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    FAQ/Walkthrough by zplayford

    Version: 100.0 | Updated: 08/20/05 | Search Guide | Bookmark Guide

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             D  E  F  E  N  D  E  R     O  F     T  H  E     F  U  T  U  R  E
                                ASCII ART by Goldenboy1
                           SYSTEM: PLAYSTATION 2 / DREAMCAST
                                FORMAT: WALKTHROUGH / FAQ
                                CREATED BY: BRIAN TAYLOR
                      CONTACT ADDRESS: bmtaylor[AT]msgplus[DOT]net
    CREATOR INFO: [http://dc.mobygames.com/developer/sheet/view/developerId,56891/]
                              FIRST VERSION: 10th June 2003
                            LATEST UPDATE: 21st August 2005
                           WALKTHROUGH VERSION: 100.0 [Final]
          The most recent version will always appear on the following address
                                   CONTENT SEARCHING
    To make life easier for everyone who uses this guide, I have added a reference
    number to each section to allow easy searching for specific information.
    1. Open the "FIND" box by holding [CTRL] + [F] (Default command for notepad).
    2. Enter the reference number next to the section you want to read about.
    3. Click on "FIND NEXT" again to take you straight to the section you require.
    Check the reference numbers below for further information.
                                   TABLE OF CONTENTS
              -0.01  WHERE TO FIND THIS GUIDE/FAQ
              -0.02  ADDITIONAL INFORMATION
              -0.03  INTRODUCTION
              -0.04  GAME STORY
              -0.05  GAME CONTROL SYSTEM
                        -0.05a PLAYSTATION 2
                        -0.05b DREAMCAST
              -0.06  GLYPHS INFORMATION
              -0.07  SONGS INFORMATION
              -0.08  POWERS INFORMATION
              -0.09  FRIEND OR FOE INFORMTION
                        -0.09a FRIENDS
                        -0.09b FOES
                        -1.00 ISLE OF TRANQUILLITY
                                  -1.01 PROLOGUE [MOVIE]
                                  -1.02 AQUAMARINE BAY
                                  -1.03 PERILS OF THE CORAL REEF
                                  -1.04 TRIAL WITHOUT ERROR
                                  -1.05 FOUR WAYS OF MYSTERY
                                  -1.06 PERILS OF THE CORAL REEF [THE RETURN]
                                  -1.07 TRIAL WITHOUT ERROR [THE RETURN]
                                  -1.08 PASSAGE FROM GENESIS
                                  -1.09 PATHWAYS FROM NOWHERE
                                  -1.10 UP AND DOWN
                                  -1.11 ROARING FORCES
                                  -1.12 ATLANTIS LOST
                        -2.00 MAN'S NIGHTMARE
                                  -2.01 DESCENT OF THE FOE [MOVIE]
                                  -2.02 VORTEX OF TIME [MOVIE]
                                  -2.03 SHRINE OF CONTROVERSY
                                  -2.04 MASTER OF FORGOTTEN SKILLS
                                  -2.05 PROCESS THAT NEVER ENDS
                                  -2.06 BLADES IN MOTION
                                  -2.07 PERPETUAL FLUIDITY
                                  -2.08 OBSCURE WAYS TO TERMINUS
                                  -2.09 SLEEPING FORCES OF DOOM
                        -3.00 DOLPHIN'S NIGHTMARE
                                  -3.01 TWISTED REALITIES [MOVIE]
                                  -3.02 ANGUISH OF DEARTH
                                  -3.03 ENTRAPMENT
                                  -3.04 CAVERNS OF HOPE
                                  -3.05 LAIR OF EVIL
                                  -3.06 POWERS OF LEVITATION
                                  -3.07 HANGING WATERS OVERVIEW
                                  -3.08 HANGING WATERS I
                                  -3.09 ICE & FIRE
                                  -3.10 HANGING WATERS II
                                  -3.11 ABYSS OF INFERNO
                                  -3.12 HANGING WATERS III
                                  -3.13 MUTACLONE
                        -4.00 DOMAIN OF THE FOE
                                  -4.01 INVASION [MOVIE]
                                  -4.02 CHANCE OF RECKONING
                                  -4.03 HATCHERY
                                  -4.04 SEEDS OF POISON
                                  -4.05 TRANSFIGURATION
                                  -4.06 HEART OF THE FOE
                                  -4.07 EPILOGUE [MOVIE]
                        -5.00 VITALIT GUIDE
                                  -5.01 AQUAMARINE BAY
                                  -5.02 PERILS OF THE CORAL REEF
                                  -5.03 TRIAL WITHOUT ERROR
                                  -5.04 FOUR WAYS OF MYSTERY
                                  -5.05 PASSAGE FROM GENESIS
                                  -5.06 PATHWAYS FROM NOWHERE
                                  -5.07 UP AND DOWN
                                  -5.08 ROARING FORCES
                                  -5.09 ATLANTIS LOST
                                  -5.10 SHRINE OF CONTROVERSY
                                  -5.11 MASTER OF FORGOTTEN SKILLS
                                  -5.12 PROCESS THAT NEVER ENDS
                                  -5.13 BLADES IN MOTION
                                  -5.14 PERPETUAL FLUIDITY
                                  -5.15 OBSCURE WAYS TO TERMINUS
                                  -5.16 SLEEPING FORCES OF DOOM
                                  -5.17 ANGUISH OF DEARTH
                                  -5.18 ENTRAPMENT
                                  -5.19 CAVERNS OF HOPE
                                  -5.20 LAIR OF EVIL
                                  -5.21 POWERS OF LEVITATION
                                  -5.22 HANGING WATERS
                                  -5.23 ICE & FIRE
                                  -5.24 ABYSS OF INFERNO
                                  -5.25 MUTACLONE
                                  -5.26 CHANCE OF RECKONING
                                  -5.27 HATCHERY
                                  -5.28 SEEDS OF POISON
                                  -5.29 TRANSFIGURATION
                                  -5.30 HEART OF THE FOE
                        -6.00 EXTRAS
                                  -6.01 DOLPHIN SOCCER
                                  -6.02 THE GALLERY
                        -7.00 THE LAST WORD
                                  -7.01 CREDITS & ACKNOWLEDGEMENTS
                                  -7.02 UPDATES
                                  -7.03 COPYRIGHT & LEGAL
                       0.01          WHERE TO FIND THIS GUIDE/FAQ
    Caverns Of Hope, an Ecco The Dolphin Fan site
    The Atlantis, another Ecco The Dolphin Fan site
    Gamefaqs, the best place for Walkthroughs/Guides/FAQs
    Any other website that wishes to display this guide is free to do so, as long as
    the following 2 points are observed:
    1. You are free to display this guide without prior permission as long as none
       of the information contained in this guide is altered.  The ONLY exception to
       this is ANY website that requires either a paid subscription or MULTIPLE pop-
       up adverts.
    2. If you do display this guide, at least do me the common courtesy of sending
       me a link of your website homepage, as well as a direct link to the page
       displaying this guide.
                          0.02          ADDITIONAL INFORMATION
    For more great info regarding Ecco The Dolphin, including active message board
    communities, pictures (both official and fan-made), downloadable music (both
    official and fan-made) and much more, you can find it at www.cavernsofhope.com
    or www.mod-atlantis.net
                               0.03          INTRODUCTION
    Welcome to my walkthrough for Ecco The Dolphin: Defender Of The Future.  This
    guide was written for the Playstation 2 version in mind, but during the creation
    of it I have decided to add the control and level information for the Dreamcast
    release as well.
    Where there are differences between the levels, there will be a short section
    prior to the level walkthrough proper, informing the player what the differences
    are between the two versions.  If there is no information then the levels are
    identical in every way and the level walkthrough will work for either game
    The ONLY thing that MIGHT have subtle differences will be the Vitalit guide, as
    I haven't played the Dreamcast version of Ecco in over 5 years and do not have a
    Dreamcast system that I can get access to in order to check.
    If you do find any differences that I haven't mentioned then please e-mail me
    using the address at the top of the guide and let me know.
                               0.04          GAME STORY
    At the dawn of the 30th Century, after Five Hundred years of unity and
    fellowship, Dolphin and Man set out from the Earth to explore the great unknowns
    of space.
    But where Man and Dolphin founded a civilisation of peace, others based theirs
    on strength, conquest and domination.  Yet even as Man and Dolphin went out from
    the earth, the sinister "Foe" cast envious eyes upon it.  For the Earth was a
    prize beyond measure, a pristine world to be cherished, or exploited.
    But the Earth was not defenseless.  the mighty Guardian - the greatest
    creation of Dolphin kind - shielded the Earth with its power.  Undeterred, The
    Foe persisted, probing for a moment of weakness they were certain must come.
    It was in this time that a Dolphin named Ecco arrived at the Isle of the
    Guardian, seeking to learn from the scholars of peace, but destined to become
    the only hope and champion of the Earth.
                           0.05          GAME CONTROL SYSTEM
    0.05a          Control Legend [PLAYSTATION 2]
    [X] = Cross
    [S] = Square
    [T] = Triangle
    [C] = Circle
    LAS = Left Analog Stick
    RAS = Right Analog Stick
    [X] = Swim Forward
    Pump to gain speed then hold down once at full speed.
    [C] = Charge
    From a static position this will arch Ecco up and shoot him forward.
    From a moving position it will give Ecco a quick boost of speed.
    [S] = Sonar
    Use this to talk to other Dolphins, Whales, The Guardian & Info Glyphs
    throughout the game.  Press and hold to bring up your Sonar Map.
    [T] = Change Camera
    This will switch the camera from a 3rd person perspective to a fixed camera so
    that you can turn Ecco around to face you.  Not very useful to be honest.
    L1 = Rolls Ecco to the left
    R1 = Rolls Ecco to the right
    L2 = Moves the camera to a side view of Ecco's left side.  Useful for levels
         like Four Ways Of Mystery & Hatchery.
    R2 = Moves the camera to a side view of Ecco's right side.  Useful for levels
         like Four Ways Of Mystery & Hatchery.
    L2 & R2 = Moves the camera in front of Ecco so that you can see behind you.
              Highly useful for Perils Of The Coral Reef & Anguish Of Dearth.
    L3 = Next Objective
    This is supposed to point you in the direction of the next thing you need to do,
    although I find this more of an annoyance then a help.
    R3 = Manual Correct
    If you get a bit confused which way is up, press R3 to make Ecco auto correct to
    a level and straight position.
    SELECT = Compass
    This is supposed to show you when Vitalits, glyphs or enemies are nearby, but it
    is too small to use properly so it is better to have it left off.
    START = Pauses the game and allows you access to Ecco's inventory.
    LAS: -
    Backwards:  Ecco will point upwards.
    Forwards:   Ecco will point downwards.
    Left:       Ecco will turn left.
    Right:      Ecco will turn right.
    RAS: -
    Backwards: While moving performs a Quick Stop.
    Backwards: While stationary will make Ecco swim backwards.
    Left:      180 Turn Left.
    Right:     180 Turn Right.
    Forward:   While moving will perform a special spin.  Sometimes useful for
               avoiding sharks but I've not used it.
    0.05b          Control Legend [DREAMCAST]
    [A] = Swim Forward
    Pump to gain speed then hold down once at full speed.
    [B] = Charge
    From a static position this will arch Ecco up and shoot him forward.
    From a moving position it will give Ecco a quick boost of speed.
    [X] = Sonar
    Use this to talk to other Dolphins, Whales, The Guardian & Info Glyphs
    throughout the game.  Press and hold to bring up your 'overlayed' Sonar Map.
    [Y] = Modifier Button
    Using the Y button helps you perform some of the more advanced movements within
    the game.  The list below tells you of all the Advanced moves possible using the
    system of 'Y +'.
    Up:        Special Spin
    Down:      While Moving - Quick stop
    Down:      While still - Swim backwards
    Left:      180 turn left
    Right:     180 turn right
    L Trigger: Roll left
    R trigger: Roll right
    * please note that UP, DOWN, LEFT & RIGHT refer to the Analog Stick, NOT the D-
    D-Pad = Change Camera
    By quickly pressing in any direction, the camera following Ecco will change from
    a static camera that keeps the camera directly behind Ecco to a floating camera
    that has a delay before it follows Ecco, almost like it is being towed on a long
    piece of string.  If you press and hold any direction of the D-Pad, then the
    camera will become 'airborne' and float above the surface of the water.  The
    only level that I can really see any use for this is Hanging Waters as you can
    get a more general view of your surroundings if you are having trouble making
    the larger jumps in the level.
    AS = Control Ecco
    The Analog Stick controls the movement of our intrepid hero.
    L Trigger = Left Side View
    Moves the camera to a side view of Ecco's left side.  If you are in floating or
    airborne camera views then Ecco will roll instead.
    R Trigger = Right Side View
    Moves the camera to a side view of Ecco's right side.  If you are in floating or
    airborne camera views then Ecco will roll instead.
    L + R Triggers = Rear View
    Moves the camera in front of Ecco so that you can see behind you.
    START = Pause Game
    Use this to bring up your in-game menu system.  If you press X & Y together then
    the menu system will disappear from the screen.  Useful if you want to do some
    screen captures of certain levels or items.  Press X & Y again to replace the
    menu screen.
    **Ecco's controls are similar to a flight sim, as in up = down and down = up**
                                  0.06          GLYPHS
                                   STAR ABILITY GLYPHS
    Each of Ecco's five abilities have to be discovered during the game, and the
    Star shaped Glyphs are the key to unlocking them.  If you see a Star Glyph then
    you need to collect it.  Each symbol relates to a different gift.
                                 DIAMOND ABILITY GLYPHS
    These Glyphs each have symbols that relate to the star Glyphs that you collect.
    These will enable Ecco to use the power that they contain.  The powers are all
    temporary and vary in duration, so do not squander them when you have them.
                                      CLEAR GLYPHS
    These large, clear glyphs are pieces of the Guardian that help guide you through
    the game, sometimes with a cryptic clue.
                                     VISION GLYPHS
    These are a unique feature to the PS2 version.  If you sonar one of these purple
    Glyphs you will see a short 'clue' movie giving you additional help if you need
    These are very small shards of the Guardian that assist Ecco in his quest. For
    each Vitalit that you collect your energy bar will grow slightly, allowing you
    to have slightly more energy available to you when you eat fish.  A PS2 bonus is
    that for each level where you collect ALL the Vitalits for that level, a piece
    of concept artwork will be revealed in the Gallery.
                                  0.07          SONGS
                           TURTLE (Perils Of The Coral Reef)
    Turtles now trust and follow your lead.  They follow the song one by one in a
    line.  Frightened by charged they shyly sink downward, but this song renews
    their trust in you at once.
                           SHARK (Perils Of The Coral Reef)
    Sharks will be stunned with the sound of your sonar.  For the briefest of
    instances they will not attack, & those so confused may head-on be battled.
                            FISH (Perils Of The Coral Reef)
    Small schools of fish will surround you and follow you.  Some are just food that
    heal wounds and infection.  Some fish glow like torches in darkness, and red
    fishes of poison repel enemy attentions, but know that all fish have a SLOW,
                               RAY (Four Ways Of Mystery)
    The Great Manta Ray will obey your decree.  It will swim where you aim with your
    sonar command.  Stingrays will betray their places, and those plain in sight
    will flee from your song.
                               PLANT (Anguish Of Dearth)
    Use this song against the ink plants; they will reveal hidden dangers to your
    eyes.  Use against Trumpet Plants to confuse certain enemies.
                                  0.08          POWERS
                           VIGOUR (Perils Of the Coral Reef)
    Augments the strength of your swim and your charges.  You can roll rocks around,
    split some boulders in two, reach higher heights and conquer swift currents.
    The strength of your charges not an enemy can survive.
                               AIR (Four Ways Of Mystery)
    Doubles the length of your stay underwater.  Replenishes your air with an extra
    reserve, but the air you inhale will not lengthen this magic.  As you run out of
    breath this power is gone.
                     SONAR (Perils Of The Coral Reef [The Return])
    Amplifies sonar to lethal proportions.  Power of sonar is a gift brief in time.
    Useful it is against enemies but not allies, & can shatter some rocks to reveal
    paths and gifts.
                                 ENDURANCE (Up & Down)
    Replenishes health and expands your stamina.  Your resistance to harm is
    extended for now.  The eating of fish will not regain it; the endurance you gain
    is just for a while.
                                  STEALTH (Up & Down)
    It conceals your existence by veiling your substance.  Enemies will not sense
    your invisible presence, but stealth does not work if your acts are too bold.
                               0.09          FRIEND OR FOE
                                  0.09a          FRIENDS
    UNIQUE FEATURES: They all seem know who Ecco is, even if they have never met.
    FIRST SEEN:      Aquamarine Bay
    Any dolphin located during the "Isle Of Tranquility" section can be classed as a
    'common' dolphin.  They vary in colour, size and markings.
    UNIQUE FEATURES: Red tipped pectoral fins.
    FIRST SEEN:      Shrine Of Controversy.
    UNIQUE FEATURE: Mottled yellow in colour.
    FIRST SEEN:     Shrine Of Controversy.
    UNIQUE FEATURES: Very pale blue in colour.
    FIRST SEEN:      Shrine Of Controversy.
    These three breeds of dolphin will only be found during the "Man's Nightmare"
    section of the game.  They are all wary and cautious of others, especially of
    outsiders.  You will need to gain the trust of each breed of dolphin in a
    specific way to prove yourself to them.
    UNIQUE FEATURES: Green skinned and they have gills.
    FIRST SEEN: Anguish Of Dearth.
    These dolphins regard Ecco as an "air breather".  These dolphins no longer
    require to surface in order to breath, as they have developed gills to filter
    oxygen from the water in the same manner that your pet goldfish does.
    FIRST SEEN:      Aquamarine Bay.
    The Humpback whales can be of great help to Ecco on two separate occasions.
    Don't dismiss what they have to tell you.
    UNIQUE FEATURE: Swimming doorstops.
    FIRST SEEN:     Aquamarine Bay.
    You can get these gentle giants to follow you at a later stage in the game.
    Swimming into them or nudging them from above makes them retract into their
    shells but you can sing to them to make them reappear, or else they will do it
    themselves after a predetermined amount of time.  You will need one of these to
    complete a task mid-way through the game.
    UNIQUE FEATURE: Likes playing with eels.
    FIRST SEEN:     Four Ways Of Mystery.
    The Giant Manta Ray is another one of those friends that, while not interacting
    with Ecco directly actually proves the most useful.  You will need one of these
    rays during the first 'world' of the game.
    THE GUARDIAN (in all it's various forms)
    UNIQUE FEATURES: Living Crystal.
    FIRST SEEN:      Prolouge movie introduction.
    The Guardian is a creation of dolphin intelligence, and is the best defence that
    Earth has against The Foe.  Throughout the game you will see Glyphs (pieces of
    the guardian) that will provide you with information or clues regarding a
    current or future task that you will need to complete.
                                   0.09b          FOES
    FIRST SEEN:      Aquamarine Bay.
    These sharks present little threat in a one-on-one match, but can prove deadly
    in a group situation.  A single common shark will take 3 hits to kill using
    normal strength and only 1 hit to kill using Power Of Vigour.
    UNIQUE FEATURES: 'Hammer' style shaped head, stronger then 'common' sharks.
    FIRST SEEN:      Perils Of The Coral Reef.
    These sharks only appear during the 'Isle Of Tranquility' levels.  A single
    Hammerhead Shark require 5 hits to kill under normal strength, or 2 hits if
    using Power Of Vigour.  It's very rare to see these sharks swimming alone, and
    you will normally find them in groups of two or more.  They may also be swimming
    with a small group of 'Common' sharks as well.
    UNIQUE FEATURES: Mottled white/grey in colour.  Very fast.
    FIRST SEEN:      Blades In Motion.
    These are much quicker and more aggressive then both of the previous sharks
    combined.  Although they are highly aggressive, it is possible to defeat them
    with little or no harm befalling Ecco.  A single Tiger Shark requires 3 hits to
    destroy it, or 2 hits if using Power Of Vigour.
    FIRST SEEN:      Perils Of The Coral Reef.
    The little blighters will jump right onto Ecco if you do not protect yourself.
    The ONLY means of defence against them is to surround Ecco with a school of
    either red fish or the stone coloured ones that cure Man-O-War Jellyfish stings,
    as no creature likes eating either type of fish.
    UNIQUE FEATURES: Almost impossible to see until you swim into them.
    FIRST SEEN:      Perils Of The Coral Reef
    As the features line states, these are almost invisible.  they are white in
    colour, but they have almost no physical mass, which is what accounts for their
    invisibility.  They can be defeated by charging them head on.
    UNIQUE FEATURES: Only jellyfish that can poison Ecco
    FIRST SEEN:      Perils Of The Coral Reef
    These jellyfish are the most harmful to Ecco.  They are made up of a pink-purple
    inner body and an outer pale white dome.  They have tendrils hanging from
    beneath them that can deliver a *sometimes* fatal sting to Ecco.  If you get
    stung then Ecco's energy bar will turn purple and his movements will be very
    sluggish.  there is usually a school of stone coloured fish nearby that can cure
    the effect of the sting, but do not eat them once you are cured as they will
    reduce your remaining energy.  You can defeat them with a head on charge or
    Power Of Sonar attack.
    UNIQUE FEATURES: Large and slow moving
    FIRST SEEN:      Trial Without Error
    This type deliver a strong punch of sting to Ecco when they are touched.  Unlike
    the membrane type, you can at least see these from a distance.  They are blue in
    colour and have long tendrils hanging down from the middle of their bodies.  Not
    the most fatal jellyfish in the group, but still potent enough to deliver a
    killing blow to Ecco if you are low on energy.  Just avoid them at all costs.
    UNIQUE FEATURES: Hide under the floor.
    FIRST SEEN:      Trial Without Error.
    Stingrays are more of an annoyance then a real threat.  If you swim too close
    to one it will rise out from under the sandy floor of the level and deal you a
    small electric shock before returning to the sand.  It is not possible to kill
    them, although it is possible to make them reveal themselves by sonaring them
    from above.
    UNIQUE FEATURES: Able to walk on any surface, as well as swim.
    FIRST SEEN:      Perpetual Fluidity.
    Once again, an enemy that is more annoying then a real threat.  On their own
    they pose no real trouble but in a large enough group they can deal Ecco a fair
    whack of damage.  These creatures can climb any surface, and also they can swim.
    Once locked onto Ecco they will start pinching.  Swift movement is the only way
    to shake them off.  They can be destroyed by charging them head on, and they
    will disintegrate.  You can also use Power OF Sonar to destroy them from a
    UNIQUE FEATURES: Hides in crevices.
    FIRST SEEN:      Four Ways Of Mystery.
    These little snappers enjoy nothing better then giving Ecco a love-bite when he
    swims past.  They hide in small holes in the walls of the levels, and just when
    you think there is nothing near you, SNAP!, they've nipped you.  No way to
    destroy them, just avoid them if possible.
    UNIQUE FEATURES: Can power their own homes.
    FIRST SEEN:      Blades In Motion.
    Once again, not an enemy that you can destroy.  If you swim within their range
    they will deal you a sharp electric jolt that delivers a minor amount of damage.
    Just avoid them where possible, or stay out of their range at least.
    UNIQUE FEATURES: Agressive nature and enlarged skeletal spines running down
                     their backs.
    FIRST SEEN:      Entrapment.
    These dolphins are the creation of The foe's interference of the timeline.  They
    have enlarged teeth that jut out over their jawbone and they have spines that
    run down their backs.  These dolphins vary in size and colour, being either
    yellow or black.
    UNIQUE FEATURES: Has multiple forms.
    FIRST SEEN:      Atlantis Lost (as 3D images).
    The Foe (the MAIN bad guy within the game) is a collective name for at least
    FIVE different enemies.  The list is Foe Shark, Foe Rhino Shark, Foe Snake, Foe
    Bat & and the  almighty Foe Queen.  Out of these five, the ONLY one that you can
    kill (and it stays dead) is the Foe Bat.  It requires 3 consecutive hits with a
    Power Of Sonar blast.  If your Power Of Sonar expires then you will need to
    start the 3 count all over again.  The Foe Snake can be stunned using the Power
    Of Sonar for a short time, and the two Foe Sharks can be destroyed, but on the
    Dreamcast version they will re-spawn after a set period of time.
    UNIQUE FEATURES: Biggest shark in the game.
    FIRST SEEN:      Perils Of The Coral Reef.
    UNIQUE FEATURES: Can dust his home in record time.
    FIRST SEEN:      Trial Without Error.
    UNIQUE FEATURES: Likes hiding out in ceilings.
    FIRST SEEN:      Four Ways Of Mystery.
    UNIQUE FEATURES: Can fry a dolphin steak in 5 seconds flat.
    FIRST SEEN:      Roaring Forces.
    UNIQUE FEATURES: Extremely flexible.
    FIRST SEEN:      Blades In Motion.
    UNIQUE FEATURES: Eats passing oil tankers for breakfast
    FIRST SEEN:      Caverns Of Hope
    UNIQUE FEATURES: Enlarged skeletal spikes running down their backs.
    FIRST SEEN:      Ice & Fire
    UNIQUE FEATURES: Amazing arm strength.
    FIRST SEEN:      Hanging Waters II
    These are all <BOSS> challenges that will face you throughout the game.  For the
    strategy to defeat them, please refer to the relevant section of the main
                           1.00          ISLE OF TRANQUILITY
    This level is the proper reality, and it is this reality that Ecco is trying to
    restore throughout the game as he searches for the 5 traits that The Foe stole
    before Ecco managed to destroy the Foe ship.
                             1.01          PROLOGUE [MOVIE]
    For five hundred years, dolphins and humans had lived together in unity,
    harmony, and fellowship.  Together, they set out to explore the great unknown.
    Peace and friendship were offered to all who would welcome it.  But there were
    forces for whom aggression was the highest calling.  Creatures known only as
    'The Foe' regarded the Earth with envious eyes, for humans and dolphins were
    their hated enemy.  From time beyond memory the Foe had gone undefeated.  They
    devoured, dominated and annihilated all in their path.
    But humans and dolphins brought their age of conquest to an end.  Driven to the
    brink of defeat, The Foe plotted vengeance on Earth.  But the few caretaker
    dolphins who remained behind were not defenseless.  Protected by their greatest
    creation, the Guardian shielded them with its immense power.  Undeterred, the
    Foe persisted seeking a moment of weakness. [And] In this time of crisis lived a
    young dolphin named Ecco.  He was destined to become the only hope for humans
    and dolphins... [Ecco] Defender of Earth's future.
                              1.02          AQUAMARINE BAY
                                   PRIMARY OBJECTIVES
    Learn from the 'Teacher', free the baby whale from a rockslide, win 'Fish Fetch'
    When the level starts, talk to the 'Teacher' until you have learned everything
    he knows.  After that, swim to the group of three dolphins.  One of them will be
    the 'Coach', who will inform you that they are playing a game of 'Fish Fetch'.
    He will ask you to collect a fish that is coloured either Yellow, Red or Purple,
    and return it to him.  After playing the game once, use your sonar map to locate
    the whales.  Talk to the mother Whale, then return to the area where the
    'Teacher' is.  A cut-scene will take over and show The Foe breaking through the
    Guardian's shield, and cracking the Guardian itself.  This will unleash an
    earthquake that will bury the gate back towards Atlantis.
    After this has finished, relocate the whales on your map and swim back to the
    mother.  You will notice the baby has gone.  The mother will ask you to help
    find her baby.  If you turn so that you are facing the Whale sideways on, with
    her head pointing left, and then turn around 180 degrees.  Swim towards the
    wall, then follow the wall to the left, so that the wall is on your right hand
    side, you will come across a rock fall with a green rock at the bottom of it,
    with the baby Whale behind it.  Swim inside the rock fall and talk to the baby,
    then return to the area with the 'Coach'.  Just as you get near the area the two
    'Players' will swim over to you and line up beside you.
    Go back to the baby Whale and guide all three dolphins towards the
    aforementioned green rock at the base of the rock fall.  A cut-scene will show
    Ecco and the 'Players' moving the rock, which will shift the larger rocks out of
    the way and allow the baby Whale to escape.  Once this sequence has finished and
    the baby has returned to its mother, go and talk to the mother and she will ask
    you to go towards the waterfall.  Once you go towards the waterfall the game
    will take over and show the mother Whale swimming over and blocking the current
    of the waterfall, allowing Ecco to leave and gain access to Perils Of The Coral
                         1.03          PERILS OF THE CORAL REEF
                                   PRIMARY OBJECTIVES
          Reunite the brothers, Learn The Turtle Song, Shark Song & Fish Song.
                           Defeat the Great White Shark (GWS)
    ***For the DREAMCAST version you will start in the alcove with the 'Racing
    Dolphins'.  You need to go out of the alcove and turn left to find the 'Shark
    Fighting Dolphin' that is the start position of the PS2 version.***
    From your start position go to your left and follow the corridor.  When you see
    a gap in the wall on your right, go through it and talk to the two Racing
    Dolphins.  They will inform you of how to join them in a race.  After winning
    the race, go back to where you started and you have to jump over the lowest part
    of the wall to enter the second section of this level.  If you haven't noticed
    already, you now have your first enemies in the form of regular sharks.  They
    require three hits to kill them (a 'hit' is when you charge them and they flash
    red and 'moan').  After jumping over the wall and swimming past the group of
    sharks, the game will take control of Ecco as a small dolphin swims up and asks
    you to help save his turtle friend from the sharks behind you.
    After you have killed them (three in total), the game will take control again as
    the small dolphin swims up and bestows the Turtle Song on you, as well as
    mentioning about his brother being a better fighter then you.  Go back to the
    dolphin that spoke to you at the start and talk to him again.  He will tell you
    to lead him to his brother and he will teach you a song.  Jump back over the
    wall to the small dolphin and you will enter another section of loss of control
    as the young dolphins brother gives you the Shark Song.  This will stun and
    confuse a shark for a few seconds so you can hit them head on with no damage.
    After this carry on into the rest of the level and follow the wall on the right.
    This will lead you into a section with a dolphin chasing a LARGE fish.
    If you catch this fish, the Dolphin chasing it will teach you the Fish Song,
    which allows you to lead a school of fish.  After this, go out into the next
    main chamber of the level by going through the gap in the wall and follow the
    wall on the left until you come to a tunnel entrance with jellyfish at the start
    of it.  Nearby on the floor is a school of yellow fish.  Guess what! The tunnel
    has no lights and the fish glow in the dark (coincidence!).  Make sure you
    recharge your air meter (you'll need it) and then sing to this school of yellow
    fish to make them follow you.  Once you are in the tunnel, take your time.  Your
    air will last longer then you think, and if you go too fast you will lose the
    fish, as they can't travel very fast.  This tunnel will lead you to the GWS
    Once in the pool, you need to attract the attention of the GWS, so do your best
    to tick him off in any fashion possible.  To kill him you have to FIRST get him
    stuck in the LOWER of the two holes in the central column of rock in the pool.
    Once stuck you can collect the Vigour Star Glyph from his mouth. This will give
    you the ability to use the Power of Vigour that is stored in the higher of the
    two holes.
    ***There is another tunnel that leads you to the GWS pool, which has red fish
    near it.  If you sing to these red fish (don't eat them, they are bad for you),
    they will protect you from the piranha fish that are in this LIT and SHORTER
    There are various methods for killing the GWS, but make sure that you have
    collected the Vigour Glyph before you try to attack him.  You can get him stuck
    in the hole, or swim behind him and hit him.  Whatever works for you!  After
    killing the GWS, exit the area by going through the tunnel that is NEXT to the
    dark tunnel.  This will bring you out ALMOST back at your original start point.
    Just follow the corridor to the other end and you will remember where you are.
    After re-tracing your steps back to the Fish Song Dolphin, go through the gap in
    the left side of the wall and this time follow the wall round to the right and
    you will see an area where there is a low wall, this is the exit to the level.
    Go through it and swim along the corridor, avoiding or killing the sharks.  When
    you get to the end there will be a strong current that is stopping you exiting
    the level.  Nearby is another Vigour Glyph (what a helpful Guardian, leaving
    these things in just the right place for you), which you will need to collect in
    order to defeat the current and swim through the light into Trial Without Error.
                           1.04          TRIAL WITHOUT ERROR
                                   PRIMARY OBJECTIVES
             Find & rescue the scared dolphin, Find three dolphin children
                                Locate the Great Octopus
    From your start position, travel down the corridor until it opens up, and then
    stay on the left-hand sidewall.  You will see a circle of stone columns, of
    which one will have a slightly different coloured peak to it.  Below this circle
    of stone is the Great Octopus, and the first exit point of the level.
    While you are in this first reef, kill all the sharks you find in it.  If you
    find the archway of rock in the middle of this area, collect the Vigour Glyph
    in it then the sharks only require one hit to kill them.  Go and speak to the
    Mother Dolphin swimming in the centre.  She will ask you to find her children
    and she will tell you a riddle in return.
    Once you have spoken to her, go through the tunnel with reeds hanging over the
    entrance, you will find one of the children in there but BE WARNED, the tunnel
    is quite dark and the Dolphin is quite hard to spot.  If you stay fairly near to
    the ground and stick to the left hand side you should find him easy enough.
    After finding him go back the way you came and once you are back in the main
    area, look for a VERY LARGE rock leaning against one of the walls, so that there
    is a gap between the rock and the wall.  The second Dolphin is there.  Once you
    Sonar him he will demand that you chase him to return him, so swim after him and
    touch him with your nose.  If he makes it back to his hiding place before you
    get him you will have to go through it again until you catch him.
    Go back to the Circle of Stone and as you face the wall of the level with the
    circle between you and the wall, turn right and swim through the opening into
    another section with HAMMERHEAD sharks.  These require 5 hits each (or two with
    the Vigour Glyph).  Once you have killed the sharks you will locate the third
    Dolphin roughly in one of the small alcoves where there are two pieces of
    vertical coral.  He will ask that you lead him back to his mother, so do so.
    Once all three children have been returned to her, talk to her again.  She will
    give you a riddle to solve.  Once you've read the riddle (and written it down if
    you want to), travel through the dark tunnel that you found the Dolphin child
    in, into the 'Scared Dolphin' section.  BEWARE, there are approx 6 sharks in
    this section, so watch what you do as they gang up on you VERY fast.
    If you swim in a straight line from the tunnel exit you will see an opening in
    the walls.  This is where the scared Dolphin is, and the sharks will not follow
    you into this area.  Swim to the back wall, and behind a small section of rock
    near the surface is another Vigour Glyph, so you can augment your strength to
    fight the sharks in the other area.  After you have killed all the sharks, go
    back to the Scared Dolphin and speak to him.  He will thank you for allowing him
    to leave and will ask that you meet him back at the Circle of Stone.  He takes
    his time getting back there; so don't panic if he isn't there when you get back.
    If you do beat him back, collect the Vigour Glyph from the stone archway and
    swim over to the Circle of Stone.
    Remember the one that has a different coloured tip to it.  Line yourself up so
    you are facing it from the outside and charge it.  The section of rock will fall
    into the sand below and open up the lower area.  Once the dolphin has caught up
    with you, speak to him and he will be curious of what is below the sand.  Lead
    him down below the sand and into the lower chamber itself.  Once you get to the
    bottom (avoiding the Giant Octopus), talk to him again and he will tell you
    about how he thought the Giant Octopus was a myth and legend.  After this he
    will swim towards the Octopus and get caught.  While he is caught, swim
    underneath the Octopus' tentacles and down the tunnel into Four Ways Of Mystery.
                           1.05          FOUR WAYS OF MYSTERY
                                   PRIMARY OBJECTIVES
       Locate the Recluse Dolphin, Distract the Giant Eel with a Giant Manta Ray
    ***The large Crystal columns that are found in the tunnels will replenish your
    air as long as they have a dancing light inside them.  Any Oysters that you
    find in the level will replenish your health.  To release these goodies, simply
    sonar the item in question.  The crystals will release the light and it
    will travel over Ecco to restore his air, and the Oysters will open up to reveal
    a Pearl.  Collect the pearl and Ecco's health will be restored.***
    This level takes time & patience.  Try to rush it and you will most likely end
    up in a wrong tunnel with no idea where to go.  From your start position,
    travel into the central chamber and collect the Air Star Glyph.  This will give
    you the ability to use the Air Glyphs which will extend you air supply,
    and for this level you need as much air as you can get.  After collecting the
    Air Star Glyph, turn so that you are facing a purple Guardian Glyph and swim
    towards and past it until you see the cavern wall.  Along that section of wall
    will be a tunnel with a small Eel hiding in the top of the tunnel entrance.
    tunnel facing you, turn 90 degrees to your right and carry on swimming along
    that sidewall (keep an eye on that air meter) until you see a section of the
    wall turn light brown and looks like it is made of old brickwork.  It is high up
    on the wall, much higher then the first tunnel, and has Sea Anemones in the
    entrance.  You can stun these into retracting by sonaring them.  A small way
    down this tunnel is an Air Glyph (YAY!), which will refill your air supply and
    double its length from a full position as well.  After collecting the Glyph
    continue into the tunnel until you reach a Purple Crystal Column.  From here
    you can go left, right or ahead.
    In the right hand tunnel is a Power Sonar Glyph, which you will need on your
    return (Oh yes, you will come back here later in the game).  The left hand
    tunnel contains the Recluse Dolphin.  If you travel all the way to the end of
    the tunnel, ignoring the left hand turn about half way down the tunnel you will
    enter an area with the Recluse Dolphin who will teach you The Ray Song if you go
    back to the main area of the level and bring him the LARGE Blue & Yellow Fish.
    The forward tunnel is just a dead end, but it has an air current to restore your
    air if you are running low and have already used the Crystal restore.  Once you
    have the Ray Song, exit this section of tunnels as quickly as possible and go
    back into the central chamber.
    Head towards the tunnel where you started and when you are looking towards your
    start point, turn left 90 degrees and follow this wall until you find a very low
    tunnel entrance.  This is called the 'Red Tunnel', as it has a Red Crystal
    Column in it (remember the purple one?).  Once you reach the Red Crystal Column
    you can go ahead or left.  The left tunnel serves no purpose except to waste
    your time and air, both of which are precious in this level.  If you go straight
    on down the forward tunnel you will come to a pool with sharks in it and a LARGE
    MANTA RAY (you need him in a minute).  Kill the sharks.  Replace any energy you
    may have lost in the fighting and collect the Air Glyph (helpful Guardian
    again!) that is in the pool.
    Make sure that you are facing the tunnel and the Manta Ray is between you and
    the tunnel.  If you sonar the Manta Ray he will swim towards the tunnel, and
    start swimming down the tunnel.  Stay behind him and keep sonaring him until you
    exit the tunnel.  Once you exit you need to aim the Ray about 45 degrees to the
    right of the tunnel you just came out of, as this puts him swimming towards the
    Giant Eel in the roof that would usually eat Ecco and end this fun rather early.
    If you're still not quite sure where to aim him, just look for a floor-to-
    ceiling column of rock.  The Giant Eel is hiding behind this.  Make the Ray swim
    towards this area and as soon as you see the Eel dive out of the roof, CHARGE
    like mad past him and into the tunnel beyond.
    Think that's it?  OH BOY, ARE YOU WRONG.  We can't let all these fun and games
    end quite so quickly, can we!  Head down the tunnel (beware, its LONG) until you
    get to a 'collar' of rock similar to the one that the Air Glyph was in.  Beyond
    this is a small air column that you can refresh your air with.  Just beyond this
    you will see another tunnel, but it will have a strong current, which will stop
    you progressing.  OH NO, no Vigour Glyph, what do we do!  Never fear, here is
    the answer.  The rocks above this tunnel are loose, and if you nudge one it will
    fall down the tunnel and block the current BUT you have to follow the rock down,
    as it will not block the current permanently.  Once you are past this the tunnel
    will split into two.
    The right hand tunnel has the fish that cure jellyfish stings, so if you do get
    stung here, go right and heal yourself.  The left tunnel will lead to a four-way
    junction with a VERY BIG Blue Crystal Column in the middle of it.  The ONLY
    tunnel of importance here is the right hand one.  If you travel down this tunnel
    a short way it will split into two.  The right hand side has an Oyster if you
    need to replace Ecco's energy.  If you don't need to head to the right then take
    the left hand fork and swim like hell as from this point on it is a straight
    race between you and Ecco's lung capacity.  Keep travelling down the tunnel,
    ignoring any other turns, as they are of no importance to you whatsoever.
    Eventually, after what seem like miles of tunnels, you will see another rock
    collar (remember them?), which signifies the end of the level.  Travel through
    it and keep swimming until a cut-scene takes over and shows Ecco swimming
    upwards and back to Perils Of The Coral Reef (Nope, I'm not kidding).
                  1.06          PERILS OF THE CORAL REEF [THE RETURN]
                                   PRIMARY OBJECTIVES
                                Learn the Power of Sonar
    You will start facing the ceiling, so it may take a second or two to get your
    bearings.  In the floor will be the tunnel that you just used to exit Four
    Ways Of Mystery.  In this section of Perils... you will be on the other side of
    a coral wall that previously you would have been unable to swim through.
    If you swim around in this area you will find a Sonar Star Glyph and a Sonar
    Collect the Sonar Star Glyph and then the Sonar Glyph.  Once you have
    done so you will see a large wall of coral, and a large wall of rock next to
    each other.  Sonar the rock wall and it will collapse, allowing you to exit.
    After you have swum out of the tunnel you need to get out of the level as quick
    as possible as returning to this level was only for the Sonar Star Glyph,
    nothing more.
                     1.07          TRIAL WITHOUT ERROR [THE RETURN]
                                   PRIMARY OBJECTIVES
                            Reveal exit point for Up & Down
    You start in the same place as the previous visit to this level, so you should
    have a fairly good understanding of its layout.  Swim to the area where the
    Hammerhead sharks are and if you notice there is another corridor leading off
    from this, which you need to travel down now.  Keep following the corridor
    until you come to what looks like a rock overhang with stone 'teeth'.  This is
    the exit to Up & Down, but first you need to collect a few things to reveal
    If you head past this overhang you will come to a section of the level that
    opens up and has a path leading to the right.  You need to go down there AFTER
    you collect the Strength Glyph that is under a small rock structure on the left
    hand side.  Once you collect the Glyph head to the right hand section and go
    past the blue jellyfish and collect the Sonar Glyph.  Once you have this Sonar
    Glyph head back to the stone overhang and line yourself up with the 'mouth' of
    it so you are facing the jellyfish.  Sonar the wall until it breaks away and
    falls into the mouth.  If you now travel into the mouth you will find a light,
    which signifies the end of this level and onto Up & Down.
    If you want to collect the 5th Vitalit from Four Ways Of Mystery, then go back
    to the Great Octopus and re-enter the Four Ways Of Mystery level.  Once in the
    level go and re-locate the Power Sonar Glyph (remember where that is?).  Once
    you have the Glyph head into the central chamber to where you found the Air
    Star Glyph originally.  If you look up in the roof you will see several rocks
    jutting out of the roof.  If you sonar them one of them gives way to reveal
    another section of the level which contains the 5th Vitalit, as well as Air &
    Energy Glyphs.  Once you have collected the Vitalit you may just exit the
    level by choosing exit from the pause menu, then moving onto Up & Down via the
    Level Select on the main options screen of the game).
                           1.08          PASSAGE FROM GENESIS
                                   PRIMARY OBJECTIVES
                     Collect the five Vitalits hidden in the level
    This level has no bearing on the storyline of the main game.  Contained within
    the level though are five more Vitalits.  It is based on the levels from the
    original Ecco The Dolphin from the Sega Megadrive / Genesis console.
    PS2 players can only use the following info once they have completed the entire
    game.  Dreamcast players can just follow the instructions below.
    To gain access you have to start the Up & Down level, and on the floor of the
    main chamber will be a large ball of rock.  If you push this into the chamber
    with an air current coming from the floor, and down into the hole.
    Follow the rock down past the air current and go to the stone circle in the
    floor with the four posts at each corner.  Sonar each of the four glowing items
    in the posts, but do it quickly as you need to have hit all four before the
    first one stops moving.  If you get all four hit in time the floor beneath Ecco
    will open up and you can swim down into the level.
    Once you have accessed this level once from Up & Down you can simply enter the
    level from the level select screen instead.
    Follow the tunnel from your start position until you come to a small open area.
    Below you will be a tunnel with a current coming from it that will prevent you
    going further.  On the floor, next to the tunnel opening will be some rocks, and
    if you nudge the one nearest the edge it will fall down into the tunnel.  Follow
    the rock down until you come to a right hand turn, and take it.  Move down this
    tunnel and you will find an air pocket above you and once you reach the end of
    the tunnel, follow it down.  This will bring you to a crossroads.  If you turn
    left you will find chamber 1 and if you follow the crossroads to the right you
    will find another air refill in the first crossroads and the first Vitalit in
    the bottom of the second crossroad.
    Head down from the first crossroads and you will see another right hand turn on
    your way down, and further down will be another crossroads.  The left tunnel of
    the crossroads takes you to chamber 2, and the right tunnel will lead you to the
    second Vitalit and another air pocket.  If you head back to that right hand
    tunnel and follow it, you will end up in chamber 3, which has a large rock in
    your way that you will need to jump over in order to find a Power Sonar.  After
    you collect it, head into the tunnel to your right and break the rock to find
    the third Vitalit behind it.  Stick around in this area until your Power Sonar
    expires then refill it and jump back over the wall and follow the tunnels back
    to chamber 2 and break open the large rock on the floor to reveal the fourth
    Retrace your path to regain your Power sonar again then make a hasty backtrack
    to chamber 1 and break open the rock in this area to find another (and far more
    useful) Power Sonar.  Collect this Glyph and head back to the area where your
    start tunnel is.  To the right of your start position will be another tunnel
    with a rock blocking your way.  Use your Power Sonar to break the rock and
    collect the fifth Vitalit then head back to your start position to depart the
    level and return to Up & down.
                          1.09          PATHWAYS FROM NOWHERE
                                   PRIMARY OBJECTIVES
                     Collect the five Vitalits hidden in the level
    This level has no bearing on the storyline of the main game.  Contained within
    the level though are five more Vitalits.  This level offers more of a challenge
    as it requires you to firstly find 5 pink gems (like the ones used to activate
    the jump ring), and then take them through a stone ring to reveal the second
    part of the level where the Vitalits are.  It is based on the levels from the
    original Ecco The Dolphin from the Sega Megadrive / Genesis console.
    PS2 players can only use the following info after they have completed the entire
    game.  Dreamcast players can just follow the instructions below.
    To gain access you need to get to the top pool of the Up & Down level.  Once
    there you will see a yellow ring of a similar design to the ones in Atlantis
    Lost.  There will be five crystals in that top pool, 3 IN the pool & 2 above the
    surface, which you need to be taken through the ring in order to activate it.
    After activation there will be a cut-scene showing a rainbow leaping over the
    side of a wall.  You need to jump through the ring in the same direction as the
    rainbow.  This will place you into another pool and the entrance to this level.
    Once you have accessed this level once from Up & Down you can simply enter the
    level from the level select screen instead.
    First things first, you need to unlock the lower portion of this level to gain
    access to the five Vitalits contained in this level.  Head forward from your
    start position and take the first tunnel upwards to find a Power Sonar and an
    air pocket.  After you have got the Power Sonar then keep swimming to your left
    and destroy the rock blocking your path.  You will come to a stone ring, beyond
    which is the access point to the lower tunnels of this level, as well as a
    'bubbler' where you can replace your air supply.  Just above the stone collar is
    a tunnel which leads into the first part of this level.
    Follow the tunnel up until you get to an area with a fast flowing current which
    is heading upwards.  If you follow this current and take the 4th turning to the
    right, then head up then right you will find the first gem.  Retrace your steps
    by swimming against the current and take the gem to the stone collar.  That's
    the first one, now lets find the other four.  If you go back to the current and
    follow it round until it goes right, then take the 2nd tunnel down then right,
    down, right again and up.  This will put you in touch with gem number two.  Once
    again, backtrack on your route and take this gem to the collar.  Only three more
    to go now.
    For number three, we are going to swim against the current as it is a quicker
    route.  Go back to the current and swim all the way to the furthest point, then
    head up and take the 2nd tunnel to the left.  Once you have taken this turn,
    head down, left, up, left and up again to find number three.  Go back the way
    you came to drop off gem three in the collar.  For number four, head the way you
    would go for the first gem, but take the first right tunnel once you are facing
    upwards.  From here you need to go up, right, 3rd down and then left to locate
    number four.  Go back the way you came and get rid of this gem.  Only one more
    to find now.
    Head the same way as if you were going to the number four gem again, but instead
    of taking the final left hand tunnel head downwards and take the right hand
    tunnel to locate a Power Sonar Glyph, then head up and go into the tunnel facing
    up and take the left hand tunnel at the top, break through the rock blocking
    your path and Power Sonar the rock in this small chamber to locate the fifth
    gem.  Return this to the collar and you will see a small light float from the
    collar and into the floor.  If you move down to the floor the doorway will open.
    Before you jump headlong into the second half, recharge that air meter first.
    Ok, are you ready to tackle the deepest portions of this level?  You are!  Good.
    Head through the doorway and into the diagonal tunnel beyond.  When the tunnel
    splits, follow it to the right and take the first downward tunnel, then take the
    first right and head down to find the first Vitalit.  From this location you
    need to head up, left, down, left and down again.  You will see a right hand
    tunnel off to the side which has the second Vitalit.  From Vitalit number 2,
    head back into the main tunnel and continue downwards to the lowest point to
    find Vitalit 3.
    Here's where things get a bit tricky to describe, but I shall try my best not to
    loose you in here.  From the location of Vitalit 3 you need to head back up,
    left, up and take the first right, first up, right, down, right, then go up and
    take the 3rd right tunnel.  Go all the way to the end and go up to locate an air
    pocket, then go back to the junction before it and head down to find a Power
    Sonar.  From here head up, left, down and take the first right and break the
    rock blocking your path then head up and take the first right.  Go down at the
    second junction and follow the tunnels into an open area with a rock that needs
    to be broken to find Vitalit number 4.  You can also replace your air here if
    it's running a bit low.
    Right, one more to find and we can leave this god forsaken level.  From the
    chamber of Vitalit 4 you need to head back to the junction and go left, 2nd down
    and then the first right to locate another Power Sonar Glyph.  From here you
    need to head back into the main downward tunnel then take the left turn at the
    junction.  This will take you to another junction which has another air pocket
    above it should you need it, otherwise head straight across this junction to
    collect the fifth Vitalit.  If it is not sitting in the middle of that junction
    then Power Sonar the rock just beyond the junction to locate it.  I only say
    this because I've played this level on both the DC and PS2 and cannot remember
    which one has it in the junction and which one has it within the rock.
    Anyways, once you have collected all five Vitalits you will need to find an exit
    ASAP.  The quickest way would be to head up, left, then follow the tunnel
    upwards as far as possible.  It should bend round to the left then just head
    left before meeting back up with the original entry tunnel that leads back to
    the door in the floor.  Once you have got back to the stone collar you can just
    head right as quick as possible to exit the level back into Up & Down.
                               1.10          UP AND DOWN
                                   PRIMARY OBJECTIVES
                      Learn Power of Endurance & Power of Stealth
    You start the level in a chamber with multiple caverns around the edge with a
    very LARGE, HOT rock blocking the volcano underneath it.  Directly in front of
    you will be the Endurance Star Glyph.  After collecting it travel round the
    level (doesn't matter which way) until you locate the Air & Sonar Glyphs.  After
    you have picked them up, sonar the rock in the middle of the chamber to break it
    and reveal the second section of the level.  Once the rock has broken your next
    task is to head up the tunnel above the volcano and travel through it.  Just as
    you enter the tunnel you will notice an Endurance Glyph.  PICK IT UP!!!!  If you
    don't you will be unable to complete this section of the level, as the heat that
    is rising up from the volcano will kill you.  Assuming that you get to the end
    of the tunnel, you will end up in the higher of the two pools that make up the
    final part of the level.  If you jump down the waterfall into the lower pool you
    will find what you need to locate the Stealth Star Glyph.
    Swimming round the level is a Giant Turtle and lying on the floor of the level
    will be a Giant Stingray.  What you need to do is call the turtle to you and
    move him above the ray.  Once he is swimming over the position of the ray you
    need to charge the turtle from above so that he falls down onto the ray.  This
    will scare the ray and reveal the Stealth Star Glyph, which you need to collect
    before the ray returns to his spot.  Once you have this you will see a dome-
    shaped piece of rock that is raised up on small rock 'legs'.  Underneath and
    behind this rock is a Stealth Glyph.  Collect it and then make you way to the
    end of the level.  There is a mirror there, which stops solid objects from
    passing through, but seeing as you have the Stealth power, you pass through with
    ease and onto Roaring Forces.
                              1.11          ROARING FORCES
                                   PRIMARY OBJECTIVES
          Defeat the sharks, Evade the Giant Eel, Metamorphosis to exit level
    When you start the level it is dark and murky, making the sharks hard to spot in
    the beginning.  If you swim out of your start position and head to the
    right you will see a waterfall and a column of rock with a Stealth Glyph atop
    it.  Grab the Glyph, as it will greatly help in your battles with the sharks.
    Just a quick point, you only have to kill the sharks if you want to collect the
    Vitalits, otherwise just exit the level (whilst invisible) past the Giant
    Eel.  The exit point is in the tunnel to the left of the waterfall.  After you
    evaded capture in Four Ways he has come back to make sure you don't get any
    further.  Once you sneak past him you will become solid and he will start to
    chase you. The best advice I can give here is CHARGE & don't get stung by
    You'll know when you get to end of the tunnel chase because a cut-scene will
    show the eel getting trapped behind some rocks (guess he failed again, Eh!).
    The area you are in now will have a puzzle wall right in front of you.  The
    correct way to complete the puzzle is charge the two rock buttons in the middle
    that the dolphins are pointing to with their noses, all the other buttons will
    be traps.  After you push both buttons you will see the roof
    above you open up slightly, just enough for Ecco to go through (lucky you).  Go
    through this opening and follow it to the 'Metamorphosis Hall'.  In the
    middle of the hall is a glowing Crystal, and swimming around the edge of the
    hall is a small fish.
    What you need to do is swim into the glowing Crystal, after which Ecco will be
    covered in 'stardust'.  You now need to go and chase after that small fish and
    touch it with any part of Ecco's body.  This will cause Ecco to transform into a
    clone of the fish.  Once the transformation has completed, swim out through the
    grate that is blocking the exit into Atlantis Lost.
                              1.12          ATLANTIS LOST
                                   PRIMARY OBJECTIVES
                     Restore the Guardian, Activate the jump rings
    Before you start the level proper, Ecco transforms back into his dolphin form.
    After you have control of Ecco again, follow the left hand wall & it will take
    you to the first shard.  Keep following the wall until you come into a section
    with lots of jellyfish.  Right at the end of the wall the shard will be behind a
    small outcropping of rock.  Take this shard back to the Guardian in the central
    part of the level and a hoop will appear above one of the four small halls
    around the Guardian.  You will need these in a few minutes.  Second shard is in
    the lowest point of the ground.  Behind the main hall is a large crack in the
    floor.  Go down this crack until you get to ground level and you should see a
    hole with a current coming out of it and a ball of rock nearby.
    Push the rock into the hole and it will block the current.  Travel down the hole
    and you will see a small turning near the bottom.  In there is shard number two.
    Once that has been delivered follow the crack again, but stay at the same height
    as the white sand.  If you go to the back wall of the level you should see a
    Sonar Glyph.  Near the Glyph is a small door in the wall that is blocked.  If
    you unblock the hole the third shard is inside this room.  The fourth shard is
    near the third.  If you head back towards the door that you just unblocked, just
    before you get there you should see a low wall on the left hand side.  Jump over
    this wall to find the fourth shard.  Once you have returned all four shards you
    need to jump through each of the four hoops that the Guardian has placed above
    the four smaller halls.
    After jumping through each hoop, go back to each hall and look for a door.
    You'll know when you find the doors, as they will open as you go near them (all
    the doors are on the sides of the halls that are facing the Guardian).  You now
    need to sonar each of the four exhibits within these halls.  Once you've done
    all four go into the main hall and sonar each of the four flashing globes to
    reveal a projection of different Foe that you will face in the final five levels
    of this game.  After doing all of this (That Guardian don't half make you work
    for your reward!), you need to go back to that large crack in the floor and you
    should notice four flashing rings.  You need to swim down until you are at the
    lowest of the four rings and line Ecco up so that when you look through the
    rings they form a tunnel.
    If you charge into this 'tunnel' and keep Ecco pointing straight ahead you
    should gain a huge increase in speed and leap out of the water, towards the
    glowing light above the main hall.  This is the fifth shard.  After you have the
    shard take it back to the Guardian, who will then be restored as you have
    returned all five shards & the level will end.  Time to head into another
                              2.00          MANS NIGHTMARE
    This version of reality has Man as a dominant and brutal species, building
    numerous machines of war with no regard for the ecosystem, or the Dolphin
    species that they are enslaving in the process to complete these deadly and
    awful weapons of destruction.  Through this reality you will interact with 3
    castes of Dolphin, which are Circle (operators), Crimson (caretakers) & Mover
                        2.01          DESCENT OF THE FOE [MOVIE]
    Ecco restored the Guardian but it was too late, for the Foe started their
    descent, determined to conquer Earth.  By creating a temporal vortex, they
    opened a portal through time, and to prevail in the present the Foe would alter
    Earth's past.  But as the Foe travelled through time Ecco was caught in the wake
    of the vortex as well.  Since the dawn of memory dolphin and human admired each
    other, but dolphins had long concealed the true extent of their sentience.  Then
    500 years ago the moment arrived and at last they revealed themselves.  A new
    civilization was born with dolphin and human united.
    It was this epic moment of union that the Foe sought to prevent.  By entrancing
    the dolphins with irresistible power, the Foe began to drain them of their most
    noble traits.  Just then, Ecco arrived.  He saw that the Foe had almost
    completed its sinister task, stealing their intelligence, their ambition, their
    compassion, wisdom and humility, robbing dolphins of their future.  With only
    moments to act Ecco turned to the ancient power of metamorphosis.  And by taking
    the form of the Foe he set out to defend his own kind.
                          2.02          VORTEX OF TIME [MOVIE]
    The destruction of the Foe ship scattered the globes throughout time.  Desperate
    to save the precious gifts, Ecco charged into the vortex after them, but with
    the past altered, history changed it's course.  Robbed of their traits, the
    dolphins became weak and gullible. They were enslaved and exploited, as earth
    fell victim to mankind, whose weapons were his only legacy. Only a few dolphins
    survived in this altered, dying world, where man is but a distant memory.
                          2.03          SHRINE OF CONTROVERSY
                                   PRIMARY OBJECTIVES
                 Reunite the separate clans, collect the Labour Harness
    The first thing you notice about these levels is the water is MURKY, and as
    such it offers a much shorter distance of vision.  From your start position
    head downwards and you will find a MOVER (yellow Dolphins) temple.  You can
    talk to the Mover if you want, as he will explain the story from the Mover's
    point of view.  If you go below the temple and look on the wall you will find
    two very large metal rings.  One of them has a small Mover Dolphin swimming near
    it called 'Pilot'.  If you can manage to talk to him he will lead you through
    the tunnels to meet his mother, the Prime Mover.  Once you meet her she will
    challenge you to a fight.  Charge her until she submits and she will lead you
    back out the tunnel and will swim towards the Mover temple.
    Once she is there, speak to her again and she will ask you to lead her to the
    central temple (your start position).  Once you have taken the Prime Mover to
    the temple she will swim around the temple waiting for you to bring the Circle &
    Crimson to her as well so they may all sing the "Hymn Of Unity".  There are two
    other temples in the level, belonging to the Crimson and Circle clans
    respectively.  To make the Crimson Dolphin follow you, you have to swim
    below the temple and look on the wall for another hole like what was at the
    Mover temple.  Head through this hole, (beware of the piranha fish), until you
    get to a cavern with a red pool.  Swim into the red pool and when you leave it
    you will find that Ecco has got red tipped fins.
    Head back to the Crimson Dolphin, who will now be much happier that he has
    another Crimson to talk to.  Lead him to the Prime Mover at the main temple.
    Ok, only the Circle Dolphin left now.  Because you have already got red fins the
    Circle will be very wary about you, as you are now Crimson.  You will be
    challenged to turn the "Circle Of Pain".  If you head down to the floor of the
    level you will see a large curved pipe with a wheel on top of it.  Your task (IT
    CAN BE DONE) is to turn the wheel 1 rotation CLOCKWISE until the gases that are
    coming from it stop.  You will know when you complete the task, as you will hear
    a clunk as the wheel locks into place.  Head back to the Circle, who will be
    amazed that a Crimson has completed the task.
    Lead him to the main temple.  Once all three dolphins are at the main temple,
    they will all sing at once (Hymn Of Unity) which will open the doors of the
    temple, revealing the Labour Harness, which enables Dolphins to control
    machinery with their sonar.  After you have swum inside the temple and collected
    the harness, make sure you have enough air before heading to the floor of the
    level.  In one of the walls of the level, at floor level is a steel door which
    will open if you sonar it.  It will reveal a small sub which you can open by
    sonaring that as well.  Once you are inside, Pilot will swim down and join you
    and you will depart for Master Of Forgotten Skills.
                        2.04          MASTER OF FORGOTTEN SKILLS
                                   PRIMARY OBJECTIVES
                                 Solve the crate puzzle
    This level is here just to solve one puzzle.  I would refer to the Vitalit
    positions first, and then go on to complete the puzzle.  In order to complete
    the level, you need to push the FULL crate through the door that is off to one
    side of the crate storage area.  There are not too many places for air,
    although there is an air tank at one corner of the puzzle area, so remember
    where it is in relation to your current position so you can get there in a
    hurry.  To move the dozer into place to use, you need to find a control column
    that has a spinning fan below it.  Make sure you can see all three-control
    buttons when you are facing the control column and sonar the first and third
    button to activate the crane.  This will then go and collect the dozer and
    place it on to the floor of the crate storage area.
                                      DOZER OPERATION
    Face the direction you want the dozer to go and sonar the dozer, it will turn
    (if required) and start moving in the direction you are facing.  It will ONLY
    travel in straight lines, with no obstructions.  If you need the dozer to stop
    before it reaches either the edge of the area or the end of a crate, sonar it
    FROM THE SIDE and it will stop moving at the next spot it can.  You may need a
    bit of practice stopping this thing right where you need to, but it will get
    easier.  If you sonar the dozer into the narrow end of a crate, it will lower
    its claws onto the lip of the crate, as if ready to move it.  To remove the
    claws you need to be facing the side of the claws and sonar them.  They will
    then retract from the lip of a crate.
                                      PUZZLE SOLUTION
    The solution to the puzzle is easy, unless you're playing on a black & white
    TV set.  You have a series of crates that are all half filled with rocks
    except one, which is RED in colour.  This is the crate that needs to be pushed
    out of the storage area and into the doorway at one side of the area.  First
    thing to do is move the dozer into position so that it pushes the PURPLE crate
    forward as far as it can go.  Turn the dozer to the right so that it grips
    onto the nearest edge of the ORANGE crate and get the dozer to pull the crate
    backwards as far as it will go.  Release the ORANGE crate and move the dozer
    around to the other narrow edge of the ORANGE crate and push it the final
    square until it reaches the edge of the area and cannot go any further.
    You should now have an ORANGE crate near the air container at one corner of the
    area.  Turn the dozer around and guide it to the YELLOW crate.  Once the dozer
    has a grasp of the YELLOW crate, command the dozer to pull (go backwards) the
    crate until the dozer stops moving.  Release the claws of the dozer and move
    onto the BLUE crate.  Make sure you get the dozer to pull the crate backwards
    until the dozer stops moving.  After the dozer stops you can go to the RED
    crate and command the dozer to push the crate right out of the storage area
    and through a doorway that will open in front of it.  See how easy that was!!
    Follow the crate through the door and a cut scene will take over once the
    crate has stopped which will lead you into Process That Never Ends.
                         2.05          PROCESS THAT NEVER ENDS
                                   PRIMARY OBJECTIVES
    Activate the machine, Empty a crate of rocks, Find the crusher to exit the level
    ***On the Dreamcast version, there are no laser pods on the sidewall of the
    final chamber.  As far as i can remember, you need to push the rocks into the
    middle of them floor so that when the crushing foot pounds down on them they
    will force the floor open, thus allowing you access to the next level.***
    You will start this level at the start of a closed tunnel.  The level itself
    is a very long cylinder.  There are 2 Mover Dolphins here, one of which is
    Pilot (from Shrine Of Controversy).  The Mover that is in this level is in the
    lower of the two conveyer belt tunnels.  If you continue down the tunnel you
    find the Mover dolphin, you will come to a stop as the tunnel is blocked by a
    double set of rotating teeth (not active YET). Swimming around the outside of
    the tunnel is a Circle Dolphin.  If you speak to him he will inform you that
    "The Circle Operate.  I will show you".  As soon as he says that, get back to
    the start of the tunnel as quickly as possible.  Once the Circle has turned the
    machine on talk to the larger Mover Dolphin.
    After you have done that head to the straight end of the conveyer belt and wait
    for the two Movers to arrive.  They will position themselves at the wheels of
    the crate full of rocks.  If you now move Ecco into the middle of the back of
    the crate (where the big circle is on the back), the crate will move and head
    into the central area.  Keep pushing until a cut-scene shows a claw grabbing the
    crate and emptying the contents at the end of the lower conveyer belt.  If you
    now move into the 'Tunnel Of Teeth' you will see that the teeth have now
    activated and will quite mercilessly crush anything that gets underneath them.
    On the left hand side of the whole length of this tunnel are small pods that
    allow you to get air, but they also have symbols in the floor of them, a single
    and double cog like picture.
    These images are the keys to raise the single and double sets of crushing teeth.
    This is where timing comes into play, and that is one thing this walkthrough
    won't teach you.  You can only activate the teeth as long as the symbol is red.
    If it is greyed out then the switch is inoperative and will not open any of the
    teeth, so you have to know when you need to go backwards in order to come
    forwards.  Once you've made it past the final set of teeth you will see a tall
    chamber with two 'Laser Polisher' type objects either side of the conveyer belt.
    If there are any rocks still going through then these lasers should fire at the
    rock and give the rock a shiny reflective type quality.
    At the end of this chamber is a downward slope, which leads into a large round
    chamber, with a rather large three-piece crushing foot.  The final objective is
    to push any rocks not already in the main chamber into it from the slope.  Once
    they are all in the chamber you need to move the rocks into place so that a
    laser light from one side of the room will reach right across to the other side.
    You will see two pods on the side of the walls.  These are what the light has to
    go between and the rocks act as a carrier.  Once the link has been completed the
    floor will open up, which you need to swim down to access Blades In Motion.
    I've also got the floor to open up by moving all the rocks into the middle of
    the area, without having the light going between them all, so now I'm not too
    sure how to make the floor drop.
                             2.06          BLADES IN MOTION
                                   PRIMARY OBJECTIVES
               Reclaim a Dolphin trait, Kill the Crayfish, solve the maze
    You will start underneath the floor that you went through to get here.  Head
    down through the tube in the bottom of the floor and follow the direction of the
    conveyer belt.  There will be 2 'Tiger Sharks' (maybe they aren't really, but
    they're bloody fast, and more vicious then regular sharks) in this area, which
    you will need to avoid.  Up near the top of the level will be several support
    braces going across the width of the room, and above one of these will be a
    Power Sonar Glyph.  You will need this for the next part of the level.
    Collect the Glyph and continue through the doorway at the end of the room.  In
    this circular chamber you will be pushed around the chamber until you see one
    section of the internal glass with yellow cracks on it.
    You need to shatter this with you Power Sonar.  If you fail to complete it
    before you run out of sonar then go back to the Tiger Sharks to collect the
    Glyph again, then repeat the process.  Once the glass is shattered (5 hits
    required), go through it into the central section of the level.  Recharge you
    air if you need to, using the Air Glyph.  Head down and go through the holes in
    the rotating grates until you reach the bottom.  Once you go through the last
    grate you will need to collect the Power Sonar Glyph that is in the bottom
    section with you as you're gonna need it, as well as some very good control
    skills of Ecco.  Collect the Glyph then go down towards the red light in the
    floor, but DON'T GO INTO THE LIGHT.
    Once you're in the area, look around the edge and you should see a tube, which
    you can swim through.  This will lead to a tube with a fast current that you
    have to fight against as you need to break the crack in the top of the tube, in
    the same way you did it to the glass wall earlier in the level.  If you run out
    of Power Sonar, then go back up the tube you just came out of and re-collect the
    Sonar Glyph and repeat the process again.  After you've broken the crack, swim
    outside the tube into the relative safety of the chamber.  Once you're in this
    outer chamber head back the way you came, as there is an air pipe at the back
    section of this area.  Once you've restocked you air, head towards the front
    wall of the area and collect the Power Sonar Glyph, then go back into the tunnel
    you came out of and follow the current.
    There will be another crack in the floor of the tube this time, which you need
    to break again to escape.  Once you've broken your way out of the tube, head
    towards the red flashing light at the end and you will see a red door in the
    floor.  Go through this door and you will collect the Dolphin Trait that is
    blocking your way through.  After going through the door you will encounter the
    boss for this level, a large Crayfish type creature with rather large claws.
    There are three holes in the sides of this section which this creature will come
    out of.  It will then thrash around after anything that moves, so for your own
    sake keep VERY STILL.  Best thing to do is watch the small school of fish, as
    they move away from where the creature is coming out from, so stick with them
    and you should be ok.
    Once it has caught its lunch or given up (whichever comes first) it will fold
    its arms in and start to go backwards into its hole.  While the creature
    retracts back into its hole, you will see a section of its underbelly flash
    yellow.  This is the section you need to charge three times in order to defeat
    the creature and gain access to the final section of the level.  Head down into
    the hole that the creature has just uncovered (don't worry, he's not in there
    waiting for you).  The maze section is just that, a maze.  Get one turn wrong
    and you could go round in circles wondering where to go.  Thankfully though you
    have ME to help you through this.  At each junction point of the maze is a
    globe, which, if you sonar will produce a light to mark where you've been.
    The following solution will deal with going straight to the exit via the
    quickest route.  Each globe is called G'x' (where x is the number I have given
    it).  Once you enter the maze you will see fish on one side and an air pipe on
    the other. Head towards the fish to G1 and continue forward, G2 continue
    forward, G3 turn left, G4 turn right, G5 go forward (the corridor up is a dead
    end with nothing in it), G6 go down, G7 head forward, G8 turn right & G9 head up
    towards the exit, and onto Perpetual Fluidity.
                            2.07          PERPETUAL FLUIDITY
                                   PRIMARY OBJECTIVES
                       solve the switch puzzle to exit the level
    Your start point is nothing special, just a cylindrical room with only one
    exit point straight ahead of you.  Once you enter this door you will go
    through a VERY long tunnel that will eventually open out into a room filled
    with underwater mines.  They look like brown eggs with red flashing lights
    coming out of them.  If Ecco touches one then he will sustain damage.  You can
    move them with your Sonar but it's hardly worth the effort to do it.  Head to
    the floor of the room and swim to the wall opposite.  High up in the wall is
    another door that you need to go through.  It is possible to do it without
    setting off one single mine.  You will enter a short tunnel, which will lead to
    another room and will have an Info Glyph, which tells you "Cage Is A Prison,
    Protecting Both Sides".
    This is a clue to the next room you enter which contains a shark ALMOST as big
    as the GWS from Level 2.  If you swim into the 'Cage' that the fallen girder has
    created, it will protect you from the shark and lead you to a yellow switch in
    the wall.  You need to sonar the RED icon to turn it green in colour, as this
    denotes open or closed.  Once you have opened the switch, move into the other
    'cage' and go through the door you just opened by opening the yellow switch.
    Move down the tunnel into the next room and take the LEFT exit out of the room.
    IN the next room will be another Info Glyph, which tells you:  "Never the same
    one twice in sequence, RED, GREEN, RED & GREEN, BLUE & YELLOW, One with no
    colours, BLUE & YELLOW, and no colours again".
    What this riddle relates to is the colours (or lack of) of the doors that each
    switch opens or closes.  In this same room will be your first switch (RED).
    Sonar the icon BELOW the door colour to activate the door.  This will raise
    the water level in this chamber and reveal a red door that is now opened above
    you on the LEFT hand wall.  Go through this tunnel, fighting the current until
    you enter another room.  This will contain another switch BUT DON'T SONAR IT
    YET.  Below your entry point into the room, ON THE SAME WALL as your entry point
    will be another tunnel that you need to go into to get to switch number 2
    (GREEN).  Activate the switch then exit the room via the same way you came in.
    When you reach the room at the end of this tunnel, this will contain switch
    number 3 (RED & GREEN).
    After activation of switch 3, head up and you will see a tunnel with an open
    GREEN door.  Head through this into the next chamber.  In here you will find
    switch number 4 (BLUE & YELLOW) which you need to activate as soon as you can,
    then exit the chamber through the BLUE tunnel you just opened.  Once you get
    into the next chamber head down from the tunnel and you will see a switch with
    no DOOR colour, but a water level indicator.  This is switch number 5 in the
    sequence.  Sonar it as soon as you can then exit back the way you came and de-
    activate the BLUE & YELLOW switch again.  After that head up and go back through
    the GREEN tunnel.  In the next chamber on the wall opposite you will be another
    tunnel.  Swim down that tunnel into the next chamber.  Here you have 2 choices.
    You can now choose your path.  Go into the tunnel opposite you, which will lead
    you into a dead end chamber, or you could head down and go through the tunnel
    next to the Riddle Glyph (Yep, back at the start again).  When you get through
    the tunnel & you are back in that first room, head UP & LEFT and go through the
    tunnel into the next chamber and head straight across into the next tunnel.
    When you get to the next chamber head down and sonar the final switch in the
    sequence (BLANK).  Collect the Power Sonar Glyph and head to the tunnel with red
    spiked rocks in the mouth of it and Power Sonar them out of the way.  Once you
    have cleared a path, enter the tunnel and once you pass the fan blade you will
    exit into Obscure Ways To Terminus.
                         2.08          OBSCURE WAYS TO TERMINUS
                                   PRIMARY OBJECTIVES
                                  Find the exit tunnel
    This level has no enemies apart from the series of tunnels that all lead back
    to your start position, except one.  From your start position, head over to
    the furthest tunnel on the left hand side and travel through it.  The current
    will pull you along so don't charge.  In actual fact it may help if you use
    Ecco's 'Quick stop' move to slow yourself down a bit.  Once you get into an
    open area with a glass wall on one side of you head down below the current so
    you don't get swept back to your start position.  This level is all about
    jumping and timing, so patience is what you will need most to complete this
    If you swim to the waters surface by swimming up the solid wall then turn
    around to face the clear wall, you should notice one star on the wall right
    near the top.  These star markers will help you as you progress through the
    next phase of this level.  The best way I found to complete this level (and it
    may not work for everyone) is to swim near the top of the surface of the water
    so that you're just high enough to avoid the current, but low enough that you
    can charge out of the water in order to jump over the glass walls.  Each of
    the walls has a star symbol on it, ranging from 1 to 5 stars. This is there to
    tell you what chamber you are in and what chamber is next to jump over too.
    As long as you jump 1-2-3-4-5 then you are going the right way.  Once you've
    cleared wall number 5, swim to the bottom of the area you have jumped into.
    You need to enter the tunnel that is nearest the metal wall, as the tunnel
    near the glass wall will shove you back to the beginning of the level.  Once
    you go through the tunnel into another open area, swim out of the current
    again towards the floor.  On the sidewall will be a tunnel opening.  Swim into
    it to exit the level and progress onto Sleeping Forces Of Doom.
                         2.09          SLEEPING FORCES OF DOOM
                                   PRIMARY OBJECTIVES
       Destroy the 'snake arms', destroy the central shield to stop the generator
    This level is very simple; kill the Generator in the middle.  Around the
    outside are three snake type arms that will grab one of the rocks flying round
    the room.  It will then retract and coil around the rock until it gets back to
    the sidewall, it will then feed the generator with the power from the rock.
    Your first task is to destroy the arms.  To accomplish this feat you need to
    sonar the arms when they have a rock in their grasp.  Keep swimming with the
    current and doing it to each arm as you come to it.  Don't worry too much about
    the rocks feeding the generator, as we will tackle this in a moment.  After
    several hits, each arm will in turn burst into flame and die off.  This is part
    one over.
    If you run low on air there are air bubbles at floor level, near the centre of
    the level.  You will see them as they have a blue colour on the top of the pod
    in the floor.  If you run low on energy then there is a school of fish on the
    very outskirts of the level, near the small slit windows that are quite high in
    the level.  To complete the level you need to use your "Sonar Grab" to hold a
    rock and alter it's direction so that it swings towards the centre and smashes
    the glowing walls that are still left (if any).  To use your "Sonar Grab" you
    need to double tap (but hold on the second tap) your Square button.  This will
    create a 'vortex' of sonar, which will hold any nearby rock for a short space of
    To throw the rock you need to swing Ecco to the left or right and release the
    sonar button, as this will alter the direction of the rocks and should hopefully
    smash out the shields surrounding the generator.  Once you have destroyed all of
    the remaining walls swim into the centre of the generator, head down and collect
    the Dolphin Trait globe at the bottom.
                            3.00          DOLPHINS NIGHTMARE
    This reality has split the dolphins off into two halves, the Clan & the
    Outcast.  The Clan is a highly aggressive and territorial group who have
    disfigured bodies that have bone-like spines running down both sides of their
    back.  They are mostly yellow in colour apart from the "Exalted Ones", who are
    the rulers of the Clan.  The Outcast are all green in colour and are a non-
    aggressive species, but they will protect their own kind if threatened.
                        3.01          TWISTED REALITIES [MOVIE]
    By reclaiming the stolen globes, Ecco reopened the time vortex.  The dolphins of
    the past were ignorant of what had been stolen from them, and unaware that their
    descendants would be denied the golden age.  But when intelligence and ambition
    were returned to them, dolphins changed and history was altered, but Ecco's
    world was not restored.  Dolphins became aggressive and forced humans from the
    seas, never to return. And dolphins built a new reality, creating a nightmare of
    their own.
                            3.02          ANGUISH OF DEARTH
                                   PRIMARY OBJECTIVES
         Feed the village, bring red fish to the 'Father', learn the Plant Song
    If you talk to the various Dolphins they will all say they are starving and
    cannot find any food.  The whole village has been cut off from their only
    means of getting food, so it is up to Ecco to provide some food for the
    village.  There are only a few things to do here in order to progress to the
    next level.  Swim around the level and find the 'Son' Dolphin.  In the pods
    below him will be his sick Father.  He will ask for fish to help heal him.
    Next thing to do is find the tunnel with a Rock fall at the end of it.  If you
    jump over this wall you will find a sonar Glyph nearby.  Collect it and destroy
    the wall you just jumped over.  On your right side will be a school of red fish,
    which you need to lead back to the sick Father.
    Once they are in front of his pod he will swim out and talk to Ecco to thank
    him.  If you then go and talk to his Son he will ask you to follow him to the
    'Channel Of Death'.  If you then follow him he will lead you through the first
    half of it.  Once you are in a clearing you must talk to him so that he will
    teach you the Plant Song.  After he has taught you the song he will go back to
    the village, so now you have to negotiate the second half of it on your own.  As
    long as you take you time and sing to each plant you see you should be able to
    get through and onto Entrapment.
    There is a second way into Entrapment.  This bypasses the Channel Of Death
    altogether and brings you out into a different start position for Entrapment.
    To do this you need to go into the area with the red fish and swim along the
    floor until you find a HUGE colourful fish with lips like Mick Jagger.  It is
    called a Coelacanth (See-Low-Canth).  If you watch his swimming pattern for a
    little while you will see him spit out a school of fish, which will swim nearby
    for a few seconds, then go back into his mouth.  What you need to do is find a
    Stealth Glyph and swim into the Coelacanth's mouth when the fish go back inside.
    This will take you to a different start point of entrapment then what you would
    reach via the Channel Of Death.
               3.03          ENTRAPMENT & ANGUISH OF DEARTH [THE RETURN]
                                   PRIMARY OBJECTIVES
      Rescue the Outcast, defend the village, learn the location of the Resistance
    From your start position head straight ahead and slightly upwards to collect
    the Vigour Glyph in order to double your energy bar.  After that, sonar the
    trumpet plant nearby, then swim down into the trench so that the plant you
    just sang to is behind you, as this will take you over to the sidewall of the
    level.  Exit the trench and follow the wall round to the right until you see
    another trumpet plant.  Sonar this plant and then head straight over it
    towards another trench, which will contain a Stealth Glyph inside it and an
    Air Glyph above it.  Collect the Stealth Glyph so that the Clan cannot see
    you, and the Air Glyph to boost your air bar, then head towards the large
    green gates embedded in the wall, and as long as they are open then swim
    through them.
    Once you are on the other side of the gates you need to sonar the trumpet
    plant to keep the Clan that are on this side busy.  In the middle of this
    section is a detention centre and you need to find a way inside it.  On the
    side of the centre, near the trumpet plant you should see a round object,
    which you will need to charge into.  As you do it will move.  This is your key
    to getting inside the centre as it has opened the door in at the left end of
    the centre.  It will look like a brown membrane window with a hole in it; this
    is your entry point.  Now you are inside you will need to find the Resistance
    From the first room you will need to find the only open doorway and travel
    into the next room.  In room 2 you will see a small brown switch with an
    orange light on it.  You will need to sonar this to open up more doors.  You
    will know when you have done it, as the switch will turn blue.  If you are
    facing the switch when it turns blue then turn to your left and you should see
    a doorway open up.  This will go into a short tunnel into room 3.  In here
    will be another switch and after you have turned it on then a doorway will
    open up which will lead into a tunnel that will split into two.  You need to
    take the right hand fork of that tunnel.  This will lead you into the biggest
    room so far, room 4.  In here will be 2 more switches, and a highly aggressive
    Clan dolphin.  It is possible to kill this dolphin, but seems to take forever.
    Once he is dead (if you do try it) then turn on both switches and exit this
    room through the last doorway (if you follow the room round in a clockwise
    direction, with the outer wall on your left flipper side).  This will take you
    back to the original room that you entered through the window of.  If you have
    the window behind you, you will need to exit this room through the second
    doorway from the left.  The room that you enter now will have another Clan
    dolphin in it, along with a green, oblong shaped object on one wall, which has
    a Vigour Glyph behind it.  There will also be one more switch here, which
    after being turned on will reveal another doorway to go through.
    This doorway is to the right of the doorway you used to enter this room.  Travel
    down the tunnel and you will be at the Detention room itself.  In the middle
    will be the Outcast Resistance Leader, being held in place by four energy
    leashes. Once you have control of Ecco, move into the room.  You have two
    choices here, you can either just swim around the room giving three hits to each
    energy leash or you can first kill the Clan dolphin here.  Killing the dolphin
    is not required, so the choice is up to you.  Once you have freed the Resistance
    Leader a movie will take over showing Ecco and the Resistance Leader busting
    free from the centre and getting back past the Clan gates.
    Once you have control of Ecco again, check nearby, as you will more then
    likely see a Clan dolphin swimming towards you, ready for attack.  Stun and
    hit him then locate the nearest trumpet plant and sonar it.    If you swim
    past the trumpet plant and check near the 'table-tops' of rock near the floor
    you should see the Leader dolphin waiting for you.  Sing to the dolphin and he
    will follow you.  Your task now is to lead the Resistance Leader back to the
    tunnel of death.  Once you are there he will swim off and move to the Caverns
    Of Hope, but you still need to find the way there, so for the time being its
    swimming back to Anguish Of Dearth for you.
    Once you are back in the main section of the Outcast village, you will notice
    Clan Sharks attacking the village.  You need to attack and kill every shark in
    the level (3 sharks, 3 hits each) before you can progress further.  Once they
    have all been disposed of you will need to find a HUGE boulder with an Outcast
    dolphin sleeping in a pod nearby.  Sing to him and he will open up the exit to
    Caverns Of Hope.
                             3.04          CAVERNS OF HOPE
                                   PRIMARY OBJECTIVES
      Protect the Outcast leader from attacking Clan members, defeat the Crocodile
    This level is very simple to begin with, but very frustrating near the end.
    In the first part all you have to do is get to the Caverns Of Hope themselves.
    You must swim/charge as fast as possible to defeat the current in the tunnels.
    At random places in the tunnels you will see Outcast dolphins throwing spiked
    rocks at you.  Well, right now they still think you are the enemy, BUT you can
    convince them that you are one of the good guys by singing to them AFTER you
    have passed them and they start chasing you.  It is not required to sing to them
    though, so the choice is up to you.  After you have got past the first two
    Dolphins, you will find a tunnel off to the left which will you will need to go
    down, then turn left again in order to continue your journey.
    After you pass two more dolphins you will see another tunnel off to the right
    and the tunnel straight ahead of you.  You need to continue forward, ignoring
    the tunnel on the right.  At the end of the tunnel it will head upwards towards
    the surface.  You need to jump out of the water and over a small wall here into
    another pool, then from there you need to jump over the wall again to get into
    the final section of the tunnels leading to the Caverns.  In this final tunnel
    section you will find an Air Glyph, as well as one more dolphin on defence duty.
    After you have passed this final dolphin it is a straight swim towards the
    caverns themselves.  Swim towards the central column that you can see as Ecco
    enters the main cavern, then turn left and head into the alcove with some pods
    stuck to the wall.
    Behind these pods will be another Dolphin Trait, which you will need to collect
    before you can continue.  Once you have the globe, follow the wall of the
    chamber round until you find a dolphin swimming near a crystal wall.  Sing to
    him and he will speak to you, then swim towards the crystal wall and break it.
    As soon as the tunnel beyond is revealed he will start swimming down the tunnel
    and here is where the game becomes frustrating.  A word of warning.  If you are
    sloppy in your duties of defending the Resistance Leader and he gets hit by one
    of the Clan, he will turn tail and swim back to the start of the tunnel where it
    begins at the Caverns.  The only way to stop him is to sing to him to convince
    him to carry on the journey.
    This is most annoying if you are right at the end and he gets spooked, as it's a
    long way back to the start if you don't manage to sing to him before he gets
    back there, so be very aware of what is going on around Ecco and don't get too
    far ahead of the Resistance Leader.  While swimming down the tunnel, your job is
    to protect the dolphin from the Clan dolphins lying in wait for him to swim
    past.  As he approaches each section of the tunnel, a Clan dolphin will appear
    out of the sidewall, either above, below or level with Ecco.  You need to sing
    to them to make them stop attacking, then charge them to make them retreat back
    to the hole they came from.  There are four Clan dolphins in the first section
    of the tunnel, before the Leader goes through a small hole leading to section
    Two more are in the next, short section of the tunnel before heading into
    another hole to section three.  There are two more final Clan dolphins in
    section three.  The resistance leader will move through the small cave into
    section four which is where he will sing to another wall of crystal to allow you
    to continue on your journey, then he will go all the way back to the Caverns to
    help with the fighting.  All that work and he goes back!  Doesn't seem fair,
    does it?  Anyways, if you continue forward, through into the next section that
    the leader exposed for you, you will find an Air Glyph and another small tunnel,
    which you will need to swim down to face the Crocodile.
    The easiest way (and the way I will describe here because I'm a lazy sod and
    can't be bothered to fight him the 'proper' way) to destroy the croc is to
    collect the Power Sonar that is on the floor of the level, near the right hand
    side of the stone spikes that are sticking out of the floor that you see when
    you enter this section.  Once you have the Power Sonar, swim back to a
    reasonably safe distance (you can get fairly close before the croc comes to see
    if you are dinner or desert) and start to sonar all the stalactites in the roof.
    Do not just randomly knock them down; you need to try to work out where the croc
    is and only release those that are above him.  If one of them does hit him then
    it is an easy, one-hit kill and the Croc will leave through a tunnel at the
    back of the level.  Exit out through this tunnel until you get to the surface,
    then jump over the wall into another pool with the tunnel that exits this
    level and moves you onto Lair Of Evil.
                               3.05          LAIR OF EVIL
                                   PRIMARY OBJECTIVES
                      Gain a 2-star mark, fix the branding machine,
                          Gain a 3-star mark to exit the level
    You are in the training facility of the Clan.  This place is also where the
    Clan get their rank markings.  Go forward from your start position and enter
    the tunnel that comes up on your right side.  When you get to the other end of
    the tunnel it will open out into a room with two Clan dolphins swimming around.
    In this room will be numerous doors with a 2-star swirl on them.  At present
    Ecco cannot open these doors, so find the door which is open and swim down the
    tunnel beyond, this will bring you out into another room with a black Clan
    dolphin who knows you are not Clan , and tries to attack you every time you
    enter this room (annoying, isn't it?)  In this room will be three doors, the one
    you just used to get here, and another 2-star door with a green emblem on it
    that is supposed to represent a clamshell with a ball of ink (use your
    imagination people!), and another door, which you can enter as well.
    If you stay in front of the 2-star door, the Clan dolphin will swim over to you
    to open a can of whoop ass on ya, but the door will open as she gets near.  Go
    through the door and travel down the tunnel until you get to the Branding room.
    There is air behind the huge shell if you need it.  In the tunnel are tubes
    hanging from the roof with a blue swirling glow inside them.  These are speed
    tubes and are spread throughout the level.  By swimming through them Ecco is
    propelled at great speed towards the next speed tube.  I would advise using
    these as it will speed up getting through some of the longer tunnels and help
    you spread your air supply a bit further.  Here is the first part to completing
    this level, which is to get Ecco branded so that you can open the 2-star doors
    To the side of the shell are three switches, which you will need to sonar in
    sequence in order to get the branding machine to give Ecco a 2-star mark.  Sonar
    the left switch first to open the shell, then the right one to make a ball of
    ink drop down from the tube in the roof.  After the shell has closed and
    reopened, place Ecco inside the shell so that he is facing the 'stalk' that is
    sticking out of the middle switch.  Once Ecco is inside the shell, sonar this
    middle switch and watch as the shell closes and marks Ecco.  After you have
    gained your first mark, head back down the tunnel until you reach that nagging
    black Clan dolphin.  Go through the tunnel on your right hand side and it will
    take you to a room with three exits, the tunnel you just used, a 2-star door
    with nothing in front of it (which will take you back to the first room you
    entered with the two Clan dolphins), and another 2-star door with a green oblong
    shape rotating in front of it.
    Travel through this door and it will bring you into the biggest part of the
    level, with a huge structure in the middle of the room.  This is also the room
    you need to get to in order to exit the level.  Near this central structure will
    be another black Clan dolphin.  If you sing to him he will ask you to follow him
    to fix the branding station, so follow him.  Once you have reached the next room
    he will sit outside a 3-star door so that it will open for you.  Swim into this
    tunnel and follow it until you come into a room with a rotating blade type item
    in the ceiling.  This is one of the two things needed to get the branding
    station to work properly.  The other one will be prevented from turning by a
    stray piece of weed, which has tied itself around one of the arms.
    On the left wall as you enter the room will be a glowing switch, which you will
    need to sonar in order to turn it off.  Collect the Power Sonar in this room and
    swim to the top of the room to find the blocked 'fan' and use the sonar to break
    the weed.  After the weed has been removed you will need to turn the switch back
    on so that the branding machine will work when you return to it in a short
    while.  Exit the room and head back to where the black Clan dolphin still has
    the door open for you.  After you get to the end of that tunnel, backtrack and
    head through the left tunnel so that it takes you back to the main chamber where
    you first found him.  Exit this room through the 2-star door with a pink light
    in front of it to take you back to the two yellow Clan room, then exit this room
    through the only tunnel without a door which will lead you back to the 'old nag'
    black Clan dolphin.
    This is the room, which you need to retrace your steps back to the clamshell-
    branding machine, so go through the tunnel with the green icon in front of the
    door.  Once you are back in the branding station room, you should see a large
    stone disc behind the shell with the 2-star and 3-star markings on it.  If you
    sonar the central orange light the machine will change the marking to a 3-star
    mark.  Once you have changed the marking, repeat the earlier steps to give Ecco
    a 3-star mark.  Once Ecco has the 3-star mark you need to work your way back to
    the central chamber with that large structure in the central area of it.
    There are two possible doors that you can exit through, but they both lead to
    the same place.  To the left and above the two doors with the blue and pink
    lights on them is a 3-star door with a small circular green symbol on it.  You
    could enter this tunnel then turn left when you reach the junction, as this will
    take you into Powers Of Levitation.  Second way (well, second door) is a
    tunnel entrance that has a glowing white ring blocking it. When Ecco approaches
    it the ring will retract and Ecco can just swim all the way to the other end of
    the tunnel.  Whichever way you chose, the eventual exit point is still the same.
                           3.06          POWERS OF LEVITATION
                                   PRIMARY OBJECTIVES
            Locate the Resistance Leader, Start the Hanging Waters Generator
    You start this level just past the doors you came through when entering from
    Lair Of Evil.  Swim forward from your start position and follow the stone 'rib
    cage' that is just outside the tunnel entrance.  You should see a pillar in
    front of you and if you swim to the left of that you should see something that
    slightly resembles the Sydney Opera House.  Swim past this so that you are
    heading into the central area of the level and you should see a large globe in
    the middle.  Swim around it until you find an entrance with an Info Glyph near
    it, and also an Air Glyph near the jellyfish.  If you talk to the Clan dolphin
    outside this entrance he will tell you that he is the engineer of the facility
    Once you have this information you can swim inside the central globe and head
    downwards.  Eventually you will come to another tunnel that is oval in shape and
    has a membrane door covering it a little way down it.  Swim through these
    membranes, as they will open up for you.  Ignore any left or right hand tunnels
    just for now, as your first task is to speak to the facility's Clan General in
    the central room.  Once you speak to the general she will swim off to do an
    inspection.  After the general has left the room you will need to follow her as
    closely as you can without her spotting you.  If you manage to accomplish this
    feat you will see her swim into a stone pillar, which you will need to follow
    her into quickly, as the door on it only stays open for a few seconds.
    Once you are inside you will see the Resistance dolphin from Caverns Of Hope &
    Entrapment, and they will inform you that they are working together to try to
    get the other globes.  It is here that you learn about the Hanging Waters, and
    you will also receive a password, which will allow you access through the other
    doors inside the facility.  After getting this new information, swim back to the
    entrance with the engineer dolphin and speak to him.  He will then go inside the
    upper chamber and start preparing the machine to be used.  Your next task is to
    turn on all the power switches to make the generator work.  Go back to the
    tunnels with the membranes covering them, and turn left at the first junction
    and swim through the door.
    At the first junction in this new hallway turn left; enter the room and sonar
    the purple switch to activate the first of eight power couplings.  When you exit
    the room, remember to turn left again otherwise you will be heading back the way
    you came.  At the next junction turn left and activate the second coupling in
    this room also.  Third junction, repeat the process for the other two rooms, and
    the same with the fourth junction.  Ok, we are halfway there, only four more
    couplings left to find.  After the fourth room, once you are back in the main
    tunnel you will go through a membrane door, this signifies that you have done a
    complete circuit of this tunnel.  When you reach the next junction this will be
    the point at which you enter this area from the outside.
    If you turn right and head to the next junction, then turn right again and
    follow the tunnel round, through the doorway in front of you.  Ignore the first
    junction, as there is nothing of use in the room.  Continue forward to the next
    junction.  Once you are there, turn left and enter the room to find the fifth
    power coupling and also the security chief, who is none too pleased to find you
    there as he is aware that you are not of the Clan.  You must dispose of the
    chief before you can continue.  Once you have dealt with the chief you can turn
    on the switch that is in the room by charging it.  The fifth power coupling is
    in the tunnel to the left when you exit the room, and is through the door that
    you opened by turning that switch on.
    It seems a shame that the fifth power coupling is a pair of whales.  Once you
    have spoken to them you need to work your way back to the entrance of this
    tunnel section.  Quickest way to get there is go back through the door you came
    in from, then turn left at the first junction, then turn left again when you get
    to another junction. After you pass through another membrane door, turn right
    and you will be back at the start of this section.  OK, we've got five of the
    eight couplings switched on. Lets go find the remaining three.  If you swim
    upwards a short distance, you will start to see small windows looking into the
    middle of a chamber.  The first window that is above the tunnel section you just
    came out of has no glass, so you can enter this middle chamber.
    In the floor of the chamber will be three large fan exhausts, each containing
    one switch.  Swim into each fan exhaust in turn and travel down it until you
    come to a large fan with the switch just in front of it.  Turn these last
    remaining switches on and then exit this central area back through the window
    with no glass.  Swim to the top of the tunnel until you get into a room that has
    something resembling an organ in it.  The engineer and the Clan General will
    each have their heads inside a harness. If you sonar the Clan General she will
    inform you to do the same as both she and the engineer are doing.  Guide Ecco
    into the middle harness and then sit back as the game takes over and creates
    your exit point to Hanging Waters.
                         3.07          HANGING WATERS OVERVIEW
    A few things before you start this level.  The learning curve for controlling
    Ecco has just become the game players' version of a vertical wall.  The level
    as a whole is L-O-N-G!  VERY L-O-N-G.  You WILL die, and die often.  This
    level will take patience and time to complete.  It may be one of the most
    visually stunning and unique levels, but it is also the hardest in getting
    from point A to point B without having to restart countless times.
    I have broken with 'standard' walkthrough tradition and split the level into
    three parts.  The reason for this is because at three points of the level you
    must defeat each of the three rulers of the Clan.  These add a nice break to
    the proceedings and stop the level as a whole getting very tiresome and
    If you decide to stop the level before you defeat the Mutaclone level, then
    try to restart the level from the level select; you will start RIGHT BACK AT
    THE BEGINNING OF THE LEVEL.  The best thing to do if you want to stop is play a
    section to the start of the boss for that level, then you can restart back at
    that boss without having to redo the WHOLE of the Hanging Waters from the very
                             3.08          HANGING WATERS I
                                   PRIMARY OBJECTIVES
                              Get to the first Clan ruler
    From your start position head forward and jump over the barriers blocking your
    way.  Jump into the pool below at the end of the tube.  Once you are there you
    will start to see bubbles floating to the waters surface, and after a few
    seconds they will float out of the water and float upwards.  You need to jump
    into one of the larger bubbles and ride it up towards the tube entrance with a
    blue swirl on it.  When you feel that you are close enough to try, jump from
    the bubble into the tube and swim to the end and drop down into another pool.
    In the pool will be a rock with a bubble above the waters surface that has
    some reeds hanging from it that are just touching the surface.  You need to
    jump into this bubble, then turn and make you way from bubble to bubble until
    you reach the highest bubble.
    Some of these bubbles will be a silver reflective colour and will bounce you off
    of them as you hit them.  The idea is that you use these to jump over distances
    that Ecco normally wouldn't be able to cover.  Once you have reached the highest
    bubble of this section, you will need to jump into the tube above.  Travel
    through the tube until you get to a fork.  Take the left hand tube and jump into
    the bubble with the spinning rock around it and sonar the 'water trumpet' that
    is inside.  This will create a *TEMPORARY* tube that links two tubes together.
    You need to *QUICKLY* go back into the tube you just jumped from and go to the
    exit point where the new tube has been created.  Jump into this new tube and
    swim to its end, then jump out of it into another tube (don't worry, this one is
    Swim to the end of this tube until you find two more tubes that you can jump
    across into.  Jump into the left hand tube, as this will have a current pushing
    you along it towards a large floating rock structure.  You will need to jump out
    of the end of the tube and into the rock.  Once there you will need to find an
    exit point.  There will be two tubes both pointing downwards, either one will
    suffice for now, so jump into one of them.  If you have jumped into the top
    tube, then you will need to drop down into the bottom tube once you get near the
    end of the tube.  Don't worry about this if you are already in the bottom tube.
    There will be a swift current coming out of the top tube which will prevent you
    from going further, so if you drop down into the bottom tube, then slowly make
    you way right to the end of the tube.
    Once you are there you will need to jump up and forwards into the fast flowing
    tube ahead of you, then CHARGE and swim like mad until you are past the yellow
    collar.  Now we have another fork in the tubes.  Take the left tube and repeat
    what you did earlier to create a new water tube.  Go back to the fork and then
    head towards the new tube, jump into it and swim to its end.  You will find
    three tubes, jump into the middle one, and then STOP.  Jump across to the left
    hand tube and follow it until you find some large rotating rocks blocking your
    path.  These rocks have a random rotation, and at some points of their spinning
    cycle will give you just enough space to get Ecco through.  This is where you
    will more then likely want to throw the controller right through your TV set,
    but it can be done.
    After you have passed the rocks, swim to the end of the tube then jump up into
    the tube above you.  Swim to the end of this tube and you see another water
    trumpet.  At this point you will now have to create your own path of tubes to
    get to the next area.  You will accomplish this by swimming to the end of each
    tube that you create then sonaring the water trumpet that is in front (either
    above or below) of you.  Once you have jumped through all these tubes you will
    come to a tube with a purple collar, and a second tube below it.  You need to
    jump down into this second tube and let the current carry you onto a third tube
    that will go round to the right.  This will end up opening out onto another
    From here you will need to leap across to the bubble ahead and below you, and
    from there you need to jump down into the pool at the bottom, below the very
    large bubble on your left.  Once you are in the pool you should see a green stem
    coming down from the middle of the large bubble above you.  Go inside the stem
    and this will lead you onto Ice And Fire.
                               3.09          ICE AND FIRE
                                   PRIMARY OBJECTIVES
                                Destroy the Exalted One
    This level is called Ice & Fire for a reason.  In the ceiling of the level
    will be a big Fire rock and in the floor will be a big Ice rock.  The Exalted
    One can become Fire or Ice depending on what colour rock he swims into.  If
    the dolphin is Fire, make him swim into the Ice rock. If he is Ice, then make
    him swim into the Fire rock.  After several hits a cut scene will take over to
    show the destruction of the boss and Ecco will leap back into the pool below,
    which will be the start position of Hanging Waters II.
                            3.10          HANGING WATERS II
                                   PRIMARY OBJECTIVES
                  Defeat the Giant Squid; Get to the second Clan ruler
    From your start point, if you look around the walls of the pool you will see a
    tunnel entrance that will lead you out to a new water tube.  Jump into the
    tube and you will notice a very strong current dragging you along.  If the
    current gets too strong that you cannot control where Ecco is facing, then
    pull back on the right analogue stick to make Ecco slow down.  This will be
    useful again later in the level.  The 'current' tube will eject you out into a
    tube with more membrane barriers blocking your path.  These are worse then the
    ones in section one as they have a strong current pushing against you if you
    get too close.  You will also notice that there are a total of three tubes.
    The trick here is to ease forward slowly to each membrane until it starts to
    push against you being there.  This will give you an indication of how close
    you can get.  You need to use patience, skill and a lot of self-control in
    completing this section.  I will give each tube a number just so I can guide you
    through this section slightly easier.  From tube 1 (your starting position) jump
    down into tube 2 (the bottom one of the other two tubes).  After that you need
    to get the distance just right so that you can jump into tube 3 (the one above
    you right now) and avoid being thrown back into the membrane by the current.
    Once you get to the next membrane you need to jump down into tube 2 again, then
    from there you need to jump over the membrane in front of you.
    If you get Ecco pointing so that his nose is pointing almost straight up then
    charge from a standing start you should have enough momentum to jump right over
    the membrane and safely to the other side.  Once there you will need to swim a
    short way forward, then stop.  If you turn to face tubes 1 & 3 you should be
    able to see where the membranes are in tube 1.  If you notice, they stop after a
    point.  It is this point that you need to get to, so you need to jump back
    across to tube 3 between two of the membranes.  This doesn't give you a lot of
    space to work with, but there is just enough for what you need it for.  After
    you are back in tube 3 and have gotten Ecco into position, you need to jump
    across to tube 1, past the final membrane.
    This portion of the level itself has driven completely normal people totally
    bonkers; so don't worry if you don't get it on your first time out.  After you
    have got past that little puzzle and swum a short distance on, you will get
    caught in another strong current.  Once again, if it becomes a bit hard to
    control Ecco then simply pull back on the right stick and Ecco will slow down to
    make things easier for you.  After the current tube you will end up in a bubble.
    Ahead of you will be three tubes, and they will be guarded by a rather LARGE
    Giant Squid.  Do not try to jump into the tubes just yet as the Squid will knock
    you senseless before you know what's going on.  If you look behind and above
    Ecco you will see three small lights.  This is the switch to turn the tubes on.
    Aha, but wait!  If this is the ON switch, where are the OFF switches?  Good
    question, how bouts we go find them.  Jump into the tube to the left of the
    three tubes and you will get swept along in a strong current.  Pull back on the
    right stick so that Ecco slows down slightly.  Coming up on the left hand side
    will be a bubble that Ecco has to jump into in order to find the first switch.
    Once you are in the bubble you need to jump into the floating rock in front of
    you.  Make you way down the short tunnel until you come to a small pool area
    with two possible exits.  You need the left hand exit, so jump into that bubble
    and sing to the water trumpet.  It will create a tube above the bubble you are
    in, so jump into the tube and swim through it and then jump into the tube it
    connects up with.
    This will take you to another water trumpet, which will create another tube,
    right in front of you.  Swim to the end of this new tube and just before you get
    to the end you will see a bubble that looks quite far away, but it is closer
    then you think.  You need to jump into this bubble, then turn around and sonar
    the switch that is on the rock behind you, as this will turn off the first of
    the three tubes that the Squid is holding onto.  After you have turned the
    switch off, look around you and you will see another bubble, quite far away.
    You need to jump over to that bubble.  From there you need to jump again into
    the next one that is to your right.  The second bubble you jump into is where
    you would have been if you had taken the right hand option back in that rock.
    Keep following the path of bubbles until you come to two sets of 'bouncers',
    which are the bubbles that bounce you off of them.  After you have passed both
    sets (1 single, 1 double) you will notice that there is one more bouncer left to
    pass, and the jump is a B-I-G one.  If you get the angle or distance slightly
    off you will plummet to your death.  If you do then you will restart back at the
    single bouncer slightly earlier in the chain of bubbles, so you don't have far
    to go to get back there.  Once you DO make the jump you will see the second
    switch embedded in the rock nearby.  Sonar it and the second bottom tube will
    go, leaving our hapless Squid holding on for dear life by just one tube.  Time
    to find that final tube methinks.  Near the bubble you are in you will see a
    tube snaking past.
    If you jump back into this it will take you back to your start position again.
    Once you are back at your start point, facing the Squid you need to enter the
    current tube one more time and just follow the tube until it spits you out into
    a bubble right at the end.  This is the final switch, which will send fresh
    calamari flying over several square miles of the ground below.  After completing
    this final stage you will see a tube to the left of the switch.  Jump into it
    and hold on for the ride of your life as this will take you right back to your
    start position once again. Now that you have dealt with that Squid blocking your
    path you need to turn the tubes back on, so look for that switch again and sonar
    it.  The tubes will be back in place and you can continue on your journey.
    Enter the left hand tube, then stay with those tubes on the left and you will
    get a current pushing you towards another floating rock structure.  Once you
    are inside it, head to the bottom and jump into the tube that is there.  You
    will notice some very strong currents cutting across the tube that will shove
    Ecco outside the tube if you try to swim through them.  You will need to
    perform a long jump over both currents in order to continue on your quest.
    Once over the currents continue to the end of the tube and jump down into the
    pool below you when you get to the end of the tube.  In the pool will be the
    entry point for Abyss Of Inferno.
                             3.11          ABYSS OF INFERNO
                                   PRIMARY OBJECTIVES
                                Destroy the Exalted One
    Ok, you've already defeated the weakest of the three bosses, now it's time for
    Ice & Fire's bigger brother.  You should see a very large floating rock, which
    if you head butt will break open to reveal some bombs.  What you need to do is
    get behind one of the bombs so that you can see the clan dolphin and charge
    the bomb.  This will send the bomb flying over to the dolphin and score one
    hit.  The dolphin will also be trying to do the same to you, so the faster you
    can move into position, the better.  After several hits a cut scene will take
    over to show the destruction of the boss and Ecco will leap back into the pool
    below, which will be the start position for Hanging Waters III
                            3.12          HANGING WATERS III
                                   PRIMARY OBJECTIVES
                 Find & speak to the bird; get to the third Clan ruler
    Your start position is the same as your finish position from Hanging Waters
    II, so you should know where you are.  If you look around you will see a hole
    in the wall for you to travel down which will lead you into another, taller
    pool.  Head to the waters surface and look around and you should see a
    waterfall.  Head down into the waterfall and once you are in the bottom pool
    enter the bubble that is sitting in the middle of the pool.  From there, jump
    into the tube and swim to the end and jump into another bubble.  Once you are
    in this second bubble the next portion of your journey is below you.  You will
    see more bubbles, and one of them should look closer then the others.  Jump
    into it and then jump again into the next bubble in the chain that is slightly
    lower then the one you are in now.
    If you look around and below you will see more bubbles that you need to jump
    into to get to the next stage.  The final bubble will have two tubes leading off
    from it, of which you will need to take the top tube, which will lead you into
    another floating rock.  Once inside, look for a tube with a yellow collar and
    jump into it.  This will carry you to a fork in the tube.  You need to go into
    the top tube first and jump into the bubble at the end to trigger off the water
    trumpet, which will create a tube for you in a different part of the level that
    you will need soon.  Head back the way you came until you get back to the fork
    and now take the bottom tube and use the bouncers to follow the path from bubble
    to bubble.
    Once you are in the bubble with two tubes leading from it, you will need to take
    the top tube and when you get to the end you will need to jump across to the
    bubble on the right hand side of the tube.  In the second bubble will be a water
    trumpet, which you will need to sonar, and then jump down into the bubble below
    you and into the tube you just created which will link up with another bubble.
    From there jump across using the two sets of bouncers and aim to get yourself
    into the tube that passes in front of the final bubble.  Swim down and jump into
    the floating rock.  Once inside you need to find the hole that has a giant bird
    sitting on a rock.  Sing to the bird and he will fly off, but you will find him
    again soon enough.
    Head back into the tube you used to enter the rock and swim to the end.  On the
    left will be a bubble with another water trumpet inside it.  Sonar this to
    create a tube for you to jump into then swim through this into another tube
    which will lead you back to the bubble where you started this little section
    from.  Go into the bottom of the two tubes and swim to the end and you will find
    the bird perched on the tube collar. Sing to the bird and a cut scene will take
    over as it shows the bird picking Ecco up and carrying him up to the final Clan
    ruler, and the entrance to Mutaclone.
                                3.13          MUTACLONE
                                   PRIMARY OBJECTIVES
                                Destroy the Exalted One
    You've managed to get past two of the rulers of the Clan.  Now you much do
    battle with the strongest of all the Clan.  The dolphin will be enclosed in a
    shield that you cannot break, so don't even try.  The key to beating this boss
    is weakening the shield he is inside of.  On the floor of the level are a
    series of rocks with semi-transparent yellow lights on them.  You must break
    every rock that has this yellow light on them.  Each rock will require two
    hits, and after breaking each rock your controls will be reversed for a short
    time, so up = down, left = right, etc...  Also, while you are trying to break
    these rocks the Mutaclone will be shooting at you, so you cannot just sit
    still waiting for the effects of the rock to wear off.
    Once you have broken all the rocks, the shield will drop.  Things just get from
    bad to worse in this level, as now you have THREE dolphins to deal with.
    Fortunately two of them are clones and will disappear if you charge them. Once
    you have got rid of the two false dolphins, the real one will start chasing
    after you.  To defeat the dolphin you have to get him to follow you through the
    biggest rock with a yellow light inside it, as this will confuse the dolphin and
    allow you to hit him.  After several hits a cut scene will take over showing the
    destruction of the boss, but just before the boss blows up you will also find
    the fourth Dolphin Trait that The Foe stole from the dolphins at the start of
    the game.  This will open up the time vortex again and Ecco will leave this
    timeline and head into another reality.
                            4.00          DOMAIN OF THE FOE
    The reality that Ecco now finds himself in is a portrayal of the future if
    Dolphin & Man were not ready for the arrival of The Foe.  Without the Guardian
    to protect the Earth, there would be no force powerful enough to stop The Foe
    from taking control of the Earth and claiming it as their own.  The fate of the
     future of Earth rests with you, Ecco, and these final five levels.
    The Foe Sharks that appear within the first four of these five levels CANNOT be
    killed.  They can be destroyed but they will re-spawn after a pre determined
    amount of time.  This makes levels like Hatchery and Transfiguration much harder
    then their PS2 equivalents.
                             4.01          INVASION [MOVIE]
    By returning compassion and wisdom, Ecco changed history once again, but without
    the final trait of humility, dolphins and humans were incomplete.  Heedless of
    the danger, they were unready for the Foe and destined for defeat. Without the
    final globe earth would become the Foe's domain.
                           4.02          CHANCE OF RECKONING
                                   PRIMARY OBJECTIVES
                       Block the whirlpools, blind the Foe Queen
    When you start the level you will be at the start of a tunnel with a waterfall
    behind you.  Continue forward past the first Glyph and collect the Endurance
    Glyph to boost your health bar.  Continue forward until the tunnel opens out
    into the main area.  Follow the wall round to the left and you will find a
    Stealth Glyph near the snake.  Remember where this is and train yourself in
    getting it quickly to avoid that snake shooting you.  After you are invisible,
    head over to the nearest whirlpool and line yourself up so that you have a
    straight line-of-sight between you, the rock ball in front of you and the
    whirlpool.  Charge the rock to shove it into the whirlpool to block it.  You
    will hear the Foe Queen scream out about you doing this but don't worry...YET!!!
    Go back and renew the stealth power and move onto the second whirlpool.  Use
    the same tactic as before to block it with the rock nearby.  Once you have
    blocked these two, go back and get your Endurance Glyph if you need it, then
    go and restock your stealth power.  Once you have renewed the stealth, head
    past the second whirlpool (or to be more correct, the rocks where the whirlpool
    used to be) towards the green vertical plates of coral that are in a small group
    by the sidewall.  Once you pass this small group you will see 2 more plates of
    coral slightly apart from the rest.  If you look to your left once you get there
    you will see a small arch with a Foe Bat hanging from the roof of it, and a
    Power Sonar Glyph in the arch.
    Collect the Power Sonar and swim to the sharp right to put yourself on course to
    deal with the third whirlpool.  The usual gap for the rock is blocked, but that
    is easily solver with one blast of the Power Sonar.  While you are there you can
    kill the Foe Shark as well, as he doesn't re-spawn like on the Dreamcast version
    unless you die. Now line yourself up so that you can push this final rock into
    the third whirlpool.  Once all three have been blocked the water level will
    rise, exposing the Foe Queen's eyes to possible attack.  Before we try taking on
    the Foe Queen lets hightail it out of this main area back to the safety of out
    start position.  This next sequence of actions needs to be done in one smooth,
    fast move.
    Collect the Endurance, Stealth & Power Sonar then you need to sonar the Foe
    Queen's eye with the Power Sonar as it has a shield over it.  You will know if
    you do it because the Foe Queen will howl.  After you have dropped the shield
    you need to charge the eye that you have just exposed.  A small scene will show
    a rock starting to shake lose if you have done it correctly.  Head back to your
    start point and repeat the above process for the second eye.  Once both eyes
    have been knocked out you will need to deal with the final 'eye' on the back of
    her head.  To defeat this one you will need that stealth Glyph again, and then
    keep swimming round with the Foe Queen on your right as it is a quicker route to
    the Vigour Glyph.
    Once you have collected both Glyphs you need to move round to the back of the
    head and charge the last 'eye'.  Be warned, the Foe Queen keeps moving her head
    so you will need to hit it 'on-the-run' instead of lining the shot up nice and
    carefully.  After this final eye has been knocked out the Foe Queen will be
    unable to attack you except for her tongue, so stay away from the mouth (if you
    haven't already found that out).  You will also see a final cut scene showing
    the loose rock fall down onto the floor and open up the exit point to Hatchery.
                                 4.03          HATCHERY
                                   PRIMARY OBJECTIVES
                              Destroy the Hatchery Keeper
    When you start the level you will be in the incubation area.  In the middle of
    the level will be a large, motorised brain with a long arm and a claw on the
    end.  A shield that you cannot penetrate will also protect it.  You will
    notice the brain move between three specific areas of the level. It will
    collect an egg from the conveyer belts and place it into the incubation area,
    it will collect a fish from behind a force field, which it will lower briefly,
    and lastly it will remove empty or rotten eggs and place them into a rubbish
    chute in the floor.  If you wait just out of reach of the claw until it picks up
    an empty egg and moves towards the rubbish chute.  Follow the egg down the
    rubbish chute to find the Power Sonar, which you will need to destroy the Foe
    Shark in the main area.
    Once you have the sonar, swim back up the tube and Power Sonar the rubbish chute
    lid right in the middle and it will open, allowing you to escape.  Swim over to
    the conveyer belts that the keeper gets the eggs from and you will see the Foe
    Shark that needs removing before you continue, as it will make life easier if
    the shark is gone.  Once you have removed the shark by using the Power Sonar,
    locate the two switches on both of the sidewalls of this area.  If you are
    facing the keeper then the left switch controls the door of the rubbish chute
    and the right switch controls the force field of the fish tank.  The key to
    completing this level is to interrupt the operation of the keeper by using the
    two switches on the walls.
    If you see the keeper putting an egg into the rubbish chute then sonar the door
    switch to close the door on the claw.  This will confuse the keeper and drop the
    shield surrounding the brain of the keeper, allowing you to swim up to it
    QUICKLY and charge it.  If you see the keeper about to pick up a fish to feed
    the Foe Young, then sonar the switch on the other wall to put the force field
    back and confuse the keeper once again.  Repeat this procedure three times to
    destroy the keeper.  Bear in mind that while you are doing all of this you will
    still need to use those same switches to enter the rubbish chute to get food and
    enter the fish tank to get air.  Once you have destroyed the keeper then swim to
    the tube that the eggs were coming out of and enter it to move onto Seeds Of
                             4.04          SEEDS OF POISON
                                   PRIMARY OBJECTIVES
                  Locate & free one of the Foe Young to exit the level
    You will enter this level from the green rock in the middle of the level.  You
    can swim back into here to regain your air.  In one of the alcoves is a Power
    Sonar Glyph, which you need to collect, then hightail it (pardon the pun) up
    the tube in the middle of the ceiling.  Avoid the falling eggs that are
    surrounded by shields and continue upwards until you cannot go any further.
    These membranes are holding eggs that are waiting to be dropped down, but you
    need to Power Sonar these to destroy them to allow you to progress further up
    the Foe Queen's body (what a lovely thought!).  Whenever you break open an egg
    you must head back to the bottom of the level to avoid being attacked by the Foe
    Keep repeating this cycle until you have broken the final egg and are right at
    the top of the level.  You will know when you are as the only thing above you
    will be a tube that the eggs are coming from.  Go and collect the Power Sonar
    again and QUICKLY swim back to this point and wait.  After a few seconds
    (hopefully) an egg will drop down into the tube, waiting to be dropped
    downwards.  Power Sonar this egg and the blue Foe Young that is released will
    swim over to the sidewall and rip a hole in it, allowing Ecco to escape.  This
    final part is all done as a cut scene, so you will not have any control of Ecco
    until you reach Transfiguration.
                             4.05          TRANSFIGURATION
                                   PRIMARY OBJECTIVES
                 Locate & metamorphoses into the fish to exit the level
    This level will test the patience and composure of a saint, so don't feel that
    you are alone in getting R-E-A-L-L-Y ticked off with this level, almost every
    Ecco DOTF player has cursed more times at this level then any other.  First
    things first, lets find a source of air and food.  From your start position
    you should see an Info Glyph.  If you swim upwards and past it you will see a
    small cave right at the top of the level.  This is your haven from the Foe
    creatures in this level.  Once you feel ready to take on the level proper,
    head down into the level towards the Info Glyph.  If you travel past the Glyph,
    with the Glyph on your left flipper and keep heading down you should see a Foe
    Snake on a green piece of ground, so swim past the Foe Snake and into the tunnel
    beyond it.
    There will be some Foe Bats in the ceiling of this tunnel, hiding in the reeds
    hanging from the roof, which makes them very hard to spot.  Swim to the end of
    the tunnel as close to the floor as you can to try to avoid them.  If you find
    yourself being pulled upwards towards them then charge and swim as fast as you
    can in order to escape.  If you're lucky you should avoid being caught.  At the
    end of the tunnel will be a Power Sonar which you will need in order to kill the
    Foe Bats in this tunnel, so collect it then make your way back down the tunnel
    SLOWLY.  Whenever you see a Foe Bat you will need to Power Sonar them three
    times in order to kill them and make them fall from the ceiling.  Once you have
    removed all three Foe Bats, swim back to the Power Sonar and collect it once
    Now hightail it out of the tunnel as you will need your Power Sonar to reveal
    another Power Sonar which will be of more use to you.  As you exit the tunnel,
    head to the right and down until you see another green floor section with
    another Foe Snake on it.  Near the Foe Snake will be a large brown rock, which
    if you Power Sonar it will reveal another Sonar Glyph.  Collect this Power
    Sonar Glyph and go after the Foe Sharks and kill them using the Power Sonar,
    as it will make the final portion of the level much easier if you remove as
    many enemies as possible now.  Don't forget to keep recharging those energy and
    air bars as well.  Once you have removed both Foe Sharks and that weird Foe
    'Rhino' Shark, then you can focus on the main portion of the level.
    Go and collect the Sonar Glyph again and head straight up until you see that
    Info Glyph again. Nearby you should see a small outcropping of rock that has
    formed a small cave.  In the roof of this cave is another Foe Bat, so deal with
    him as quick as possible then enter the cave and sonar the rocks on the floor.
    If you run out of Power Sonar then head back to that rock on the floor of the
    level.  Inside one of the stones will be a Metamorphosis rock.  Don't collect it
    just yet as you need to do a couple more things first.  As you've probably
    figured out by now there are three Foe Snakes, all at different heights to try
    to keep you off track.  If you swim back to the lowest Snake and collect the
    Power Sonar and stun the snake next to the rock, then swim to the snake by the
    tunnel and stun him as well before moving onto the third snake, which is by that
    rock cave, and stun him as well.
    After this you can go into that rock cave and collect the Metamorphosis rock,
    then head back to the bottom Snake.  Swimming near the bottom of the Foe Queen's
    body is a small blue fish of the same species that you transmuted into all the
    way back at Roaring Forces.  Seeing as you now have Ecco covered in stardust, it
    is a simple matter of brushing yourself against the fish to morph into it again.
    Once the transmutation is complete you will need to swim up the Foe Queen's body
    towards the top of the level.  If you were paying attention to the opening movie
    of the level you would have seen a flashing area on the Foe Queen, right near
    the top of the level on the same side of the body as the nice hole that was
    chewed into her from the Seeds Of Poison.  This flashing area is your exit
    point.  You will need to guide the transformed Ecco up to this point and touch
    the Foe Queen to exit the level into Heart Of The Foe.
    Be warned, if the weapons of the Foe Snakes hit you or you are attacked by the
    Foe Sharks then you will transform back into Ecco and you will have to repeat
    the whole process again.
                             4.06          HEART OF THE FOE
                                   PRIMARY OBJECTIVES
                             Destroy the Foe Queen's heart
    Ok, here we are, the final level of the game.  After the almost impossible
    Transfiguration (mainly because of the constant attacks from the Foe Snakes)
    the final level is remarkably easy, and doesn't really feel like it deserves
    to be the final level.  This level has only one objective and that is to destroy
    the heart of the Foe Queen.  Spaced around the heart chamber will be three
    spouts that are spitting out small green antibodies.  At the bottom of the
    chamber will be a poisonous liquid that starts to rise as soon as the level
    starts.  The quickest way to complete this final level is to position Ecco
    underneath one of the spouts and wait for it to spit out some antibodies.  The
    spouts have force fields around them that you can only see if you hit them, so
    don't get too close.
    Once they start floating down towards you, you need to sonar them towards the
    Foe's heart.  Each time an antibody hits the heart it will stun it for a few
    seconds.  This is your chance to charge into the heart and give it a full force
    hit.  After each hit the heart will beat slightly faster then before.  You have
    to get back into position and stun and charge the heart NINE TIMES in total.
    After the ninth hit, sonar another of the antibodies into the heart to finally
    destroy the heart.  There will be a cut scene, which will show the heart
    exploding.  Ecco will then swim up the centre of the chest cavity and out
    through the mouth of The Foe, collecting the fifth and final Dolphin Trait from
    between the Foe's teeth on the way out.
    Now you can sit back and enjoy the ending sequence that shows that Ecco's
    reality has been restored, Man & Dolphin are once again living in harmony and
    The Foe has again been defeated.  Will they ever return for another attempt in
    500 years time?
                                 4.07          EPILOGUE
    With all of their gifts restored, Ecco had made dolphins complete again.
    Humility opened their eyes.  Wisdom brought justice and peace.  Intelligence
    built them the Guardian.  Compassion erased all their hostilities.  Ambition
    fulfilled all their dreams, and as the past was set right Ecco's reality was
    restored.  His quest became one of the legends.  His name was sung throughout
    time, and thus he became the immortal....Ecco the dolphin, defender of the
                              5.00          VITALIT GUIDE
    Are you missing the prize Vitalit for killing the Great White Shark, or perhaps
    you've missed a couple in Hanging Waters.  Whatever level that you may be
    missing a few, here is the guide for finding them all.  they are numbered 1 to 5
    as that was just the order I wrote them in this guide.  You can collect them in
    any order that you choose.
                              5.01          AQUAMARINE BAY
    -1. A prize for winning the Fish Fetch game & doing a victory tail walk
    -2. Between two small trees on the column of rock near the 'Coach' dolphin
    -3. Under an arch of rock on the ocean floor with reeds hanging from it
    -4. Within the current of the waterfall (requires timing and a bit of luck)
    -5. On top of the T-A-L-L column of rock near the whales (requires LOTS of luck)
                         5.02          PERILS OF THE CORAL REEF
    -1. Turn around 180 from your start position, on the floor
    -2. A prize for winning the race against the Racing Dolphins (it's possible)
    -3. In the L-O-N-G tunnel that requires the glowing yellow fish
    -4. In the Great White pool, behind & below where there are two tunnels next
        to each other
    -5. A prize for killing the Great White Shark (Once again, possible)
                           5.03          TRIAL WITHOUT ERROR
    -1. A prize for returning the three dolphin children to their mother
    -2. Behind the right hand side of the tunnel exit that leads to the scared
    -3. behind a rock in the area with the Hammerhead Sharks & the Dolphin child
    -4. Behind the left hand side of the rock that is behind the Giant Octopus
    -5. Past the 'Cave of teeth', behind a rock on the left hand side of where
        the Vigour Glyph is
                           5.04          FOUR WAYS OF MYSTERY
    -1. Turn left in the first tunnel to find it in the roof of the dead end
    -2. Above the waters surface in the Recluse pool
    -3. Just below the waters surface in the middle of the pool with the Manta
        Ray & sharks in it
    -4. At the end of the first right hand tunnel within the 'Exit' tunnel
    -5. In the roof of the central chamber, near the Air Star Glyph pick-up point
        [only accessible by using the Power Of Sonar]
                           5.05          PASSAGE FROM GENESIS
    -Please see the main walkthrough for Vitalit locations
                          5.06          PATHWAYS FROM NOWHERE
    -Please see the main walkthrough for Vitalit locations
                               5.07          UP AND DOWN
    -1. In one of the smaller chambers off of the main chamber at the start of
        the level
    -2. In the volcano tunnel
    -3. In the volcano tunnel
    -4. In the volcano tunnel
    -5. Located at the base of the waterfall below the waters surface
                              5.08          ROARING FORCES
    -1. Above the logs floating in the main pool of the level
    -2. Behind a small column of rocks below the waterfall
    -3. Behind you after you go through the opening that the dolphin puzzle
    -4. Between the two sections of the entrance into the Metamorphosis Hall
        (swim around the edge of the gap)
    -5. In the roof above the level exit
                              5.09          ATLANTIS LOST
    -1. Hidden behind the entry point of the level on the right hand side (where
        the reeds are)
    -2. To the right of the museum hall with the purple geometric shape in it,
        in the patch of three green plants
    -3. Inside the same museum hall
    -4. Inside one of the small round rocks to the right of the Sonar Glyph
    -5. In the roof of the main museum hall
                          5.10          SHRINE OF CONTROVERSY
    -1. Inside the Mover temple, above the central structure
    -2. Inside the tunnel that 'Pilot' is swimming near in the left hand tunnel
    -3. Inside the Circle temple
    -4. Underneath the pipe that you turn the wheel of
    -5. Below the floor, under the Crimson statue in the Crimson temple
                        5.11          MASTER OF FORGOTTEN SKILLS
    -1. Near the girders that are running around the outside edge of your start
    -2. In a tunnel that is inside a large crack in the wall to the left of the
        steel door that you came through
    -3. At one end of one of the conveyer belt tunnels
    -4. At one end of the second conveyer belt tunnel
    -5. Hiding on the crane in one of the lower sections of it (check the crane
        before you move it)
                         5.12          PROCESS THAT NEVER ENDS
    -1. Above the 'Tunnel Of Teeth', near the green mesh wall
    -2. In the fourth pod off of the 'Tunnel Of Teeth'
    -3. In the fifth pod off of the 'Tunnel Of Teeth'
    -4. At floor level of the 'Rock Polishing' chamber
    -5. Down below the floor in the 'Rock Polishing' chamber
                             5.13          BLADES IN MOTION
    -1. Near the roof in the area where you find the first info Glyph
    -2. On the rotating bar at the top of the central section
    -3. On the floor of the area you escape to after the second crack in the
    -4. In the tunnel leading forward from G6
    -5. In the tunnel leading UP from G10 (found if you go FORWARD from G6
        instead of down)
                            5.14          PERPETUAL FLUIDITY
    -1. On the floor of the room AFTER the giant shark
    -2. On the floor of the room with the Riddle Glyph
    -3. On the floor of the room with the BLUE & YELLOW switch
    -4. Above the horizontal pipes in the FIRST BLANK SWITCH room (after you
        activate the switch swim up and you will see it)
    -5. On one of the pipes near the floor of the dead end chamber
                         5.15          OBSCURE WAYS TO TERMINUS
    -All five Vitalits are positioned above the middle of the glass dividing walls
                         5.16          SLEEPING FORCES OF DOOM
    -1. In the top of the centre of the generator after you have destroyed it
                            5.17          ANGUISH OF DEARTH
    -1. Go clockwise from your start position to find it in one of the small
        alcoves along the sidewall
    -2. Behind the large orange rock on the floor where the rock fall is
    -3. On top of the highest rock platform, just below the waters surface
    -4. In the trench that is in the middle of the level
    -5. At the top of a spire near the Dolphin that talks about the "Trumpet
                                5.18          ENTRAPMENT
    -1. To the left of the start, near a purple coral wall (your start point if
        you enter via the Coelacanth)
    -2. To the left of the gates that lead into the detention area of the level,
        near the purple coral wall
    -3. Follow the wall in the detention area to the right and you will find it
        near the floor
    -4. On top of one of the spires of the detention centre
    -5. On top of the other spire of the detention centre
                             5.19          CAVERNS OF HOPE
    -1. Above the second air pocket
    -2. On the sea floor before the part in which you must leap over the wall
    -3. In a pod to the right in the main chamber near the next Dolphin Trait
    -4. At the end of the second leg of escorting the Resistance Leader
    -5. Above the surface in the pool after the Crocodile, near the left wall
                               5.20          LAIR OF EVIL
    -1. In the circular chamber at the far end of the start tunnel
    -2. In the room with the two Clan, underneath the lip of the tunnel you
        entered this room from
    -3. On the floor of the room with the aggressive black Clan member
    -4. In the small room with no Clan, above the doorway back towards the
        aggressive Clan
    -5. On top of the large 3-star branded rock hanging in the hall with the
        exit tunnel
                           5.21          POWERS OF LEVITATION
    -1. Follow the ditch around the outside of the building
    -2. In the room with the Clan General that does the inspection (in a hidden
        room to the right of the entrance)
    -3. On the sea floor beside the pillar that hides the Resistance Leader
    -4. In one of the rooms with the power couplings
    -5. Near one of the fans
                              5.22          HANGING WATERS
    -1. In the bubble to the right of the start, in a plant at the bottom
    -2. In the longer of the two tunnels that exit from the floating rock
    -3. On the floor of the pool after Abyss Of Inferno, behind a large rock
    -4. On the floor of the 2nd pool after Abyss Of Inferno, to the left of the
        waterfall as you look at it
    -5. Around the outer edge of the pool you jump into to enter Mutaclone
                                5.23          ICE & FIRE
    -1. Just above the surface of the air hole near the top of the chamber
                             5.24          ABYSS OF INFERNO
    -1. Underneath the lip that runs around the outside edge of the chamber
                                5.25          MUTACLONE
    -1. Inside the largest rock with the yellow mist (the Vitalit is yellow as well)
                           5.26          CHANCE OF RECKONING
    -1. Hiding amongst the flat, green plates of coral
    -2. Within the third whirlpool
    -3. In front of the waterfall at your start point, just above the surface
    -4. On top of the tallest rock where the Foe Bat is, above the waters
    -5. After the Foe Queen is dead, jump over the middle of her head
    Vitalits 2 through 5 can only be reached once all three whirlpools have been
    closed off
                                 5.27          HATCHERY
    -1. In the bottom left corner, just beyond the conveyer belts
    -2. In the upper right corner of the back wall of the 'egg' area
    -3. Inside the fish tank that is protected with the force field
    -4. At the bottom of the rubbish chute, near the Power Sonar
    -5. Power Sonar the sole remaining egg after the keeper has been destroyed
                             5.28          SEEDS OF POISON
    -1. At the bottom of the middle of the level, where the air is coming from
    -2. In one of the side alcoves
    -3. In one of the side alcoves
    -4. In one of the side alcoves
    -5. Off to one side at the top of the Queen's body
                            5.29          TRANSFIGURATION
    -1. Above the waters surface in your "haven" (VERY HIGH UP)
    -2. Along the body of the Queen, near the ceiling of the level
    -3. In one of the stones near the Power of Metamorphosis. Use the Power Sonar
    -4. In one of the stones near the Power of Metamorphosis. Use the Power Sonar
    -5. In one of the stones near the Power of Metamorphosis. Use the Power Sonar
                             5.30          HEART OF THE FOE
    -All five Vitalits are positioned above the heart, near the top of the level
                                  6.00          EXTRAS
    Ecco The Dolphin: Defender Of The Future has a couple of additional features
    apart from the two bonus levels mentioned much further up in this
    FAQ/Walkthrough.  There is the chance to enter the "Dolphin Soccer
    Championship", as well as "The Gallery".  Details of how to access both items
    are below.
                              6.01          DOLPHIN SOCCER
    To gain access to the Dolphin Soccer game you need to be in the Powers Of
    Levitation level.  When you go into the room with the Black Clan Dolphin who
    goes off on an inspection, there is a hidden chamber, which contains a Stealth
    Glyph, a Vitalit (already mentioned further up in this walkthrough) and a
    Soccer ball.  The chamber is behind the first portion of wall to the right of
    the door AS YOU ENTER THE ROOM.  If you swim into the Soccer ball you will
    collect it in the same way as you would collect a Vitalit.  When you feel like
    a game of 1-0-1 with a Clan Dolphin, exit the game and go to the level select.
    At the bottom of the level select is the new option of "Dolphin Soccer"
                               6.02          THE GALLERY
                                     GENERAL THINGS
    You get to the gallery from the Main menu simply by choosing it from the options
    menu. A loading screen will appear then and after a while you find yourself
    inside the gallery.  The gallery changes the further you get into the game. That
    keeps it always interesting and makes it a great feature of the game.
                                     THE MAIN ROOM
    The Gallery itself is a temple consisting of 8 rooms connected by one circular
    chamber. Above each entrance you will find a significant symbol to help you
    guide through the rooms.
    Here's a guide to each symbol:
    A seahorse------->>>>>> The entrance to the "Isle of Tranquillity" Image Gallery
    A lyre----------->>>>>> The entrance to the  Soundtrack Archive
    A gearwheel------>>>>>> The entrance to the "Man's Nightmare" Image Gallery
    A film projector->>>>>> The entrance to the  Film Gallery
    Two bubbles------>>>>>> The entrance to the "Dolphin's Nightmare" Image Gallery
    Two heads-------->>>>>> The entrance to the  Credits Room
    An alien head---->>>>>> The entrance to the "Domain of the Foe" Image Gallery
    An arrow--------->>>>>> The entrance to the  Main Menu
    The gallery changes each time you've played further in the game. Image
    galleries will only open once you reach the first level for each 'world',
    otherwise a gate will lock the room. It is similar with the Film Gallery.
    Films are only unlocked once they have been viewed in the game. Only the
    Soundtrack Archive and the Credits Room can be entered and fully used at any
    time.  The image galleries contain between 5 and 9 conceptual art pieces,
    which are attached to the walls.  You will uncover the artwork for any given
    level when you collect ALL the Vitalits for that level.  By singing at the
    artwork you can zoom in to get a better look at them.
                                ISLE OF TRANQUILITY ROOM
    This room has a regal and 'expensive' feeling.  Luscious red walls with gold
    accents that get picked out with the lighting in the room.  Lovely wooden
    picture frames show you where the artwork will appear on the walls.  The
    central statue will rotate from left to right if you sonar it.
                                   SOUNDTRACK ARCHIVE
    This giant room is absolutely great.  It has a water organ with long pipes
    reaching from top to bottom of the room. The organ functions are simple. You
    choose the world you want to hear music from by singing at the specific
    symbol. Those are the same ones as used in the main room of the gallery. You
    can also listen to the Film soundtracks, but those contain narratives. After
    you've chosen the world, you can use the keys to listen to the songs simply by
    singing at them. The music will still be played throughout the gallery after
    you've exited this room.
                                  MAN'S NIGHTMARE ROOM
    This room is based on man-made machinery, and has a very heavy industrial
    feeling to it.  Rather then have picture frames to highlight the artwork this
    time, now there are a series of warehouse style strip lights bolted to the
    wall above where each piece will be.  There are two wheels in the room, one on
    your left just after you enter the room and a second on the back wall of the
    room.  If you sonar them so that they are both moving at the same time, they
    will trigger off a series of locks that reveals a lower section of the
    Gallery.  The central item in the room will rotate after you have triggered
    off the sequence, and then it will be pushed up which will leave a gap big
    enough for Ecco to swim into.  This will lead you down to a tunnel entrance,
    which brings you out underneath the floor of The Foe's Domain room.  Nothing
    else going on though.
                                      FILM GALLERY
    The Film Gallery does look like a fully working cinema, with the front of the
    room having a canvas with curtains. The back of the room has a semicircle
    shaped stairs, like a theatre. There are lights at the walls above those.
    Only movies that you have seen during game play can be viewed.  Any movie that
    you have not yet seen will be a grey outline picture.  To view any coloured
    movie image, just sonar it.
                                DOLPHIN'S NIGHTMARE ROOM
    This whole room is a direct clone of the levels from the Dolphin's Nightmare
    section.  Large, semi-transparent items litter the floor, and the whole room
    has a feeling of being 'alive'.  This is the only 'world' room without some
    sort of secret passage, etc...
                                      CREDITS ROOM
    This room has two of those golden dolphins we've seen before in the Isle Of
    Tranquillity room, but these are positioned on either side of a black wall.
    When you get near the wall the credits for the game will start to be formed
    with the bubbles coming from the mouths of the statues.  You can watch the
    whole thing if you like, or you can interact with it by swimming through the
    credits themselves and making a mess of the whole show.
                                 DOMAIN OF THE FOE ROOM
    This room has that same sort of 'organic' feeling to it that is so visually
    apparent in the Dolphin's Nightmare room, but not so obvious as the last room.
    It is quite simply a round room with green/white squares on the wall where the
    artwork will appear.  For those of us lucky enough to have played (and
    completed) Defender Of The Future on the Dreamcast, we would have already seen
    the artwork as background images during the credits at the end of the game.
    If you go to the top of the room and sonar the ceiling, green 'dust' falls
    from the top of the room.  It doesn't trigger off anything as far as I can
    tell, although it is still nice to have another hidden feature to discover.
    Quite simply, if you swim back into the doorway you entered from, you will go
    back to the Main Menu / Title Screen.
                              7.00          THE FINAL WORD
    If you're reading this then you're either a very thorough reader or you are
    checking out my copyright notice to find about whether you can host this on your
    website.  Whatever you are, many thanks for using this guide and I hope it has
    come in useful in finding your way around the game.  What follows is a list of
    people that have helped me during the creation of this guide/FAQ/Walkthrough, as
    well as my standard legal disclaimer.
    All that remains for me to do is to thank you once again, and hope that any
    future guides I write are as useful as this one has been.
    Until I write again.
    Brian Taylor
                        7.01          CREDITS & ACKNOWLEDGEMENTS
    Appaloosa Interactive (Novotrade) & Ed Annunziata
    For creating Ecco The Dolphin.
    For becoming a software only company so Ecco made an appearance on the PS2.
    It saved me having to go out and buy a DC just for Ecco (yep, I would have
    done it as well).
    For allowing me to use the information on www.cavernsofhope.com regarding The
    Gallery.  Some portions have been rewritten slightly to allow for the text-
    based nature of this walkthrough.
    Goldenboy1 from www.gamefaqs.com
    For creating a superb ASCII art representation of the games main title.
    Excellent work like his should be on display for all to see.
    Christian Wall (CWall) from www.gamefaqs.com
    For offering advice with regards to making a few sections slightly clearer.
    Last but not least,
    Jeff "CJayC" Veasey
    For having a site like GameFAQS to contribute to and for hosting this guide.
                                 7.02          UPDATES
    Ver 100.0 [Final]
    21st August 2005
    - Trimmed down the "Where To Find..." section
    - Adjusted my Copyright notice to allow websites to display this guide without
      prior permission
                            7.03          COPYRIGHT & LEGAL
    This may not be reproduced under any circumstances except for personal / private
    use. It may be placed on any web site as long as the webmaster sends me an email
    with a direct link to this file.
    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.
    Sites hosting this document must always make every effort to ensure that the
    latest version of this document is being displayed (available from
    www.gamefaqs.com or the personal link listed at the top of this guide), and the
    author reserves the right to have the document removed from any site he wishes.
    Their respective trademark and copyright holders own all trademarks and
    copyrights contained in this document.
    Changing or altering of this walkthrough in any way is prohibited.
    Copyright 2003-2005 Brian Taylor
                                   END OF WALKTHROUGH

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