Ecco The Dolphin: Defender Of The Future - Strategy Guide (Page 04)
Below are the cheat codes, hints and help for Ecco The Dolphin: Defender Of The Future - Strategy Guide (Page 04).
VITALITS 1. At the bottom of the middle of the level, where the air is coming from 2. In one of the side alcoves 3. In one of the side alcoves 4. In one of the side alcoves 5. Off to one side at the top of the Queen's body ******************** 404 TRANSFIGURATION Primary Objectives: Locate & metamorphoses into the fish to exit the level This level will test the patience and composure of a saint, so don't feel that you are alone in getting R-E-A-L-L-Y ticked off with this level, almost every Ecco DOTF player has cursed more times at this level then any other. First things first, lets find a source of air and food. From your start position you should see an Info Glyph. If you swim upwards and past it you will see a small cave right at the top of the level. This is your haven from the Foe creatures in this level. Once you feel ready to take on the level proper, head down into the level towards the Info Glyph. If you travel past the Glyph, with the Glyph on your left flipper and keep heading down you should see a Foe Snake on a green piece of ground, so swim past the Foe Snake and into the tunnel beyond it. There will be some Foe Bats in the ceiling of this tunnel, hiding in the reeds hanging from the roof, which makes them very hard to spot. Swim to the end of the tunnel as close to the floor as you can to try to avoid them. If you find yourself being pulled upwards towards them then charge and swim as fast as you can in order to escape. If you're lucky you should avoid being caught. At the end of the tunnel will be a Power Sonar which you will need in order to kill the Foe Bats in this tunnel, so collect it then make your way back down the tunnel SLOWLY. Whenever you see a Foe Bat you will need to Power Sonar them three times in order to kill them and make them fall from the ceiling. Once you have removed all three Foe Bats, swim back to the Power Sonar and collect it once again. Now hightail it out of the tunnel as you will need your Power Sonar to reveal another Power Sonar which will be of more use to you. As you exit the tunnel, head to the right and down until you see another green floor section with another Foe Snake on it. Near the Foe Snake will be a large brown rock, which if you Power Sonar it will reveal another Sonar Glyph. Collect this Power Sonar Glyph and go after the Foe Sharks and kill them using the Power Sonar, as it will make the final portion of the level much easier if you remove as many enemies as possible now. Don't forget to keep recharging those energy and air bars as well. Once you have removed both Foe Sharks and that weird Foe 'Rhino' Shark (I got no idea what it's actually called) then you can focus on the main portion of the level. Go and collect the Sonar Glyph again and head straight up until you see that Info Glyph again. Nearby you should see a small outcropping of rock that has formed a small cave. In the roof of this cave is another Foe Bat, so deal with him as quick as possible then enter the cave and sonar the rocks on the floor. If you run out of Power Sonar then head back to that rock on the floor of the level. Inside one of the stones will be a Metamorphosis rock. Don't collect it just yet as you need to do a couple more things first. As you've probably figured out by now there are three Foe Snakes, all at different heights to try to keep you off track. If you swim back to the lowest Snake and collect the Power Sonar and stun the snake next to the rock, then swim to the snake by the tunnel and stun him as well before moving onto the third snake, which is by that rock cave, and stun him as well. After this you can go into that rock cave and collect the Metamorphosis rock, then head back to the bottom Snake. Swimming near the bottom of the Foe Queen's body is a small blue fish of the same species that you transmuted into all the way back at Roaring Forces. Seeing as you now have Ecco covered in stardust, it is a simple matter of brushing yourself against the fish to morph into it again. Once the transmutation is complete you will need to swim up the Foe Queen's body towards the top of the level. If you were paying attention to the opening movie of the level you would have seen a flashing area on the Foe Queen, right near the top of the level on the same side of the body as the nice hole that was chewed into her from the Seeds Of Poison. This flashing area is your exit point. You will need to guide the transformed Ecco up to this point and touch the Foe Queen to exit the level into Heart Of The Foe. [N.B.] Be warned, if the weapons of the Foe Snakes hit you or you are attacked by the Foe Sharks then you will transform back into Ecco and you will have to repeat the whole process again. VITALITS 1. Above the waters surface in your "haven" (VERY HIGH UP) 2. Along the body of the Queen, near the ceiling of the level 3. In one of the stones near the Power of Metamorphosis. Use the Power Sonar to find it 4. In one of the stones near the Power of Metamorphosis. Use the Power Sonar to find it 5. In one of the stones near the Power of Metamorphosis. Use the Power Sonar to find it ******************** 405 HEART OF THE FOE Primary Objectives: Destroy the Foe Queen's heart Ok, here we are, the final level of the game. After the almost impossible Transfiguration (mainly because of the constant attacks from the Foe Snakes) the final level is remarkably easy, and doesn't really feel like it deserves to be the final level. This level has only one objective and that is to destroy the heart of the Foe Queen. Spaced around the heart chamber will be three spouts that are spitting out small green antibodies. At the bottom of the chamber will be a poisonous liquid that starts to rise as son as the level starts. The quickest way to complete this final level is to position Ecco underneath one of the spouts and wait for it to spit out some antibodies. The spouts have force fields around them that you can only see if you hit them, so don't get too close. Once they start floating down towards you, you need to sonar them towards the Foe's heart. Each time an antibody hits the heart it will stun it for a few seconds. This is your chance to charge into the heart and give it a full force hit. After each hit the heart will beat slightly faster then before. You have to get back into position and stun and charge the heart NINE TIMES in total. After the ninth hit, sonar another of the antibodies into the heart to finally destroy the heart. There will be a cut scene, which will show the heart exploding. Ecco will then swim up the centre of the chest cavity and out through the mouth of The Foe, collecting the fifth and final Dolphin Trait from between the Foe's teeth on the way out. Now you can sit back and enjoy the ending sequence that shows that Ecco's reality has been restored, Man & Dolphin are once again living in harmony and The Foe has again been defeated. Will they ever return for another attempt in 500 years time? VITALITS All five Vitalits are positioned above the heart, near the top of the level. ******************** 500 EXTRAS Ecco The Dolphin: Defender Of The Future has a couple of additional features apart from the two bonus levels mentioned much further up in this FAQ/Walkthrough. There is the chance to enter the "Dolphin Soccer Championship", as well as "The Gallery". Details of how to access both items are below. ******************** 501 DOLPHIN SOCCER To gain access to the Dolphin Soccer game you need to be in the Powers Of Levitation level. When you go into the room with the Black Clan Dolphin who goes off on an inspection, there is a hidden chamber, which contains a Stealth Glyph, a Vitalit (already mentioned further up in this walkthrough) and a Soccer ball. The chamber is behind the first portion of wall to the right of the door AS YOU ENTER THE ROOM. If you swim into the Soccer ball you will collect it in the same way as you would collect a Vitalit. When you feel like a game of 101 with a Clan Dolphin, exit the game and goto the level select. At the bottom of the level select is the new option of "Dolphin Soccer" ******************** 502 THE GALLERY GENERAL THINGS You get to the gallery from the Main menu simply by choosing the option. A loading screen will appear then and after a while you find yourself inside the gallery. The gallery changes the further you get into the game. That keeps it always interesting and makes it a great feature of the game. THE MAIN ROOM The Gallery itself is a sort of temple consisting of 8 rooms connected by one circular chamber. Above each entrance you will find a significant symbol to help you guide through the rooms. Here's a guide to each symbol: A seahorse The entrance to the "Island of Tranquillity Image Gallery" A lyre The entrance to the "Soundtrack Archive" A gearwheel The entrance to the "Man's Nightmare Image Gallery" A film projector The entrance to the "Film Gallery" Two bubbles The entrance to the "Dolphin's Nightmare Image Gallery" Two heads The entrance to the "Credits Room" An alien head The entrance to the "Domain of the Foe Image Gallery" An arrow The exit back to the Main Menu The gallery changes each time you've played further in the game. Image galleries will only open once you reach the first level for each 'world', otherwise a gate will lock the room. It is similar with the Film Gallery. Films are only unlocked once they have been viewed in the game. Only the Soundtrack Archive and the Credits Room can be entered and fully used at any time. The image galleries contain between 5 and 9 conceptual art pieces, which are attached to the walls. You will uncover the artwork for any given level when you collect ALL the Vitalits for that level. By singing at the artwork you can zoom in to get a better look at them. ISLE OF TRANQUILITY ROOM This room has a regal and 'expensive' feeling. Luscious red walls with gold accents that get picked out with the lighting in the room. Lovely wooden picture frames show you where the artwork will appear on the walls. The central statue will rotate from left to right if you sonar it. SOUNDTRACK ARCHIVE This giant room is absolutely great. It has a water organ with long pipes reaching from top to bottom of the room. The organ functions are simple. You choose the world you want to hear music from by singing at the specific symbol. Those are the same ones as used in the main room of the gallery. You can also listen to the Film's soundtracks, but those contain narratives. After you've chosen the world, you can use the keys to listen to the songs simply by singing at them. The music will still be played throughout the gallery after you've exited this room. MAN'S NIGHTMARE ROOM This room is based on man-made machinery, and has a very heavy industrial feeling to it. Rather then have picture frames to highlight the artwork this time, now there are a series of warehouse style strip lights bolted to the wall above where each piece will be. There are two wheels in the room, one on your left just after you enter the room and a second on the back wall of the room. If you sonar them so that they are both moving at the same time, they will trigger off a series of locks that reveals a lower section of the Gallery. The central item in the room will rotate after you have triggered off the sequence, and then it will be pushed up which will leave a gap big enough for Ecco to swim into. This will lead you down to a tunnel entrance, which brings you out underneath the floor of The Foe's Domain room. Nothing else going on though. FILM GALLERY The Film Gallery does look like a fully working cinema, with the front of the room having a canvas with curtains. The back of the room has a semicircle shaped stairs, like a theatre. There are lights at the walls above those. Only movies that you have seen during game play can be viewed. Any movie that you have not yet seen will be a grey outline picture. To view any coloured movie image, just sonar it. DOLPHIN'S NIGHTMARE ROOM This whole room is a direct clone of the levels from the Dolphin's Nightmare section. Large, semi-transparent items litter the floor, and the whole room has a feeling of being 'alive'. This is the only 'world' room without some sort of secret passage, etc... CREDITS ROOM This room has two of those golden dolphins we've seen before in the Isle Of Tranquillity room, but these are positioned on either side of a black wall. When you get near the wall the credits for the game will start to be formed with the bubbles coming from the mouths of the statues. You can watch the whole thing if you like, or you can interact with it by swimming through the credits themselves and making a mess of the whole show. DOMAIN OF THE FOE'S ROOM This room has that same sort of 'organic' feeling to it that is so visually apparent in the Dolphin's Nightmare room, but not so obvious as the last room. It is quite simply a round room with green/white squares on the wall where the artwork will appear. For those of us lucky enough to have played (and completed) Defender Of The Future on the Dreamcast, we would have already seen the artwork as background images during the credits at the end of the game. If you go to the top of the room and sonar the ceiling, green 'dust' falls from the top of the room. It doesn't trigger off anything as far as I can tell, although it is still nice to have another hidden feature to discover. EXIT Quite simply, if you swim back into the doorway you entered from, you will go back to the Main Menu/Title Screen. ******************** 600 ROLL OF HONOUR Appaloosa For creating Ecco The Dolphin. Sega For becoming a software only company so Ecco made an appearance on the PS2. It saved me having to go out and buy a DC just for Ecco (yep, I would have done it as well). Psysonic For allowing me to use the information on www.cavernsofhope.com regarding The Gallery. Some portions have been rewritten slightly to allow for the text- based nature of this walkthrough. ********************
| « Previous Page |
