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).
******************** 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 ******************** 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 ******************** 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 ******************** 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. ******************** 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 ******************** 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 ******************** 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 ******************** 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 ******************** 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 ******************** 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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