Ecco The Dolphin: Defender Of The Future - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Ecco The Dolphin: Defender Of The Future - Strategy Guide (Page 01).
******************** GAME: ECCO THE DOLPHIN: DEFENDER OF THE FUTURE SYSTEM: PLAYSTATION 2 FORMAT: FAQ/WALKTHROUGH CREATED BY: BRIAN TAYLOR CREATOR INFO: WALKTHROUGH VERSION: - 4.24 The most recent version will always appear on and on the address below. ******************** COPYRIGHT This may not be reproduced under any circumstances except for personal / private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission, which can be obtained by sending a request to Tecnomage_F1NGers@hotmail.com with "Ecco Walkthrough" in the subject. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Their respective trademark and copyright holders own all trademarks and copyrights contained in this document. Please notify me on the above address if you found this walkthrough on any other site except those listed above. Changing or altering of this walkthrough in any way is prohibited. Copyright 2002-2003 Brian Taylor ******************** UPDATES: - Ver 4.24 17th August 2003 Removed older updates Updated the webspace address Refined some info for a few of the levels to make directions clearer Moved the COPYRIGHT notice to the top of the walkthrough Broke the Glyphs, Songs & Powers section into three sections Slight adjustment of the ROLL OF HONOUR section ******************** CONTENT SEARCHING To make life easier for everyone who uses this guide, I have added a reference number to each section to allow easy searching for specific information. 1. Open the "FIND" box by holding [CTRL] + [F] 2. Enter the 3 digit reference number next to the section you want to read about 3. Click on "FIND NEXT". It will locate the reference number in the CONTENTS list first. 4. Click on "FIND NEXT" again to take you straight to the section you require. Check the reference numbers below for further information. ******************** CONTENTS -001 Where to find this Guide/FAQ -002 Additional Information -003 Game Control System -004 Glyphs Information -005 Songs Information -006 Powers Information -100 Isle Of Tranquillity -101 Aquamarine Bay -102 Perils of the Coral Reef -103 Trial Without Error -104 Four Ways of Mystery -105 Perils Of The Coral Reef [The Return] -106 Trial Without Error [The Return] -107 Passage from Genesis -108 Pathways from Nowhere -109 Up and Down -110 Roaring Forces -111 Atlantis Lost -200 Man's Nightmare -201 Shrine of Controversy -202 Master of Forgotten Skills -203 Process that Never Ends -204 Blades in Motion -205 Perpetual Fluidity -206 Obscure Ways to Terminus -207 Sleeping Forces of Doom -300 Dolphin's Nightmare -301 Anguish Of Dearth -302 Entrapment -303 Caverns Of Hope -304 Lair Of Evil -305 Powers Of Levitation -306 Hanging Waters I -307 Ice & Fire -308 Hanging Waters II -309 Abyss Of Inferno -310 Hanging Waters III -311 Mutaclone -400 Domain Of The Foe -401 Chance of Reckoning -402 Hatchery -403 Seeds of Poison -404 Transfiguration -405 Heart of the Foe -500 Extras -501 Dolphin Soccer -502 The Gallery -600 Roll Of Honour ******************** 001 WHERE TO FIND THIS GUIDE/FAQ Caverns Of Hope, an Ecco The Dolphin Fan site Arkonviox.com, an Ecco The Dolphin Fan site Gamefaqs, the best place for Walkthroughs/Guides/FAQs Cheat Codes Central, pop-up loaded tips and cheats website Cheats.de, the biggest German hints & tips website [www.cheats.de] IGN, a subscriber based tips and hints website Neoseeker, a PC hardware and Multi-platform games review website ******************** 002 ADDITIONAL INFORMATION For more great info regarding Ecco The Dolphin, including active message board communities, pictures (both official and fan-made), downloadable music (both official and fan-made) and much more, you can find it at or My main passion is motorsport. I am a member of a unique newsgroup community that talks all things motorsport related. To find us, type news://news.f1ngers.com/f1ngers into your preferred newsreader, or type it into a web browser address bar and it will auto load into your default newsreader. ******************** 003 GAME CONTROL SYSTEM Legend X = X S = Square T = Triangle C = Circle LAS = Left Analog Stick RAS = Right Analog Stick X = Swim Forward. Pump to gain speed then hold down once at full speed. C = Charge. From a static position this will arch Ecco up and shoot him forward. From a moving position it will give Ecco a quick boost of speed. S = Sonar. Use this to talk to other Dolphins, Whales, The Guardian & Info Glyphs throughout the game. Press and hold to bring up your Sonar Map. T = Change Camera. This will switch the camera from a 3rd person perspective to a fixed camera so that you can turn Ecco around to face you. Not very useful to be honest. L1 = Rolls Ecco to the left R1 = Rolls Ecco to the right L2 = Moves the camera to a side view of Ecco's left side. Useful for levels like Four Ways Of Mystery & Hatchery. R2 = Moves the camera to a side view of Ecco's right side. Useful for levels like Four Ways Of Mystery & Hatchery. L2 & R2 = Moves the camera in front of Ecco so that you can see behind you. Highly useful for Perils Of The Coral Reef & Anguish Of Dearth. L3 = Next Objective. This is supposed to point you in the direction of the next thing you need to do, although I find this more of an annoyance then a help. R3 = Manual Correct. If you get a bit confused which way is up, press R3 to make Ecco auto correct to a level and straight position. SELECT = Compass. This is supposed to show you when Vitalits, glyphs or enemies or nearby, but it is too small to use properly so it is better to have it left off. START = Pauses the game and allows you access to Ecco's inventory. RAS: - Backwards = While moving performs a Quick Stop. While stationary will make Ecco swim backwards. Left = 180 Turn Left. Right = 180 Turn Right. Forward = While moving will perform a special spin. Sometimes useful for avoiding sharks but I've not used it. LAS: - Backwards: Ecco will point upwards. Forwards: Ecco will point downwards. Left: Ecco will turn left. Right: Ecco will turn right. **Ecco's controls are similar to a flight sim, as in up = down and down = up** ****************** 004 GLYPHS STAR GLYPHS Each of Ecco's five abilities have to be discovered during the game, and the Star Glyphs are the key to unlocking them. If you see a Star glyph then you should collect it. Each different symbol relates to a different gift. DIAMOND GLYPHS These Glyphs each have symbols that relate to the star Glyphs that you collect. These will enable Ecco to use the power that they contain. CLEAR GLYPHS These large, clear glyphs are pieces of the Guardian that help guide you through the game, sometimes with a cryptic clue. PURPLE GLYPHS These are a unique feature to the PS2 version. If you sonar one of these Glyphs you will see a short 'clue' movie giving you additional help if you need it. VITALITS These are very small shards of the Guardian that assist Ecco in his quest. For each Vitalit that you collect your energy bar will grow slightly, allowing you to have slightly more energy available to you when you eat fish. A PS2 bonus is that for each level where you collect ALL the Vitalits for that level, a piece of artwork will be revealed in the Gallery. ******************** 005 SONGS TURTLE (Perils Of The Coral Reef) Turtles now trust and follow your lead. They follow the song one by one in a line. Frightened by charged they shyly sink downward, but this song renews their trust in you at once. SHARK (Perils Of The Coral Reef) Sharks will be stunned with the sound of your sonar. For the briefest of instances they will not attack, & those so confused may head-on be battled FISH (Perils Of The Coral Reef) Small schools of fish will surround you and follow you. Some are just food that heal wounds and infection. Some fish glow like torches in darkness, and red fishes of poison repel enemy attentions, but know that all fish have a SLOW STEADY PACE. RAY (Four Ways Of Mystery) The Great Manta Ray will obey your decree. It will swim where you aim with your sonar command. Stingrays will betray their places, and those plain in sight will flee from your song. PLANT (Anguish Of Dearth) Use this song against the ink plants; they will reveal hidden dangers to your eyes. ******************** 006 POWERS VIGOUR (Perils Of the Coral Reef) Augments the strength of your swim and your charges. You can roll rocks around, split some boulders in two, reach higher heights and conquer swift currents. The strength of your charges not an enemy can survive. AIR (Four Ways Of Mystery) Doubles the length of your stay underwater. Replenishes your air with an extra reserve, but the air you inhale will not lengthen this magic. As you run out of breath this power is gone SONAR (Perils Of The Coral Reef [The Return]) Amplifies sonar to lethal proportions. Power of sonar is a gift brief in time. Useful it is against enemies but not allies, & can shatter some rocks to reveal paths and gifts. ENDURANCE (Up & Down) Replenishes health and expands your stamina. Your resistance to harm is extended for now. The eating of fish will not regain it; the endurance you gain is just for a while. STEALTH (Up & Down) It conceals your existence by veiling your substance. Enemies will not sense your invisible presence, but stealth does not work if your acts are too bold. ******************** 100 ISLE OF TRANQUILITY This level is the proper reality, and it is this reality that Ecco is trying to restore throughout the game as he searches for the 5 traits that The Foe stole before Ecco managed to destroy the Foe ship. LEVEL NAMES Aquamarine Bay Perils of the Coral Reef Trial Without Error Four Ways of Mystery Perils Of The Coral Reef [The Return] Trial Without Error [The Return] Passage from Genesis Pathways from Nowhere Up and Down Roaring Forces Atlantis Lost ******************** 101 AQUAMARINE BAY Primary objectives: Rescue the baby whale from a rockslide, learn from the 'Teacher', win 'Fish Fetch' When the level starts, talk to the 'Teacher' until you have learned everything he knows. After that, swim to the group of three dolphins. One of them will be the 'Coach' who will inform you that they are playing a game of 'Fish Fetch'. He will ask you to collect a Yellow / Red / Purple fish and return it to him. After playing the game (once is enough), use your sonar map to locate and swim towards the whales. If you talk to the mother Whale, then start to return to the area where the 'Teacher' is. A cut-scene should take over and show The Foe breaking through the Guardians shield, and cracking the Guardian in the process. This in turn will unleash an earthquake that will bury the gate back towards Atlantis. After this has finished, relocate the whales on your map and swim back to the mother. You will notice the baby has gone. The mother will ask you to help find her baby. If you turn so that you are facing the Whale sideways on, with her head pointing left, and then turn around 180 degrees. Swim towards the wall, then follow the wall to the left, so that the wall is on your right hand side, you will come across a rock fall with a green rock at the bottom of it, with the baby Whale behind it. Swim inside the rock fall and talk to the baby, then return to the area with the 'Coach'. Just as you get near the area the two 'Players' will swim over to you and line up beside you. Go back to the baby Whale and guide all three dolphins towards the aforementioned green rock at the base of the rock fall. A cut-scene will show Ecco and the 'Players' moving the rock, which in turn will shift the larger rocks out of the way and allow the baby Whale to escape. Once this sequence has finished and the baby has returned to its mother, go and talk to the mother and she will ask you to go towards the waterfall. Once you go towards the waterfall the game will take over and show the mother Whale swimming over and blocking the current of the waterfall, allowing Ecco to leave and gain access to Perils Of The Coral Reef. VITALITS 1. A prize for winning the Fish Fetch game & doing a victory tail walk 2. Between two small trees on the column of rock near the 'Coach' dolphin 3. Under an arch of rock on the ocean floor with reeds hanging from it 4. Within the current of the waterfall (requires timing and a bit of luck) 5. On top of the T-A-L-L column of rock near the whales (requires a LOT of luck) ******************** 102 PERILS OF THE CORAL REEF Primary objectives; Reunite the brothers, Learn The Turtle Song, learn the Shark Song, learn the Fish Song, kill the Great White Shark (GWS) ***For the DREAMCAST version you will start in the alcove with the 'Racing Dolphins'. You need to go out of the alcove and turn left to find the 'Shark Fighting Dolphin' that is the start position of the Ps2 version.*** From your start position go to your left and follow the corridor. When you see a gap in the wall on your right, go through it and talk to the two Racing Dolphins. After winning the race, go back to where you started and you have to jump over the lowest part of the wall to enter the second section of this level. If you haven't noticed already, you now have your first enemies in the form of regular sharks. They require three hits to kill them (a 'hit' is when you charge them and they flash red and 'moan'). After jumping over the wall you should enter a cut-scene shortly after swimming into the second section as a small dolphin swims up and asks you to help save his turtle friend from the sharks behind you. After you have killed them (three in total) another cut-scene will have the small dolphin giving you the Turtle Song, as well as mentioning about his brother being a better fighter then you. Go back to the dolphin that spoke to you at the start and talk to him again. He will tell you to lead him to his brother and he will teach you a song. Jump back over the wall to the small dolphin and you will enter another cut-scene where the brother dolphin will teach you the Shark Song. This will stun and confuse a shark for a few seconds so you can hit them head on with no damage. After this carry on into the rest of the level and follow the wall on the right. This will lead you into a section with a dolphin chasing a LARGE fish. If you catch this fish, the Dolphin chasing it will teach you the Fish Song, which allows you to lead a school of fish. After this, go out into the next main chamber of the level by going through the gap in the wall and follow the wall on the left until you come to a tunnel entrance with jellyfish at the start of it. Nearby on the floor is a school of yellow fish. Guess what! The tunnel has no lights and the fish glow in the dark (coincidence!). Make sure you recharge your air meter (you'll need it) and then sing to this school of yellow fish to make them follow you. Once you are in the tunnel, take your time. Your air will last longer then you think, and if you go too fast you will lose the fish, as they can't travel very fast. This tunnel will lead you to the GWS pool. Once in the pool, you need to attract the attention of the GWS, so do your best to piss him off in any fashion possible. To kill him you have to FIRST get him stuck in the LOWER of the two holes in the central column of rock in the pool. Once stuck you can collect the Vigour Star Glyph from his mouth. This will give you the ability to use the Power of Vigour that is stored in the higher of the two holes. ***There is another tunnel that leads you to the GWS pool, which has red fish near it. If you sing to these red fish (don't eat them, they are bad for you), they will protect you from the piranha fish that are in this LIT and SHORTER tunnel*** There are various methods for killing the GWS, but make sure that you have collected the Vigour Glyph before you try to attack him. You can get him stuck in the hole, or swim behind him and hit him. Whatever works for you! After killing the GWS, exit the area by going through the tunnel that is NEXT to the dark tunnel. This will bring you out ALMOST back at your original start point. Just follow the corridor to the other end and you will remember where you are. After re-tracing your steps back to the Fish Song Dolphin, go through the gap in the left side of the wall and this time follow the wall round to the right and you will see an area where there is a low wall, this is the exit to the level. Go through it and swim along the corridor, avoiding or killing the sharks. When you get to the end there will be a strong current that is stopping you exiting the level. Nearby is another Vigour Glyph (what a helpful Guardian, leaving these things in just the right place for you), which you will need to collect in order to defeat the current and swim through the light into Trial Without Error. VITALITS 1. Turn around 180 from your start position. It is behind the vertical coral on the floor 2. A prize for winning the race against the Racing Dolphins (it IS possible) 3. In the L-O-N-G tunnel that requires the glowing yellow fish 4. In the Great White pool, behind & below where there are two tunnels next to each other 5. A prize for killing the Great White Shark ******************** 103 TRIAL WITHOUT ERROR Primary objectives: Find & rescue the scared dolphin, Find three dolphin children. Locate the Great Octopus From your start position, travel down the corridor until it opens up, and then stay on the left-hand sidewall. You will see a circle of stone columns, of which one will have a slightly different coloured peak to it. Below this circle of stone is the Great Octopus, and the first exit point of the level. While you are in this first reef, kill all the sharks you find in it. If you find the archway of rock in the middle of this area, collect the Vigour Glyph in it then the sharks only require one hit to kill them. Go and speak to the Mother Dolphin swimming in the centre. She will ask you to find her children and she will tell you a riddle in return. Once you have spoken to her, go through the tunnel with reeds hanging over the entrance, you will find one of the children in there but BE WARNED, the tunnel is quite dark and the Dolphin is quite hard to spot. If you stay fairly near to the ground and stick to the left hand side you should find him easy enough. After finding him go back the way you came and once you are back in the main area, look for a VERY LARGE rock leaning against one of the walls, so that there is a gap between the rock and the wall. The second Dolphin is there. Once you Sonar him he will demand that you chase him to return him, so swim after him and touch him with your nose. If he makes it back to his hiding place before you get him you will have to go through it again until you catch him. Go back to the Circle of Stone and as you face the wall of the level with the circle between you and the wall, turn right and swim through the opening into another section with HAMMERHEAD sharks. These require 5 hits each (or two with the Vigour Glyph). Once you have killed the sharks you will locate the third Dolphin roughly in one of the small alcoves where there are two pieces of vertical coral. He will ask that you lead him back to his mother, so do so. Once all three children have been returned to her, talk to her again. She will give you a riddle to solve. Once you've read the riddle (and written it down if you want to), travel through the dark tunnel that you found the Dolphin child in, into the 'Scared Dolphin' section. BEWARE, there are approx 6 sharks in this section, so watch what you do as they gang up on you VERY fast. If you swim in a straight line from the tunnel exit you will see an opening in the walls. This is where the scared Dolphin is, and the sharks will not follow you into this area. Swim to the back wall, and behind a small section of rock near the surface is another Vigour Glyph, so you can augment your strength to fight the sharks in the other area. After you have killed all the sharks, go back to the Scared Dolphin and speak to him. He will thank you for allowing him to leave and will ask that you meet him back at the Circle of Stone. He takes his time getting back there; so don't panic if he isn't there when you get back. If you do beat him back, collect the Vigour Glyph from the stone archway and swim over to the Circle of Stone. Remember the one that has a different coloured tip to it. Line yourself up so you are facing it from the outside and charge it. The section of rock will fall into the sand below and open up the lower area. Once the dolphin has caught up with you, speak to him and he will be curious of what is below the sand. Lead him down below the sand and into the lower chamber itself. Once you get to the bottom (avoiding the Giant Octopus), talk to him again and he will tell you about how he thought the Giant Octopus was a myth and legend. After this he will swim towards the Octopus and get caught. While he is caught, swim underneath the Octopus' tentacles and down the tunnel into Four Ways Of Mystery. VITALITS 1. A prize for returning the three dolphin children to their mother 2. Behind the right hand side of the tunnel exit that leads to the scared Dolphin 3. In an alcove, behind a rock in the area with the Hammerhead Sharks & the Dolphin child 4. Behind the left hand side of the rock that is behind the Giant Octopus 5. Past the 'Cave of teeth', behind a rock on the left hand side of where the Vigour Glyph is. ******************** 104 FOUR WAYS OF MYSTERY Primary Objectives; Locate the Recluse Dolphin, Distract the Giant Eel with a Giant Manta Ray ***The large Crystal columns that are found in the tunnels will replenish your air as long as they have a dancing light inside them. Any Oysters that you find in the level will replenish your health. To release these goodies, simply sonar the item in question. The crystals will release the light and it will travel over Ecco to restore his air, and the Oysters will open up to reveal a Pearl. Collect the pearl and your health will be restored.*** This level takes time & patience. Try to rush it and you will most likely end up in a wrong tunnel with no idea where to go. From your start position, travel into the central chamber and collect the Air Star Glyph. This will give you the ability to use the Air Glyphs which will extend you air supply, and for this level you need as much air as you can get. After collecting the Air Star Glyph, turn so that you are facing a purple Guardian Glyph and swim towards and past it until you see the cavern wall. Along that section of wall will be a tunnel with a small Eel hiding in the top of the tunnel entrance. UNLESS YOU ARE COLLECTING VITALITS THIS TUNNEL HAS NO USE TO YOU! With that tunnel facing you, turn 90 degrees to your right and carry on swimming along that sidewall (keep an eye on that air meter) until you see a section of the wall turn light brown and looks like it is made of old brickwork. It is high up on the wall, much higher then the first tunnel, and has Sea Anemones in the entrance. You can stun these into retracting by sonaring them. A small way down this tunnel is an Air Glyph (YAY!), which will refill your air supply and double its length from a full position as well. After collecting the Glyph continue into the tunnel until you reach a Purple Crystal Column. From here you can go left, right or ahead. In the right hand tunnel is a Power Sonar Glyph, which you will need on your return (Oh yes, you will come back here later in the game). The left hand tunnel contains the Recluse Dolphin. If you travel all the way to the end of the tunnel, ignoring the left hand turn about half way down the tunnel you will enter an area with the Recluse Dolphin who will teach you The Ray Song if you go back to the main area of the level and bring him the LARGE Blue & Yellow Fish. The forward tunnel is just a dead end, but it has an air current to restore your air if you are running low and have already used the Crystal restore. Once you have the Ray Song, exit this section of tunnels as quickly as possible and go back into the central chamber. Head towards the tunnel where you started and when you are looking towards your start point, turn left 90 degrees and follow this wall until you find a very low tunnel entrance. This is called the 'Red Tunnel', as it has a Red Crystal Column in it (remember the purple one?). Once you reach the Red Crystal Column you can go ahead or left. The left tunnel serves no purpose except to waste your time and air, both of which are precious in this level. If you go straight on down the forward tunnel you will come to a pool with sharks in it and a LARGE MANTA RAY (you need him in a minute). Kill the sharks. Replace any energy you may have lost in the fighting and collect the Air Glyph (helpful Guardian again!) that is in the pool. Make sure that you are facing the tunnel and the Manta Ray is between you and the tunnel. If you sonar the Manta Ray he will swim towards the tunnel, and start swimming down the tunnel. Stay behind him and keep sonaring him until you exit the tunnel. Once you exit you need to aim the Ray about 45 degrees to the right of the tunnel you just came out of, as this puts him swimming towards the Giant Eel in the roof that would usually eat Ecco and end this fun rather early. If you're still not quite sure where to aim him, just look for a floor-to-ceiling column of rock. The Giant Eel is hiding behind this. Make the Ray swim towards this area and as soon as you see the Eel dive out of the roof, CHARGE like mad past him and into the tunnel beyond. Think that's it? OH BOY, ARE YOU WRONG. We can't let all these fun and games end quite so quickly, can we! Head down the tunnel (beware, its LONG) until you get to a 'collar' of rock similar to the one that the Air Glyph was in. Beyond this is a small air column that you can refresh your air with. Just beyond this you will see another tunnel, but it will have a strong current, which will stop you progressing. OH NO, no Vigour Glyph, what do we do! Never fear, here is the answer. The rocks above this tunnel are loose, and if you nudge one it will fall down the tunnel and block the current BUT you have to follow the rock down, as it will not block the current permanently. Once you are past this the tunnel will split into two. The right hand tunnel has the fish that cure jellyfish stings, so if you do get stung here, go right and heal yourself. The left tunnel will lead to a four-way junction with a VERY BIG Blue Crystal Column in the middle of it. The ONLY tunnel of importance here is the right hand one. If you travel down this tunnel a short way it will split into two. The right hand side has an Oyster if you need to replace Ecco's energy. If you don't need to head to the right then take the left hand fork and swim like hell as from this point on it is a straight race between you and Ecco's lung capacity. Keep travelling down the tunnel, ignoring any other turns, as they are of no importance to you whatsoever. Eventually, after what seem like miles of tunnels, you will see another rock collar (remember them?), which signifies the end of the level. Travel through it and keep swimming until a cut-scene takes over and shows Ecco swimming upwards and back to Perils Of The Coral Reef (Nope, I'm not kidding). VITALITS 1. Turn left in the first tunnel to find it in the roof of the dead end 2. Above the waters surface in the Recluse pool 3. Just below the waters surface in the middle of the pool with the Manta Ray & sharks in it 4. At the end of the first right hand tunnel within the 'Exit' tunnel, with the Oyster in it 5. In the roof of the central chamber, near the Air Star Glyph pick-up point [only accessible by using the Power Of Sonar] ******************** 105 PERILS OF THE CORAL REEF [THE RETURN] Primary Objectives; Learn the Power of Sonar You will start facing the ceiling, so it may take a second or two to get your bearings. In the floor will be the tunnel that you just used to exit Four Ways Of Mystery. In this section of Perils... you will be on the other side of a coral wall that previously you would have been unable to swim through. If you swim around in this area you will find a Sonar Star Glyph and a Sonar Glyph. Collect the Sonar Star Glyph and then the Sonar Glyph. Once you have done so you will see a large wall of coral, and a large wall of rock next to each other. Sonar the rock wall and it will collapse, allowing you to exit. After you have swum out of the tunnel you need to get out of the level as quick as possible as returning to this level was only for the Sonar Star Glyph, nothing more. ******************** 106 TRIAL WITHOUT ERROR [THE RETURN] Primary Objectives; Reveal exit point for Up & Down You start in the same place as the previous visit to this level, so you should have a fairly good understanding of its layout. Swim to the area where the Hammerhead sharks are and if you notice there is another corridor leading off from this, which you need to travel down now. Keep following the corridor until you come to what looks like a rock overhang with stone 'teeth'. This is the exit to Up & Down, but first you need to collect a few things to reveal it. If you head past this overhang you will come to a section of the level that opens up and has a path leading to the right. You need to go down there AFTER you collect the Strength Glyph that is under a small rock structure on the left hand side. Once you collect the Glyph head to the right hand section and go past the blue jellyfish and collect the Sonar Glyph. Once you have this Sonar Glyph head back to the stone overhang and line yourself up with the 'mouth' of it so you are facing the jellyfish. Sonar the wall until it breaks away and falls into the mouth. If you now travel into the mouth you will find a light, which signifies the end of this level and onto Up & Down. [N.B.] If you want to collect the 5th Vitalit from Four Ways Of Mystery, then go back to the Great Octopus and re-enter the Four Ways Of Mystery level. Once in the level go and re-locate the Power Sonar Glyph (remember where that is?). Once you have the Glyph head into the central chamber to where you found the Air Star Glyph originally. If you look up in the roof you will see several rocks jutting out of the roof. If you sonar them one of them gives way to reveal another section of the level which contains the 5th Vitalit, as well as Air & Energy Glyphs. Once you have collected the Vitalit you may just exit the level by choosing exit from the pause menu, then moving onto Up & Down via the Level Select on the main options screen of the game). ******************** 107 PASSAGE FROM GENESIS Primary Objectives; Collect the five Vitalits hidden in the level. This level has no bearing on the storyline of the main game. Contained within the level though are five more Vitalits. I won't ruin the fun in finding them yourself but I will tell you to check all large rocks by using the Power Sonar on them. It is based on the levels from the original Ecco The Dolphin from the Sega Megadrive / Genesis console. This level is only accessible after you have completed the whole game. To gain access you have to start the Up & Down level, and on the floor of the main chamber will be a large ball of rock. If you push this into the chamber with an air current coming from the floor, and down into the hole. Follow the rock down past the air current and goto the stone circle in the floor with the four posts at each corner. Sonar each of the four glowing items in the posts, but do it quickly as you need to have hit all four before the first one stops moving. If you get all four hit in time the floor beneath Ecco will open up and you can swim down into the level. Once you have accessed this level once from Up & Down you can simply enter the level from the level select screen instead. ******************** 108 PATHWAYS FROM NOWHERE Primary Objectives; Collect the five Vitalits hidden in the level This level has no bearing on the storyline of the main game. Contained within the level though are five more Vitalits. This level offers more of a challenge as it requires you to firstly find 5 pink gems (like the ones used to activate the jump ring), and then take them through a stone ring to reveal the second part of the level where the Vitalits are. I won't ruin the fun in finding them yourself but I will tell you to check all large rocks by using the Power Sonar on them. It is based on the levels from the original Ecco The Dolphin from the Sega Megadrive / Genesis console. This level is accessible after you have completed the whole game. To gain access you need to get to the top pool of the Up & Down level. Once there you will see a yellow ring of a similar design to the ones in Atlantis Lost. There will be five crystals in that top pool, 3 IN the pool & 2 above the surface, which you need to be taken through the ring in order to activate it. After activation there will be a cut-scene showing a rainbow leaping over the side of a wall. You need to jump through the ring in the same direction as the rainbow. This will place you into another pool and the entrance to this level.
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