Ecco the Dolphin Sega GameGear Version - 1.0 By Okuraorca Foreward Ecco the Dolphin was one of the first games I ever owned on the Sega GameGear, so its only fitting that the first FAQ I ever write be based on this game. In ways, I found this version of the game a little more enjoyable than the Genesis version (though the PC version of Ecco is by far the best version of them all), as certain levels that frustrate people (IE - The Machine and The Tube) were more fun than frustration and a few of the music tracks (even with the awful GameGear sound card) were a bit more interesting to listen to than the Genesis songs. Even today, I sometimes drag out the old GameGear to play this game, (Something that doesn't happen with the old Sonic games, I assure you...) and I enjoy the mix of action and puzzle in the game, that makes the Ecco series so unquie. I was a bit amazed to have found no walkthrough for the game, due to the tough nature of the puzzles (block ones in particular). So I decided to be the first to write a FAQ. Contents 1 - Story 2 - Controls 3 - Game Items 4 - Block Puzzles 5 - Enemy Listing 6 - Walkthrough 7 - Level Codes 8 - Cheats 9 - FAQ 10- Copyright 1 - Story Ecco was a bottlenosed dolphin, who lived happily with his pod (family), playing under the waves. To him, life was an adventure; and he did not intend to miss a bit of it. Upon his forehead, five star marking shone in the sunlight, forming the star sign of Delphineus upon his head. One day, in the bay his pod called home, a fierce storm struck. But it was unlike any other storm the young singer had ever seen before. Rather than winds blowing, they sucked towards the vastness of space. Every living creature of Ecco's home bay, bar himself was swept away into the sky. Confused and frightened at what had just happened, Ecco left the safety of the bay to sought out answers and help to free his family. 2 - Controls The Sega GameGear has four buttons, a d-pad, 1 and 2 buttons and a Start button. All of these buttons are used in order to play the game. There is no pause on this version of the game. If you must leave it for a few minutes, enter the sonar map. Move Ecco - D-Pad. Up will send Ecco upwards, left towards the left, etc... Ecco will swim slowly when you use these. Combine with the B button in order to move faster. Charge - A button. This is Ecco's main attack. Charging speeds you up past your top speed for a few seconds as you ram things. Ramming most enemies will kill them, but some require more than a ram to be defeated. Using it at the surface can also allow you to jump higher than you normally would. Speed Up - 2 button. This will allow Ecco to move faster as he swims. Hitting enemies while using this only allows you to get hit. Swim round in circles, hitting this button in order to build up speed for high jumps. Sonar - Start button. This will fire a wave of sonar out in the direction you are facing. Use this to talk to other dolphins, orcas, etc... and to the crystal glyphs. Once you have earnt the Jellyfish song, you can also use it to attack. But the most useful use of the sonar is the map. Hold down the Start key and the wave will return to you and a map of the surrounding area will appear. This can help find air, shells and solve block puzzles. 3 - Game items No game is complete without power-ups to obtain. And Ecco has a few unqiue power-ups to be earnt. Small Fish - These are quite common. Charge them to regain health. Air-Pockets/Surface - Poke your head out of these to refill air bar. Shells/Sponges - Sonar these to get a bubble that refills both your air and health to full. Statues - Sonar these to access shortcuts or refill health and air. Glyphs - There are three types of glyphs in the game; Hint glyphs, Key glyphs and blocker glyphs. Each has a different property. Hint glyphs will give you a hint on how to solve the level if you sonar it. Key glyphs are yellow and give you a 'key-song' when you touch it which you use on the blocker glyphs, which block access until you obtain the key-song to pass. 4 - Block Puzzles In practically every level, there is a block puzzle that must be solved before you are able to progress. Often, it will be between you and the exit or perhaps the key glyph. Spikes often also need to be destroyed before you are able to progress as they block your path. To destroy the spikes, simply push the blocks over them. The most dangerous thing about the block puzzles however, is the fact that you must trap in a fish that is extremely nasty if you mess up and try to shoot past it's den. If the fish comes after you, you are most likely dead, but sometimes he will give up the chase after a few seconds and you'll live. However, the cost at starting the level again is not worth the risk. I've done my best to explain how these puzzles are solved, but it's almost impossible to describe the enviroment. It's best if you first scope out the area and then read through the walkthrough for guidance. One major important note about the puzzles is in you should mess up. Whenever you enter the puzzle, you'll hear a 'ping' sound. This sound means the blocks have reset themselves (but the spikes you destroy remain gone). To reset the blocks, leave the general area of the puzzle and then re-enter it. If you hear the 'ping' you'll know you are fine. To let you know when the puzzle is complete, you hear a 'ching' sound. DO NOT ever assume you have completed a puzzle until you hear this sound or else you will be in trouble. 5 - Enemy Listing Jellyfish - These are everywhere and zap your health if you touch them. They simply swim upwards without a care. A simple charge or the Jellyfish song when you earn it defeats them. Blowfish - These appear from time to time and are quite quick to attack. Charging them rids you of them. Jellyfish song works too. Crabs - There are many types of crab, all nasty. The smaller ones are harder to hit, while the larger ones are more annoying. Sonar them with the Jellyfish song or charge them. Octopus - This guy is large and in charge. It is impossible to destroy him, so you must just pass him. Slow right down and swim slowly. If you swim too fast, he'll strike you backwards and zap alot of health. Sharks - Not too much to be said here. These only appear in Open Ocean, but they make up the level's challenge. Charging rids you of them, but avoidance is a much safer idea altogether. Stingray - These are rare and require two hits of either charge or sonar to kill. They swim straight at you slowly, so you'll always see them coming. Crystals - These appear in Atlantis, attempting to impale you. They move either horizontally or vertically and a charge destroys them. Troliobites - I'm not very good at spelling, so forgive me if I spelt it wrong. These are annoying. They are quick and hunt you down. Sonar them or charge them before they get too close. Seahorse - Three charges in the gut will kill this weakling in Dark Water. It doesn't even move to attack, but the babies will hurt you. Vortex - These are a pain. In the Machine and the Vortex, they relentlessly track you down. Sonar them once to knock off their body, again to destroy the head, which will still come after you to attack. DO NOT let a Vortex touch you. If they touch you longer than 2 seconds you will be dead. 6 - Walkthrough Home Bay This is identical to the one on the Genesis/Mega Drive version of the game. Two stone blocks on the right hand wall bar you from accessing the open seas. Build up speed by swimming in circles hitting the speed up button and let it rip (add a charge for extra height if you need it) at the surface. If you jump high enough, the storm will kick in and abduct all other life but you. At this point, the blocks are wrenched out and you can leave from this gap on the right wall. Medusa Bay Songs of an orca are heard from the small maze of caverns. At the start, you are confinded to a dinky little pool with one other dolphin, a few jellyfish (medusa) and fish. Jump the small island to the right and dive straight down, following the left wall down. You will soon come to a cave leading left. Go into it and swim up, there's an air-pocket and an island. Leap over the island into the next area. There is another island to leap, but ignore it, it's a red herring. Instead, swim down the gap in the floor, and when the path splits, down again. As you go down the second corridor, you should hear a 'Ping' sound. This is important to solving the block puzzles (See the section on the block puzzles). To solve this puzzle, swim down, past the stone block on your left and underneath the platform it sits on. You'll appear on the other side of the block. Push it to the right and go back the way you got behind it (underneath the platform). Then push the block to destroy the spikes. Once you get into the open chamber however, do not stop pushing until you trap the fish on the other side, (You can tell he's trapped by the 'Ching' noise) then, you may explore. An orca in this chamber (how'd he get in here anyway?) tells you to search for Big Blue and the Key Glyph (the yellow crystal just above the trapped fish) will give you the key-song to exit the level. Fill your lungs and head all the way back to the ocean's surface. Follow the surface to the right wall, jumping an island, and follow the far right hand wall down. You will come to a glyph blocking the exit. Seeing you have the key-song (If not, you've got a bit of back-tracking to do), just sonar it and it'll float away and you can exit the level. Undercaves A deep maze of caverns with no surface to the dry side. Songs of the sea sing of great danger in this place. A key glyph is behind you. Touch it to get the song and swim to your left, sonaring the blocking glyph as you go past. Swim down, underneath the next section as the top has an unpassable current. You have to do this stage a little more quickly than the last, as air is scarce here. Charge the spiked shells to pass and as soon as you can, swim straight up (there is a hint glyph a little more to the left. It reads 'Some stars can eat through stone') and keep going up until you hit the roof. Then, swim to the right; you'll notice three starfish rotating in a circle, remember these. Once you hit the right wall, swim down and into the first cave you see. When the path goes up, so do you to refill your lungs with air, but another prize awaits at the top of this air-pocket... the key-glyph. Build up speed as you swim from the bottom to the surface, you may wish to add a charge as well, but it's optional. Once you get the key song from the glyph, leave this cave and swim down a little more, hugging the right wall and you'll see another cave. But this one is blocked off by stone blocks. Go back and get the starfish, pushing them with your sonar until they hit the stone blocks. The starfish will destroy the blocks and you can proceed. A blocking glyph bars the way (now aren't you glad you got that key-song beforehand?). Swim down the hole in the floor straight after the glyph, the right only leads to another hint glyph ('Swim slowly pass eight arms'). This is yet another block puzzle. Push the block to the left, over the first gap. If the block falls down this gap, you're stuck, so swim out until you hear the 'ping' noise and return to restart. Once over the gap, *carefully* nudge the block off the edge. If you shove it, you need to restart. If the block is far enough to the right, you'll be able to push it, destroying the spikes and trapping the fish again. Swim upwards and refill your air supply in the air pocket. Swimming to the right again, you'll see a split. Go up, swimming slowly past the octopus and into the next chamber. The key-glyph is at the far left end of this corridor, get it and return to the split, this time going down. Knock the blocking glyph out of the way and you'll pass *another* blocking glyph over the finish. Swim to the left and you'll encounter another orca that'll tell you to go north to find Big Blue. The key-glyph is behind him, touch it and return to the blocking glyph, knock it away and you're finished! *Whew* Ridge Water Giant cracks in the ocean floor have strong upward currents of warm water. To pass Ridge Water, one must have great knowledge of the sea. Again, you start in a small pool, leap the island to your right and into the larger area. Here a dolphin explains that her pod is lost below. Saving them reaps rewards, so it's worth the effort. And besides, they're on the way to the finish as well. After talking to this dolphin, dive down and you'll find a hole in the floor nearby. Keep swimming down, slowly past the octopus, until you reach a wall of sharp shells. Instead of breaking them, take the pathway on the right above them. Here's one of the two lost dolphins. Talk to the dolphin and then swim in front of it to get it to follow you. It may take a little time, but there's an airpocket above you. Return it to the first one and she'll give you the jelly-fish song. This destroys jelly-fish, but also some other creatures, ie - blowfish, trolibites. As soon as you get the song, return to where the spiked shells are, but again, ignore them and go to the left. This leads to a split. Go down and you'll arrive in a large circlar area with a large platform in the middle. On the bottom right is an orca, but she only tells you a hint on how to do the block puzzle ahead. The block puzzle is through the corridor on the middle left side. This puzzle is a little tougher than the last, but still, you can handle it. Swim to the bottom, past the blocks and underneath the platform with the block on the right. Push the block into the middle gap (the one you just swam down) and then return to the bottom and push it so it sits underneath the far end of the left platform with the block. Push the other block so as it lands onto the top of the first block and push them both slowly to block in that blasted fish again. The key glyph sits directly above the fish's cave, with an air pocket. Swim up the vertical corridor, ducking into the *second* passage on your right. Here's the other missing dolphin. Get him to follow you and keep going up. You'll arrive at the surface on the far left of the level. Swim down to get past the first island in a small cave under the island, but the next two require you to jump. Return the last dolphin to the original dolphin and you'll be given a song to confuse the sharks. Too bad the sharks are in only one level and the next one is it. Oh, and the song also has NO EFFECT! Oh well, you did a good deed nonetheless, swim to the right wall, go down and here's the blocking glyph with the exit. Hope you remembered the key glyph or you've got a lot more adventuring to do here. For the rest of you, onwards to... Open Ocean The open ocean is cold and dangerous Do I really need to explain this? Oh well, the shark song you picked up has no effect, so don't worry about using it. Just keep swimming rightwards... Swimming in a zig-zag pattern will help you avoid most sharks. The sharks are rather slow at climbing upwards, but they dive like falcons. Any below you are no problem unless they are very close. Ones above you are trouble. Keep hammering the speed up key and swim in a zig-zag and you should be fine. If you don't waste time, you shouldn't need to breathe, but if you do surface, you are likely to take a hit. Also, a simple charge with kill a shark, but simply charging through the level leaves you more open for attack than anything else. You have be warned... Cold Water Quiet songs of wisdom sing about the hard water called ice. The Big Blue is near... From the start, you have no access to the surface, so you must be quick. Swim to the left and then down. Keep going downwards for now. If you go fast, the crabs will not be a problem. In the last part going down, cubes of ice are moving from side to side. Getting caught means restarting the level as you are crushed into oblivion. After the moving cubes, at the end of this corridor, it splits. Keep going up and you'll find a gap in the ice where you can breathe as well as access the rest of the level by sliding on the ice. Leap to the left for now, that's where the key-glyph is. A crab resides in this new pool, dispose of him before trying for the glyph. An island of ice sits in the centre of this pool's surface, the key glyph on top of this. Make the jump right and you'll get the key-song. Now, head back to the right, bypassing the pool you started ice sliding from, into the next one on the right. In this new pool, air is *extremely* scarce, so you must be VERY quick, first go to the right, then down. You'll hit the blocking glyph, knock it out of the way quickly. Avoid the crushing blocks swiftly and continue down until you hit the block puzzle. You get only one chance at this until your air goes kaput, so listen up. Push the block on the right off the right edge of it's platform (Two blocks, two platforms again) and follow it down. Once it hits the bottom, shove all the way to the left until it falls into a crack on the ground. Then return and get the left block, pushing it off the left edge of it's platform and then shove it all the way to block in that blasted fish again. Hurry straight up until you hit the roof, follow it left and you'll hit an air-pocket to refill your dying lungs. From here, swim around the island and down and there he is... Big Blue. The whale tells you that he doesn't know about the storm, but he does tell you to seek out the Asterite in the Deep Water zone. The key-glyph is at the back of the chamber, near his tail. After obtaining the key-song, return the way you came (careful not to get caught by those blocks. To die now would be a real pain in the ...), use the key-song to knock away the glyph and return, sliding along the ice all the way to the far left, obtaining the first key-glyph you got, then slide all the way to the far right. Swim downwards, using the key-song on the glyph and continue down until you see a passage to the right, guarded by a crab. Kill the crab if you must, but just get into that corridor, 'cause it's the exit. Open Ocean - Revisited This is no different from before, except in the fact that you are now going from right to left this time. If you're still having trouble with this level, how you got to the second is beyond me, but see the same strategy as the first version of the level above. Deep Water Ancient breath-less passages run so deep that no songs of this place have yet been sung. Start this level by leaping the island to your right and going straight down. Air is quite scarce here, so you have to do this at a pretty fast pace. Race down the vertical tube and take the first right you come to. There are a bunch of jellyfish, so the song from Ridge Water certainly helps. This leads to yet another vertical tube, with the exit going left. Follow this and you'll encounter three holes below you. The first houses a large crab, the second is empty, but the third has a shell. Refill your health and air here. Swim a little more to the left and then straight down another long, vertical tube. When it widens out, you'll be in an area with a couple of large crabs. The path to the right is just a dead end. The first hole (directly below the tube you just came down) houses a crab, while the far left also has a crab, but a shell as well. The second hole leads even futher down the level, take this one after using the shell. Follow it straight down, don't take any other pathways other than down. At one point, spikes poke out of the walls, navigate around them safely and continue down. After hitting the sea floor, shoot as fast as you can rightwards (unless you need air, in which case there's an air-pocket just to your left) and you'll arrive in a chamber with the impressive Asterite. It'll agree to help you, but first, you must get the missing globe of it's entity. And unfortunatly, it lost the globe 55 million years ago! Once it's finished talking, exit the way you came. (Through the final horizontal corridor. You don't have to do the entire level again... thank goodness) The City of Forever Into Atlantis, the puzzles take a serious climb upwards. However, there are a few sneaky shortcuts one may take... I'll tell you of these little sneaky hints only, as it's not worth playing the rest of the level. If you must do so, you can figure out the rest of the level alone. It's way too much of a hassle to play the whole of the level. From the start, head to the right. Ignore the glyphs on this bottom section, they only tell you part of the story of Atlantis. The moving crystals however hurt you, charge to get rid of them. When you see the crystal moving from side to side along the top, take that passage. This passage splits four ways, the left is the usual path through the level, so ignore it. Straight up leads to a *seemingly* dead end. The right leads to a statue, that, when sonared, allows you to access the secret shortcut that is straight upwards from the split, the seemingly dead end. This shortcut takes you right outside the block puzzle for this level. The puzzles from here get rather hard to explain, so I'll try my best but no promises. Start by going beneath the first block (the left) and up between the platforms the two blocks are on. Shove the second block (the right) off the right hand edge of the platform, then push it left, into the hole. Follow it down until it hits the bottom, then push it to the left, destroying the spikes, get on the other side and push it back, so it sits directly below the tube that you followed it down. Return to the top and push the left block off the right edge of it's platform. Return around and push it into the hole where the other block is waiting. Follow it down, so they land on each other and then backtrack, using the second route to the bottom and push it against the current. Follow the pathway up, but as soon as you can go right, take that pathway, or else you'll be back at the start of the block puzzle. Follow this passageway until you pass a statue that is above you. Sonar it to open the shortcut directly in front of you on the left. You can now swim straight through the wall. Jump over the small steps that reach the surface in this airpocket and continue along the set path until you reach some chains (you will pass a glyph, but the Asterite uses it just to say good luck). Charge the chains and enter the next chamber. Here, you must use the glyph to power up the time machine ahead. Once you recieve the glyph's message, go up to the two dishes on either side of you. Simply sonar one of them and it's off to the Jurassic Park Aquarium... just kidding... Origin Beach Fifty five million years before all this ever happened and it's just made part of the future. A dolphin in the past, hmm? Not good. Anyway, if you want to chat to Ecco's ancestors, they are in a small area to the right from the start. It looks a little different from the sea bed, fossils and such like. Sonar the floor and they'll talk to you, just like in the Genesis version. But, to get on with the level, behind you, to the left of the start is a glyph. It'll give you a song to call a pteranodon to help you over the large wall. Just sonar in the air and the prehistoric bird will rush to you. Once the pteranodon drops you, go straight down and to the right when possible after the first split. This'll lead you to the key-glyph. From here, go up a little and to the left, which shall lead you to the block puzzle. This puzzle is a little tricker however, not to mention risker. Skip the block next to the sponge thing that acts as a shell, but use the one beneath it. Push this block off it's platform to the left, backtrack and continue to push it off the edge. Now is the risky part, you have to go near the fish's grotto, but if you go too close, it'll attack. Push the block right just enough to destroy all the spikes underneath the large platform, then push it back out, under the edge of the platform, so the next block will fall on it. Return for the first block and push it into play. You have to go back around, behind the block that is in place and push it onto that block from behind. Then, go back round and *slowly* push it, because it drops a little and if you push too fast, they come apart and fishy attacks. If you solve this, go upwards and use the key-song you picked up earlier to cast aside the blocker glyph. Go straight down from and follow the path until you reach a three way split. The route to the left is to the key-glyph, centre is a dead end, while the right leads to the finish. Get the key-song, take the right hand path, knock away the blocker glyph and finish the level. Dark Water Dark water contains many dangers. This level is a little tougher though. Start by diving and going underneath the first island to your right, but then you have to jump the next. Once here, I'd hate to tell you this, but it's a little maze. Even I don't really pay much attention to where I'm going, but if you pass a blocker glyph, you're on the right track. When you reach the bottom, head left and you should see the key-glyph. Get it and return to the blocker glyph. Seeing as you're no doubt short on health and air, go up after the glyph and you'll find one of those sponges that help you out. After the sponge, backtrack and go down to get the key-glyph before the block puzzle. As you go down, you'll encounter a large sea-horse. Three charges will kill it, but you will get hit, so don't try to be a hero. After you kill the seahorse, go up. That's where the key-glyph is, and down is a dead end (there are a lot in this level). Return to the block puzzle, refilling you're air and such like before you shift blocks about. This ones a real brainteaser, but here goes... First, there are the top and bottom blocks this time. Push the bottom block to the right, just enough so you can get behind the top block and still be able to push the bottom block back afterwards. Now push the top block to the left, it'll go over the gap. And then return around to continue pushing it to the left. Once it goes down the hole, go down one of the other tunnels and push it again to the left. Once it falls down this gap, follow it and push it near the edge, but not off it! Return for the bottom block now. Push it to the left and into the hole the top block went over. Go around and push it to the right slowly so it destroys the spikes, but isn't over the edge. If it's teetering on the edge or falls, go and restart, but the spikes will be gone. Go around and push the block into the hole, then push in the next one to create the usual two block tower and go all the way around to push it from behind and trap that nasty fish. Swim up, using the key-song to cast the blocker glyph aside and you'll see the Asterite. However, this time you need to attack it. Hit three globes of the same color with a charge in order to defeat it and return to your time. Deep Water - Revisited This time, the only difference is that you must herd the Asterite's globe back to him. Other than that, this level is identical to last time. But, for a handy shortcut, send the globe through any of those extremely small passages you happen to see. To herd the globe, sonar it in the direction you want to go. It sinks with time and cannot go out of the water. Just remember the rule that 'The globe can go where the dolphin cannot and the dolphin can go where the globe cannot.' If it gets stuck, sonar it into a wall or something and it should bounce back out to you. If you need air or health, you can leave it alone. It won't go back to the start or anything unless you die. Once you get it the Asterite, he'll give you the powers you need and tells you to use the time machine again to return before the storm and be taken with your pod. The City of Forever - Revisited This is exactly the same as last time, except for the block puzzle, which I shall detail below. As this is the final block puzzle, you can expect something really brainteasing. Start by swimming down the gap, ignoring the top block, use the bottom block, shoving it into the hole on the right. Use the other tunnels to get to the blocks left side and push it to the next gap on the right, destroying more spikes. This part requires a little skill however, let the block fall, but do not follow it. Instead, get underneath it, swim up the tube until you can see it falling and shoot down the tube and to the right, so you can push it leftwards into another gap. Get to the bottom layer where the block is now and push it to the left to destroy the spikes, but not all the way so you can't retrive the block. Get behind this block and push it to the right so it sits just underneath the last tube before the current (the second block drops down this one at the end, but you need the room to squeeze between this block and the wall) and return to the top for the other block. Push this block off to the right gap and then to the right gap again after it lands. You must go around and squeeze between the block that is in place and the wall and appear on the second block's right. Push it left, only enough to rid yourself of the last spikes and return to the left side of the block, push it on top of the other block through it's gap on the right and then shove both into the current to pass. (I would also like to point out that in this level, you still need to breathe, even with the Asterite's power and that the time machine requires you to still use the glyph before it in order to fuction) Home Bay Welcome back before the game ever started... isn't this time travel just twisting your mind about? Any way, this is just like before, leap high in the air to proceed. But this time... you are taken with the others and the real enemy shall finally challenge you. The Tube This level has the screen continualy scrolling upwards and you must keep up. Walls of grey attempt to hold you back, which will kill you, so avoid them altogether. I've also encountered enemies, but these don't always appear. I've played this level many times before without any enemies. If you should see anything moving towards you, sonar it and if it's a foe, it'll be destroyed. All in all, this level is reasonably easy and as it's got random cycles, I can't give an accurate walkthrough of this level. The Machine Now this is tougher. Just like in the Genesis/Mega Drive version, this level is completely random scrolling. If you get jammed between a wall and the screen, you die and must restart the level. Memory, quick reflexes and trial and error are the skills you require for conquering this level, although a quick sonar will certainly help dispose of the Vortex drones that attack you. Sonaring them once knocks off their body, but the head will still come after you. Sonar it again to get rid of it for good. Once the screen stops scrolling, there should be a tube going down. That's the exit. (If enough people request it, I may try to make an accurate walkthrough of which direction to go where. If you want it, email the contact details below) The Vortex Here is the final battle. A few little bonus' that the Genesis/Mega Drive version doesn't have that this does is that your health refills with time and if you should die, you don't need to restart at the Machine. But, the Vortex Queen her-self is a bitter disappointment in reguards to the one in Genesis/Mega Drive, for this one doesn't attack. Rather, she sits there, taking the punishment you dish her out. Really, the only threat are the Vortex drones, but they are easily taken care of. Sonar each eye a few times and it'll pop out and you then take care of the other eye. Afterwards, start ramming her jaw. Four charges will knock it out, but it'll regrow twice. Once it doesn't grow back, sit back and enjoy the ending sequence (personally, I found the Asterite more of a boss than her! 7: Level Passwords At the start of the game, you begin in a cave. Heading right, takes you to the start of the game. Heading left takes you to the password screen. Passwords allow you to access another level instantly... Medusa Bay : UOBVV Undercaves : WNVKC Ridge Water : USDNF Open Ocean : KOGME Cold Water : WCSYF Open Ocean 2 : SOWMG Deep Water : OOOAH City of Forever : KWGYI Origin Beach : YUJOW Dark Water : COOSK Deep Water 2 : CCSKL City of Forever 2 : EEMSS The Tube : GGGKO The Machine : CWGWP The Vortex Queen : IMQSS 8: Cheats Debug Menu You can get to the Debug Menu from anywhere in the game. To activate it press START to active the sonar map. Then press the following buttons: RIGHT, 1, 2, 1, 2, DOWN, 2, UP. You will be in a menu where you can select any level, get Invincibility, play music and a lot more! (Credit to www.cavernsofhope.com for this) 9. FAQ Got any questions? Email me with them, and I'll post them here... Q: Is this the same game as the Genesis? A: Yes, with changes to many levels. The GameGear wasn't as powerful as the Genesis, but this game proves to be almost as great as the Genesis version. Personally, I like this a bit more, with a little more catchy music and slightly less challenging gameplay than the Genesis (Truth is, Ecco games are VERY tough to play usually). But other than cut levels, downsized levels and graphics and a different soundtrack, it IS the same game... Q: What is the deal with the Shark song? A: No idea. The shark song has no effect, so you can flag getting it if you must. However, both dolphins are on the way to finishing the level, so why not save them anyway? Q: What challenge is there in playing as a dolphin? A: If there wasn't challenge, why is this FAQ so long? Q: I heard there is a Master System version of the game? Is it true? A: Indeed. That is true. Q: Will you write a FAQ for it? A: No. The Master System version is identical to this game. The only differences are the keys... Button 1 : Sonar Button 2 : Swim Fast Button 1+2 : Charge Other than that, the game is exactly the same. Q: Where can I download this game? A: Not telling. Roms are illegal. Q: What's the deal with Ecco's 'ancestors' you mentioned? A: In the Genesis version there were two hidden glyphs, that replied with the same messages. Dolphins and whales evolved (if you believe in evolution) from land based mammals that took to the sea and eventually evolved into what we know them as now. In the Genesis version (and maybe this version, I never bothered to check) a dolphin in the Home Bay asks Ecco, "If we live in the sea, why do we breathe air?" This was to explain Ecco's ancestors entering the sea to live because of Ecco... History lesson over. (Information here credited to www.cavernsofhope.com) Q: Is there a sequel to this game on GameGear? A: Yes. Ecco - The Tides of Time. Q: Will you write a walkthrough for that? A: Perhaps. That game was awful compared to this in my opinion however. Tides of Time on Genesis was a hundred times better. Q: Is it on Master System too? A: No. Q: Will there be an Ecco 3? A: Who knows really? Defender of the Future on Dreamcast and PS2 is NOT Ecco 3. Rather, it is a totally different game with the Ecco license on it. None of the events in this game apply to it. Ed Annunziata, the creator of Ecco keeps his ideas to himself, in case he will ever get to make the game someday, though he does not work with the owners of Ecco anymore... Q: How many Ecco games are there? A: A few. Several different versions of each one really... *Ecco the Dolphin* Genesis/Mega Drive Mega CD/Sega CD GameGear Master System Sega PC *Ecco - The Tides of Time* Genesis/Mega Drive Mega CD/Sega CD GameGear *Ecco Jr.* Genesis/Mega Drive *Ecco Pocket Adventure* Handheld Game *Ecco - Defender of the Future* Dreamcast PlayStation 2 Q: What is your favourite Ecco game? A: Probably Ecco PC. It had the movies from the Tides of Time game on Mega CD, and an AWESOME soundtrack by Spencer Nilsen. Plus the graphics were from Tides of Time, in the game of Ecco 1... Q: I heard rumors of an Ecco soundtrack... A: Ecco - Songs of Time. VERY rare and hard to find soundtrack, with the music from the Sega CD games by Spencer Nilsen... Q: Do you have a copy? A: You bet I do! 10 - Copyright This FAQ is copyrighted to Okuraorca, 2005. The following sites may host it without any issues: www.cavernsofhope.com www.gamefaqs.com If you wish to host this FAQ, email me at... ultimaclone@hotmail.com Make sure to put 'Ecco GG FAQ' in the title, or the message will be deleted along with other spam. Ecco the Dolphin is copyrighted to SEGA.