Jaws Unleashed - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Jaws Unleashed - Strategy Guide (Page 02).
In addition to the armed men on the surface, there are also some new
dangers for you to contend with. White Tip and Hammerhead sharks also
share the artificial coral reef inside the tank with you. While the
Hammerheads are larger, I found the White Tip sharks to be more dangerous
because they are a lot more aggressive and move relatively fast, despite
their smaller size. I normally try to kill all the sharks I see so that
they don't become a problem, but that's not really a necessity, just a pre-
caution. They do make a good food supply to replenish your health if you
would decide to attack the surface, but when you're damaged and bleeding
from the gunshots above, the other sharks are drawn to your blood and pain
and will tend to gang up on you. Therefore, I would kill them, and prey on
the smaller fish in the aquarium if I needed a health boost. There is one
License Plate in this tank, and if you choose not to find it now, just
check my Open Ocean Notes at the end of this level.
Whether you choose to kill sharks, people, or destroy the surface items is
up to you, I'm just going to lead you to the License Plate and out of this
area for now.
From where you start this area, turn to the East and you will see two large
painted concrete supports. Near the base of the left support you should be
able to see the glow of License Plate 7/45. As you swim around, be careful
of the diver who is in the tank with you, other sharks and the men who are
still capable of shooting at you from the island areas above the water.
After you get the License Plate, just approach the underwater walkway that
runs through the glass tube and Charge Attack it, like the glass from the
last section. You can attack the glass tube at any location, it does not
have to be the exact location of the red "Main Objective" indicator on your
sonar. Once you break the glass tube open you will see another short scene
where people caught inside the tube try to run as the water rushes in and
you swim by into another area of the aquarium, and into the second half of
this level.
In this part of the aquarium, your recent activity has released some very
dangerous piranhas, who will very quickly and easily turn you into a dead
shark if you're not cautious. Your choice is simple, either fight or flee.
To engage the piranhas, it is VERY important to KEEP MOVING AT ALL TIMES.
If you don't keep moving, you will most definitely die, because they will
attack and try to kill you, even if you don't attack them. The Charge
Attack can be very useful because it gives you a burst of speed to move out
of danger, but it also appears to stun the school of piranhas so, you can
take a bite. Just keep charging and biting until you thin their numbers
and kill them. Once they are dead, you are relatively safe. Also, if you
need health after killing and eating the piranhas, the guy from the cut
scene of the tube being flooded should be swimming in the tank with you, as
long as he didn't escape or already get killed. Again, just for points,
you can destroy the glass fronts of all of the wall tanks. However, you
can't seem to break the cylinder shaped tanks. Just be aware, that by
breaking the additional wall tanks, you will also be releasing some more
piranhas, but you know how to handle them now.
Fight or flee, whatever you chose, the way out is relatively simple. From
the doorway where you entered this part of the aquarium, swim North past
the cylinder tank that will be your right side, and then turn East (right).
After you swim east past the cylinder tank, look to the North (left), and
you will see an exit covered by debris. Just keep Charge attacking the
junk on the exit until it is clear, and then swim on through the doorway.
This small area includes a few small fish that may attack you, but they are
no where near as dangerous as the piranhas were. You're only goal is to
once again find the exit, but you can still break the glass wall tanks to
earn some more upgrade points, if you wish.
To get out, swim past the four cylinder tanks and go behind the wall par-
tition that you find directly past them to the Northeast. Charge Attack
the double-door exit and as soon as it's destroyed, you will see another
cut scene showing a huge wall of water pouring out from the side of the
aquarium as you are washed into the outdoor dolphin pool complex, and into
the final area of this level.
The outdoor dolphin tank consists of 4 pools, each separated by a wall that
has a set of bars that can be broken with your Charge Attack. As you
travel from pool to pool in a counter-clockwise direction, you will en-
counter slightly stronger enemies until you reach your first stage boss
in the final pool (Pool 4).
The first pool (Pool 1) just has some harmless fish which can be eaten to
restore your health if you are damaged or hungry. If you purchased an
upgrade earlier, this is also a good area to practice your Body Bomb move,
just don't accidently enter the pool to your South (Pool 4) or you'll be-
gin your encounter with the level boss early. Also, you can check your
point totals to see if you can add any extra ability upgrades to help you.
As you advance from pool to pool, you may also be able to grab spectators
from the crowd, that either get too close to the edge or just happen to
fall into the water with you.
Okay, the next pool (Pool 2), traveling counter-clockwise can be entered
by Charge Attacking the bars in the square shaped grill, which is located
in the wall to the East, that separates this tank from the next. Dolphins
which are natural enemies of sharks, are also in among this series of
outdoor pools and will sometimes leap into your pool and attack you, so be
on guard. Alone, they aren't too dangerous, but their rapid, repeated
attacks can add damage to your health bar quickly. In this new pool, you
will encounter several seals which are not really powerful, but they do
provide a good meal. I like to remove any creature which could be any
threat, however small. If left alive, they could try to attack you or be-
come an unwanted distraction during your boss fight ahead. So, I would re-
commend eliminating the any dolphins and seals that occupy this tank.
In the Southwest corner of this tank, you will find License Plate 8/45.
After you remove the seals and or dolphins, or when you're ready to con-
tinue, head to the Eastern wall of this pool and bust through the bars,
like before, to gain access to Pool 3. If they didn't come over the wall
earlier, there should be three dolphins in this tank. Dolphins can cause
more damage than the seals, and should be delt with because, they will de-
finitely get in your way when you least expect it.
License Plate 9/45 is located in the North side of this tank.
The final pool, Pool 4 is entered through the Southwest wall of Pool 3, by
once more, smashing through the bars. This final pool has two dolphins and
an Orca, also known as a Killer Whale. There are also two collectible
items in this final pool, as well. If you complete the fight with the Orca
before you grab the collectibles, you will have to revisit this area later.
If you win the fight, the game will take over with a new cut scene and the
level will automatically end.
Before you enter this last pool, you can break the grill just enough to
make a small hole, and at least one of the two dolphins might try to come
through to attack you. This way you have less to worry about during your
confrontation with the whale. You could also choose to break right
through, and jump into the fight, right away. As you fight the Orca, you
can find License Plate 10/45 located near the Northwest edge of the pool
and a "Nautilus" (3,000 points) on the South edge, next to the tunnel that
leads to the exit from this level. You can try to grab these items as you
swim around the edges of the pool, while you are fighting the Orca, or you
can just return for them later from Open Ocean.
ORCA STRATEGIES: I have successfully used two different ways to kill the
Orca, one is very timid and takes a longer time, but it does work. The
other method is a lot more aggressivem but can end the fight much quicker.
For either attack strategy, you need to try and stay behind the Orca. If
you loose him while chasing him or after a failed attack, do your best to
get behind him again, as soon as possible. I have not ever had a success-
ful head on attack against him, and the results are usually not pretty for
JAWS, if the Orca gets a hold of him, instead of the other way around.
So, for the long method, just keep swimming behind the Orca and use your
standard Bite attack when in range. You can attack the tail, or try for
the sides towards his rear, but if you choose to attack his sides, he can
and does sometimes dodge or change direction suddenly, followed by a power-
ful counter-attack. Keep attacking from the rear with your Bite and this
will do a small amount of damage with each successful bite, but you will
usually not get in harm's way, as easily.
My preferred attack is to swim behind him while holding "L1" to fill up my
Charge Attack and when I get close enough, I release the "L1", then as soon
as I strike the Orca, I quickly hit "R1" to Bite. When successful, this
attack stuns the Orca with the Charge, and does a fair amount of damage
with the following Bite, and sometimes, I can even get a second Bite off
before the stun wears off. Several of these Charge/Bite combos will finish
Orca very quickly. It takes some practice, but it's not hard once you get
used to it. (It also is very effective when returning to do the Side
Challenge for this area.)
After your gruesome display of power over the Orca, you swim out of the
pool and escape into the OPEN OCEAN.
Mayor Vaughn assures reporters that there is no danger to the public, and
that everything possible is being done. Brody backs him up by claiming
that The Shark, will be easily tracked and recaptured by his Aurora II
research vessel. The scene and level concludes with Steven Shaw claiming
that his men are on alert for The Shark, and that Brody better find it
first, if he wants it alive...
Level Summary: You should now have: 10/45 License Plates and a Nautilus
(3,000 points.) You now also have access to Open Ocean
(Free Play) ability.
Open Ocean Notes: You can now re-enter this area from Open Ocean. Look in
Open Ocean: South for South Shore Aquarium which is on
the southern shore of Amity Island and North of Red Reef
Valley. Side Challenge 26: ORCA REVENGE is now available
when you return. Please note that if you missed any
items during the Story Mission, they will be relocated
into Dolphin Pool 1 when you return.
Game Completion: All Items found and Level completed you'll earn: 5.2 %
Now with Open Ocean Open you can return to Story
Mission 1, and to this level to complete Side
Challenges: 12 and 26, respectively.
This will earn: 2.0 %
Total Game Completion: 12.4 %
M03 Stage 3: The Dead Of Night
In Mayor Vaughn's office we find Michael Brody indicating that EVIRONPLUS's
Seaseeker machines are causing the local shark population to become more
aggressive and move into more populated areas. Vaughn claims Brody is
"crying wolf,"like his father (Brody's father), and that ENVIRONPLUS is
dumping "millions (of dollars) into the community," so the machines will
stay. The Mayor believes that the Amity Shark Tournament being held on the
next day, will lead to The Shark being captured before anything else
happens....
You now find yourself inside South Beach Cove. There is a low tide so
once you've entered this area, you cannot retreat and must complete this
level before you can leave. The first objective is to find a way through
the underwater netting that is blocking your progress to the East. Before
progressing, I would turn North and grab the Tin Can (500 points) 1/4
(in this level), that is along the shore and to the West slightly.
Now, back to the netting. On the North and South end of the netting you
will find a Seaseeker, which should be eliminated, but be careful not to
hit the net because it is electrified and will hurt you. Hitting the net
will also trigger an alarm and alert the people in the cove to your
presence. Once you have destroyed both Seaseekers, you should notice the
power junction box on each pole at opposite ends of the netting. Use your
Bite and Hold maneuver to grab each pole and pull them away from the net.
If you do this successfully, you will disconnect the power from the net and
be able to break through undetected. I find it easier to swim parallel to
the net when I try to grab the poles, this way I am less likely hit the net
with the pole or swim into it myself and trigger the alarm.
If you DO NOT set off the alarm, you can then tear through the netting by
using your charge attack, and you will receive the instructions to "Sneak
up on the swimmers," or if you DO SET OFF the alarm, the Party-goers will
be alerted and you will be told to kill as many swimmers as you can before
they can get to shore. If you can kill the swimmers without being detected
or letting any make it to shore, you will not get the objective to "Destroy
the Party-goers' boats."
If you either set off the alarm, or are detected by the swimmers, you will
receive a new objective to "Destroy the Party-goers' boats." The boats
will appear on your sonar as red circles (main objective) so you can tell
which boats NEED to be destroyed. Among the party boats you will also
encounter a new adversary, heavier style Police boats with armed officers
who will shoot at you. If you keep moving and try to use stronger attacks
like Charge Attack or charged Tail Whip, you should be able to take the
boats out without too much trouble. If your health gets low, just turn on
"Shark Vision" and grab something to eat, or grab a person off a boat; just
stay deep and keep moving.
When all the party boats are destroyed you will see a small cut scene, or
if you kill all the swimmers without being detected, you will get the same
cut scene a little sooner. A truck with some men drives up onto a bridge
and they begin dropping barrels into the cove. Then, the men then shoot
the barrels and they explode. You will be shown a refinery draining toxic
waste into the water, and you are then told to destroy The Refinery.
At this time, it would be a good idea to start grabbing your collectibles
from this area, because once you destroy The Refinery, this level will
be over. As you conduct your search, or follow this walkthrough, just be
careful of boats with armed men and watch out for the exploding barrels
when you get close to the bridge area. There are also a few Seaseekers
around so just keep alert.
Assuming you did not grab them as you saw them, follow these steps to get
all of your remaining items from this level. Return to the netting in the
West end where you began this level.
As you travel Southeast from the net, look inside the depression at the
bottom of the water for License Plate 11/45. If you didn't destroy it yet,
there will be a Seaseeker in this area. East from here, past the sunken
row-boat wreck, inside another small pit, is License Plate 12/45. Now
return to the sunken row-boat. Turn South and look for License Plate 13/45
in yet another small pit-like area. Head toward the East and approach the
shore. Follow along the shore (keeping the shore on your right-hand side
and proceed until you see License Plate 14/45 to the left of the broken
row-boat on the shore. Go East, keeping the shore on your right, and you
will find Tin Can 2/4 along the bottom. From this spot, turn Northwest and
you should be able to see the glow of Tin Can 3/4 on the bottom, far ahead
in the distance. You should now head in the direction of the green "Point
of Interest." This is where the explosive barrels are being thrown into
the cove from a bridge. In addition to the exploding barrels, there will
be a Seaseeker near the base of the bridge, as well as some very irritated
sharks. Take out the Seaseeker while avoiding the explosives, then swim
under the bridge and get License Plate 15/45 from the small alcove that is
behind the bridge. Be alert, because of the tight space it can be diffi-
cult to maneuver JAWS and for some reason the other sharks seem to attack
inside this area, even after destroying the nearby Seaseeker. JAWS's size
makes it hard to attack or defend yourself while in this alcove. If you
forget to take out the Seaseeker first, then the shark attacks will be more
intense. Once you have the Plate, swim out from under the bridge and get
Tin Can 4/4 (1,500 points, and also unlocks a movie clip) from the base of
the bridge support on your right. For the last item, continue along the
shore as before, keeping the shoreline on your right and you will come to
the toxic runoff from The Refinery. Avoid the spotlight or the guard in
the tower, and the guard on the dock will shoot at you. You will find a
Human Skeleton (3,000 points) at the base of the pier.
Now, with everything collected from this level, you can destroy The Re-
finery and get out of here. I would first kill the guard on the dock while
you are here, so he won't bother you later. It is very difficult, but with
a perfect Charge Attack jump, it is possible to sometimes knock the other
guard out of the tower, but I've only pulled this off like 3 out of 9
tries. (Being able to do this is most likely related to where you've added
your upgrade points. As I was working on this guide, I did a lot of test-
ing and did not really pay attention to what upgrades I had bought each
time I went through the level.) If you want some destruction points, you
can bust up the pier, docks, and nearby boat.
Next comes the fun part...you need to return to the bridge where the men
were dropping the explosive barrels, this is marked by the green mark on
your sonar. What you need to do, is wait for one set of barrels to ex-
plode, then quickly swim up and use your Bite and Hold (press and hold
"R1") to grab one of the unexploded barrels. Make sure to hold "R1" so you
don't loose the barrel, and take it back to the toxic runoff from The Re-
finery. Try to avoid the spotlight if you didn't get the man in the tower,
swim up to the runoff pipe and use "L2" to throw the barrel at the pipe.
When done correctly, the barrel will ignite and a chain reaction will de-
stroy The Refinery. If you miss, go back for another barrel and keep try-
ing until The Refinery is toast. As you attempt this, it is possible that
more rafts or Police boats may appear...just be alert.
As the Refinery explodes, the tide rises and you swim off into the night as
another level ends...
Level Summary: You should now have: 15/45 License Plates, 4/4 Tin Cans
from this stage (unlocks 1st of 6 movie clips), and
a Human Skeleton (3,000 points).
Open Ocean Notes: This area can now be accessed from Open Ocean: South.
On the map it is labeled as South Beach Cove. You
also have Side Challenge 16: HEAD RUSH, available.
Any missed items can still be found at their original
location from Story Mission 3, but when you return it
will be daylight instead of nighttime.
Game Completion: All Items found and Level completed you'll earn: 5.6 %
With Side Challenge 16 completed you'll earn: 6.6 %
Total Game Completion: 19.0 %
M04 Mission 4: Hunted
TIP: Upgrades to Health and Hunger are HIGHLY RECOMMENDED before you start
this level, if possible.
A tugboat pushes an unstable barge into a harbor as barrels of toxic waste
fall overboard. Later, we see two fishermen on a pier discussing what all
the searchlights are for. The fishermen expect to catch The Shark during
the Amity Shark Tournament. After all, they have the right bait, and a big
enough net...
This level begins with poor visibility as large fishing vessels troll back
and forth trying to catch you in their nets. There are also large baited
hooks hoping to tempt your appetite. Seaseekers, and to make matters
worse, barrels of toxic waste are scattered around as well, and getting too
too close to either will not be good for you. If you look at the toxic
chemicals leaking out of the barrels, it should be obvious Keep Away from
cloudy area near the barrels. I find that the most difficult part of this
area is a lack of anything that is safe to eat. If you take damage here,
there is no way to restore your health. (SEE REVISION UPDATE) So. do your
best to avoid any spotlights, because they will alert the boats and
Seaseekers to where you are, and try not to get too close to the toxic
waste barrels because they can be deadly. As always, since Seaseekers
cause your hunger bar to drop more rapidly, eliminate them with haste when
you spot them. They are also now armed with semi-powerful missiles that
can do more damage, so try to stay to the side or behind them when attack-
ing to preserve as much health as possible. If you can avoid the dangers,
this level is not too difficult, and can be completed in a very short
amount of time.
REVISION UPDATE: Upon revisiting the level, I found out that it is
possible to attack and destroy the larger fishing boats on the outer
part of the harbor. Then you can attack the people who fall overboard
as a source of food. On testing, I destroyed all the boats before I
entered the "inner" harbor area, but you could probably leave them here,
and return from the "inner" harbor if you need to replenish your health.
Just make sure you have enough health to attack the boat. Also, in
the "inner" harbor, I do not believe you can sink the Coast Guard boats,
I repeatedly attacked one with strong, upgraded attacks, and it did not
even move or show any signs of damage when I attacked it.
The first thing you need to do is find a way into the harbor, what I refer
to as the "inner" harbor because it's inside of a large concrete walled
area. You can work on that as you gather a few collectibles that are in
the area outside of the "inner" harbor, first.
To begin, swim to the Southwest until you come to a row of glowing white
marker buoys which actually indicate the edge of this level area. When
you reach the white markers, turn to your left so that the markers are on
your right-hand side. Staying near the bottom, and to the left of the
markers, follow along until you reach a rock wall and then keep to the left
as you continue to follow the wall. You will eventually come to a Pirate
Ship (3,000 points.) I've noticed that when I approach the Pirate Ship, it
usually appears to be near the surface of the water, but when I turn to
grab it, it is actually on the bottom of the harbor.
Continue along the wall, and next you will come to License Plate 16/45.
Now turn East and you should see a cable attached to an electrical box.
Destroy the box, and a cut scene will show a guard tower explode with a
shower of sparks as it is short circuited. This reduces the number of
spotlights that you will have to avoid. From the electrical box, swim
East and around the outside right edges of the larger rocks until you see
another License Plate 17/45. It is likely you will run into a Seaseeker in
this are so be prepared to fight, if it appears. Go East a little further,
and you will come to another electric cable. Follow this cable to the
Southwest and destroy the electrical box, just like before, to put out
another guard tower. Keep following this cable to the wall, and collect
Tin Can 1/4.
You are now at the entrance to the "inner" harbor area, but the main gate
is still closed. Look to the Northwest and you should find one last cable
and another electrical box, you should know what to do, just be careful of
the large fishing nets as the boats pass through this area. Just a note,
if you haven't already realized it, each of the electrical boxes you de-
stroyed was represented by one of the green "Point Of Interest" marks on
your sonar display.
After another shower of sparks, the harbor gate is now opened, and your
next objective is to destroy the Toxic Barge. Inside this area there are
at least 3 Seaseekers armed with missiles, and a lot more searchlights to
avoid. Getting spotted by a light will almost certainly be deadly, because
the Seaseekers will find you very fast, and there is still no safe food to
eat, so you cannot restore any lost health. (Hopefully you've added at
least 1 upgrade to your "Hunger" before this level, or by now, your pro-
bably close to losing "Health.")
So, enter the gate of the "inner" harbor to the Southwest, and then turn to
your right and swim along the wall. Follow along the wall and when you
reach a corner in the Southwest, you will find Tin Can 2/4. Travel along
the wall further and you will eventually come to a large pipe going through
an underwater fence. Under the pipe you can get License Plate 18/45, but
look out for the nearby Seaseekers and still be careful to avoid the spot-
lights. After you get the Plate, enter the pipe and swim through. Inside
the pipe you will find Tin Can 3/4 at the right-turn bend. When the pipe
ends, just as you pass through the fence, there is usually a Seaseeker to
the left, but once you've destroyed it, you want to resume your travel
along the wall to the West. Avoid the toxic waste, and find another
License Plate 19/45 in a far corner along the wall. Keep following the
wall and you will find the last Tin Can 4/4 directly under the Toxic Barge.
You'll be back for the barge shortly, but for now, follow the wall until
you get to the last License Plate 20/45.
Reverse direction, following back the way you came along the same wall and
you will come to a blue (explosive) barrel underneath of another barge.
You need to take this barrel using your Bite and Hold technique, and then
throw it onto the deck of Toxic Barge. It will take two direct hits to
destroy the barge and complete your objective and this level. If you need
more barrels, just Headbutt (Charge Attack) the barge where you got the
first barrel. It is indicated as a "Point of Interest" on your sonar, just
in case you get lost. Aim for the large tanks at the end of the Toxic
Barge and after two good hits the barge will explode in a ball of flames,
followed by a cut scene showing you weaving your way through the hail of
explosions as you escape once more into the night.
Level Summary: You should now have: 20/45 License Plates, 4/4 Tin Cans
from this stage (unlocks 2nd of 6 movie clips), and a
Pirate Ship (3,000 Points.)
Open Ocean Notes: Gain access to the area from Open Ocean: West. Head for
the Grand Occasus Harbor on the Southwest side of Amity
Island. Side Challenge 31: LIGHTS OUT is now available
also. All unfound items will be in the same location as
in the Story Mission.
Game Completion: All Items found and Level completed you'll earn: 5.6 %
With Side Challenge 31 completed you'll earn: 6.6 %
Total Game Completion: 25.6 %
M05 Stage 5: Predator In The Bay
The opening cut scene of this level shows a view of some oil platforms lo-
cated at Old South Beach, as viewed from an unseen helicopter. Next, some
divers near shark cages are seen diving near the wreckage of an old sunken
submarine. Finally, a small shipyard (Avril Bay) with Coast Guard Boats, a
large underwater fan, and another view of the oil platforms is shown as the
level begins and you find yourself in the middle of a very deep bay.
There are several threats to your safety in this new level. Dolphins will
seem to constantly appear out of nowhere and will attack you when you are
near. Even though they are not the biggest threat in this new area, the
dolphins can still issue a fair amount of damage if you don't stay alert to
their presence. There are also divers armed with spear guns, which can
also cause quite a bit of damage if you stay in their range or let them
keep shooting at you, instead eliminating them. On the corners of the oil
platforms are automatic guns that follow the beams from the searchlights,
and are extremely accurate. One final noteworthy new enemy you will en-
counter as you explore this level, is a very large and powerful Coast Guard
Cutter, which will follow you wherever you go until you find a way to stop
it. Unlike any other enemy you've encountered so far, the Coast Guard ship
is impervious to your physical attacks alone, so it needs to be delt with
in a different manner.
The first objective given to you as this new level begins, is to destroy
the oil platforms (there are three in all). This level consists of two
main areas, the open bay, where the oil plaforms are, and the old shipyard.
You should swim towards the green "Point of Interest" to the North, which
is actually the sunken sub seen in the opening cut scene of this level.
Needless to say, the shark cages and divers must go. There are two divers
inside two shark cages and a boat on the surface. If you attack one of the
divers, the other one will sometimes escape, and the boat will disappear.
I assume he decided to split before he became the next meal. If this
happens, you will loose the opportunity to gain points from destroying
their boat. Therefore, if you intend to kill the divers, take out the boat
first, and there won't be an easy escape for either one.
The sunken submarine will be your "home base" as you stage your attacks on
each of the three oil rigs. From the center section of the wreckage, the
three oil platforms lie generally to the Northwest, West, and to the South-
east. Inside the central section of the sub, pick up License Plate 21/45.
Look in between the center section and the tail (located to the South) of
the sub, and you can see some torpedoes scattered on the ocean floor.
These will be very helpful in destroying those oil platforms, and that
pesky Coast Guard Cutter. Be aware, that dolphins seem to concentrate
around the sub, and also near the oil rigs. It's like they are trying to
try to protect the humans. Stupid mammals.
So, it's now time sink a ship. Swim down and grab one of the torpedoes by
using your Bite and Hold (Tap and hold "R1") move, then surface to look for
the Coast Guard. Usually, if you just swim in a large circle in any
direction, you should find it without any problem or it will just find you.
While still holding the torpedo, try to approach the ship from either side
(this will give you a larger target to aim at), and use "L2" to launch it
at the boat. Return to the sub, rearm yourself and repeat. It should take
three hits, and this Coast Guard vessel will be no more. When you are
carrying out your torpedo attacks against the Coast Guard, be sure to avoid
the oil platforms (red circles on your sonar) because the guards on the oil
rigs will shoot the torpedo you are holding and the results won't be good.
With the Coast Guard out of the way, you can begin your attacks on the oil
platforms. It does not matter what order you attack the platforms, but
there are 3 basic steps that should be followed with each one.
First, on each corner on the platforms, there are seachlights which must be
put out before you try to bring a torpedo to the platform.
Second, not actually necesssary but helpful, is to eliminate any divers who
are in the water around the platforms. Their spear guns won't detonate the
torpedo, but they still cause damage when they repeatedly shoot you.
The third and final step is to actually attack and destroy the platform.
You can use the torpedoes from the sunken sub, or in the open water you can
also find small canisters (sometimes indicated as a "Point of Interest")
that will explode when thrown with force at the oil rigs. I personally
prefer the torpedoes, they are always easy to find, and relatively easy to
aim and throw at your target. Each platform is built on four large support
columns. Using either torpedoes or the explosive canisters, you need to
destroy two of four the supports, on each platform, in order to complete
this objective. If you use torpedoes as your weapon of choice, it will only
require two hits. One for each support that you need to destroy.
(Suggested Order For The Attack Run)
First head to the Southeast oil platform. On each corner of the platform,
above each support, is an automatic gun that follows the beam of the
searchlight. You need to destroy at least one of these, but not all of
them. I prefer to take them all out because if you are accidentally caught
in the beam of light, the guns will instantly shoot you, and if you are
holding a torpedo, this will cause extreme damage. Also, there are usually
some divers armed with spear guns; you should kill them so they don't keep
shooting at you. Now, with the immediate dangers (the divers and the
automatic guns) eliminated, return to the sub to get your torpedo. With
the torpedo in your mouth swim back to the oil platform and use 'L2' to
throw it at one of the supports. If you hit the support correctly you will
hear a small explosion and smoke will begin to pour out of the damaged
support. Go back to the sub for another torpedo and repeat the attack on a
different support. After successfully destroying two of the four supports,
you will get a mini cut scene of the upper section of the oil platform
exploding.
One down, two to go. The procedure is the same for the remaining two oil
platforms. At the platform to the West of the sub, you can find License
Plate 22/45 at the bottom of the ocean, near the platform's base. Also,
there is a medium sized Coast Guard boat at the West platform as well.
This boat can be destroyed by any direct attack, or for fun, you could just
torpedo it like the Coast Guard Cutter or the oil platforms.
After all three platforms have been destroyed, you will be given another
task, "Find the entrance to the power generator (the large fan shown in the
opening cut scene) below the shipping yard." Your next destination is to
the East. As you travel to the East, you should run into a large wall,
when you do, turn to your North (wall will be on your right now) and swim
in this direction until you see Tin Can 1/4. If you reach the white buoys
that mark the boarder of this area, and you don't find the Tin Can, just
turn around and follow the wall in the opposite direction.
With the Tin Can collected, turn back to the South. Follow the wall, but
do not turn into the opening of the shipyard when you pass it on your left.
Instead, stay near the wall and keep following it until you come to License
Plate 23/45 floating next to a breakable set of bars in the wall. Take the
Plate and continue along the wall to the South and you will see a large
rock on the right that forms a narrow channel between the wall and it's
base. Now surface and swim clockwise around that large rock and you will
see a Mermaid (3,000 points) floating just above the surface of the water.
Return to where the bars were in the wall and smash your way into the
shipping yard. (Yes, you could have just swam into the opening a few yards
to the North, but this way you get a few points for breaking the bars.)
Inside the shipping yard, first turn North (to your left). You can destroy
the two large water towers that you will find, and of course, take Tin Can
2/4 from underneath the one to the North. Stay inside the shipping yard
and continue to follow the wall and you will come to License Plate 24/45 in
the corner. If you proceed along the wall in this direction, you will come
to an area that has five medium sized Coast Guard boats (like the one found
near the Western Oil Rig) that can be destroyed for points. Just don't
stay near the surface, because even though the boats aren't manned, there
are Coast Guardsmen who will shoot at you from nearby. After destroying
all of the boats on this side of the shipyard, reverse direction and swim
back along the wall to where you came through the barred opening. Now,
swim along the wall to the South and you will find License Plate 25/45.
If you see the opening in the wall, that's one of two entrances into the
power generator. You can go in through either entrance, any grey shutter
doors will open automatically, you just have to break the bars with your
Charge Attack. When you enter the power generator room, be prepared to
swim along the outer edge of the inside of the room, and do your best not
to get drawn into the fan. As you swim around the room be sure to grab Tin
Cans 3 and 4. You will need to attack bot the black and the red column
that feed power to the fan. I do not know the cause, but your health will
begin to drop steadily as you swim around the room so try take out both
tubes by using your Charge Attack, as quickly as possible. Once the tubes
are destroyed, pay attention to the message and get out of the generator
room immediately.
Exit the generator room fast enough, and you will safely swim away as the
power generator explodes and rains debris all over the shipping yard.
If your health is low, try to get something to eat as soon as possible.
As you swim away from the shipyard, you will get a new cutscene, Michael
Brody is tracking you down from the Aurora II research ship, the same one
he used to capture you with at the end of Story Mission 1. You will need
to put an end to his pursuit. Head for the sub wreck, and eliminate the
Aurora II the same way you did the Coast Guard Cutter earlier. The
Aurora II will sink after three torpedo hits.
As the Aurora II sinks, an EVIRONPLUS helecopter swoops down and rescues
Michael from his sinking research vessel. It seems ENVIRONPLUS has hired a
professional Shark Hunter to kill you. Mayor Vaughn has also put a new
bounty on your head as well, and the Shark Hunter intends to collect...
Level Summary: You should now have: 25/45 Licence Plates, 4/4 Tin Cans
from this stage (unlocks 3rd of 6 movie clips), and a
Mermaid (3,000 points.)
Open Ocean Notes: The area can be re-entered by traveling to the Old South
Beach Piers (Avril Bay) in Open Ocean: South. You can
also access Side Challenge 32: SWIM FOR LIFE. When you
revisit this area from Open Ocean, the power generator
room is no longer revisitable. Tin Cans 3 and 4 will be
relocated outside the former location of the generator
room. They can be found in the Southern section of the
shipyard as you swim toward the generator entrance.
Game Completion: All Items found and Level completed you'll earn: 5.6 %
With Side Challenge 32 completed you'll earn: 6.6 %
Total Game Completion: 32.2 %
M06 Stage 6: The Angry Armada
Early morning finds two small sport fishing boats setting up for a hunt.
Two men on one boat in particular are talking about being the first crew
out this morning. One fisherman says to the other, that The Reward is as
good as theirs. The second man asks the first if the gear is ready, be-
cause as he puts it, he "...Don't want to end up like that science guy,
Brody"...then you arrive and all hell breaks loose...
Trying to explain the objectives and how to finish this level is very easy.
However, due to the design of this area, explaining how to find all of the
hidden items is extremely difficult. In order for my explanations of how
to find the hidden items to make sense, you MUST NOT MOVE as soon as you
begin the level. Just read ahead...
This level is quite simply several waves of boats that get progressively
larger and stronger, until the final "boss" encounter at the end. This
area has very little in the way of distinguishible landmarks, so I'm going
to do my best to explain where to find the hidden items, but two are very
hard to find, and even harder to direct you to..
As soon as the level begins, dive straight to the bottom, and look to your
Southwest, and you should see a License Plate 26/45. After taking this
plate, turn to your Northeast and head in this direction slowly, and you
should see License Plate 27/45 a few yards ahead. The next plate is a
little more difficult to find. Generally, head North from plate 27 and,
stop and look to your right every few yards; you should eventually see the
plate glowing on your right in the distance. While searching for this
Plate, move slowly so that you do not bypass it accidentally. Now, with
this Licence Plate 28/45, in your possession, proceed to the markers at the
end of the area to the North. Once near the white buoys which mark the
boarder of this area, look to your Southwest and you should see a large
pole sticking out of the water, with an observation platform mounted on the
top. At the base of this pole is License Plate 29/45.
All I can tell you about the last Plate is that it is somewhere near the
other end of this area. Avoid the boats, and carefully swim along the sur-
face to the South. As soon as you can spot the other (Southern) observa-
tion tower, begin your search slightly below the surface, and to your
right. The tower should be barely visible when you start your search, if
you can clearly see the tower, you are too close. This plate is not at
the bottom of the ocean, but only a few feet below the surface.
Also somewhere near the center of this area, is a Message In A Bottle
(3,000 points). It is very small and is literally floating on the surface
of the water, I usually luck into finding it while fighting the boats
above. It's actually easier to spot if you are below the surface because
the faint glow is more visible. I just suggest that you keep an eye out for
it as you swim around. You may find it necessary to return from Open Ocean
after you complete the level. As long as you pay attention to your health,
and don't aggressively go after the boats until you find the last two
items, the only thing preventing you from finding them will be your own
patience. If I can find a more accurate way to give the position of the
last two items, I will include updated instructions in a future update of
this walkthrough, just check the Revision section to see if I have updated
the item locations for this Story Mission.
The good news is that there are NO TIN CANS in this level.
So, wave after wave of fishing vessels will attack you, and you can take
them out with any attacks you see fit. I find well placed Body Bombs and
a fully charge Tail Whip will make short work of most of the boats without
any problem. Try to avoid the nets, and as always, stop to eat if you need
to refill your health.
When you get near the end of the level you will see sport fishing boat with
orange trimmed paint designs on it's sides. I believe this is supposed to
be ENVIRONPLUS'S Shark Hunter, who is trying to collect the Mayor's Reward.
His boat does not require any particular strategy, it just seems to be more
durable than the rest, so it will take more hits to sink it. Once you've
caused enough damage to his boat, you will get a cool cutscene. Simular to
Quint's death near the end of the original JAWS film, the co-pilot of the
Shark Hunter's boat gets devoured as you leap onto the deck the sinking
boat.
Unfortunately, the Shark Hunter escapes by jumping onto speedboat that
comes racing by to rescue him, at the very last second. As you give chase
to the escaping boat, a Coast Guard Super-Cutter cuts in between you and
your intended prey.
This Coast Guard ship is a lot more powerful than the earlier version that
you faced before. Be careful of the orange canisters that it throws at
you, because some of them emit a strong electrical discharge that both
damages and stuns you, making you more vulnerable to attack. Additionally,
it brought backup. Newer, stronger mini-sub Seaseekers will also join in
the fight. Use your sonar to locate explosive canisters and make repeated
attack runs at the Coast Guard ship. It will take eight direct hits to de-
troy your enemy, allowing you to escape and end this level.
Level Summary: You should now have: 30/45 License Plates, and a Message
In a Bottle (3,000 points).
| « Previous Page | Next Page » |
