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    FAQ/Walkthrough by rupertbreheny

    Version: 1.01 | Updated: 07/29/04 | Search Guide | Bookmark Guide

    Version 1.00 – June 2nd 2004
    Written by Rupert Breheny
    Copyright 2004 (all rights reserved)
    www.breheny.com gamefaqs@breheny.com
    assisted by Justin Davis and Chris Young
    Happy for you to use this for your personal use but don’t pass this off as your 
    own. We do not give permission for any commercial reproduction. We request that 
    if you want to host this file then please keep our credit and contact details 
    intact. We will post this solely to gamefaqs.com and mobygames.com which will 
    maintain the current version.
    00 CONTENTS====================================================================
    03 REVIEW
       Paavo clone
       Paavo clones
       Shield generator defence system
    06 POWER UPS
       Spawn nodes
       Trap nodes
       Health nodes
       Gun nodes
       Synch nodes
       Sword Form
       Gun Form
       Stealth Form
       Suit strength
       Weapons upgrades
    12 CREDITS
       A word from the makers
       Outrage Games
    01 INTRODUCTION================================================================
    I was intrigued by this game when I first heard about it and was rather 
    dismayed to read some lack-lustre reviews. Still it didn’t take long for me to 
    pick it up at budget price and get stuck in.
    My initial response was one of disappointment as I immediately found the 
    controls, in particular the camera stick, counter-intuitive. I struggled 
    through only to find that the combat was quite repetitive, but as I progressed 
    through the game I just fell head over heels in love with this beautiful world, 
    the like of which I had not seen before. And when you’re in love you can 
    forgive an awful lot.
    From an early age I had been fascinated with the idea of biomechanics. I adored 
    the Henry Moore sculptures I saw in our botanical gardens and loved those 
    illicitly glimpsed stills from the Alien film. I wound up studying biology and 
    concurrently spending a fortune on H.R.Giger portfolios. I particularly enjoyed 
    the dissections that formed the backbone of our anatomy course.
    At some point I was inspired to develop the idea of a living planet, where all 
    the biomass cooperated together rather than competed with one another. I loved 
    the idea of a consciously directed evolutionary process and made some drawings 
    of these enormous organic structures that I imagined would purify the air and 
    spawn exploration units. I reckoned that one day it would make a great animated 
    10 years on and I had done nothing with it, but here we are in the realms of 
    video games, the perfect medium for just such a world. What an excitement - to 
    visit the world I had always dreamed of.
    02 BACKGROUND==================================================================
    In the future, the most powerful substance ever created can control time and 
    physics. Only a chosen few can control it. But only one can save us from it.
    In Alter Echo players assume the role of Nevin, a reluctant hero with the 
    ability to alter time and morph his PolySuit between three unique combat forms. 
    Nevin must fight for survival against an entire planet that has gone mad-the 
    actual surface of the planet is alive, and uses its bio-mechanical properties 
    to spawn enemy after enemy, ensuring relentless action.
    Developed by THQ studio Outrage Games, Alter Echo features innovative action 
    gameplay and a groundbreaking visual style based on pioneering technology. Time 
    Dilation and real-time morphing between three combat modes add tactical depth, 
    and the revolutionary PostFX camera system intensifies the action with 
    spectacular visual effects that heighten the drama of every combo and special 
    Using an advanced real-time skeletal morphing system, players can changes forms 
    during combat: Sword Form - the default mode, used for rapid movement and hand-
    to-hand fighting, cutting foes down with whirling blades Gun Form - transforms 
    the player into a huge cannon- and grenade carrying giant. Annihilate enemies 
    with torrents of gunfire and grenades Stealth Form - an exceedingly agile form 
    that allows the player to climb walls and assassinate foes while invisible.
    Time Dilation technology allows players to manipulate time, freezing the action 
    in order to cue up a series of moves and attacks to unleash an unstoppable 
    flurry of attacks with.
    A totally original world - Alter Echo is set on a complex world whose very 
    surface is alive. It knows you're there, and it wants you dead.
    Advanced PostFX camera system - Mind-blowing visual effects intensify every 
    action with dynamic camera filters and screen distortions.
    03 REVIEW======================================================================
    Ambitious but flawed genre piece in a fascinating new setting.
    The living, organic world you explore is both artistically breathtaking and 
    conceptually fascinating. A great deal of the pleasure of this game can be 
    derived from simply walking around and admiring the scenery.
    THE BAD 
    The gameplay itself becomes repetitious, comprising of close combat button 
    mashing interspersed with switch flicking in relatively linear environments. 
    There may be 50 levels but they tend to be quite short and easily completed. 
    Boss battles can also get quite laborious.
    If you have ever been inspired by sci-fi bio-mechanics, but tire of H.R.Giger 
    rip offs then this is for you. An average game raised to a compelling 
    adventure, by dint of its superb art direction and atmospheric sound effects. 
    I’m so glad I didn’t listen to the detractors and decided to visit Proteus for 
    04 WALKTHROUGH=================================================================
    Here we have a tourist's guide to the planet Proteus. Rather than hold your 
    hand with step by step instructions for every eventuality I’d rather just give 
    you some rough guidance. The levels play out fairly linearly and it is almost 
    impossible to get stuck or paint yourself into a corner, so really the 
    walkthrough may work better as a memory jogger and give you an idea of how far 
    through you are if you are feeling frustrated.
    I include a description of the LOCATION to help you get your bearings. I also 
    list the TASKS you have to complete in order to move on. I then include a BIO 
    RATING to give you an idea of which the best levels are for showing to your 
    friends. There are a few tedious levels in there, but those rated with a 5 
    represent some of the most remarkable and breathtaking scenes ever created in a 
    video game as far as I am concerned.
    As the game does not allow you to replay levels at will I recommend that you 
    leave the save games on the levels that best represent the world so you can 
    revisit some of the greatest beauty spots at a later date. The highlights to 
    save are as follows :
    You may want to do what I did, and replay the game with the music turned off. 
    The pace is somewhat slower and you can concentrate on racking up those combo 
    bonuses and just enjoying the scenery without a sense of hurry. I amassed over 
    173,000 excess Plast on my second, more relaxed trip through.
    A nice easy training level in warm oranges and reds set in cushioned caves just 
    below the surface.
    LOCATION : Quilted interior caverns.
    TASKS : Complete training objectives.
    BIO RATING : 3
    LOCATION : Open cradle with raised starfish arms, chamber with armed arches, 
    high ceilinged red room.
    TASKS : Complete training objectives.
    BIO RATING : 5
    LOCATION : Room with a dais, then a gun corridor and an arched bowl for 
    TASKS : Complete training objectives.
    BIO RATING : 4
    LOCATION : A loop around a cliff then a room with stalagmites then a jump pad 
    chasm followed by a gun corridor then a chamber with glowing tendrils and jump 
    pads then a room you have to sync a bridge across.
    TASKS : Complete training objectives.
    BIO RATING : 2
    LOCATION : A bridge to a round chamber for time dilation and then some more 
    stalagmite rooms.
    TASKS : Complete training objectives.
    BIO RATING : 1
    LOCATION : A tall room with an alcove with sticky path and an exposed nerve and 
    master node dais.
    TASKS : You lose both Gun and Stealth forms and must defeat two waves of 
    BIO RATING : 4
    Open orange and tan humps of rock with a conical pyramid repeating motif.
    LOCATION : An open area with twisted conical pyramids and sausage link walls
    TASKS : Kill some spawn nodes and then click a couple of switches
    BIO RATING : 5
    LOCATION : A path leading to an open area with a cave in a cone mound.
    TASKS : Jump over energy beams and then assist Arana fighting enemies.
    BIO RATING : 3
    TASKS : Defeat two waves of enemies - reclaim Gun Form.
    A dark and dingy level, soaked in rain with predominantly blue and grey hunks 
    of rock.
    LOCATION : Raining from the start, a gully with glowing tendrils above, and 
    open area with pyramid sentry towers amongst huddled mounds, some interesting 
    looping pathways to a series of stepping stones and then a sync node in a bowl 
    with horns dipping into it then backtrack through a gate and a beautiful looped 
    TASKS : Assist Arana, find a switch, cross the stepping stones, back and 
    through the gateway to kill a trap node.
    BIO RATING : 4
    LOCATION : Loops by the path like glowing anglerfish lures, stacked hills with 
    snipers at the top, twisted hills all around.
    TASKS : Clear the hilltop, dodge the gunship barrage, clear a trap node, start 
    a sync node and split up.
    BIO RATING : 3
    LOCATION : An open plateau then into a cave and then a bridge that crumbles 
    into a pond, then another cave and then a pillowed area with a tentacle coming 
    out the ground.
    TASKS : Clear the cave, cross the bridge, fight out of the new cave, dodge 
    passed the tentacle.
    BIO RATING : 3
    LOCATION : An open area with squat plinths picked out with luminous traceries.
    TASKS : Defeat Boss 1 : Gunship
    BIO RATING : 4
    TASKS : Defeat three waves of enemies - reclaim Stealth Form.
    A violet and cyan region midst a sea of purple liquid.
    LOCATION : A large bowl around a body of water, many sticky paths weaving 
    around the outside right wall. Lugs project from the side and an interesting 
    hump of mushroom gills towards the end of the path. A series of floating 
    platforms are suspended over the liquid.
    TASKS : Flick three switches. the first two switches are on islands reached by 
    pounce nubs, the final switch reached by switching to Gun Form and then 
    clearing wall then platforms and then following pounce nubs again.
    BIO RATING : 5
    LOCATION : A long causeway with T-shaped lugs ranged along the left side. A 
    pleasing ocean swell sounds with the occasional spray crashing on the sea wall. 
    Two bladed gates hold shields and the power transformer at the end like a giant 
    peeled Satsuma.
    TASKS : Negotiate Stealth Form in invisible mode over pounce nubs and through 
    electrically guarded hoops. Once for the first two platforms then three times 
    at the final one. Sometimes Kess fails to push you off the second time you 
    flick the switch, making things easier but less fun.
    BIO RATING : 2
    TASKS : Defeat three waves of enemies - introduction of Hydra.
    A fantastic looking level with the characteristic fern leaf twirl growing out 
    of clifftop paths around a sea stretching to the horizon. The most confidently 
    organic of the levels so far and a place I would really like to visit.
    LOCATION : An open starting location with a serried range of segmented spires 
    around the margins. A path gives off and follows around the flank of a hill 
    under the jutting fern like coils that grow out of the hill flank. Past a cave 
    and around the shoulder of the hill to a passage of energy beams for the 
    Stealth Form to cross leading to an open area with a ceilinged bunker giving 
    views all around. A cave sits opposite with bud like nodules which shield the 
    horn like doors that drop down to prevent egress.  
    TASKS : Kill the first titans then negotiate the energy beams, see off a trap 
    node onslaught then shoot nodules to exit.
    BIO RATING : 5
    LOCATION : A trench passing through thick lipped doorways with swirling 
    textures into an open topped cave. A ledge overlooked by a series of stacked 
    columns with snipers. A large chamber with a cluster of egg pods and two large 
    mounds on the left.
    TASKS : A new gargoyle, clear the cave trap node, shoot sniper towers, clear 
    drones, trip the switch and get to sync node in time limit.
    BIO RATING : 4
    LOCATION : Through a doorway onto a sinuous pathway that winds around two 
    sprouting seedlings overlooked by alcoves in the rumpled walls, ending in a 
    downward invagination into the Cliffside.
    TASKS : Turn around to find two plasm spores, onwards to jump lasers and then 
    flick a switch, shoot the stone column opposite to clobber the drones and then 
    jump across revolving Stealth platforms to sync node to build bridge to exit.
    BIO RATING : 4
    LOCATION : A breathtakingly gorgeous track clinging to a wave lashed cliff 
    above the sea. The whole cliffside shot through with whirls and loops and 
    fringed with more fern fronds on the seaward side. A beautiful set of sticky 
    topped columns to hop back up from some lone standing columns in the sea. A 
    thick cabled tunnel used by Stome loops back to an alcove with spores.
    TASKS : Follow the path disposing of trap nodes and flicking switches, remember 
    to backtrack through the tunnel Stome used for pickups and finally using the 
    Gun Form to pick up a monster chain bonus at the end of the cliff walk.
    BIO RATING : 5
    LOCATION : Another great cliff level with the grooved pathway passing under 
    arches and then half-twisted tongues on either flank, not quite grown across 
    into loops yet. A buttressed cave in the cliffside opens into a dark chamber 
    with long, black fungus like tendrils and a chasm with a roof supported by rib 
    like spans between floor and ceiling. Out to an arena with lobes off the side 
    containing switches and spores
    TASKS : Kill trap node, hit power switch, kill spawn node, shoot over chasm, 
    shoot rocks, kill trap node, flick switches.
    BIO RATING : 5
    TASKS : Defeat four waves of enemies.
    Some attractive tan and blue rockscapes still around water to begin with. Less 
    organic that some of the other levels but nicely featured and atmospheric. Come 
    across more real world than the previous areas.
    PLANS 1________________________________________________________________________
    LOCATION : A tumbled rock parade leads down from hooped doorways to a cove on a 
    sea inlet. A beautiful sky gives a warm haze to the mist on the horizon. A 
    lovely sunset vibe. At the middle of the cove is a tall island which in fact is 
    hollowed out and has ledges running around it. A gulley towards the right has a 
    series of fat, glowing, power pipes running beneath it into little alcoves 
    beneath the walkway. Notice a crack on the opposite side that reveals glowing 
    nervous system, not only is the whole planet alive, it seems to all have a 
    sense of touch too. A tunnel at the end loops back and brings you to cross a 
    pipe to get to a pass between two rock walls, also access to a crack at the top 
    of the closed cave below.
    TASKS : Follow the path remembering to jump onto the glowing power pipes to 
    investigate the little caves, engage synch nodes, crack open cave ceiling from 
    BIO RATING : 4
    PLANS 2________________________________________________________________________
    LOCATION : A curved gully roles downhill to a cluster of tall hills, the whole 
    area with a great sense of altitude. Nice looking power couplings feed a 
    gravity lift inside the hollow mountain. Some lovely cave interiors, 
    particularly one at the top of a sticky Stealth loop.
    TASKS : Solve synch nodes to give access to higher levels.
    BIO RATING : 3
    LOCATION : A high altitude bridge to the space port. A nice vaginal opening 
    into the growth node on the landing platform. Interesting looking docking 
    bridge also.
    TASKS : Shape space craft and defeat Boss 2 : Paavo Clone
    BIO RATING : 2
    The mood gets darker and more claustrophobic with these purple levels set in 
    underground caves.
    LOCATION : A linear walkway around a purple hill flanked by established 
    TASKS : New Melters and Burrowers appear, kill spawn node, teleport, kill trap 
    node, synch.
    BIO RATING : 2
    LOCATION : AN underground cave with huge curved walls, and floating platforms 
    above the ribbed groins at the base of the cave. Nice deep level corridors with 
    spike everting nubs set in the floor by the doorways.
    TASKS : New Plast Wraith appears, smash floor, outrun water level.
    BIO RATING : 3
    LOCATION : An enormous stomach like chamber with a drop off filled with glowing 
    yellow nerve fibres. Leads to a large rocky shaft stuck round with Stealth 
    strips to high platforms overlooking the arena.
    TASKS : Defeat Boss 3 : Gherran
    BIO RATING : 3
    TOXIC 1________________________________________________________________________
    LOCATION : Opens with a spiral staircase leading down to an intestine like 
    floor. A large underground cavern filled with toxic sludge. Pads with spiked 
    undersides float like lily pads and allow movement across the level. Lots of 
    switches to raise and lower the liquid.
    TASKS : Flick switch, jump across pads, pause then flick switch, kill drones 
    and flick switch, jump across room, flick switch 1 then switch 2 then run to 
    synch node.
    BIO RATING : 2
    TOXIC 2________________________________________________________________________
    LOCATION : A winding, transparent tunnel spirals down under the water. Lots of 
    shock orbs line the route which ends in a nicely twisted lift platform.
    TASKS : Lots of Plast to be earned in Gun Form.
    BIO RATING : 3
    LOCATION : A tall chamber above a twisting pit of yellow nerve fibres. A spiral 
    of floating discs wind up to a giant platform at the top of the vault.
    TASKS : Defeat Boss 4 : Kess
    BIO RATING : 2
    A return to the rocky looking levels seen previously in the Spaceport section.
    LOCATION : Return to the base of the spaceport again.
    TASKS : Kill 2 trap nodes.
    BIO RATING : 3
    LOCATION : Same level, just spent inside the gravity lift room.
    TASKS : 3 synch nodes, lift up and one synch then back to outside cave at top 
    of stealth path, then back to complete other synch nodes and return outside to 
    BIO RATING : 3
    LOCATION : The spaceport again.
    TASKS : Defeat Boss 5 : Paavo Clones
    BIO RATING : 2
    A darker, purple and pink series of levels that set quite a sombre mood. Again, 
    less overtly biological than previous levels.
    LOCATION : A mountain top walk in deep purple and orange. Quite craggy looking 
    with some rocky overhangs at one juncture. Spurs jut out along the side of the 
    TASKS : A new Melter Elite, kill spawn node, watch out for two hidden alcoves 
    in the wall just after this point containing health and plast pickups. Kill 
    spawn node, hit synch node, Kill trap node, hit switch, hit switch.
    BIO RATING : 2
    BARRIERS 1_____________________________________________________________________
    LOCATION : A series of interconnected gullies all quite rounded and 
    compartmentalised. Pink and purple with some nice pillow shaped walls.
    TASKS : Jump wall, new Titan Elite, switch, synch node, gun node, shoot wall, 
    dodge lasers, hit switch, kill spawn node, avoid guns, hit switch, switch, 
    BIO RATING : 3
    BARRIERS 2_____________________________________________________________________
    LOCATION : Another clifftop path with a shattered ledge near the beginning. 
    Looking down we see a rounded lip sticking out of an alcove below. A small 
    tunnel leads under the path and then to the rocks above the starting position. 
    Energy beams pass over a nicely humped mound in the path. Later still some 
    monolithic looking gates and then some interesting mounds and depressions 
    giving on to some energy cables stretching over gullies.
    TASKS : Kill spawn node, jump beams, shoot switch, switch, shoot switches.
    BIO RATING : 4
    LOCATION : A high causeway beneath Paavo’s citadel. Bombs rain down on a 
    shattered road. A floating platform coast around a huge seedling ready to 
    launch. A final gate passes through a three horned gate with a couple of 
    plinths either side.
    TASKS : Kill trap node, dodge bombs, switch, switch, gun node, switch, kill 
    spawn node.
    BIO RATING : 3
    LOCATION : An underground chamber with looping paths around a pool fed by 
    streams pouring out of cracks in the walls. Dotted around are rocky spindles in 
    little clusters. A small cave winds into the wall at one point, thickly cabled 
    and ending in a glowing iris against the rear wall. Later a floating platform 
    rises up a chimney lined with energy beams and
    TASKS : Kill trap node, use synch node, gun node.
    BIO RATING : 4
    SHIELD 1_______________________________________________________________________
    LOCATION : The top of the elevator leads along a crumbled, craggy path  
    surrounded water. Interconnecting path and loops and raised walkways with nooks 
    and switches all around. A final huge door with a sand dollar design blocks the 
    TASKS : three switches need to be turned on, the first near the starting point, 
    the second on a ledge up and to the right that overlooks the first, and the 
    final in a nook at the back right of the level protected by shock orbs.
    BIO RATING : 4
    SHIELD 2_______________________________________________________________________
    LOCATION : An industrial looking structure set in a giant pond of water 
    underneath Paavo’s shielded citadel. Curves pathways flank a central shield 
    unit. gun nodes at either end and vertically placed barricades afford some 
    TASKS : Defeat Boss 6 : Shield generator defence system
    BIO RATING : 3
    TASKS : Defeat four waves of enemies.
    A return to more organic looking architecture, this time much of it set inside 
    and with a fair variety of colour schemes, but focusing on rich, dark purples 
    and reds.
    LOCATION : A large intro chamber with a great grooved ceiling and vents in the 
    floor. A curved path leads down to the base of Paavo’s tower. Thick lipped 
    apertures give access to lift platforms, then up to a new level to change lifts 
    rising vertically through a cleft shaft affording haunting views into the gloom 
    where a massing of squat, blunt spires lie slanting off towards the horizon. On 
    reaching a plateau, a short battle ensues and then off through an armoured 
    archway towards the tunnel leading into the spine that runs up the backbone of 
    Paavo’s Citadel.
    TASKS : Kill trap node, catch two lifts, kill trap node, lure beetle to gate.
    BIO RATING : 5
    LOCATION : A tall chamber of linked rooms, negotiated by stealth paths running 
    round the inside of the walls, winding through arches laced with shock orbs. A 
    rich red in colour with lots of scarlet parts, sliding platforms set into the 
    walls and topped by a red-lipped barnacle opening for the gravity lift.
    TASKS : Kill spawn node, up, kill trap node, up, kill spawn node, up, synch.
    BIO RATING : 4
    LOCATION : Outdoors again at the drop off point of the gravity lift. Another 
    high altitude causeway leads to a chamber near the very top of the Citadel. 
    Inside a huge domed space, stealth paths wind up five spurs around the central 
    cradle.  A shielded synch node sits at the middle of all this, with a door to 
    its front.
    TASKS : Fight towards the chamber, hop onto four enemies and Hold Bomb them 
    into the energy stream on either side of the chamber. Switch each of the five 
    switches and then destroy the two resulting spawn nodes.
    BIO RATING : 3
    LOCATION : Twisting cyan tendrils and dendrites wind around gappy, organic 
    catwalks and sticky stealth paths loop the loop through jellyfish tubes and 
    narrowed tunnels in this enormous, dark purple chasm. A sensation of the 
    abyssal deep sea and a constant, throbbing heartbeat.
    TASKS : Kill trap node, synch, down, kill trap node, follow path.
    BIO RATING : 4
    LOCATION : In a deep underground chamber your are set down to face off against 
    an enormous, flower-like crustacean. A carapaced starfish on a stem, with a 
    central pearl of a weak spot.
    TASKS : Defeat Boss 7 : Guardian
    BIO RATING : 3
    LOCATION : A lift drops down through a puckered sphincter and deposits you in 
    front of Paavo in all his organic glory.
    TASKS : Defeat Boss 8 : Paavo
    BIO RATING : 2
    05 BOSS GUIDE==================================================================
    BOSS 1 - Gunship_______________________________________________________________
    The first fight! Here we go. First off, you can’t use time dilation. Notice 
    that when the battle starts, there are several pillars around. To your right is 
    a health node. This is going to be destroyed pretty soon (and you thought you’d 
    just heal all through the battle!)
              O < first gun node                  O < health node
         O <The second node will
                         appear once this pillar is destroyed.
    At the start of the fight, they’ll release gunpods. Switch to Gun Form and 
    start shooting. As soon as three or more are released, fire a grenade in too, 
    they’ll go down quick, and your combo level will go way up. The pilots of the 
    ship will announce almost all of their attacks, so just listen.
    If they say “Homing missiles,” then start running back and forth. They’ll fire 
    four missiles at a time. I recommend running across the screen in Sword Form 
    and double jumping after a few missiles pass you to make sure you dodge the 
    last couple. They will shoot around four volleys of four of these missiles. 
    Note: Use the health node if you need it, even if you aren’t that damaged, 
    because it’ll be gone soon! Also not that it takes time to recharge if you do 
    get the chance to use it more than once.
    If the pilots say “laser,” then it’s your time to hit ‘em! This is the only 
    time the ship is vulnerable. If possible, jump on the first pillar on the left, 
    then up to the gun node to let loosed on the yellow section on the top of the 
    ship. If not, just shoot away normally. While you try this, the ship will fire 
    a big laser at one of the pillars (indicated by crosshairs), destroying it. 
    This will also make a shockwave. If they shoot a pillar near you, quickly 
    switch to Sword Form and double jump away to avoid the shockwave. If they 
    target the node pillar or too close to it, then just hit them with normal gun 
    fire while walking away to avoid the shockwave. If the gun node gets destroyed, 
    don’t worry. When the pillar behind where it was gets blown up, there is 
    another node there.
    If they say “bombs away!” they will drop bombs like in previous levels. This is 
    fairly easy to dodge. Just run to the opposite side of the level of where they 
    start bombing, jumping as you go. If they start left, go right. Start forward, 
    go back, etc.
    Note you can jump up onto a higher level on the left and right of the level. 
    When the ship takes some damage, they’ll release more gunpods, easy to kill. 
    They may do this later too, you know they will when they fly in close. That’s 
    it! Just keep shootin’ when they fire off the laser and avoid the other attacks 
    and it’ll go down pretty soon!
    BOSS 2 - Paavo clone___________________________________________________________
    You should only fight Paavo in Sword Form. Try to save two or three time 
    dilation charges. Use them all on him at your discretion, making the chain as 
    long as possible to cause lots of damage. When you fight Paavo one on one, he 
    will do several sword moves. He’s faster than you, so you have to wait to 
    attack him. Keep moving. He has a move where he dashes in, a slow combo of 
    three hits, and a faster combo of two hits. He can also do a block roll like 
    you (this is unblockable, so keep moving so he won’t do it)! Also, if you see 
    him throw his sword, put your shield up quick. Block all of these normal 
    attacks, waiting for a time to strike. If you act quickly, you can get in a 
    three hit combo after you block his two or three combo (If you already bought 
    the “Fatal flurry” attack, use that instead). Try to get him to hit you into a 
    wall so you are close enough to hit him after he attacks you.
    After you do a combo on him, he’ll hunch over, say something, then explode in a 
    shockwave. Just stay a little way off and it won’t hit you. He also sometimes 
    says “Time something.” When he does, he’s about to speed toward you, so jump 
    out of the way. Try not to jump too far, as after he misses you, he’ll be 
    stunned and open to attack for a few seconds. He also does a ground breaking 
    attack that opens the ground up three ways. Jump out of the way of this too.
    When you do enough damage, he’ll sick three or four waves of those little 
    shooting pods at you. Change to Gun Form, shoot like crazy while moving. After 
    killing a wave, switch to Stealth Form, turn invisible and crawl around getting 
    the powerups they drop. Then, get some pods in front of you, morph to Gun Form, 
    repeat. You’ll then fight Paavo again until you hurt him some more. Then he’ll 
    make this laser spinny thing. Turn to Stealth Form, and walk to an edge. Jump 
    over the low beams, the high ones will go over you. Soon, you’ll fight Paavo 
    again. When you hurt him some more, he’ll sick a wave of two, then a wave of 
    three tunnellers at you. Turn to Gun Form, blast away while moving. When they 
    start to tunnel, change direction to dodge them. Then you fight Paavo one more 
    time to put the finishing touches on him.
    BOSS 3 - Gherran_______________________________________________________________
    PART 1
    Hit him with 2 or 3 time dilations. Dodge it all by running and jumping in 
    Sword Form so you can double jump. Hit him in Sword Form when he starts running 
    or laughing. When he raises his gun after you hit him, run and jump away.
    PART 2
    Climb up, then, climb up one of the edge paths. When he sees you, jump down, 
    and climb up the opposite on while invisible. At the top, go to gun mode and 
    shoot your strongest gun and boomerangs shots until he comes close. Jump off 
    before he attacks you. Go to the opposite side, repeat. When he blows the tops 
    off the sides, use the middle track to stand on and shoot after luring him 
    using one of the side paths.
    PART 3
    Same as Part 1 except nothing to hide behind. Also, at first, he will spin 
    around with the laser. Run toward the rubble, there’s a spot there the laser 
    can’t reach. His laser is very strong and hard to dodge, so try to kill him 
    before he uses it. If you can’t, try running in a wide arc to dodge it. To get 
    in range to attack with the sword, wait ‘till he starts running, then stand in 
    front of him so he’ll run at you.
    BOSS 4 - Kess__________________________________________________________________
    Easy, actually. Jump over her swords, hit her with your sword, follow her, 
    repeat. Time dilate if you want to. When she shoots out the electric things, go 
    to stealth mode and invisible. They won’t get you. When she starts zooming 
    around hitting you, use single jumps to jump out of the way. She’s not hard at 
    all. When she launches her series of sword attacks you can in fact lock both 
    analogue sticks to the same side which will cause you to run out of her way and 
    spin the camera to see where she ends up. Try and keep her in your sites and 
    then when she slumps exhausted you can run to her and deliver the killer Hammer 
    Smash move.
    BOSS 5 - Paavo clones__________________________________________________________
    Same attacks as the first time, same strategy. Just don’t go near the edge for 
    too long or one of the clones might hold you down with an energy beam. The 
    clones switch places to fight you. After awhile, the next one will attack 
    really fast, before the other one even jumps away. A little while longer, and 
    the next one will attack while the current one is doing his final shockwave 
    attack, so stay on your plast covered toes. Use the right analogue stick to 
    spin the camera so you can see who will attack next. Good luck! I like to run 
    backwards away from shockwave attacks, jump off the edge of the arena when 
    ground attacks are launched and jump to the side for his time swipe attacks. 
    When he is reeling after his time swipe attack I recommend hitting him with two 
    Juggle Slashes and then a Hammer Smash. If he stuns you with his time swipe 
    then you can counter with a time dilation to prevent his free attacks on you.
    BOSS 6 - Shield generator defence system_______________________________________
    Here’s a simple yet risky strategy to shut this thing down. Dodge the bombs, 
    shooting the orb from the gun nodes as you can. Run a couple of seconds after 
    it starts firing more missiles.
    When it starts shooting homing missiles, just stand on a node, let  hem hit 
    you, and blast away. As long as none of the first bombs hit you, you’ll be ok.
    When it shots lasers, jump over the blue ones, and shoot at it as it shoots the 
    red one. When that red beam gets too close, switch to Stealth Form, turn 
    invisible, and run. You’ll be near dead by the end, but you’ll have beaten it 
    BOSS 7 - Guardian______________________________________________________________
    FORM 1
    Go invisible when it shoots the laser, and run away. Pounce on a ticker in 
    Stealth Form, then go to Gun Form. Shoot the ticker into the mouth at the orb 
    when you see a target over it. Repeat. If he shoots the laser and summons more 
    tickers at the same time, dodge the laser first. When he goes down, run up and 
    sword the orb.
    FORM 2
    Jump on the gun node and shoot whatever part he opens up to damage him. It the 
    head opens, watch out for big lasers, destroy the pods quickly! If he brings 
    out more than 1 pod, shoot for a second on one, then shoot at the others. The 
    pods you shot will blow up as the bullets get to them (They are kinda’ slow). 
    Opening an arm means he’s about to shoot missiles which you can shoot down. 
    Opening a leg means he’s about to summon tickers. Shoot a grenade at the 
    tickers and concentrate on the leg Things will get crazy as he opens more than 
    one part at once. If you can’t stop all of his attacks, at least stop the big 
    lasers from the head, they do tons of damage! Hang in there, things will 
    lighten up as you blow off his limbs. If a ticker is right next to you about to 
    blow, you may want to morph and jump away; just be careful not to miss shooting 
    down a laser!
    BOSS 8 - Paavo_________________________________________________________________
    FORM 1
    When he fires a purple shot, Sword Form can block it. Blue, Gun Form can block 
    it. Red, and it won’t get an invisible Stealth Form. A good way to block them 
    all is to morph correctly once, then watch the rotations of his guns. If they 
    spin the same way, press the same button. It they spin the other way, hit the 
    other morph button. In between attacks, time dilate him.
    FORM 2
    Same old sword fight. Just know that when you see a star trek style flash of 
    orangish light, he’s teleporting behind you. Also, hit him with fatal flurry 
    after he uses time thrust to do lots of damage.
    FORM 3
    In this part, Paavo and you play volleyball with an orb of plast energy, and 
    the loser gets blown up! I’ll tell ya’, the last fight in a game is a great 
    time to introduce a new gameplay element! No really, it is! Hit the button when 
    the ball gets near you. Remember it doesn’t actually have to touch your hands 
    for you to push it back. Just hit it when it’s pretty close. Also, don’t get 
    sucked into hitting it at a set increasing speed. If it looks like the ball is 
    almost hitting you, adjust by hitting it even faster then you planned. Just a 
    couple hits and he’s done.
    06 POWER UPS===================================================================
    These power ups can sometimes be found just lying around, but are more commonly 
    dropped when enemies are felled or spore cases broken open. When pickups are 
    seen floating in the air then morphing to Stealth Form and licking them up with 
    your tongue can be advised.
    07 NODE TYPES==================================================================
    Small, black, spiny levitating blobs. Although spawn nodes don't last forever, 
    they're a great way of gathering Plast early and thus powering up your 
    character. Killing all the Plastids instead of the spawn node is really a 
    judgement call; if you're taking more damage than you can regenerate from 
    health drops, or can't make any worthwhile combos, then it's probably better to 
    take out the spawn node.
    Glowing orbs cupped by an insect like spine. Like spawn nodes these create a 
    variety of Plastids but in strictly limited numbers. The node itself is 
    protected by an energy shield which is slowly depleted with each new Plastid 
    created. When the final Plastid is destroyed the shield drops and the trap node 
    may be destroyed.
    A glowing, blue object with crossed, revolving bands. Health nodes are always 
    active, and can tell when you have full health. It's a blue thing with 
    outlined, translucent polygons, shaped like a round funnel. It will need 30 
    seconds to recharge between each use.
    A glowing, orange object with rotating circular disks. Standing over these in 
    Gun Form brings up a prompt to operate it. When locked into the node you switch 
    to a first person perspective and auto-fire is enabled. Additionally, a 
    recharging rocket becomes available to you. Increased fire rate allows large 
    chain bonuses, but being locked into one spot makes you susceptible to incoming 
    fire. You can still use your Gun Form shields providing you do not fire. 
    Alternating between firing and shields can be a very effective tactic.
    A glowing purple diamond. Operating these allows Nevin to merge his conscious 
    with Echo's and enhances his ability to shape the Plast.
    Small green or red globes that usually turn off shields or open doors.
    08 UPGRADES====================================================================
    The Plast you collect from killing Plastids is spent on upgrading your suit's 
    power, durability, and adding new combat abilities. Every time you liberate a 
    Master node you will be permitted access to an Upgrade node. While the moves 
    give you a variety of attacks to catch the Elite Plastids off guard, you might 
    be better off saving for the health upgrades - especially if you find yourself 
    getting killed a lot. Even if you'd rather save your Plast for later, a few 
    sword moves will do you good in the tougher battles you're going to have to 
    face. If you find yourself easily switching between morphs during battle, the 
    morph attacks could give you an extra edge.
    A quick combo, useful for immediate threats
    A slow combo that sends enemies flying
    Puts enemies in the air, and gives you time to attack other enemies
    Blocks most attacks, a tactic easily underestimated
    Pounce on an enemy, then morph to Sword Form to toss them away
    Jump, then attack for a downward slice
    ROLL RUSH - 12000
    A quick roll forward helps to close the gap after defending a big blow, and 
    quick fingers can sneak an attack in as well
    MORPH PUSH - 13000
    Sneak into a crowd and let loose this blast, or push back an onslaught of 
    enemies after a shooting spree
    MORPH STAB - 13000
    If you mess up your pounce, you might recover with this downward burst
    STUN THRUST - 21000
    An easy way to put an enemy off your back while you deal with its friends
    DARTING SLASH - 21000
    A nice move that does a fair slice of damage and covers some distance
    HAMMER SMASH - 21000
    A great finish to the juggle slash
    FATAL FLURRY - 27000
    A long combo, excellent for wiping the floor with Plastids
    Launches a grenade in an indirect arc. Hit grenade again to detonate it at any 
    point on its trajectory
    A brutal, close combat blow to knock enemies back into gun range
    Essential defence strategy when under heavy fire
    Jams an enemy into your gun barrel
    Sends a jammed enemy flying up into the air
    Sends a jammed enemy horizontally for a long distance
    Standard ranged attack
    Auto fire on gun node, not button bashing necessary
    A devastating attack that requires time to recharge
    Shake a jammed enemy like a rag doll
    A great way to prevent enemies from blocking and commence a juggle
    MORPH JUGGLE - 12000
    A sneaky shot to juggle an enemy into the air
    MORPH STOMP – 13500
    A large shockwave spreads from your landing position
    The standard close combat attack
    A spinning attack in the air
    Can target distance enemies, then juggle them
    A handy way of evading enemies or running past gun turrets or shock orbs
    Amusing slap about the head for grappled enemies
    Jump from enemy to enemy, leapfrog style
    MORPH LUNGE – 6000
    Can bowl relatively distant enemies over
    MORPH BUZZSAW – 10000
    A fairly powerful spinning attack when airborne
    NECK CRUSH – 13000
    If you get the timing right, can be quite damaging
    DURABILITY - 15000
    Increases Maximum Suit Health by 25%
    VITALITY - 30000
    Increases Maximum Suit Health by 25%
    LONGEVITY - 35000
    Increases Maximum Suit Health by 25%
    ENDURANCE - 40000
    Increases Maximum Suit Health by 25%
    TIME WARP - 50000
    Increases Maximum Time Dilation Meter
    The standard sword
    A blade that crackles with electricity
    A short, fast blade
    A heavy blast is released with each strike
    The standard ordinance
    A homing bullet
    A continuous stream of energy
    An arcing stream of electricity hits multiple enemies
    Swap between equipped ammunition
    09 COMBAT STRATEGY=============================================================
    As you fight you can often find that enemies will block your shots or are plain 
    invulnerable. Hydras and Titans are only susceptible to sword attacks, some 
    Gunner Elites and Gargoyles can only be harmed by Gun Form. Make sure you get 
    used to morphing to the correct form. When you do so it is best to get into the 
    habit of either holding an attack button down or to jump in the air before the 
    morph. As your abilities upgrade you will be able to deliver a powerful attack 
    to your surrounding enemies.
    Some of the more useful combos I favour are as follows :
    This is a fantastic technique which first off starts with a BLOCK which shields 
    you from attack and then allows you to lunge over a fair distance to 
    unblockably stun your foe. When followed up with the JUGGLE SLASH the opponent 
    is thrown into the air and if the button is held down and then released when 
    they fall back to the ground you will deliver the strongest sword blow in the 
    game. You can kill many enemies with just one use of this combo. Get used to 
    using it. The huge attack meted out may however lose you some valuable combo 
    Relatively early in the game you find enemies blocking your gun attacks with 
    ease. Getting used to the rhythm of this combo will allow you to juggle the 
    enemy into the air and probably kill them before they hit the ground. A great 
    way of racking up huge combo bonuses near spawn nodes but you have to be 
    careful not to inadvertently hit the node itself and prematurely end your 
    supply of enemies.
    This one involves you morphing to Stealth Form, then performing a POUNCE onto 
    an enemy, morphing to Gun Form which jams the enemy into your gun barrel, and 
    then by hitting the GRENADE button you can fire the enemy over a ledge or into 
    a water pool which results in an instant death. Again, not ideal for generating 
    combo bonuses, and only certain enemies can be pounced on, but can be a good 
    way of rapidly dropping the enemy numbers if you are in a fraught situation. 
    Has the advantage of disposing of enemies that aren’t usually vulnerable to Gun 
    10 COMBO LEVEL BONUSES=========================================================
    Combo level bonuses are derived by amassing a large number of hits dealt to 
    enemies in close succession. It can be tricky to keep the combo counter going, 
    since trap and spawn nodes only spawn a few Plastids at any one time. Try 
    maintaining the combo by juggling one newly spawned Plastid and killing 
    another, and then waiting for a new Plastid to spawn. Sometimes it is better to 
    slow your attacks and avoid running out of live Plastids to preserve the chain. 
    Remember that you can also sneak a few hits onto the blackened corpses before 
    they fade away.
    lv1 no bonus
    lv2 no bonus
    lv3  100
    lv4  300  ok
    lv5  500  nice
    lv6  700  nice
    lv7  1000 super
    lv8  1200 intense
    lv9  1400 superior
    lv10 1600 well done
    lv11 1800 first class
    lv12 2000 marvellous
    lv13 2200 insane
    lv14 2500 amazing
    lv15 2700 splendid
    lv16 2900 psycho
    lv17 3100 untouchable
    lv18 3300 crazy
    lv19 3500 mad skillz (I kid you not)
    lv20 3800 perfection
           +200 each level
    lv30 5800 perfection
    11 MOVIE TRANSCRIPT============================================================
    INTRO SEQUENCE_________________________________________________________________
    N = Nevin
    S = Stome
    A = Arana
    G = Gherran
    K = Kess
    ? = Echo
    P = Paavo
    Multiplast - In the year 2850AD, it is the most precious substance in the 
    universe.  Psychics, called Shapers, can mold the stuff into anything they can 
    imagine... even spaceships.  But it's only found in one place.  Proteus... god-
    dang planet's made of it.
    S: That's why we needed a Shaper like you, Nevin.
    N: I know all this! What's our mission?
    S: You ever hear of a shaper named Paavo?
    N: Oh, come on! He was just the most brilliant shaper of all time... 'till he 
    S: Our company faked his death - set him up on a remote research post on 
    Proteus, where he's been three long years, designing the Plastids that made IMS 
    rich.  Two months ago, he began experiments to create a new radical Multiplast 
    with super-charged bio circuitry.
    N: That's impossible!
    S: Not for Paavo. He reported success 3 days ago - called the new stuff 
    EchoPlast - but then he sent this transmission...
    P: For humanity, I reserve my disgust!  And so I have become discarded, 
    separated from the flesh without human body, subsumed by new flesh as its voice 
    and shepherd.
    N: That's really nuts.
    S: So, we got a lunatic, sitting on the century's most precious discovery.
    A: No sign of Midas post, just that tower...
    P: Three little lambs to the slaughter!
    K: I just Love killing things
    G: And I just love that you love it
    A: Eject!
    N: Are you fu-
    NEW LEVEL_________________________________________________________________NEVIN
    N: What the hell? I'm still alive?... With a sword?
    ?: Alive.
    N: Who is that?
    ?: You were falling, and I saved you.
    N: Okay... you have my thanks, but... who are you? I'm Nevin.
    ?: We have to hurry
    N: What's with this sword, and the suit?
    ?: I will teach you how to use them.
    N: I'm real glad to be alive and everything, but this is actually much weirder 
    than dying.
    ?: Nevin, I have fashioned these drones to be harmless.  When you dispatch 
    them, they will keep respawning so that you can practice using your sword.
    N: Uh... Okay.
    N: This suit is incredible!  It's like wearing adrenaline, the biocircuitry is 
    so advanced!
    ?: So it pleases you?
    N: Paavo actually did it! He created a new kind of Plast.  That's what this 
    suit is made of, right? EchoPlast?
    ?: Yes, from my flesh it is made.
    N: From your what?
    ?: There is more to show you, when you are ready.
    N: Who are you?
    ?: Father has a presence here. You will see how He uses EchoPlast to hurt.
    N: Who's this "Father"?
    ?: Father hurts.
    N: You have parental issues?
    N: One of Paavo's standard combat models, a Plastid.
    ?: Father has many defences. The trap node is one of them.
    N: Who is this "Father" you keep talking about?
    ?: Once active, the trap node will spawn drones until its energy is depleted.
    ?: Each node you destroy depletes the trap node's Energy.  When all its 
    protective rings disappear, you may destroy it.
    N: I did it! The trap node's destroyed!
    ?: Father senses a threat, Nevin.  Elsewhere, his defences are gathering 
    N: How do you know this?
    ?: He shapes his drones and traps from my flesh.  I cannot resist him.
    N: Your "flesh"?  The drones were made of EchoPlast, just like this suit you 
    gave me.
    ?: I am what Father created.
    N: What, you're the EchoPlast?
    ?: This health node will heal you.
    NEW LEVEL_______________________________________________________________REBIRTH
    N: Huh... Never saw anything like this on Proteus when I was trained here years 
    ?: You have been here before?
    N: Tell me who you are.
    ?: You must keep moving.  Father does not know yet where to find you, but he is 
    shaping an army of drones to hunt and kill you.
    N: Such hospitality!  When do I get my complimentary mint?
    ?: Destroy Father's spawn nodes or they will continue to make drones.
    ?: Father has set up force fields across many important paths, blocking them 
    N: Everyone needs a hobby, I guess.
    ?: Most are controlled by trap nodes, but some, like this one, can be 
    deactivated by switches.
    N: Hey, no fair! That one's got a gun!
    N: When I hit drones a bunch of times in a row, it feels like the suit is 
    storing some kind of energy.
    ?: Yes, when you chain attacks together, your suit collects Plast from enemies. 
    Later, I will show you how to spend that energy to improve your suit.
    N: Look, I'm not going any farther until you tell me who you are.
    ?: I am the EchoPlast, Nevin.  I am all around you. I am the walls of this 
    room, the ground beneath your feet.  I am the suit you wear, that I made for 
    you from my flesh.
    N: That's impossible.  Plast doesn't talk.
    ?: When Father created EchoPlast, he amplified its biocircuitry so much that it 
    became something entirely new.  You would best describe it as a nervous system: 
    a huge, living brain.
    N: Not even Paavo could pull that off!  Plast can't think and it can't talk!
    ?: I speak the truth, Nevin. I am the EchoPlast.
    NEW LEVEL___________________________________________________________________GUN
    N: All right, I've made it this far. What have you got for me now?
    E: A gift. Stand atop the dais to receive it.
    N: Uh... What's a dais?
    N: Ho! Hold it! Wait! Woah! What the hell have you done to me?
    E: It is a Gun Form, Nevin, so that you can shoot Father's drones from far away
    N: I am going to be so slow in this thing.
    E: You are a Shaper. You can reshape your suit at will.
    N: Oh, right. Sure. Easy as-- ...pie. Wow. Just like that?
    E: Yes. I will teach you how.
    E: Sometimes in strategic places I can create special veins of EchoPlast to 
    increase your rate of fire.
    N: "Strategic"? Are we fighting a war or something?
    E: The attack is over.
    N: This suit you shaped for me - very impressive.
    E: It is pleasing to you?
    N: What did I just say?
    NEW LEVEL_______________________________________________________________STEALTH
    E: Nevin, I have made a new gift for you, but you must reach the dais to 
    receive it.
    N: What have you got for me now, Echo?
    E: I have fashioned you a Stealth Form.
    N: A Stealth Form!  Cool!  Hit me!  Here comes the Stealth Form. Here it 
    comes...  Wait up.  Am I down on all fours like a dog?
    E: The Stealth Form has many abilities--
    N: It's kind of degrading, isn't it?
    E: Is it flawed?  Father was right.  I am stupid, weak and foolish...
    N: I'm sure Stealth Form is great.  How about you show me what it can do?
    E: Why?  It is flawed.
    N: Come on, show me.
    E: If you wish.  Foremost among the Stealth Form's abilities is the Pounce 
    E: This glowing blue strip is a Stealth Path.  Sometimes I can put them in 
    places to help you, so you don't get trapped in dead ends.
    E: When father would deny you a path, Pounce Nubs are another way I can make 
    one for you.
    E: The Stealth Form has another special attack: a Prehensile Tongue.
    N: You're kidding me.
    E: Try it.
    N: You want me to lick enemies to death?
    E: It is flawed?
    N: No..No, it's great! I love it.
    E: The Stealth Form has one last ability.
    N: Is it tongue-related?
    E: It can become invisible for short periods of time.
    N: That sounds useful.
    E: Use invisibility to pass defence turrets unnoticed.
    N: Invisibility
    12 CREDITS=====================================================================
    General walkthrough written by Rupert Breheny
    (www.breheny.com) gamefaqs@breheny.com
    Copyright (all rights reserved)
    Boss strategies provided by Justin Davis
    Movie transcripts and combo level bonus analysis by Chris Young
    (aka DocTabasco) doctabasco83@rogers.com
    We are more than happy to receive submissions for updates, and are particularly 
    keen on ENEMY guides, COMBAT strategies and or COMBO button sequences.
    A big thank you to the girls and boys at www.outrage.com for making this 
    terrific game. Sad to say that Outrage is now defunct. I figure they poured 
    their heart and soul into a unique game that the uncaring public didn’t look 
    past the cattle market of Christmas 2003 to find. Very similar story to Metal 
    Arms: Glitch in the System, another beautifully formed game, criminally 
    overlooked by a franchise buying public. Thanks for this glimpse of something 
    genuinely magical.
    A WORD FROM THE MAKERS_________________________________________________________
    Design lead Andy Crosby graciously responded to my FAQ and gives us the 
    following information :
    I'm pleased that you enjoyed the game, we were quite excited about the level 
    and world concepts from the start also, and only wished that we had more time 
    and staff to make more variations on the gameplay. Since finishing it Outrage 
    was closed by THQ who owned us at the time....
    Jerry B. is working on sound for a license game (a marvel comic) that is coming 
    out in a few years, just getting underway... he's out in california now.
    Matt Long is doing concept art at Tiburon in Florida, for E.A. although I don't 
    know anything about the title. 
    I'm heading out to California soon, I just hooked up a new design gig. In the 
    meantime freelance working on music also, I have a bunch of 12" vinyl out 
    (under my pseudonym "spesimen") and have been working on various recording 
    projects including a country album, some rap stuff with my band jiggle07, and 
    doing some remixes, etc. I only did a little bit of audio on Alter Echo since I 
    had to keep track of a zillion other things, but I mangaged to sneak a few 
    tracks in, most notably the music in the sync chambers, which I liked because 
    it's procedurally composed music (it is different each time during the battles 
    and intros, well, there are probably about 20 variations possible, since each 
    section chooses from 3-4 variants)..
    As far as mp3 links go, there's a bunch up on soundclick, this link has links 
    to them : http://members.aol.com/spesimen/
    OUTRAGE GAMES__________________________________________________________________
    Matt Long
    Josh Foreman, Jonathan Hackett, Corey Hall, Mike Haney, Ramey Harris, Sung-
    Young Hong, Dion Hopkins, Joe Jobst, Bart Kaufman, Maxx Marshall, Nick Owens
    Andy Crosby
    Luke Schneider
    Chris Claflin, Darren Dienst, Ben Ridgway, James Zarubin
    Ryan Evans, John Gonzalez, Greg Heath, Raz Mergian, Erick Wujcik
    Jerry Berlongieri
    Chris Pfeiffer
    Marc Hanson, Nate Goudie, Brad Muir, Scott Shumaker, Jeff Slutter, Annie 
    Sullivan, Jeremiah Zanin
    Pao Hang
    Scott Brodie, Dan Kramer
    Jason Leighton, Herman Miller, Nate Payne
    Doug Brooks
    Britta Berlongieri, Scott Fether
    Jason Feyers, Alexander Howlett
    Mark Ashton, Ryan Clegg, Cory Dunham, Chris Gorski, Devin Hailes, Parker 
    Hamilton, Phil Harney, Alexander Jacobson, Jeremy Lee, Ryan Romans, Tod 
    Schlegelmilch, Samuel Serrano, Todd Williams
    Tim Jessop
    Heather Abner, Jeannie Esper, Beth Jarvis, Michelle Pieske
    Jason Chrispen Kevin Wilson
    Matt Toschlog
    Tom Rigas
    Daniel Behrns, Dave Bollesen, Chad Christopher, John Donham, Jacob Emberton, 
    Yoshi Florida, Phillip Frantzis, Thomas Jakobsen, Douglas Maclennan, Mary Ann 
    Muir, Jason Page, Jason Votavaa, Clavia Musical Instruments, Pluto Post, Roland 
    Corporation, All our friends and families
    Matt Levin : Nevin
    Michael Bell : Echo
    Robin Atkin Downes : Paavo
    Jamie Alcroft : Stome
    Debi Mae West : Arana
    Nika Futterman : Kess
    Don Gibb : Gherran

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