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Can You Beat Jak And Daxter Without Eco?

✅ Install Raid for Free Mobile and PC: https://clik.cc/3x5cn and get a special starter pack with an Epic champion Drake 🎉Log into the game for 7 days between now and July 24th and get a free legendary champion Artak. 💥Check out Raid’s new limited animated series Call of the Arbiter here: https://www.youtube.com/watch?v=H32dvyCVkfk&list=PLKsMVIY2OJRMiid_k7q4rsLfmdhQsKphZ&pp=iAQB #canyoubeat #jakanddaxter #jakanddaxtertheprecursorlegacy Thanks for watching! This video ended up being far longer than I thought it would be, and it could have been even longer if I had included other tricks like 'Bridge Blast' but I didn't want to cover old ground. Thank you to these two for allowing to use their footage: SixRock ➤ https://www.twitch.tv/sixrockfire Milanista ➤ https://www.twitch.tv/milanista_00 Thumbnail art used with permission from the artist: Mike Coombs ➤ https://www.artstation.com/mikecoombs The Power Cell art was used with permission from the artist: Eric Breden ➤ https://www.artstation.com/ericbreden Also find us here: Twitch ➤ https://twitch.tv/ngpluslive Discord ➤ https://discord.com/invite/fUzdCvYgrF Patreon ➤ https://www.patreon.com/ngplus Twitter ➤ https://twitter.com/NGPlusChannel We stream on Twitch on Fridays and Saturdays at 20:30 GMT either here or on Twitch

NGPlus

8 months ago

[Music] foreign what's the first thing you learn about the world  of Jack and Daxter but Naughty Dog were ahead of their time well besides that we learned that Eco  turns people orange and furry maybe it was just a one-off or maybe it's only dark Eco that does it  either way we're not taking any chances we don't know how dangerous the other Eco is so from now  on no more Eco period can you beat Jack and Daxter the precursor Legacy without Eco let's find out  here are the rules but first I want t
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to check out raid call of the Arbiter and thank you for downloading raid Shadow Legends  and thank you raid for sponsoring this video back to the rules rule number one we cannot  collect or touch any Eco of any color at all Rule Number Two glitches are fine just no hacking  and rule number three once we defeat gol and Maya the final boss of the game we win we will be  playing this on the open goal version of the game on PC but everything you see in this  video should be possible on all versions
as usual we will be attempting the highest completion  percentage possible as we go the original Jack and Daxter is something of a collect-a-thon and the  game's three main Collectibles are power cells precursor orbs and Scout flies the total amount of  power cells and orbs vary from level to level but there will always be seven Scout flies in every  level the total number of power cells in the whole game is 101 and the total number of orbs is  2 000 and the total number of scout flies is 112 we
start in the tutorial level geyser Rock there  are four power cells here and 50 orbs getting all seven Scout flies always rewards us with one power  cell so we only actually need to find three power cells the Scout flies are always inside these  red boxes and we need to use a ground pound to break them we will also see a lot of wooden  chests all over the game and these contain green Eco which is how Jack recovers his HP however if  we're swearing off Eco completely then even the green Eco is o
ff limits Fallen enemies will drop  green Eco too it is possible to avoid Eco from the chests or enemies as long as we're careful  but it does mean that we won't be able to heal in this entire run it isn't long before we come to  an Eco tutorial collecting different colored Eco provides Jack with different temporary power-ups  blue Eco is used to power up technology like this door blocking our way it also gives Jack a bit  of a speed boost and even attracts orbs to us we won't be seeing any of t
hose benefits in this room  though getting Beyond this door is the only way to progress so we need to find another way to the  other side Jack has a lot of options when it comes to platforming double jump high jump long jump Etc  so we need to take advantage of Jack's arsenal of if we stand on the wooden post of the nearby  Bridge we can use a high jump to reach the very edge of a rock sticking out of the wall from  here we can jump onto a bigger rock with a flatter surface unfortunately as we'r
e not really meant  to be standing on this rock Jack tends to slide off automatically and the game doesn't let us jump  whilst we're sliding if we can move towards the cliff Jack will slide into it and he can remain  stationary that allows us to high jump over to the next Rock closer to the door we perform a spin  kick in mid-air for a bit of extra Hang Time and to be more precise with our Landing we now want to  high jump to the Rock above us but it's just Out Of Reach and we slide right off to
get around this  all we need to do is ground pound at the Apex of our high jump we're able to ground pound the slidy  surfaces and the extra bounce we get from this is just enough to land on top of the cliff there's  an invisible wall preventing us from squeezing beyond the door and the camera really struggles  in areas we're not meant to be in if we slide away from the door a little bit we can jump on  top of it we're able to stand up now without slipping but there's still an invisible wall in
  our way however all we need to do is use Jack's punch attack to thrust right through the barrier  and fall down to the other side of the door we grab the power cell on the other side and move on  that is the only major hurdle in the tutorial in a no Eco run all the orbs are out in the open and  the Eco is all very avoidable there is some blue Eco at the end to power up a platform that takes  us to the exit but we can just fall back down to the beach instead a spin kick can even be used as  we
get close to the ground to prevent fall damage that's geyser Rock 100 complete with that we enter  sandover Village the game's first Hub area here we mostly just accept Quest from the townsfolk they  either request us to complete a task or they want a very specific amount of orbs either way we're  rewarded with power cells so we need to do as many quests as we can there's also a precursor Oracle  in each of the game's hub areas that will trade a couple of power cells for our orbs there's some  b
lue Eco here and there but it's not mandatory to progress in fact here it's used to open these blue  Eco vents on the ground which rewards us with some orbs since we can't open those it means that any  orbs Within These vents are always going to be off limit to us we grab all the Collectibles we can  find herd the farm animals into their pen and move on to Sentinel Beach right away we see a bunch of  wooden crates in a grid with one red box at the back we need to be careful not to break open the
  wooden ones as we ground pound the red one just in case we accidentally touch any green Eco there are  a total of eight power cells here and six of them can be obtained no problem as they don't require  any Eco at all there are tasks in this area that normally require collecting Eco so here's the  first task we need to break all of these rocks to unblock the green Eco events the problem is  as soon as we break a rock Jack touches the green Eco right away we're simply too close to the Rock  whe
n we break it so if we stand about a step away from the rock perform a spin kick and a small jump  away at the same time we can just break the Rock and avoid touching the green Eco do this with all  the rocks and we get a power cell now here's the second task there's a tower in the ocean and we  want to get on top of it normally we would use the blue Eco lying around to power up jump pads that  would launch you high into the air and on top of the tall rocks there would be more jump pads from  th
ere that would get you onto the tower so we're going to need another way we can swim to the base  of the tower but if you swim too far out a giant fish straight up eats you this fish swims faster  than we do so the odds that it will catch up to us are very high however there is an unintentional  method of swimming even faster than the fish instead of holding the direction towards where you  want to swim tap the direction over and over in a rhythm and Jack will now swim like this it looks  odd bu
t it's faster this helps us swim to the base of the tower without getting eaten we need to  to stand on the Rock to the left of the archway a high jump into a spin kick will give us just  enough height to grab the Ledger bubbles there is a window in the tower here with a big wooden frame  and it's far too high to jump on top of normally however there is another trick in this game and  it's called the infinite jump it isn't quite what it sounds like I'll explain in this game there  are different
kinds of surfaces floors walls water Etc each one is programmed differently of course  but the floor is the only one that's really considered Solid Ground this means that Jack can  jump off the floor when he's standing on it makes sense so far however some of the vertical walls in  this game are programmed as floor for some reason there aren't very many and they're mostly walls  in areas where we're not supposed to reach on foot but this window is a perfect example since  the game is supposed to
let Jack jump if he is in contact with the floor and the game considers  the window to be a floor we can actually jump off the window infinitely as long as we're touching it  Jack will still jump vertically so we can consider this kind of an unintentional wall jump and with  this it's possible to just make it on top of the wooden frame jumping to the very top from here is  quite simple and we can take out the enemies up here we just need to be careful not to collect any  of their green Eco than
kfully green Eco despawns after a few seconds so we can just wait until then  if any green Eco gets in our way with that we have the last Power Cell on the beach we still want  all the orbs though there are some metal crates on the tall rocks and on the beach and we want to  break them open by firing the cannon at them to reveal the orbs inside but we still need to go  get them the ones on the beach are easy to get to but getting on the tall rocks is a challenge  to reach them we need to use ano
ther unintended trick called the boosted jump this is a tricky  one to get the hang of but it's going to prove very useful quite a lot in this run so we to learn  it here's how it works we need to combine three of Jack's moves together in a combo the punch the  uppercut and the spin kick we can combine these in quick succession anytime but it's when we perform  them over an edge that they really shine if we slowly walk over an edge as soon as Jack starts to  fall down we quickly punch uppercut a
nd then spin kick if we get the input timings right we will  achieve crazy distance it took a lot of practice but we were eventually able to use this to make  it from the tower to each of the tall rocks and collect the last few orbs this leaves us 20 orbs  short of the maximum but that's because they're stuck inside another blue Eco vent moving on to  the Forbidden Jungle there are many orbs lying around and floating in the air some are too high  up and our high jumps aren't enough to reach them
all like these ones up here we're supposed to get  launched up to these orbs but that requires blue Eco instead we used the trees to our advantage  the tree trunks themselves aren't considered to be floor but the branches are we can get a high  jump into a spin kick to just land on a nearby tree branch and now we can walk to the very tip  of the branch to get us close to the orbs as possible we're still just Out Of Reach with any  regular jump but if we perform the boosted jump again we can rea
ch all of them it took a few  tries but we got them eventually we make our way to the fishermen making sure to grab all the  orbs and Scout flies that we see on the way and we complete the fish catching mini game after that we  move on to the main objective we avoid the enemies and climb this machine we grab the orbs on top  and make sure to avoid touching this blue laser since it will give us blue Eco if we go around it  and break the wooden stand behind it and then from there we can complete t
he laser puzzle as normal  to earn a power cell now we need to try and get the power cells that normally require using  Eco to reach first there's a sealed door that blue Eco would normally open we can't get the door  open any other way so we'll have to approach this from a different angle if we high jump against  this rock near the machine from earlier we can actually get over it and fall out of bounds  we need to try and grab onto the edge of the Mainland as we fall we pull ourselves up but ma
ke  sure not to move forward too much because if we do we risk getting pushed back in bounds we make  our way across the edge whilst staying clipped into the rock wall until we get here once we're  here we want to fall down into the out of bounds water we swim around the Rock in front of us and  now we need to stay close to the Rock to our left or we'll fall into the void and die when we get  to this rock in front of us we need to double jump on top of it but it's quite precise as it  needs to b
e on a certain part of the rock it's the part that causes Jack to slide off and if we  can very quickly press the first person button in the brief time that Jack is sliding and the game  will enter first person as if we're standing on side ground since Jack can't move from the spot  when in first person he can't fall either so he stays on the slightly sloped Rock like this from  here we can see that we are underneath the temple so we aim the camera towards the underneath of the  ramp that leads
to the seal door now as soon as we exit first person we can quickly perform an action  as if Jack was standing on flat ground we could use this to get a jump off the rock but that won't  be enough to reach under the ramp instead we use this to get a boosted jump we very quickly punch  After exiting first person perform the uppercut into a spin kick right afterwards and if we've  aimed it right we can just land on the ground under the ramp from here we carefully make our way  to the top Edge whic
h is directly underneath the room behind that sealed door the ground in that  room isn't solid from underneath so we can clip right through from the bottom to get in the room  but it's just too high up even if we use a high jump spin kick but since we still get close enough  to the floor to make contact with it we can spam the jump button after the high jump to get an  extra jump exactly like what happened with the window that we jumped against earlier it's hard to  see due to the camera but thi
s does get us inside the room and we can collect the power set inside  although since we never opened the door we're now trapped inside there is a simple solution to this  whenever we grab a power cell the game Auto saves if we load the auto save we'll keep our progress  with the Collectibles but will spawn at our most recent checkpoint which is at the start of the  Forbidden Jungle we now want to get that seventh Scout Fly six of them are easy to reach in the  Forbidden Jungle but the seventh o
ne is located high up on the roof of the temple normally you  would use the jump pads powered by Blue Eco to get up there so let's use an unintended method  instead we mentioned it before the tree branches can be stood on and that just so happens to be  a tree right next to the temple the awkward part about this is that we need to jump from Branch to  Branch to Branch until we make it to the highest one it was hard enough to land on just one branch  but with some practice we can make it it's rea
lly awkward to see due to all of the leaves but with  some trial and error you'll get there eventually on the highest Branch we can only stand on it if  we're on the very tip and from there we can easily double jump to the temple roof we break the red  box avoiding the wooden boxes and earn the power cell for the seventh Scout Fly the remaining three  power cells in the Forbidden Jungle are completely unobtainable one of them is on the very top of  the temple roof far out of our reach without ju
mp pads and the other two are both inside the temple  itself and the only way inside the temple is from the very roof and even if we can get inside blue  Eco is required to exit the temple as well we'll just have to cut our losses here we have 5 out  of eight power cells and 77 out of 150 orbs the remaining orbs are either also on the roof of the  temple inside the temple or in a blue Eco event we will head to the next level now Misty Island  and a lot of this level can be done casually there ar
e some tricks we need to use though early  on we see a far away platform with a power cell on it we can clearly see a blue Eco platform that  we're meant to power up to get us over there but instead we can use the tried and true boosted jump  to only just reach the platform as we make our way through the rest of the level we grab all the orbs  and Scout flies we find along the way but there's something we need to remember there is a specific  Scout flight in this level that we need to collect la
st we'll see why soon eventually we come across  a big door that would normally require blue Eco to open but we can use the terrain to our advantage  to the left of the door we can stand on a rock and high jump onto the wall we don't get over the  wall like this but the game thought that we were on the other side for a brief moment so the door  opens automatically inside we must defeat an army of lurkers whilst bombs are fired down onto US  every lurker drops Eco when defeated either green or re
d so we need to be careful not to collect  any of this during the fight thankfully unlike blue Eco green and red Eco despawn after a few  seconds there's also an orb right next to some blue Eco which is a little scary but thankfully  he can spin kick to just touch the orb but not Eco when we get to the high wooden bridge we see  a scout flying box part way but this is the one we need to save for last so we skip this one until  we have the other six first at the top we use the cannon to break ope
n the metal crates below for  more orbs shortly after that we're supposed to use a Zoomer vehicle to Ram into the balloon lurkers  but the problem with that is the jack gains green Eco automatically when each balloon lurker is  defeated so instead we'll use the Zuma to grab all the orbs floating on the water can also use  it to reach another power cell and the sixth Scout Fly but we still need another way to get these  balloon lurkers and that is exactly why we saved that one specific Scout flig
ht on the bridge  for last whenever we collect the seventh and last Scout Fly in any given level that same spot  is where the power cell reward will spawn saving this scout flight last will ensure that the power  cell it spawns on this bridge the reason we want the power cell to be on this bridge is due to the  dark Eco crate that is now right next to the power cell we've seen a few dark Eco crates several  times during this run so far but since dark Eco hurts Jack we've simply avoided it as we
would in  a casual playthrough anyway it's debatable in the community whether touching dark Eco voids the  challenge for a no Eco run since Jack doesn't actually collect dark Eco or use it in any way  with that information it's up to you if you think this next trick is allowed or not but it was too  interesting to not show if we collect a powers and take fatal damage on the exact same frame  the game gets a bit confused to do this we need to take damage to ensure that we are one hit away  from D
eath then stand close to both the dark Eco crate and the power cell then all we do is spin  kick on the spot spin kicking extends Jack's hitbox outward all around this means that Jack  touches the power sail and the dark Eco at the exact same time touching a power cell initiates  a cut scene which takes place instead of the dark Eco killing Jack but the game still kinda  thinks that Jack is dead too this puts Jack in a weird zombie state in this state we can still  move around but the side effec
ts to this means that we can no longer collect anything this means  we can't collect Eco either so now we can safely kill the balloon lurkers without getting green  Eco except another side effect of this glitch is that we can no longer ride the Zoomer so this  means that we must defeat the balloon lurkers on foot two of them fly right over this bridge so we  can hit them as they pass over we just need to be careful of the Rolling logs and the two explosive  mines that hang from the balloons now
the green Eco will just drop down onto the ground instead  of going into Jack if we look over the edge of the bridge behind us we can see another balloon lurker  passing by as it starts to descend we can jump off and spin kick it on the way down we land in  water but we can use the fast swim method to get back on land quickly before the giant fish eats us  there's a second balloon lurker on that same cycle so we can climb back up to the bridge again just  be careful since we're one hit away from
Death the whole time we're in this zombie state after  getting the fourth balloon lurker the best way to reach the remaining two is from the island we can  use either a long jump or a boosted jump for some good distance and then we must use the fast swim  technique to outpace the fish the balloon lurkers fly right over over this island so hitting them  is easy the power cell spawns in a tunnel where we were but even if we were able to get back there  the Zombie Glitch would mean we can't collec
t it fortunately if we die and respawn this removes  the Zombie Glitch and the power cell stays where it is so we can collect it no problem we will  be avoiding dark Eco crates in this run going forward as it is still Eco the fact that getting  the Zombie Glitch like we did doesn't actually see Jack getting hit by the dark Eco is what makes  this glitch a gray area but you're free to decide for yourselves let me know in the comments that is  eight out of eight power cells and 135 out of 150 orbs
since 15 of them are inside yet another blue  Eco vent after sailing back to sandova Village we hand in all our quests and trade in all our orbs  for more power cells that is six out of six power cells here too but again only 35 out of 50 orbs  due to more Eco events fire Canyon is up now and it's just a Zuma ride over lava but we need  to make sure we hit every metal crate on the way whilst avoiding the dark Eco crates and the wooden  crates we also need to hit every red crate for the Scout fl
ies that rewards us with a power cell as  does just making it to the end that's two out of two power cells and 50 out of 50 orbs in the fire  Canyon this leads us to the second Hub area Rock Village we grab all the Collectibles we can and  accept all the quests we can trade in more orbs for more power cells but we need to visit the  neighboring areas to find those orbs we start with the precursor Basin and this whole area is  only accessible on the zoom we need to drive into the metal crates to
break them open but there are  multiple dark Eco crates and wooden crates dotted all around as well we need to make sure we don't  drive into any of those or avoid the challenge right then and there avoiding these certain crates  makes this part quite challenging as most power cells here require speeding around there's a race  against the clock there's driving through rings herding moles back into their holes Etc the most  difficult part is getting these metal crates on these tall platforms as t
hey're right next to  wooden crates and if our aim is slightly off we'll either hit the wooden crate or just fall  off but with some Precision it is very possible to avoid the wooden grates and only hit the  metal ones there are two segments that see us driving through Rings this is very awkward but  perseverance sees us through the race against the clock isn't too bad either we just need to  dodge the crate and the Eco on the course and we can still make it in just less than 45 seconds we  can
even get all 200 orbs in the precursor Basin too as there are no orb vents there is a power  cell we cannot get however it requires us to use Eco to heal these plants and considering the  power cell doesn't even spawn in until we've used the Eco we can never get this one another power  cell is awarded by chasing and ramming into these flying lurkers but the issue with this is that  they give us green Eco automatically when we hit one just like on misty island with the balloon  lurkers it seems t
hat we need to use the same Zombie Glitch as before except we're stuck on  the Zoomer here plus there aren't any power cells in the precursor Basin next to dark Eco  crates or anything else that are converters we haven't forgotten about the flying lurkers but  for now we'll move on to the next area monkey swamp there's a lot of yellow Eco in this level  and it's used to obtain a fair few Collectibles throughout in fact there are four large rocks  that can only be broken with yellow Eco and they
each reward us with a power cell that's four  power cells we already can't get plus there's a first person shooting minigame that automatically  gives us yellow Eco so that's a fifth power cell we can't get we also see several metal crates all  over the level that would normally require yellow Eco to break we can at least still reach every  other orb lying around some might require us to damage boost through the swamp water though we saw  some orbs above a blue Eco jump Pad but we found that if
you use a ground pound hold jump as we hit  the ground to bounce back up and then spin kick at the Apex we can just reach these orbs without Eco  there is one section of this level where we can find a flood flood a large bird that we can ride  the flood flut can break open the metal crates with either a charge or a stomp which is perfect  since we don't have any other way to break them without Eco the flip flop can jump quite far  too so the Collectibles around here are easy to get unfortunately
the section we find the flot  flow is the only section in the level that we can ride it there are invisible barriers preventing  us from taking the flip flop anywhere else in the swamp which is a shame since there are many other  metal crates that we need to break there's only one thing for it we're getting the flu out of here  if we stand on this particular wooden platform and then double jump into the wall right here we can  clip right through it's very easy to fall into the void and die here
but it's also possible to  just land on the very edge of the swamp now we we can use the flood flut to platform out of bounds  until we find a spot that Clips us back inbounds and into a section of the swamp where the flip  flop normally wouldn't be allowed now we can Traverse the entire swamp and break every single  metal crate we can find the deadly swamp water doesn't even hurt the floor either so the crates  in the water can be broken too don't try to leave Bobby swamp entirely with the fli
p flop or the  game will just crash with all the metal crates out of the way that means we have 200 out of 200 orbs  all we have left to get is two more power cells one is hidden in an area that requires a blue Eco  jump pad to reach and the second one is forgetting all seven Scout flies except the seventh Scout  Fly is also in an area that requires a jump pad to reach there is another way to reach these areas  and it's by using a trick called Zoom walking just like we saw when out of bounds in
Forbidden  Jungle it's possible to quickly enter first person view when sliding off an edge if we make  our way to the first deadly swamp water at the start of Boggy swamp there is a sweet spot where  Jack will fall through the swamp water and into the void however if we quickly enter first person  view as we fall we can remain stationary like this part way under the swamp water here is where we  perform Zoom walking if we double tap the first person view button now we will exit and then very  q
uickly re-enter first person view in the short time between the two button Taps we see Jack fall  down a tiny bit since he is supposed to be falling we can repeat this several times until Jack is  beneath the whole level now exactly as we did in Forbidden Jungle we aim the camera in the right  direction towards the wall exit first person and then very quickly jump up onto the other side of  the wall this is a method we can continue to use in this area to go under certain walls we can  travel out
of bounds on the level's Edge once again until we get to this wall a couple more  jumps and we can clip through the wall and into the area we should not have been able to reach  there's a couple of enemies but we also find the last Scout Fly for another Power Cell the only  way back out of here however is to reload the auto save the game just made when we grabbed  that power cell this puts us right back at the body swamp entrance we need to use a similar  method to reach another closed off area
that would only be reachable with jump pads since there is a  pool of water nearby we can actually just use it to submerge under the wall and then surface again  on the other side we continue on in this pool and follow the wall to the right double jumping our  way along it eventually we come to an edge so we use the same method as before to go under the wall  although instead of double jumping we can quickly perform a punch into an uppercut for some forward  distance as well there's a couple of
enemies and some yellow Eco to avoid here but we also find the  last Scout Fly close to the end of the whole boggy Swan just before the fourth Rock that's close  close to an Eco event there is another corner of the swamp that we can use to get out of bounds  the method this time is to crouch in the very corn and we can damage boost our way under the wall  and very quickly jump back out before we take further damage we make our way left from here but  we need to be careful as some parts of the g
round isn't solid if we head left but stick to the right  wall we can get over a bit further we now want to use the zoom walk again to look under this wall  if we see the bottom of this floating device on the other side then we know we have the right spot  we don't even have to do anything fancy there's actually a water surface down here and since  we're partly under the ground we can fall into it and then submerge under the wall and emerge  on the other side we actually got stuck inside the wal
l doing this but we were still just able  to touch the trigger for the cut scene that would normally play when entering this area we need to  defeat the horde of enemies here and just like on Misty Island we also need to avoid collecting any  of their dropped Eco we can run around picking our spot until the dropped Eco despawns defeating  them all earns us the last power cell that we can get in the body swamp which is only 3 out of  eight we did get all 200 orbs at least oh yeah and the only way
back out of here is to reload  our auto save again our next level is the Lost precursor City and this is a tough one we need to  make sure to complete each part of this level in a very specific way otherwise we risk soft locking  ourselves in a no Eco run unexplained why as and when this becomes relevant the level itself is  full of platforming sections over electrified water but a lot of the Collectibles early on can  be obtained casually now and then we see an orb close to some Eco we can sti
ll avoid the Eco if  we're careful enough we want to break open the red Scout flight boxes as we go but it's very  important that we save a specific one for last again we can break the first and second red boxes  that we see without consequence but soon we find ourselves here in this big room on the right there  is the third red box that this is the one you need to save for last we'll see why later we can follow  the pipes as normal for another power cell and two more Scout flies when the path F
orks later on we  head right beyond the whirlpools to earn another power cell with this small platforming puzzle  the other path is where things get interesting we can get the power cell across these platforms  no problem but there's a door here that we can't open without Eco we want the power cell behind  that door and last time we needed to get Beyond a door like this we had to go out of bounds so  that's exactly what we'll do here nearby there is a slide that leads to the next part of the lev
el  and the roof of this slide perhaps isn't as solid as it should be if we can get enough height we can  get through the roof but the only way to get that height is to use the two lurkers wandering around  here so don't kill them one of them is giving the other a ride on his shoulders and would you  believe we can actually stand on top of the as if they're a moving platform so we lure them  over to the slide high jump onto their heads and then high jump through the roof it's very easy  to fall
into the void and die here but if we're precise enough we can land on the very edge of the  electrified water we're very likely going to take damage doing this so make sure we got full health  first we need to double jump out of the water and into a spin kick to reach a platform above Jack  will actually gain even more height when jumping out of the water if we remain stationary as we  jump combine that with a double jump and you can just reach a platform above us visibility is a  bit poor but w
e need to jump around the door from here to clip into the room from the side after we  get the power cell the door actually opens for us now that we're on the other side of it so we can  get out of the room no problem now if we go down the slide we can't get back up again the same way  the reason that this is important is that the game very much intends for us to use a lot of blue Eco  jump pads to to escape this level once we reach the end if we slide all the way to the bottom  of the level we
find the last Power Cell but we are then soft locked due to being checkpointed  down there however far off parts of this level are deloaded as we haven't reached them yet  however the power cells Stay Loaded in this means that there's a power cell loaded in deep  down far beneath us earlier we used this giant button to raise some platforms for a few seconds  after a few seconds the platforms sink again and the button Rises back up if we hit the button and  they stay crouched on the button as soo
n as the time runs out and the button Rises we then perform  a high jump into a spin kick against the wall the slight upward momentum from the button Rising can  provide us with just enough height to get over the invisible barrier and go right over the top we are  now falling into the void but as we mentioned the level isn't loaded in but the power cell is we  just need to use spin kicks to slow our descent just enough to be able to touch this power cell  on the way down make sure not to miss it
though as we'll be stuck down here after collecting it  we will just fall to our depths but the power cell is still say they're not inventory we can now  finally descend down the slide as normal it can be tricky though you need to avoid all dark Eco  and green Eco crates whilst collecting every orb and breaking every metal crate on the way down the  game will also update our checkpoint once we reach the bottom of the slide so we need to ensure that  we get all the orbs but for safety we can cre
ate a manual save at the top of the slide just in case  we need to reload and try again this takes us to some more orbs and the sixth Scout Fly now there's  one more slide here that takes us down to the very bottom of the level the problem is there's  a checkpoint at the bottom of the slide and as soon as Jack reaches the bottom we are forced  straight into a scripted Rising dark Eco section that require has a lot of blue Eco jump pads to  escape however there are Collectibles down there that we
want not to mention there are orbs on  the second slide itself that we want to we'll tackle the slide first we make a manual save at  the top just in case now once again we slide down collecting all the orbs and breaking all the metal  crates whilst avoiding all Eco this is easier said than done though the second slide is a fair bit  more difficult a useful trick though if we miss any of the metal crates we can pause the game  save the game and then reload the game we will load back at the top
of the slide since that was  our last checkpoint but we will keep the orbs we collected before we saved this allows us to only  focus on getting a few orbs at a time the best example of this is when there are two orbs side by  side and getting both at once can be quite hard if we just grab one of them pause save and then  reload that save we're back at the top of the slide and then we can then slide back down and  collect the other Rule and now we have both the end of the slide is quite difficul
t finally pulled  it off however it is very important that we don't allow Jack to reach the very bottom of the slide  as we mentioned there is a checkpoint down there that basically puts us in a point of no return as  soon as we have the last orb on the slide we need to quickly do the usual method of pausing saving  and reloading will keep all the orbs and be back at the top of the slide now we want to get to that  area at the bottom of the slide but without using the slide since we want to avoi
d triggering that  checkpoint just before the second slide there are two pipe covers that get blown upwards by steam  if we stand on top of the first one and timer jump as the lid is rising we can get crazy height  enough height that we can go right through this wall and fall down into the void if we move back  in bounds as we fall it's possible to land inside the final section where the second slide would  have taken us since we're so much higher up we don't trigger the scripted scene or the ch
eckpoint  normally we'd be running up this Tower whilst from the rising dark Eco but now we're free to Traverse  our way down this Tower at our own pace of course we take advantage of this and grab all the orbs  too there are some lurkers down here and avoiding their green Eco can be a challenge but we take our  time and we get through there are some long Falls but we can see where we want to land with first  person view once we get close to the bottom of the tower we can see the last Power Cell
of the  level that is of course if we exclude the Scout flight Power Cell since we don't have that one yet  we jump down on top of this power cell to collect it and this starts the cut scene that triggers  the rising dark Eco however as long as we never approach the bottom of the slide our checkpoint  never got updated and also collecting the power cell Auto saves the game which means we can avoid  the rising dark Eco section entirely by simply reloading that auto save right away once again  we
're back at the top of the second slide with all collectibles secured all we need to do now is get  out of the level we've lost our normal means to escape since we can't use the blue Eco jump pads  so we'll need another way we need to backtrack to the bottom of the first slide again and make our  way up the slide as far as we possibly can jack isn't supposed to be able to climb back up these  slides as you can see but there is a trick to get a head start a long jump into a high jump gets  up the
slide a decent amount from there we can quickly jump on top of a wooden crate we make sure  not to spin kick as we land as this will break the crate we can then double jump to the next wooden  crate it seems avoiding breaking these crates is now paying off we now jump as far up the slide as  we can and then quickly go into first person as we land this will keep Jack on that spot without  sliding down here's the interesting part we've progressed up this slide just enough to deload  the checkpoin
t flag in the previous area if we save and load the game now the game won't know  which checkpoint to load so instead it puts us right at the start of the whole level as a sort  of Fail-Safe I guess of course we could leave the level right now but we still have that seventh  Scout Fly to get we progress through the level once more until we reach that third Scout Fly we  missed the reason we left this here till last is that we want this power cell to spawn next to this  enemy we're going to use t
hat enemy to perform the Zombie Glitch again just like on Misty Island we  take damage until we only have one hit point left then we stand next to the power cell wait for the  enemy to approach and then spin kick the enemy and the power cell at the same time the reason it  needs to be this enemy in particular is that it can inflate itself like a puffer fish which makes  it invulnerable kicking it when it's inflated just hurts Jack instead which is perfect for activating  the Zombie Glitch after
getting this right we need to carry the Zombie Glitch all the way back to  rock Village so this means avoiding all damage between here and there for some reason bonking  into a wall with either a long jump or a punch also activates the glitch so we must avoid doing  that as well also that was the last power cell in the precursor city which means we got all eight  of them we also got 180 out of 200 orbs because 20 of them were in another vent we traveled back  to the precursor Basin but just like
before the Zombie Glitch prevents us from riding the Zoomer  we can still get up there without it though we just need to use another long jump into a high  jump and we can get up onto the left side there is a very tall invisible wall in our way which  prevents us from reaching the precursor Basin on foot but we can high jump onto the rock wall  to the left just like with the window on Sentinel Beach these rocks are considered to be floor  so we can spam the jump button next to these rocks until
we reach the top soon we'll be high  enough to clear the invisible wall and enter the precursor Basin without the Zoomer the plan is  to take out the four flying lurkers that we had to skip before and with our Zombie Glitch active  we won't be forced into collecting green Eco the problem with that is is that we're stuck on foot  which makes chasing them down quite difficult but the game is also not quite prepared for us to be  on foot here so the flying lurkers flight patterns can be a bit erra
tic it's possible to cut them  off with well-timed punch uppercuts I was able to hit one of these lurkers doing this myself  but getting all four of them is a nightmare continuous long jumps is the best way to keep  up with them but we run the risk of bonking into the wall doing this which would mean having  to get the Zombie Glitch and traveling back here all over again thankfully a member of the Jack and  Daxter speedrun Discord server milanister came to my rescue they proved that with enough
patience  and skill you can indeed hit all four of them on foot that brings our total power cells in the  precursor Basin to seven out of eight we can now move on to the next hub area which means traveling  through the mountain pass where we are immediately met by a boss fight against claw the only way to  defeat Claw is to use blue Eco to create platforms and then use yellow Eco to shoot him so it's a  good thing we have a much easier way we're going to use a trick called the idle d load I'll e
xplain  as we go first we need to save the mountain pass level in The Game's memory there are a few ways  to do this and these include activating a cut scene in that area dying in that area or letting  Jack's Idol animation play by standing still for 30 seconds a cutscene does play the first time we  enter the mountain pass to introduce the boss but just to be safe we can jump into the lava and  die as soon as we do that the area is stored in memory it then reloads the level from that memory  an
d thus we respawn in the same area in front of the Boss Next we need to backtrack and enter a  different level entirely in this instance the best level to travel to is boggy swamp but whilst we're  traveling there we need to make sure that we don't die don't activate a cut scene and make sure we  don't stand still for 30 a second if any of these things happen we will overwrite the level that's  in the gang's memory and we'll have to start this entire process over again once we arrive at boggy  s
wamp we need to advance at least as far as this rock before the Thorns now all we have to do is  hold down the circle button for 30 seconds after 30 seconds Jack's Idol animation will play the  game considers this animation to be a cut scene and the game tries to load in the current area in  memory like before but there is a one Frame Window where we can cancel the game's memory update with  the circle button held down the game registers a circle input every frame even though jack isn't  spin ki
cking constantly the game still registers the input since Circle can be used to cancel the  memory update the game cart backup boggy swamp to memory so when the game tries to reload that level  from memory after the idle animation it can't find boggy swamp and instead it finds mountain pass  this will then deal load boggy swamp and load in Mountain Pass which of course means we fall to our  death in the void the game now wants to respawn Jack in Mountain Pass since that's the level that  the gam
e has loaded in and it will spawn him at the closest checkpoint by proximity to where he  died this is why we had to advance at least as far as that rock since this location is closer to the  mountain pass checkpoint that is beyond the claw boss fight and that is exactly where we respawn  the boss fight has been skipped completely now we are racing some flying lurkers across the rest  of the mountain pass and if they get to the end first they blow up the mountain and it's game over  it's only ma
de Difficult by the fact that there's plenty of Eco to avoid along the way we can take  our time at first to collect all the orbs break all the metal crates and grab all the Scout flies  we'll lose the race like this but we'll keep our Collectibles the biggest challenge of this race is  right at the end there are three blue Eco events in a row in a narrow Corridor and dodging them on  this Zoomer is very difficult when trying to go fast the hardest one to avoid is definitely the  first one even
when it looks like we avoided it with a well-timed jump we still end up getting the  blue Eco after enough trial and error we learned that if we slow down right before the Eco vent  we could jump on the right side to just avoid touching it the other two are easier to avoid as  long as we don't bump off the wall with that we're on the home stretch we win the race and RAM into  the lurka at the end only there was a green Eco crate right behind him that I didn't see in time  so I had to redo it all
over again this time we avoid the Eco events collect the last orbs on the  level grab the last Scout Fly Ram into the lurker at the end and avoid the green Eco crates there's  still one more power cell we can get here and we need to backtrack on foot to find it the game  doesn't really want to doing this so the gaps that the Zoomer would normally ramp over are far  too wide for Jack to jump across or they would be if we didn't use the boosted jump we avoid the Eco  on foot and now we can see th
at the power cell is on a high platform we carry on backtracking though  because the entrance is further back soon we see a large Boulder blocking a tunnel normally we would  use yellow Eco from a nearby vent to blow up the rock but since we're on foot you can actually just  high jump and spin kick your way right over it we long jump over the following Gap making sure  not to hit any of the wooden crates as we do and grab the power cell this gives us a total of  three out of four power cells in
the mountain pass since there is one for defeating the boss that we  skipped we did get all 50 orbs though we finally arrive at volcanic crater and there's not much to  say about the vast majority of the Collectibles here as they can all be reached just fine with  only one exception there is a metal crate on a high Rock alleged that we cannot break without  Eco the crate contains a power cell rather than orbs which means we can still get all 50 orbs  here this is about the point we traveled back
to rock Village to hand in the rest of our orbs  for the remainder of the power cells in that Hub area that is six out of six power cells for rock  Village however this meant that we didn't have enough orbs to trade in volcanic crater and there  are six power cells here but we'll need a lot more orbs first so we'll take the gondola up to the  next level Snowy Mountain to start with this level can be played as normal we stand on these  machines to deactivate them and we grab all the collectibles
on the way there are a few things we  seemingly can't do without Eco though we can find both red Eco and yellow Eco here red Eco Powers up  Jack's attacks which is useful for defeating the shield lurkers that we find in this area whilst  the yellow Eco would have been useful for breaking open the metal crates so we'll have to find ways  around both of these The Shield lurkers cannot be attacked head-on without red Eco so we will  need to land a surprise attack they're Relentless in their Pursui
t though and they will chase us  whenever they can see us they even fire homing projectiles at us too however if we hang over  a nearby Edge The Shield lurker will sometimes lose interest and lower their guard if we pull  ourselves up the shield lurker will just return to faces again immediately we need to wait until it  lowers its guard and then return the camera away from the lurker until it's off screen now when we  pull ourselves up since we can't see the lurker on screen it should still hav
e its guard lowered it  seems the lurkus AI doesn't kick in whilst it's off screen so if we move towards it whilst keeping  the camera pointed away we can quickly land a surprise attack to defeat it we do this with the  other two shield lurkers in the level for a power cell just be sure to avoid the green Eco that they  drop to on our way to the next Power Cell we had a very close call with some green Eco so we just  waited here for it to despawn the game intends us to use red Eco to power jack
up and fight our way  through a horde of these small enemies so we'll just have to dodge every single enemy and dark  Eco crate Instead This went surprisingly well we were able to clean up a few more Collectibles like  the power cell for standing on all these machines getting all seven Scout flies and the hidden  power cell underground there is also a foot flood platforming section that doesn't include  any Eco at all but it does get us a few more orbs there are a few orb events we can't get tho
ugh but  there's still some progress we can make here the only way to obtain any more Collectibles is with  flood flood just like in boggy swamp floatfloat is isolated to its own small section of the map  but also like in boggy swamp we're going to free him we return to the foot and once again there is  an invisible wall preventing us from leaving this area with the flood flood this invisible wall is  very tall so we'll never get over the top of it however if we jump against The Rock Wall to our
  left it's possible to double jump over the rocks and then go around the invisible wall and land  on the other side now we can break all the metal crates that we saw in this level for the last few  orbs this puts our total on 155 out of 200 since 45 orbs are inside vents there is one more use  for flip flut before we finish this level remember that metal crate back in volcanic crater we're  going to break it with this flood flood getting the flood flood 2 that crate is the hard part we  ride th
e flip flop all the way to the start of the Snowy Mountain near the gondola that brought us up  here we can see volcanic crater down below but if we fall off the edge we hit a death plane and just  die however if we run over the edge about here and perform an optimal double jump it's possible to  get far enough to avoid the death plane completely with this we can fall back down to volcanic  crater with the flood flood upon Landing it turns invisible since we were never meant to get  the flip flo
p down here but we can still ride it as normal there is still a problem though this  whole game is full of invisible loading triggers walking from one place to another will deload far  away areas and load in closer areas this occurs whenever we touch one of these invisible loading  triggers and if we touch our loading trigger in volcanic crater whilst riding the flood flood the  game will just crash the metal crate is located underneath where we jump from in Snowy Mountain  and then a bit to the
right but that area is completely closed off by loading triggers however  it's possible to go over these loading triggers as we fall if we start to move down right after we  clear the death plane we can fall towards the area with the metal crate and land on the other side  of the loading triggers we're not in the clear yet though we still need to navigate across the track  and over to the crate we can use the height from the passing Minecart to just land a ground pound  and I failed this many t
imes but we finally broke the metal crate only to land in the lava right  afterwards it's okay though because the power cell that we freed remains on the ground after  we respawn so we can just go back there and pick it up as normal we also managed to get all eight  power cells in Snowy Mountain too this brings us to the spider cave there is a lot of platforming  in this level but it's all done without Eco what does require yellow Eco though is defeating the  gnawing lurkers we don't have any ot
her way of damaging them so we can't get the power cell  for defeating them all this is the only Power Cell here we can't get though we can still get the  rest by breaking all the dark Gems or platforming to all the high Ledges there is a platforming  section in the dark but as long as we can avoid the enemy's green Eco we're fine there are a few  metal crates dotted about but we can't do anything about those for now we'll also start to run  into these drilling lurkers on narrow Bridges we usual
ly play it safe by waiting for it to turn its  back on us get a quick kill oil and then backing away until the green Eco despawns next we come  to the scaffolding section it's a lengthy climb to the top of some tall wooden scaffolding on  the way up we Face drill lurkers Eco fire trap doors and Spike hazards there's also a couple  of rows of metal crates on the lower levels of the scaffolding that we can't break for now on the  way up we find the last Scout Fly for a power cell once we get to th
e top we find another Power Cell  we can already see yet another Power Cell on a far ledge and it's right next to some blue Eco at  first it looks like a boosted jump would be needed to get up there but it turns out a regular double  jump into a spin kick is enough to grab the edge now we come to a pole swinging section that leads  to a lot more orbs but it also has a lot of blue Eco in the way we need to swing from pole to pole  but there are certain poles we cannot grab as they are too close t
o Blue Eco as long as we are super  careful we can grab all these orbs and completely avoid all all the blue Eco after that we grab  another Power Cell in a nearby cave this leaves us with 7 out of eight power cells but there's still  plenty of orbs remaining in fact there are five orbs high above this blue Eco jump pad right here  the jump pad is a shortcut back to the top floor of the cave near the start of the level and we  can actually find the other end of this shortcut you'll know it by th
is circular hole here if we  want to get these orbs we can use another idle deload simply go to the furthest area of the cave  near the poles then wait 30 seconds for an idle animation this will store this part of the spider  cave in memory now we return to the circular hole make sure to stand on the ground next to the hole  and not on top of it this is because Jack cannot perform an idle animation on moving platforms now  we press and hold Circle for 30 seconds just like before this will deload
this part of the cave  and load in the far part of the cave again the circular platform blocking the hole will also do  load as a result of this and we can quickly jump down and grab those orbs as we fall there are  still some metal crates on this level that we cannot break open and we can't get flute flut into  the spider cave without the game crashing there is one other way to break these metal crates though  and it's called fall damage yeah basically if Jack lands on top of these metal crate
s from a great  height we would take damage but the crate would still break open there is something we can do to  make it easier if we grab the edge as we fall the fall damage that we would have taken will be  stored it will remain stored until Jack's feet touch the ground this means that if we grab the  edge near the crate pull ourselves up and then land on the metal crate it still breaks this  is because the game takes about three frames to decide whether Jack should take fall damage  or not u
pon landing on the ground since we can store the full damage by grabbing on an edge  and then landing on a crate right afterwards the crate will break immediately before the  three frames we can actually chain bounces like together to break multiple crates in a row this is  all well and good for the metal crates that have high platforms above them but there are still a  few metal crates in the spider cave that have low ceilings above them we can't land directly on top  of these crates from high
above but we can take advantage of the full damage storage in another  way if we hit the ground from a high fall but then quickly jump again before three frames passes  we can still store the fall damage in this way if we were skilled enough we could time this jump  multiple times in a row chaining them together and travel around the level like this I tried this  myself many times and I found out that it's a lot harder than it looks fortunately a member of the  Jack and Daxter speedrun Discord s
erver six rock is indeed skilled enough to pull off this series  of quick jumps to break all the remaining crates in the spider cave I am happy knowing that this  is possible to preserve my own sanity well done six rock this now puts us on 7 out of eight power  cells and 185 out of 200 orbs this is all because of the gnawing lurkers each of them give orbs  upon defeating them and defeating all of them rewards with a power cell and since yellow Eco is  the only thing that can hurt them we'll neve
r get these Collectibles it's time for one last Zoomer  section lava tube there are plenty of orbs and crates to break along the way through the tunnel  it can be difficult to grab everything and get all the cooling balloons as well but if we die we  keep all the Collectibles anyway there is a lot of yellow Eco events on the way as well so we'll need  to avoid those two before long we find ourselves trapped in a round room it's intended that we  destroy the mechanism in the center of the room wi
th yellow Eco otherwise the exit door won't  open this means we'll have to find another way through the door or should I say over the door if  we drive into the right spot on the left side of the door with enough of a run-up it's possible to  ramp up and over the top it took quite a long time to pull this off it's really quite precise which  part of the door frame you have to drive into but once we're over there we can grab the last Scout  Fly for the power cell we avoid more yellow Eco and grab
the power cell at the end of the lava  tube that's both power cells and all 50 orbs in this level now Begins the final level of the  game The Citadel we're supposed to navigate this large round area and rescue the sages from their  cages one by one a lot of blue Eco is intended to be used to get around this whole level so this  already looks impossible if we can free all the sages then platforms will appear that leads to the  very top of the level which is ultimately where we want to be but if
we could get up there without  having to rescue the sages that would bypass the need for blue Eco it just so happens there is a  way and it's quite strange as soon as we walk into the Citadel the game plays a cut scene right away  for some reason this cutscene updates our latest checkpoint to be the very top of the level so as  soon as the cutscene is over if we take a step forward the game will update our checkpoint back  to where we're standing at the start of the level but this means that if
we just pause the game  after the cutscene immediately without moving save the game and then reload that save we will  spawn at the checkpoint at the very top of the level there's actually a faster method of abusing  this trick that speedrunners use and it was too interesting to not include in this video first  we need to learn a trick called pause buffering to perform a pause buffer in this game we either  press L2 or R2 along with the pause button on the exact same frame normally L2 or R2 woul
d show  the heads-up display but if we press pause at the exact same time the pause is delayed until  the heads up display goes away we'll know we've got the timing right as the number that usually  shows next to our health isn't there it takes 2.5 seconds for the heads-up display to go away at  this point and then the game will pause itself automatically since it's still queuing the pause  action during this 2.5 seconds we can still move around but cut scenes will not be activated if we  touch
a trigger for a cut scene during those 2.5 seconds it won't play until the 2.5 seconds are up  we can actually use this to skip some cut scenes entirely for example at the end of lava tube  we can hit a button to power up a teleporter this also activates a cutscene of Kira coming  through the teleporter if we use a pause buffer then quickly hit the button the cutscene won't  play until those 2.5 seconds of counting down however if we get the pause buffer then hit the  button and then quickly dea
th abuse in the nearby lava we respawn at the teleporter since that's our  checkpoint and Kira is already standing there this means the cutscene has been skipped completely  this is exactly what speedrunners do to the cutscene at the very start of Citadel We Stand  just outside the door pause buffer and then very quickly long jump through the cutscene trigger  and over the edge thus falling to our death if we didn't fall in time then the cutscene might  still play but if we got far forward enoug
h we will die immediately from the fall following  the cut scene and since the cutscene updated the checkpoint to be at the top that is exactly  where we respawn from here we can free the Green Sage first for a power cell but we still want to  free all the other sages in the level to create that bridge back up here from up top we can see  all the buttons down below that free each of the sages from their cages we need to fall down onto  each button one by one making sure not to go too close to an
y doorways since we do not want our  checkpoint to get updated once we free a sage we death abuse to spawn back up top again and then  we fall down and free the next sage and so on and so forth this avoids needing any Eco to reach  each Sage from the ground and we also get a power cell for each save that we rescue once they're all  free they create a bridge to the Upper Floor which means we can now freely Traverse this level as we  hunt for the rest of the Collectibles since we can explore a maj
ority of this level now this means we  can get all the Scout flies which not only means we can get all five power cells here this means  that we can actually get all 112 Scout flies in the entire game the biggest challenge we face in  this level is getting all the orbs there are 200 in total but 90 of them are stuck inside Eco vents  this means that we can only hope to collect 110 of them several of them are found on these colored  platform puzzles and this led us to a side path full of small bo
uncing lurkers we're supposed  to use red Eco to help fight them all off but we must avoid that red Eco and defeat them all  without it it's a bit more difficult but it's still very doable there's also a few metal crates  in this Corridor which is awkward because there's no high up Ledges above them to help us abuse the  fall damage storage to make this more difficult the path leading to these metal crates requires  jumping over moving platforms but six rock is back again to save the day he was
able to fall a  long way down in the main area and maintain full damage storage all the way across these moving  platforms and break all of these metal crates in the next section there are three platforms that  rise up with blue Eco above each platform is three orbs we will never reach these with regular jumps  but there is a part of the bridge that sticks out upwards if we use the boosted jump from there we  can just about grab a few of these orbs we can't reach them all from here though there
is a higher  ledge nearby but even doing a boosted jump from there still doesn't reach all of them just two of  these orbs in this area are simply Out Of Reach the final section of this level is a series of  moving blue Eco jump pads we simply cannot reach these jump paths without blue Eco even if we get  as close as possible and perform our best boosted jumps for maximum distance we just cannot reach I  tried this one boosted jump for days it just looks like it should be possible unfortunately
this  prevents us from reaching several orbs floating above these jump pads which means we were only  able to get 80 out of 200 orbs since 90 of them are inside the vents that's 30 orbs that are  simply out of our reach we did make one last ditch effort to get those orbs though we'll start  by taking the big elevator to the roof up here is a platform powered by Blue Eco that takes us  to the final boss of the game before we deal with that we want to try an experiment if we fall  off the edge her
e instead of falling all the way back down to the bottom we hit a death plane this  death plane stretches out very far and we would never clear it however there is a couple of very  small gaps in the death plane in the open Gold version of the game we can make the death plane  visible and it is a giant red square if we use zoom walking to slowly lower ourselves over the  edge we can see the gaps in the death plane under the rooftop Zoom walking can help us fall through  through these gaps and th
us Begins the very long and slow descent all the way back down to the  Citadel interior we just have to ensure that we touch this yellow load trigger on the way down to  ensure the Citadel loads in properly as soon as we bypass that yellow load trigger we now want  to zoom walk all the way towards the orbs that we couldn't reach this is a very long process and  one mistake means we fall out of the air and that would mean starting the process all over again  unfortunately it seems we can't reach
any of the remaining orbs like this we lose too much altitude  before we get the distance we need in our attempt we just clip the top of this wall which dropped us  to the ground before we could get close enough to the orbs it didn't look like we were going to make  it anyway to be honest plus Zoom walking for that long hurts my thumb instead we go back to volcanic  crater and hand over all our orbs until we have all eight power cells there so we'll move on to  the final boss as mentioned there'
s a platform powered by Blue Eco that takes us over there if  we want to get over there without Eco we will need to use one final idle deload we wait for an idle  animation on the Roof then ride the elevator back down again we Traverse to a point that is closer  in proximity to the platform that the boss is on once we're there we do the usual we hold Circle  for 30 seconds deload the level fall off the edge die and respawn right in front of the final boss  and this is where the Run dies the only
way to deal any damage is with yellow Eco and after that  we need to use the blue Eco jump pads to avoid the explosions it is possible to avoid the explosions  without Eco but it's very difficult it uses a trick we haven't actually used in this run yet and  it's called the Rocket uppercut do you remember the trick where we can jump whilst touching any  vertical surface that the game considers to be floor well the size of the opening in the center  of this platform are considered to be flaw anot
her way to take advantage of this trick is to uppercut  whilst touching the side of a quote-unquote floor the game interrupts the uppercut animation  and tries to place jack in a standing state but the momentum of the uppercut continues  which can result in a lot of height at the Apex of this height we can enter first person view  which the game allows since it thinks Jack is in a standing State this puts Jack's height at about  level with the explosive we can exit first person and then perform
a double jump at the perfect time  to just get enough height to avoid the explosion you would need to perform this very difficult  trick for every explosion during the fight but regardless without yellow Eco we still can't cause  any damage whatsoever can you beat Jack and Daxter the precursor Legacy without Eco no you can't  and all because of the final boss we simply have to leave the world's fate in the hands of goal  and Maya after all Eco is just far too dangerous right we were able to coll
ect 90 out of 101 power  cells 1657 precursor orbs out of 2000 and all 112 Scout flies if you can do any better in a no  Eco run then please let me know how you did it in the comment section below or better yet why  not follow our twitch or join our Discord server and tell me directly before you do though if you  enjoyed challenge runs like this you're in the right place please subscribe and maybe share the  video with a friend speaking of friends I need to thank all our friends who have support
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