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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter E » Ecco The Dolphin: Defender Of The Future - Strategy Guide (Page 02)

Ecco The Dolphin: Defender Of The Future - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Ecco The Dolphin: Defender Of The Future - Strategy Guide (Page 02).

Once you have accessed this level once from Up & Down you can simply enter the
level from the level select screen instead.

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109
UP AND DOWN
Primary Objectives; Learn Power of Endurance & Power of Stealth.

You start the level in a chamber with multiple caverns around the edge with a
very LARGE, HOT rock blocking the volcano underneath it.  Directly in front of
you will be the Endurance Star Glyph.  After collecting it travel round the
level (doesn't matter which way) until you locate the Air & Sonar Glyphs.
After you have picked them up, sonar the rock in the middle of the chamber to
break it and reveal the second section of the level.

Once the rock has broken your next task is to head up the tunnel above the
volcano und travel through it.  Just as you enter the tunnel you will notice
an Endurance Glyph.  PICK IT UP!!!!  If you don't you will be unable to
complete this section of the level, as the heat that is rising up from the
volcano will kill you.  Assuming that you get to the end of the tunnel, you
will end up in the higher of the two pools that make up the final part of the
level.

If you jump down the waterfall into the lower pool you will find what you need
to locate the Stealth Star Glyph.  Swimming round the level is a Giant Turtle
and lying on the floor of the level will be a Giant Stingray.  What you need
to do is call the turtle to you and move him above the ray.  Once he is
swimming over the position of the ray you need to charge the turtle from above
so that he falls down onto the ray.  This will scare the ray and reveal the
Stealth Star Glyph, which you need to collect before the ray returns to his
spot.

Once you have this you will see a dome-shaped piece of rock that is raised up
on small rock 'legs'.  Underneath and behind this rock is a Stealth Glyph.
Collect it and then make you way to the end of the level.  There is a mirror
there, which stops solid objects from passing through, but seeing as you have
the Stealth power, you pass through with ease and onto Roaring Forces.

VITALITS
1.	In one of the smaller chambers off of the main chamber at the start of
the level
2.	In the volcano tunnel
3.	In the volcano tunnel
4.	In the volcano tunnel
5.	Located at the base of the waterfall below the waters surface

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110
ROARING FORCES
Primary Objectives; Defeat the sharks, Evade the Giant Eel, Metamorphosis to
exit level

When you start the level it is dark and murky, making the sharks hard to spot
in the beginning.  If you swim out of your start position and head to the
right you will see a waterfall and a column of rock with a Stealth Glyph atop
it.  Grab the Glyph, as it will greatly help in your battles with the sharks.

Just a quick point, you only have to kill the sharks if you want to collect
the Vitalits, otherwise just exit the level (whilst invisible) past the Giant
Eel.  The exit point is in the tunnel to the left of the waterfall.  After you
evaded capture in Four Ways he has come back to make sure you don't get any
further.

Once you sneak past him you will become solid and he will start to chase you.
The best advice I can give here is CHARGE & don't get stung by jellyfish.
You'll know when you get to end of the tunnel chase because a cut-scene will
show the eel getting trapped behind some rocks (guess he failed again, Eh!).

The area you are in now will have a puzzle wall right in front of you.  The
correct way to complete the puzzle is charge the two rock buttons in the
middle that the dolphins are pointing to with their noses, all the other
buttons will be traps.  After you push both buttons you will see the roof
above you open up slightly, just enough for Ecco to go through (lucky you).
Go through this opening and follow it to the 'Metamorphosis Hall'.  In the
middle of the hall is a glowing Crystal, and swimming around the edge of the
hall is a small fish.  What you need to do is swim into the glowing Crystal,
after which Ecco will be covered in 'stardust'.  You now need to go and chase
after that small fish and touch it with any part of Ecco's body.  This will
cause Ecco to transform into a clone of the fish.  Once the transformation has
completed swim out through the grate that is blocking the exit into Atlantis
Lost.

VITALITS
1.	Above the logs floating in the main pool of the level
2.	Behind a small column of rocks below the waterfall
3.	Behind you after you go through the opening that the dolphin puzzle
reveals
4.	Between the two sections of the entrance into the Metamorphosis Hall
(swim around the edge of the gap)
5.	In the roof above the level exit

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111
ATLANTIS LOST
Prime Objectives; Restore the Guardian, Activate the jump rings

Before you start the level proper, Ecco transforms back into his dolphin form.
After you have control of Ecco again, follow the left hand wall & it will take
you to the first shard.  Keep following the wall until you come into a section
with lots of jellyfish.  Right at the end of the wall the shard will be behind
a small outcropping of rock.  Take this shard back to the Guardian in the
central part of the level and a hoop will appear above one of the four small
halls around the Guardian.  You will need these in a few minutes.

Second shard is in the lowest point of the ground.  Behind the main hall is a
large crack in the floor.  Go down this crack until you get to ground level
and you should see a hole with a current coming out of it and a ball of rock
nearby.  Push the rock into the hole and it will block the current.  Travel
down the hole and you will see a small turning near the bottom.  In there is
shard number two.  Once that has been delivered follow the crack again, but
stay at the same height as the white sand.

If you go to the back wall of the level you should see a Sonar Glyph.  Near
the Glyph is a small door in the wall that is blocked.  If you unblock the
hole the third shard is inside this room.  The fourth shard is near the third.
If you head back towards the door that you just unblocked, just before you get
there you should see a low wall on the left hand side.  Jump over this wall to
find the fourth shard.

Once you have returned all four shards you need to jump through each of the
four hoops that the Guardian has placed above the four smaller halls.  After
jumping through each hoop, go back to each hall and look for a door.  You'll
know when you find the doors, as they will open as you go near them (all the
doors are on the sides of the halls that are facing the Guardian).  You now
need to sonar each of the four exhibits within these halls.  Once you've done
all four go into the main hall and sonar each of the four flashing globes to
reveal a projection of different Foe that you will face in the final five
levels of this game.

After doing all of this (That Guardian don't half make you work for your
reward!), you need to go back to that large crack in the floor and you should
notice four flashing rings.  You need to swim down until you are at the lowest
of the four rings and line Ecco up so that when you look through the rings
they form a tunnel.  If you charge into this 'tunnel' and keep Ecco pointing
straight ahead you should gain a huge increase in speed and leap out of the
water, towards the glowing light above the main hall.  This is the fifth
shard.  After you have the shard take it back to the Guardian, who will then
be restored as you have returned all five shards & the level will end.  Time
to head into another reality.

VITALITS
1.	Hidden behind the entry point of the level on the right hand side
(where the reeds are)
2.	To the right of the museum hall with the purple geometric shape in it,
in the patch of three green plants
3.	Inside the same museum hall
4.	Inside one of the small round rocks to the right of the Sonar Glyph
5.	In the roof of the main museum hall

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200
MANS NIGHTMARE
This version of reality has Man as a dominant and brutal species, building
numerous machines of war with no regard for the eco-system, or the Dolphin
species that they are enslaving in the process to complete these deadly and
awful weapons of destruction.  Through this reality you will interact with 3
castes of Dolphin, which are Circle (operators), Crimson (caretakers) & Mover
(workforce).

LEVEL NAMES
Shrine of Controversy
Master of Forgotten Skills
Process that Never Ends
Blades in Motion
Perpetual Fluidity
Obscure Ways to Terminus
Sleeping Forces of Doom

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201
SHRINE OF CONTROVERSY
Prime Objectives: Reunite the separate clans, collect the Labour Harness

The first thing you notice about these levels is the water is MURKY, and as
such it offers a much shorter distance of vision.  From your start position
head downwards and you will find a MOVER (yellow Dolphins) temple.  You can
talk to the Mover if you want, as he will explain the story from the Mover's
point of view.

If you go below the temple and look on the wall you will find two very large
metal rings.  One of them has a small Mover Dolphin swimming near it called
'Pilot'.  If you can manage to talk to him he will lead you through the
tunnels to meet his mother, the Prime Mover.  Once you meet her she will
challenge you to a fight.  Charge her until she submits and she will lead you
back out the tunnel and will swim towards the Mover temple.  Once she is
there, speak to her again and she will ask you to lead her to the central
temple (your start position).  Once you have taken the Prime Mover to the
temple she will swim around the temple waiting for you to bring the Circle &
Crimson to her as well so they may all sing the "Hymn Of Unity".

There are two other temples in the level, belonging to the Crimson and Circle
clans respectively.  To make the Crimson Dolphin follow you, you have to swim
below the temple and look on the wall for another hole like what was at the
Mover temple.  Head through this hole, (beware of the piranha fish), until you
get to a cavern with a red pool.  Swim into the red pool and when you leave it
you will find that Ecco has got red tipped fins.  Head back to the Crimson
Dolphin, who will now be much happier that he has another Crimson to talk to.
Lead him to the Prime Mover at the main temple.  Ok, only the Circle Dolphin
left now.

Because you have already got red fins the Circle will be very wary about you,
as you are now Crimson.  You will be challenged to turn the "Circle Of Pain".
If you head down to the floor of the level you will see a large curved pipe
with a wheel on top of it.  Your task (IT CAN BE DONE) is to turn the wheel 1
rotation CLOCKWISE until the gases that are coming from it stop.  You will
know when you complete the task, as you will hear a clunk as the wheel locks
into place.

Head back to the Circle, who will be amazed that a Crimson has completed the
task.  Lead him to the main temple.  Once all three dolphins are at the main
temple, they will all sing at once (Hymn Of Unity) which will open the doors
of the temple, revealing the Labour Harness, which enables Dolphins to control
machinery with their sonar.

After you have swum inside the temple and collected the harness, make sure you
have enough air before heading to the floor of the level.  In one of the walls
of the level, at floor level is a steel door which will open if you sonar it.
It will reveal a small sub which you can open by sonaring that as well.  Once
you are inside, Pilot will swim down and join you and you will depart for
Master Of Forgotten Skills.

VITALITS
1.	Inside the Mover temple, above the central structure
2.	Inside the tunnel that 'Pilot' is swimming near in the left hand
tunnel
3.	Inside the Circle temple
4.	Underneath the pipe that you turn the wheel of
5.	Below the floor, under the Crimson statue in the Crimson temple

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202
MASTER OF FORGOTTEN SKILLS
Prime Objectives: Solve the crate puzzle

This level is here just to solve one puzzle.  I would refer to the Vitalit
positions first, and then go on to complete the puzzle.  In order to complete
the level, you need to push the FULL crate through the door that is off to one
side of the crate storage area.  There are not too many places for air,
although there is an air tank at one corner of the puzzle area, so remember
where it is in relation to your current position so you can get there in a
hurry.  To move the dozer into place to use, you need to find a control column
that has a spinning fan below it.  Make sure you can see all three-control
buttons when you are facing the control column and sonar the first and third
button to activate the crane.  This will then go and collect the dozer and
place it on to the floor of the crate storage area.

DOZER OPERATION
Face the direction you want the dozer to go and sonar the dozer, it will turn
(if required) and start moving in the direction you are facing.  It will ONLY
travel in straight lines, with no obstructions.  If you need the dozer to stop
before it reaches either the edge of the area or the end of a crate, sonar it
FROM THE SIDE and it will stop moving at the next spot it can.  You may need a
bit of practice stopping this thing right where you need to, but it will get
easier.  If you sonar the dozer into the narrow end of a crate, it will lower
its claws onto the lip of the crate, as if ready to move it.  To remove the
claws you need to be facing the side of the claws and sonar them.  They will
then retract from the lip of a crate.

PUZZLE SOLUTION
The solution to the puzzle is easy, unless you're playing on a black & white
TV set.  You have a series of crates that are all half filled with rocks
except one, which is RED in colour.  This is the crate that needs to be pushed
out of the storage area and into the doorway at one side of the area.  First
thing to do is move the dozer into position so that it pushes the PURPLE crate
forward as far as it can go.  Turn the dozer to the right so that it grips
onto the nearest edge of the ORANGE crate and get the dozer to pull the crate
backwards as far as it will go.  Release the ORANGE crate and move the dozer
around to the other narrow edge of the ORANGE crate and push it the final
square until it reaches the edge of the area and cannot go any further.  You
should now have an ORANGE crate near the air container at one corner of the
area.  Turn the dozer around and guide it to the YELLOW crate.  Once the dozer
has a grasp of the YELLOW crate, command the dozer to pull (go backwards) the
crate until the dozer stops moving.  Release the claws of the dozer and move
onto the BLUE crate.  Make sure you get the dozer to pull the crate backwards
until the dozer stops moving.  After the dozer stops you can go to the RED
crate and command the dozer to push the crate right out of the storage area
and through a doorway that will open in front of it.  See how easy that was!!
Follow the crate through the door and a cut scene will take over once the
crate has stopped which will lead you into Process That Never Ends.

VITALITS
1.	Near the girders that are running around the outside edge of your
start position
2.	In a tunnel that is inside a large crack in the wall to the left of
the steel door that you came through
3.	At one end of one of the conveyer belt tunnels
4.	At one end of the second conveyer belt tunnel
5.	Hiding on the crane in one of the lower sections of it

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203
PROCESS THAT NEVER ENDS
Primary Objectives: Activate the machine, Empty a crate of rocks, Find the
crusher and exit the level.

You will start this level at the start of a closed tunnel.  The level itself
is a very long cylinder.  There are 2 Mover Dolphins here, one of which is
Pilot (from Shrine Of Controversy).  The Mover that is in this level is in the
lower of the two conveyer belt tunnels.  If you continue down the tunnel you
find the Mover dolphin, you will come to a stop as the tunnel is blocked by a
double set of rotating teeth (not active YET).

Swimming around the outside of the tunnel is a Circle Dolphin.  If you speak
to him he will inform you that "The Circle Operate.  I will show you".  As
soon as he says that, get back to the start of the tunnel as quickly as
possible.  Once the Circle has turned the machine on talk to the larger Mover
Dolphin.  After you have done that head to the straight end of the conveyer
belt and wait for the two Movers to arrive.  They will position themselves at
the wheels of the crate full of rocks.  If you now move Ecco into the middle
of the back of the crate (where the big circle is on the back), the crate will
move and head into the central area.  Keep pushing until a cut-scene shows a
claw grabbing the crate and emptying the contents at the end of the lower
conveyer belt.

If you now move into the 'Tunnel Of Teeth' you will see that the teeth have
now activated and will quite mercilessly crush anything that gets underneath
them.  On the left hand side of the whole length of this tunnel are small pods
that allow you to get air, but they also have symbols in the floor of them, a
single and double cog like picture.  These images are the keys to raise the
single and double sets of crushing teeth.  This is where timing comes into
play, and that is one thing this walkthrough won't teach you.

You can only activate the teeth as long as the symbol is red.  If it is greyed
out then the switch is inoperative and will not open any of the teeth, so you
have to know when you need to go backwards in order to come forwards.  Once
you've made it past the final set of teeth you will see a tall chamber with
two 'Laser Polisher' type objects either side of the conveyer belt.  If there
are any rocks still going through then these lasers should fire at the rock
and give the rock a shiny reflective type quality.  At the end of this chamber
is a downward slope, which leads into a large round chamber, with a rather
large three-piece crushing foot.

The final objective is to push any rocks not already in the main chamber into
it from the slope.  Once they are all in the chamber you need to move the
rocks into place so that a laser light from one side of the room will reach
right across to the other side.  You will see two pods on the side of the
walls.  These are what the light has to go between and the rocks act as a
carrier.  Once the link has been completed the floor will open up, which you
need to swim down to access Blades In Motion.

[N.B.]
I've also got the floor to open up by moving all the rocks into the middle of
the area, without having the light going between them all, so now I'm not too
sure how to make the floor drop.

VITALITS
1.	Above the 'Tunnel Of Teeth', near the green mesh wall
2.	In the fourth pod off of the 'Tunnel Of Teeth'
3.	In the fifth pod off of the 'Tunnel Of Teeth'
4.	At floor level of the 'Rock Polishing' chamber
5.	Down below the floor in the 'Rock Polishing' chamber

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204
BLADES IN MOTION
Primary Objectives: Reclaim a Dolphin trait, Kill the Crayfish, solve the
maze.

You will start underneath the floor that you went thru to get here.  Head down
through the tube in the bottom of the floor and follow the direction of the
conveyer belt.  There will be 2 'Tiger Sharks' (maybe they aren't really, but
they're bloody fast, and more vicious then regular sharks) in this area, which
you will need to avoid.  Up near the top of the level will be several support
braces going across the width of the room, and above one of these will be a
Power Sonar Glyph.  You will need this for the next part of the level.
Collect the Glyph and continue through the doorway at the end of the room.  In
this circular chamber you will be pushed around the chamber until you see one
section of the internal glass with yellow cracks on it.  You need to shatter
this with you Power Sonar.  If you fail to complete it before you run out of
sonar then go back to the Tiger Sharks to collect the Glyph again, then repeat
the process.  Once the glass is shattered (5 hits required), go through it
into the central section of the level.  Recharge you air if you need to, using
the Air Glyph.

Head down and go through the holes in the rotating grates until you reach the
bottom.  Once you go through the last grate you will need to collect the Power
Sonar Glyph that is in the bottom section with you as you're gonna need it, as
well as some very good control skills of Ecco.  Collect the Glyph then go down
towards the red light in the floor, but DON'T GO INTO THE LIGHT.  Once you're
in the area, look around the edge and you should see a tube, which you can
swim

through.  This will lead to a tube with a fast current that you have to fight
against as you need to break the crack in the top of the tube, in the same way
you did it to the glass wall earlier in the level.  If you run out of Power
Sonar, then go back up the tube you just came out of and re-collect the Sonar
Glyph and repeat the process again.  After you've broken the crack, swim
outside the tube into the relative safety of the chamber.  Once you're in this
outer chamber head back the way you came, as there is an air pipe at the back
section of this area.  Once you've restocked you air, head towards the front
wall of the area and collect the Power Sonar Glyph, then go back into the
tunnel you came out of and follow the current.  There will be another crack in
the floor of the tube this time, which you need to break again to escape.

Once you've broken your way out of the tube, head towards the red flashing
light at the end and you will see a red door in the floor.  Go through this
door and you will collect the Dolphin Trait that is blocking your way through.
After going through the door you will encounter the boss for this level, a
large Crayfish type creature with rather large claws.  There are three holes
in the sides of this section which this creature will come out of.  It will
then thrash around after anything that moves, so for your own sake keep VERY
STILL.  Best thing to do is watch the small school of fish, as they move away
from where the creature is coming out from, so stick with them and you should
be ok.

Once it has caught its lunch or given up (whichever comes first) it will fold
its arms in and start to go backwards into its hole.  While the creature
retracts back into its hole, you will see a section of its underbelly flash
yellow.  This is the section you need to charge three times in order to defeat
the creature and gain access to the final section of the level.  Head down
into the hole that the creature has just uncovered (don't worry, he's not in
there waiting for you).  The maze section is just that, a maze.  Get one turn
wrong and you could go round in circles wondering where to go.  Thankfully
though you have ME to help you through this.  At each junction point of the
maze is a globe, which, if you sonar will produce a light to mark where you've
been.  The following solution will deal with going straight to the exit via
the quickest route.  Each globe is called G'x' (where x is the number I have
given it).

Once you enter the maze you will see fish on one side and an air pipe on the
other. Head towards the fish to G1 and continue forward, G2 continue forward,
G3 turn left, G4 turn right, G5 go forward (the corridor up is a dead end with
nothing in it), G6 go down, G7 head forward, G8 turn right & G9 head up
towards the exit, and onto Perpetual Fluidity.

VITALITS
1.	Near the roof in the area where you find the first info Glyph.
2.	On the rotating bar at the top of the central section
3.	On the floor of the area you escape to after the second crack in the
tube
4.	In the tunnel leading forward from G6
5.	In the tunnel leading UP from G10 (found if you go FORWARD from G6
instead of down)

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205
PERPETUAL FLUIDITY
Primary Objectives: solve the switch puzzle to exit the level.

Your start point is nothing special, just a cylindrical room with only one
exit point straight ahead of you.  Once you enter this door you will go
through a VERY long tunnel that will eventually open out into a room filled
with underwater mines.  They look like brown eggs with red flashing lights
coming out of them.  If Ecco touches one then he will sustain damage.  You can
move them with your Sonar but it's hardly worth the effort to do it.

Head to the floor of the room and swim to the wall opposite.  High up in the
wall is another door that you need to go through.  It is possible to do it
without setting off one single mine.  You will enter a short tunnel, which
will lead to another room and will have an Info Glyph, which tells you "Cage
Is A Prison, Protecting Both Sides".  This is a clue to the next room you
enter which contains a shark ALMOST as big as the GWS from Level 2.  If you
swim into the 'Cage' that the fallen girder has created, it will protect you
from the shark and lead you to a yellow switch in the wall.  You need to sonar
the RED icon to turn it green in colour, as this denotes open or closed.  Once
you have opened the switch, move into the other 'cage' and go through the door
you just opened by opening the yellow switch.

Move down the tunnel into the next room and take the LEFT exit out of the
room.  IN the next room will be another Info Glyph, which tells you:  "Never
the same one twice in sequence, RED, GREEN, RED & GREEN, BLUE & YELLOW, One
with no colours, BLUE & YELLOW, and no colours again"

What this riddle relates to is the colours (or lack of) of the doors that each
switch opens or closes.  In this same room will be your first switch (RED).
Sonar the icon BELOW the door colour to activate the door.  This will raise
the water level in this chamber and reveal a red door that is now opened above
you on the LEFT hand wall.  Go through this tunnel, fighting the current until
you enter another room.

This will contain another switch BUT DON'T SONAR IT YET.  Below your entry
point into the room, ON THE SAME WALL as your entry point will be another
tunnel that you need to go into to get to switch number 2 (GREEN).  Activate
the switch then exit the room via the same way you came in.  When you reach
the room at the end of this tunnel, this will contain switch number 3 (RED &
GREEN).  After activation of switch 3, head up and you will see a tunnel with
an open GREEN door.  Head through this into the next chamber.

In here you will find switch number 4 (BLUE & YELLOW) which you need to
activate as soon as you can, then exit the chamber through the BLUE tunnel you
just opened.  Once you get into the next chamber head down from the tunnel and
you will see a switch with no DOOR colour, but a water level indicator.  This
is switch number 5 in the sequence.  Sonar it as soon as you can then exit
back the way you came and de-activate the BLUE & GREEN switch again.  After
that head up and go back through the GREEN tunnel.  In the next chamber on the
wall opposite you will be another tunnel.  Swim down that tunnel into the next
chamber.  Here you have 2 choices.  You can now choose your path.  Go into the
tunnel opposite you, which will lead you into a dead end chamber, or you could
head down and go through the tunnel next to the Riddle Glyph (Yep, back at the
start again).

When you get through the tunnel & you are back in that first room, head UP &
LEFT and go through the tunnel into the next chamber and head straight across
into the next tunnel.  When you get to the next chamber head down and sonar
the final switch in the sequence (BLANK).  Collect the Power Sonar Glyph and
head to the tunnel with red spiked rocks in the mouth of it and Power Sonar
them out of the way.  Once you have cleared a path, enter the tunnel and once
you pass the fan blade you will exit into Obscure Ways To Terminus.

VITALITS
1.	On the floor of the room AFTER the giant shark
2.	On the floor of the room with the Riddle Glyph
3.	On the floor of the room with the BLUE & YELLOW switch
4.	Above the horizontal pipes in the FIRST BLANK SWITCH room (after you
activate the switch swim up and you will see it)
5.	On one of the pipes near the floor of the dead end chamber

********************

206
OBSCURE WAYS TO TERMINUS
Primary Objectives: Find the exit tunnel

This level has no enemies apart from the series of tunnels that all lead back
to your start position, except one.  From your start position, head over to
the furthest tunnel on the left hand side and travel through it.  The current
will pull you along so don't charge.  In actual fact it may help if you use
Ecco's 'Quick stop' move to slow yourself down a bit.  Once you get into an
open area with a glass wall on one side of you head down below the current so
you don't get swept back to your start position.  This level is all about
jumping and timing, so patience is what you will need most to complete this
one.

If you swim to the waters surface by swimming up the solid wall then turn
around to face the clear wall, you should notice one star on the wall right
near the top.  These star markers will help you as you progress through the
next phase of this level.  The best way I found to complete this level (and it
may not work for everyone) is to swim near the top of the surface of the water
so that you're just high enough to avoid the current, but low enough that you
can charge out of the water in order to jump over the glass walls.  Each of
the walls has a star symbol on it, ranging from 1 to 5 stars. This is there to
tell you what chamber you are in and what chamber is next to jump over too.
As long as you jump 1-2-3-4-5 then you are going the right way.  Once you've
cleared wall number 5, swim to the bottom of the area you have jumped into.

You need to enter the tunnel that is nearest the metal wall, as the tunnel
near the glass wall will shove you back to the beginning of the level.  Once
you go through the tunnel into another open area, swim out of the current
again towards the floor.  On the sidewall will be a tunnel opening.  Swim into
it to exit the level and progress onto Sleeping Forces Of Doom.

VITALITS
1.	Above wall 1
2.	Above wall 2
3.	Above wall 3
4.	Above wall 4
5.	Above wall 5

********************

207
SLEEPING FORCES OF DOOM
Primary Objectives: Kill the generator

This level is very simple; kill the Generator in the middle.  Around the
outside are three snake type arms that will grab one of the rocks flying round
the room.  It will then retract and coil around the rock until it gets back to
the sidewall, it will then feed the generator with the power from the rock.
Your first task is to destroy the arms.

To accomplish this feat you need to sonar the arms when they have a rock in
their grasp.  Keep swimming with the current and doing it to each arm as you
come to it.  Don't worry too much about the rocks feeding the generator, as we
will tackle this in a moment.  After several hits, each arm will in turn burst
into flame and die off.  This is part one over.

If you run low on air there are air bubbles at floor level, near the centre of
the level.  You will see them as they have a blue colour on the top of the pod
in the floor.  If you run low on energy then there is a school of fish on the
very outskirts of the level, near the small slit windows that are quite high
in the level.

To complete the level you need to use your "Sonar Grab" to hold a rock and
alter it's direction so that it swings towards the centre and smashes the
glowing walls that are still left (if any).  To use your "Sonar Grab" you need
to double tap (but hold on the second tap) your Square button.  This will
create a 'vortex' of sonar, which will hold any nearby rock for a short space
of time.  To throw the rock you need to swing Ecco to the left or right and
release the sonar button, as this will alter the direction of the rocks and
should hopefully smash out the shields surrounding the generator.  Once you
have destroyed all of the remaining walls swim into the centre of the
generator, head down and collect the Dolphin Trait globe at the bottom.

VITALIT
1.	In the top of the centre of the generator after you have destroyed it

********************

300
DOLPHINS NIGHTMARE
This reality has split the dolphins off into two halves, the Clan & the
Outcast.  The Clan is a highly aggressive and territorial group who have
disfigured bodies that have bone-like spines running down both sides of their
back.  They are mostly yellow in colour apart from the "Exalted Ones", who are
the rulers of the Clan.  The Outcast are all green in colour and are a non-
aggressive species, but they will protect their own kind if threatened.

LEVEL NAMES
Anguish Of Dearth
Entrapment
Caverns Of Hope
Lair Of Evil
Powers Of Levitation
Hanging Waters I
Ice & Fire
Hanging Waters II
Abyss Of Inferno
Hanging Waters III
Mutaclone

********************

301
ANGUISH OF DEARTH
Primary Objectives: Bring food to the village, take food to the 'Father'
Dolphin, learn the Plant Song

If you talk to the various Dolphins they will all say they are starving and
cannot find any food.  The whole village has been cut off from their only
means of getting food, so it is up to Ecco to provide some food for the
village.

There are only a few things to do here in order to progress to the next level.
Swim around the level and find the 'Son' Dolphin.  In the pods below him will
be his sick Father.  He will ask for fish to help heal him.   Next thing to do
is find the tunnel with a Rock fall at the end of it.  If you jump over this
wall you will find a sonar Glyph nearby.  Collect it and destroy the wall you
just jumped over.  On your right side will be a school of red fish, which you
need to lead back to the sick Father.  Once they are in front of his pod he
will swim out and talk to Ecco to thank him.  If you then go and talk to his
Son he will ask you to follow him to the 'Channel Of Death'.  If you then
follow him he will lead you through the first half of it.  Once you are in a
clearing you must talk to him so that he will teach you the Plant Song.

After he has taught you the song he will go back to the village, so now you
have to negotiate the second half of it on your own.  As long as you take you
time and sing to each plant you see you should be able to get through and onto
Entrapment.

[N.B.]
There is a second way into Entrapment.  This is apparently the CORRECT way of
getting there but I find the method I use easier for me.  To do this you need
to go into the area with the red fish and swim along the floor until you find
a HUGE colourful fish with lips like Mick Jagger.  It is called a Coelacanth
(See-Low-Canth).  If you watch his swimming pattern for a little while you
will see him spit out a school of fish, which will swim nearby for a few
seconds, then go back into his mouth.  What you need to do is find a Stealth
Glyph and swim into the coelacanth's mouth when the fish go back inside.  This
will take you to a different start point of entrapment then what you would
reach via the Channel Of Death.

VITALITS
1.	Go clockwise from your start position to find it in one of the small
alcoves along the sidewall
2.	Behind the large orange rock on the floor where the rock fall is
3.	On top of the highest rock platform, just below the waters surface
4.	In the trench that is in the middle of the level
5.	At the top of a spire near the Dolphin that talks about the "Trumpet
Plants"

********************

302
ENTRAPMENT & ANGUISH OF DEARTH [THE RETURN]
Primary Objectives: Rescue the Outcast, defend the village, learn the location
of the Resistance

From your start position head straight ahead and slightly upwards to collect
the Vigour Glyph in order to double your energy bar.  After that, sonar the
trumpet plant nearby, then swim down into the trench so that the plant you
just sang to is behind you, as this will take you over to the sidewall of the
level.  Exit the trench and follow the wall round to the right until you see
another trumpet plant.  Sonar this plant and then head straight over it
towards another trench, which will contain a Stealth Glyph inside it and an
Air Glyph above it.  Collect the Stealth Glyph so that the Clan cannot see
you, and the Air Glyph to boost your air bar, then head towards the large
green gates embedded in the wall, and as long as they are open then swim
through them.

Once you are on the other side of the gates you need to sonar the trumpet
plant to keep the Clan that are on this side busy.  In the middle of this
section is a detention centre and you need to find a way inside it.  On the
side of the centre, near the trumpet plant you should see a round object,
which you will need to charge into.  As you do it will move.  This is your key
to getting inside the centre as it has opened the door in at the left end of
the centre.  It will look like a brown membrane window with a hole in it; this
is your entry point.  Now you are inside you will need to find the Resistance
Leader.

From the first room you will need to find the only open doorway and travel
into the next room.  In room 2 you will see a small brown switch with an
orange light on it.  You will need to sonar this to open up more doors.  You
will know when you have done it, as the switch will turn blue.  If you are
facing the switch when it turns blue then turn to your left and you should see
a doorway open up.  This will go into a short tunnel into room 3.  In here
will be another switch and after you have turned it on then a doorway will
open up which will lead into a tunnel that will split into two.  You need to
take the right hand fork of that tunnel.  This will lead you into the biggest
room so far, room 4.  In here will be 2 more switches, and a highly aggressive
Clan dolphin.  It is possible to kill this dolphin, but seems to take forever.

Once he is dead (if you do try it) then turn on both switches and exit this
room through the last doorway (if you follow the room round in a clockwise
direction, with the outer wall on your left flipper side).  This will take you
back to the original room that you entered through the window of.  If you have
the window behind you, you will need to exit this room through the second
doorway from the left.  The room that you enter now will have another Clan
dolphin in it, along with a green, oblong shaped object on one wall, which has
a Vigour Glyph behind it.  There will also be one more switch here, which
after being turned on will reveal another doorway to go through.  This doorway
is to the right of the doorway you used to enter this room.  Travel down the
tunnel and you will be at the Detention room itself.  In the middle will be
the Outcast Resistance Leader, being held in place by four energy leashes.
Once you have control of Ecco, move into the room.  You have two choices here,
you can either just swim around the room giving three hits to each energy
leash or you can first kill the Clan dolphin here.  Killing the dolphin is not
required, so the choice is up to you.  Once you have freed the Resistance
Leader a movie will take over showing Ecco and the Resistance Leader busting
free from the centre and getting back past the Clan gates.

Once you have control of Ecco again, check nearby, as you will more then
likely see a Clan dolphin swimming towards you, ready for attack.  Stun and
hit him then locate the nearest trumpet plant and sonar it.    If you swim
past the trumpet plant and check near the 'table-tops' of rock near the floor
you should see the Leader dolphin waiting for you.  Sing to the dolphin and he
will follow you.  Your task now is to lead the Resistance Leader back to the
tunnel of death.  Once you are there he will swim off and move to the Caverns
Of Hope, but you still need to find the way there, so for the time being its
swimming back to Anguish Of Dearth for you.

Once you are back in the main section of the Outcast village, you will notice
Clan Sharks attacking the village.  You need to attack and kill every shark in
the level (only three of them) before you can progress further.  Once they
have all been disposed of you will need to find a HUGE boulder with an Outcast
dolphin sleeping in a pod nearby.  Sing to him and he will open up the exit to
Caverns Of Hope.

VITALITS
1.	To the left of the start, near a purple coral wall (your start point
if you enter via the Coelacanth)
2.	To the left of the gates that lead into the detention area of the
level, near the purple coral wall
3.	Follow the wall in the detention area to the right and you will find
it near the floor
4.	On top of one of the spires of the detention centre
5.	On top of the other spire of the detention centre

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