Terror at Amity Island - A Strategy Guide to
                  Jaws:Unleashed for the Sony Playstation 2.


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                     Copyright and Trademark Information
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                        Written By: Wayne Pietra, Jr.
                              ranger05@msn.com
                              Version: 2.07
                               April 13, 2007
                     Copyright 2007 Wayne W. Pietra, Jr.

This work may not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission.  Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.

As of this update, due to numerous requests, I have authorized the following
websites to post this strategy guide/faq.:

www.gamefaqs.com
www.cheatcc.com
www.1up.com
www.cheathappens.com
www.gamerstemple.com
www.supercheats.com
www.gamerhelp.com
www.honestgamers.com

If this guide is found on any other web site, the name of that site should be
reported to me immediately.  Thank You.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

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                             Table Of Contents
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   I. Author's Introduction

  II. Recommendations and Tips

 III. About Ability Points

  IV. Modes of Gameplay: Story Missions Vs. Open Ocean (Free Play mode)


                            THE WALKTHROUGH


   V. The Story - Story Missions

     M01 Stage  1   Tutorial (Also known as "The Arrival", in Open Ocean)
     M02 Stage  2   The Break Out
     M03 Stage  3   The Dead Of Night
     M04 Stage  4   Hunted
     M05 Stage  5   Predator In The Bay
     M06 Stage  6   The Angry Armada
     M07 Stage  7   A Taste For Blood
     M08 Stage  8   The Deep
     M09 Stage  9   The Facility
     M10 Stage 10   Blood On The Beach
     M11 Stage 11   The Final Chase

  VI. Open Ocean (Free Play Mode)

     Side Challenges

     SC01  BARRELS OF FUN
     SC02  SEAL WHIP
     SC03  BAY PATROL BLOOD BATH
     SC04  DOLPHIN SIGHTSEEING JUNKET
     SC05  DOG GONE
     SC06  FLIP THE BIRD
     SC07  REALITY TV
     SC08  ROW YOUR BOAT
     SC09  SHEEBANG!
     SC10  THE BENDS
     SC11  THE BEST LAID PLANS
     SC12  TROUBLE AND STRIFE
     SC13  TO KILL A KILLER
     SC14  UNDERTOW
     SC15  UP A CREEK
     SC16  HEAD RUSH
     SC17  MINE ALL MINE
     SC18  RETURN TO SENDER
     SC19  GET MR. STRIPES
     SC20  LOSING YOUR HEAD
     SC21  SCAVENGE
     SC22  THE GAUNTLET
     SC23  MANIC MAZE
     SC24  CATAMARAN JAM
     SC25  OH PUPPY
     SC26  ORCA REVENGE
     SC27  SHARK FRENZY
     SC28  DOLPHIN FRENZY
     SC29  THAR SHE BLOWS
     SC30  DEEP CHASE
     SC31  LIGHTS OUT
     SC32  SWIM FOR LIFE

 VII. Collectibles, Rare Items and Rewards

     Tin Cans
     License Plates
     Rare Items
     Treasure Chests
     Unlockables/Game Cheats
     "Ultimate JAWS"

     100% Completion - How Game Completion is measured

VIII. Sightseeing and Points of Interest

VIX. Acknowledgments, Credits and Revisions


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                           I. Author's Introduction
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     I want to thank you for choosing this guide to Jaws:Unleashed.  It is my
intention to provide a clear and easy to follow explanation of what the
specific goals or tasks are in each Story Mission and Side Challenge stage.  In
this walkthrough, I will tell you exactly what the goals are and I will show
you how I completed each requirement.  However, there can be more than one way
to achieve your goals and as such, feel free to use my suggestions but also
have fun and experiment.

     This is my first attempt to write a walkthrough and I hope it will be as
useful and informative to you, the reader, as it was fun for me to create. If
there are any suggestions on how I may improve this walkthrough or other
important information that you think I should include, please contact me at the
above e-mail address. In future updates I will be sure to credit anyone who
submits any used suggestions. To have suggestions reviewed, please be sure to
include "Jaws:Unleashed Suggestions" as the subject line of your e-mail or your
submissions will be ground into chum with the rest of my unsolicited junk mail.
Also, any feedback positive or negative will be greatly appreciated.

                                      Thanks,  WWPJR

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                          II. Recommendations and Tips
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First:     For anyone who has not yet played Jaws:Unleashed or just want to get
           a better sense of what the game is like, this is for you. If you are
           extremely picky or believe that a game should not be released unless
           all the bugs and glitches are worked out - goodbye.  If you allow
           your own judgement or opinion of a game to be pre-determined by
           someone else's negative reviews - then don't bother.  However, if
           you can overlook a somewhat irritating camera (at times), and a game
           that does admittedly have quite a few bugs....then jump on in the
           water is fine.. the only thing to fear is YOU, because you are JAWS.
           You will find a game that features an easy to learn but tight
           control system with both structured (Story Missions) and open-ended
           (Open Ocean) game play based on the entertaining JAWS Movie License.

Second:    As I noted, this game does have a few flaws and glitches so, I do
           recommend that you save your progress anytime that you complete
           a Story Mission, Side Challenge, or upgrade an ability.  This will
           ease the pain of that unexpected but probably inevitable "game
           freeze" or "lock-up."

Third:     "Shark Vision" is not only a cool visual effect but a very helpful
           and useful tool.  When activated, the green glow will often high-
           light objects or items that may be helpful for solving whatever
           puzzle you are trying to solve.  In addition, I have noticed it will
           usually show fish that are safer to eat as opposed to harmful or
           poisonous.  So, don't overlook this useful tool.

Last:      Anyone who frequents the message boards already knows there are more
           rumors than you can count about the various hidden or secret boss
           creatures or fights.  As of this writing and to the best of my
           knowledge, any creature that you can view in the "ANIMAL BIOS"
           section of the "EXTRAS" menu can be found and viewed in the Open
           Ocean.  This does not necessarily mean you can directly interact
           with or attack these animals.  If I can reliably prove any of these
           rumors are true, I will include instructions on how to find and
           interact with these animals in future updates of this guide.


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                             III. About Ability Points
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As you progress through the game completing Story Missions, Side Challenges,
finding collectibles and/or treasures, and destroying property, you are awarded
points which can be used to upgrade your abilities.  The game instruction
manual explains what each of these abilities is for, but I think most new
players overlook the importance of one ability in particular, Hunger.  Your
"Hunger" meter will consistently deplete itself as you play and if it gets low
enough then it will begin to deplete your health as well, which can obviously
lead to an early death.  Whenever you take damage your health drops and if you
eat a creature or a person your "Health" bar is restored.  However, if your
"Health" bar is dropping because of your "Hunger" bar, you have to eat enough
to restore both your "Health" AND "Hunger" bar.  So, it is important to keep
this in mind as you progress later in the game.  You don't want to have to
worry about your own "Hunger" killing you while you're trying to fight a stage
boss or stronger enemies.

As you earn points, each ability can be upgraded a maximum of 4 times, as long
as you have earned enough points.  You start out with 1 upgrade in each of your
five abilities.  For the sake of explanation, consider each row of upgrades as
a level.  So, you have four additional levels for each ability.  Your upgrades
will cost as follows:

      First Level Upgrade: FREE, all five abilities start at level 1.
     Second Level Upgrade: 10,000 points each.
      Third Level Upgrade: 20,000 points each.
     Fourth Level Upgrade: 40,000 points each.
      Fifth Level Upgrade: 80,000 points each.

For your FIRST upgrade, It DOES NOT matter where you apply your points.  As you
upgrade your abilities you will be awarded more advanced attack moves based on
the following criteria:

First Upgrade: Buy ANY Level 2 upgrade and get: "BODY BOMB: CHARGE ATTACK OUT
OF WATER THEN QUICKLY PRESS UP TO PERFORM THIS MOVE."

When you purchase ANY Level 3 upgrade you receive:  "CORKSCREW ATTACK: ONCE
CHARGE ATTACK AND TAIL WHIP ARE FULLY CHARGED, RELEASE THE CHARGE ATTACK FIRST
AND THEN THE TAIL WHIP TO PERFORM A CORKSCREW ATTACK."  (A very powerful
spinning attack if performed correctly.)

As soon as you have added a Level 3 upgrade to BOTH POWER AND SPEED, you will
receive: "POWER TAIL WHIP: FILL UP YOUR TAIL WHIP AND THEN BITE AND HOLD A
VICTIM.  RELEASE THE VICTIM FIRST AND THEN QUICKLY RELEASE THE TAIL WHIP"
(If this attack is done correctly it will cause instant dismemberment.)

After you add Level 4 to ACCURACY you will unlock: "SURFACE THROW & CATCH:
WHILE HOLDING A VICTIM USING THE STEALTH ATTACK, PRESS THE BITE BUTTON.  YOU
WILL LAUNCH YOUR VICTIM INTO THE AIR, AND THEN RE-BITE YOUR TARGET, CAUSING
INSTANT DISMEMBERMENT"  ( A Neat thing about this trick is that if you are
fighting and use this move successfully, it also restores your Health instantly
as well.)


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        IV. Modes of Game Play: Story Missions Vs. Open Ocean (Free Play)
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In Jaws:Unleashed there are two distinctive game play modes Story Missions and
Open Ocean.

In Story Missions, which is available from the beginning, the plot or story of
the game is revealed by cut scenes and progressing through each mission.
Each Story Mission can be found by traveling to the red dot indicated on the
in game map of Amity Island.  As you play the game, you can choose to ignore
the Story Missions and just roam around exploring the area, attacking whatever
you want or attempting the Side Challenges found in the Open Ocean; but this
option does not become available until after you complete Story Mission 2 "The
Break Out."  If you choose to continue the Story Missions and complete the
"Story" of the game, you will still be able to play in Open Ocean and finish
any Side Challenges you missed, search for collectibles you may have missed,
revisit the completed Story Mission areas or just continue to terrorize the
locals.

Once Open Ocean becomes available, then you gain access to the whole map of
Amity with a few exceptions.  You will not be able to access areas that have
story elements related to them until you have completed the Story Mission for
that specific area.  While the Story Missions must be completed in a specific
order, the Side Challenges can be completed in any order you see fit.  The Side
Challenges are only accessible in the Open Ocean by revisiting completed Story
Mission areas or by visiting certain Non-story related areas (See sections on
Side Challenges or Sightseeing for more info.)  They offer a series of mini-
games which give specific challenges that are designed to help to develop your
skills and techniques and reward you with points to upgrade your abilities.  I
found it beneficial to work on some of the Side Challenges as I played so that
I could upgrade my abilities as I progressed through the story but, that is a
choice left up to you....  Be aware that in Side Challenge, Story Mission, and
Non-Story specific areas your in game map of Amity Island is unavailable.  You
can only use the map while in the Open Ocean.  In Open Ocean you can also
explore and look for Treasure Chests or revisit previously completed Story
Mission areas in case you missed any of the hidden collectibles.  You also have
the option to attack boats, swimmers and sea life, causing terror and
destruction.  Remember, destroying physical property = more points to buy
upgraded abilities.  If you cause enough damage, then innocent civilian craft
may be replaced by/or protected by armed Coast Guard or Police vessels, and if
you have progressed far enough into the Story Missions, this armed response can
escalate up to, and include a Coast Guard Cutter and Armed Helicopters.  I will
give a description of the different levels of retaliation in the Open Ocean
section.


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                          T H E   W A L K T H R O U G H
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For each Story Mission, I will show you the objectives, tell you at least one
way to complete those objectives and show you where to find all the hidden
items as you complete the level.  ANY items not collected, or if you just chose
not to gather them during the Story Mission, CAN BE FOUND if you return to the
completed Story Mission area from Open Ocean.  In some cases, their location
may change due to the events of the story and if this occurs, I will tell you
the new locations.  Additionally, for the purpose of this walkthrough, as I
completed each Story Mission, I returned from Open Ocean and completed the Side
Challenge that became available once that particular Story Mission was
completed.  At the end of each Story Mission walkthrough you will find the
following:

      Level Summary: Lists all hidden items that can be collected from this
                     area, and any new capabilities earned by finishing the
                     Story Mission.

   Open Ocean Notes: Explains how to return to this area from Open Ocean and
                     lists if any of the hidden items have been relocated to a
                     different position than where they were in the Story
                     Mission.  This section will also list the Side Challenge
                     that is available if you return to this area from Open
                     Ocean.

    Game Completion: This section will tell you what game completion percentage
                     you earn by completing this Story Mission and finding all
                     the hidden items in this level.  It will also include an
                     adjusted earned completion for completing the Side
                     Challenge found in this area by returning from Open Ocean.
                     The final listing will be your Total Game Completion, up
                     to and including this Story Mission and Side Challenge.
                     (These completion percentages will be based on two very
                     specific points:  1. You DO NOT collect any Treasure
                     Chests while in Open Ocean, AND  2. That you DO NOT com-
                     plete ANY ADDITIONAL Side Challenges, yet.)  If you do
                     collect any Treasure Chests or complete any other Side
                     Challenges then your completion percentages will not match
                     the progression totals given throughout this walkthrough.
                     A full explanation of how these percentages are calculated
                     can be found in section VII: Collectibles, Rare Items and
                     Rewards under the sub-section "100% Completion - How Game
                     Completion is measured."


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                            V.  Story Missions
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In summary from the game manual - It is now 30 years after the events of the
original JAWS.  Larry Vaughn, Jr., (son of Mayor, Larry Vaughn from the
original JAWS movie) now Mayor of an "economically booming" Amity Island, has
formed a partnership with Steven Shaw, CEO of EVIRONPLUS, a large corporation
that will bring a lot of jobs and money into Amity's community.  Michael Brody
(oldest son of  Police Chief, Martin Brody of the original JAWS movie) is now a
marine biologist studying and protecting the waters of Amity.  As Mayor Vaughn
prepares for the "Gala 4th Of July" celebration, you arrive ...and the Terror
AT Amity Island can begin....

M01 Stage  1: The Tutorial (also known as "The Arrival" in Open Ocean)

    A brief cut scene will set up the above story and then you will appear in
    a small waterway with rock walls to the West and East of you.  The Tutorial
    is pretty straight forward with on screen instructions.  Generally, all you
    have to do is proceed toward the South.  There are 9 tips located through-
    out The Tutorial and as long as you head in a southerly direction, you
    should find them without any problems, but I will still guide you to each
    one.

    As you start out, if you try to turn around and swim North you will come to
    an area where "the current is too strong" which is game lingo for "you've
    reached the end of the game map" and you may notice several very large
    Whale Sharks.  At this time and place you cannot attack them, but you can
    find them later in Open Ocean and show them your teeth ... but back to the
    walkthrough, for now.

    The Tutorial is generally divided into two main areas and is relatively
    safe.  Begin by using "X" to swim directly ahead and aim for the white
    swirl in front of you - in this level these swirls indicate Tutorial
    Messages and you should try to find all 9 that are in this level.  So,
    proceed to this tip.

    "TUTORIAL 1 OF 9: DISCOVER ALL NINE TUTORIAL MESSAGES FOR A BONUS."

    Continue South (straight ahead) at about this depth and you should come
    to the next Tutorial:

    "TUTORIAL 2 OF 9: PRESS R1 TO BITE PREY.  PREY WILL APPEAR ON THE SONAR AS
    YELLOW DOTS.  WHEN EATING PREY, YOUR HEALTH (THE RED BAR ON THE HUD) WILL
    INCREASE."

    Proceed to the South through the arch shaped rock formation.  Look at the
    glowing item at the top of the arch as you pass through, this is a License
    Plate.  There are 45 hidden throughout the Story Missions and each one is
    worth 1,000 points and adds .1% toward your game completion.  Collecting
    all 45 will also unlock a bonus which I'll detail later in the walkthrough
    so, go ahead and get this one now by using your Bite (R1).  Then continue
    to the South and on to the next Tutorial.

    "TUTORIAL 3 OF 9: HOLD DOWN L1 TO FILL YOUR CHARGE ATTACK METER.  RELEASE
    L1 IN ORDER TO PERFORM THIS MOVE.  YOU HEADBUTT OBJECTS USING THIS
    TECHNIQUE.  TRY IT ON THE BOAT: YOU WILL EARN POINTS FROM DESTROYING
    PROPERTY.

    The boat is slightly in front of you on the surface of the water.  It will
    take two good Charge Attacks to sink the boat then if you want, you can
    eat the boat's driver.

    Again, further South you will run into the next Tutorial.

    "TUTORIAL 4 0F 9: HOLD DOWN L2 TO CHARGE YOUR TAIL WHIP.  TRY USING THIS ON
    THE DIVER CAGE."

    As you are still a weaker version of the shark you will later become, be
    cautious of the diver in the shark cage; too many hits from his spear gun
    CAN and WILL KILL YOU.  But you should have no problem using the Tail Whip
    to hit the cage and if you want, use the Headbutt (Charge Attack move)
    also, to destroy the cage.  Once the diver is outside the cage, it's in
    your best interest to make sure to kill him so he won't keep attacking you
    from a distance with his spear gun.  Divers are also armed with a knife so,
    if you try to eat him, he will try to stab you.  A little reminder, all
    sharks are drawn to blood in the water, even from great distances.  In this
    game the same is also true so, when you attack the diver, expect company as
    his blood is spilled.  Just be mindful of your health and if you need to,
    backtrack and eat some fish or seals to recharge your health meter.  To get
    some extra points towards ability upgrades you can also destroy the boat,
    but it is not required.

    Once you have devoured the diver from the cage you can proceed South to the
    next Tutorial.
 
    "TUTORIAL 5 OF 9:  THE SEASEEKER ON THE OCEAN FLOOR IS MAKING YOU HUNGRY.
    DESTROY IT TO STOP YOUR HUNGER FROM BEING DRAINED.  IF YOUR HUNGER METER
    (GREEN BAR ON THE HUD) IS COMPLETELY DRAINED, YOU WILL BEGIN TO LOOSE
    HEALTH UNTIL THE METER IS REFILLED BY FEEDING ON CREATURES."

    Take notice, Seaseekers (small robotic mini-subs) increase the rate that
    your hunger bar drains.  They also have the same effect on other sharks
    in the same area and this makes those sharks more aggressive, as well.  If
    you encounter Seaseekers and intend to remain in the same area that they
    occupy, then it is to your benefit to destroy them, as soon as possible.
    Also, later in the game once you've completed a few of the Story Missions,
    the Seaseekers become armed and will actively attack you if they are in
    your vicinity.

    In the earlier stages before you become real powerful, your Charge Attack
    seems to be most affective against the Seaseekers.  So attack and destroy
    that Seaseeker and be aware, because there are some sharks other than the
    Whale Sharks in this area that CAN and WILL attack and you, even if left
    alone.  Once the Seaseeker is destroyed, the next Tutorial is to the South
    just below the surface of the water.



    POSSIBLE BUG NOTICE:  "TUTORIAL 6 BUG" - As you approach the area with
    Tutorial 6, you will also trigger another on screen instruction set that
    tells you how to target an enemy.  On repeated playthroughs while gathering
    additional data for this walkthrough, I noticed that Tutorial 6 would not
    display.  You should actually see on screen "TUTORIAL 6 OF 9..." if not,
    you will not receive credit for finding it.  Don't panic, there are several
    easy fixes for this problem if this happens to you.

      1. Just continue with the on screen lessons and keep following this walk-
         through up to the BUG REPORT: RETURN POINT, and then return to
         Tutorial 6 to see if the message will display.  If so, just return to
         the BUG REPORT: CONTINUE POINT 1 to continue the walkthrough where you
         left off.

      2. If however, the above step does not work, go back to the BUG REPORT:
         CONTINUE POINT 1 and do the following.  Continue through the cave
         where you are instructed to do so.  This loads the game data for the
         next area of this level.  Now, come back through the cave (this will
         force the game to reload this area again) and go back to the Tutorial
         6 swirl.  By reloading this area again, it normally clears up the bug.
         After you receive the Tutorial 6 message, you need to swim back out
         through the cave to continue your walkthrough.


    "TUTORIAL 6 OF 9: PRESS "TRIANGLE BUTTON" TO ACTIVATE "SHARK VISION"."

    As you proceed South, you will see several divers and some on screen
    directions will explain how target lock and target selection works.  You
    can then kill the divers or continue South, if you wish.  You will approach
    an area where the rock formations appear to close in but you can fit
    through the narrow area directly in front of you, just swim closer to the
    surface.

    When you enter the next section, another prompt will explain that green
    markers on your sonar indicate "Points of Interest."  These are also often
    key to finding solutions or help with the game's puzzles, as well.

    Directly ahead you will see the next Tutorial marker.

    "TUTORIAL 7 OF 9: EAT THE DIVER IN THE CAGE.  MAIN OBJECTIVES APPEAR AS A
    RED CIRCLE ON YOUR SONAR."

    You can destroy the cage any way you see fit but my choice is the Charge
    Attack move, 2 or 3 good hits and the cage will be destroyed.  After
    destroying the cage, you will see a cut scene of the diver being eaten and
    a device falls into the water and lands on a ledge slightly to the South-
    west.  If you pay attention to your sonar you will notice the new red
    circle (main objective), which is to indicate that you should destroy the
    device (a non-mobile form of the Seaseeker), even though it is not directly
    spelled out for you.  Go ahead and destroy the Seaseeker as you see fit so
    that your hunger does not continue to drop and then go eat something to
    restore your health, if necessary.  Don't proceed into the newly opened
    cave, just yet.

    BUG REPORT:  RETURN POINT: If you experienced the "TUTORIAL 6" bug listed
                 above, this is where you should return to Tutorial 6, as
                 suggested in the bug fix.

                 CONTINUE POINT 1:  Resume your walkthrough from here after
                 completing either step 1 or 2 to fix the "TUTORIAL 6 BUG."
    

    From the cave, face North and look down slightly and you will see another
    License Plate 2/45, and if you Headbutt into the top of the wooden galleon
    found at the bottom of the cove you will find another License Plate 3/45
    inside the hold.

    Now it's time to head through the cave and into the second half of the
    tutorial.

    As you enter the new section, you will be facing South and directly ahead
    will be your next Tutorial marker.

    "TUTORIAL 8 OF 9: SWIM BY THE BEACH TO ATTACK SWIMMERS.  TO TURN SMART
    CAMERA OFF PRESS THE R3 BUTTON.  TO ENTER FIRST PERSON MODE PRESS THE R3
    BUTTON ONCE MORE."

    Notice the red circles to the Southeast of your position (slightly left),
    if you haven't moved yet?  These are the swimmers that the tip is referring
    you to attack.  As you approach the swimmers, the tutorial will give you
    on screen instructions to perform specific attack moves that you are
    supposed to attempt.  This is not a direct test or requirement, but the
    game's way of showing you some basic moves.  However, if you fail to per-
    form the moves accurately or quickly enough, you may encounter one of the
    game's minor design bugs.

    If you successfully pull off each of the four suggested attack moves, the
    red circles that indicate your next main objective will immediately  re-
    locate to your Southeast.  If however, all the remaining dots move in the
    direction of the beach, this indicates that the swimmers have escaped and
    you will have no way to perform the rest of the attacks.

    (The bug is that the game does not generate the next set of red circles to
    lead you to your next objective if you do not complete all the attack moves
    or, if the swimmers all escape.)

    If you completed the four different moves and the red circles reappeared
    behind you to the Southeast, then head towards them until you can see the
    final Tutorial marker.  On the other hand, if you were unlucky and the
    swimmers escaped, turn towards the South and just follow the wall on your
    left side until you reach the next Tutorial marker.

    "TUTORIAL 9 OF 9: DESTROY THE PIERS"

    Now that you have successfully found all nine of the Tutorial messages, you
    will receive an update message and bonus of 10,000 points that can be later
    used to buy upgrades for your abilities.  CONGRATULATIONS!.

    Since there is nothing extremely dangerous in this area, I would suggest
    finding the remaining collectibles in this area before you destroy the
    piers and finish the tutorial stage.  True you could always return after
    you unlock the Open Ocean, but they are easy to get to, and you are already
    here, also, the points you earn will help you upgrade your abilities
    sooner.  So, follow the pier and swim East under the boat, and to the last
    set of pier supports.  If you look carefully in center between the middle
    supports of the pier, that dark object is a "Body Bag" worth 3,000 points.
    The Body Bag is just one of several Rare Items hidden throughout the Story
    Missions in the game.  In addition to the points awarded for finding these
    Rare Items, finding them is necessary to achieve a 100% on your game com-
    pletion.  Each Rare Item is worth .2% towards your game completion score
    so, gather the Body Bag with your Bite maneuver.  If you get stuck, don't
    panic, just use a Charge Attack or repeatedly bite one of the wooden sup-
    ports until you can break free, but only break what you need to get loose.
    There are still two more items to pick up before you finish this level.

    After you collect the Body Bag, turn North and swim forward until you see a
    large rock "tower"-like formation sticking out of the water.  To the left
    side or West of this 'tower' you will see another License Plate 4/45 to
    gather.

    For the last item, proceed away from the tower by following the South
    trench back to where you found the Body Bag.  Now turn slightly Northeast
    and you will be lined up with a boat.  Continue in this direction and go
    into the next trench you come to, but keep going Northeast and you will
    come to another License Plate 5/45.  Now, you can return to the piers and
    destroy them.

    Attack the wooden supports of the piers with whatever moves you want.  The
    Charge Attack is easiest, but then several Bite attacks will also take out
    the pier supports.  Once you've destroyed enough of the supports under any
    one of the piers, it will collapse, and you will be given the next task to
    destroy the rubber rafts.  There are still two piers and some dock sections
    that you can (but do not have to) destroy, if you want to collect more
    points for your ability upgrades.

    Charge and Bite attacks are both functional, just be careful, because the
    men on the rafts are armed with rifles this time and can do  more damage
    if you hang around the surface too much.  The red circles (main objectives)
    indicate which boats you HAVE to destroy but you can earn additional up-
    grade points for any other boats that you do destroy.  You will need to
    destroy 4 rafts.

    After you destroy the final rubber raft, the game will go to a cut scene.
    Here you will see Michael Brody arrive in a large boat, the "Aurora II", in
    response to a distress call.  You immediately charge his vessel and manage
    to take a crewman right off the deck, only to be captured minutes later...
    and the level ends.

    At the conclusion of this level, the game will give you a message about
    being able to buy ability upgrades.  Due to a game glitch, sometimes if you
    try to buy your upgrades at this time, they will not be updated when you
    start the next level.  The good news is that you will NOT loose the points
    that you attempt to spent on your upgrades.   This is a minor bug.  When
    you begin Story Mission 2, just press the "START" button and choose
    "ABILITIES" from the menu.  If you don't have your new upgrades, just
    re-buy them at this time.

    If you try to buy the upgrades and the end of Level 1, it does SOMETIMES
    work correctly.  Just make sure to pay attention to the required buttons
    used to buy your ability upgrades. If you, like I did the first time I
    played, automatically assume "X" accepts your choice, you will exit out of
    the purchase screen, and need to buy your upgrades later.

    One final note on upgrades, once you have completed Level 1, you can buy
    Ability Upgrades at anytime, as long as you have the required points to
    pay for them.  You do not have to wait for the beginning or end of a level.
    Just make sure to do a game save so that you will still have your upgrades
    in case of a game crash or you die.

      Level Summary:  You should now have: 5/45 License Plates, and a Body
                      Bag (3,000 points).  You will also have access to this
                      area later in Open Ocean Mode.  You can now also buy
                      Ability Upgrades at any time as long as you have the
                      necessary points.

   Open Ocean Notes:  This area is found in Open Ocean: South by swimming into
                      the Red Reef Valley area from the South.  You can access
                      Side Challenge 12: TROUBLE AND STRIFE at this location.

    Game Completion:  All Items found and Level completed you'll earn:    5.2 %
                     
                      With Side Challenge 12 completed: (This side
                      challenge cannot be accessed until completion of
                      Story Mission 2 "The Break Out")  (See Stage 2
                      Game Completion).:                                  N/A

                      Total Game Completion: (Only include Story Mission
                      for this level, because Side Challenge will be
                      unavailable until completion of Story Mission 2
                      "The Break Out.":                                   5.2 %


M02 Stage  2: The Break Out

    As this level opens, you will see an overview of a very large Seaworld like
    aquarium known as South Shore Aquarium.  Mayor Vaughn and Michael Brody
    are arguing about their newest addition...you.  Brody says he can keep you
    in a research tank, but does not want you moved to a showroom tank.  While
    they are discussing this, another man, Steven Shaw (CEO of ENVIRONPLUS),
    approaches and demands that The Shark, who killed his son in the diver's
    cage back at the cove (TUTORIAL 7 OF 9: EAT THE DIVER IN THE CAGE), be
    killed, immediately.  As the scene closes you will see a scientist walk
    onto a platform and use an ID Card to lower a gate and lock you into the
    research tank area...and,  the level begins.

    After the screen displays your first objective, "FIND AN ID CARD TO OPEN
    THE GATE..", it would be a good idea to press "START" and verify if the
    Ability Upgrades you purchased at the end of Story Mission 1 were properly
    saved.  If not, or if you chose not to try and buy them at the end of Story
    Mission 1, now would be a good time to upgrade your abilities.  Then you
    can begin the level with at least one new attack and some improvement in
    your abilities.  For more information on what attacks can be unlocked and
    how, check section III. "About Ability Points."

    You begin the level facing a room behind a large glass window, you cannot
    break this glass; the gate that you need to open is to the Northeast.  As
    you begin this section, you will get hungry very soon, which will "eat", no
    pun intended, into your health so, you should try and eat one of the fish
    found at the bottom of this tank in order to reduce your hunger.  Also,
    there are several caged areas to your left and right sides as you face the
    Northeast.  The center cage on each side has a diver with a spear gun
    inside of it.  To preserve your safety, you should try to kill the divers
    first, even though this is not a requirement.  It will make it easier for
    you to get the ID Card without getting killed.  Initially, the divers won't
    actively attack you until you attack one of them, but they will also attack
    as soon as you begin to attack any nearby humans.  Destroy the side of the
    cages with your Headbutt (Charge) attack.  You don't need to, but you can
    also destroy all the remaining sides of each cage, which will increase your
    points. (Always remember destruction of property gains you more points.)
    Plus, if you destroy all the cage sides, it will make it a little more easy
    for you to maneuver around.  Shortly, you will be instructed to grab a
    scientist and drag him to a Card Reader.  To get the ID Card, you need to
    try and grab one of the scientists from around the edges of the tank.  Re-
    member, you can't break the glass window in the Southwest so, these are not
    the scientists that you are trying to catch.  Catch a scientist by using
    your "L1" button to help you leap from the water and then press and hold
    the "R1" to bite and grab hold of your intended scientist.  Once you hit
    "R1," keep holding it, so you can keep the scientist in your mouth.  Now,
    while still holding the scientist with "R1," swim to one of the Card
    Readers located at the Southwest end of the tank on either the left or
    right side.  If you are having trouble seeing the scientists, press the
    "TRIANGLE" button to turn on your "Shark Vision," which will help them
    stand out from the background with a glowing green outline.

    Once you get close enough to either Card Reader, a klaxon horn will sound
    as the security gate is raised.  Now quickly swim to the Northeast and exit
    the research tank.  If you take too long, the gate will re-close and you
    will have to grab another scientist and try again.  Until you get out of
    the gate, you could just keep holding the scientist that you already have.
    If you don't make it out in time, then you only need to swim back to the
    Card Reader with the scientist still in your possession, instead of having
    to recapture another scientist.

    You've exited from the research tank and now you are probably being shot at
    by the guards who patrol the walkways around the indoor show-pool that
    you've just escaped into.  If you quickly swim across the room and get
    under the large, heavy, indoor pier or platform to the Northeast, as soon
    as you enter this area, you stand a chance of not being hit or even shot.
    You need to decide if you want to get the hidden License Plate in this mini
    area now, or come back and get it later, once you've gained access to the
    Open Ocean.

    Because I like tension and challenge, I chose to get it while I was already
    here.  If you choose to come back later, just read my Open Ocean Notes at
    the end of this level walkthrough.

    Your primary goal (escape), lies to the Northeast, but we're going to get
    the hidden License Plate, first.  So, from underneath the heavy pier, turn
    to the Northwest (slightly left) and look near the surface of the water.
    You will see a small narrow canal or channel; quickly swim through this
    canal, and into the next small room.  Stay deep and swim clockwise around
    the bottom of this round room and you will less likely be shot.  On some
    occasions, there will be a guard that will follow you into this room from
    a catwalk that surrounds the pool.  When you get to the West side of this
    room, you will find License Plate 6/45.  You can then quickly exit from the
    canal that you came in through and now focus on getting out of this area.
    If you are feeling particularly vicious or would like an interesting
    challenge, with well executed jump attacks, it is possible to grab the
    guards from the surrounding walkways as they attempt to shoot at you.  Be
    careful however, because it is very easy to get caught on the walkway when
    you jump out of the water and you will die if you can't get return to the
    water fast enough.

    The Northeast wall is entirely made of BREAKABLE glass.  Just repeatedly
    Charge Attack until the glass gives way.   Repeat this approach for the
    glass on the other side of the new room that you break into.  Another short
    cut scene shows the glass shattering as you and all the water from this
    tank spill out from this room and fall into the larger main showroom
    aquarium tank below.  This particular area (research tank, and indoor
    show-pool) is now no longer accessible.

    The main showroom tank offers you a lot of options.  The are a number of
    destructible gazebo-like islands and some bridges on the surface, if you
    don't mind the risk of being shot.  Careful jump attacks can again allow
    you to catch the guards who are firing on you and if your lucky, they may
    even fall into the tank or try to swim across the water to escape your
    wrath.  If you take some risks, you can earn quite a few upgrade points for
    trashing the place.  All of this of course, is extra.  Your primary goal is
    still to escape.

    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 aggressive 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
    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 platforms are, and the old ship-
    yard.

    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 searchlights which must
    be put out before you try to bring a torpedo to the platform.

    Second, not actually necessary 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 cut scene, 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 helicopter 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 distinguishable 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 cut scene.  Similar
    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
    destroy 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).

   Open Ocean Notes:  Enter Bridgeport Sound, found in Open Ocean: East to re- 
                      turn to this area.  Side Challenge 29: THAR SHE BLOWS can
                      also be found here.  All unfound items are in their
                      original Story Mission locations.

                      NOTE: When you return here after you've completed the
                      Story Mission, Large Coast Guard Super-Cutters will
                      patrol the areas beyond the boarder markers in this area.
                      So, while swimming around inside this Story area, avoid
                      the edges as much as possible because they will launch
                      shells at you and you cannot fight back.

    Game Completion:  All Items Found and Level completed you'll earn:    5.2 %

                      With Side Challenge 29 completed you'll earn:       6.2 %

                      Total Game Completion:                             38.4 %


M07 Stage  7: A Taste For Blood

    On board a sport fishing boat a drunken fisherman is talking to himself
    about catching some fish, "Smokin' dang shark-fish."  As his boat is
    rocking in the waves he drops an explosive barrel over the stern of his
    boat.  While talking about what he'll buy with the reward, he fails to
    notice a loose explosive rolling toward him... until it's too late.
    Nearby some unfortunate divers are injured in the resulting explosions
    and you are drawn to the scent of fresh blood in the water....

    "Shark Vision" in this level is almost a NECESSITY, and it will SAVE YOUR
    LIFE.  Be sure to use it to it's full advantage.

    Once the level begins, you will find yourself in a very small cove with
    rows of mines chained to the ocean floor all over the place.  Since it was
    the blood that drew you to this area, your objective is to find a way
    through the minefield, and kill the four divers who are hiding inside.

    The most deadly thing in this area is accidentally hitting one of the
    wrong type of mines.  When you activate "Shark Vision" with the "TRIANGLE"
    button, and look at the rows of mines, some of them will be surrounded by
    a green glow.  Hitting ANY of the mines that DO NOT GLOW will result in a
    chain reaction explosion and INSTANT DEATH.  One way or another, you will
    have to get past the mines, and if you return from Open Ocean, they will
    still be here.  So, prepare to get your collectibles as you go, because
    when you return for the Side Challenge later, you probably won't want to
    stay around any longer than you need to.

    On a side note, another neat feature of the "Shark Vision" in this level,
    is that it seems to enhance the blood trail left by the divers, making
    it easier to see.  Easier to see, means easier to follow.  Sort of...

    Throughout the area, you will also find plenty to eat, seals, sharks and
    smaller fish inhabit this area.  Don't hesitate to backtrack to a "safe"
    area and restore your health.  You may survive detonating a "green" mine
    but you will still take a medium amount of damage, so it's best to try
    and keep your health at a maximum.

    One final note, be very careful as you swim through this area until you
    reach a safe area.  Even changing direction with the "Left Analog Stick"
    while trying to look around, will propel you forward, whether your press-
    ing the "X" to swim or not.  So when trying to line up a target, you can
    very easily cause yourself to drift into a mine.

    As the level begins, there will be a long row of mines on the South/South-
    western direction.  Swim east until you see some barrels on the bottom of
    the cove.  Now, if you turn on your "Shark Vision" and turn to the South
    (your right), you should see a glowing mine near the surface.  Progress
    through this level will be made by blowing up the green mines to make a
    path for you to swim through.  There are three different approaches to
    destroying a "safe" or green mine.  You could throw an object at the chain
    attached to the mine, you could throw an object directly at the mine it-
    self, or you could swim into the chain near the bottom.  (Actually, you
    could also swim directly into the mine, but this causes extreme damage and
    would not be advisable.)  You will suffer less damage if you attack the
    chain, and you will suffer more damage by directly attacking the mine.  It
    is not necessary to remove the mine to the South, but you could destroy it
    for practice, if you choose to attack the chain, make sure you are aiming
    at the correct chain, as hitting the wrong one is fatal.

    After you practice on the mine, or not,  swim up to the Northern wall.  If
    you stay real close to the North wall, you will be able to swim East and
    pass a row of mines.  Once your are past the mines, you should be able to
    see a License Plate in the corner ahead and to your left.  This one is not
    that difficult to obtain.  Turn right and you will see a large rock.  You
    want to swim past the rock on it's right side as you face it, but stay as
    close as possible and you won't hit the chains or trigger any mines.  Past
    the rock you will come to a small open area, and see another rock ahead of
    you.  Carefully look to the East (left) and you will see that there are
    some gaps in the chains.  Ease yourself through the second gap (the one
    further south) while heading Southeast. (The "N" for North on your sonar
    should be at about the 8 o'clock position.)  If you are lined up correctly,
    you will be able to swim forward all the way to the wall in front of you.
    You may have to make slight adjustments, but there should not be any mine
    chains in your path.  Once you reach the far wall, you can turn North
    (left), and while staying against the wall swim to the Licence Plate 31/45
    in the corner.  (That wasn't too bad).

    This next part is tricky, but it will save you the trouble of having to
    blow up some mines.  However, it will involve some very precise swimming.
    Turn South, and prepare to follow the wall on the East (left).  This is the
    same wall that you just followed into the corner to get the License Plate.
    Before you start swimming, look to your right and you will see a mine on a
    very short chain.  Begin counting with the next long chain that is closest
    to you, on your right.  As you swim carefully to the South, you should pass
    4 chains.  The last chain will be relatively close, but you will safely
    pass between it and the wall.  Now, you should notice that the seabed is
    beginning to rise.  Turn slightly to your right, and you should notice a
    nice wide gap in the chains, almost like a path.  This gap in the chains
    should be obvious, but to be sure, the "North" indicator on your sonar
    should be at about 5 o'clock.  Slowly swim through the gap and slightly ad-
    just your direction to the right, so that you can see the large rock.  You
    will see another gap in the chains that will allow you to swim toward the
    left edge of the rock, so slowly head through, but be careful not to hit
    any of the chains near the rock itself.   Avoiding the chains on the rock,
    carefully swim clockwise around the rock until you see a License Plate
    glowing in the distance, among the chains.  You will be facing almost
    directly to the West.

    If you do this next section carefully, you will reach a checkpoint, and
    be past the hardest part of this area.  While facing the Licence Plate to
    the West, carefully aim in between the chains that are slightly to the
    left of it.  By tapping your swim button "X" just enough to give a little
    forward speed, you can practically "glide" or coast through the chains.
    The space is tight, but as long as you don't hold "X" you will fit through.
    (Tapping the "X" prevents you from thrashing your tail widely back and
    forth, which could set off the mines.)  Successfully pass through the
    chains, and you will reach the mid-level checkpoint.  (If you die now, you
    will just restart from here, instead of having to travel past all the
    other mines.)   Take a breath, you've earned it.

    License Plate 32/45 lies very close to the chains, so swim parallel to the
    line of chains and face up the slope, this way you're less likely to swim
    into the chains and blow yourself up.

    Before you make your path through the minefield to the South, turn to
    the West and swim past the sunken ship.  You will find Tin Can 1/4 on
    a rock in the Southwest corner, near the surface of the water.

    This area makes a relatively safe hunting area if you need to replenish
    your health while you continue this level.  Stay alert for th other sharks
    because they will attack you, and for some reason they don't detonate the
    mines, but if you're knocked into the wrong type - BOOM!

    Now, you need to get past that minefield to the South.  Luckily, there are
    quite a few barrels on the sea floor below you.  You do not have to destroy
    all the mines,  or any at all to get through.  If you've practiced, you
    could actually perform a Body Bomb move and jump right over the mines, but,
    this isn't really practical because you'll probably want to come over to
    this area to feed, if necessary.  So, the best thing to do is grab yourself
    a barrel, take aim, and knock out a mine.  When you take a barrel, it will
    only be replace if it actually detonates a mine.  In other words, if you
    keep missing, the barrels will not be replaced where you got them from.  If
    this happens, you need to try and recover one of the barrels you missed
    with, or take a little damage and swim into the chain as close to the
    bottom as possible.  So, do you best not to miss too many times.  Make
    yourself as big of a path as you wish, or need, but don't hit the mine
    on the extreme far left.  That mine is not green and will result in a messy
    end.

    After creating a suitable path through the mines, you can prepare to get
    the rest of the hidden items, and of course hunt down those elusive divers.
    Grab another barrel, and swim South through the opening you made in the
    minefield.  Once past the mines, if you turn to your East (left), you will
    see an airplane on the bottom, laying between two boats.  Beyond the air-
    plane will be 3 green mines toward the left (North) side.  Carefully, de-
    stroy all three of the mines.  Near the chain of one of the mines, you will
    see another barrel, but I usually just run back and forth through the mine-
    field, since it's less likely I'd detonate another mine and injure myself.

    Slowly swim over top of the ships in a Northeast direction.  As soon as
    you reach the far edge of the last ship, turn East and look down.  On the
    deck of the ship should be License Plate 33/45.  Next, turn toward your
    left, and while staying as close as possible to the ship, swim over the
    outside edge of the hull and to the ocean floor.  Now, turn toward the ship
    and you can swim underneath and around the front edge to find Tin Can 2/4
    hidden in this small area.  Swim North, out from under the ship, and then
    turn west staying between the hull of the ship (on your left) and the row
    of mines (on your right).  When you reach the end of the ship, on your
    left side will be a smaller boat wedged between another ship and this one.
    Swim to the top deck of this smaller boat to collect Tin Can 3/4, and if
    you're careful you can keep swimming up between the ships (heading East
    away from the mines) and turn right, to get to the South side of the ships
    where you started from.  Hopefully, you will be pretty close to where you
    started to swim over the wrecked ships.  The airplane should be to the
    West, and if you look toward the South, you should see another "green" mine
    floating in front of another boat.  There should be a barrel below you,
    take it, and destroy the mine.  Turn to the East (left) and you will see an
    area of sunlight shining through the water (Try to remember this area, it
    will be important, later.)  Swim toward the sunlight, but stay closer to
    the boat on your left, so you don't hit the mines that are ahead on your
    right.  As you approach the Eastern wall, you should see glow between the
    wall and the boat directly in front of you.  Swim down into the gap formed
    by the ship on your left, the front left edge of the boat that is in front
    of you, and the East wall.  You will see the Diamond Necklace
    (3,000 points).  This area is very tight, and can be easy to get stuck in.
    Try to put yourself between the Necklace and the wall and face the West as
    you grab the Necklace.  This way you just have to swim up over the edge of
    the ships to get out.  Be careful of the mines that will now be on your
    left side as you exit the gap.  Head West and grab the barrel as you swim
    by.  Turn left at the first boat you come to, and in the distance you will
    see two "green" mines.  On the ocean floor, between these mines you will
    find License Plate 34/45.  If you look to your left as you approach the two
    mines, you will see what's left of the end of a large ship.  There is a
    barrel in there that you can use to detonate the second mine, so that you
    can safely get the License Plate.

    Now, it's time to get ready to catch the divers, and end this level.  But
    there is a little prep work to do first.  There are still about a dozen
    mines to remove so that you can hunt the divers without getting blown up.

    From the location of the last Licence Plate swim back toward the North, and
    as you past the ship wreckage on your right, go in and grab the barrel.
    Exit the end of the wreckage heading West and  you should see another mine
    on the far side of the boat that's on the right.  Destroy the mine,  and
    go back for another barrel.   Now, as you exit toward the West again swim
    until you pass the debris that is directly in front of you.  Turn South
    (to your left) and you will see two more "green" mines in the distance.
    Again, destroy one mine, get another barrel, and then destroy the second
    mine.   With the second mine destroyed, go back for another barrel, and
    then return to the this location.  With your new barrel in mouth, turn to
    the West so that your lined up parallel to the ships that make up the
    Southern edge.  In the distance you should see the end of a large ship
    ahead and to the right, and a wall back behind that ship.  Cautiously
    swim past the end of the ship, and then go between it and the wall.  You
    will see a row of mines, all "green."  You need to remove enough mines
    to allow you to enter the open side of the ship which is now on your right.
    You will need enough room to swim in fast, and not have to weave in between
    the chains.  So keep grabbing barrels, and eliminating mines until you can
    safely enter the opening in the side of this ship.

    Time to start killing the divers.  As you were traveling back and forth
    clearing the mines, you may have noticed where some of the divers were
    hiding by their green glowing outline.  The problem is that you aren't able
    to physically get to most of them where they are hiding.  So, you have to
    get them to come out of hiding, so that you can catch them.  If you're near
    the side of the ship opening, return back to the wreckage where you've been
    getting your barrels, otherwise follow the directions below to complete
    the diver hunt.

    DIVER 1:

    From inside the wreckage where you've been getting your barrels, swim to
    the surface and look slightly to the right.  You will see the glow of the
    diver on the boat mast sticking out above the water.  Charge Attack the
    mast, and knock the diver back into the water.  Now, attack and kill the
    diver.

    DIVER 2:

    From the "barrel" boat, where you grab your barrels, swim West until you
    see what looks like an old wooden tugboat, then turn slightly to your
    right.  You should see a large grey colored hull that has a round opening
    in the end.  Smash through this opening with a Charge Attack and get the
    diver inside.

    DIVER 3:

    After killing Diver 2, exit the grey hull on the West end.  Turn to the
    South and approach the ship that is in front of you, then follow it's hull
    to the Southeast.  Directly ahead, you will run into a pile of metal debris
    that is laying against the side of a ship.  Through the metal, you may or
    may not see a diver.  Further along this ship toward the East, is another
    pile of metal scraps.  Look in through both piles of debris until you find
    the diver.  When you find him, Charge Attack the debris.  You will not see
    any damage, but keep Charge attacking and eventually, the diver will scream
    and he will swim to the debris pile at the opposite end.  Follow the diver
    and again Charge Attack the debris until the diver screams and flees again.
    The diver will now try to escape at the West end of the shipwreck and you
    can then attack him.

    DIVER 4:

    With Diver 3 dead, turn to the North and you will see the bow end of a
    large ship.  On the other side of that ship there is a large crack at the
    bow and at the stern.  Swim around to the other side of the ship and look
    inside the cracks to find the last diver.  Once you've found him, you need
    to scare him out like Diver 3.  Repeatedly Charge Attack the opening where
    he is hiding, and watch for him to try to swim away.  As soon as he begins
    to flee, you will need to swim around the ship to the side with the hole
    in the hull (opposite side from where you are) and swim into the open hull.
    You should find the diver trying to swim through hull to the opposite end
    of the ship.  Attack him before he can get to the safety of the end of the
    ship.  If you come around the ship too fast, or too slow you will miss your
    chance to catch him, and have to try again.  When you approach the opening
    in the hull, try to see if the diver has come out of his hiding place.  If
    you don't wait until he is in the open area, the diver won't risk coming
    out of safety, when he sees you.  Also, when you attack the diver, pull him
    to the outside of the ship, that way if he gets loose before you kill him,
    he won't be able to make it back to the ends of the ship where you can't
    attack him.  In case you haven't realized it yet,  this is the area where
    you were supposed to remove enough mines so that you could safely and
    quickly swim into the opening of the hull.  If necessary, recheck the area,
    and remove any mines that may still be in your way.

    After all the hard work of navigating through the mines, and killing those
    divers, you get to see a cut scene of a careless shark bump into a few
    mines and trigger an explosion.  As some of the wreckage is displaced, a
    new opening in the wall is revealed.  So, it's time to leave.

    You need to head back to the area where the sunshine was shining through
    the water, and where you found the Diamond Necklace.  Turn Southeast and
    follow the wall, as you swim out from behind the ship, where you killed
    Diver 4.  When you get to the next ship, turn to your left so that the red
    main objective indicator is at the 12 o'clock position, and continue for-
    ward until you see the boat hull where you were taking the barrel from.  As
    you approach the "barrel" boat hull, turn a little more left and swim past
    it.  As you pass the hull, turn right and swim in between the two boats in
    front of you.  You should now see the golden patch of sunshine beaming into
    the water.  Swim past the bow of the right boat, over top of the wooden
    ship that is on it's side, and down to the floor of ocean.  Do not try to
    enter the cave, yet.  Turn right and swim under the overhanging rock ledge.
    Continue into the alcove ahead and to the left (Southeast), and you will
    see Tin Can 4/4 laying on the sand underneath of another ship.  Collect
    the last Tin Can and turn to your right.  Now, swim up and inside the hull
    of the overturned ship to find License Plate 35/45 at the far end.  With
    the last of the hidden items collected,  swim back out of the ship, turn
    left, and head for the cave.   Charge Attack the wooden beams blocking the
    exit and this level is complete.

    A reporter is seen interviewing Mayor Vaughn.  Vaughn explains that the
    recent Shark Attack reports have been greatly exaggerated and that there
    is no cause for concern.  He expects this to be the best 4th of July
    celebration ever, and doesn't see any reason to change his plans...


      Level Summary:  You should now have 35/45 License Plates, 4/4 Tin Cans
                      from this stage (unlocks 4th of 6 movie clips), and a
                      Diamond Necklace (3,000 points).

   Open Ocean Notes:  Side Challenge 19: GET MR. STRIPES is found at this
                      location, by traveling to Misty Ridge at the Southeast
                      island found in Open Ocean: East.  All unfound items are
                      in their original Story Mission locations.

    Game Completion:  All Items Found and Level completed you'll earn:    5.6 %

                      With Side Challenge  completed you'll earn:         6.6 %

                      Total Game Completion:                             45.0 %


M08 Stage  8: The Deep

    Welcome to ENVIRONPLUS's underwater mining operation.  The cut scene shows
    you an overview of the outside of the mining facility, and the large suc-
    tion tubes which draw the rocks up into the grinding mechanisms.  As you
    will see, anything that gets beneath those tubes will be drawn into the
    mining machinery.  (What you won't see is the grinders at the top of
    the tube, which if you encounter, will be the end of your life.)  You will
    also see a trip through a series of tunnels which wind up inside one of the
    four control rooms.

    If you watch the whole cut scene, a minor bug in the game will prevent the
    text for your first objective from appearing on screen.  The text that
    should appear is shown below:

    "FIND AND DESTROY THE FOUR CONTROL ROOMS INSIDE THE MINING SITE IN ORDER
    TO STOP THE GRINDER.

    You can just choose "RESTORE CHECKPOINT" from the pause menu, and when the
    cut scene begins, hit the "X" button to interrupt it.  Once you interrupt
    the intro cut scene, then the objectives text will appear on screen.  This
    is not necessary for the game to play correctly, I just mention it, in case
    you would actually like to see the message.

    In this area you will find extremely low visibility, a lot of sharks, and
    some very powerful Seaseekers armed with missiles.  Despite the low visi-
    bility, and the overwhelming size of the mining structure, it won't be too
    difficult to find your way.  Thanks to your trusty sonar.  Also, once you
    make it into the mining tunnels, there are signs inside which will guide
    you to each control room.

    So, to begin, head North to the large tower that is sticking out of the
    water straight ahead of you.  Once you get to the tower, begin to dive
    down over the North edge of the dome that is below you.  One of the green
    "Point of Interest" indicators should be directly in the center of your
    sonar display.  As you descend, you should see License Plate 36/45 sitting
    on the top of the North "suction tube" support, so go ahead and get it.
    Now, face North, dive over the edge and continue to dive straight down, and
    you will begin to enter a very large mining pit.  Try to stay as close to
    the outer edge of the pit until you reach the bottom, do not stray near the
    blue suction tube.  If you are too close to the end of the tube when you
    dive past it, you will be sucked up into the "grinder" and turned into
    ground shark.  Once you reach the bottom of the pit, turn to your right,
    and follow the outer edge of the pit clockwise until you come to License
    Plate 37/45.

    It's time to begin exploring the mining site, and shut down the grinder.
    There are three green "Point of Interest" markers on your sonar, each one
    representing one of the three "suction" tubes to the grinder.  If you
    were in the center of the mining pit, their positions would be generally,
    North, Southeast, and Southwest.  If you carefully swim around the outer
    edge, on the inside of the mining pit you can examine each tube.  Between
    the outer pit wall, and the each of the tubes, you will see a gap, and be-
    hind that gap is a circular opening, a "Cave Entrance" that leads to the
    inner tunnels.  DON'T TRY TO ENTER, yet.  If you look at the three tubes
    one more time, the North tube has only one tunnel entrance near the bottom,
    the Southeastern tube has only one entrance near the middle, and the South-
    western tube has two entrances one near the middle and the other near the
    bottom.  These tunnel openings or Cave Entrances are identified as follows:

    Cave Entrance 1: Located  near the bottom of the Northern suction tube.
    Cave Entrance 2: Located  in the middle of the Southeastern suction tube.
    Cave Entrance 3: Located  in the middle of the Southwestern suction tube.
    Cave Entrance 4: Located  near the bottom of the Southwestern suction tube.

    If you watch one of the openings, you will eventually see some rocks being
    forced out the tunnel, and into the suction tube where they are carried up
    into the grinder.  When you get ready to enter one of the tunnels, you must
    wait for the rocks to be forced out, and then enter the tunnel while the
    rocks are being sucked up the tube.  If you don't wait for the rocks first,
    you may be forced out with them and then sucked up and into the grinder
    above.  If you get caught in the suction, there is no way to escape from
    it.  When you are in the tunnels, if you do get caught by the rocks being
    forced out to the tube, DON'T  PANIC.  Simply turn around so you're facing
    away from the rocks and being pushed forward.  As soon as you see the
    opening that leads to the suction tube, begin aiming for the gap on the
    left or right side of the tube and swim through it as you're being forced
    out of the tunnel.   You may have to reenter the tunnel again, but at least
    you will still be alive.
    
    The four control rooms can be destroyed in any order, and once you enter
    the tunnels behind the suction tubes, there are actually signs which will 
    lead you to the control room.  I will list the directions for each control
    room separately, so that it will be easier to lead you to the hidden items
    within the tunnels.  Even though the signs show you the way to the control
    room, they won't lead you to the hidden collectibles inside.  As you follow
    the directions for each section, if you become lost or miss a turn , it's
    pretty easy to find your way.  RED signs will lead you to the control room
    for the tunnel that you are in.  Just keep following the RED signs and turn
    in the directions that the signs point you to.  GREEN signs lead you back
    out to the mining pit.  IF you try to exit, make sure to aim for the side
    gap between the wall and the suction tube, because the suction will still
    be on, even after you destroy the control room.  ALL FOUR control rooms
    must be destroyed before it will be safe to swim inside the suction tubes.

    Inside the tunnels you will find sharks, divers, and mini-subs.  In addi-
    tion, you will also run into some sea snakes (or eels , I'm not exactly
    sure which) that live within the walls of some of the tunnels.  If they
    strike you, you will become stunned and momentarily loose control.  Try to
    avoid them if you see their yellow-green heads sticking out of the walls.
    The divers offer nothing new as far as their attacks, but the mini-subs
    do now have missiles.  Avoid attacking  the subs from the front, and as
    a rule-of-thumb, destroy all mini-subs that you encounter.  (They still
    drain your "Hunger", just like the Seaseekers do.)

    In case you get forced out of the tunnels, I will include a shorthand
    "SPEED RUN" direction list for each control room level, so you don't have
    to re-read through the full level walkthrough text. With the shorthand
    walkthrough, if you avoid all enemies except those that are absolutely
    necessary, you could complete this whole area very quickly.  Find the
    SPEED RUN directions near the end of this section walkthrough.

    CONTROL ROOM #1:

    After waiting for the rocks to be ejected from the tunnel, enter Cave
    Entrance 1, located at the bottom of the North suction tube.  Swim North
    as quickly as you can and turn to your left (West) when you get to the
    intersection.  Follow the tunnel,  slowly forward and eliminate any mini-
    subs, or divers that get in your way.  If you see any green heads sticking
    out of the walls avoid them.  If you get bit, by one of these creatures,
    your control and vision will be distorted for a few seconds.  Carefully
    watch both walls as you follow this walkthrough, so that you don't acci-
    dentally miss an intersection.  Some intersections are dark or may not have
    a brightly lit green or red sign that make them stand out.  So, slowly
    follow the wall and go past the first right-turn tunnel that you see.  Keep
    following the tunnel and you will pass another intersection that has a
    right turn on one side, and a red "Control Room 1" sign on the left.
    Continue along the tunnel, and look for the next right hand turn.  Once you
    get to the turn, go right and follow the tunnel to find License Plate 38/45
    in front of a mining drill.  Exit this corner and follow the tunnel back to
    the intersection, and turn left.   You should be facing roughly a Southwest
    direction, and heading back down the long tunnel you just came through.
    Head back along this tunnel, but take the very next Left turn that you come
    to.  When you reach this intersection, you will see a red "Control Room 1"
    sign on the right side wall, where you want to turn left.  Swim forward in
    this direction (Southeast) and turn right (Southwest) at the next inter-
    section.  A little further ahead you should come to another left turn, and
    at the end of that path you will arrive at Control Room 1.  In each control
    room, there are normally 1 or 2 divers, and a mini-sub.  Control Room areas
    will also run your  Hunger meter down faster also.  You will see a tank
    that looks like it has a glass window on it, and another solid tank that
    has a sign that reads "DANGER Explosive Material," on it's side.  Look be-
    hind the tank to the Northeast and take Tin Can 1/4  off the floor.  You
    will NEED to Charge Attack the solid tank until it explodes, but you can 
    break the glass on the other tank, or the square shaped section next to the
    solid tank first, if you want the extra points. With Control Room 1 now de-
    stroyed, you have cleared 1 checkpoint.  Leave the control room from the
    way that you came in and follow the tunnel to the intersection. Turn to the
    left (Southwest), swim forward to the next intersection and turn left
    (Southeast), again.  Travel through this tunnel until you get to the second
    right turn, but don't turn yet.  This right turn, will take you out to the
    entrance that you used to enter the tunnels.  You need to be aware that if
    the rocks are forced out when you swim out the entrance tunnel, you could
    be forced into the suction tube and to your death.  You can either stay at
    this intersection, until you see the rocks forced out down the tunnel, or
    you can just swim for it.  If you wait for the rocks, after the gray 
    "cloud" follows the rocks wait about 5 seconds before proceeding.  This way
    you're not caught by the suction that's drawing the rocks out.  The only
    thing you need to do to survive, is be ready to aim for the right or left
    side gap as soon as you get to the suction tube, and you will be able to
    get out safely, whether the rocks come out behind you or not.  If at any
    time you get lost in the tunnels, look for the green "Cave Entrance" signs
    and follow them to the exit, then just reenter the tunnel if necessary.

    CONTROL ROOM #2:

    To get to the second control room, you need to enter the tunnels through
    Cave Entrance 2.  This is found near the center of the Southeastern suc-
    tion tube.  Go through Cave Entrance 2 into the mining tunnels.  Head for-
    ward (Southeast) until you come to a "T" shaped intersection, and then
    turn to the right (Southwest).  Proceed to the next intersection and turn
    to the right once more.  Head Northwest to the end of this tunnel to find
    a large dark room filled with sharks and other enemies,  and License Plate
    39/40 near the wall at the East end of the room.  Now turn Southeast and
    exit the room, then continue forward to the next intersection.  Turn left
    or Northeast and continue in this direction until you run into the wall of
    another "T" intersection.  Turn right at this intersection, follow the
    tunnel as it curves and turn right, again at the next intersection.  At the
    end of this tunnel make another right and follow the tunnel into Control
    Room 2.  Collect Tin Can 2/4 behind the tank to the Southwest, with the
    glass window.  Now destroy the solid tank to complete another checkpoint as
    Control Room 2 is shut down.  From Control Room 2 head out through the
    tunnel and turn left (Northwest) when you get to the intersection.  As you
    follow this tunnel you will come to a "T" intersection where you should
    turn left.  This new section will curve toward the Northwest and you are
    looking for the next Left turn you can make.  Finally, turn right at the
    next opening and exit Cave Entrance 2 at the end.

    CONTROL ROOM #3:

    Go to the Southwest suction tube, and prepare to enter Cave Entrance 3,
    which is located near the middle of the suction tube.  This particular tube
    has two cave entrances, one near the bottom, and one near the middle.  Make
    sure you are at the correct entrance, and as always, wait for the rocks to
    be ejected before you try to enter the tunnel.  Swim through the tunnel
    heading in a Northwest direction until you come to a four way intersection.
    You will see an object glowing on the floor, in the exact center of the
    intersection, ignore that object for now.  Instead, turn left (Southwest)
    and keep following this tunnel and you will come to a an intersection that
    has a right hand turn and a path that continues forward.  Turn right to
    find License Plate 40/45 near another mining drill.  Now, reverse course by
    leaving this area, and turning left at the intersection.  Continue all the
    way back to the four way intersection and now you can pick up the Megalodon
    Tooth (3,000 points) that is on the floor in the center of the inter-
    section.  Enter the tunnel to the right (Southeast) and swim toward the
    exit, but turn right at the next available right turn intersection.  As you
    enter this new tunnel, look for the round opening in the floor of the cave.
    Pass over the hole, and follow the tunnel until you come to a "T" shaped
    intersection in the distance.  Turn right, and this tunnel will lead you
    directly into Control Room 3, where you can pick up Tin Can 3/4 on the
    floor in between the glass fronted tank to the Southwest and a pile of
    platforms to the right of the tank.  As before, eliminate any enemies in
    the control room and then destroy the solid tank.  With Control Room 3
    destroyed, and your next checkpoint cleared, head Southeast to the next
    intersection and turn left (Northeast).  Swim through this tunnel until
    you come to the hole in the floor, this hole will lead you to the Control
    Room 4 tunnels, and out of this level of tunnels.  So, carefully swim down
    through the floor.

    CONTROL ROOM #4.

    With the shortcut from tunnel 3, getting to Control Room 4 and finishing
    this level will be easy.  All hidden items except for the last Tin Can in
    this Story Mission have been found, and that Tin Can is in Control Room 4.
    From where you entered this tunnel through the hole in the top of the cave,
    head to the Northeas