FAQ/Walkthrough by rupertbreheny

Version: 1.01 | Updated: 07/29/04 | Printable Version


Version 1.00 – June 2nd 2004
Written by Rupert Breheny
Copyright 2004 (all rights reserved)
www.breheny.com gamefaqs@breheny.com
assisted by Justin Davis and Chris Young

Happy for you to use this for your personal use but don’t pass this off as your 
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maintain the current version.

00 CONTENTS====================================================================





   Paavo clone
   Paavo clones
   Shield generator defence system


   Spawn nodes
   Trap nodes
   Health nodes
   Gun nodes
   Synch nodes

   Sword Form
   Gun Form
   Stealth Form
   Suit strength
   Weapons upgrades




   A word from the makers
   Outrage Games

01 INTRODUCTION================================================================

I was intrigued by this game when I first heard about it and was rather 
dismayed to read some lack-lustre reviews. Still it didn’t take long for me to 
pick it up at budget price and get stuck in.

My initial response was one of disappointment as I immediately found the 
controls, in particular the camera stick, counter-intuitive. I struggled 
through only to find that the combat was quite repetitive, but as I progressed 
through the game I just fell head over heels in love with this beautiful world, 
the like of which I had not seen before. And when you’re in love you can 
forgive an awful lot.

From an early age I had been fascinated with the idea of biomechanics. I adored 
the Henry Moore sculptures I saw in our botanical gardens and loved those 
illicitly glimpsed stills from the Alien film. I wound up studying biology and 
concurrently spending a fortune on H.R.Giger portfolios. I particularly enjoyed 
the dissections that formed the backbone of our anatomy course.

At some point I was inspired to develop the idea of a living planet, where all 
the biomass cooperated together rather than competed with one another. I loved 
the idea of a consciously directed evolutionary process and made some drawings 
of these enormous organic structures that I imagined would purify the air and 
spawn exploration units. I reckoned that one day it would make a great animated 

10 years on and I had done nothing with it, but here we are in the realms of 
video games, the perfect medium for just such a world. What an excitement - to 
visit the world I had always dreamed of.

02 BACKGROUND==================================================================

In the future, the most powerful substance ever created can control time and 
physics. Only a chosen few can control it. But only one can save us from it.

In Alter Echo players assume the role of Nevin, a reluctant hero with the 
ability to alter time and morph his PolySuit between three unique combat forms. 
Nevin must fight for survival against an entire planet that has gone mad-the 
actual surface of the planet is alive, and uses its bio-mechanical properties 
to spawn enemy after enemy, ensuring relentless action.

Developed by THQ studio Outrage Games, Alter Echo features innovative action 
gameplay and a groundbreaking visual style based on pioneering technology. Time 
Dilation and real-time morphing between three combat modes add tactical depth, 
and the revolutionary PostFX camera system intensifies the action with 
spectacular visual effects that heighten the drama of every combo and special 

Using an advanced real-time skeletal morphing system, players can changes forms 
during combat: Sword Form - the default mode, used for rapid movement and hand-
to-hand fighting, cutting foes down with whirling blades Gun Form - transforms 
the player into a huge cannon- and grenade carrying giant. Annihilate enemies 
with torrents of gunfire and grenades Stealth Form - an exceedingly agile form 
that allows the player to climb walls and assassinate foes while invisible.

Time Dilation technology allows players to manipulate time, freezing the action 
in order to cue up a series of moves and attacks to unleash an unstoppable 
flurry of attacks with.

A totally original world - Alter Echo is set on a complex world whose very 
surface is alive. It knows you're there, and it wants you dead.

Advanced PostFX camera system - Mind-blowing visual effects intensify every 
action with dynamic camera filters and screen distortions.

03 REVIEW======================================================================

Ambitious but flawed genre piece in a fascinating new setting.

The living, organic world you explore is both artistically breathtaking and 
conceptually fascinating. A great deal of the pleasure of this game can be 
derived from simply walking around and admiring the scenery.

The gameplay itself becomes repetitious, comprising of close combat button 
mashing interspersed with switch flicking in relatively linear environments. 
There may be 50 levels but they tend to be quite short and easily completed. 
Boss battles can also get quite laborious.

If you have ever been inspired by sci-fi bio-mechanics, but tire of H.R.Giger 
rip offs then this is for you. An average game raised to a compelling 
adventure, by dint of its superb art direction and atmospheric sound effects. 
I’m so glad I didn’t listen to the detractors and decided to visit Proteus for 

04 WALKTHROUGH=================================================================

Here we have a tourist's guide to the planet Proteus. Rather than hold your 
hand with step by step instructions for every eventuality I’d rather just give 
you some rough guidance. The levels play out fairly linearly and it is almost 
impossible to get stuck or paint yourself into a corner, so really the 
walkthrough may work better as a memory jogger and give you an idea of how far 
through you are if you are feeling frustrated.

I include a description of the LOCATION to help you get your bearings. I also 
list the TASKS you have to complete in order to move on. I then include a BIO 
RATING to give you an idea of which the best levels are for showing to your 
friends. There are a few tedious levels in there, but those rated with a 5 
represent some of the most remarkable and breathtaking scenes ever created in a 
video game as far as I am concerned.

As the game does not allow you to replay levels at will I recommend that you 
leave the save games on the levels that best represent the world so you can 
revisit some of the greatest beauty spots at a later date. The highlights to 
save are as follows :


You may want to do what I did, and replay the game with the music turned off. 
The pace is somewhat slower and you can concentrate on racking up those combo 
bonuses and just enjoying the scenery without a sense of hurry. I amassed over 
173,000 excess Plast on my second, more relaxed trip through.

A nice easy training level in warm oranges and reds set in cushioned caves just 
below the surface.

LOCATION : Quilted interior caverns.
TASKS : Complete training objectives.

LOCATION : Open cradle with raised starfish arms, chamber with armed arches, 
high ceilinged red room.
TASKS : Complete training objectives.

LOCATION : Room with a dais, then a gun corridor and an arched bowl for 
TASKS : Complete training objectives.

LOCATION : A loop around a cliff then a room with stalagmites then a jump pad 
chasm followed by a gun corridor then a chamber with glowing tendrils and jump 
pads then a room you have to sync a bridge across.
TASKS : Complete training objectives.

LOCATION : A bridge to a round chamber for time dilation and then some more 
stalagmite rooms.
TASKS : Complete training objectives.

LOCATION : A tall room with an alcove with sticky path and an exposed nerve and 
master node dais.
TASKS : You lose both Gun and Stealth forms and must defeat two waves of 

Open orange and tan humps of rock with a conical pyramid repeating motif.

LOCATION : An open area with twisted conical pyramids and sausage link walls
TASKS : Kill some spawn nodes and then click a couple of switches

LOCATION : A path leading to an open area with a cave in a cone mound.
TASKS : Jump over energy beams and then assist Arana fighting enemies.

TASKS : Defeat two waves of enemies - reclaim Gun Form.

A dark and dingy level, soaked in rain with predominantly blue and grey hunks 
of rock.

LOCATION : Raining from the start, a gully with glowing tendrils above, and 
open area with pyramid sentry towers amongst huddled mounds, some interesting 
looping pathways to a series of stepping stones and then a sync node in a bowl 
with horns dipping into it then backtrack through a gate and a beautiful looped 
TASKS : Assist Arana, find a switch, cross the stepping stones, back and 
through the gateway to kill a trap node.

LOCATION : Loops by the path like glowing anglerfish lures, stacked hills with 
snipers at the top, twisted hills all around.
TASKS : Clear the hilltop, dodge the gunship barrage, clear a trap node, start 
a sync node and split up.

LOCATION : An open plateau then into a cave and then a bridge that crumbles 
into a pond, then another cave and then a pillowed area with a tentacle coming 
out the ground.
TASKS : Clear the cave, cross the bridge, fight out of the new cave, dodge 
passed the tentacle.

LOCATION : An open area with squat plinths picked out with luminous traceries.
TASKS : Defeat Boss 1 : Gunship

TASKS : Defeat three waves of enemies - reclaim Stealth Form.

A violet and cyan region midst a sea of purple liquid.

LOCATION : A large bowl around a body of water, many sticky paths weaving 
around the outside right wall. Lugs project from the side and an interesting 
hump of mushroom gills towards the end of the path. A series of floating 
platforms are suspended over the liquid.
TASKS : Flick three switches. the first two switches are on islands reached by 
pounce nubs, the final switch reached by switching to Gun Form and then 
clearing wall then platforms and then following pounce nubs again.

LOCATION : A long causeway with T-shaped lugs ranged along the left side. A 
pleasing ocean swell sounds with the occasional spray crashing on the sea wall. 
Two bladed gates hold shields and the power transformer at the end like a giant 
peeled Satsuma.
TASKS : Negotiate Stealth Form in invisible mode over pounce nubs and through 
electrically guarded hoops. Once for the first two platforms then three times 
at the final one. Sometimes Kess fails to push you off the second time you 
flick the switch, making things easier but less fun.

TASKS : Defeat three waves of enemies - introduction of Hydra.

A fantastic looking level with the characteristic fern leaf twirl growing out 
of clifftop paths around a sea stretching to the horizon. The most confidently 
organic of the levels so far and a place I would really like to visit.

LOCATION : An open starting location with a serried range of segmented spires 
around the margins. A path gives off and follows around the flank of a hill 
under the jutting fern like coils that grow out of the hill flank. Past a cave 
and around the shoulder of the hill to a passage of energy beams for the 
Stealth Form to cross leading to an open area with a ceilinged bunker giving 
views all around. A cave sits opposite with bud like nodules which shield the 
horn like doors that drop down to prevent egress.  

TASKS : Kill the first titans then negotiate the energy beams, see off a trap 
node onslaught then shoot nodules to exit.

LOCATION : A trench passing through thick lipped doorways with swirling 
textures into an open topped cave. A ledge overlooked by a series of stacked 
columns with snipers. A large chamber with a cluster of egg pods and two large 
mounds on the left.
TASKS : A new gargoyle, clear the cave trap node, shoot sniper towers, clear 
drones, trip the switch and get to sync node in time limit.

LOCATION : Through a doorway onto a sinuous pathway that winds around two 
sprouting seedlings overlooked by alcoves in the rumpled walls, ending in a 
downward invagination into the Cliffside.
TASKS : Turn around to find two plasm spores, onwards to jump lasers and then 
flick a switch, shoot the stone column opposite to clobber the drones and then 
jump across revolving Stealth platforms to sync node to build bridge to exit.

LOCATION : A breathtakingly gorgeous track clinging to a wave lashed cliff 
above the sea. The whole cliffside shot through with whirls and loops and 
fringed with more fern fronds on the seaward side. A beautiful set of sticky 
topped columns to hop back up from some lone standing columns in the sea. A 
thick cabled tunnel used by Stome loops back to an alcove with spores.
TASKS : Follow the path disposing of trap nodes and flicking switches, remember 
to backtrack through the tunnel Stome used for pickups and finally using the 
Gun Form to pick up a monster chain bonus at the end of the cliff walk.

LOCATION : Another great cliff level with the grooved pathway passing under 
arches and then half-twisted tongues on either flank, not quite grown across 
into loops yet. A buttressed cave in the cliffside opens into a dark chamber 
with long, black fungus like tendrils and a chasm with a roof supported by rib 
like spans between floor and ceiling. Out to an arena with lobes off the side 
containing switches and spores
TASKS : Kill trap node, hit power switch, kill spawn node, shoot over chasm, 
shoot rocks, kill trap node, flick switches.

TASKS : Defeat four waves of enemies.

Some attractive tan and blue rockscapes still around water to begin with. Less 
organic that some of the other levels but nicely featured and atmospheric. Come 
across more real world than the previous areas.

PLANS 1________________________________________________________________________
LOCATION : A tumbled rock parade leads down from hooped doorways to a cove on a 
sea inlet. A beautiful sky gives a warm haze to the mist on the horizon. A 
lovely sunset vibe. At the middle of the cove is a tall island which in fact is 
hollowed out and has ledges running around it. A gulley towards the right has a 
series of fat, glowing, power pipes running beneath it into little alcoves 
beneath the walkway. Notice a crack on the opposite side that reveals glowing 
nervous system, not only is the whole planet alive, it seems to all have a 
sense of touch too. A tunnel at the end loops back and brings you to cross a 
pipe to get to a pass between two rock walls, also access to a crack at the top 
of the closed cave below.
TASKS : Follow the path remembering to jump onto the glowing power pipes to 
investigate the little caves, engage synch nodes, crack open cave ceiling from 

PLANS 2________________________________________________________________________
LOCATION : A curved gully roles downhill to a cluster of tall hills, the whole 
area with a great sense of altitude. Nice looking power couplings feed a 
gravity lift inside the hollow mountain. Some lovely cave interiors, 
particularly one at the top of a sticky Stealth loop.
TASKS : Solve synch nodes to give access to higher levels.

LOCATION : A high altitude bridge to the space port. A nice vaginal opening 
into the growth node on the landing platform. Interesting looking docking 
bridge also.
TASKS : Shape space craft and defeat Boss 2 : Paavo Clone

The mood gets darker and more claustrophobic with these purple levels set in 
underground caves.

LOCATION : A linear walkway around a purple hill flanked by established 
TASKS : New Melters and Burrowers appear, kill spawn node, teleport, kill trap 
node, synch.

LOCATION : AN underground cave with huge curved walls, and floating platforms 
above the ribbed groins at the base of the cave. Nice deep level corridors with 
spike everting nubs set in the floor by the doorways.
TASKS : New Plast Wraith appears, smash floor, outrun water level.

LOCATION : An enormous stomach like chamber with a drop off filled with glowing 
yellow nerve fibres. Leads to a large rocky shaft stuck round with Stealth 
strips to high platforms overlooking the arena.
TASKS : Defeat Boss 3 : Gherran

TOXIC 1________________________________________________________________________
LOCATION : Opens with a spiral staircase leading down to an intestine like 
floor. A large underground cavern filled with toxic sludge. Pads with spiked 
undersides float like lily pads and allow movement across the level. Lots of 
switches to raise and lower the liquid.
TASKS : Flick switch, jump across pads, pause then flick switch, kill drones 
and flick switch, jump across room, flick switch 1 then switch 2 then run to 
synch node.

TOXIC 2________________________________________________________________________
LOCATION : A winding, transparent tunnel spirals down under the water. Lots of 
shock orbs line the route which ends in a nicely twisted lift platform.
TASKS : Lots of Plast to be earned in Gun Form.

LOCATION : A tall chamber above a twisting pit of yellow nerve fibres. A spiral 
of floating discs wind up to a giant platform at the top of the vault.
TASKS : Defeat Boss 4 : Kess

A return to the rocky looking levels seen previously in the Spaceport section.
LOCATION : Return to the base of the spaceport again.
TASKS : Kill 2 trap nodes.

LOCATION : Same level, just spent inside the gravity lift room.
TASKS : 3 synch nodes, lift up and one synch then back to outside cave at top 
of stealth path, then back to complete other synch nodes and return outside to 

LOCATION : The spaceport again.
TASKS : Defeat Boss 5 : Paavo Clones

A darker, purple and pink series of levels that set quite a sombre mood. Again, 
less overtly biological than previous levels.
LOCATION : A mountain top walk in deep purple and orange. Quite craggy looking 
with some rocky overhangs at one juncture. Spurs jut out along the side of the 
TASKS : A new Melter Elite, kill spawn node, watch out for two hidden alcoves 
in the wall just after this point containing health and plast pickups. Kill 
spawn node, hit synch node, Kill trap node, hit switch, hit switch.

BARRIERS 1_____________________________________________________________________
LOCATION : A series of interconnected gullies all quite rounded and 
compartmentalised. Pink and purple with some nice pillow shaped walls.
TASKS : Jump wall, new Titan Elite, switch, synch node, gun node, shoot wall, 
dodge lasers, hit switch, kill spawn node, avoid guns, hit switch, switch, 

BARRIERS 2_____________________________________________________________________
LOCATION : Another clifftop path with a shattered ledge near the beginning. 
Looking down we see a rounded lip sticking out of an alcove below. A small 
tunnel leads under the path and then to the rocks above the starting position. 
Energy beams pass over a nicely humped mound in the path. Later still some 
monolithic looking gates and then some interesting mounds and depressions 
giving on to some energy cables stretching over gullies.
TASKS : Kill spawn node, jump beams, shoot switch, switch, shoot switches.

LOCATION : A high causeway beneath Paavo’s citadel. Bombs rain down on a 
shattered road. A floating platform coast around a huge seedling ready to 
launch. A final gate passes through a three horned gate with a couple of 
plinths either side.
TASKS : Kill trap node, dodge bombs, switch, switch, gun node, switch, kill 
spawn node.

LOCATION : An underground chamber with looping paths around a pool fed by 
streams pouring out of cracks in the walls. Dotted around are rocky spindles in 
little clusters. A small cave winds into the wall at one point, thickly cabled 
and ending in a glowing iris against the rear wall. Later a floating platform 
rises up a chimney lined with energy beams and
TASKS : Kill trap node, use synch node, gun node.

SHIELD 1_______________________________________________________________________
LOCATION : The top of the elevator leads along a crumbled, craggy path  
surrounded water. Interconnecting path and loops and raised walkways with nooks 
and switches all around. A final huge door with a sand dollar design blocks the 
TASKS : three switches need to be turned on, the first near the starting point, 
the second on a ledge up and to the right that overlooks the first, and the 
final in a nook at the back right of the level protected by shock orbs.

SHIELD 2_______________________________________________________________________
LOCATION : An industrial looking structure set in a giant pond of water 
underneath Paavo’s shielded citadel. Curves pathways flank a central shield 
unit. gun nodes at either end and vertically placed barricades afford some 
TASKS : Defeat Boss 6 : Shield generator defence system

TASKS : Defeat four waves of enemies.

A return to more organic looking architecture, this time much of it set inside 
and with a fair variety of colour schemes, but focusing on rich, dark purples 
and reds.

LOCATION : A large intro chamber with a great grooved ceiling and vents in the 
floor. A curved path leads down to the base of Paavo’s tower. Thick lipped 
apertures give access to lift platforms, then up to a new level to change lifts 
rising vertically through a cleft shaft affording haunting views into the gloom 
where a massing of squat, blunt spires lie slanting off towards the horizon. On 
reaching a plateau, a short battle ensues and then off through an armoured 
archway towards the tunnel leading into the spine that runs up the backbone of 
Paavo’s Citadel.
TASKS : Kill trap node, catch two lifts, kill trap node, lure beetle to gate.

LOCATION : A tall chamber of linked rooms, negotiated by stealth paths running 
round the inside of the walls, winding through arches laced with shock orbs. A 
rich red in colour with lots of scarlet parts, sliding platforms set into the 
walls and topped by a red-lipped barnacle opening for the gravity lift.
TASKS : Kill spawn node, up, kill trap node, up, kill spawn node, up, synch.

LOCATION : Outdoors again at the drop off point of the gravity lift. Another 
high altitude causeway leads to a chamber near the very top of the Citadel. 
Inside a huge domed space, stealth paths wind up five spurs around the central 
cradle.  A shielded synch node sits at the middle of all this, with a door to 
its front.
TASKS : Fight towards the chamber, hop onto four enemies and Hold Bomb them 
into the energy stream on either side of the chamber. Switch each of the five 
switches and then destroy the two resulting spawn nodes.

LOCATION : Twisting cyan tendrils and dendrites wind around gappy, organic 
catwalks and sticky stealth paths loop the loop through jellyfish tubes and 
narrowed tunnels in this enormous, dark purple chasm. A sensation of the 
abyssal deep sea and a constant, throbbing heartbeat.
TASKS : Kill trap node, synch, down, kill trap node, follow path.

LOCATION : In a deep underground chamber your are set down to face off against 
an enormous, flower-like crustacean. A carapaced starfish on a stem, with a 
central pearl of a weak spot.
TASKS : Defeat Boss 7 : Guardian

LOCATION : A lift drops down through a puckered sphincter and deposits you in 
front of Paavo in all his organic glory.
TASKS : Defeat Boss 8 : Paavo

05 BOSS GUIDE==================================================================

BOSS 1 - Gunship_______________________________________________________________

The first fight! Here we go. First off, you can’t use time dilation. Notice 
that when the battle starts, there are several pillars around. To your right is 
a health node. This is going to be destroyed pretty soon (and you thought you’d 
just heal all through the battle!)

          O < first gun node                  O < health node

     O <The second node will
                     appear once this pillar is destroyed.

At the start of the fight, they’ll release gunpods. Switch to Gun Form and 
start shooting. As soon as three or more are released, fire a grenade in too, 
they’ll go down quick, and your combo level will go way up. The pilots of the 
ship will announce almost all of their attacks, so just listen.

If they say “Homing missiles,” then start running back and forth. They’ll fire 
four missiles at a time. I recommend running across the screen in Sword Form 
and double jumping after a few missiles pass you to make sure you dodge the 
last couple. They will shoot around four volleys of four of these missiles. 
Note: Use the health node if you need it, even if you aren’t that damaged, 
because it’ll be gone soon! Also not that it takes time to recharge if you do 
get the chance to use it more than once.

If the pilots say “laser,” then it’s your time to hit ‘em! This is the only 
time the ship is vulnerable. If possible, jump on the first pillar on the left, 
then up to the gun node to let loosed on the yellow section on the top of the 
ship. If not, just shoot away normally. While you try this, the ship will fire 
a big laser at one of the pillars (indicated by crosshairs), destroying it. 
This will also make a shockwave. If they shoot a pillar near you, quickly 
switch to Sword Form and double jump away to avoid the shockwave. If they 
target the node pillar or too close to it, then just hit them with normal gun 
fire while walking away to avoid the shockwave. If the gun node gets destroyed, 
don’t worry. When the pillar behind where it was gets blown up, there is 
another node there.

If they say “bombs away!” they will drop bombs like in previous levels. This is 
fairly easy to dodge. Just run to the opposite side of the level of where they 
start bombing, jumping as you go. If they start left, go right. Start forward, 
go back, etc.

Note you can jump up onto a higher level on the left and right of the level. 
When the ship takes some damage, they’ll release more gunpods, easy to kill. 
They may do this later too, you know they will when they fly in close. That’s 
it! Just keep shootin’ when they fire off the laser and avoid the other attacks 
and it’ll go down pretty soon!

BOSS 2 - Paavo clone___________________________________________________________

You should only fight Paavo in Sword Form. Try to save two or three time 
dilation charges. Use them all on him at your discretion, making the chain as 
long as possible to cause lots of damage. When you fight Paavo one on one, he 
will do several sword moves. He’s faster than you, so you have to wait to 
attack him. Keep moving. He has a move where he dashes in, a slow combo of 
three hits, and a faster combo of two hits. He can also do a block roll like 
you (this is unblockable, so keep moving so he won’t do it)! Also, if you see 
him throw his sword, put your shield up quick. Block all of these normal 
attacks, waiting for a time to strike. If you act quickly, you can get in a 
three hit combo after you block his two or three combo (If you already bought 
the “Fatal flurry” attack, use that instead). Try to get him to hit you into a 
wall so you are close enough to hit him after he attacks you.

After you do a combo on him, he’ll hunch over, say something, then explode in a 
shockwave. Just stay a little way off and it won’t hit you. He also sometimes 
says “Time something.” When he does, he’s about to speed toward you, so jump 
out of the way. Try not to jump too far, as after he misses you, he’ll be 
stunned and open to attack for a few seconds. He also does a ground breaking 
attack that opens the ground up three ways. Jump out of the way of this too.

When you do enough damage, he’ll sick three or four waves of those little 
shooting pods at you. Change to Gun Form, shoot like crazy while moving. After 
killing a wave, switch to Stealth Form, turn invisible and crawl around getting 
the powerups they drop. Then, get some pods in front of you, morph to Gun Form, 
repeat. You’ll then fight Paavo again until you hurt him some more. Then he’ll 
make this laser spinny thing. Turn to Stealth Form, and walk to an edge. Jump 
over the low beams, the high ones will go over you. Soon, you’ll fight Paavo 
again. When you hurt him some more, he’ll sick a wave of two, then a wave of 
three tunnellers at you. Turn to Gun Form, blast away while moving. When they 
start to tunnel, change direction to dodge them. Then you fight Paavo one more 
time to put the finishing touches on him.

BOSS 3 - Gherran_______________________________________________________________

Hit him with 2 or 3 time dilations. Dodge it all by running and jumping in 
Sword Form so you can double jump. Hit him in Sword Form when he starts running 
or laughing. When he raises his gun after you hit him, run and jump away.

Climb up, then, climb up one of the edge paths. When he sees you, jump down, 
and climb up the opposite on while invisible. At the top, go to gun mode and 
shoot your strongest gun and boomerangs shots until he comes close. Jump off 
before he attacks you. Go to the opposite side, repeat. When he blows the tops 
off the sides, use the middle track to stand on and shoot after luring him 
using one of the side paths.

Same as Part 1 except nothing to hide behind. Also, at first, he will spin 
around with the laser. Run toward the rubble, there’s a spot there the laser 
can’t reach. His laser is very strong and hard to dodge, so try to kill him 
before he uses it. If you can’t, try running in a wide arc to dodge it. To get 
in range to attack with the sword, wait ‘till he starts running, then stand in 
front of him so he’ll run at you.

BOSS 4 - Kess__________________________________________________________________

Easy, actually. Jump over her swords, hit her with your sword, follow her, 
repeat. Time dilate if you want to. When she shoots out the electric things, go 
to stealth mode and invisible. They won’t get you. When she starts zooming 
around hitting you, use single jumps to jump out of the way. She’s not hard at 
all. When she launches her series of sword attacks you can in fact lock both 
analogue sticks to the same side which will cause you to run out of her way and 
spin the camera to see where she ends up. Try and keep her in your sites and 
then when she slumps exhausted you can run to her and deliver the killer Hammer 
Smash move.

BOSS 5 - Paavo clones__________________________________________________________

Same attacks as the first time, same strategy. Just don’t go near the edge for 
too long or one of the clones might hold you down with an energy beam. The 
clones switch places to fight you. After awhile, the next one will attack 
really fast, before the other one even jumps away. A little while longer, and 
the next one will attack while the current one is doing his final shockwave 
attack, so stay on your plast covered toes. Use the right analogue stick to 
spin the camera so you can see who will attack next. Good luck! I like to run 
backwards away from shockwave attacks, jump off the edge of the arena when 
ground attacks are launched and jump to the side for his time swipe attacks. 
When he is reeling after his time swipe attack I recommend hitting him with two 
Juggle Slashes and then a Hammer Smash. If he stuns you with his time swipe 
then you can counter with a time dilation to prevent his free attacks on you.

BOSS 6 - Shield generator defence system_______________________________________

Here’s a simple yet risky strategy to shut this thing down. Dodge the bombs, 
shooting the orb from the gun nodes as you can. Run a couple of seconds after 
it starts firing more missiles.

When it starts shooting homing missiles, just stand on a node, let  hem hit 
you, and blast away. As long as none of the first bombs hit you, you’ll be ok.

When it shots lasers, jump over the blue ones, and shoot at it as it shoots the 
red one. When that red beam gets too close, switch to Stealth Form, turn 
invisible, and run. You’ll be near dead by the end, but you’ll have beaten it 

BOSS 7 - Guardian______________________________________________________________

Go invisible when it shoots the laser, and run away. Pounce on a ticker in 
Stealth Form, then go to Gun Form. Shoot the ticker into the mouth at the orb 
when you see a target over it. Repeat. If he shoots the laser and summons more 
tickers at the same time, dodge the laser first. When he goes down, run up and 
sword the orb.

Jump on the gun node and shoot whatever part he opens up to damage him. It the 
head opens, watch out for big lasers, destroy the pods quickly! If he brings 
out more than 1 pod, shoot for a second on one, then shoot at the others. The 
pods you shot will blow up as the bullets get to them (They are kinda’ slow). 
Opening an arm means he’s about to shoot missiles which you can shoot down. 
Opening a leg means he’s about to summon tickers. Shoot a grenade at the 
tickers and concentrate on the leg Things will get crazy as he opens more than 
one part at once. If you can’t stop all of his attacks, at least stop the big 
lasers from the head, they do tons of damage! Hang in there, things will 
lighten up as you blow off his limbs. If a ticker is right next to you about to 
blow, you may want to morph and jump away; just be careful not to miss shooting 
down a laser!

BOSS 8 - Paavo_________________________________________________________________

When he fires a purple shot, Sword Form can block it. Blue, Gun Form can block 
it. Red, and it won’t get an invisible Stealth Form. A good way to block them 
all is to morph correctly once, then watch the rotations of his guns. If they 
spin the same way, press the same button. It they spin the other way, hit the 
other morph button. In between attacks, time dilate him.

Same old sword fight. Just know that when you see a star trek style flash of 
orangish light, he’s teleporting behind you. Also, hit him with fatal flurry 
after he uses time thrust to do lots of damage.

In this part, Paavo and you play volleyball with an orb of plast energy, and 
the loser gets blown up! I’ll tell ya’, the last fight in a game is a great 
time to introduce a new gameplay element! No really, it is! Hit the button when 
the ball gets near you. Remember it doesn’t actually have to touch your hands 
for you to push it back. Just hit it when it’s pretty close. Also, don’t get 
sucked into hitting it at a set increasing speed. If it looks like the ball is 
almost hitting you, adjust by hitting it even faster then you planned. Just a 
couple hits and he’s done.

06 POWER UPS===================================================================

These power ups can sometimes be found just lying around, but are more commonly 
dropped when enemies are felled or spore cases broken open. When pickups are 
seen floating in the air then morphing to Stealth Form and licking them up with 
your tongue can be advised.


07 NODE TYPES==================================================================

Small, black, spiny levitating blobs. Although spawn nodes don't last forever, 
they're a great way of gathering Plast early and thus powering up your 
character. Killing all the Plastids instead of the spawn node is really a 
judgement call; if you're taking more damage than you can regenerate from 
health drops, or can't make any worthwhile combos, then it's probably better to 
take out the spawn node.

Glowing orbs cupped by an insect like spine. Like spawn nodes these create a 
variety of Plastids but in strictly limited numbers. The node itself is 
protected by an energy shield which is slowly depleted with each new Plastid 
created. When the final Plastid is destroyed the shield drops and the trap node 
may be destroyed.

A glowing, blue object with crossed, revolving bands. Health nodes are always 
active, and can tell when you have full health. It's a blue thing with 
outlined, translucent polygons, shaped like a round funnel. It will need 30 
seconds to recharge between each use.

A glowing, orange object with rotating circular disks. Standing over these in 
Gun Form brings up a prompt to operate it. When locked into the node you switch 
to a first person perspective and auto-fire is enabled. Additionally, a 
recharging rocket becomes available to you. Increased fire rate allows large 
chain bonuses, but being locked into one spot makes you susceptible to incoming 
fire. You can still use your Gun Form shields providing you do not fire. 
Alternating between firing and shields can be a very effective tactic.

A glowing purple diamond. Operating these allows Nevin to merge his conscious 
with Echo's and enhances his ability to shape the Plast.

Small green or red globes that usually turn off shields or open doors.

08 UPGRADES====================================================================

The Plast you collect from killing Plastids is spent on upgrading your suit's 
power, durability, and adding new combat abilities. Every time you liberate a 
Master node you will be permitted access to an Upgrade node. While the moves 
give you a variety of attacks to catch the Elite Plastids off guard, you might 
be better off saving for the health upgrades - especially if you find yourself 
getting killed a lot. Even if you'd rather save your Plast for later, a few 
sword moves will do you good in the tougher battles you're going to have to 
face. If you find yourself easily switching between morphs during battle, the 
morph attacks could give you an extra edge.


A quick combo, useful for immediate threats
A slow combo that sends enemies flying
Puts enemies in the air, and gives you time to attack other enemies
Blocks most attacks, a tactic easily underestimated
Pounce on an enemy, then morph to Sword Form to toss them away
Jump, then attack for a downward slice
ROLL RUSH - 12000
A quick roll forward helps to close the gap after defending a big blow, and 
quick fingers can sneak an attack in as well
MORPH PUSH - 13000
Sneak into a crowd and let loose this blast, or push back an onslaught of 
enemies after a shooting spree
MORPH STAB - 13000
If you mess up your pounce, you might recover with this downward burst
An easy way to put an enemy off your back while you deal with its friends
A nice move that does a fair slice of damage and covers some distance
A great finish to the juggle slash
A long combo, excellent for wiping the floor with Plastids


Launches a grenade in an indirect arc. Hit grenade again to detonate it at any 
point on its trajectory
A brutal, close combat blow to knock enemies back into gun range
Essential defence strategy when under heavy fire
Jams an enemy into your gun barrel
Sends a jammed enemy flying up into the air
Sends a jammed enemy horizontally for a long distance
Standard ranged attack
Auto fire on gun node, not button bashing necessary
A devastating attack that requires time to recharge
Shake a jammed enemy like a rag doll
A great way to prevent enemies from blocking and commence a juggle
A sneaky shot to juggle an enemy into the air
A large shockwave spreads from your landing position


The standard close combat attack
A spinning attack in the air
Can target distance enemies, then juggle them
A handy way of evading enemies or running past gun turrets or shock orbs
Amusing slap about the head for grappled enemies
Jump from enemy to enemy, leapfrog style
Can bowl relatively distant enemies over
A fairly powerful spinning attack when airborne
NECK CRUSH – 13000
If you get the timing right, can be quite damaging


Increases Maximum Suit Health by 25%
VITALITY - 30000
Increases Maximum Suit Health by 25%
Increases Maximum Suit Health by 25%
Increases Maximum Suit Health by 25%
TIME WARP - 50000
Increases Maximum Time Dilation Meter


The standard sword
A blade that crackles with electricity
A short, fast blade
A heavy blast is released with each strike
The standard ordinance
A homing bullet
A continuous stream of energy
An arcing stream of electricity hits multiple enemies
Swap between equipped ammunition

09 COMBAT STRATEGY=============================================================

As you fight you can often find that enemies will block your shots or are plain 
invulnerable. Hydras and Titans are only susceptible to sword attacks, some 
Gunner Elites and Gargoyles can only be harmed by Gun Form. Make sure you get 
used to morphing to the correct form. When you do so it is best to get into the 
habit of either holding an attack button down or to jump in the air before the 
morph. As your abilities upgrade you will be able to deliver a powerful attack 
to your surrounding enemies.

Some of the more useful combos I favour are as follows :

This is a fantastic technique which first off starts with a BLOCK which shields 
you from attack and then allows you to lunge over a fair distance to 
unblockably stun your foe. When followed up with the JUGGLE SLASH the opponent 
is thrown into the air and if the button is held down and then released when 
they fall back to the ground you will deliver the strongest sword blow in the 
game. You can kill many enemies with just one use of this combo. Get used to 
using it. The huge attack meted out may however lose you some valuable combo 

Relatively early in the game you find enemies blocking your gun attacks with 
ease. Getting used to the rhythm of this combo will allow you to juggle the 
enemy into the air and probably kill them before they hit the ground. A great 
way of racking up huge combo bonuses near spawn nodes but you have to be 
careful not to inadvertently hit the node itself and prematurely end your 
supply of enemies.

This one involves you morphing to Stealth Form, then performing a POUNCE onto 
an enemy, morphing to Gun Form which jams the enemy into your gun barrel, and 
then by hitting the GRENADE button you can fire the enemy over a ledge or into 
a water pool which results in an instant death. Again, not ideal for generating 
combo bonuses, and only certain enemies can be pounced on, but can be a good 
way of rapidly dropping the enemy numbers if you are in a fraught situation. 
Has the advantage of disposing of enemies that aren’t usually vulnerable to Gun 

10 COMBO LEVEL BONUSES=========================================================

Combo level bonuses are derived by amassing a large number of hits dealt to 
enemies in close succession. It can be tricky to keep the combo counter going, 
since trap and spawn nodes only spawn a few Plastids at any one time. Try 
maintaining the combo by juggling one newly spawned Plastid and killing 
another, and then waiting for a new Plastid to spawn. Sometimes it is better to 
slow your attacks and avoid running out of live Plastids to preserve the chain. 
Remember that you can also sneak a few hits onto the blackened corpses before 
they fade away.

lv1 no bonus
lv2 no bonus
lv3  100
lv4  300  ok
lv5  500  nice
lv6  700  nice
lv7  1000 super
lv8  1200 intense
lv9  1400 superior
lv10 1600 well done
lv11 1800 first class
lv12 2000 marvellous
lv13 2200 insane
lv14 2500 amazing
lv15 2700 splendid
lv16 2900 psycho
lv17 3100 untouchable
lv18 3300 crazy
lv19 3500 mad skillz (I kid you not)
lv20 3800 perfection
       +200 each level
lv30 5800 perfection

11 MOVIE TRANSCRIPT============================================================

INTRO SEQUENCE_________________________________________________________________

N = Nevin
S = Stome
A = Arana
G = Gherran
K = Kess
? = Echo
P = Paavo

Multiplast - In the year 2850AD, it is the most precious substance in the 
universe.  Psychics, called Shapers, can mold the stuff into anything they can 
imagine... even spaceships.  But it's only found in one place.  Proteus... god-
dang planet's made of it.

S: That's why we needed a Shaper like you, Nevin.

N: I know all this! What's our mission?

S: You ever hear of a shaper named Paavo?

N: Oh, come on! He was just the most brilliant shaper of all time... 'till he 

S: Our company faked his death - set him up on a remote research post on 
Proteus, where he's been three long years, designing the Plastids that made IMS 
rich.  Two months ago, he began experiments to create a new radical Multiplast 
with super-charged bio circuitry.

N: That's impossible!

S: Not for Paavo. He reported success 3 days ago - called the new stuff 
EchoPlast - but then he sent this transmission...

P: For humanity, I reserve my disgust!  And so I have become discarded, 
separated from the flesh without human body, subsumed by new flesh as its voice 
and shepherd.

N: That's really nuts.

S: So, we got a lunatic, sitting on the century's most precious discovery.

A: No sign of Midas post, just that tower...


P: Three little lambs to the slaughter!

K: I just Love killing things

G: And I just love that you love it


A: Eject!

N: Are you fu-

NEW LEVEL_________________________________________________________________NEVIN

N: What the hell? I'm still alive?... With a sword?

?: Alive.

N: Who is that?

?: You were falling, and I saved you.

N: Okay... you have my thanks, but... who are you? I'm Nevin.

?: We have to hurry

N: What's with this sword, and the suit?

?: I will teach you how to use them.

N: I'm real glad to be alive and everything, but this is actually much weirder 
than dying.


?: Nevin, I have fashioned these drones to be harmless.  When you dispatch 
them, they will keep respawning so that you can practice using your sword.

N: Uh... Okay.


N: This suit is incredible!  It's like wearing adrenaline, the biocircuitry is 
so advanced!

?: So it pleases you?

N: Paavo actually did it! He created a new kind of Plast.  That's what this 
suit is made of, right? EchoPlast?

?: Yes, from my flesh it is made.

N: From your what?

?: There is more to show you, when you are ready.

N: Who are you?


?: Father has a presence here. You will see how He uses EchoPlast to hurt.

N: Who's this "Father"?

?: Father hurts.

N: You have parental issues?


N: One of Paavo's standard combat models, a Plastid.


?: Father has many defences. The trap node is one of them.

N: Who is this "Father" you keep talking about?

?: Once active, the trap node will spawn drones until its energy is depleted.


?: Each node you destroy depletes the trap node's Energy.  When all its 
protective rings disappear, you may destroy it.


N: I did it! The trap node's destroyed!

?: Father senses a threat, Nevin.  Elsewhere, his defences are gathering 

N: How do you know this?

?: He shapes his drones and traps from my flesh.  I cannot resist him.

N: Your "flesh"?  The drones were made of EchoPlast, just like this suit you 
gave me.

?: I am what Father created.

N: What, you're the EchoPlast?

?: This health node will heal you.

NEW LEVEL_______________________________________________________________REBIRTH

N: Huh... Never saw anything like this on Proteus when I was trained here years 

?: You have been here before?

N: Tell me who you are.

?: You must keep moving.  Father does not know yet where to find you, but he is 
shaping an army of drones to hunt and kill you.

N: Such hospitality!  When do I get my complimentary mint?

?: Destroy Father's spawn nodes or they will continue to make drones.


?: Father has set up force fields across many important paths, blocking them 

N: Everyone needs a hobby, I guess.

?: Most are controlled by trap nodes, but some, like this one, can be 
deactivated by switches.


N: Hey, no fair! That one's got a gun!


N: When I hit drones a bunch of times in a row, it feels like the suit is 
storing some kind of energy.

?: Yes, when you chain attacks together, your suit collects Plast from enemies. 
Later, I will show you how to spend that energy to improve your suit.


N: Look, I'm not going any farther until you tell me who you are.

?: I am the EchoPlast, Nevin.  I am all around you. I am the walls of this 
room, the ground beneath your feet.  I am the suit you wear, that I made for 
you from my flesh.

N: That's impossible.  Plast doesn't talk.

?: When Father created EchoPlast, he amplified its biocircuitry so much that it 
became something entirely new.  You would best describe it as a nervous system: 
a huge, living brain.

N: Not even Paavo could pull that off!  Plast can't think and it can't talk!

?: I speak the truth, Nevin. I am the EchoPlast.

NEW LEVEL___________________________________________________________________GUN

N: All right, I've made it this far. What have you got for me now?

E: A gift. Stand atop the dais to receive it.

N: Uh... What's a dais?


N: Ho! Hold it! Wait! Woah! What the hell have you done to me?

E: It is a Gun Form, Nevin, so that you can shoot Father's drones from far away

N: I am going to be so slow in this thing.

E: You are a Shaper. You can reshape your suit at will.

N: Oh, right. Sure. Easy as-- ...pie. Wow. Just like that?

E: Yes. I will teach you how.


E: Sometimes in strategic places I can create special veins of EchoPlast to 
increase your rate of fire.

N: "Strategic"? Are we fighting a war or something?


E: The attack is over.

N: This suit you shaped for me - very impressive.

E: It is pleasing to you?

N: What did I just say?

NEW LEVEL_______________________________________________________________STEALTH

E: Nevin, I have made a new gift for you, but you must reach the dais to 
receive it.


N: What have you got for me now, Echo?

E: I have fashioned you a Stealth Form.

N: A Stealth Form!  Cool!  Hit me!  Here comes the Stealth Form. Here it 
comes...  Wait up.  Am I down on all fours like a dog?

E: The Stealth Form has many abilities--

N: It's kind of degrading, isn't it?

E: Is it flawed?  Father was right.  I am stupid, weak and foolish...

N: I'm sure Stealth Form is great.  How about you show me what it can do?

E: Why?  It is flawed.

N: Come on, show me.

E: If you wish.  Foremost among the Stealth Form's abilities is the Pounce 

E: This glowing blue strip is a Stealth Path.  Sometimes I can put them in 
places to help you, so you don't get trapped in dead ends.

E: When father would deny you a path, Pounce Nubs are another way I can make 
one for you.

E: The Stealth Form has another special attack: a Prehensile Tongue.

N: You're kidding me.

E: Try it.

N: You want me to lick enemies to death?

E: It is flawed?

N: No..No, it's great! I love it.


E: The Stealth Form has one last ability.

N: Is it tongue-related?

E: It can become invisible for short periods of time.

N: That sounds useful.

E: Use invisibility to pass defence turrets unnoticed.

N: Invisibility

12 CREDITS=====================================================================

General walkthrough written by Rupert Breheny
(www.breheny.com) gamefaqs@breheny.com
Copyright (all rights reserved)

Boss strategies provided by Justin Davis

Movie transcripts and combo level bonus analysis by Chris Young
(aka DocTabasco) doctabasco83@rogers.com

We are more than happy to receive submissions for updates, and are particularly 
keen on ENEMY guides, COMBAT strategies and or COMBO button sequences.

A big thank you to the girls and boys at www.outrage.com for making this 
terrific game. Sad to say that Outrage is now defunct. I figure they poured 
their heart and soul into a unique game that the uncaring public didn’t look 
past the cattle market of Christmas 2003 to find. Very similar story to Metal 
Arms: Glitch in the System, another beautifully formed game, criminally 
overlooked by a franchise buying public. Thanks for this glimpse of something 
genuinely magical.

A WORD FROM THE MAKERS_________________________________________________________

Design lead Andy Crosby graciously responded to my FAQ and gives us the 
following information :

I'm pleased that you enjoyed the game, we were quite excited about the level 
and world concepts from the start also, and only wished that we had more time 
and staff to make more variations on the gameplay. Since finishing it Outrage 
was closed by THQ who owned us at the time....
Jerry B. is working on sound for a license game (a marvel comic) that is coming 
out in a few years, just getting underway... he's out in california now.
Matt Long is doing concept art at Tiburon in Florida, for E.A. although I don't 
know anything about the title. 
I'm heading out to California soon, I just hooked up a new design gig. In the 
meantime freelance working on music also, I have a bunch of 12" vinyl out 
(under my pseudonym "spesimen") and have been working on various recording 
projects including a country album, some rap stuff with my band jiggle07, and 
doing some remixes, etc. I only did a little bit of audio on Alter Echo since I 
had to keep track of a zillion other things, but I mangaged to sneak a few 
tracks in, most notably the music in the sync chambers, which I liked because 
it's procedurally composed music (it is different each time during the battles 
and intros, well, there are probably about 20 variations possible, since each 
section chooses from 3-4 variants)..

As far as mp3 links go, there's a bunch up on soundclick, this link has links 
to them : http://members.aol.com/spesimen/

OUTRAGE GAMES__________________________________________________________________

Matt Long

Josh Foreman, Jonathan Hackett, Corey Hall, Mike Haney, Ramey Harris, Sung-
Young Hong, Dion Hopkins, Joe Jobst, Bart Kaufman, Maxx Marshall, Nick Owens

Andy Crosby

Luke Schneider

Chris Claflin, Darren Dienst, Ben Ridgway, James Zarubin

Ryan Evans, John Gonzalez, Greg Heath, Raz Mergian, Erick Wujcik

Jerry Berlongieri

Chris Pfeiffer

Marc Hanson, Nate Goudie, Brad Muir, Scott Shumaker, Jeff Slutter, Annie 
Sullivan, Jeremiah Zanin

Pao Hang

Scott Brodie, Dan Kramer

Jason Leighton, Herman Miller, Nate Payne

Doug Brooks

Britta Berlongieri, Scott Fether

Jason Feyers, Alexander Howlett

Mark Ashton, Ryan Clegg, Cory Dunham, Chris Gorski, Devin Hailes, Parker 
Hamilton, Phil Harney, Alexander Jacobson, Jeremy Lee, Ryan Romans, Tod 
Schlegelmilch, Samuel Serrano, Todd Williams

Tim Jessop

Heather Abner, Jeannie Esper, Beth Jarvis, Michelle Pieske

Jason Chrispen Kevin Wilson

Matt Toschlog

Tom Rigas

Daniel Behrns, Dave Bollesen, Chad Christopher, John Donham, Jacob Emberton, 
Yoshi Florida, Phillip Frantzis, Thomas Jakobsen, Douglas Maclennan, Mary Ann 
Muir, Jason Page, Jason Votavaa, Clavia Musical Instruments, Pluto Post, Roland 
Corporation, All our friends and families

Matt Levin : Nevin
Michael Bell : Echo
Robin Atkin Downes : Paavo
Jamie Alcroft : Stome
Debi Mae West : Arana
Nika Futterman : Kess
Don Gibb : Gherran