Jak and Daxter
Lost Precursor City

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Lost Precursor City
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Gol and Maia's Citadel
Final Boss Strategy

Unlike Mystic Island, this place is confusing, but more straight-
forward and ropy. These rooms roughly connect in order as they are
in the list.

Starting Room - Where you start out.

Platform Room - The room immediately following the Starting Room,
with the several platforms and pulsing electrified water.

Y-Room - The room immediately following the Platform Room, with a
dual spinning platform and a Scout Fly.

Throne Room - The immense room you come to after the Y-room, with
just about everything you could imagine. Trust me, you'll know
it when you see it.

Solar System Room - Through the doorway at the left of the Throne
Room. This room has spinning arc platforms and a stationary one at
the center with a Power Cell, all floating over Dark Ego.

Tornado Room - The room following that one, with two places to go,
a water cyclone in the center, and three spiked hover lurkers.

Matching Room - The path to the RIGHT in the Tornado Room. It
leads to a set of thirteen platforms.

Dangerous Pool Room - This is the path to the LEFT of the Tornado
Room. It has a large electrified pool, a horseybacking lurker,
a switch which raises three platforms, and an exit to a slide.

Slide 1 - The first slide you encounter. This leads you to the
Chamber Raising Room.

Chamber Raising Room - This place has several spiked hover
lurkers, a blue eco vent, and the chamber you raise for Power
Cell 1.

Slide 2 - The slide you ride after passing through the Chamber
Raising Room. This leads to the Slide Tube.

Slide Tube - A tall cylinder with several platforms running up
it. Dark Eco lays at the bottom. It eventually leads to the
Dangerous Pool Room.

1. Raise The Chamber

After going down the first slide, you come to a room with several
spiked hover lurkers. Deal with them before attempting this puzzle;
they will get in the way like nobody's business. After they are all
extinct, charge up with the blue stuff and touch the five globe totems
that are around and on top of the machine. You shouldn't need to
recharge, because if you don't do it fast enough that you keep
the energy throughout, you aren't going fast enough to begin
with. The globes only hold the charge for a limited amount of time,
so beware. Once all the globes are powered, the iris door on
the machine opens. Stomp the button inside, and the machine rises.
But, DON'T LEAVE JUST YET. There IS land you can theoretically
jump from to get the Power Cell on top of the machine, but I was
never able to do it. Instead, bring the machine back down, and climb
the machine there. It's sitting peacefully on top of the pod.
Yahoo! Another one.

2. Follow The Colored Pipes

In the Throne room, to the far left, are some buttons with chambers
in front of them. One of them has a Power Cell. Press the button in
front of it, and it travels through the pipe to high up along the
left wall. Use the rectangle bricks to get to the top. Jump just as
the brick you are on is retracting. The Power Cell awaits you.

3. Reach The Bottom Of The City

Go past the Solar System room, past the Tornado room, down the slide,
past the Chamber Room, down another slide to a Power Cell alone on a
totem. Double jump and the pleasure's all yours....

...and so's the pain (See Power Cell 6)

4. Quickly Cross The Dangerous Pool

Take the left path from the tornado room and deal with the horsey-
backing lurkers. The switch on the floor brings up two platforms
that rise just long enough for you to double jump off of each of
them to the platform to the left, where a Power Cell lies.

5. Match The Platform Colors

There are thirteen platforms over electrified water in the
Matching Room. You hop onto a platform, it lights up. Hop onto
a lit platform and it turns off. You can't just jump in place and
turn them on and off either. There's no defined way to cross it,
but they ALL need to be lit to open the door. If you have all of
them lit, but then need to get to the platform where you can reach
it, you just have to play hotfoot around them. I have a solution
which tells the right way to go, but I can't describe it accurately
in text. If Ceej can't post the .gif I have of the solution,
I'll give the text in an upcoming version.

6. Climb The Slide Tube

This Power Cell invariably comes after Power Cell 3. It starts
right after you get it anyway.

Once you grab Power Cell 3, the Dark Eco rises up. You can charge
yourself with the wonderful blue stuff and use the jump pad to get
a head start on the glop. Run along the platforms, whack enemies
if you can, and watch out for the rectangle traps. Eventually,
you'll reach another spring pad, and a spring pad in the center
of the Slide Tube. It'll spring you right out and to another Power
Cell.

7. Reach The Center Of The Complex

There's a platform beneath the rectangle box stairs in the Throne
Room. It leads to a doorway, which leads to a series of concentric
arc platforms surrounding a platform with Power Cell on it. I've
dubbed it the Solar System Room. The arc platforms tip periodically.
Just find ones that have just tipped and you are gonna be swell.

8. Free The 7 Scout Flies

Scout Fly Locations

- On a platform at the bottom of the first room.
- Right-hand platform in the Y-room.
- Far left of the Throne Room has a button you stomp to teleport
the fly to a pillar not far from there. You must grab it before
the time runs out.
- Another button brings a scout fly closer to you, but the time
limit is shorter.
- Far right of Throne Room beyond second-story electrified pool.
- Far left, in the middle of the folding rectangle staircase, en
route to Power Cell 2.
- On platform in room after Chamber Raising Room.

Tricky Precursor Orb Positions

There are some Precursor Orbs on the two slides, and on parts of
the Slide Tube. In a rush, they can be easy to miss.

Also, the orbs that sit over a hot coil with a moving platform
underneath can be grabbed by jumping into the orb as the
platform is moving with you.