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Use the code Gamechampmakesluigifanfiction for 5% off. The fanfiction will surface eventually, don't
worry. And/or worry depending on your perspective. Good morning, everybody, and welcome back to
VG Myths: the online internet video game TV show that has officially run out of ideas! Jak
2 is the dark and edgy sequel to Jak and Daxter, trading in the precursor orbs for good
old-fashioned lead. Unfortunately, I don't have a single precursor orb to my
name, meaning we're gonna have to do without. Can You Beat Jak 2 Without Guns? The rules are what you'd expect: the act of
shooting a gun is banned. This obviously includes the four gun variants Jak has in his inventory, as
well as the guns found on some vehicles or turrets found in the game world. Simply put: if it goes
bang bang, we're not allowed to make it bang bang. With the rules set, let's get this run started.
Since we don't even have guns to begin with, the first few missions are identical
to a casual playthrough. But take one guess what happens the exact
moment we get the Scattergun? *game audio* We need to teach you
how to use this baby. The Scattergun is a good short-range weapon with a wide field
of fire. To fire the weapon, press the trigger. Mission Failed! Now let's cheat. If you're already familiar at all with Jak
2 speedrunning, you'll already be aware that most required missions are "required" in
quotation marks. Take a zoomer to this corner of the Baron's statue. While holding down,
run straight for the ramp, jump onto it, and jump once again at the edge of the
ramp, and finally dismount the zoomer. You'll get enough height to fly past
the wall and splat safely out of bounds. From here, you can jump back in-bounds very
conveniently inside a loading zone for Mar's Tomb, which you shouldn't have access to until much
later in the story. Since we're not supposed to be here yet, the cutscene in front of this
stone door doesn't play, and it refuses to open. But solid walls didn't exactly stop us
getting here in the first place, and they're not about to start. With some careful jumping on
the slippery ledges at the side of the room, you can fall through the pillars on the side of the
door and hop around the door while out of bounds. Everything inside the tomb proper will be working
as you'd expect in a casual playthrough, plus once we reach our first cutscene, you'll notice we've
gotten a bit of an addition to our inventory: Naughty Dog apparently actually factored in
ludicrous sequence breaks into the game's design. By triggering a cutscene in this mission, the
game realized we *obviously* must have cleared every single mission required to unlock
this one, so not only did we technically just finish the gun tutorial, we finished hours
upon hours worth of missions inbetween. Plus, since we beat all those missions, we *obviously*
should have all the mission rewards in our inventory. This includes the totally useless
guns, passes to get through all city checkpoints, and most importantly, the jetboard, which
we'll be getting plenty of use from later. Or, at least, we *would* if we were capable of
finishing the tomb. The mission ends with a boss fight against the Baron, who starts the battle
off by sending out a ton of electric spiderbots. These spiderbots are completely immune to
melee attacks and *must* be killed before the battle will progress. Mission
Failed, now let's cheat harder. The game is effectively softlocked, so we'll
have to reload a prior save from before entering the catacombs. There's a non-melee, non-gun
attack capable of killing the spiderbots: the Dark Bomb, purchasable from the precursor
statue back in town for 25 Metal Head gems. This is essentially a screen-nuke, dealing
tons of damage to every enemy in the area, enough to kill every spiderbot.
Unfortunately, this early in the game Metal Head gems are an extremely
limited finite resource. In casual play, so far you're only supposed to have been able to
get a small handful from the waterworks mission. Even with some mild shenanigans to reach Metal
Head gems on a later mission path, I only found 19 total gems. To get any more, we'll once again
need to go somewhere we're not supposed to. First, head for this green checkpoint. We
don't have the pass to get through here yet, so instead we'll be taking a long shortcut.
There are a couple different methods to do this, but this is the one I found easiest: take a
large single-seat car and back it into the window as close as you can get. Jump out, ledge
hang on the back, wait for the right angle, then do a backward drop through the window. Be
careful how you jump from here, since if you get too close to the laser wall you'll disintegrate.
You should be okay if you loop over to the right. Now that we're on the other side, our next goal is
to reach the mountains. It's actually not possible to go through the door to the mountains at this
point in the story, which I'm sure you already realize is only a mild inconvenience. Head for
*this* wall. This is going to be an extremely technical trick, so get out a notepad and pay
very close attention. Step One: walk into the wall. Now that you've successfully pulled off
the hardest out-of-bounds trick in the game, the next part will be easy. Things might look
normal for a second, but if you walk along the path you'll notice reality has ceased to exist.
Grab a zoomer and drive into the nonexistance. If you try to drive on the lower lane you'll
fall to your death thanks to the lack of ground, but on the upper lane you're totally safe.
The death trigger is a decent distance below ground level, though, and you can lane swap
whenever you want. Since the ground no longer exists, we can drop below and then rise
back up past the outer wall. Unfortunately, when reality stopped existing the loading room
to enter the mountains stopped existing with it. We'll need to get reality to start existing again.
Head past the right side of the yellow checkpoint, drop below the ground, and continue along
the path while constantly swapping lanes to keep yourself low enough to stay out of bounds
but high enough not to hit the death trigger. Since we're very technically moving along
the main path, the game will realize it should load the area we're moving toward,
which includes the mountain's loading room. To actually reach the loading area, stop below it,
drop down, rise back up, and dismount the zoomer. If timed right, the momentum will launch you up
through the ground and into the loading area, letting you open the door and proceed into the
mountains for a relaxing glitch-free hunting trip. But as you might expect, that was a blatant lie.
We have to take a portal up to the mountains, and the portal back won't turn on until we've
completed our mission. And just our luck, this area is full of platforming segments
with upside-down platforms that will only turn right-side up when shot with a gun. Instead
of trying to jump past the first platform, do a longjump directly into the cliff on the left.
You will obviously clip straight through. Mash spin attacks and you should get enough distance
to land on the lower ledge across the chasm. Continue along the path and you'll be able to kill
some Metal Heads and grab the gems we need. When the giant Metal Head shows up, don't bother
actually fighting it and just do a high jump up to the next ledge. After progressing a bit
you'll come to another upside-down platform. Ignore it, and head for the tree
root on the left. It's slippery, but with careful positioning you can land
on it and jump again to the above rock. You can now walk into the glowing light and
trigger a cutscene. This cutscene turns on the teleporter back to the city, which we can
safely get back to by dying a painful death. Once back in town, you can buy Dark Bomb, then
do the statue skip to get back to the boss fight against the Baron. Finally, after ten dozen
detours, you can perform Dark Bomb to destroy every single spiderbot. The Baron
will spit out a bunch of bombs next; make sure you whack four at him
in one go to proceed to phase 2. The baron begins Phase 2 with a
wave of Spiderbots. Mission Fa- Though we might not be able to use
Dark Bomb again, that's actually okay; in Phase 2, the Baron also tries to kill us
himself with a machine gun. Hang off the ledge, sit back, and drink a latte as the Baron
very slowly guns down his own spiderbots. Side note, I never noticed before since
I was so focused on murdering them, but the spiderbots are honestly
kind of adorable and I feel bad now. With the spiderbots gone, you can once
again whack some bombs back at the Baron, moving on to Phase 3 which features no
spiderbots and requires no guns by design. With the Baron's retreat, the door back
out of the tomb will open, letting us return to the city proper somehow having already
completed two thirds of the game. From now on, we'll be doing each mission in the order
the game intends. The speedruns I've seen prefer to use some ludicrously fancy tricks to
avoid all combat, but I personally found that way harder than just getting our hands dirty
the old-fashioned way. Whenever Jak rolls, the guards seem to deliberately start
missing him for a couple seconds. Keep chaining rolls together while moving from
enemy to enemy and take them out one by one. This should get you through this mission as well
as most Krimzon Guard sections in the future. Unfortunately, it won't help us in escort quests
like this one in the sewers. To keep Jynx and friends from getting eviscerated, you'll want
to have every enemy spawn point memorized, and head there ASAP. The Jet Board in particular will
help tremendously with this. In the final ambush, stick slightly in front of the group, and scrape
back and forth constantly with punches and spins, keeping an eye back at the three of them at
all times. You can use Dark Jak as a backup if you're getting overwhelmed, but I
personally ended up not needing it. Next is the mission against the
spider bombots throughout the city. We're under a soft time limit as they try
to reach their destinations, so killing them as fast as possible is crucial. Luckily,
there's a semi-reliable way to speed things up. Get under the bombot and start mashing
the jump and spin buttons. If done right, you'll be cancelling your spins immediately and
then spinning again, causing rapid-fire damage. In Dead Town, we have to do a lengthy trek in
a mech suit. While this is definitely doable gunless since the mech suit is definitely not a
gun, there's no reason to bother trying. Remember that ridiculous speedrun trick I mentioned
earlier? It's time to bring it out. Using the jetboard you can travel across the water and reach
this ledge, just next to the mission's end point, Samos' hut. I'll spare you the full details,
but by doing fancy flippy tricks in a very particular way and then mashing the flippy trick
button, Jak will constantly start and stop doing a flippy trick, granting infinite height gain while
continuing to move with your current momentum. Using this trick you can easily reach Samos'
hut and finish the mission, no effort required. In the next mission we'll be protecting
Baby Samos from an army of Krimzon Guards. This requires literally any effort,
so once again we'll be cheating. After riding the floating platform down to the
forest, turn around toward the bottomless pit, jetboard into it while aiming for the rocks
on the left, and get off the jetboard just as you touch the rocks. You'll splat at the
bottom of the bottomless pit, completely okay, and can now exit the pit by doing a flippy
trick. This may seem completely pointless, but once you start getting shot in the face you'll
hopefully notice that you're now completely immune to bullets. I'm just gonna come right out and
say I have absolutely no idea why this works, and I'm just blindly copying everything I see on
the internet. Apparently sick flippy tricks are just the key to immortality. Once all the ground
troops are dead, walk down to the bottom of the cliff to lure the flying guys and blow them up
too. Unfortunately, invulnerability ends when you game over or when you bonk, and I lost it
immediately after finishing this mission, but it won't actually be that important for a while
and we'll have more opportunities to get it back. In the next mission, we need to rescue six
Lurkers being aimlessly driven around in circles around the city. Normal melee attacks
aren't the best option for such a high target. Instead, get on the jetboard and do a non-glitchy
flippy trick from below. These flippy tricks actually deal decent damage, and will destroy
each vehicle in just a few hits. There are a couple over waterways that are still difficult to
hit on most of their route. For those, I grabbed a car and rammed into them to deal most of my
damage before hopping out and finishing them off. The next few missions will be uneventful,
especially since with a couple you can skip directly to the end with some
relatively simply flippy tricks. In the next mission we head into the toxic waste
factory; you can easily flippy trick inside and then die a painful death to skip to this
checkpoint, right next to a vat of toxic waste. Remember the invulnerability glitch? The same
glitch can be pulled off much more easily on insta-death surfaces, the toxic waste being
just such a surface. Get yourself invulnerable, run up the nearby conveyer belt, then splat on
the ground below. The invulnerability glitch, when first triggered, prevents the player
from triggering cutscenes or enemies from noticing Jak. We are, however, still capable of
taking fall damage which retains invulnerability while removing these limitations. The way
forward is blocked by a platform normally shot down with a gun, but you can also knock
it down by flipping into it with the jetboard, and since we don't die in the toxic waste this
method is completely safe. Invulnerability will last you through the entire rest of the
level, including the boss fight against Krew. After a few dev-intended gunless missions we enter
one of the hardest moments in the entire gunless run: the centipede chase with Sig. There are two
separate chasing segments, with no checkpoints inbetween. Everything before the second segment
is easy, but in the second we're faced with two sets of upside down floating platforms that must
be shot with a gun to turn rightside up. The infinite jetboard flippy trick absolutely could
get us past both gaps, but timing is so strict we'd need to do it first try twice-in-a-row which
I'm nowhere near enough good at video games for. You could also do some sort of super duper fancy
walk-off-a-ledge-super-duper-uppercut-super-duper trick, but this is also not an option for
the aforementioned reason. There's still another way through, though: notice Sig shoots the
platforms with his own gun as he runs ahead of us. With some very careful jetboard hops, you can
boost forward for the first platform and piggyback off Sig to reach the other side. Afterward you'll
have to do some extreme off-screen platforming to keep up with Sig. If the screen doesn't black
out, you apparently survived. Piggyback once again off the second set with negative time
left to spare, and you can finish the level. After that hardest mission in the game, we head
into the double hardest mission in the game: the Samos and Baby Samos escort quest. To
keep the Samos' alive I recommend sticking just behind them, and keep an eye on your minimap
so you know where Metal Heads are coming from. To make the mission astronomically
easier, head in with full Dark Jak. When you start to get overwhelmed, activate Dark
Jak, spin in circles around your favorite Samos, and activate Dark Bomb as late as possible.
There won't be as many Metal Heads at the tail end of the journey, so if neither Samos
has taken much damage you should be home free. The next mission at the construction site is a
simple cutscene that will trigger the endgame. Before entering, make a backup save. The shuttle
at the port currently leads to the volcano, but once the endgame is triggered it will lead
to the Metal Head Nest. You can still reach the Volcano from the waterworks, but the shuttle is
much more convenient. With the backup save made, head to the volcano first and dip your
toes in the lava for free zombification. Now that you're invulnerable and splatted
on the ground, it's safe to head to the construction site and Metal Head Nest. I'm
sure it's going to be a shock to most of you, but this level is actually pretty difficult to
lose when it's impossible to lose. Do be careful to skip the cutscene near the beginning,
though, otherwise Jak will fire a really, really big gun. At the end of the path
we start the final boss battle against Kor. For phases 1 and 2, there's nothing
stopping you from farming Dark Eco from the infinitely respawning Metal Heads, allowing
you to enter Dark Jak and spam Dark Bomb. In Phase 3, Kor moves to ground level, completely
defenseless. Spin into him a couple hundred times, and once his health bar reaches zero the
Jak II Gunless Run is Mission Complete! Before heading out, credit absolutely must be
given to the entire Jak speedrunning community whose strats I shamelessly stole. Particular
thanks go to Ruh who helped answer some important questions off-screen. I should
also stress that I am bad at video games, definitely not a speedrunner, and honestly
expect I got some things blatantly wrong at some point in the video since so much of
it was adapted from speedrun tech. Please, if I'm dumb and bad, let me know in
the comments so I can correct my sins. Also, this video was made by request for Jak
month, a community event where Jak fans have been celebrating the series' 20th anniversary
from November 1st to December 3rd which may or may not have already passed because I'm as
good at time management as I am at video games. All the content made for Jak Month
can be found at twitter.com/JakMonth. By the way, in case you missed my cash consumption
venture: there's now a $10 tier on the Patreon, at which you get access to a selection of
commentaries on prior videos. Since last time, we've added commentaries for the VG Myths
episodes on Splatoon 1 and Kirby's Adventure, as well as the Knack Dumb Fun Gaming
episode. These will continue to be released at a rate of 1 per week
until we get a decent backlog. Speaking of money: special thanks
to all Patreon backers, including: Drew Colpurs
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sucks and how to improve in the comments below. Expect Jak 3 on the 30th
anniversary, and get out of my house.