Jak II: Playthrough Part 4: Helping a Heavy Hip Hog & a Wild Wastelander (+ Dark Power 1)

Jak II: Playthrough Part 4: Helping a Heavy Hip Hog & a Wild Wastelander (+ Dark Power 1)

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Game:
Jak II (2003)
Category:
Let's Play
Duration: 24:51
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After returning from that Ammo Dump, Jak informed Torn about the Baron's Krimzon Guards giving some Eco to Metal Heads.

Torn's next mission is a slight step up from the previous ones he gave to Jak & Daxter. They are to take a Zoomer strapped with a bag of Eco ore to the Hip Hog Heaven Saloon in Heaven City's South Town.

The supplier of this place is named Krew, and may have some connections to instigating the Baron's plans.
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Because of that Security Pass from the Ammo Dump mission, this delivery mission is possible. The pass eliminates the red barrier that leads into the more metro part of Haven City, with its highways and its more angular streets. Seems to be the same area where Jak & Daxter first landed in.

Naturally, this delivery won't be easy, as an alert will go off sometime after you take off with the Eco ore. Just keep moving and don't crash, because if your Zoomer is destroyed, you fail.

The Hip Hog Heaven Saloon is further south than this metro area. It's within the big wide port area of a huge lake. On the map, it should show as a light-blue martini glass.
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Krew turns out to be a hideous, morbidly-obese fellow that owns the saloon. He's so fat and heavy that he uses some kind of chair to fly around, and he often at times seems very interested in either having Daxter for lunch, or skinning his fur. Or both.

As a reward for bringing him the Eco ore, Krew has his heavy fighter, Sig, give Jak a gunstaff called the Morph Gun and has him try it out at the Gun Course.
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The Morph Gun is exactly what it's called. It's a gun that can morph into different forms. You only have its Red Eco-based Scatter Gun form for now, but you will pick up mods later that change it to different forms.

The Scatter Gun uses Red Eco like a shotgun to blast a wide range in from of you. It's good to deal with crowds, quickly, but it's slow to fire.

Sig teaches you the controls with this weapon, and then lets you try it on at its Gun Course. From here, shoot all of the Metal Head targets to gain points, including bigger ones that take two hits, and gold ones that give you more points.

Avoid shooting civilian targets, as they will instead deduct points from your score.

Achieve the goal score to complete this mission, but you can go for higher ones to get up to 9 Precursor Orbs.
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Afterwards, Krew is interested in turning Jak into a Wastelander like Sig as a part of his service, and will in turn keep rewarding him like how he gave him the Morph Gun.

The next mission is to travel through the Pumping Station with Sig to hunt down some huge Metal Heads, all while keeping Sig himself in one piece from other unwanted enemies.

If you want to hit him for some reason, he WILL hit you back.

Sig is a seasoned warrior, but you're still doing most of the fighting. He will mainly use his Peace Maker to shoot quick but weak lasers.

He saves the REAL use of his weapon to destoy the bigger Metal Heads you're trying to hunt down. After using a lightning orb to destroy a tank, you will have to protect him from enemies while he prepares to charge his Peace Maker up for the main targets. There are 5 of them to take down.

I also try to get more Precursor Orbs.

Near the end, you will also have to protect Sig after his gun randomly gets jammed for a few seconds.

After getting all of the Metal Heads, Sig stays behind to pick them up as trophies while Jak has to go back to tell Krew the good news.
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From this mission, I get more than enough Skull Gems for the Oracle.

He grants Dark Jak the power to use the Dark Bomb. It replaces his dive attack for a violent violet shockwave of Dark Eco. This should be uses before the transformation ends in normal gameplay, since it automatically changes Jak back to normal after it's used.

3 more Dark Powers to go! The Oracle needs a whopping 200 more to give Jak the 2nd one!




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