Terror at Amity Island - A Strategy Guide to Jaws:Unleashed for the Sony Playstation 2. ------------------------------------------------------------------------------- Copyright and Trademark Information ------------------------------------------------------------------------------- Written By: Wayne Pietra, Jr. firstname.lastname@example.org 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. ------------------------------------------------------------------------------- Table Of Contents ------------------------------------------------------------------------------- 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 ------------------------------------------------------------------------------- I. Author's Introduction ------------------------------------------------------------------------------- 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 ------------------------------------------------------------------------------- II. Recommendations and Tips ------------------------------------------------------------------------------- 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. ------------------------------------------------------------------------------- III. About Ability Points ------------------------------------------------------------------------------- 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.) ------------------------------------------------------------------------------- IV. Modes of Game Play: Story Missions Vs. Open Ocean (Free Play) ------------------------------------------------------------------------------- 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. ------------------------------------------------------------------------------- T H E W A L K T H R O U G H ------------------------------------------------------------------------------- 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." ------------------------------------------------------------------------------- V. Story Missions ------------------------------------------------------------------------------- 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 Northeast. Turn left at the intersection, and continue along the tunnel to the 4 way intersection ahead. Turn right and proceed to Control Room 4 at the end. Tin Can 4/4 is on floor in this room toward the East. Destroy your enemies, and eliminate the last solid tank. A short cut scene shows the grinder shutting down, and the grinder "roller" part stops and lifts up revealing an opening. Now, you are told to "Find your way through the output tunnels." This is a lot simpler than it sounds. Exit the control room and turn left at the 4 way intersection. Just swim to the end of the tunnel, and now that it's safe to do so, actually enter the suction tube that you've been so careful to avoid. Swim to the top of the tube and into the center of the grinder through the newly available opening. SPEED RUN: This section includes directions through the mining tunnels, and to all hidden items and Control rooms located within. Use this as a quick reference to the full detailed walkthrough of each Control Room area. The intersection "count" is a running count of each intersection from the be- ginning of that particular section of the Speed Run. So for example, "2nd intersection" is the next intersection you will run into since step 1, it does not mean go two intersections from the last step. CONTROL ROOM #1: To get License Plate 38/45 1. Enter tunnel through Northern suction tube. (Cave Entrance 1) 2. 1st intersection turn left. 3. 2nd intersection continue forward. 4. 3rd intersection continue forward. 5. 4th intersection continue forward. 6. 5th intersection continue forward. 7. 6th intersection turn right to collect License Plate 38/45 in front of mining drill. From License Plate room to Control Room 1 1. Exit room and follow tunnel Northwest. 2. 1st intersection turn left. 3. 2nd intersection continue forward. 4. 3rd intersection turn left. 5. 4th intersection turn right. 6. 5th intersection turn left and follow tunnel to Control Room 1. Collect Tin Can 1/4 from behind the Northeast tank. From Control Room 1 to Exit. 1. Exit Control Room 1 to the Northwest. 2. 1st intersection turn left. 3. 2nd intersection turn left. 4. 3rd intersection continue forward. 5. 4th intersection turn right and follow tunnel to the exit. CONTROL ROOM #2: To get License Plate 39/40 1. Enter tunnels through Cave Entrance 2 found at the Southeast tube. 2. 1st intersection continue forward. 3. 2nd intersection turn right. 4. 3rd intersection turn right and follow tunnel to room with License Plate 39/40 near the East wall. From License Plate to Control Room 2 1. Exit room and head Southeast. 2. 1st intersection turn left. 3. 2nd intersection continue forward. 4. 3rd intersection turn right. 5. 3rd intersection turn right. 6. 4th intersection turn right and continue to Control Room 2. Collect Tin Can 2/4 from behind Southwest glass fronted tank. From Control Room 2 to Exit. 1. Leave Control Room 2 through the tunnel. 2. 1st intersection turn left. 3. 2nd intersection turn left. 4. 3rd intersection turn left. 5. 4th intersection turn right. 6. 5th intersection continue forward to Cave Entrance 2 to exit tunnels. CONTROL ROOM #3: To Get License Plate 40/45. 1. Enter Cave Entrance 3, from the middle tunnel in the Southwest suction tube. 2. 1st intersection continue forward. 3. 2nd intersection (with glowing object on floor) turn left. 4. 3rd intersection turn right, and collect License Plate 40/45 at the end in front of a mining drill. To get Megalodon Tooth. 1. Leave area where you found license plate. 2. 1st intersection turn left. 3. Pick up the Megalodon Tooth from floor, in center of the next inter- section that you come to. From Megalodon Tooth to Control Room 3. 1. From 4 way intersection where you found tooth, turn to Southeast tunnel. 2. 1st intersection turn right. 3. Pass over hole in floor and continue forward. 4. 2nd intersection turn right and follow tunnel to it's ending at Control Room 3. Collect Tin Can 3/4 from behind glass fronted tank on the Southwest. From Control Room 3 to Control Room 4 tunnels. 1. Exit Control Room 3 from where you entered and continue to next inter- section. 2. 1st intersection turn left. 3. Continue through tunnel and enter hole in floor to get to level 4 tunnel area. If you wanted to just exit the tunnel, just go past the hole in step 3 above, and then turn right at the next intersection. This tunnel leads to Cave Entrance 3. CONTROL ROOM #4: From Tunnel 3 shortcut to Control Room 4. 1. From the tunnel you entered through the hole in the ceiling, turn Northeast. 2. 1st intersection turn left. 3. 2nd intersection turn right and follow tunnel to Control Room 4 at the end. Collect Tin Can 4/4 on floor to East in front of tanks. If you entered this area through Cave Entrance 4 located at the bottom of the Southwest suction tube: 1. From Cave Entrance 4, head Northwest. 2. 1st intersection proceed forward. 3. 2nd intersection turn right and follow tunnel to Control Room 4 at the end. Collect Tin Can 4/4. From Control Room 4 to end of level. 1. Exit Control Room 4 to the Southwest. 2. 1st intersection turn left. 3. 2nd intersection continue forward to Cave Entrance 4. 4. Enter suction tube and swim into grinder opening at the top. You will be offered a chance to save your game, and then immediately Story Mission 9 will begin. Unlike most levels, you will encounter a "Boss Fight" at the beginning of the level. So after you save, be prepared to begin the next to last Story Mission. Level Summary: You should now have: 40/45 License Plates, 4/4 Tin Cans from this stage (unlocks 5th of 6 movie clips), and a Megalodon Tooth (3,000 points.) Open Ocean Notes: Side Challenge 30: DEEP CHASE is now available upon re- return from Open Ocean. On the Amity Map this location is labeled "ENVIRONPLUS Mining Site", and can be found in the Northern area of Open Ocean: West. 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 30 completed you'll earn: 6.6 % Total Game Completion: 51.6 % M09 Stage 9: The Facility With the four control rooms destroyed, the grinder has ceased its operation which allows you to slip inside the "Facility". Unfortunately, something else has taken up residency here first, and you'll have to teach it some manners. As you swim into the massive facility, a Colossal Squid drops down behind you, and you encounter one of the more difficult bosses in the game, that is assuming you don't know how to defeat him. COLOSSAL SQUID STRATEGIES: The most important thing about this fight is to just keep swimming. Stay near the outer edge of the room, and swim towards the giant squid. You WILL NOT be able to stun him, or disable him with your attacks. Try not to stay too deep, or you will either get pulled into, or knocked into the fan which will cause you damage. Once in a while, the squid will charge at you and hit the wall. For a few seconds after his charge attack he will be stunned or dazed, then he will be vul- nerable to your attacks. The squid has eight regular tentacles (completely covered in suction cups), two "Slapper" tentacles that are longer and have thicker ends and two large eyes. Concentrate on his main tentacles, and his two eyes. Attack the tentacles near his head/body when he is stunned and you will wind up tearing them off. You can also eat the tentacle if you need to restore your health. As you follow the squid around the room, just be patient and wait for him to stun himself, then jump in and attack until it begins to swim away from you. Also, don't get too close or he will sometimes grab you with his tentacles and pull you into his mouth. His other attack includes a hard slap with his longer, thick ended "Slapper" tentacles. If you keep moving and keep your distance, you should take a minimal amount of damage as you work on tearing off the normal ten- ticles, and both eyes. You won't be able to rip off the two tentacles with the thick ends on them. Once you've torn him limb from limb, literally, and obliterated both of his eyes, the squid will begin to back off. He will be a little slower, but he will still try to charge you every once in a while. To finish this fight, you'll have to get the squid to charge into the pipes around the outer edge of the room. (If you use "Shark Vision" they are the pipes that are glowing.) He only has to knock down 4 of them and the fight will end. You can try and "bait" him into charging you, but I find he'll normally do all the damage himself if I just keep swimming around the outer edge of the room. It may take a little longer, but since my second fight with the squid, I've never been killed by it again, and the lowest my health has ever gotten was about a quarter less than full health during the whole fight. You do not have to tear off all eight tentacles, but you do have to destroy both eyes before he will charge the pipes. If possible try to take both of the eyes out as soon as you can, then after you've ripped off the required "minimum" number of tentacles,the squid will begin to charge at the pipes. With the most significant danger of this area, the Colossal Squid, now killed. It's time to move onto the next objective. "Destroy the computer that powers the facility's turbines. The Control Room is on the bottom floor." You are swimming at the top level of a three level section of the mining facility that became flooded when the squid collapsed the observation tower. Your most common enemies in this area will be divers, a lot of them. Additionally, you will still run into an occasional mini-sub as you explore deeper into this area. To complete this part of the level, it is not necessary to kill any of the divers or destroy any of the mini-subs. However, any enemy left alive, is an enemy that can and will fight you. If you intend to fight your way through, turn on your "Shark Vision" every so often. The divers like to hide among the flourescent lighting fixtures near the ceiling and also along the pipes in the walls so they can be hard to spot. What makes it worse, is they will keep attacking you with their spear guns, while you're still trying to find them. The green glow of the "Shark Vision" can make the difference between dead divers, and a dead you. An alternate strategy, is to avoid fighting unless it is necessary. As you will see, it's highly possible to just swim to each objective, until you finally get to the last fight of the level. I leave that choice up to you. Along the North wall you should see an open elevator shaft, which will lead down to the first floor. You can swim straight down to floor one, or you could stop at each level and kill the divers. Also, if you look at the floor towards the South, you will see an opening that leads down to the next lower floor (floor 2). Instead of the elevator shaft, you could swim through the floor opening, and you will find another opening, this one to the North, on the second floor that will allow you get to floor 1. So, advance down to the first floor by either path, killing the divers on each level, or just swimming straight through to the first floor. On the first floor look toward the Southeastern corner of the room. You will see a set of doors that are stuck partially open because of an over- turned truck caught between them. Go through the doors and you will enter a small room that has two divers hiding inside of it. Dispose of the attacking divers and then look to the South and you should see an area of the wall that has collapsed and left an opening. Swim through the hole in the wall, and turn to the left (East). Now, swim to the first intersection you come to. Turn left again, and you will now be facing North. Forward in a few yards you should be able to see a doorway on the West (left) side of the hall. Face the doors, and Charge Attack the one on the right that is hanging slightly off the frame, until you can enter the room. Inside this new room on the North side you should see a large computer, this is your target. Charge Attack the computer to put it out of service. The lights will go out, and your visibility will be more limited. With the power turbines shut down, your next goal is to "Reach the Control Center." Find the room's exit which is to the East. As you leave the computer room, turn to your right and swim South to the intersection. Now, turn to the left and keep following this tunnel, eliminating enemies as necessary. You will pass through another set of doors, and come to very large room. When you near this room you will see a mini-sub that will try to kill you with it's missiles, so destroy it. You will now receive a new objective, "De- stroy the Control Center." DO NOT TRY THIS YET. It would be very helpful to kill ANY enemies that you can find in this large room. There should be several divers both behind and ahead of you. After all the divers in the room are wiped out, approach the control room enclosed by the large glass windows to the West. Break the glass... Steven Shaw, backed up by two missile shooting mini-subs shows up rather upset that you've killed his son, and now his business. He intends to kill you himself. Get ready to fight.... You have 120 seconds or 2 minutes to complete this fight. Make sure to stay focused. You have three required targets; the two mini-subs and Steven Shaw. All three will show up on your sonar as red dots. The mini- subs are your first priority, because they will cause the most amount of damage, in the least amount of time. If you've been adding upgrades as you've been playing the game, the mini-subs can be delt with very easily. Swim up to a mini-sub and use your Bite and Hold, technique. If your Bite misses, try again, it works best if you bite at the "wing" or side of the subs. Keep holding the sub and it will blow up in about 5 seconds. Don't forget about the mini-sub's missles, so try to stay away from the front. Find the other sub, and kill it also. Now, for the hard part. You need to find and KILL Steven Shaw. He is using a hand held electric propeller to pull him through the water and this makes him move very fast, so be sure to use your sonar to follow the red main objective indicator. He attacks you with some sort of explosives (maybe a missile of some sort), and he dodges very easily. Occasionally he will go under the elevator platform that is located to the South. There will be new divers in the area also, so try to use your sonar to "lead" you to the correct one. If in doubt, kill the divers that get in your way as quickly as possible, concentrating on the ones that are in the direction of your red objective mark. You do not need to kill all the divers in the area, only Shaw. Once you nail Shaw, a close up cut scene will show him being eaten, and then the whole facility will explode as you safely escape. Unfortunately, if you don't kill Shaw before the timer runs out, you will be caught in the explosion, and killed. If this happens, you will restart at the top (third floor) of the three level part of the facility, and have to rework your way back to the Control Center and try to kill Shaw again. After the destruction of ENVIRONPLUS's mining facility, Brody, Mayor Vaughn, the Shark Hunter, and some scientist who survived your attack on the structure are discussing your supposed fate. The scientist claims that Mr. Shaw gave his life trying to destroy you, and was killed along with you in the resulting explosion. Despite Brody's and the Shark Hunter's doubts, Mayor Vaughn believes his troubles are over and looks forward to the 4th of July celebration. Level Summary: There is NOTHING to find in this area. Open Ocean Notes: You CAN NOT return to this specific location. There is NO Side Challenge for this specific location. Game Completion: Level completed you'll earn: 4.5 % Total Game Completion: 56.1 % M10 Stage 10: Blood On The Beach It's the 4th of July and the citizens of Amity have gathered at Amity Town Beach, The Pond, and Amity Public Docks to celebrate. A Police helicopter patrols the nearby waters from above, while two Coast Guard Cutters have taken up a defensive position in the bay and at the entrance to The Pond. Even Mayor Vaughn, is attending in his personal yacht, in order to help with the festivities. So, it's time to join the celebration with a show of crimson red blood in the water, caused by your sharp white teeth, as you dominate the blue waters of Amity. This level will take place in two main areas, The Pond, and Amity Public Docks. All but one hidden item in this area is located around Amity Public Docks outside of The Pond so, as you attempt your objectives, it's best to gather the items outside The Pond, first. The first task is to attack and kill 5 people before they can make it to the beach. By now, this should not be any problem, choose your favorite attacks and kill 5 of the swimmers located to the Southwest. Just be aware, as soon as you are spotted, the rest will head toward the beach and you must kill 5 before they all escape. So, don't play with your victims. Your next task will be to find a way into the pond, but that's not really that difficult. Instead, it would be wise to eliminate the two Coast Guard Cutters that are in the area. They will constantly fire on you if you're in their range. Fortunately, a truck as crashed into the bay, and it was carrying those blue explosive barrels that always come in handy when you need to fight the Coast Guard. Follow your sonar to the green "Point of Interest" mark, and you will find the barrels lying on the bottom of the bay. It does not matter which ship you attack first, but beware of the electrified netting underneath the bridge. Until you take out the Coast Guard, don't break the netting or enter the pond. As you fight the ships, there may also be Seaseekers in the area so keep your guard up. With the two Coast Guard ships now history, it would be a good time to begin to gather the hidden items, before you open the path to the pond. You need to return to the beach area where you began. It should be toward the West, but if you're not sure, just head to the bridge and swim to the Northern end. Now, turn with the beach to your left side and follow the beach until you see it end at a rock wall formation. Turn left at edge of the sand where it meets the rock, and you should see License Plate 41/45 as you swim toward the surface. Now, reverse direction and follow the beach to the Southeast (beach will be on your right) toward the bridge. When you arrive at the crashed truck, turn to the left so that the North indicator on your sonar is at the 8 o'clock position. Swim in this direction and you should find License Plate 42/45 on the ocean bottom. The Shore should be to the Southwest from here, so approach the shore and turn to the left so that the shoreline is on your right again. Follow the shore and you will approach the Amity Public Docks. You will eventually see a concrete foundation sticking into the water along the shoreline. Also, you will see Tin Can 1/4 near this foundation. Keep moving along the shore until you are at the far corner of the foundation and stop. Turn directly to the East, and slowly swim forward under the large boat (The Amity Ferry), and you should see Tin Can 2/4 ahead and maybe slightly to the right. After you've gathered Tin Can 2, turn back toward the Amity Ferry to the West, and resume your course along the shoreline. Near the waters edge, a little farther along, you will find License Plate 43/45. Once you have the Plate, turn to the Southeast, putting North at 8 o'clock once more, and retrieve Tin Can 3/4 in the distance ahead. Continue in the same direction from Tin Can 3 to intercept the shore, and follow the shore to the North, North- east direction. Keep following the shore and you will come to the last Tin Can 4/4, both in this level, and of the whole game. From Tin Can 4, rotate your position so that North is at about 10 o'clock. This puts you in a Northeast direction. Ahead you will find a Body Bag (7,000) points floating to the left of the shore. This is the final Rare Item in the game. Continue along the shore, and you will find License Plate 44/45 hidden be- tween some rocks as you near the area boarder markers. Follow the boarder, without accidentally exiting the area, and you will wind up at the beach area where you began. Now, return to the crashed truck and use the barrels to open up a path through the underneath of the bridge. Once you short-circuit an area under the bridge, you do not have to destroy all the electrified sections, but I would recommend at least taking out two adjacent areas. Enter the pond and you will be told to "Destroy 5 boats" within 50 seconds. There will be four smaller boats, and one Police boat. Use your sonar to lead you to each of the boats (red dots on sonar display) and destroy them all. Next, you have to find the Mayor's Yacht, and push it into one of the barges. However, let's get your last item, and a big bonus first. Return to the bridge and while staying on the pond side, swim to the Southern end. Turn to the east and swim until you get to the beach, you will see a very large rock. Look to the along the base of the shore and you will see a small group of rocks and hidden among them is License Plate 45/45. Once you pick up the last License Plate you will have unlocked the "Level Select" option from the main menu, and will also receive a bonus of 100,500 points. Coming up next,"Jaws Goes to the Mayor"...swim to the Public Docks area, indicated by the red main objective dot on your sonar and a new cut scene will begin. It seems there has been a disturbance at the pond, and the Mayor's escorts think they should leave. But wait, what's that ... a fin? Time to play "bumper-boat" with the Mayor's yacht and the barges. The guards on the Mayor's boat, as well as on the surrounding boats will constantly shoot at you so it is important to keep an eye on your health and retreat to eat if necessary. You will need to keep attacking the Mayor's boat, trying if possible, to push it into one of the barges. Attacking the boat will damage it, and eventually you will still get the same results, but pushing him into the barges causes a lot more damage and will end the fight faster. The charged Tail Whip, seems to be the most helpful attack in trying to push the Mayor's boat. If possible when you are attacking the boat, try to keep him between you and the barges. No matter what attack you use, anytime he is "bumped" into the barge you are that much closer to the end of this level. After you successfully cause enough damage, or shove the Mayor into a barge, the resulting crash ignites the fireworks on the barge. This in turn, sets off the rest of the barges. The Mayor's boat goes up in flames, as fireworks blaze in the evening sky, and thousands of Amity's citizens flee in a massive wave of chaos and panic. The Shark Hunter and Brody have one more plan, to stop your carnage. To be continued... in Story Mission 11 "The Final Chase." Level Summary: You should now have: 45/45 License Plates (unlocks a special level select option, and grants 100,500 points), 4/4 Tin Cans from this stage (unlocks 6th of 6 movie clips), and a Body Bag (7,000 points, This is also the last Rare Item you need to find.) Open Ocean Notes: Side Challenge 20 LOSING YOUR HEAD can be found by re- turning here from Open Ocean. Head to the Amity Public Beach at the middle Eastern section of Amity Island 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: 68.8 % M11 Stage 11: The Final Chase This is it... the final Story Mission of the game. The one and only goal is to destroy the Shark Hunter's boat and survive. This battle is mainly fought on the surface, but there are dangers both above and below the water. On the surface you'll have Coast Guard Choppers with Brody directing them in order to shoot you from above. There will be boats that try to shoot floating barrels into you with a cable. If this attack succeeds, your movement will suffer severely until you break the line or it comes just comes unattached. Then of course, you have the Shark Hunter with his new boat. Below the surface are your standard Seaseeker mini-subs, as well as the heavily armored medium-sized sub. Both shoot missiles, but the medium-sub will take more aggressive attacks to destroy. In it's simplest form, you just have to destroy the Shark-Hunters boat, but there is an explosive new twist. You've been connected to a bomb that is detonated by a radio-transmitter. If you swim too far away from the Shark Hunter, your sonar will begin to beep more rapidly, and then you will instantly be turned into a shower of little-bitty shark pieces. As you fight, and swim around PAY ATTENTION TO THE BEEPING OF YOUR SONAR. If the speed of the beeping begins to increase, change direction until it begins to slow down. You can divide your attention between the attackers below the water and the "target" above the water. But your focus should be to cause as much damage to the Shark Hunter's boat as quickly as possible. If you attack the mini- subs, and the medium-subs they will keep returning. So don't be distracted by them for too long. SHARK HUNTER STRATEGIES: The Shark boat is extremely strong, but it is not impervious to your attacks. If you're lucky you may be able to get one of the cube shaped "explosive" packs from a destroyed sub, and then you can try to throw it at the Shark boat. I find that the Body Bomb and fully charged Tail Whip seem to have the most affect on the Shark boat's "health" bar. Avoid the stern area where the propellers are because they do cause damage if you swim into or try to attack them. When I fight the Shark Hunter, I give him 90% of my attention and only 10% to the mini and medium subs below. If you can take the Shark Hunter out fast enough, the other enemies are not as big of a threat. Just watch your health. When you go below to feed, that is when the subs will be more of a threat, also you cannot swim too far away from the Shark Boat to feed, or you will explode and die. Destroy the Shark Hunters boat and survive... and you will have beaten ALL of the Story Missions. Brody looks down at the blood and wreckage of the Shark Hunter's boat, The Orca II. To make sure you didn't survive, he drops a bomb over the devastation zone. As Brody, aboard the Coast Guard helicopter flies off into the sunset, a single dorsal fin rises above the water line and begins to follow as the Story Missions come to a close. By now you should already have ALL of the Rare Items, License Plates, and Tin Cans that were hidden in the Story Mission areas. There ARE NO BONUS items to find here.. Just sink the boat and survive. Level Summary: ALL ITEMS from Story Mission Areas have been found. Open Ocean Notes: You CAN NOT return to this specific location. There is NO Side Challenge for this specific location. Game Completion: Level completed you'll earn: (NO % EARNED IN THIS LEVEL) Total Game Completion: 68.8 % You have now completed ALL of the Story Missions, and should have found EVERY item that was hidden in each Story Mission area. Now you should head to Open Ocean to complete the remaining Side Challenges, and locate the 50 hidden Treasure Chests. ------------------------------------------------------------------------------- VI. Open Ocean ------------------------------------------------------------------------------- Open Ocean becomes available to you after you've completed Story Mission 2 "Break Out." Once you have access to Open Ocean, you can pull up a map of Amity and it's surrounding areas. The Open Ocean is divided into 3 areas, Open Ocean: South, Open Ocean: East, and Open Ocean: West. You will have access to almost all of the map with one basic exception. Certain areas are related to specific story events, and until you have completed the Story Mission for those areas, you will not be allowed to enter them. However, once you have completed a Story Mission, the area it occupies will then become available for you to re-enter, and, gain access to additional Side Challenges. In addition to allowing you to travel between Story Mission areas, Side Challenges, and Non-story related areas; you can also search for the 50 hidden Treasure Chests, explore, or you can go on a frenzy and attack, kill, and terrorize the waters of Amity. All destruction you cause will increase your point total, thus making it easier to get your Ability Upgrades. There will be a cost for your dangerous ways however, if you cause enough damage, local authorities will respond in force to protect the water. The type of response is based upon your level in the Story Missions. I have figured out the response types as follows: If you've completed Story Missions 1-3 - armed men on small inflatable rafts. Story Mission 4 - small Police boats. Story Mission 5 - Coast Guard in heavy rafts. Story Mission 6-up - Coast Guard Cutter and Helicopters. To save your progress in the Open Ocean, just head for the "Save Anchor" that is located in the area of the ocean that you occupy. There are three anchors, one in each section of the ocean. Side Challenges Side Challenges, indicated by the white triangles on your map of Amity, offer a variety of mini-game style challenges which will help you to develop your skills. Each challenge is offered in 3 levels, which get progressively more difficult. By completing each level of each challenge, you earn points which can be used towards Ability Upgrades. For each challenge, I will show you where to find it, what your objectives are, and offer tips on how to meet those objectives. Completing all three levels of each side challenge will add 1.0% toward your game completion, per challenge. SC 1 BARRELS OF FUN This Side Challenge is located all the way South, in Open Ocean: South. It is almost lined up with the Save Anchor. In this Side Challenge, a fisherman will shoot you with a cable that is attached to his boat. You must drag the boat to a buoy within 30 seconds. In each additional level the buoy gets further away. The boat that you need to drag will be shown on your sonar with a green "Point of Interest" indicator, and the buoy you need to drag it to will be represented by a red main objective indicator. Once you are shot, simply swim toward the buoy until the greed dot hits the red dot on the sonar. I find it seems easier if I swim in a slight left to right zig-zag pattern. Level 1: Drag the boat to the buoy within 30 seconds. +.3% to completion score. Level 2: Drag the boat to the buoy within 30 seconds. +.4% to completion score. Level 3: Drag the boat to the buoy within 30 seconds. +.3% to completion score. SC 2 SEAL WHIP Look in Open Ocean: South, and you will find this Side Challenge Southwest of Seal Island. It seams that Martin Walker, some sort of seal lover wants to prevent you from feeding on the seals. So your challenge is to kill a certain number of seals before Martin Walker can rescue 3 of them. It's like a race, to see if you can kill a certain number before he can rescue 3. This challenge will heavily rely on your ability to follow the red marks on you sonar, as these represent the seals. Martin Walker's boat is represented by the green "Point of Interest" mark. I find that most difficult part of this challenge is the camera angles. The camera cannot predict whether it should stay above or below the water surface as you hunt for the seals, and this can make it extremely difficult to see them, even with the "Shark Vision" feature. If your point of view is above the water, you can usually spot the seals by the white sprays as they break the surface. Concentrate on areas where there are more red dots rather than chase after a single lone seal who is away from the rest. You can also watch your sonar, and if Walker's boat is near a seal, go steal it before he can rescue it. Level 1: Kill 3 seals before Walker rescues 3. +.3% to completion score. Level 2: Kill 5 seals before Walker rescues 3. +.4% to completion score. Level 3: Kill 7 seals before Walker rescues 3. +.3% to completion score. SC 3 BAY PATROL BLOODBATH In Open Ocean: South look North of the Save Anchor and South of Amity Beach to find this Side Challenge. In a nice knock-off of the Bay-Watch theme, you see a busty female lifeguard jog across the beach, and then her companions jump into the water for a swim. Your goal, kill a certain number of lifeguards before they escape. The lifeguards will be indicated by the red dots on your sonar. Use whatever attacks you want, just make sure you don't let all the remaining lifeguards get to the beach. It's best to wait a few seconds and let them swim a little further from shore before you attack. That way it will take a little longer for the others to escape as you kill your current victim. Level 1: Kill 3 Lifeguards before they escape. +.3% to completion score. Level 2: Kill 4 Lifeguards before they escape. +.4% to completion score. Level 3: Kill 5 Lifeguards before they escape. +.3% to completion score. SC 4 DOLPHIN SIGHTSEEING JUNKET Open Ocean: East is the location of this Side Challenge. It is almost directly East of the Old South Beach Piers, and is the Side Challenge that is the farthest South, in Open Ocean: East. A bunch of liesure- boaters have come to see the dolphins. You need to make sure that a certain number of the boats don't escape within a set time limit. The boats will be represented on the sonar with a red dot. Just sink the boats until the challenge is complete. Use whatever attack you like, but remember the higher the challenge, the more boats you will have to destroy in a shorter amount of time. My favorite attack is the charged Tail Whip, because it will usually sink each boat with one hit as long as I'm close to the boat when I release the attack. Level 1: No more than 2 boats can escape in 60 seconds. (Destroy 3 boats.) +.3% to completion score. Level 2: No more than 1 boat can escape in 50 seconds. (Destroy 4 boats.) +.4% to completion score. Level 3: No boats can escape in 40 seconds. (Destroy all 5 boats) +.3% to completion score. SC 5 DOG GONE North of Amity Town Beach, in Open Ocean: East is where this Side Challenge is found. You will get to re-create the June 29th attacks from the original JAWS film. This side challenge will have you attack specific targets, within a certain time limit. The catch is, that you must use your stealth (R2) attack. If you break the surface at any time you will immediately fail the challenge. The best strategy is to tap "R2" after you've spotted your target, and hopefully used target lock on it. Make sure you are below your intended victim and when you tap the "R2" you will automatically swim toward the target and drag it below the water surface and then you can use your Bite to finish it off. Your required targets will be indicated by the red dot on your sonar display. Level 1: Find and Kill the Dog unnoticed in 30 seconds. +.3% to completion score. Level 2: Find and kill the dog and the fat woman in 35 seconds. +.4% to completion score. Level 3: Find and kill the dog, the fat woman and the surfer in 40 se- conds. +.3% to completion score. SC 6 FLIP THE BIRD Another Side Challenge that recreates a scene from a JAWS movie. Head to the Side Challenge marker Southeast of Cable Junction in Open Ocean: East. Similar to JAWS 2, you will have to destroy a helicopter that is trying to rescue some stranded people. This Challenge is direct in telling you to destroy the helicopter, but it leaves out a few details. First, the heli- copter has a ladder extending down to the water, and it drops down in an attempt to rescue the stranded men, don't let the men escape! Taking down the helicopter is very easy, and in the later levels, the helicopter gets a little faster and evades slightly better, but it's still an easy challenge. As the ladder nears the water surface, Charge Attack and Bite the end of it. Each time you bite the ladder, an on screen comment will appear. As the ladder gets shorter from your attacks, the helicopter has to fly lower in it's rescue attempts, so as it gets lower then you can Charge Attack and eventually grab it and pull the helicopter into the water. It will take three bites off of the ladder and then you should be able to grab the helicopter. Level 1: Destroy the helicopter. +.3% to completion score. Level 2: Destroy the helicopter. +.4% to completion score. Level 3: Destroy the helicopter. +.3% to completion score. SC 7 REALITY TV In Open Ocean: East, swim Northeast of the South Amity Cliffs to find this Side Challenge. A reality tv show, has challenged so brave individuals to bungee jump into the shark infested waters below the cliffs, your goal to catch the bungee jumpers within a time limit. In the later levels, it is very important to get the jumpers off the cords as soon as possible, or else you may not be able to get to them. Also, I have noticed sometimes other sharks are drawn to your activity and can interfere with your plans. As soon as the challenge begins, swim toward the water below the jumping platform and Charge Attack out of the water and bite a jumper. Try not to jump toward the cliff wall, occasionally I have hit a bungee jumper into the wall where he got stuck. He didn't die and I could not get him out of the wall and I would fail the challenge. So, try your best to attack to- wards the side, so the jumpers can be either knocked or carried into the water. Level 1: Kill 1 bungee jumper within 35 seconds. +.3% to completion score. Level 2: Kill 2 bungee jumpers within 35 seconds. +.4% to completion score. Level 3: Kill 3 bungee jumpers within 35 seconds. +.3% to completion score. SC 8 ROW YOUR BOAT Found from Open Ocean: West, near the Southwest side of Amity Island, just look West of the Grand Occasus Canals. The goal in this Side Challenge is to simply destroy a boat within a certain given time limit. The problem lies in the fact that the boat is on the other side of a series of fences that you cannot break. You will have to jump over the fence using your Charge Attack or Body Bomb to give you enough momentum to clear the top of the fence. Also, if you take too long to make your jump, the boater weaves his boat through the gaps in the fencing making it harder for you to get to him, given the limited amount of time in the later levels of this challenge. It's basically like jumping hurdles. One last note, these fences have a consistency for getting you caught on top. You can actually get stuck sitting on top of the fence if you don't clear the jump, and sometimes you won't be able to wiggle off in time to get back in the water before you die. If you get stuck, you can forget about beating the challenge on that try. Level 1: Destroy the boat within 60 seconds. +.3% to completion score. Level 2: Destroy the boat within 40 seconds. +.4% to completion score. Level 3: Destroy the boat within 20 seconds. +.3% to completion score. SC 9 SHEEBANG! In Open Ocean: South head Southwest of the Old South Beach Piers to find this Side Challenge. This side challenge recreates the very first shark attack from the original JAWS. You will be given a specific time limit to grab the swimmer with your "Surface Grab Attack" (From underneath the victim, press and hold "R2".) Then, you need to smash them into the yellow buoy. Speed seems to be your biggest disadvantage in this challenge. Once you've grabbed the swimmer who is indicated by the red dot on your sonar, you need to smash her into one of the buoys indicated by the green dots. I find that after I've grabbed the swimmer, I move so fast that I sometimes over-shoot the buoys. Try to have an idea which way to turn as soon as you grab the swimmer. Other than that, you just have to line up your victim with the buoy and smash them into it by swimming directly at it. Level 1: Bash the victim into the yellow buoy within 20 seconds. +.3% to completion score. Level 2: Bash the victim into the yellow buoy within 15 seconds. +.4% to completion score. Level 3: Bash the victim into the yellow buoy within 10 seconds. +.3% to completion score. SC10 THE BENDS In Open Ocean: West, in the Central-Eastern area you will find the area called "The Underwater Caves." This is one of two Side Challenges in this small Non-Story area. This is the Northern Challenge marker when you enter the area from Open Ocean. You will see some divers swimming around a sunken ship, and your challenge is to kill a certain number of divers before they can escape to the surface. This is important, keep an eye on the general locations of all the divers during the challenge. Even if the one your trying to kill is not dead, you cannot let ANY of the others reach the surface or you will fail. These guys seem to be on steroids and do not seem to die as easily as they should, so try to drag them deeper as you attempt to kill them, that way if they escape they have to swim further to reach the surface. "Shark Vision" is VERY helpful in being able to spot the divers, and when used in combination with your sonar it can make finding those escaping divers relatively easy. Level 1: Kill 3 divers before any can reach the surface. +.3% to game completion. Level 2: Kill 4 divers before any can reach the surface. +.4% to game completion. Level 3: Kill 5 divers before any can reach the surface. +.3% to game completion. SC11 THE BEST LAID PLANS Look North of the Save Anchor in Open Ocean: West to find this challenge. Follow the red mark on your sonar to the diver cages, destroy the cages and kill the divers. Pretty straight forward, destroy the cage with whatever attack you wish, but Charge Attacks are very effective. Then kill the diver that was inside. "Shark Vision" will help to relocate the diver should he get free and try to escape. In level 1 there will only be 1 diver, but in the other levels there will be two divers. I would not release the other diver until you've killed the one you've already attacked. Just keep away from the spear guns. Level 1: Destroy the shark cage and kill the diver in 60 seconds. +.3% to completion score. Level 2: Destroy the shark cages (2) and kill the divers in 60 seconds. +.4% to completion score. Level 3: Destroy the shark cages (2) and kill the divers in 60 seconds. +.3% to completion score. SC12 TROUBLE AND STRIFE This Side Challenge is available when you revisit "The Tutorial" area in Open Ocean mode. The area, renamed "The Arrival" is located in the Open Ocean: South by approaching Red Reef Valley from the South side. Your goal here is to locate and kill the TV Crew within a given time limit. As you attempt this challenge the TV Crew will have a purple triangle above their heads, and as you kill each one, the screen should tell you how many are remaining. I always try to destroy the docks to limit where the crewmen can run to because if you don't isolate them, the unattended crewmen can escape and you will fail the challenge. If you strand them on the center area by the gas pumps, then you can use your Charge Attack to jump onto the surface and grab them. You could also Bite the gas pumps and the resulting fire will make them jump into the water with you, but look out for the flaming water it will damage you if you stay too close. Be careful, if you should fail, and attempt to repeat the challenge, be- cause the old bodies from the failed attempt may still stay on the screen. Make sure to look for the purple triangles to concentrate your attacks on valid targets. Also, if you decide to Bite the gas pumps, it's very easy to get caught and not be able to return to the water. Level 1: You must kill 2 TV Crew in 60 seconds. +.3% to completion score. Level 2: You must kill 3 TV Crew in 60 seconds. +.4% to completion score. Level 3: You must kill 3 crewmen in 40 seconds. +.3% to completion score. SC13 TO KILL A KILLER This Side Challenge is found in Open Ocean: East, by looking to the far East, and to the South of the compass located at the top of the map. In this challenge, you need to make the Narwhals angry, and then try to stay alive for a specific amount of time, which gets longer in each higher level. Narwhals are a medium sized fish that have long thin projections out of the front of their faces. Like swordfish, except they are not part of the sailfish family. They try to stab you with this pointy horn that sticks out from the front of their face. This challenge is not as hard as it may seem. Simply swim into the school of Narwhals shown by the red dot on your sonar, and then keep swimming in wide circles until the timer runs out. After you've "angered" them, the Narwhals will try to attack you and the timer will begin to count down. Just keep moving, and only counter- attack when necessary to discourage them, and you should have no problems. Level 1: Anger the Narwhals and survive 35 seconds. +.3% to completion score. Level 2: Anger the Narwhals and survive 50 seconds. +.4% to completion score. Level 3: Anger the Narwhals and survive 60 seconds. +.3% to completion score. SC14 UNDERTOW North of the Water Ski Park, in Open Ocean: West. This Side Challenge borrows from both JAWS 2, and JAWS 3-D, by having you attack water skiers, but you have to attack them as they are jumping off of the ramps. You will fail this challenge if you attack the boat, attack the skier before they jump, or if you don't attack the skier before they land. There are three ramps that are used in this challenge. The skiers travel from South to North (right to left) at the farthest ramp, North to South (left to right) at the middle ramp, and North to South (left to right) at the closest ramp. I've listed the order of the ramps you should attack in order to succeed at this challenge. Level 1: Kill 1 skier. +.3% to completion score. (Far ramp) Level 2: Kill 2 skiers. +.4% to completion score. (Middle, then Far) Level 3: Kill 3 skiers. +.3% to completion score. (Middle, Far, Closest) SC15 UP A CREEK Go the Grand Occasus Canals found in the Southern part of Open Ocean: West. In each level of this challenge you must swim into the canals and kill a certain number of people, and then return to the buoy. Each trip is of course under a time limit even though the initial description of the challenge does not tell you. The first time I played this challenge the timer never displayed on screen and I kept running out of time. It wasn't until I made to level 3 that the on-screen timer actually appeared. For the later levels I swim past some people and work my way back towards the buoy, that way I can find it more easily. Your targets will mainly be in boats, but there are a few people that you can grab off the shoreline, just don't get grounded. Also, if you haven't been here before, the Salt Water Crocodiles also inhabit the canals, so be aware of their presence because they do like to attack if you're in their range. Level 1: Kill 3 people and return to the buoy. (120 seconds). +.3% to game completion. Level 2: Kill 5 people and return to the buoy. (120 seconds). +.4% to game completion. Level 3: Kill 6 people and return to the buoy. (120 seconds). +.3% to game completion. SC16 HEAD RUSH You can reach this Side Challenge by returning to "The Dead Of Night", the Story Mission 3 area. From Open Ocean: South head to the South Beach Cove located on the South side of Amity Island. In this challenge you have to grab swimmers from the surface of the water and then throw them at the red and white striped tents on the beach, or hit the people walking by on the beach with the swimmer. The swimmers are located to the left of the Challenge marker, and there are a limited number, so you have to be care- ful not to miss. On the last challenge level, you will only have enough to complete the challenge. If you miss, you will run out of swimmers to throw. If this happens you can just wait for the timer to expire and then retry the challenge, or if you still have a lot of time left, just swim far enough away that it says you left the area. As you attempt this challenge make sure you are actually grabbing the swimmers, because there are sea turtles and I believe porpoises that will break the surface some- times. On several attempts I wasted time by trying to grab non-human swimmers or just accidentally grabbed a nearby turtle and this can be a pain when you fail the challenge because you ran out of time. This is a skills only challenge, so there is not much I can tell you. Approach the swimmers and press and hold "R1" to grab them, then while still holding "R1", swim toward your intended target and tap "L2" to throw your victim. It helps to try and get your head almost level with the top of the water surface to so you don't throw your swimmer too high. I find I usually aim better if I swim toward the beach at full speed, and then coast in the for the last few yards before I throw my victim. The momentum helps to keep me near the surface while I get my head level to throw straight out, instead of up in the air. Level 1: You must hit 2 tents/people within 30 seconds. +.3% to completion score. Level 2: You must hit 4 tents/people within 60 seconds. +.4% to completion score. Level 3: You must hit 6 tents/people within 90 seconds. +.3% to completion score. SC17 MINE ALL MINE In Open Ocean: South, go to Fishermen's Isle in the South central area of the map. Here you will find a very large Blue Whale carcass, and you've decided to claim it for yourself. So, you must defend it from the other sharks who want to take a bite out of your prize, literally. You must simply attack or kill any shark that approaches the whale, until the timer runs out. There will be a "health" meter at the top of the screen, you must prevent the other sharks from eating the whale and reducing the health meter. If the meter empties before the timer expires, you will fail the challenge. Level 1: Defend the whale for 20 seconds. +.3% to completion score. Level 2: Defend the whale for 40 seconds. +.4% to completion score. Level 3: Defend the whale for 60 seconds. +.3% to completion score. SC18 RETURN TO SENDER South of the Amity Ski Park, in Open Ocean: West. This challenge focuses on your ability to throw explosive barrels accurately. The target is two- fold this time. You first need to throw the barrels at the house of an ENVIRONPLUS executive, and then kill the executives before they can escape to safety. In each challenge level, you will have to hit more houses, and kill more executives. As you face the beach, there are three houses. Each house has two executives. The level of the houses (which is harder or easier) gets higher from left to right. The executives from the house on the far left will run down to the beach, and you can directly attack them by reaching on shore. However, for the center, and right house the executives do not get close enough for a direct attack, so you have to also throw the barrels at them. When the barrels strike the ground, they will ignite and burn a small area for a short time. If you hit the ground close enough to the executives, they will catch on fire. On the third level of the challenge, I work from right to left, because I would rather fail earlier, than later as I work on the challenge. Also, the barrels will reappear, but they are not unlimited so try to aim carefully. It is really helpful to practice throwing at the beach so you can learn to aim without lofting the barrels way over the houses. You have to be able to aim straight in front of you and low. It's helpful to try to build a small amount of speed as you swim toward your target, and keep your head level, and just barely above the water surface when you hit "L2" to throw the barrel. Level 1: Kill both executives (2), before they escape. +.3% to completion score. Level 2: Kill 4 executives (from left house and center house) before they escape. +.4% to completion score. Level 3: Kill 6 executives (2 from each house) before they escape. +.3% to completion score. SC19 GET MR. STRIPES Return to the Story Mission 7 "A Taste for Blood" area to attempt this Challenge. This area is found in Open Ocean: South at Misty Ridge. Look at the small Island all the way to the South East on the Amity Map. This challenge has you pursue three injured fish through the minefield, while attempting to catch them within a specific time limit. The challenge is located near the large rock, with the airplane on top of it, in the center area of the minefield. Because JAWS has a tendency to try and follow "targeted" enemies, this could make it very easy to accidentally swim into a mine. So, avoid the target lock, it can cause more problems then help. Try to look for the blood trails of the fish, and try to swim ahead of the fish. Bite them where you will have enough room to maneuver without bumping the mines. Level 1: Kill 3 fish in 90 seconds. +.3% to completion score. Level 2: Kill 3 fish in 70 seconds. +.4% to completion score. Level 3: Kill 3 fish in 50 seconds. +.3% to completion score. SC20 LOSING YOUR HEAD Go to the Amity Public Docks, which are located near the Amity Town Beach. This area is located in the middle Eastern side of Amity Island, in Open Ocean: East. Story Mission 10 "Blood on the Beach" was located here. To complete this Side Challenge you have to drag a banana boat to the piers, knocking the riders off, and then kill them within a certain time limit. The actual concept of this Side Challenge is very easy, but there are a lot of things that can go wrong. You should first check out the area, so you know where to find the piers, even though they will show up on your sonar as a "Point of Interest." This area is frequented by Sea- seeker mini-subs, and other sharks. I recommend killing any sharks in the immediate area around the piers, and destroying the Seaseekers which are attracting them. Frequently while attempting this challenge, the sharks would kill or drag the people away, and if they kill the people before you even bite them, you will not get credit for the kill. Additionally, you only have 4 people on the boat, if the other sharks steal one, you won't be able to complete the challenge. The two piers closest to the challenge marker, along the shore to the Southeast seem to be the best choice to knock off your victims. Do not needlessly destroy the piers, you need them to finish this challenge. Also, do not attack the boat in any way, if you attack the boat you will immediately fail. You can push the boat with your nose, or bump it by swimming into it, but this really won't be too helpful. When the challenge begins, the boat will be to your South- west, a few feet in front of the North end of the boat, you will see a wooden handle at the end of a rope. You need to grab this handle with your Bite and Hold technique, and then while still holding it, swim toward the piers. It is best to approach the piers with as much speed as possible, and try to head at an angle, so as you swim around the posts that support the pier, the momentum will help to run the boat underneath the pier, and knock the people off. It can be difficult to swim through or between the pier supports, and it will be sometime necessary to break a few to get through, just don't go crazy and trash the whole thing. As soon as the people fall off the boat, kill them as quickly as possible, and try to keep them away from the other sharks. If you use "Shark Vision" to keep an eye on your prey, as you start killing them, make sure you are focusing on the living victims, not the previously killed or body parts of former victims. Once you pass a level, if you've damaged the piers too badly, just use "RESTORE CHECKPOINT" from the "pause" menu, and restart the current level of the challenge. This should replace the piers, and you will not lose your previously completed level. Level 1: Knock 4 people off the banana boat, and kill them within 180 seconds. +.3% to game completion. Level 2: Knock 4 people off the banana boat and kill them within 160 seconds. +.4% to game completion. Level 3: Knock 4 people off the banana boat and kill them within 140 seconds. +.3% to game completion. SC21 SCAVENGE - Map NOW AVAILABLE at gamefaqs.com In Open Ocean: East, travel East from the Coast Guard HQ to find the location of this challenge. You are given a time limit to find a specific number of tires. When the challenge begins, there are three concerns other than the time limit that you need to consider. Directly below you in the North end of the pit-like area is a Seaseeker that will siphon off your "Hunger" meter, there will be a mini-sub nearby, and a Coast Guard Heavy Raft type boat above you. If you get too close to the surface they will open fire on you. You can do this challenge without destroying the boat, besides it will just reappear in each additional level of the challenge, so I don't normally kill it. Also the mini-sub will drain your "Hunger" also but it's like a double edged sword. I followed it trying to catch up to destroy it, and while following it I seemed to find more tires. I'm not saying it leads you to them, but when I don't destroy it right away, I tend to find the tires more easily. However, I do recommend destroying the Seaseeker at the bottom of the "pit" where you begin. There really is no easy way to describe the locations of all the tires. At this time I am working on a location map, which I'll post in one of my future updates. Just slowly swim a circle around the pit, going in be- tween, over and around any rocks or mounds that you find. The first level is the hardest actually, it seems that in the last two levels the tires are easier to spot, and there will be more of them. You will still have to look for them but you should find them easier. A lot of the tires are partially buried into the soil on the bottom, but you should see them sticking out, and don't forget, after swimming once or twice around the pit, reverse direction because the change in perspective might allow you to see something you missed earlier. Also, in the later levels, a lot of the tires will be where you found them in the previous level, so you only have to find a few "new" ones. Level 1: Collect 6 tires in 180 seconds. +.3% to completion score. Level 2: Collect 8 tires in 160 seconds. +.4% to completion score. Level 3: Collect 10 tires in 140 seconds. +.3% to completion score. SC22 THE GAUNTLET- Map NOW AVAILABLE at gamefaqs.com This Side Challenge is located in the Non-Story area known as "The Underwater Caves." You can find it in the Central-Eastern part of Open Ocean: West. Your challenge is to safely navigate your way through an apparent maze of underwater caves and reach their exit within a given time limit. The dangers are many - getting lost in the caves, schools of stinging jellyfish, dart-like viper fish which sting and paralyze you, and underwater thermal bubbles which can boil you. The key to navigating your way to the exit is ALWAYS TAKE THE LEFT PATH. and you can find the exit, as long as you survive the trip. In level 1, your biggest problems are the jellyfish and thermals, but in level two the viper fish are added. When the vipers hit you, you are momentarily stunned, and your vision goes hazy, which not only slows you down, but can easily disorient you and get you turned around inside the caves. If you get stunned, stop trying to turn or "steer" until your vision start to clear enough that you can tell where the walls are. Also, try to swim through the gaps in the jellyfish, and if you're health starts to get low, depend on your "Shark Vision" to show you "safe" fish, the jellyfish won't glow, so you don't harm yourself by eating something bad. You need to time your trip past the thermal bubbles, even the ones that don't appear to be over glowing orange areas, all thermals will harm you. On the last two levels, you need to try to avoid the viper fish, they tend to hide in the walls and then dart out to hit you. I constantly just keep "charge" dashing, by Charging up my Charge Attack, and then releasing the button to give me a slight boost in speed. This does not protect you from the vipers, but it can help you get past some without getting hit. So avoid the jellyfish, time your way past the thermals, and KEEP TO THE LEFT FORKS and you should make it through in a couple of tries. Level 1: Run the Gauntlet in 100 seconds. +.3% to completion score. Level 2: Run the Gauntlet in 75 seconds. +.4% to completion score. Level 3: Run the Gauntlet in 60 seconds. +.3% to completion score. SC23 MANIC MAZE- Map NOW AVAILABLE at gamefaqs.com At North Amity Keys, located to the far North in Open Ocean: West is where to find this challenge. Kill a certain number of swimmers within a given time limit. The swimmers however, are swimming inside a maze made out of shark proof netting. As you face the maze, there is an open- ing on the right hand side, which will give you access to the swimmers inside. As you advance in the levels, there will be a higher number of swimmers, and you will need to travel deeper into the maze. Failure in this challenge can result in bodies and body parts being left inside the maze. Unfortunately, these remains still show up in "Shark Vision" so make sure your target is a "live" target if you have to keep repeating this challenge. Also, don't mistakenly attack the other sharks that will be drawn to your carnage, just kill human swimmers. Enter the maze from the right, go forward to first turn and find Swimmer 1 ahead of you. Go around the next corner and you will find Swimmer 2, and a long path with an opening to your right. Take the right turn followed by a left at the end, and you will see Swimmer 3 in a small boxed in area. As you face the box with Swimmer 3, go around the wall to the left, and as you exit the maze, make a left and find Swimmer 4 near the coast guard boat. Swimmer 5 is back inside the maze, you should be able to see him by turning to the North. These positions are specifically for the Level: 3, but in the earlier levels the swimmers are relatively close to the same areas. Level 1: Eat all the swimmers (1) within 30 seconds. +.3% to completion score. Level 2: Eat all the swimmers (3) within 45 seconds. +.4% to completion score. Level 3: Eat all the swimmers (5) within 60 seconds. +.3% to completion score. SC24 CATAMARAN JAM This Side Challenge is located in Open Ocean: East, North of Amity Town Beach, and to the West of Bridgeport Sound. This is a really easy challenge that has you flip the catamarans (two-hulled sailboats) within a specific time limit. The catamarans will show up on your sonar as red dots, and as long as you've been upgrading your abilities, they can be dealt with fairly simple. Swim at your target at full speed and just use a Bite attack, try to attack the boat broadside (from the sides) and it should flip easily. Then, just follow your sonar to your next boat. Level 1: Flip 5 catamarans in 45 seconds. +.3% to completion score. Level 2: Flip 6 catamarans in 40 seconds. +.4% to completion score. Level 3: Flip 7 catamarans in 35 seconds. +.3% to completion score. SC25 OH PUPPY South of Red Reef Valley, in Open Ocean: South is the locatin of this Side Challenge. This is basically a hunting/sonar skill challenge. You need find and kill a specific number of white seal pups before they can make it to Seal Island. There are other sharks in the area as well as Orcas or "killer whales". Follow the red dots on your sonar, and try to use your target lock ability to single out the white seal pup from the black or brown adults. Your targets are "white", not any other color. Level 1: Kill 3 white seals before they make it to Seal Island. +.3% to completion score. Level 2: Kill 4 white seals before they make it to Seal Island. +.4% to completion score. Level 3: Kill 5 white seals before they make it to Seal Island. +.3% to completion score. SC26 ORCA REVENGE This Side Challenge is located by returning to "The Break Out" level area. In the Open Ocean: South area of the Amity Map, look for the South Shore Aquarium. It is on the southern shore of Amity Island and just North of the Red Reef Valley. In this Side Challenge you have to kill the Orca (Killer Whale), just like at the end of Mission 2. The only difference is that you have to do it within a set amount of time. The same attack strategies from the Mission 2 walkthrough will work, but because you have a limited amount of time you must utilize stronger attacks than just trying to bite the tail. Be sure to use the Charge Attack so you can stun the Orca, and inflict maximum damage. If you do this you will have plenty of time, even on the final level. Level 1: Kill the Orca in 180 seconds. +.3% to completion score. Level 2: Kill the Orca in 120 seconds. +.4% to completion score. Level 3: Kill the Orca in 60 seconds. +.3% to completion score. SC27 SHARK FRENZY Travel to the far Southwest of Open Ocean: West to participate in this side challenge. This challenge is very much the same as Side Challenge 28 below, except your goal is to kill sharks, instead of dolphins. The only trick to this challenge is to make sure you are attacking sharks, not the sail fish or other larger fish that frequent this part of the ocean. Level 1: Kill 5 sharks in 60 seconds. +.3% to completion score. Level 2: Kill 7 sharks in 60 seconds. +.4% to completion score. Level 3: Kill 9 sharks in 60 seconds. +.3% to completion score. SC28 DOLPHIN FRENZY Go to Open Ocean: South and look Northwest of Misty Ridge, which is in the Southwest corner. This is a timed killing exercise. You must kill a specific number of dolphins within a time limit. Be careful, this challenge can be deadly if you don't treat the dolphins as a potential threat to your safety. When you attack a dolphin, the others will try to attack you, and gang up on you. If enough attack at the same time you can die quickly, so make sure to keep moving as you perform your attacks. Another key to succeeding, especially at the higher levels, is to kill the dolphins as quickly as possible. Remember to wiggle your left control stick when you bite your victim in order to quickly kill it. At the last level, you need to kill fast in order to be able to kill enough within the given time limit. Level 1: Kill 5 Dolphins in 60 seconds. +.3% to completion score. Level 2: Kill 7 dolphins in 60 seconds. +.4% to completion score. Level 3: Kill 9 dolphins in 60 seconds. +.3% to completion score. SC29 THAR SHE BLOWS Found in Bridgeport Sound, which is located in Open Ocean: East, this was the Story Mission 6 "The Angry Armada" area. This challenge has you blow up a certain number of boats within a set time limit, depending on the level of the challenge. Use the explosive canisters (indicated by green "Point of Interest" markers on your sonar.) Throw the canisters at the boats by grabbing them with "R1" and throwing them with "L2." If you can attack the lead boat, the other boats will pause while it sinks. You can use this to your advantage, so that you don't have to keep chasing the boats as far. Also, keep an eye on your sonar, so that you know which way to turn to get more canisters. Being too close to the boats when you throw the canisters, or if you actually run into a boat while carrying a canister can hurt you. There are fish around if you need to rebuild your health, just don't waste too much time. Level 1: Blow up 4 boats in 90 seconds. +.3% to completion score. Level 2: Blow up 5 boats in 85 seconds. +.4% to completion score. Level 3: Blow up 6 boats in 80 seconds. +.3% to completion score. SC30 DEEP CHASE Return to the ENVIRONPLUS Mining Site located in the Northern area of Open Ocean: West. This is the location of Story Mission 8 "The Deep." This Side Challenge will have you chase several divers through the tunnels of the mining facility. All normal enemies from the area will still be present, such as sharks, and mini-subs. So, as you chase your divers, don't get distracted. This challenge is not timed, but if you don't keep up with the divers, you will fail the challenge if one of your "required" divers escapes. Once you catch a diver, try to keep up with the other divers as you kill or eat the one that you've already caught. As you attack the divers, the others will spit up and some will hide. They like to hide against the walls and ceilings of the tunnels, so your "Shark Vision" will help them stand out from the background. Level 1: Kill divers before they escape. +.3% to completion score. Level 2: Kill divers before they escape. +.4% to completion score. Level 3: Kill divers before they escape. +.3% to completion score. SC31 LIGHTS OUT You need to return to the Story Mission 4 "Hunted" area to find this Side Challenge located in the "inner" harbor area. To find this spot, you will need to travel to Grand Occasus Harbor in Open Ocean: West. This challenge has you throw explosive barrels at the guard towers which shine the spotlights into the harbor. Grab the blue barrels located in the Northwest corner of the harbor and throw them at the guard towers that have spotlights shining on the water. You could also get a barrel from under the barge at the far Southeast end of the harbor, but that's a little out of the way. There are two towers on the Southwest wall near where you grab the barrels, and more towers along the Southeast wall on the other side of the harbor. Even though there is only one barrel, another one will take its place after you throw the one you took. Remember, press and hold "R1" to take the barrel, and then tap "L2" to throw it as you aim at the towers. Level 1: Destroy 2 Guard Towers in 60 seconds. +.3% to completion score. Level 2: Destroy 4 Guard Towers in 100 seconds. +.4% to completion score. Level 3: Destroy 6 Guard Towers in 160 seconds. +.3% to completion score. SC32 SWIM FOR LIFE This Side Challenge is found in the Story Mission 5 "Predator In The Bay" area. Head to the Old South Beach Piers (Avril Bay) from Open Ocean: South in order to enter this area. This is simply a test of your ability to hunt using your sonar. In each challenge you must Kill the prey (a white seal pup) before it can escape. Each harder level of this challenge gives the Prey a shorter distance to travel before it escapes, so you have to be sure to find and kill it faster. As soon as you can spot the seal, try to lock onto it with your target lock, this makes it a little easier to see your target as it tries to evade you. On all three levels, the Prey will start off right next to the sub, so as soon as the challenge begins make sure to get your perspective underwater and immediately turn toward the sub to begin your hunt. In level 1, the Prey usually runs to the Shipyard, and then tries to swim out past the West (from the sub) oil platform. In level 2, the Prey swims from the sub, directly toward the West oil rig. Level 3 about the same pattern as Level 2., but I've noticed he will try to evade by swimMing through the center of the sub, as you chase him. In all 3 levels, the depth might not be the same, but the Prey always seems to start from your immediate left as the challenge begins. Level 1: Catch the Prey before it escapes. +.3% to completion score. Level 2: Catch the Prey before it escapes. +.4% to completion score. Level 3: Catch the Prey before it escapes. +.3% to completion score. ------------------------------------------------------------------------------- VII. Collectibles, Rare Items and Rewards ------------------------------------------------------------------------------- Throughout Jaws:Unleashed as you explore both the Story Mission areas and the Open Ocean, if your careful and observant, you can find various "Rare" Items and treasures. Whenever you discover a Tin Can, License Plate, Treasure Chest or other "treasure" you will always be awarded with points to help you upgrade. By collecting all of each type of item, you will be able to unlock specific bonuses, but finding every item is also necessary if you whish to obtain a 100% game completion. This section will explain what your reward is for collecting all of each type of collectible, as well as give a general description of where each item can be found, but for more specific directions look in the walkthrough section of the area where the item your looking for is found. TIN CANS There are a total of 24 tin cans, 4 each hidden in 6 of the Story Mission areas. Once you find 4 cans in a particular area, you will be able to access a movie clip from the original JAWS movie. These movie clips can be found by selecting "MOVIE" from the "EXTRAS" menu. Each Tin Can also adds .1% to your game completion. You are also awarded the following upgrade points as you find each of the Tin Cans in an Story Mission area: First Can 500 points Second Can 500 points Third Can 500 points Fourth Can 1,500 points The six movie clips you can unlock are: Clip #1 Scene where the two fishermen are trying to catch JAWS with a tire and chain, and get pulled into water along with the end of the pier they are fishing from in the middle of the night. Clip #2 Matt Hooper examines Ben Gardner's boat and gets a surprise. Clip #3 Martin Brody, "You're gonna need a bigger boat" scene. Clip #4 Matt Hooper is attacked by JAWS while inside the shark cage. Clip #5 JAWS decides to join Quint on the deck of the ORCA...for lunch.... Clip #6 Martin says to JAWS, "Smile you Son of a B...." - kaboom.. THE END. Tin Can Location Summary Below is a summary of the location for each of the Tin Cans, but the walk- through for each level is more detailed, and will lead you to each can. Tin Cans 1 through 4 are located in the Story Mission 3 "The Dead of Night" area and unlocks clip #1 above. TC 1/4 - Northwest when facing electric fence at start of level. TC 2/4 - East, along bottom just past broken row-boat found on shore. TC 3/4 - From TC #2, Northwest along the bottom. TC 4/4 - Near base of bridge support. Tin Cans 5 through 8 are located in the Story Mission 4 "Hunted" area and un- locks clip #2 above. TC 1/4 - Left side of entrance to the "inner" harbor. TC 2/4 - Inside "inner" harbor, in South-West corner. TC 3/4 - Hidden inside pipe, in "inner" harbor. TC 4/4 - Underneath the Toxic Waste Barge inside "inner" harbor. Tin Cans 9 through 12 are located in the Story Mission 5 "Predator In The Bay" area unlocks Clip #3 above. TC 1/4 - Follow outside shipyard wall to North. TC 2/4 - Under Northern water tower just inside entrance to shipyard. TC 3/4 - Inside generator room. TC 4/4 - Inside generator room. NOTE: If you missed, or didn't get Tin Can 3 or 4 during the Story Mission, they will be relocated to the Southwest section of the shipyard. Just re-approach the Generator Room and they will be visible. Tin Cans 13 through 16 are located in the Story Mission 7 "A Taste For Blood" area and unlocks clip #4 above. TC 1/4 - Head Southwest along sunken ship, as you approach ship graves. TC 2/4 - Underneath front end of ship that is against East wall. TC 3/4 - Deck of smaller boat that is wedged between to ships. TC 4/4 - Southeast of exit, underneath end of ship. Tin Cans 17 through 20 are located in the Story Mission 8 "The Deep" area and unlocks Clip #5 above. TC 1/4 - Inside control room 1. Behind "solid tank" to Northeast. TC 2/4 - Inside control room 2. Behind "glass fronted" tank to South- west. TC 3/4 - Inside control room 3. Southwest, between tank and platforms. TC 4/4 - Inside control room 4. On floor in front of tank to East. Tin Cans 21 through 24 are located in the Story Mission 10 "Blood On The Beach" area and unlocks clip #6 above. TC 1/4 - Along shore as enter public docks area. Near concrete piers. TC 2/4 - Slightly Northeast from Amity Ferry boat, near top of water. TC 3/4 - From Licence Plate #43 (see walkthrough), head Southeast. TC 4/4 - Along shore, heading South as near end of public docks area. LICENSE PLATES There are also 45 License Plates scattered throughout 9 of the Story Mission areas, 5 each per area. Each License Plate is worth 1,000 points and adds .1% to your game completion score. When you collect all 45, you will gain access to a special "Level Select" option. Level Select allows you instantly start over, or go to any Story Mission in the game, go back and replay Side Challenges, or go to any other visitable area on the map. You will start with- out the benefit of any abilities that you have already upgraded or the points that you currently have. However, you will be given a certain number of points to start with, based on the level of the area you choose to revisit. All items will be returned to their hiding spots, as well. It's almost like re- starting the game, except you can play any level in and order that you want. To access this feature, quit the game in which you have found all 45 License Plates. At the "MAIN MENU" press the "SELECT" button on your controller to access "LEVEL SELECT." Additionally, after you collect the last License Plate 45/45 you will receive 100,500 points instead of the normal 1,000 points. License Plates 1 - 5 are located the Story Mission 1 "The Tutorial" area. This is also called "The Arrival," in Open Ocean. # 1. At the top of the "rock arch" or "ring" shaped area on the South side. # 2. Near the wooden galleon, to the North and just above the boat. # 3. Inside the hold of the wooden galleon. (Use Charge attack to break into the hold.) # 4. Slightly to the west of the "rock tower" that extends out of the water. # 5. At the end of trench, North East from pier that had the Body Bag. License Plates 6 - 10 are found in the Story Mission 2 "The Break Out" area. If you did not get them during the Story Mission, the locations will be different when you return from Open Ocean, because part of the story area will be permanently closed off after you com- plete the Story Mission. # 6. Hidden area located to Northwest after you escape from the research tank area. Near bottom on West Side of room. # 7. East from starting point, near base of left concrete support. # 8. Inside Dolphin Pool 2, in Southwest corner. # 9. Inside Dolphin Pool 3, in the North end. # 10. Inside Dolphin Pool 4, near Northwest wall where you fight the Orca. NOTE: If you missed and of the License Plate during the Story Mission, they will be relocated to Dolphin Pool 1 when you return from Open Ocean. Smash through the bars in the walls, and this will be the last tank as you travel clockwise through the pools. License Plates 11 - 15 can be found in the Story Mission 3 "The Dead Of Night" area. # 11. In depression at bottom of ocean just South-East of electric fence. # 12. East of #11, past sunken row-boat, and inside small pit. # 13. South of sunken row-boat in another small pit area. # 14. South-East along shore near wrecked row-boat. # 15. Inside alcove area behind the bridge. License Plates 16 - 20 are in the Story Mission 4 "Hunted" area. # 16. In outer harbor area, just past where Pirate Ship was found. # 17. From Western Power Box, swim around rocks toward the East. # 18. Underneath pipe in "inner" harbor area. # 19. Follow along West wall of "inner" harbor, area after the pipe. # 20. Follow West Wall past the barges, found in corner area. License Plates 21 - 25 are located in the Story Mission 5 "Predator in the Bay" area. # 21. Located in the center section of submarine wreck. # 22. Located at base of Oil Platform to West of submarine. # 23. Located near breakable grill, South of shipyard entrance. # 24. Inside shipyard area, in Northern corner area. # 25. Inside shipyard area, follow South wall to find this plate. License Plates 26 - 30 are hidden in the Story Mission 6 "The Angry Armada" area. #26. Go strait to bottom, head Southwest from starting point of level. #27. Head Northeast from Plate #26. #28. From Plate #27 Head North and keep looking to the east. #29. At Base of Observation tower in Northern part of area. #30. When barely in sight of Southern Observation tower, search to right halfway down between surface and bottom of ocean. License Plates 31 - 35 can be found in th Story Mission 7 "A Taste For Blood" area. #31. Northeastern corner of area, in beginning section past mines. #32. North of mines that block off ship graveyard area. #33. Inside ship graveyard, on deck of ship near Eastern wall. #34. Between two mines inside ship graveyard #35. Inside hull of upside down ship to the Southwest of exit. License Plates 36 - 40 can be found in the Story Mission 8 "The Deep" area. #36. Top of support to North "suction tube" of mining facility. #37. At bottom of mining pit, near outside edge. #38. Mining tunnel "level 1" - Near mining drill in Northwest. #39. Mining tunnel "level 2" - From entrance, 2nd Right, then right. #40. Mining tunnel "level 3" - From entrance, 2nd Left, then next right. License Plates 41 - 45 can be found in the Story Mission 10 "Blood On The Beach" area. #41. Along beach near beginning of level, head North along shoreline. #42. Southeast from the truck that is found underwater along the beach. #43. Near edge of water by public docks, slightly past Amity Ferry boat. #44. Follow shoreline (keep shore on right) away from docks, near boarder. #45. From inside the Pond, travel East away from Southren end of bridge, look in rocks along shore. Level Select/Points Breakdown When you exit a from a game where you have collected all 45 License Plates you can access "Level Select" by pressing "select" from the main menu. Level select will let you return to any Ocean area (South, East, or West), Replay any Story Mission and re-fight the bosses and the end, Replay the Side Challenges, or revisit the Non-Story Areas (Grand Occasus Canal, Fishermen's Isle, or The Underwater Caves). When you use this feature, you will no longer have your earned upgraded abilities or accumulated upgrade points. The game does however start you with a set amount of upgrade points, depending on where you go to. The following is a list of choices from the menu, as well as how many upgrade points you will start with. OPEN OCEAN: SOUTH - Begin as if you just finished Mission 2: 20,000 points THE TUTORIAL 20,000 points THE BREAK OUT 40,000 points THE DEAD OF NIGHT 60,000 points HUNTED 80,000 points PREDATOR IN THE BAY 100,000 points THE ANGRY ARMADA 120,000 points A TASTE FOR BLOOD 140,000 points THE DEEP 160,000 points THE FACILITY 180,000 points BLOOD ON THE BEACH 200,000 points THE FINAL CHASE 220,000 points OPEN OCEAN: EAST 240,000 points OPEN OCEAN: WEST - Same as if you finished Mission 11: 260,000 points FISHERMAN'S ISLE 280,000 points GRAND OCCASUS CANAL 300,000 points THE UNDERWATER CAVES 320,000 points Rare Items The following Rare Items should also be found in order to receive a 100% com- pletion. Each Rare Item also counts for .2% of your game completion score. Body Bag (3,000 points) adds .2% to completion - found under pier in second half of Story Mission 1 "The Tutorial." Nautilus (3,000 points) adds .2% to completion - found along the South edge of Dolphin Pool 4, where you fight the Orca, in the Story Mission 2 "The Break Out" area. Human Skeleton (3,000 points) adds .2% to completion - found at base of pier, under the refinery drain pipe in Story Mission 3 "The Dead of Night." Pirate Ship (3,000 points) adds .2 % to completion - found along wall in outer harbor of Story Mission 4 "Hunted." Mermaid (3,000 points) adds .2% to completion found floating above the water behind the large rock, if you head South along outside wall of the Shipyard in Story Mission 5 "Predator In The Bay." Message In A Bottle (3,000 points) adds .2% to completion. On the water surface near center of the Story Mission 6 "The Angry Armada" area. Diamond Necklace (3,000 points) adds .2% to completion. Found underneath a pile of wrecked boats, near East wall in the Story Mission 7 "A Taste For Blood" area. Megalodon Tooth (3,000 points) adds .2% to completion. Found at the second intersection to the Northwest after you enter Cave Entrance 3 in the Story Mission 8 "The Deep" area. Body Bag (7,000 points) adds .2% to completion. Found along the shore, heading generally South from the public docks in the Story Mission 10 "Blood on the Beach" area. Treasure Chests- Map NOW AVAILABLE at gamefaqs.com There are 50 Treasure Chests worth 1,000 points each which are hidden through- out the Open Ocean and in the Non-story areas. Each Treasure Chest found adds .1% to your game completion. Once all 50 Treasure Chests have been found, you will receive two very nice rewards. First you will earn 1,000,500 points, and second, GOD MODE for that game save. Just imagine what you could do with an invincible JAWS. But finding these Treasure Chest will take a lot of work, and possibly a few lives. I've broken the locations down by Non Story Areas, and by each Open Ocean Area (South, East or West). As you use these location guidelines, realize that your position may appear correct on the map, but you still may have to search a little. These descriptions are to be used as a point of reference. Also, in Open Ocean: East, particularly near the center and Northern area there are a LOT of mini-subs with missiles. They can even shoot you from areas where you cannot get to them, like where the current is too strong. So, if you hear them, keep an eye open and try not to get caught off guard. One last pointer, do not attempt to search Open Ocean: East unless you have at least 1 upgrade to HEALTH and HUNGER. You will not survive getting shot by the missiles more than 2 or 3 times (if your lucky). If you search an area and can't find the Treasure Chest, try swimming away and then re-approach the area, I've noticed that particularly in Open Ocean: East sometimes a Chest will seem to be where it wasn't the first time I swam through. Even having a good idea where to look, it still takes me at least 2 hours to find all the chests, and that's if things go really well. OPEN OCEAN: SOUTH Fisherman's Isle # 1. Swim around the edges of the area with the piers and boats. # 2. South side of the main island area, against the base of the island. # 3. Next to the beached shipwreck on the shoreline. Open Ocean: South # 4. Even with the South edge of Seal Island, and Far West past the menu icons shown on the top of the map. # 5. All the way Southwest, then slightly to the North. # 6. South of and even with the Open Ocean: West save anchor, and West of and even with the Northern edge of Misty Ridge. # 7. Between the "R1" button picture and the "Z" of Zoom on the map. Even with the bottom edge of the "R1" button picture. # 8. South of the "LE" part of "Left" at the bottom of the map, hidden against a rock ledge. # 9. In the channel between Amity Island and Red Reef Valley. Look North of the "VA" in the word "Valley" on the map. #10. Even with the Eastern edge of Red Reef Valley, and South and even with the Side Challenge 17 marker. #11. Southern edge of a large rock that is located off shore, South of the "H" in the word "South" of "South Beach". #12. Inside the hold of a sunken ship, Southeast of Side Challenge 3. #13. Against the Southern base of Amity Island, South of the "H" in the work "South" at Old South Beach. #14. North of Side Challenge 17 and even with the North edge of Misty Ridge. #15. South of the space between the "k" in the word "Stick" and the "P" in the word "Pan", at the bottom of the map. #16. Southwest edge of Misty Ridge land mass. #17. North by Northeastern edge of Misty Ridge Landmass. OPEN OCEAN: EAST (This area features a LOT of mini-subs armed with torpedoes. and even with the descriptions below, the Treasure Chests in the open areas can be hard to find. Don't give up. GOD MODE RULES!) #18. Even with Side Challenge 17, and East even with the end of the East tip on the compass found at the top of the map. #19. East, even with the point halfway between the Southeast Tip and the East Tip of the compass, and South even with Side Challenge 32. #20. East side of Amity Island, slightly South of the Coast Guard HQ. #21. East side of Amity Island, directly East of the Coast Guard HQ. This one is halfway up on the rock ledge, not on the ocean floor. #22. East side of Amity Island, slightly North of South Amity Cliffs. #23. South and even with the save anchor, and East and even with the center of the compass. #24. Eastern edge of Bridgeport Sound, at 3 o'clock on the circular outline. #25. East edge of Amity Island, West of and even to Side Challenge 4. #26. East side of a rock formation, off the Eastern edge of Amity Island and equal to "Eastside Homes." #27. Northern edge of Cable Junction. #28. Underneath the tip of the West point of the compass. #29. South and equal to the space between the East and Southeast points of the compass, and East even with the tip of the East point of the compass. #30. Northeast of the Northeast point of the compass, North equal to the end of the North compass tip. #31. East and even with the save anchor, and North even with the end of the North point of the compass. #32. North of the "er" of the word "Crater" in Crater Pass. #33. Northeast edge of Amity Island, North East of "Brody's House". OPEN OCEAN: WEST #34. Eastern edge of North Amity Keys. #35. Southern edge of North Amity Keys, between the piers and wall. The Underwater Caves #36. North from the shipwreck, next to giant skeleton. #37. South of the shipwreck, between natural underwater vents. Open Ocean: West (continued) #38. South of the word "Save" from the map key, and even with the Southern edge of Side Challenge 11. Underneath a rock arch, in jelly fish area. #39. West and even with the space between the icons and words of the map key located at the top of the map. South and even with "Amity" of Amity Island. Also, underneath rock formation. #40. South even with the Northern edge of Seal Island, and to the far west. #41. West even with the space between "Save" and "Point" of Save Point on the map key at the top of the map, and South even with Side Challenge 27. Best approached from the North, because chest sits on North side of a rock pile. Grand Occasus Canals #42. Northern end of area boarder, along base of land. #43. Turn right at first fork in canal, take next right, at bottom of area at the end. #44. Northern edge of the Island located at the far end of the canal. Open Ocean: West (final) #45. In a small pit, South of "Amity Swamp" #46. West edge of Amity Island, in an alcove North of Amity Swamp and even with Side Challenge (31/11). #47. North edge of Amity Island, Southeast of Side Challenge 28. #48. Underneath the Amity Ski Park building. #49. Base of rock formation that is North of Side Challenge 28, and even with Eastside Homes. #50. Inlet at extreme North end of Amity Island, behind rock to left as you swim into inlet. Unlockables/In Game Cheats The following is a quick list of the unlockables, and in game Cheats for Jaws: Unleashed Movie Clips - Collect all four Tin Cans hidden in specific Story Missions Level Select - Collect all 45 Licence Plates hidden in the Story Missions to earn this unlockable reward. If you quit a game where you have unlocked Level Select, and then create a new profile, you will have Level Select for that new profile as well. So, you could combine this trick with the "BLOOOOD" code, and start the game with 1 million points and level select. Just begin the game like normal (NOT WITH THE LEVEL SELECT MENU) or you will loose your million points. GOD MODE - Find all 50 hidden Treasure Chests, located in the Open Ocean Grand Occasus Canal, The Underwater Caves, and Fisherman's Isle. Grants GOD MODE for this game save. Enter "BLOOOOD" as your user profile to start with 1,000,000 upgrade points. Enter "SHAAARK" as your user profile to have Level Select available for the beginning of this profile. The benefit is that you can begin the game from any point, but you can only select the starting location before you actually start playing with this profile. Once you've actually started playing, you will loose level select until you later unlock it by finding all 45 Tin Cans. The best starting location (if you intend to play through the Story Missions) would be Open Ocean: East. This will allow you to still play Story Missions 3 through 11, and begin with 240,000 points towards upgraded abilities. For more info on starting and points, see the section "Level Select/Points Breakdown" above. "ULTIMATE JAWS" Begin the game with the "BLOOOOD" code, so that you can add all your upgrades. Then, complete Story Missions 1 and 2 to gain access to Open Ocean. Now, go get all 50 Treasure Chests. Be INVINCIBLE for the remaining 9 Story Missions. HAVE FUN !!! 100% Completion - How Game Completion is measured This is a summary of how your game completion percentages are calculated. Completing a Story Mission: (1-10) 4.5 % x 10 Missions 45.0 % Completing a Side Challenge (All 3 levels): 1.0 % x 32 Challenges 32.0 % Each Tin Can found: .1 % x 24 Tin Cans 2.4 % Each License Plate found: .1 % x 45 Plates 4.5 % Each Rare Item found: .2 % x 9 Items 1.8 % Each Treasure Chest found: .1 % x 50 Chests 5.0 % NOTE: In Story Mission 10 "Blood on the Beach," you are awarded a bonus of 6.1%, after finding all of the hidden items in this level. This is also, only if you have found ALL of the hidden items in the previous Story Missions. Story Mission 10 "Blood on the Beach" Hidden Item Bonus: 6.1 % Finding all 50 Treasure Chests and unlocking "God Mode" BONUS: 3.2 % Total Completion: 100.0 % There is also no completion percentage awarded for completing Story Mission 11 "The Final Chase". ------------------------------------------------------------------------------- VIII. Sightseeing and Points of Interest ------------------------------------------------------------------------------- As you play JAWS: Unleashed, there are several locations that are fun to visit. You should have visited a few of them in order to get your 100% game com- pletion. But the other locations have some interesting sights. Fisherman's Island This small Non-Story area is located in Open Ocean: South, and is the second small island from the lower right hand side of the map. This area contains 3 Treasure Chests, and a Side Challenge so it is necessary to visit if you wish to get a 100% completion on your game. Also, it is the site of a Blue Whale carcass that you can see up close. Even though it's dead, the whale helps you appreciate their immense size when compared to JAWS. It also helps you to realize how far away they must be when you spot them in the Open Ocean and can't seem to get close enough to attack. The Grand Occasus Canals The canal is another Non-Story area, one of two actually located in Open Ocean: West. This one is near the Southern end of Amity on the West coast. The Grand Occasus Canals features a Side Challenge, and three Treasure Chests which are required for a full 100% game completion. Also, it is an area where you can find the Salt Water Crocodiles listed in the "Animal Bios" section of the "Extras" menu. As you travel into the canals, the crocs seem to like the small side areas that are on both sides of the canals. You can tell these small areas because they have small bridges crossing over the canal. The Underwater Caves Whale Sharks can not only be observed, but hunted if you travel to Open Ocean: East, and head North until you are under the Western point of the large compass on the map of Amity. The whale sharks are neat to see, and very easy to kill because they don't fight back. The particle effects are pretty gruesome as you tear one apart. Sperm Whales Head to the far North West, of Open Ocean: West to find this species of whale. I find if I head to the North Amity Keys, and then just swim along the North "current too strong" area and work my way West I eventually run into these whales. They have the squared off shape of the illustrations of whales from literature like Moby Dick, or even the whale that swallowed Pinocchio. Still neat to see in the game though. Blue Whales Just for fun, if you visit the extreme eastern edge of Open Ocean: South by swimming around Misty Ridge, you can find live Blue Whales swimming in the "current's too strong" area between Open Ocean: South and Open Ocean: East. No you cannot get to them , even if you go to Open Ocean: East. But they're still cool to see. Whale Sharks Can be found in Open Ocean: East to the North around the areas underneath of the compass. These large brown plankton eating sharks are very docile. They do not and will not attack even if you attack them. The in-game graphics of their slaughter is pretty gruesome. Orcas (Killer Whales) You can find Orcas roaming the areas surrounding Seal Island in Open Ocean: South. These Orcas are much smaller than the one encountered at South Shore Aquarium. In the wild, they are also much easier to kill. ------------------------------------------------------------------------------- VIX. Acknowledgments and Credits and Revisions ------------------------------------------------------------------------------- Thanks to Majesco for attempting to make a good JAWS game. While it may not be perfect, it's still a very fun game, and hopefully will spawn a much better, less buggy sequel. Besides, it's still 100% better than that Nintendo version that came out many years ago, (talk about crap...) Thanks To Spielberg, and Universal for giving us the first, and greatest original JAWS. Original JAWS:Unleashed story, characters, and excerpts from the game are owned and copyrighted by Majesco. "Terror At Amity Island" strategy guide, concept, layout, and presentation Copyright 2006 Wayne W. Pietra, Jr. Versions: 2.07 April 13, 2007 Udated Copyright Updated posting authorizations. 2.00 July 5, 2006 Additional spelling and grammar corrections. Added correct Treasure Chest 4 and 5 locations. Added Map Information Updated posting authorizations 1.00 June 21, 2006. Updated posting authorizations. Finished info on all remaining Side Challenges. Added location information,bonus info for Treasure Chests. Added Game Cheats Section Added "Ultimate JAWS" comments. Updated "Sightseeing" section. Added Level Select/Points Breakdown section. .70 June 16, 2006. Updated posting authorizations. Added Story Mission 8 - 11 walkthroughs, and related Side Challenges. Updated Game Completion information with corrections. Finished Tin Can, License Plate and Rare Item locations list. .65 June 10, 2006. Revised content of section III: About Ability Points. Changed the language, and added some new information to make it more clear. Updated Walkthrough introduction with explanation of what is provided, and Information Summaries at end of each Story Mission. Updated Stage 1 walkthrough with additional information and resolution to a known Bug in that stage. Added Game Completion section to all completed walkthrough levels. Various Language, spelling, and grammar corrections. Updated Stage 3 Walkthrough with new information regarding source of food for health restoration. .57 June 8, 2006. Granted permission to Cheat Code Central (http://www.cheatcc.com) to post this FAQ. Updated correct Story Mission title and order for Missions 6 and 7. Edited and Revised Table of Content, and Section Title Order Added Title For Side Challenge 29 THAR SHE BLOWS, to Table of Contents because it was accidentally omitted as being finished. Revised order of Topics, and changed title of section VII. .55 - June 8, 2006 approximately 60 percent of Story Mission walkthroughs are complete. Side Challenge descriptions related to finished Story Missions are complete. Most Sections are in place with final versions expected in next update on or before June 12.