Ecco the Dolphin
(Sega Master System) (English)
Creation Date: October 13, 2016
Version: 1.0
File number: SMS-F-007
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Table of Contents
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1- Introduction
2- Display
3- Basics
3.1- Controls
3.2- Abilities
3.4- Items and Pick-ups
4- Walkthrough
4.1- Level 0 (Home Bay)
4.2- Level 1 (Medusa Bay)
4.3- Level 2 (Undercaves)
4.4- Level 3 (Ridge Water)
4.5- Level 4 (Open Ocean I)
4.6- Level 5 (Cold Water)
4.7- Level 6 (Open Ocean II)
4.8- Level 7 (Deep Water I)
4.9- Level 8 (City of Forever I)
4.10- Level 9 (Origin Beach)
4.11- Level 10 (Dark Water)
4.12- Level 11 (Deep Water II)
4.13- Level 12 (City of Forever II)
4.14- Level 13 (Home Bay II)
4.15- Level 14 (The Tube)
4.16- Level 15 (The Machine)
4.17- Level 16 (The Vortex)
5- Creatures and enemies
6- Codes and Cheats
7- Frequently asked questions
8- Version History
9- Legal Section
10- Credits/Thanks/Other Stuff
11- Conclusion / Donations
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1- Introduction
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This game, made by Novotrade and was released by Sega for the Sega Master
System in 1993.
No game instruction booklet was available to me for the writing of this FAQ.
As such, objects and characters will be identified as they appear on the
screen.
On to the game...
There is no apparent introduction to this game. As soon as you start it, you
appear in an underwater cave from which you can direct Ecco to go left or
right. Going to the left brings you to a screen where you can enter passwords
permitting Ecco to begin at a level of your choice. Entering an erroneous
password sends you back to the cave. Going right from the cave brings you to
the start of Level 0.
You can, if you choose to do so, refer to section 6 to get a cheat that
permits you to tinker with some of this game’s parameters. Level passwords are
also available in this section.
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2- Display
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Main display:
The main display screen is almost entirely occupied by the action.
Your character is obviously the dolphin which is usually located at the center
of the screen. Ecco is not at all distinctive versus other dolphins in the
game.
Apart from keeping track which dolphin you are, there are two other things
that you need to keep your eye on.
The first is Ecco’s life meter, which is represented by four red squares.
Obviously, when these squares have shrunk and disappeared, you lose a life.
Health can be recovered by getting a bubble from a Clam or its equivalent.
Take note that during the last three levels of the game, health is
automatically regenerated with time.
The second is Ecco’s oxygen meter, which is represented by four blue squares.
When oxygen is depleted, Ecco begins to lose health. Oxygen can be replenished
by either going to the surface, using an air pocket in a cave or getting an
air bubble from a Clam or its equivalent.
Map:
The map is displayed as a circle which shows the portion of the level that
Ecco is located in. Color-wise; light blue is either sky or an air pocket,
dark blue is water and the black/red items are coral or obstacles. Several
other things can be visible on the map. Here is a list of some items which may
appear on the map:
- Blue fish icon: This is Ecco’s position.
- Yellow fish icon: Position of another dolphin.
- Black fish icon: Shows the location of an Orca.
- White squares: These appear to be neutral fish which are simply swimming
about. These fish can also be charged for food and energy.
- Yellow squares: These are blocks that must be manipulated in order to
solve puzzles which will permit you to progress in the level.
- Yellow dots: This marks the location of clams and starfish.
- Red dots: These represent enemies, such as Jellyfish and Manta Rays.
- White vertical oval: Shows the location of a crystal.
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3- Basics
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3.1- Controls
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Since I ran the game on an emulator, I’ve no information for the SMS
controller. Instead, I used a PC gamepad. Its configuration was as follows:
DIRECTION PAD:
Pressing LEFT, RIGHT, UP or DOWN on the Direction Pad permits Ecco to go in
that direction.
For swimming, instead of the D-pad, I recommend using the left joystick if it
is available in your configuration. The handling is much smoother and more
precise.
SELECT:
Not used.
START:
Pause/unpause.
X BUTTON (1 ON SMS):
This button is used at the intro screen to start the actual game.
During the game, you emit your sonar by pressing it.
Keeping it pressed until the sonar wave returns to Ecco, if it has not
encountered a creature, activates the map feature.
A BUTTON (2 ON SMS):
This button is used as a speed boost.
Combine it with the D-Pad to swim faster and even jump higher out of the
water.
Combine it with the X button to effect a charge.
This button is also used to skip through dialogue.
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3.2- Abilities
You obviously need an array of abilities and items to combat whatever enemies
and puzzles you will encounter.
Sonar:
Your first basic ability.
Tapping 1(X) emits a sonar wave which has a couple of uses.
Directing the sonar at certain objects permits you to either move them
(crystals), open them (clams) or even identify them.
The sonar is also used to communicate with other denizens of the deep.
Charge:
Your second basic ability.
Tapping 1(X) and 2(A) permits Ecco to effect a charge which has a couple of
uses.
Using the charge in the water permits Ecco to swim faster.
When the boost is activated right before exiting the water, Ecco’s jumps are
significantly higher.
The charge is also Ecco’s only attack.
Singing:
As Ecco completes certain tasks, he will learn songs which have specific uses.
These songs can be used to confuse (eliminate) Jellyfish and other enemies.
Essentially, it is Ecco’s sonar getting stronger and serving as a weapon.
Therefore, singing is achieved by tapping 1(X) while facing an enemy for which
you’ve acquired the song.
Sliding:
Some levels have ice blocks and frozen surfaces. When this ice is at the
surface, Ecco may use it to slide to new areas. In order to slide, simply
build up some speed from about half a screen below the surface and jump out at
an angle that directs Ecco in the direction you wish to slide.
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3.3- Items and Pick-ups
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Item pick-ups are available throughout the game.
Air bubble:
This item is obtained by using your sonar on a Clam, which appears as a yellow
dot on the map. The bubble slowly floats to the surface. Some oxygen and
health is restored when Ecco touches the air bubble.
Block:
This is a puzzle element which usually requires a manipulation of some sort in
order to progress through the level. Ecco’s handling of blocks is generally
summarized as pushing them along the ground or off ledges. Blocks appear as
yellow squares on the map.
Ice Block:
Ice Blocks are very dangerous obstacles. These items move in such a way as to
hamper and block movement through passages. Ecco needs to pass these blocks as
quickly as possible. If you hesitate, the block can hit Ecco and crush him
against a wall. Such an occurrence does not cause damage (whew!). It does,
however, cost you a life (ouch!). This also happens with barriers in later
levels.
One of the particularities observed is that when an Ice Block hits Ecco, the
latter seems to somewhat “stick” to it. This makes avoiding a deadly crush
that much trickier. Immediately use the boost to “unstick” and slip out of the
situation.
Crystal (Glyph):
This is an elongated hexagon which must be located by Ecco. A yellow crystal,
here on in referred to as a Key Crystal, contains a sound key. When such a
crystal is pinged by Ecco’s sonar, the key is transferred to the game’s hero.
The crystal then turns white.
A matched white crystal is located somewhere else in the level. This crystal
can be pinged by sonar to use the key and remove the crystal from Ecco’s path.
Take note that some of these crystals will return to block Ecco’s path when
their original position has gone off-screen. In such cases, the Key must be
obtained anew.
All crystals appears as a white vertical oval on the map.
Critter Crystals:
These crystals are more of an obstacle than a helpful item. They move either
up and down or left to right in narrow passages and seem to contain creatures
that look to be in suspended animation. The critter in question resembles
Pikachu.
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4- Walkthrough
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Onto the walkthrough.
My plan is to get you through these levels as quickly and efficiently as
possible. I do not know if this game has any hidden objectives or whatnot, but
I am not worrying about getting them done.
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4.1- Level 0 (Home Bay I)
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The level begins with Ecco treading water. There is a wall on the left and
open water on the right. Some fish are swimming around and there is also
another dolphin in the vicinity. I believe that this dolphin is there to show
you the basics of swimming and jumping out of the water. Go ahead, emulate it!
When you’ve completed your training session, use the sonar on this dolphin and
get one of these messages:
“The marks on your head look like the stars in the sky.”
“Ecco, if we breathe air, why do we live beneath the waves?”
(Notice that the creatures in this game have next to no knowledge when it
comes to punctuation. I have diligently added some to make their statements
easier to read.)
Moving further to the right, you encounter a second friendly dolphin which,
when pinged by your sonar, gives the following messages:
“Sing to the shelled ones and they will heal your wounds.” (Simply put, use
your sonar to obtain air bubbles from Clams.)
“Charge small fish to feed and gain strength.”
Keep going right to encounter a third friendly dolphin. This critter only
emits one message when your sonar hits it:
“How high in the sky can you fly?”
Still going right, Ecco eventually encounters a wall with two yellowish
blocks. You cannot move these blocks by charging them. Remember the last
message? Show that dolphin how high you can jump out of the water by using the
charge to get maximum height. If done properly, a storm occurs and sucks up
everything but Ecco from Home Bay.
Once the storm has passed, return to the location of the blocks. They have
been dislodged. Ecco can now swim through the tunnel and reach the next level.
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4.2- Level 1 (Medusa Bay)
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“Songs of an orca are heard from the small maze of caverns”
The level begins with Ecco swimming in an enclosed area. Beware the Jellyfish
as you explore your surroundings. There is another dolphin nearby, but all it
says is:
“Something terrible has happened...Something very powerful...Suddenly great
winds of water...Winds of water pulled me here.” (Duh, you were right there
for that hurricane moment.)
Ignore this seemingly mentally exhausted cetacean and make your way to the
right to jump over the wall that barely pokes out of the water. Mind the
Jellyfish as you follow the left wall down and around to the left in order to
reach a passage and an air pocket, where you can jump over another wall to the
left.
Make sure that your oxygen is full as you dive straight down and follow a
series of tunnels where you will encounter Manta Rays and a Jellyfish. Be
patient to let the Jellyfish clear the passage before going down and passing
in front of a block and going further down. Notice those yellow spikes when
you reach the bottom. They are blocking the passage to the right and trying to
get by them will only damage Ecco.
Instead, go left, up and behind the block, in order to push it off the shelf.
Follow it down and get behind it. Push the block to the right, destroying
spikes as you go along, until you reach a large chamber where you spot an
Orca. However, do not stop pushing the block until it obstructs a passage
which contains what seems to be a black and red fish, which I will refer to as
a Piranha.
If you wish to know why I refer to this enemy as a Piranha, simply stop
pushing the block and swim above it. The Piranha will rapidly grow in size and
open its massive jaws as it swims towards Ecco and inflicts damage. It then
returns to the passageway, before charging out again to inflict more damage.
(I don’t know how it manages to swim backwards, but it does!)
Satisfied? Anyway, once you’ve boxed in the Piranha, replenish your oxygen and
communicate with the Orca. Here’s what it has to say:
“I know not what has happened to your pod. Perhaps the big blue will help you.
You must travel past the Undercaves to find him...”
After relaying that scintillating message, the Orca swims away to the left,
through a wall. (What is it with these phantom ocean dwellers?) Forget about
that SeaWorld escapee and turn your attention to the yellow crystal located in
the right wall. Swim to it and use your sonar to obtain a sound key. (This is
represented by a white dot moving from the crystal to Ecco.) With its purpose
fulfilled, the crystal turns white.
Time to leave this area. Fill up on oxygen (from here on in, assume that you
must refill your oxygen every time it is available) and return to the left.
Follow the path up, through the passage occupied by the Manta Rays and to
where you encountered the first air pocket. Next, go back to the surface and
head right, where you will meet another dolphin. This one relays the following
report:
“The storm that has taken your pod shook the entire ocean. All life in the sea
is frightened. This makes the sea a very dangerous place.”
Follow the right wall down, past a Puffer Fish, and up to more open water.
Swim to the right until you come to a wall. Follow it down to a white crystal.
Ping it with your sonar to use the sound key and move the crystal out of your
way. Proceed through to the right to end the level.
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4.3- Level 2 (Undercaves)
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“A deep maze of caverns with no surface to the dry side.
Songs of the sea sing of great danger in this place.”
Begin by pinging the Key Crystal to the right and obtain the key. Proceed left
and use the key to move the crystal that is blocking the way. Now, if you keep
going left, Ecco will end up in a passage where a current prevents further
progress. Instead, take the passage down and follow it to a wall of green
Spike Shells. Charge and eliminate a couple of them to make room to pass
through. Continue left to a white crystal and then go straight up until you
reach the roof of the cavern. There is a Clam right on the edge of the shelf.
Use it for oxygen and health.
Proceed to the right and notice three circling starfish. Keep their location
in mind as you reach the right wall and follow it around down and up to emerge
in an air pocket. Do not forget to jump and ping the Crystal Key that is above
you.
Return to the rotating starfish and use your sonar to direct them to the wall
of blocks that is located below the passage leading to the air pocket. The
blocks will disappear as the starfish come into contact with them. Pass the
starfish and continue to a crystal for which you have the key. Ping it and
move on to the air pocket beyond.
Continue moving right and encounter another white crystal. This one has a
message:
“Move slowly past eight arms”
Backtrack a little and go down to a block on a ledge. Quickly push this block
to the left so it falls on the ledge to the left, past the gap. Continue
pushing it to the left, but slowly this time, so as to have it drop almost
straight down. This way, a gap remains between the block and the wall. A gap
that permits Ecco to squeeze in and push the block to the right, so as to
eliminate all the spikes in the passage and wall in a Piranha.
Swim all the way up to an air pocket and then proceed to the right. At the
junction, go up to meet an Octopus. The idea here is to practically let Ecco
drift by the Octopus. A few minor taps will be necessary, but you should
easily get by unscathed.
Past the Octopus, go up and left. Get by a Puffer Fish and an irritating Crab
to reach and ping a Crystal Key. You can charge the Crab, but a moving target
can be challenging. Regardless, get the key and return to the Octopus and make
your way to the bottom, where a white crystal awaits. Ping it and follow the
cave to the left, ignoring another white crystal on the way.
Locate the Orca and use a nearby Clam to replenish your oxygen and health. A
conversation with the Orca yields:
“Big Blue is very old...Very wise...Go North.”
Watch the Orca abandon Ecco...Why couldn’t it just teach you how to swim
through walls. (Hmmm, I recall seeing that ability being available somewhere.)
Anyway ping the Crystal Key and go back right, to the white crystal. Beware
the Crab as you ping the crystal out of your way and use the passage to end
the level.
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4.4- Level 3 (Ridge Water)
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“Giant cracks in the ocean floor have strong upward currents of warm water.”
Swim right until you hit a wall. From here, go straight down and through a
narrow passage that leads to a T. Take the path going downwards and then left
to a second T (continue left) and an air pocket.
Charge the Puffer Fish and follow the passageway down to two blocks lying on
opposite ledges. Swim down, right and up to get behind the block on the right.
Edge it to the left until it falls down to the bottom. Backtrack to get behind
the block again and push it left until it is directly below the next passage
going up. Next, go up to the block on the left ledge and push the block
further left, so it falls on the first block. Now go back down and push the
stacked blocks left and trap the Piranha at the far left.
With the Piranha out of commission, go up and to the left to reach an air
pocket. Also, ping the Crystal Key that is in the area. Once you’ve got the
key, use the path going upwards. Ignore the first branch to the right. The
second passage to the right leads to a Dolphin who says:
“Help me, Ecco! Swim closely in front of me and I will follow...”
So, to get this guy to follow you, maneuver Ecco just below him, a little to
the left. It may require a few tries to get it. When he does decide to follow
your lead, return to the vertical passage and continue upwards until you
encounter a current which forces you closer to the surface.
Enjoy the fresh air before moving right and jumping two islands to return to
the level’s starting point. Continue right and jump another island. Once
again, go right and meet another Dolphin. This one reports:
“Wild currents trapped my pod below...Please save them...I am too weak from
the storm.”
Essentially, you need to locate a couple of errant Dolphins who do not know
how to use GPS and escort them back to this lazy one, which refuses to leave
this cozy spot. And oh, lookee here! We already have one of those lost
Dolphins in tow. Ping the negligent Dolphin again and you will transfer
custody of your charge to him/her/it(?). The new legal guardian expresses
gratitude:
“Thank you. I will give you a song that will confuse the Jellyfish.”
(Uh, thanks. But the Jellyfish are not the most pressing issue in this game
thus far.)
Actually, the “song” increases the power of Ecco’s sonar, thus permitting the
destruction of certain enemies, such as Jellyfish and Puffer Fish.
Oh, and look at that! The newly found Dolphin just goes off to get lost anew!
Mad parenting skills right there!
From the negligent Dolphin’s position, go a little to the left and down to
encounter an Octopus. Slowly get past it and follow the right wall until you
see an air pocket and a second lost Dolphin. Ignore this mammal for now and
simply gulp some oxygen.
Return left and continue going down, destroying some Spike Snails, in order to
reach an Orca which has some wisdom to impart:
“Ancient songs of wisdom are songs of the Big Blue. The Big Blue swims north
to die...Swim fast young singer.”
(Sounds cryptic. Perhaps it refers to the Jellyfish song and other ocean
chart-toppers like it.)
After this meeting, go back to the lost Dolphin and get it to tag along.
Depending on how much time it took, you may need to replenish your oxygen.
Next, lead the Dolphin up, past the Octopus and to its immobile seeker.
With its second pod member safe, the lazy Dolphin says:
“You saved my family. The deepest seas will echo our thanks friend singer.
Sing this song and it will confuse the hungry ones.”
(Yeah, whatever.)
Go to the right wall and follow it down to a white Crystal. Ping it and leave
this level behind.
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4.5- Level 4 (Open Ocean I)
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“The open ocean is cold and dangerous.”
Ecco is literally in shark-infested waters. Sharp reflexes are necessary to
navigate your way around these predators. The sharks can be destroyed by
charges, but the effort is unnecessary since they can easily be outdistanced
by using the boost.
Also, when directly confronted by a Shark, simply point Ecco’s nose downwards
and then pull up when the Shark dives in anticipation of intercepting you. I
did this in a leisurely fashion, passing about 40 Sharks before reaching a
wall of ice. Swim down to the passage and enter it to finish the level.
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4.6- Level 5 (Cold Water)
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“Quiet songs of wisdom sing about the hard water called ice.”
Welcome to the inevitable ice level which begins with Ecco in an ice-enclosed
area. Going to the upper left brings you to spikes blocking access to the air.
Follow the passage down, on the right or left side, and get to a T, where
you’ll encounter a Sea Spider. Either charge or avoid this enemy before
proceeding downwards.
Dodge past the moving ice blocks as the Sea Spider chases you through the
passageway. Once through the blocks, move left and then straight up (there are
some Jellyfish in the way) to the surface.
After getting some air, hop out of the water at an angle and slide to the
left, winding up in a new area. Did you notice that Crystal Key as Ecco
slipped back into the water? Jump out again, towards the Crystal, and ping it
as you slide past it. Ecco obtains the key. Beware the Sea Spider as you
continue sliding left and enter another area.
Dive down and return to an area you just jumped out of. Speed up to the
surface and jump out towards the right in order to backtrack further. Jump out
and again slide to the right, past two sets of spikes beneath the ice, and
dive into a new area.
Go down and take the first right passage. Continue downwards at the T
intersection. Use the key on the white crystal and make your way past an Ice
Block. Be prepared for a Sea Spider that lurks just past the Ice Block. Get by
the spider and face a new block puzzle. This one needs to be speedily
executed, since there is no air pocket in the vicinity.
Once again, we have two blocks on different ledges located at the same height.
Push the right block further to the right and off the ledge. Follow it down
and push it to the left until it settles into a depression in the sea floor.
Backtrack to the second block and push it left and off the ledge. Follow it to
the bottom and push it left, over the first block and further on to prevent
the Piranha from leaving its alcove. Take the passage going up and then go to
the upper left, where you will see an air pocket.
Take a breather and then go left and down to encounter a Blue Whale. This is
Big Blue and here is the wisdom it imparts:
“You are very brave, little Ecco. I have listened to the songs of the storm. I
am sorry about your pod. I will try to help you. We know that those violent
storms occur every 500 years. When they occur, all traces of life vanish at
the eye of the storm. I do not know why or how this happens. Do not give up,
little singer.”
“There is one older and wiser than I. It is called the Asterite. We think it
is the oldest life form in the sea. We feel great energy of thought from the
Asterite. But it will not sing to us. If you can communicate with it, perhaps
it could help you.”
“The Asterite is located in the deep water zone.”
After this lengthy exchange, make your way to the tip of Big Blue’s tail and
ping the Crystal Key. Revisit the air pocket before returning to the area
where the puzzle blocks were first encountered. Take the path going up and
pass the Sea Spider before using the key on the returned white crystal. Take
the first left and then right to reach the surface.
Jump out to the left a couple of times to get back to the first Crystal Key of
the level. Ping it to get the key anew. Jump out of the water again, this time
repeatedly sliding until you’ve reached the water area all the way to the
right. Dive down to encounter another white crystal. Ping it and move past a
Sea Spider. Take the first passage going right to end the level. (I’ve done
and redone this last part a number of times and it seems to me that the game
won’t let you end the level until the Sea Spider has come back and made
contact with Ecco.)
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4.7- Level 6 (Open Ocean II)
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Back to the edge of the ice pack, start by surfacing.
It is now time to swim back through shark-infested waters, only this time
going right to left. The Sharks have not changed their behavior, so no new
instructions are necessary.
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4.8- Level 7 (Deep Water)
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“Ancient breathless passages run so deep that no songs of this place have yet
been sung.”
You begin with a wall to your left. If you swim straight down and a little to
the right when you reach the bottom, there will be a white crystal. Ping it to
learn the following:
“The Asterite is very deep. Fill your lungs. Swim fast.”
Swim back to the surface and jump an island to the right. Position Ecco about
halfway between the island and the right wall. Take a deep breath and swim
straight down to a narrow passage. Remember, speed is of the essence. Use your
sonar to clear the Jellyfish in your way.
At the intersection, go left and evade a Crab as you reach an air pocket.
Return to the intersection and enter the right passage. Use your sonar to wipe
out the Manta Rays and Jellyfish as you go down and left to another
intersection.
Keep going left, past a Sea Spider and a Blow Fish (a Clam lies just past the
Blow Fish). After replenishing your oxygen and health, go down. At the next
intersection, go a little to the left and down. There are two passages going
down. Take the left one. At the T, go right until you see an air pocket.
From the air pocket, go down and immediately to the right and down again.
Follow this path a long way to a T. Go down. This passage has some spikes
along its walls. Swimming directly down the center should be both painless and
permit a fair speed. Once at the bottom, turn left and use the air pocket.
Next, go right until you encounter what looks like a floating strand of DNA.
This is the Asterite. Ping it to discuss highly interesting matters:
“I remember you...Of course, it was you...And it was I who sent you...Now it
is clear. I can help you by giving you powers and knowledge. But...You must
help me...You must help regain my full strength. You must travel into the
past.”
“To the west is a sunken city called Atlantis. Its people built a machine and
used it to travel in time. Use the machine to travel to the distant past,
before your kind existed. You will go back 55 million years. There, you will
find my missing globe. You must return it to me. Only then can I give you what
you need to save your pod.”
Quite the speech. And this from a floating bunch of bubbles which does not
realize that if Ecco can go back in time, he will simply go back to right
before the storm and make sure that the pod is secure when it hits. Duh! To
heck with the Asterite and its petty needs!
Being that this game is not nearly open-ended enough for that, go left and
through a passage that ends this level.
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4.9- Level 8 (The City of Forever I)
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Ecco begins in a purple corridor of what must be the City of Forever or
Atlantis. Turn to the left and ping the Crystal:
“We, the people of Atlantis, have made these Glyphs for you.”
(Ok, so the crystals are really glyphs and the ancient Atlanteans knew more
about English punctuation than the present day denizens of the sea.)
Now that we are aware of the Atlantean generosity, follow the passage to the
right while making your way past what looks like Pikachus encased in moving
crystals. Make it all the way to the right and encounter a second Glyph. This
one’s message is:
“We are losing a war with the planet vortex. Atlantis is in ruins after a beam
struck from space. We have escaped into the past with our technology. Vortex
is feeding on the seas of our earth. Eventually, all life will be harvested.
All life will end. The vortex must be stopped.
From the Glyph go left and take the first passage up. Then go left and up
again to reach some air.
From this spot, go down and right, then up a little and right again to
encounter a statue. Ping it and you will get a message that access is granted.
(Granted to what, I wonder.)
Let’s find out. Backtrack a little to the left and follow the passage upwards.
Ecco is now able to swim through the wall in that area. Continue straight up
until you encounter some Puffer Fish. Eliminate these while going left and
then up in order to reach the surface.
Once you’ve had your fill of oxygen, proceed down and back through the Puffer
Fish-filled passage and keep right, past the hidden passage and two other
others going down (they connect and do not lead to anything). Keep your eyes
open for a Clam and persist to the upper right before reaching a four-way.
Welcome to another block puzzle. Take the right passage and push the block to
the right. It will fall down a hole. Continue right to push another block.
Make sure this one falls away from the wall, so as not to be stuck on a ledge.
Follow this block down and push it to the left, until it falls down a hole.
Again, follow it down and push it to the left, so as to destroy all the spikes
in the floor. As soon as you are past the last spike, push the block only
enough in order to go up and over it. Get on the block’s left side and push it
back to the right and just past where the ceiling ends. Leave the block here.
Backtrack to the left and go up and right to find the first block. Push it to
the right until it falls down a hole. Follow it down to make sure it lands on
the second block. (If you do not follow it down and simply return to the
second block’s position, the first one will not come down.) Backtrack in order
to be on the left side of the second block. Push the stacked blocks to the
right and use them to permit your advance against the current. Take the
passage upwards as soon as you get to it. Take the first right you see. (If
you continue upwards, a current will bring you back in the puzzle area.)
Follow the passage to a Y split. Take the right path to reach another statue
that must be pinged for an access. Go through the wall on the left at a down-
left angle. Head up and jump out of the water, going to the left and over a
wall. Beware the moving Pikachu Crystal as you re-enter the water.
Continue going left to encounter another Glyph. This one simply declares:
“I will see you again, young singer. Good luck!”
Proceed all the way to the left and go down until you pass another Pikachu
Crystal. From here, head left and encounter two yellow and blue barriers that
can be eliminated by a charge. Past this, go left and ping another Glyph which
reports:
“Time travel sequence initiated. Traveller: Ecco.”
Next, head straight up, through a narrow passage and a pair of blue satellite
dishes. Stay between the dishes and ping one of them directly in its center.
The sonar wave will continually bounce back and forth. Ecco then starts to
spin and bubbles begin spiralling until there is a fade out.
=============================================================================
4.10- Level 9 (Origin Beach)
=============================================================================
(There is no obvious transition to this level. You only find out you are in
Origin Beach if you lose a life. This also happens in some other later
levels.)
When everything fades back in, Ecco is in an expanse of blue water situated in
a new area. There is a Glyph to the bottom-left. Ping it to get this message:
“Sing this song to the air to call the Pteranodon.”
(What’s a Pteranodon, you say? Well, Ecco is supposed to have gone back 55
million years, so it is most likely a flying dinosaur.)
Go to the surface to get a breath and take note of all the volcanos in the
background. Swim to the right to encounter a wall. Go down to the sea bed and
ping whatever lowly critter is evolving there and get this:
“You sing our song under the waves. Who are you? Could we sing in the sea?
Could we live in the sea? Perhaps we will try!”
Swim to the right and up to get to the other side of the wall. Keep going
right to encounter another wall. Use the sonar to call the Pteranodon. You
should just see its legs and the tip of its beak. Take a breath and go
straight down to stay beneath the Pteranodon’s position (actually it will
adjust to Ecco’s location as he exits the water). Ecco will most likely pass a
Trilobite that can be eliminated with his sonar.
From the bottom, build up speed and jump high enough out of the water for the
Pteranodon to get a hold of Ecco. It will transport him over the wall on the
right.
Swim to the left wall and follow it all the way down, through some twists and
turns (go left at all the intersections), until you come to a glowing object
which functions as a Clam. You will encounter Trilobites and Jellyfish in the
passages. Grab some air and ignore the block for now.
Return to the last intersection and go right and down. You will come upon a
Key Glyph. Ping it for the key and backtrack to the block. Time for another
puzzle.
Ignore the first block you see. Go down to the second block and push it to the
left twice, so it falls all the way down to the sea floor. Make sure that
after the second push, it lands as close as possible to the wall on the right,
so that Ecco does not attract the Piranha’s attention as you push the block to
the right and destroy the spikes.
Stop pushing just when you’ve destroyed the last spike. Then go up and around
to the right side of the second block and push it back to the left, so that it
is just past the ceiling, but still leaving enough room for Ecco to slip back
into the passage. Return to the first block.
Push it to the right and follow it down the passage. Take the first left and
return to the second block. Slip into the passage on the right and make your
way up to the right side of the first block. Push it to the left in such a way
that it gets away from the wall as it falls and lands on the second block. Get
to the right side of the stack and push it to the left, until it walls in the
Piranha.
(Note – Be careful how you push the blocks. I have accidentally gone “through”
the top block due to the fact that there is a slight drop before you reach the
Piranha. If you do not adjust your position, Ecco will either go through the
top block or push it off the bottom one, thereby releasing the Piranha.)
From here, go straight up and turn left at the T in the passage. Make it to
the Glyph and ping it to use the key. Past the Glyph, follow the passage going
down to the left and then up. When you get to an open area, go to the upper-
left to ping another Key Glyph.
Go right and follow the passage to the upper-right. Go left at the
intersection and encounter a Glyph. Ping it and leave the level.
=============================================================================
4.11- Level 10 (Dark Water I)
=============================================================================
“Dark Water contains many dangers.”
Weird, the water seems to be the same tint as that of the earlier levels.
Anyway, you begin in an area that has a wall to the left. Go down, to the
right (past an island) and up to reach some more open water. Go to the right
and jump the wall.
In this new water hole, you now need to go a long way down and oxygen is
scarce. Speed is of the essence. Take the right path at the first
intersection. Keep to the right for the next junction and take a left at the
third one. Swim past the white Glyph and go down. At the bottom, you’ll find
the Key Glyph to the left.
Ping the Glyph to get the key and backtrack to the white one. Ping this one to
get by it. Immediately head up and to the left to discover a glowing rock
which will provide an air bubble.
Go back right and head straight down, until you encounter a Sea Horse. This
creature seems friendly, but it isn’t. Pinging it fails to establish
communication. Ecco needs to charge it a couple of times, as well as its
little ones, in order to get by. Past the Seahorse, take the path going up to
locate the Key Glyph. Ping it to get the key and backtrack to the glowing rock
to replenish your air and health.
Below the rock and to the left, we encounter another puzzle.
Things are beginning to get more complex...
Push the top block to the right, but just enough to be able to get to its
right. Quickly push it to the left, so it falls away from the wall and does
not fall straight down. Follow the block down and push it to the left and off
the ledge. Once again, follow it down and push it to the left and off the
ledge. This time, do it gently so that it stays close to the ledge on its way
down.
Backtrack up to the second block and get on its right side. Push it to the
left so that it falls down the center passage. Get on its left side and push
it to the right and off the ledge, but with some momentum so that it falls
away from the ledge and towards the spikes. Follow it down and push it right
to eliminate the spikes. Stop it at the edge of the ledge. Go left, down and
around to get to the right of the block and push it left until it falls down
the center passage.
Backtrack to the first block. Get on its left and push it right until it falls
down the center passage and lands on the second block. Go back right, down and
left to get on the right side of the stack. Push it to the left and wall in
the Piranha.
Head upwards and ping the Glyph to get past it. Follow the path to another
Glyph which, when pinged, asks you to choose a color. Okay...
Going up a little more, you come upon the ancient version of the Asterite.
Taking into consideration what the Glyph indicated, you now need to pick a
color and charge three floating balls of that same color in a row. This may
take a while. There is an air pocket above the Asterite, if needed.
Once you’ve hit the third same-colored ball, Ecco is automatically returned to
his time. This ends the level.
=============================================================================
4.12- Level 11 (Deep Water II)
=============================================================================
We are back in Ecco’s time and we seem to have acquired a passenger of some
sort. The latter is a color-changing sphere which comes from the ancient
Asterite. Ecco needs to guide this sphere to the present-day Asterite. Use
your sonar to direct it through the level.
If you go to the bottom-right, you notice a Glyph. Pinging it gives you this
advice:
“The marble can go places the dolphin cannot.”
(This is a hint that the marble or sphere can be directed into passageways
that are too narrow for Ecco.)
Begin using this advice by directing the marble into the narrow passage right
above the Glyph. As it rolls through this passage, direct Ecco out of the
water and over the island on the right. As you dive into the water on the
other side, notice another Glyph to the left. This one provides this reminder:
“The dolphin can go places the marble cannot.”
(Basically, the marble cannot leave the water.)
Leave the Glyph and locate the marble. The marble does not appear to move when
Ecco is off screen. Use this to your advantage and scout ahead to plan the
necessary path.
Put this into practice now. Leave the marble and go to the bottom-right of the
area to locate the passage going down. Return to the marble and direct it
towards the aforementioned passage. Follow it down. If Ecco starts running out
of air. Quickly dive down and take the first left to reach an air pocket
(remember, the marble will not move in Ecco’s absence) and return to the
marble. Repeat this tactic as necessary throughout the level.
Also, if the marble gets stuck somewhere, ping it from various angles until it
pops away from its resting place and high enough for Ecco to direct it once
more.
Guide the marble to the intersection and straight down the middle path, while
you grab some air and then take the right passage, which goes down and left,
to later meet up with the marble further down. Beware the Sea Spider. Charge
it if you can and then quickly direct the marble to the left. Keep an eye open
for a Clam - you will need it.
Push the marble past the Clam and let it drop down, waaay down. As you come
upon a second Sea Spider, charge it and then move to the far left in order to
find another Clam. Return to the marble and keep guiding it to where you met
the Sea Spider. Push it to the left and through the next passage down.
At the T, Ecco can go to the right to access an air pocket. The marble must
keep going down. At the next T, Ecco can once more go right and find a Clam
this time. The marble must keep going down. Now, remember that this section of
the passage has spikes on the walls as you follow the marble down.
Keep going straight down, past a passage to the left, and reach the sea floor.
Going left gives Ecco access to an air pocket. The marble must be directed
right and past a passage going up.
Aha! It’s the present day Asterite. Push the marble into the DNA strand and
direct it to the flashing spot. As the marble merges with the strand, the
Asterite becomes grateful:
“Now I am whole again, with all my power. Thank-you, Ecco! Now, I will help
you. I will give you new powers. Use the Atlantean machine to swim back in
time to the hour of the storm. You will be taken with your pod. You will see
the unseen enemy.
“Use this song to return to your home bay just before the storm. With your new
powers, perhaps you will save your pod.”
(First of all, the Asterite now wants you to return to the time of the storm
and live through it, instead of going back to BEFORE the storm and avoid it
altogether. How is it that the Blue Whale believes that this thing is the
wisest entity of the deep? Oh, yeah, the whale WAS stuck in a narrow
passage...Anyway, the Asterite wants you to become a victim of the storm in
order to save your pod from the storm. It’s basic sea logic.)
Swim to the left to end the level.
=============================================================================
4.13- Level 12 (The City of Forever II)
=============================================================================
You are back in the City of Forever and it doesn’t seem to have changed one
bit. Ping the Glyph to the left for this info:
“We, the people of Atlantis, have made these Glyphs for you.”
(See what I mean?)
So let’s do this again...
Swim to the right and avoid the Pikachu crystals. Go all the way to the right
and ping a second Glyph. This one shares a different message:
“Vortex lifeforms: We suspect that Vortex is dying and can no longer produce
food. Every 500 years, when the Earth and Vortex have a clear path, the Vortex
feed upon the Earth. Each feeding increases in size. The Vortex are getting
hungrier!”
(Are the Atlanteans telling Ecco that his pod is food for the Vortex?)
From the Glyph, go left and take the first passage up. Then go left and up
again to reach some air.
From this spot, go down and right, then up a little and right again to
encounter a statue. Ping it and you will get a message that access is granted.
Next, backtrack a little to the left and follow the passage upwards. Ecco is
now able to swim through the wall in that area. Continue straight up until you
encounter a pair of Pikachu crystals. Go left while getting by these
annoyances in order to reach the surface to the upper-left.
Once you’ve had your fill of oxygen, proceed down and back through the Pikachu
gauntlet and keep right, past the hidden passage and two other others going
down (they connect and do not lead to anything). Keep your eyes open for a
Clam and persist to the upper right before reaching a four-way.
Welcome to the last block puzzle. Ignore the first block you see. Instead,
follow the passage down to encounter the second block. Push it to the right
until it falls down a passage. Once it has fallen, continue all the way to the
right and go down. Go right again and down. Go left until spikes block your
way. Turn up, go left, go up and then right to see the second block fall in
place.
Push it to the right and off the ledge again. Do not follow it down. Instead,
go left, down and right until you see a zig-zag in the tunnel. Make sure you
are on the right side of the block as it lands. When it does, push it right
until it falls down another passage. Follow it down to watch it land and then
go up, right, up, left, up, left and up to the start of the puzzle. (Ecco may
need some air at this point. Use the Clam as necessary.)
Next, from the start go down, all the way right, down, right, down and left to
the second block. Push the block to the left just enough to get rid of the
spikes. Now leave it there. Go right, up, right, up, left, up, left and up.
Use the Clam.
Now go to the first block. Push it right until it falls down. Go left, down
and right until you see the block land. Push it right until it falls again and
follow it all the way down. Backtrack up, left, up and left. Use the Clam.
Go right, down, left, down, right, down, left, down, right and up to wind up
on the right side of the first block. Push it left just enough to destroy the
spikes, leave room on the left side. Go right, up, left, up, left and use the
Clam.
From the puzzle’s start, go down, right, down, left and all the way down to be
on the left side of the second block. Push it right until it is right under
the second passage going up. Leave it and go left, up, right, up and right to
be on the left side of the first block. Push it right until it falls off the
ledge. Follow it down until it lands on the second block.
Now go up, left, down, left, down and right to be on the left side of the
stacked blocks. Push them right to stop the current and take the right passage
up. At the junction, take the right passage and follow it to a Y split.
Take the right path to reach another statue that must be pinged for an access.
Go through the wall on the left at a down-left angle. Head up and jump out of
the water, going to the left and over a wall. Beware the moving Pikachu
Crystal as you re-enter the water.
Continue going left to encounter another Glyph. This one declares:
“Planet Vortex: Third planet in the star system Cassandra. Located in the head
of the constellation Pegasus.
Note: The nearest constellation to Pegasus is Delphineus.”
Proceed all the way to the left and go down until you pass another Pikachu
Crystal. From here, head left and encounter two yellow and blue barriers that
can be eliminated by a charge. Past this, go left and ping another Glyph which
reports:
“Time travel sequence initiated. Traveller: Ecco.”
Next, head straight up, through a narrow passage and a pair of blue satellite
dishes. Stay between the dishes and ping one of them directly in its center.
The sonar wave will continually bounce back and forth. Ecco then starts to
spin and bubbles begin spiralling until there is a fade out.
=============================================================================
4.14- Level 13 (Home Bay II)
=============================================================================
Ecco is back to what appears to be the opening sequence, before whatever storm
swept all the sea life out of the bay.
Move to the right and re-encounter a friendly dolphin which, when pinged by
your sonar, gives the following repeat message:
“Sing to the shelled ones and they will heal your wounds.”
(Yeah, how hard is it to come up with a couple of new lines of dialogue? Very
hard, it seems.)
Anyway, keep going right, past the wall and further on to meet another dolphin
which repeats itself:
“How high in the sky can you fly?”
OK, we get it...Leap high into the air again and watch the storm begin anew.
This time, Ecco gets swept up with the other critters.
=============================================================================
4.15- Level 14 (The Tube)
=============================================================================
Oddly enough, this level seems right out of an arcade game. Ecco travels
vertically in a tube and must avoid barriers. Getting stuck behind a barrier
and being pushed below the bottom of the screen kills Ecco.
To complicate matters, there are small Tie-fighter-like items and blue globes
which float around. Coming into contact with these causes damage. These
enemies can be destroyed by pinging.
This scenario persists for quite a while without any real variety. I must have
destroyed a whole fleet of those Tie-fighters.
Whatever health Ecco loses is gradually replaced with time.
=============================================================================
4.16- Level 15 (The Machine)
=============================================================================
Ecco now moves to a horizontally scrolling level that goes from right to left.
The enemy in this level is a gross colored Squid which actively seeks you out.
The Squid requires two sonar hits to defeat. The first hit knocks off the
tentacles and the second blows up the head.
Also, there are walls which give the level a labyrinthine quality. As such, if
a wall forces Ecco off the screen, the poor dolphin dies. Try to stay in the
middle of the screen and anticipate the fact that the background will
eventually move in other directions. As you advance, the path narrows greatly
in some spots and reaction time is critical.
This level also seems to go on too long. There will eventually be a path going
downwards which will end this torturous experience.
Oh, and health continues to regenerate with time.
=============================================================================
4.17- Level 16 (The Vortex)
=============================================================================
As you swim downwards, you pass what seems to be a huge green alien head. Is
this the Supreme Squid? The Chief Calimari? The Omnipotent Octopus? It is in
fact the Vortex boss.
Ecco simply needs to begin by pinging the beast’s eyes until they fall out. If
you go to one side of the head and align yourself with the eyes, you can hit
both with each sonar wave, thereby making their elimination much faster. Pay
attention to the smaller Squid which swim around and attempt to deal damage.
Once again, health is regenerated with time.
When both eyes have been knocked out, Ecco needs to start charging the jaw. As
a strategy, it is slightly easier to hit the jaw from beneath. Also, from this
position, you are easily able to dispatch the smaller Squid which continue to
harass Ecco. When it is charged four times, the jaw will break away from the
head and float downwards. Yay! We’re done!
Not so fast, a second jaw soon lowers from the head and settles into place.
Okaaay...Let’s do it again. Awright! Four hits and this mandible also falls
away.
Now we’re done! What the...Another jaw lowers into place! I’ve heard of triple
chins, but this...Does this alien cultivate jaws in its head?!? What kind of
creature has two spare jaws just floating around in its skull? Obviously, this
freaky deaky one does!
After four more charges, the third installment of this jaw-dropping adventure
concludes and Ecco finally gets past this boss and returns through the tunnel
to get back to Home Bay.
Once again with his pod, Ecco frolics with other dolphins. After a bit of
swimming, Ecco pings a fellow dolphin which declares:
“You have saved us. You are great. We will sing of you forever. Your song will
echo throughout the vast ocean. Thank-you, Ecco.”
(Uhh, thanks. But a couple of sardines will do. Really.)
Another cut scene with Ecco swimming rapidly towards the right. More pinging
yields this message from a dolphin:
“Do you think the Vortex are destroyed?”
The credits start rolling right after that ominous query. Following those,
there is a final message:
“Thanks for playing Ecco.”
Congratulations on finishing this seafaring time-travelling tale!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
5- Creatures and enemies
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The game features a number of creatures and enemies. They will be described as
they appear.
=============================================================================
5.1- Dolphin
=============================================================================
There are friendly dolphins which can be encountered as Ecco swims through the
levels. Use the sonar on them to receive a variety of messages which can be
useful.
Friendly dolphins appear as yellow dolphin shaped icons on the map.
=============================================================================
5.2- Clam
=============================================================================
Clams are located on the seabed and other deep sea structures, such as coral.
Using your sonar on them makes the Clam open and yield an air bubble. This air
bubble provides oxygen and heals Ecco.
In later levels, Clams are replaced by what appear to be glowing rocks. Their
function remains unchanged.
=============================================================================
5.3- Small Fish
=============================================================================
These small fish are yellow and red. They swim around in specific areas and
appear as white squares on the map. Use the charge ability to ram these small
fish to obtain food and energy.
=============================================================================
5.4- Jellyfish
=============================================================================
Also known as medusas, because of their numerous tentacles, Jellyfish are
plentiful in some areas. These enemies move vertically as they travel from the
bottom of the screen to the surface of the water. Be careful, these critters
can travel through rock formations and other obstacles.
=============================================================================
5.5- Manta Ray
=============================================================================
This enemy simply moves left to right in a fixed pattern. Quite easy to avoid
even if some patience must be exercised at times.
=============================================================================
5.6- Piranha
=============================================================================
Contrary to most other enemies, the Piranha does not automatically follow a
set pattern of movement. As Ecco approaches its lair, usually a narrow
passageway, this seemingly small fish significantly grows in size and opens
massive jaws sporting a series of sharp teeth. It also swims directly for
Ecco’s position in an attempt to inflict damage. The best way to deal with
this enemy is to use a block as an obstruction preventing its exiting its
lair.
=============================================================================
5.7- Orca
=============================================================================
The Orca appears to be a neutral which gives advice in certain areas of the
game. It is represented by a black fish icon on the map.
=============================================================================
5.8- Puffer Fish
=============================================================================
This enemy looks like a round green fish with spikes. It swims back and forth
on a horizontal axis in a predefined area.
=============================================================================
5.9- Spike Snail
=============================================================================
This enemy is green, comes in bunches and tends to block passages. Ecco needs
to charge at the snail to defeat it. Thankfully, the snail is immobile.
=============================================================================
5.10- Starfish
=============================================================================
These yellow critters come in threes and are constantly rotating. Their
function is to destroy blocks that block Ecco’s path. Use the sonar to direct
them towards those offensive blocks.
Starfish appear as yellow dots on the map.
=============================================================================
5.11- Octopus
=============================================================================
The Octopus is a huge green enemy which takes up nearly a quarter of the
screen. It will slowly wave its arms around as Ecco approaches. If you try to
get by it too quickly, the arms will strike you. Simply let Ecco drift past
it, while making small adjustments to the direction and occasionally lightly
tapping the D-Pad to avoid becoming immobile.
=============================================================================
5.12- Crab
=============================================================================
This enemy is an annoyance. It is a yellow crab which moves in any direction
at a fair pace. Add to this the fact that it follows Ecco around and you will
quickly get tired of seeing this critter in your vicinity.
=============================================================================
5.13- Shark
=============================================================================
This predator is slightly bigger than Ecco and is of a bluish-green color. It
can swim in any direction and actively seeks you out in order to deal damage.
Even if Ecco can destroy sharks by charging them, speed is your biggest asset
when dealing with this enemy. Avoid these marauders and don’t loiter in their
vicinity.
Also, when face to face with a Shark, point Ecco’s nose downwards and then
quickly climb up. This seems to fake the Shark into diving in an attempt to
intercept you.
=============================================================================
5.14- Sea Spider
=============================================================================
This is a blue and yellow spider which is actually bigger than Ecco. It tends
to use its size to obstruct passageways and cluttered areas. The Sea Spider
generally moves in a diagonal manner, but will also make a bee line for you as
it closes in. This enemy can be destroyed by a charge, but doing it can be
quite tricky and isn’t worth it. Simply swim quickly out of its range.
=============================================================================
5.15- Blue Whale
=============================================================================
Known as Big Blue by the deep sea residents, the Blue Whale has a lot of
information (of little substance) to impart. It does not seem to move at all,
even after Ecco has spoken to it.
Actually, the Blue Whale looks like it is trapped in its icy environment.
=============================================================================
5.16- Asterite
=============================================================================
This is presumably the oldest creature in the ocean. It resides in very deep
waters and getting to it is essential. This is because it will offer direct
help in reuniting Ecco with his pod.
The Asterite looks like a floating strand of DNA.
=============================================================================
5.17- Trilobite
=============================================================================
Trilobites kind of look like sea roaches. These enemies are actually
prehistoric sea creatures. They pretty much comport themselves like the Sea
Spiders and can be dealt a death blow if Ecco has the song.
=============================================================================
5.18- Pteranodon
=============================================================================
This is a prehistoric flying creature, like a Pterodactyl, which can be called
by Ecco if he knows the song. Once called the Pteranodon will hover over the
water and wait for Ecco to jump out. It will catch Ecco and will transport him
either over an obstacle or to another area.
=============================================================================
5.19- Seahorse
=============================================================================
At first glance, the Seahorse appears to be a benevolent creature that may
have some advice for Ecco. However, it is not. The Seahorse blocks an entire
passage and the only way past it is to defeat it.
The Seahorse must be charged to inflict damage. After the first hit, the
Seahorse releases smaller versions of itself, which also must be charged. The
good news is that only one charge is needed to get rid of all the small
seahorses at once. Repeat the cycle one more time to finally defeat the
Seahorse.
=============================================================================
5.20- Tie-fighter
=============================================================================
I have no idea what these things really are, but they certainly look like
small Tie-Fighters or a mix of a Tie-fighter and a Death Star. The Tie-fighter
is encountered in The Tube and does not have an attack. It simply tries to
come into contact with Ecco to deal damage.
=============================================================================
5.21- Squid
=============================================================================
This creature is of a greenish color that does not look healthy at all. You
encounter Squids in the Machine and Vortex levels. This enemy’s particularity
is that it loses a piece of its body (tentacles) for the first ping it
receives. The second ping explodes its head. Squids attack by contact.
=============================================================================
5.22- The Vortex Boss
=============================================================================
This creature is a giant green elongated head which seems to be a cross
between an alien and a Squid. Defeating this boss requires that you use sonar
to knock out its eyes before you then concentrate on charging its jaw. Or
should I say jaws, because that jaw is replaced by two more which also need to
be charged a number of times before falling away.
The Vortex Boss does not have any attacks. Contact with it or one of the
Squids, which harass Ecco during the battle, causes damage.
=============================================================================
6.0- Codes and Cheats
=============================================================================
The only documented cheat I came across was available on GameFAQs and was
submitted by Oblivion from AOC:
“Go to the first level then use your sonar to enter the level map by holding
1. Then press RIGHT, LEFT, 2, UP, 2, DOWN, 2 and UP. A new menu should appear
giving access to level select, music/sound test and many other helpful
features.”
The aforementioned menu is labelled “ECCO MS EPROM 5” and lists the following
options (use the D-pad to toggle between options and to make selections):
- LEVEL: This permits you to begin the game at any level from 00 (I did
not test this one to see if it exploded the game) to 19 (bizarre, since
there are only 16 levels).
- SOUND: This option functions as a sound test. There are 36 different
sound effects which can be sampled.
- MUSIC: Similar to the SOUND option, this one permits you to sample 19
different sound tracks.
- MESSAGE: This option allows you to read 65 different messages that
appear within the game. One can always use this to gather hints about
the game.
- UNLIMITED LIFE: Simply put, changing the 0 to a 1 gives you unlimited
lives. Yeah, this is definitely a useful option.
- KEY FOR ALL: I believe that this option allows Ecco to already have all
the keys to permit the advancement through the levels. Changing the 0 to
a 1 provides the keys.
- SWIM THROUGH: Another useful cheat if so desired. Changing the 0 to a 1
permits Ecco to swim through obstacles.
- CONTROL SET: This option determines the layout of the control pad. There
are three possible configurations – A, B and C. I did not test these
configurations and left it at the default option (B).
Once the options have been tested and whatever modifications made, pressing 1
returns you to the action screen.
Furthermore, here are the passwords for the levels:
- 01: Medusa Bay - KNFGB
- 02: Undercaves - EKCJR
- 03: Ridge Water - GFFWD
- 04: Open Ocean I - EYECK
- 05: Cold Water - AKFKS
- 06: Open Ocean II – CGOOG
- 07: Deep Water – EQHKS
- 08: City of Forever – KSKYI
- 09: Origin Beach – YUJOW
- 10: Dark Water I – MMKCK
- 11: Dark Water II – CCSKL
- 12: City of Forever II – KCKMM
- 13: The Tube – ICOGW
- 14: The Machine – IUPOG
- 15: The Vortex – IEQGW
Note: These passwords seem to be randomly generated. I have, in some cases,
reloaded the game to complete a section anew and have received a different
password from the first time.
=============================================================================
7.0- Frequently asked questions
=============================================================================
This section will be developed as readers send in some feedback and need more
information on specific aspects of the game.
=============================================================================
8.0- Version history
=============================================================================
Version 0.5 - Started FAQ/Walkthrough on October 13, 2016.
Version 1.0 - Completed the FAQ/Walkthrough on December 6, 2016.
Submitted to GameFAQs on December 6, 2016.
=============================================================================
9.0- Legal Section
=============================================================================
This FAQ may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited and a
violation of copyright.
This document should only appear on GameFAQs and Neoseeker, if you find this
FAQ on another website, please inform me about this by e-mail at
[email protected] .
This document is Copyright 2016 Jose Laflamme.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
=============================================================================
10.0- Credits/Thanks/Other Stuff
=============================================================================
-Thanks to Joni for writing the Alien Syndrome FAQ from which the format for
my first FAQ was derived.
-Thanks to the game and its producers, Novotrade and Sega for making the game.
-If you think anything is missing in this document then please e-mail me about
it with the heading "Ecco Dolphin F/W contribution". I'll give you credit, of
course. However, if you don't want your name mentioned then I'll just put
"anonymous contributor" in place of your name.
-If you're gonna e-mail me any comments (good or bad) or questions about this
document, then have the heading be "Ecco Dolphin F/W C/Q".
=============================================================================
11.0- Conclusion/Donations
=============================================================================
I do hope that you’ve enjoyed reading and using this FAQ to get you through
the game. I did my best to make it as informative and precise as possible, all
the while striving to keep it entertaining. However, I cannot deny that
preparing a document of this magnitude is quite a task. Therefore, here is
something that I’ve seen in some other FAQs.
Below is an email address for people who wish to make a donation to further my
efforts in drafting future FAQs. For everyone who used this FAQ, thank-you for
trusting my work and don’t be shy about giving me any feedback.
Paypal address:
[email protected]
THE FUN NEVER, EVER STOPS.
=====================