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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 03)

Ecco The Dolphin: Defender Of The Future - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for Ecco The Dolphin: Defender Of The Future - Strategy Guide (Page 03).

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303
CAVERNS OF HOPE
Primary Objectives: Protect the Outcast leader from attacking Clan members,
defeat the Crocodile

This level is very simple to begin with, but very frustrating near the end.
In the first part all you have to do is get to the Caverns Of Hope themselves.
You must swim/charge as fast as possible to defeat the current in the tunnels.
At random places in the tunnels you will see Outcast dolphins throwing spiked
rocks at you.  Well, right now they still think you are the enemy, so can you
blame them?  After you have got past the first two dolphins, you will find a
tunnel off to the left which will you will need to go down, then turn left
again in order to continue your journey.  After you pass two more dolphins you
will see another tunnel off to the right and the tunnel straight ahead of you.
You need to continue forward, ignoring the tunnel on the right.  At the end of
the tunnel it will head upwards towards the surface.  You need to jump out of
the water and over a small wall here into another pool, then from there you
need to jump over the wall again to get into the final section of the tunnels
leading to the Caverns.  In this final tunnel section you will find an Air
Glyph, as well as one more dolphin on defence duty.  After you have passed
this final dolphin it is a straight swim towards the caverns themselves.

Swim towards the central column that you can see as Ecco enters the main
cavern, then turn left and head into the alcove with some pods stuck to the
wall.  Behind these pods will be another Dolphin Trait, which you will need to
collect before you can continue.  Once you have the globe, follow the wall of
the chamber round until you find a dolphin swimming near a crystal wall.  Sing
to him and he will speak to you, then swim towards the crystal wall and break
it.  As soon as the tunnel beyond is revealed he will start swimming down the
tunnel and here is where the game becomes frustrating.

A word of warning.  If you are sloppy in your duties of defending the
Resistance Leader and he gets hit by one of the Clan, he will turn tail and
swim back to the start of the tunnel where it begins at the Caverns.  The only
way to stop him is to sing to him to convince him to carry on the journey.
This is most annoying if you are right at the end and he gets spooked, as it's
a long way back to the start if you don't manage to sing to him before he gets
back there, so be very aware of what is going on around Ecco and don't get too
far ahead of the Resistance Leader.

While swimming down the tunnel, your job is to protect the dolphin from the
Clan dolphins lying in wait for him to swim past.  As he approaches each
section of the tunnel, a Clan dolphin will appear out of the sidewall, either
above, below or level with Ecco.  You need to sing to them to make them stop
attacking, then charge them to make them retreat back to the hole they came
from.  There are four Clan dolphins in the first section of the tunnel, before
the Leader goes through a small hole leading to section two.  Two more are in
the next, short section of the tunnel before heading into another hole to
section three.  There are two more final Clan dolphins in section three.  The
resistance leader will move through the small cave into section four which is
where he will sing to another wall of crystal to allow you to continue on your
journey, then he will go all the way back to the Caverns to help with the
fighting.  All that work and he goes back!  Doesn't seem fair, does it?

Anyways, if you continue forward, through into the next section that the
leader exposed for you, you will find an Air Glyph and another small tunnel,
which you will need to swim down to face the Crocodile.  The easiest way (and
the way I will describe here because I'm a lazy sod and can't be bothered to
fight him the 'proper' way) to destroy the croc is to collect the Power Sonar
that is on the floor of the level, near the right hand side of the stone
spikes that are sticking out of the floor that you see when you enter this
section.  Once you have the Power Sonar, swim back to a reasonably safe
distance (you can get fairly close before the croc comes to see if you are
dinner or desert) and start to sonar all the stalactites in the roof.  Do not
just randomly knock them down; you need to try to work out where the croc is
and only release those that are above him.  If one of them does hit him then
it is an easy, one-hit kill and the Croc will leave through a tunnel at the
back of the level.  Exit out through this tunnel until you get to the surface,
then jump over the wall into another pool with the tunnel that exits this
level and moves you onto Lair Of Evil.

VITALITS
1.	Above the second air pocket
2.	On the sea floor before the part in which you must leap over the wall
3.	In a pod to the right in the main chamber near the next Dolphin Trait
4.	At the end of the second leg of escorting the Resistance Leader
5.	Above the surface in the pool after the Crocodile, near the left wall

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304
LAIR OF EVIL
Primary Objective: Gain a 2-star mark, fix the branding machine, gain a 3-star
mark to exit the level

You are in the training facility of the Clan.  This place is also where the
Clan get their rank markings.  Go forward from your start position and enter
the tunnel that comes up on your right side.  When you get to the other end of
the tunnel it will open out into a room with two Clan dolphins swimming
around.  In this room will be numerous doors with a 2-star swirl on them.  At
present Ecco cannot open these doors, so find the door which is open and swim
down the tunnel beyond, this will bring you out into another room with a black
Clan dolphin who knows you are not a Clan dolphin, and tries to attack you
every time you enter this room (annoying, isn't it?)  In this room will be
three doors, the one you just used to get here, and another 2-star door with a
green emblem on it that is supposed to represent a clamshell with a ball of
ink (use your imagination people!), and another door, which you can enter as
well.  If you stay in front of the 2-star door, the Clan dolphin will swim
over to you to open a can of whoop ass on ya, but the door will open as she
gets near.  Go through the door and travel down the tunnel until you get to
the Branding room.  There is air behind the huge shell if you need it.  In the
tunnel are tubes hanging from the roof with a blue swirling glow inside them.
These are speed tubes and are spread throughout the level.  By swimming
through them Ecco is propelled at great speed towards the next speed tube.  I
would advise using these as it will speed up getting through some of the
longer tunnels and help you spread your air supply a bit further.

Here is the first part to completing this level, which is to get Ecco branded
so that you can open the 2-star doors yourself.  To the side of the shell are
three switches, which you will need to sonar in sequence in order to get the
branding machine to give Ecco a 2-star mark.  Sonar the left switch first to
open the shell, then the right one to make a ball of ink drop down from the
tube in the roof.  After the shell has closed and reopened, place Ecco inside
the shell so that he is facing the 'stalk' that is sticking out of the middle
switch.  Once Ecco is inside the shell, sonar this middle switch and watch as
the shell closes and marks Ecco.  After you have gained your first mark, head
back down the tunnel until you reach that nagging black Clan dolphin.  Go
through the tunnel on your right hand side and it will take you to a room with
three exits, the tunnel you just used, a 2-star door with nothing in front of
it (which will take you back to the first room you entered with the two Clan
dolphins), and another 2-star door with a green oblong shape rotating in front
of it.  Travel through this door and it will bring you into the biggest part
of the level, with a huge structure in the middle of the room.  This is also
the room you need to get to in order to exit the level.  Near this central
structure will be another black Clan dolphin.  If you sing to him he will ask
you to follow him to fix the branding station, so follow him.

Once you have reached the next room he will sit outside a 3-star door so that
it will open for you.  Swim into this tunnel and follow it until you come into
a room with a rotating blade type item in the ceiling.  This is one of the two
things needed to get the branding station to work properly.  The other one
will be prevented from turning by a stray piece of weed, which has tied itself
around one of the arms.  On the left wall as you enter the room will be a
glowing switch, which you will need to sonar in order to turn it off.  Collect
the Power Sonar in this room and swim to the top of the room to find the
blocked 'fan' and use the sonar to break the weed.  After the weed has been
removed you will need to turn the switch back on so that the branding machine
will work when you return to it in a short while.  Exit the room and head back
to where the black Clan dolphin still has the door open for you.  After you
get to the end of that tunnel, backtrack and head through the left tunnel so
that it takes you back to the main chamber where you first found him.  Exit
this room through the 2-star door with a pink light in front of it to take you
back to the two yellow Clan room, then exit this room through the only tunnel
without a door which will lead you back to the 'old nag' black Clan dolphin.
This is the room, which you need to retrace your steps back to the clamshell-
branding machine, so go through the tunnel with the green icon in front of the
door.  Once you are back in the branding station room, you should see a large
stone disc behind the shell with the 2-star and 3-star markings on it.  If you
sonar the central orange light the machine will change the marking to a 3-star
mark.  Once you have changed the marking, repeat the earlier steps to give
Ecco a 3-star mark.

Once Ecco has the 3-star mark you need to work your way back to the central
chamber with that large structure in the central area of it.  There are two
possible doors that you can exit through, but they both lead to the same
place.  To the left and above the two doors with the blue and pink lights on
them is a 3-star door with a small circular green symbol on it.  You could
enter this tunnel then turn left when you reach the junction, as this will
take you into Powers Of Levitation.  Second way (well, second door) is a
tunnel entrance that has a glowing white ring blocking it. When Ecco
approaches it the ring will retract and Ecco can just swim all the way to the
other end of the tunnel.  Whichever way you chose, the eventual exit point is
still the same.

VITALITS
1.	In the circular chamber at the far end of the start tunnel
2.	In the room with the two Clan, underneath the lip of the tunnel you
entered this room from
3.	On the floor of the room with the aggressive black Clan member
4.	In the small room with no Clan, above the doorway back towards the
aggressive Clan
5.	On top of the large 3-star branded rock hanging in the hall with the
exit tunnel

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305
POWERS OF LEVITATION
Primary Objectives: Locate the Resistance Leader, Start the Hanging Waters
Generator

You start this level just past the doors you came through when entering from
Lair Of Evil.  Swim forward from your start position and follow the stone 'rib
cage' that is just outside the tunnel entrance.  You should see a pillar in
front of you and if you swim to the left of that you should see something that
slightly resembles the Sydney Opera House.  Swim past this so that you are
heading into the central area of the level and you should see a large globe in
the middle.  Swim around it until you find an entrance with an Info Glyph near
it, and also an Air Glyph near the jellyfish.  If you talk to the Clan dolphin
outside this entrance he will tell you that he is the engineer of the facility
(HIGHLY IMPORTANT).  Once you have this information you can swim inside the
central globe and head downwards.  Eventually you will come to another tunnel
that is oval in shape and has a membrane door covering it a little way down
it.  Swim through these membranes, as they will open up for you.  Ignore any
left or right hand tunnels just for now, as your first task is to speak to the
facility's Clan General in the central room.

Once you speak to the general she will swim off to do an inspection.  After
the general has left the room you will need to follow her as closely as you
can without her spotting you.  If you manage to accomplish this feat you will
see her swim into a stone pillar, which you will need to follow her into
quickly, as the door on it only stays open for a few seconds.  Once you are
inside you will see the Resistance dolphin from Caverns Of Hope & Entrapment,
and they will inform you that they are working together to try to get the
other globes.  It is here that you learn about the Hanging Waters, and you
will also receive a password, which will allow you access through the other
doors inside the facility.  After getting this new information, swim back to
the entrance with the engineer dolphin and speak to him.  He will then go
inside the upper chamber and start preparing the machine to be used.

Your next task is to turn on all the power switches to make the generator
work.  Go back to the tunnels with the membranes covering them, and turn left
at the first junction and swim through the door.  At the first junction in
this new hallway turn left; enter the room and sonar the purple switch to
activate the first of eight power couplings.  When you exit the room, remember
to turn left again otherwise you will be heading back the way you came.  At
the next junction turn left and activate the second coupling in this room
also.  Third junction, repeat the process for the other two rooms, and the
same with the fourth junction.  Ok, we are halfway there, only four more
couplings left to find.

After the fourth room, once you are back in the main tunnel you will go
through a membrane door, this signifies that you have done a complete circuit
of this tunnel.  When you reach the next junction this will be the point at
which you enter this area from the outside.  If you turn right and head to the
next junction, then turn right again and follow the tunnel round, through the
doorway in front of you.  Ignore the first junction, as there is nothing of
use in the room.  Continue forward to the next junction.  Once you are there,
turn left and enter the room to find the fifth power coupling and also the
security chief, who is none too pleased to find you there as he is aware that
you are not of the Clan.  You must dispose of the chief before you can
continue.  Once you have dealt with the chief you can turn on the switch that
is in the room by charging it.  The fifth power coupling is in the tunnel to
the left when you exit the room, and is through the door that you opened by
turning that switch on.  It seems a shame that the fifth power coupling is a
pair of whales.  Once you have spoken to them you need to work your way back
to the entrance of this tunnel section.  Quickest way to get there is go back
through the door you came in from, then turn left at the first junction, then
turn left again when you get to another junction. After you pass through
another membrane door, turn right and you will be back at the start of this
section.

OK, we've got five of the eight couplings switched on. Lets go find the
remaining three.

If you swim upwards a short distance, you will start to see small windows
looking into the middle of a chamber.  The first window that is above the
tunnel section you just came out of has no glass, so you can enter this middle
chamber.  In the floor of the chamber will be three large fan exhausts, each
containing one switch.  Swim into each fan exhaust in turn and travel down it
until you come to a large fan with the switch just in front of it.  Turn these
last remaining switches on and then exit this central area back through the
window with no glass.  Swim to the top of the tunnel until you get into a room
that has something resembling an organ in it.  The engineer and the Clan
General will each have their heads inside a harness. If you sonar the Clan
General she will inform you to do the same as both she and the engineer are
doing.  Guide Ecco into the middle harness and then sit back as the game takes
over and creates your exit point to Hanging Waters.

VITALITS
1.	Follow the ditch around the outside of the building
2.	In the room with the Clan General that does the inspection (in a
hidden room to the right of the entrance)
3.	On the sea floor beside the pillar that hides the Resistance Leader
4.	In one of the rooms with the power couplings
5.	Near one of the fans

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306
HANGING WATERS
A few things before you start this level.  The learning curve for controlling
Ecco has just become the game players’ version of a vertical wall.  The level
as a whole is L-O-N-G!  VERY L-O-N-G.  You WILL die, and die often.  This
level will take patience and time to complete.  It may be one of the most
visually stunning and unique levels, but it is also the hardest in getting
from point A to point B without having to restart countless times.

I have broken with 'standard' walkthrough tradition and split the level into
three parts.  The reason for this is because at three points of the level you
must defeat each of the three rulers of the Clan.  These add a nice break to
the proceedings and stop the level as a whole getting very tiresome and
monotonous.

If you decide to stop the level before you defeat the Mutaclone level, then
try to restart the level from the level select; you will start RIGHT BACK AT
THE BEGINNING OF THE LEVEL.

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HANGING WATERS I
Primary Objectives: Get to the first Clan ruler

From your start position head forward and jump over the barriers blocking your
way.  Jump into the pool below at the end of the tube.  Once you are there you
will start to see bubbles floating to the waters surface, and after a few
seconds they will float out of the water and float upwards.  You need to jump
into one of the larger bubbles and ride it up towards the tube entrance with a
blue swirl on it.  When you feel that you are close enough to try, jump from
the bubble into the tube and swim to the end and drop down into another pool.
In the pool will be a rock with a bubble above the waters surface that has
some reeds hanging from it that are just touching the surface.  You need to
jump into this bubble, then turn and make you way from bubble to bubble until
you reach the highest bubble.  Some of these bubbles will be a silver
reflective colour and will bounce you off of them as you hit them.  The idea
is that you use these to jump over distances that Ecco normally wouldn't be
able to cover.  Once you have reached the highest bubble of this section, you
will need to jump into the tube above.

Travel through the tube until you get to a fork.  Take the left hand tube and
jump into the bubble with the spinning rock around it and sonar the 'water
trumpet' that is inside.  This will create a *TEMPORARY* tube that links two
tubes together.  You need to *QUICKLY* go back into the tube you just jumped
from and goto the exit point where the new tube has been created.  Jump into
this new tube and swim to its end, then jump out of it into another tube
(don't worry, this one is permanent).  Swim to the end of this tube until you
find two more tubes that you can jump across into.  Jump into the left hand
tube, as this will have a current pushing you along it towards a large
floating rock structure.  You will need to jump out of the end of the tube and
into the rock.  Once there you will need to find an exit point.

There will be two tubes both pointing downwards, either one will suffice for
now, so jump into one of them.  If you have jumped into the top tube, then you
will need to drop down into the bottom tube once you get near the end of the
tube.  Don't worry about this if you are already in the bottom tube.  There
will be a swift current coming out of the top tube which will prevent you from
going further, so if you drop down into the bottom tube, then slowly make you
way right to the end of the tube.  Once you are there you will need to jump up
and forwards into the fast flowing tube ahead of you, then CHARGE and swim
like mad until you are past the yellow collar.  Now we have another fork in
the tubes.  Take the left tube and repeat what you did earlier to create a new
water tube.

Go back to the fork and then head towards the new tube, jump into it and swim
to its end.  You will find three tubes, jump into the middle one, and then
STOP.  Jump across to the left hand tube and follow it until you find some
large rotating rocks blocking your path.  These rocks have a random rotation,
and at some points of their spinning cycle will give you just enough space to
get Ecco through.  This is where you will more then likely want to throw the
controller right through your TV set, but it can be done.  After you have
passed the rocks, swim to the end of the tube then jump up into the tube above
you.  Swim to the end of this tube and you see another water trumpet.  At this
point you will now have to create your own path of tubes to get to the next
area.  You will accomplish this by swimming to the end of each tube that you
create then sonaring the water trumpet that is in front (either above or
below) of you.

Once you have jumped through all these tubes you will come to a tube with a
purple collar, and a second tube below it.  You need to jump down into this
second tube and let the current carry you onto a third tube that will go round
to the right.  This will end up opening out onto another bubble.  From here
you will need to leap across to the bubble ahead and below you, and from there
you need to jump down into the pool at the bottom, below the very large bubble
on your left.  Once you are in the pool you should see a green stem coming
down from the middle of the large bubble above you.  Go inside the stem and
this will lead you onto Ice And Fire.

VITALITS
1.	In the bubble to the right of the start, in a plant at the bottom
2.	In the longer of the two tunnels that exit from the floating rock

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307
ICE AND FIRE
Primary Objectives: Destroy the Exalted One

This level is called Ice & Fire for a reason.  In the ceiling of the level
will be a big Fire rock and in the floor will be a big Ice rock.  The Exalted
One can become Fire or Ice depending on what colour rock he swims into.  If
the dolphin is Fire, make him swim into the Ice rock. If he is Ice, then make
him swim into the Fire rock.  After several hits a cut scene will take over to
show the destruction of the boss and Ecco will leap back into the pool below,
which will be the start position of Hanging Waters II

VITALIT
1.	Just above the surface of the air hole near the top of the chamber

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308
HANGING WATERS II
Primary Objectives: Defeat the Giant Squid; Get to the second Clan ruler

From your start point, if you look around the walls of the pool you will see a
tunnel entrance that will lead you out to a new water tube.  Jump into the
tube and you will notice a very strong current dragging you along.  If the
current gets too strong that you cannot control where Ecco is facing, then
pull back on the right analogue stick to make Ecco slow down.  This will be
useful again later in the level.  The 'current' tube will eject you out into a
tube with more membrane barriers blocking your path.  These are worse then the
ones in section one as they have a strong current pushing against you if you
get too close.  You will also notice that there are a total of three tubes.
The trick here is to ease forward slowly to each membrane until it starts to
push against you being there.  This will give you an indication of how close
you can get.  You need to use patience, skill and a lot of self-control in
completing this section.

I will give each tube a number just so I can guide you through this section
slightly easier.  From tube 1 (your starting position) jump down into tube 2
(the bottom one of the other two tubes).  After that you need to get the
distance just right so that you can jump into tube 3 (the one above you right
now) and avoid being thrown back into the membrane by the current.  Once you
get to the next membrane you need to jump down into tube 2 again, then from
there you need to jump over the membrane in front of you.  If you get Ecco
pointing so that his nose is pointing almost straight up then charge from a
standing start you should have enough momentum to jump right over the membrane
and safely to the other side.  Once there you will need to swim a short way
forward, then stop.

If you turn to face tubes 1 & 3 you should be able to see where the membranes
are in tube 1.  If you notice, they stop after a point.  It is this point that
you need to get to, so you need to jump back across to tube 3 between two of
the membranes.  This doesn't give you a lot of space to work with, but there
is just enough for what you need it for.  After you are back in tube 3 and
have gotten Ecco into position, you need to jump across to tube 1, past the
final membrane.  This portion of the level itself has driven completely normal
people totally bonkers; so don't worry if you don't get it on your first time
out.  After you have got past that little puzzle and swum a short distance on,
you will get caught in another strong current.  Once again, if it becomes a
bit hard to control Ecco then simply pull back on the right stick and Ecco
will slow down to make things easier for you.

After the current tube you will end up in a bubble.  Ahead of you will be
three tubes, and they will be guarded by a rather LARGE Giant Squid.  Do not
try to jump into the tubes just yet as the Squid will knock you senseless
before you know what's going on.  If you look behind and above Ecco you will
see three small lights.  This is the switch to turn the tubes on.  Aha, but
wait!  If this is the ON switch, where are the OFF switches?  Good question,
how bouts we go find them.

Jump into the tube to the left of the three tubes and you will get swept along
in a strong current.  Pull back on the right stick so that Ecco slows down
slightly.  Coming up on the left hand side will be a bubble that Ecco has to
jump into in order to find the first switch.  Once you are in the bubble you
need to jump into the floating rock in front of you.  Make you way down the
short tunnel until you come to a small pool area with two possible exits.  You
need the left hand exit, so jump into that bubble and sing to the water
trumpet.  It will create a tube above the bubble you are in, so jump into the
tube and swim thru it and then jump into the tube it connects up with.  This
will take you to another water trumpet, which will create another tube, right
in front of you.  Swim to the end of this new tube and just before you get to
the end you will see a bubble that looks quite far away, but it is closer then
you think.  You need to jump into this bubble, then turn around and sonar the
switch that is on the rock behind you, as this will turn off the first of the
three tubes that the Squid is holding onto.

After you have turned the switch off, look around you and you will see another
bubble, quite far away.  You need to jump over to that bubble.  From there you
need to jump again into the next one that is to your right.  The second bubble
you jump into is where you would have been if you had taken the right hand
option back in that rock.  Keep following the path of bubbles until you come
to two sets of 'bouncers', which are the bubbles that bounce you off of them.
After you have passed both sets (1 single, 1 double) you will notice that
there is one more bouncer left to pass, and the jump is a B-I-G one.  If you
get the angle or distance slightly off you will plummet to your death.  If you
do then you will restart back at the single bouncer slightly earlier in the
chain of bubbles, so you don't have far to go to get back there.  Once you DO
make the jump you will see the second switch embedded in the rock nearby.
Sonar it and the second bottom tube will go, leaving our hapless Squid holding
on for dear life by just one tube.  Time to find that final tube methinks.
Near the bubble you are in you will see a tube snaking past.   If you jump
back into this it will take you back to your start position again.

Once you are back at your start point, facing the Squid you need to enter the
current tube one more time and just follow the tube until it spits you out
into a bubble right at the end.  This is the final switch, which will send
fresh calamari flying over several square miles of the ground below.  After
completing this final stage you will see a tube to the left of the switch.
Jump into it and hold on for the ride of your life as this will take you right
back to your start position once again. Now that you have dealt with that
Squid blocking your path you need to turn the tubes back on, so look for that
switch again and sonar it.  The tubes will be back in place and you can
continue on your journey.

Enter the left hand tube, then stay with those tubes on the left and you will
get a current pushing you towards another floating rock structure.  Once you
are inside it, head to the bottom and jump into the tube that is there.  You
will notice some very strong currents cutting across the tube that will shove
Ecco outside the tube if you try to swim through them.  You will need to
perform a long jump over both currents in order to continue on your quest.
Once over the currents continue to the end of the tube and jump down into the
pool below you when you get to the end of the tube.  In the pool will be the
entry point for Abyss Of Inferno.

VITALITS
There are no Vitalits to collect in this portion of the level

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309
ABYSS OF INFERNO
Primary Objective: Destroy the Exalted One

Ok, you've already defeated the weakest of the three bosses, now it's time for
Ice & Fire's bigger brother.  You should see a very large floating rock, which
if you head butt will break open to reveal some bombs.  What you need to do is
get behind one of the bombs so that you can see the clan dolphin and charge
the bomb.  This will send the bomb flying over to the dolphin and score one
hit.  The dolphin will also be trying to do the same to you, so the faster you
can move into position, the better.  After several hits a cut scene will take
over to show the destruction of the boss and Ecco will leap back into the pool
below, which will be the start position for Hanging Waters III

VITALIT
1.	Underneath the lip that runs around the outside edge of the chamber

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310
HANGING WATERS III
Primary Objectives: Find & speak to the bird; get to the third Clan ruler

Your start position is the same as your finish position from Hanging Waters
II, so you should know where you are.  If you look around you will see a hole
in the wall for you to travel down which will lead you into another, taller
pool.  Head to the waters surface and look around and you should see a
waterfall.  Head down into the waterfall and once you are in the bottom pool
enter the bubble that is sitting in the middle of the pool.  From there, jump
into the tube and swim to the end and jump into another bubble.  Once you are
in this second bubble the next portion of your journey is below you.  You will
see more bubbles, and one of them should look closer then the others.  Jump
into it and then jump again into the next bubble in the chain that is slightly
lower then the one you are in now.  If you look around and below you will see
more bubbles that you need to jump into to get to the next stage.  The final
bubble will have two tubes leading off from it, of which you will need to take
the top tube, which will lead you into another floating rock.  Once inside,
look for a tube with a yellow collar and jump into it.  This will carry you to
a fork in the tube.  You need to go into the top tube first and jump into the
bubble at the end to trigger off the water trumpet, which will create a tube
for you in a different part of the level that you will need soon.

Head back the way you came until you get back to the fork and now take the
bottom tube and use the bouncers to follow the path from bubble to bubble.
Once you are in the bubble with two tubes leading from it you will need to
take the top tube and when you get to the end you will need to jump across to
the bubble on the right hand side of the tube.  In the second bubble will be a
water trumpet, which you will need to sonar, and then jump down into the
bubble below you and into the tube you just created which will link up with
another bubble.  From there jump across using the two sets of bouncers and aim
to get yourself into the tube that passes in front of the final bubble.  Swim
down and jump into the floating rock.  Once inside you need to find the hole
that has a giant bird sitting on a rock.  Sing to the bird and he will fly
off, but you will find him again soon enough.  Head back into the tube you
used to enter the rock and swim to the end.  On the left will be a bubble with
another water trumpet inside it.  Sonar this to create a tube for you to jump
into then swim through this into another tube which will lead you back to the
bubble where you started this little section from.  Go into the bottom of the
two tubes and swim to the end and you will find the bird perched on the tube
collar. Sing to the bird and a cut scene will take over as it shows the bird
picking Ecco up and carrying him up to the final Clan ruler, and the entrance
to Mutaclone.

VITALITS
1.	On the floor of the pool before the waterfall, behind a large rock
2.	On the floor of the pool after the waterfall, to the left of the
waterfall as you look at it
3.	Around the outer edge of the pool you jump into to enter Mutaclone

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311
MUTACLONE
Primary Objective: Destroy the Exalted One

You've managed to get past two of the rulers of the Clan.  Now you much do
battle with the strongest of all the Clan.  The dolphin will be enclosed in a
shield that you cannot break, so don't even try.  The key to beating this boss
is weakening the shield he is inside of.  On the floor of the level are a
series of rocks with semi-transparent yellow lights on them.  You must break
every rock that has this yellow light on them.  Each rock will require two
hits, and after breaking each rock your controls will be reversed for a short
time, so up = down, left = right, etc...  Also, while you are trying to break
these rocks the Mutaclone will be shooting at you, so you cannot just sit
still waiting for the effects of the rock to wear off.  Once you have broken
all the rocks, the shield will drop.  Things just get from bad to worse in
this level, as now you have THREE dolphins to deal with.  Fortunately two of
them are clones and will disappear if you charge them. Once you have got rid
of the two false dolphins, the real one will start chasing after you.  To
defeat the dolphin you have to get him to follow you through the biggest rock
with a yellow light inside it, as this will confuse the dolphin and allow you
to hit him.  After several hits a cut scene will take over showing the
destruction of the boss, but just before the boss blows up you will also find
the fourth Dolphin Trait that The Foe stole from the dolphins at the start of
the game.  This will open up the time vortex again and Ecco will leave this
timeline and head into another reality.

VITALIT
1.	Inside the largest rock with the yellow light (the Vitalit is yellow
as well)

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

400
DOMAIN OF THE FOE
The reality that Ecco now finds himself in is a portrayal of the future if
dolphin & man were not ready for the arrival of The Foe.  Without the Guardian
to protect the Earth, there would be no force powerful enough to stop The Foe
from taking control of the Earth and claiming it as their own.  The fate of
the world rests with you, Ecco, and these final five levels.

LEVEL NAMES
Chance of Reckoning
Hatchery
Seeds of Poison
Transfiguration
Heart of the Foe

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

401
CHANCE OF RECKONING
Primary Objectives: Block the whirlpools, blind the Foe Queen

When you start the level you will be at the start of a tunnel with a waterfall
behind you.  Continue forward past the first Glyph and collect the Endurance
Glyph to boost your health bar.  Continue forward until the tunnel opens out
into the main area.  Follow the wall round to the left and you will find a
Stealth Glyph near the snake.  Remember where this is and train yourself in
getting it quickly to avoid that snake shooting you.  After you are invisible,
head over to the nearest whirlpool and line yourself up so that you have a
straight line-of-sight between you, the rock ball in front of you and the
whirlpool.  Charge the rock to shove it into the whirlpool to block it.  You
will hear the Foe Queen scream out about you doing this but don't
worry...YET!!!

Go back and renew the stealth power and move onto the second whirlpool.  Use
the same tactic as before to block it with the rock nearby.  Once you have
blocked these two, go back and get your Endurance Glyph if you need it, then
go and restock your stealth power.  Once you have renewed the stealth, head
past the second whirlpool (or to be more correct, the rocks where the
whirlpool used to be) towards the green vertical plates of coral that are in a
small group by the sidewall.  Once you pass this small group you will see 2
more plates of coral slightly apart from the rest.  If you look to your left
once you get there you will see a small arch with a Foe Bat hanging from the
roof of it, and a Power Sonar Glyph in the arch.

Collect the Power Sonar and swim to the sharp right to put yourself on course
to deal with the third whirlpool.  The usual gap for the rock is blocked, but
that is easily solver with one blast of the Power Sonar.  While you are there
you can kill the Foe Shark as well, as he doesn't re-spawn like on the
Dreamcast version unless you die. Now line yourself up so that you can push
this final rock into the third whirlpool.  Once all three have been blocked
the water level will rise, exposing the Foe Queen's eyes to possible attack.
Before we try taking on the Foe Queen lets hightail it out of this main area
back to the safety of out start position.  This next sequence of actions needs
to be done in one smooth, fast move.

Collect the Endurance, Stealth & Power Sonar then you need to sonar the Foe
Queen's eye with the Power Sonar as it has a shield over it.  You will know if
you do it because the Foe Queen will howl.  After you have dropped the shield
you need to charge the eye that you have just exposed.  A small scene will
show a rock starting to shake lose if you have done it correctly.  Head back
to your start point and repeat the above process for the second eye.  Once
both eyes have been knocked out you will need to deal with the final 'eye' on
the back of her head.

To defeat this one you will need that stealth Glyph again, and then keep
swimming round with the Foe Queen on your right as it is a quicker route to
the Vigour Glyph.  Once you have collected both Glyphs you need to move round
to the back of the head and charge the last 'eye'.  Be warned, the Foe Queen
keeps moving her head so you will need to hit it 'on-the-run' instead of
lining the shot up nice and carefully.  After this final eye has been knocked
out the Foe Queen will be unable to attack you except for her tongue, so stay
away from the mouth (if you haven't already found that out).  You will also
see a final cut scene showing the loose rock fall down onto the floor and open
up the exit point to Hatchery.

VITALITS

[N.B.]
Vitalits 2 through 5 can only be reached once all three whirlpools have been
closed off

1.	Hiding amongst the flat, green plates of coral
2.	Within the third whirlpool
3.	In front of the waterfall at your start point, just above the surface
4.	On top of the tallest rock where the Foe Bat is, above the waters
surface
5.	After the Foe Queen is dead, jump over the middle of her head

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

402
HATCHERY
Primary Objectives: Destroy the Hatchery Keeper

When you start the level you will be in the incubation area.  In the middle of
the level will be a large, motorised brain with a long arm and a claw on the
end.  A shield that you cannot penetrate will also protect it.  You will
notice the brain move between three specific areas of the level. It will
collect an egg from the conveyer belts and place it into the incubation area,
it will collect a fish from behind a force field, which it will lower briefly,
and lastly it will remove empty or rotten eggs and place them into a rubbish
chute in the floor.

If you wait just out of reach of the claw until it picks up an empty egg and
moves towards the rubbish chute.  Follow the egg down the rubbish chute to
find the Power Sonar, which you will need to destroy the Foe Shark in the main
area.  Once you have the sonar, swim back up the tube and Power Sonar the
rubbish chute lid right in the middle and it will open, allowing you to
escape.

Swim over to the conveyer belts that the keeper gets the eggs from and you
will see the Foe Shark that needs removing before you continue, as it will
make life easier if the shark is gone.  Once you have removed the shark by
using the Power Sonar, locate the two switches on both of the sidewalls of
this area.  If you are facing the keeper then the left switch controls the
door of the rubbish chute and the right switch controls the force field of the
fish tank.  The key to completing this level is to interrupt the operation of
the keeper by using the two switches on the walls.

If you see the keeper putting an egg into the rubbish chute then sonar the
door switch to close the door on the claw.  This will confuse the keeper and
drop the shield surrounding the brain of the keeper, allowing you to swim up
to it QUICKLY and charge it.  If you see the keeper about to pick up a fish to
feed the Foe Young, then sonar the switch on the other wall to put the force
field back and confuse the keeper once again.  Repeat this procedure three
times to destroy the keeper.  Bear in mind that while you are doing all of
this you will still need to use those same switches to enter the rubbish chute
to get food and enter the fish tank to get air.  Once you have destroyed the
keeper then swim to the tube that the eggs were coming out of and enter it to
move onto Seeds Of Poison.

VITALITS
1.	In the bottom left corner, just beyond the conveyer belts
2.	In the upper right corner of the back wall of the 'egg' area
3.	Inside the fish tank that is protected with the force field
4.	At the bottom of the rubbish chute, near the Power Sonar
5.	Power Sonar the sole remaining egg after the keeper has been destroyed

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

403
SEEDS OF POISON
Primary Objectives: Locate & free one of the Foe Young to exit the level

You will enter this level from the green rock in the middle of the level.  You
can swim back into here to regain your air.  In one of the alcoves is a Power
Sonar Glyph, which you need to collect, then hightail it (pardon the pun) up
the tube in the middle of the ceiling.  Avoid the falling eggs that are
surrounded by shields and continue upwards until you cannot go any further.
These membranes are holding eggs that are waiting to be dropped down, but you
need to Power Sonar these to destroy them to allow you to progress further up
the Foe Queen's body (what a lovely thought!).

Whenever you break open an egg you must head back to the bottom of the level
to avoid being attacked by the For Young.  Keep repeating this cycle until you
have broken the final egg and are right at the top of the level.  You will
know when you are as the only thing above you will be a tube that the eggs are
coming from.  Go and collect the Power Sonar again and QUICKLY swim back to
this point and wait.  After a few seconds (hopefully) an egg will drop down
into the tube, waiting to be dropped downwards.  Power Sonar this egg and the
blue Foe Young that is released will swim over to the sidewall and rip a hole
in it, allowing Ecco to escape.  This final part is all done as a cut scene,
so you will not have any control of Ecco until you reach Transfiguration.

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