 | Enemies defeated with a melee attack will now be infused with red eco, causing it to explode and deal damage to nearby enemies. |
Amplifier efficiency | 400 | Increases the duration of eco amplifier and decreases consumption of eco. |
Melee damage 2 | 500 | Further improves the strength of Jak's melee attacks. |
Amplifier radiation | 550 | The eco amplifier orb leaves behind a cloud of shock-induced red gas, slightly damaging enemies inside of it. |
Infuse enemy 2 | 600 | Enemies defeated with melee attacks will deal even more explosive damage upon defeat. |
Melee damage 3 | 700 | Further improves the strength of Jak's melee attacks. |
Construct spike | 800 | Turns non-platform eco constructs into spikes, thus increasing damage dealt when cast onto enemies. |
Yellow eco skills
Eco skill | Price | Description |
---|---|---|
Energy punch 1 | 200 | A yellow eco projectile will fire through Jak's punch, seeking out enemies with a slight homing effect. (Identical to the yellow eco punch in The Precursor Legacy.) |
Energy dive | 300 | Similar to the energy punch skill, using a dive punch will also release a yellow eco projectile. |
Aimed construct shards | 350 | Using eco construct will cause the cast shards to automatically aim at nearby enemies instead of a fixed distance. |
Rocket jump knockback | 400 | Using eco rocket jump will cause enemies close to the launch zone to be knocked away. |
Energy uppercut | 450 | Similar to energy punch and energy dive, using an uppercut will release a yellow eco projectile. |
Energy punch 2 | 500 | An improvement over energy punch 1, with stronger projectiles. |
Shield spikes | 600 | The eco shield power now sprouts spikes that damage enemies on touch. |
Rocket jump explosion | 700 | Using eco rocket jump will cause an explosion at the launch zone, damaging nearby enemies. |
Blue eco skills
Eco skill | Price | Description |
---|---|---|
Spin diffuse | 150 | Blue eco will swirl around Jak's spin kick, which will neutralize projectiles fired by enemies. |
Eco power regen 1 | 350 | Increases speed of each eco power's recovery rate. |
Spin reflect | 450 | A direct improvement over spin diffuse, projectiles are now reflected back at enemies. |
Cheaper reflexes | 500 | Eco reflexes consumes less power. |
Eco power regen 2 | 550 | Further increases the recovery rate of each eco power. |
Increased shield time | 600 | Increases the duration of eco shield. |
Detect secrets | 650 | A small blue light will float towards and orbit nearby treasures, such as Precursor orbs or a treasure chest. |
Increased reflex time | 750 | Increases the duration of eco reflexes. |
Green eco skills
Eco skill | Price | Description |
---|---|---|
Health bonus 1 | 200 | Adds an additional hit point to Jak's health meter. |
Health pack++ | 350 | Health packs will replenish double the amount of hit points. |
Health bonus 2 | 500 | Adds another additional hit point to Jak's health meter. |
Health pack+++ | 550 | Health packs will now replenish three times the amount of hit points. |
Health bonus 3 | 600 | Adds another additional hit point to Jak's health meter. |
Cheaper shields | 650 | Eco shield uses less eco power. |
Health bonus 4 | 800 | Adds another additional hit point to Jak's health meter. |
Life siphon | 900 | Upon punching enemies, Jak has a small chance to recover two hit points. |
Other
Standard Tactics: Jak will use punches and kicks along with different eco powers and his gun mods to attack. He will also access Dark and Light Jak modes.
Weaknesses: Initially dark eco would instantly kill him, though by Jak II his repeated ingestion of dark eco has granted him a resistance to this, and instead it powers him.
Note: The Lost Frontier takes place shortly after Jak 3, which likely puts it before Jak X.
Trivia
- During the main series—from Jak II to Jak X: Combat Racing—Jak was voiced by Mike Erwin. However, during the sixth installment, The Lost Frontier, he was voiced by Josh Keaton. Jak did not speak during The Precursor Legacy, though vocal sounds were provided by an uncredited Aaron Lohr.
References
- ↑ How fast do pelicans fly?
Pelicans can fly as fast as 30 mph but often prefer to spend their time in the air gliding while searching for food.
Battle Records
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