This is a sub-page of Proto:Jak and Daxter: The Precursor Legacy/September 1 2001 Build.
Level-specific differences for Volcanic Crater to the final boss. These levels have a lot more noticeable differences than earlier ones, with the game becoming less complete as it progresses.
Volcanic Crater#
- The level has major lighting differences.
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- The gondola has a material roof.
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- The gondola cable always moves even when it isn't working.
- There are several visual differences in the hut.
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- Grass textures can be seen in the background near the entrance to Spider Cave.
- There is no checkpoint by the gondola.
- The level has 19 orbs, although the pause menu gives a total of 4 (50 in the final version).
Spider Cave#
- Grass textures can be seen in the background of some areas.
- The gnawing lurkers are a different color.
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- The gnawing lurkers produce green particles when hurt.
- The textures for the spider web trampolines are less detailed.
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- The particle effect used for the spiders' attack is less detailed.
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- The collapsing platforms have minor coloring differences.
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- Baby spiders sometimes produce a brighter particle effect when killed.
- The trampoline platform near the beginning of the level which is empty in the final game does have a trampoline in this build.
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- Spiders can be seen floating near the roof in webs which have non-transparent textures. These spiders can also attack the player when they are higher up.
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- There is a trampoline within the group of platforms leading to the first Yellow Eco vent.
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- The entrance to the dark cave has trampolines over the Dark Eco instead of moving platforms.
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- There is a different placement of wooden boxes in the dark cave.
- The dark cave contains a geyser-powered platform towards the end of the stage which lets the player reach the end quicker. It also allows the player to reach a wooden platform which has no collision.
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- At the end of the dark cave is an adult spider, while in the final game there are two baby spiders. In this build there can also be some baby spiders in this area with the amount which spawns in varying between 0 and 3.
- The collapsing platforms at the end of the dark cave fall straight away instead of after a few seconds like in the final game.
- The floor from where the player escapes from the spider ambush cave has different texturing.
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- The drilling lurkers have a different animation when their drills stop working. In this version they hold the drill over their head, while in the final game they turn around and kick the drill.
- There are baby spiders near the Precursor Robot, while in the final game there aren't any in this area.
- The robot has different textures for where it is damaged and some model differences on its head.
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- There is no platform to take the player back up from the launcher at the start of the "Launch to the Poles" mission. Therefore, the player will have to jump into the bottomless pit if they aren't powered up with Blue Eco to continue.
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- Like in the October 19 build, the Blue Eco used to power the launcher is on a rock platform, instead of on the floor next to the launcher.
- There are two missing checkpoints: the entrance of the tunnel which eventually leads to the area with the robot, and the bottom of the robot's scaffolding.
- The level has a varying amount of orbs between around 160-167. This appears to be because the gnawing lurkers drop a different amount of orbs each time. The pause menu gives a total of 140 (200 in the final version).
Snowy Mountain#
- The level has different lighting and some texture differences.
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- The ocean does not appear in the background.
- The sky is less foggy.
- The grass seen in the background is less detailed.
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- Red particles appear when jumping on snow.
- The mountain height from Volcanic Crater is lower than in the final.
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- The gondola is placed in a different position.
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- Lurkers can hurt Jak when he is in the gondola.
- The ice lurkers’ spikes are less sharp.
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- The glacier troop lurkers have some texture differences. Their attack also has a different appearance.
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- There is misplaced grass near one of the glacier troops.
- There are some wooden crates in different areas, including where metal boxes are in the final game and during the flut-flut challenge.
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- An ice lurker is present in the area above the Yellow Eco vent switch.
- When the yellow vent switch is turned on, the cutscene shows the level's Yellow Eco vent activating, while in the final game it shows it already activated.
- After the vent switch is turned on, the ring surrounding the switch doesn't produce yellow lighting.
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- The platforms in the final part of the flut-flut challenge have some differences:
- There is a long platform which moves backwards and forwards instead of two small ones that don't move.
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- Two of the smaller platforms rotate around each other instead of moving left to right like in the final game.
- The last three platforms are more square shaped.
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- The final platform that takes the player away from the area moves automatically instead of only when Jak stands on it. It is also further away from the edge.
- The Power Cell at the end of the Flut-Flut mission is located on top of the trans-pad instead of the fort switch.
- The fort doesn't have any orb containers or Blue Eco at the top of the main building.
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- The smaller building structures within the fort have wooden platforms in the middle without collision.
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- The pause menu states that there are six scout flies although there are actually seven, all of which need to be found to obtain the power cell.
- The only checkpoints are at the beginning of the level and before the flut-flut stage.
- The level has 147 orbs (200 in the final version). One orb is hidden behind a wall.
Lava Tube#
- The lighting is unfinished, and there are several differences in the textures.
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- At the beginning of the level, Keira says through the communicator that you need 75 power cells, while in the final version she says 72. Not sure if 75 is truly an implemented requirement yet, as the Zoomer seems to always be present.
- Grass can be seen in the roof near the beginning of the level.
- There are two Blue Eco vents in the first stage and several clusters throughout the level, while in the final game the only Blue Eco available is a few clusters in the hidden lava waterfall path. Interestingly, the hidden waterfall in this build contains two Blue Eco clusters like in the final game, while in the October 19 build, it instead contains Green Eco.

- There are a few differences in Yellow Eco placement, notably there are only two vents leading up to the power spheres room instead of three. Also in the power spheres room, there is Green Eco in some places where Yellow Eco should be.
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- The power spheres don't have particle effects and have different colors to their final equivalents. Conversely, the rotating machine creates particles resembling Blue Eco, while in the final game it doesn't produce any.
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- Dark Eco barrels produce a different particle effect when damaged.
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- There are more mines near the end of the level.
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- The only checkpoints are at the beginning and end of the level. There are also no trans-pads where the final game's mid-level checkpoints are. Though there is a trans-pad out of bounds after the power sphere room.
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- Most of the area disappears when the player reaches the end of the level. This is because the level visibility data stored in the Citadel and Lava Tube levels are not compatible with each other, so when walking between levels objects will be incorrectly marked as invisible, causing them to disappear.

- At the end of the level, Keira is already at the warp gate and uses a placeholder engineering animation.
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- The level has 33 orbs, although the pause menu gives a total of 69 (50 in the final version).
Gol and Maia's Citadel#
- The level is called "Gol and Maya's Citadel" in this build.
- Visually, the level only has a very basic layout where most surfaces use placeholder textures and several objects have simple box-like structures. The robot and some other objects have no textures.
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- The level doesn't have proper lighting. Additionally, the sky is visible, and the time of day also affects the lighting.
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- The elevator has a different design, and is located directly underneath the robot.
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- The platforms which rise after the first three sages are freed can be seen at the bottom of the level.
- There are no sages or forcefields surrounding the cages.
- There are no cutscenes.
- Often footsteps will produce the wrong effect, such as grass.
- There is only one checkpoint, located at the beginning of the level.
- The Blue Sage's cage is further away from the platform where his generator is, and is located above the entrance to the platforming challenge.
- The circular doors are higher up than in the final game, but the player doesn't need to jump to enter them.
- The platforms used to leave the areas with the sage cages don't have Blue Eco clusters directly above them, instead the clusters are slightly further away.
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- The platform used to leave the area with the Yellow Sage's cage is on the left side instead of the right.
- The platform used to leave the Blue Sage's cage area moves about differently.
- The level has no orbs, although the pause menu gives a total of 44 (200 in the final version).
Launcher Challenge#
- There are no orb containers.
- The end of the stage has a Blue Eco vent.
- There are no pillars and most of the area doesn't have walls.
- The platform at the end has an invisible floor leading to the door.
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Platforming Challenge#
- Both of the rotating cubes have a flame generator above them instead of just the second.
- There is no Blue Eco next to the Scout Fly.
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Lurker Ambush Challenge#
- The mission doesn't function. The lurker generators are non-working black boxes and the eco vents produce Blue Eco instead of yellow and red. If [corruption] happens, a number of hopping lurkers (using their Snowy Mountain color scheme) will appear in the stage's hallway. Like other [corrupted?] actors, they use their idle animation but are otherwise non-functioning.
- The door at the end will open even though the mission cannot be completed, so the Red Sage's area can still be reached.
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Implemented Functions#
In contrast, the following parts of the level are implemented:
- The launcher and platforming challenges are fully functional despite their simplistic appearances and can be completed without cheats.
- The cage generators are present and can be broken to receive their power cells, however the cells aren't collected automatically.
- The Blue Eco powered platforms work, although they use this build's standard platform design.
- The doors and buttons used to activate the falling colored platforms work, along with the colored platforms themselves.
- The platforms used to reach Samos rise after freeing the first three sages in the same way as the final game, however there is no cutscene to show it happening.
- The elevator to reach the final boss stage functions, although it doesn't rise fully when the mission to free Samos has been completed.
Final Boss#
- The level and battle do not load normally. The robot is untextured and doesn’t function, therefore the stage cannot be completed without cheat codes. The only way that they will work is to use the following cheat codes as a pnach file with the game in debug mode:
[cheats] 
Boss Battle#
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- The robot is untextured and will only move into stationary poses for its attacks. The player has to attack it in the same way as the final game.
- To start the battle press the X button on the second controller. The game must be in debug mode for this to work. [might also work in normal mode]
- The robot's main attacks use placeholder objects and animations:
- The eye laser uses ropes.
- The green eco shots use cooling balloons. No lurkers emerge from the silo so the battle immediately moves onto the next stage.
- The red eco fireballs use red donut-shaped objects. The shockwaves don't have an effect (but still cause damage) so the game instead displays collision wireframes.
- The yellow eco fireball also doesn't have an effect but causes damage, so instead uses collision wireframes.
- The dark eco bomb is untextured but has its basic shape. It deforms and expands as it powers up and produces a small dark eco effect when it explodes. Like in the final game, but unlike the October 19 build, the bomb will explode immediately after the player uses the launcher. Like in the final game, the bombs cause instant death.
- In the final stage, there are no cutscenes and there is no light eco or colored eco beams, making this stage impossible to complete. The dark eco bombs will be present, but will be on the ground.
- When the side pillars close as the battle progresses, they will generate their respective eco color using the same effect as vents.
- The blue eco vent is always active.
- The silo door will open in the same way as the final game but there is no dark eco.
- There is no green eco cluster.
Location#
- The level's reflection on metal surfaces is different.
- The dark sky seen before the boss is defeated isn't present.
- The silo has a minor design difference, where arrow shapes are present on the roof.
- The silo door has corrupted textures.
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- The launcher has more reflection and is missing the blue eco lightning symbol.
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- Snowy Mountain and the surrounding area is missing in the background.
- There is no water in the ocean seen in the background.
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- The other silo in the background has different textures including precursor text reading QUEST, which is seen on various platforms in both this build and the final game.
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- The land surrounding the main area uses rock textures instead of greenery.
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- The Precursor door has a different design (also seen in the October 19 build). It also has some corrupted textures and no collision.
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