Send Skip Hide. Message Sent. After all these years, it's still a better monster movie than ninety percent of horror flicks made within the last decade or two. Jaws, the game, however does kind of stink especially since it's based off of Jaws 4: The Revenge, which sucked too. And it's also made by LJN who, if they aren't famous for making lousy Nintendo titles, should be. But I digress; this isn't a review, it's a walkthrough, so on with the show.
You're a diver in a beautiful, tropical getaway. Your days are filled with sunsets and pina coladas and life is swell until a large, hungry great white shark decides to make the waters off your lovely paradise his new home.
Yes, it's JAWS. Armed with a spear gun and a boat that can fire cannonballs?! As you putz around the islands, your boat will occasionally collide with something. This is your cue to don your scuba gear and hop into the water to check things out. Water comes in two flavors; deep and shallow. If you're hit near the coastline, odds are you'll be dumped into a shallow pool, where as anywhere else puts you into the deep ocean.
Personally, I prefer the deep since it gives you more room to move around and out of the way of the creatures that are trying to kill you. When submerged, you're equipped with a spear gun to take down the denizens of the deep. Dispatching creatures nets you points and certain prizes that will help in your quest to rid the world of this fishy menace. Crab - 30 pts. These look like crabs and will try to scuttle off the screen when they are dropped. Not only are they worth points, but they also increase your diver's speed.
Shell - 30 pts. Used as money at the two docks, mostly for buying higher power levels. You have to buy each power level in order, so you're going to be doing a lot of sailing back and forth.
If you try to pull into a dock without the requisite number of shells, you'll hear a buzzer and get the message, "Not Enough Conch Shells". Power level 9 is your maximum power level. You can buy an extra strobe for every ten shells after you max out your power. Starfish - pts. The entire point of starfish is points. Why exactly points are kind of important in this game is explained below. Bonus Scene Every so often, you'll get to play a bonus level where you drop cannonballs out of an airplane at jellyfish huh?
The jellyfish will swim onto the screen in groups of five while your plane zips back and forth overhead. In the bonus game, the jellies are worth, 50, 50, , , and points respectively, and every 3 hits nets you a shell when you're done. Bonus scenes occur after your first two dives, and then every three dives after.
Mini-Sub - The mini-sub will appear somewhere random on the map at every 30, points. The sub is more nimble than your diver is, and it is also armed with torpedoes and cannonballs for more damage. If hit while in the sub, you go back to your normal status as a scuba diver. You can only own one sub at a time i. Your Boat - During most encounters, you'll drop immediately into the briny blue.
When you're attacked by Jaws however, you get a brief opportunity to lob cannonballs from your boat at him. This little bonus can add some nice extra damage and ends whenever Jaws or anything else touches your yacht.
Touching anything that swims spells instant death. Every time you die you lose half your shells, your crab-speed bonus, the receiver, and your power decreases by one level. Here are the enemies you'll meet in the briny blue all four of them. Things that take more than one hit are worth 10 points a pop. Jaws - 10 pts. Jaws is easily recognizable, as he's about twice the size of anything else in the deep.
Though large, he's slow and rather easy to avoid. You can spot this great oaf from the over world map by looking for his dorsal fin. Jaws also can and will swim unexpectedly into a normal sea encounter.
Jellyfish - 50 pts. These stupid things are probably the most dangerous creatures in the game. They float upwards, from the bottom of the ocean to the surface. The more jellyfish you hit, the more conch shells you will be awarded with at the end. Hopefully by the time that you reach the second port, you have already collected five conch shells.
Now sail into shore look at the geography page for exactly where. Congratulations, you have acquired the receiver to track Jaws! There's no use for it since you can see the shark's massive dorsal fin in the water when your sail boat comes close to him. Regardless, you have have the thing now, and you have also lost your five conch shells.
For reasons not explained, merchants in this game use conch shells as their currency. Now that you've gotten your nifty new pointless toy, it's time for some more conch shell collecting. The next step is not required; you may wish to skip it.
Optional After scene after scene of swimming and spearing, you will eventually possess 20 conch shells in your inventory. Make your way into the second port again, and a mini-sub should appear somewhere on the map. The mini-sub is the coolest thing in the game, so make sure that you hop aboard it. Now in underwater stages, you can become a deranged Captain Nemo and fire missiles and drop bombs.
Plus, if you are hit, instead of losing a life and having to start over, you will simply return to your original diver form. It's time to level up so that you can face Jaws. You can comfortably defeat him at Power Level 4 or 5, or you can max out at 9 to easily turn the shark into seafood.
When you have three conch shells in your possession after receiving the receiver, sail back to the first port to raise your Power Level to 2. To reach the next level, you will need five more conch shells, but you cannot go back to the same port again; you will have to alternate between the two ports in order to raise your Power Level.
While you are searching for more conch shells at the higher Power Levels, you might think that the game is becoming harder. That's very perceptive of you. Schools of small sharks, up to five at a time, will dart from both sides of the screen, and jellyfish can show up in greater numbers, too. There are also the rare incidents of rays swimming twice the normal speed. My one advice is to stay away from shallow water near land!
It's never good to have two hungry small sharks coming at you, with jellyfish floating nearby, when you have little-to-no room. Now, come back through the cave this will force the game to reload this area again and go back to the Tutorial 6 swirl. By reloading this area again, it normally clears up the bug. After you receive the Tutorial 6 message, you need to swim back out through the cave to continue your walkthrough. You can then kill the divers or continue South, if you wish.
You will approach an area where the rock formations appear to close in but you can fit through the narrow area directly in front of you, just swim closer to the surface. When you enter the next section, another prompt will explain that green markers on your sonar indicate "Points of Interest. Directly ahead you will see the next Tutorial marker.
After destroying the cage, you will see a cut scene of the diver being eaten and a device falls into the water and lands on a ledge slightly to the South- west.
If you pay attention to your sonar you will notice the new red circle main objective , which is to indicate that you should destroy the device a non-mobile form of the Seaseeker , even though it is not directly spelled out for you. Go ahead and destroy the Seaseeker as you see fit so that your hunger does not continue to drop and then go eat something to restore your health, if necessary.
Don't proceed into the newly opened cave, just yet. Now it's time to head through the cave and into the second half of the tutorial. As you enter the new section, you will be facing South and directly ahead will be your next Tutorial marker. These are the swimmers that the tip is referring you to attack. As you approach the swimmers, the tutorial will give you on screen instructions to perform specific attack moves that you are supposed to attempt. This is not a direct test or requirement, but the game's way of showing you some basic moves.
However, if you fail to per- form the moves accurately or quickly enough, you may encounter one of the game's minor design bugs. If you successfully pull off each of the four suggested attack moves, the red circles that indicate your next main objective will immediately re- locate to your Southeast.
If however, all the remaining dots move in the direction of the beach, this indicates that the swimmers have escaped and you will have no way to perform the rest of the attacks. The bug is that the game does not generate the next set of red circles to lead you to your next objective if you do not complete all the attack moves or, if the swimmers all escape.
If you completed the four different moves and the red circles reappeared behind you to the Southeast, then head towards them until you can see the final Tutorial marker. On the other hand, if you were unlucky and the swimmers escaped, turn towards the South and just follow the wall on your left side until you reach the next Tutorial marker. Since there is nothing extremely dangerous in this area, I would suggest finding the remaining collectibles in this area before you destroy the piers and finish the tutorial stage.
True you could always return after you unlock the Open Ocean, but they are easy to get to, and you are already here, also, the points you earn will help you upgrade your abilities sooner. So, follow the pier and swim East under the boat, and to the last set of pier supports.
If you look carefully in center between the middle supports of the pier, that dark object is a "Body Bag" worth 3, points. Each Rare Item is worth. If you get stuck, don't panic, just use a Charge Attack or repeatedly bite one of the wooden sup- ports until you can break free, but only break what you need to get loose. There are still two more items to pick up before you finish this level. After you collect the Body Bag, turn North and swim forward until you see a large rock "tower"-like formation sticking out of the water.
For the last item, proceed away from the tower by following the South trench back to where you found the Body Bag. Now turn slightly Northeast and you will be lined up with a boat. Now, you can return to the piers and destroy them. Attack the wooden supports of the piers with whatever moves you want. The Charge Attack is easiest, but then several Bite attacks will also take out the pier supports.
Once you've destroyed enough of the supports under any one of the piers, it will collapse, and you will be given the next task to destroy the rubber rafts.
There are still two piers and some dock sections that you can but do not have to destroy, if you want to collect more points for your ability upgrades. Charge and Bite attacks are both functional, just be careful, because the men on the rafts are armed with rifles this time and can do more damage if you hang around the surface too much.
The red circles main objectives indicate which boats you HAVE to destroy but you can earn additional up- grade points for any other boats that you do destroy. You will need to destroy 4 rafts. After you destroy the final rubber raft, the game will go to a cut scene. Here you will see Michael Brody arrive in a large boat, the "Aurora II", in response to a distress call. You immediately charge his vessel and manage to take a crewman right off the deck, only to be captured minutes later At the conclusion of this level, the game will give you a message about being able to buy ability upgrades.
Due to a game glitch, sometimes if you try to buy your upgrades at this time, they will not be updated when you start the next level. The good news is that you will NOT loose the points that you attempt to spent on your upgrades. This is a minor bug. If you don't have your new upgrades, just re-buy them at this time.
Just make sure to pay attention to the required buttons used to buy your ability upgrades. If you, like I did the first time I played, automatically assume "X" accepts your choice, you will exit out of the purchase screen, and need to buy your upgrades later. One final note on upgrades, once you have completed Level 1, you can buy Ability Upgrades at anytime, as long as you have the required points to pay for them.
You do not have to wait for the beginning or end of a level. Just make sure to do a game save so that you will still have your upgrades in case of a game crash or you die. You will also have access to this area later in Open Ocean Mode. You can now also buy Ability Upgrades at any time as long as you have the necessary points. Game Completion: All Items found and Level completed you'll earn: 5.
Mayor Vaughn and Michael Brody are arguing about their newest addition Brody says he can keep you in a research tank, but does not want you moved to a showroom tank. As the scene closes you will see a scientist walk onto a platform and use an ID Card to lower a gate and lock you into the research tank area If not, or if you chose not to try and buy them at the end of Story Mission 1, now would be a good time to upgrade your abilities. Then you can begin the level with at least one new attack and some improvement in your abilities.
For more information on what attacks can be unlocked and how, check section III. As you begin this section, you will get hungry very soon, which will "eat", no pun intended, into your health so, you should try and eat one of the fish found at the bottom of this tank in order to reduce your hunger.
Also, there are several caged areas to your left and right sides as you face the Northeast. The center cage on each side has a diver with a spear gun inside of it.
To preserve your safety, you should try to kill the divers first, even though this is not a requirement. It will make it easier for you to get the ID Card without getting killed. Initially, the divers won't actively attack you until you attack one of them, but they will also attack as soon as you begin to attack any nearby humans.
Destroy the side of the cages with your Headbutt Charge attack. You don't need to, but you can also destroy all the remaining sides of each cage, which will increase your points. Always remember destruction of property gains you more points. Plus, if you destroy all the cage sides, it will make it a little more easy for you to maneuver around.
Shortly, you will be instructed to grab a scientist and drag him to a Card Reader. To get the ID Card, you need to try and grab one of the scientists from around the edges of the tank. Re- member, you can't break the glass window in the Southwest so, these are not the scientists that you are trying to catch. Catch a scientist by using your "L1" button to help you leap from the water and then press and hold the "R1" to bite and grab hold of your intended scientist.
Once you hit "R1," keep holding it, so you can keep the scientist in your mouth. Now, while still holding the scientist with "R1," swim to one of the Card Readers located at the Southwest end of the tank on either the left or right side. If you are having trouble seeing the scientists, press the "TRIANGLE" button to turn on your "Shark Vision," which will help them stand out from the background with a glowing green outline.
Once you get close enough to either Card Reader, a klaxon horn will sound as the security gate is raised. Now quickly swim to the Northeast and exit the research tank.
If you take too long, the gate will re-close and you will have to grab another scientist and try again. Until you get out of the gate, you could just keep holding the scientist that you already have.
If you don't make it out in time, then you only need to swim back to the Card Reader with the scientist still in your possession, instead of having to recapture another scientist. You've exited from the research tank and now you are probably being shot at by the guards who patrol the walkways around the indoor show-pool that you've just escaped into.
If you quickly swim across the room and get under the large, heavy, indoor pier or platform to the Northeast, as soon as you enter this area, you stand a chance of not being hit or even shot. You need to decide if you want to get the hidden License Plate in this mini area now, or come back and get it later, once you've gained access to the Open Ocean.
Because I like tension and challenge, I chose to get it while I was already here. If you choose to come back later, just read my Open Ocean Notes at the end of this level walkthrough. Your primary goal escape , lies to the Northeast, but we're going to get the hidden License Plate, first. So, from underneath the heavy pier, turn to the Northwest slightly left and look near the surface of the water.
You will see a small narrow canal or channel; quickly swim through this canal, and into the next small room. Stay deep and swim clockwise around the bottom of this round room and you will less likely be shot. On some occasions, there will be a guard that will follow you into this room from a catwalk that surrounds the pool. You can then quickly exit from the canal that you came in through and now focus on getting out of this area.
If you are feeling particularly vicious or would like an interesting challenge, with well executed jump attacks, it is possible to grab the guards from the surrounding walkways as they attempt to shoot at you. Be careful however, because it is very easy to get caught on the walkway when you jump out of the water and you will die if you can't get return to the water fast enough.
Just repeatedly Charge Attack until the glass gives way. Repeat this approach for the glass on the other side of the new room that you break into. Another short cut scene shows the glass shattering as you and all the water from this tank spill out from this room and fall into the larger main showroom aquarium tank below. This particular area research tank, and indoor show-pool is now no longer accessible. The main showroom tank offers you a lot of options.
The are a number of destructible gazebo-like islands and some bridges on the surface, if you don't mind the risk of being shot. Careful jump attacks can again allow you to catch the guards who are firing on you and if your lucky, they may even fall into the tank or try to swim across the water to escape your wrath. If you take some risks, you can earn quite a few upgrade points for trashing the place. All of this of course, is extra. Your primary goal is still to escape.
In addition to the armed men on the surface, there are also some new dangers for you to contend with. White Tip and Hammerhead sharks also share the artificial coral reef inside the tank with you. While the Hammerheads are larger, I found the White Tip sharks to be more dangerous because they are a lot more aggressive and move relatively fast, despite their smaller size. I normally try to kill all the sharks I see so that they don't become a problem, but that's not really a necessity, just a pre- caution.
They do make a good food supply to replenish your health if you would decide to attack the surface, but when you're damaged and bleeding from the gunshots above, the other sharks are drawn to your blood and pain and will tend to gang up on you.
Therefore, I would kill them, and prey on the smaller fish in the aquarium if I needed a health boost. There is one License Plate in this tank, and if you choose not to find it now, just check my Open Ocean Notes at the end of this level. Whether you choose to kill sharks, people, or destroy the surface items is up to you, I'm just going to lead you to the License Plate and out of this area for now.
From where you start this area, turn to the East and you will see two large painted concrete supports. As you swim around, be careful of the diver who is in the tank with you, other sharks and the men who are still capable of shooting at you from the island areas above the water. After you get the License Plate, just approach the underwater walkway that runs through the glass tube and Charge Attack it, like the glass from the last section.
You can attack the glass tube at any location, it does not have to be the exact location of the red "Main Objective" indicator on your sonar. Once you break the glass tube open you will see another short scene where people caught inside the tube try to run as the water rushes in and you swim by into another area of the aquarium, and into the second half of this level.
In this part of the aquarium, your recent activity has released some very dangerous piranhas, who will very quickly and easily turn you into a dead shark if you're not cautious. Your choice is simple, either fight or flee. If you don't keep moving, you will most definitely die, because they will attack and try to kill you, even if you don't attack them.
The Charge Attack can be very useful because it gives you a burst of speed to move out of danger, but it also appears to stun the school of piranhas so, you can take a bite. Just keep charging and biting until you thin their numbers and kill them. Once they are dead, you are relatively safe.
Also, if you need health after killing and eating the piranhas, the guy from the cut scene of the tube being flooded should be swimming in the tank with you, as long as he didn't escape or already get killed. Again, just for points, you can destroy the glass fronts of all of the wall tanks. However, you can't seem to break the cylinder shaped tanks.
Just be aware, that by breaking the additional wall tanks, you will also be releasing some more piranhas, but you know how to handle them now. Fight or flee, whatever you chose, the way out is relatively simple.
From the doorway where you entered this part of the aquarium, swim North past the cylinder tank that will be your right side, and then turn East right. After you swim east past the cylinder tank, look to the North left , and you will see an exit covered by debris. Just keep Charge attacking the junk on the exit until it is clear, and then swim on through the doorway.
This small area includes a few small fish that may attack you, but they are no where near as dangerous as the piranhas were. You're only goal is to once again find the exit, but you can still break the glass wall tanks to earn some more upgrade points, if you wish. To get out, swim past the four cylinder tanks and go behind the wall par- tition that you find directly past them to the Northeast.
Charge Attack the double-door exit and as soon as it's destroyed, you will see another cut scene showing a huge wall of water pouring out from the side of the aquarium as you are washed into the outdoor dolphin pool complex, and into the final area of this level.
The outdoor dolphin tank consists of 4 pools, each separated by a wall that has a set of bars that can be broken with your Charge Attack.
As you travel from pool to pool in a counter-clockwise direction, you will en- counter slightly stronger enemies until you reach your first stage boss in the final pool Pool 4. The first pool Pool 1 just has some harmless fish which can be eaten to restore your health if you are damaged or hungry.
If you purchased an upgrade earlier, this is also a good area to practice your Body Bomb move, just don't accidently enter the pool to your South Pool 4 or you'll be- gin your encounter with the level boss early.
Also, you can check your point totals to see if you can add any extra ability upgrades to help you. As you advance from pool to pool, you may also be able to grab spectators from the crowd, that either get too close to the edge or just happen to fall into the water with you.
Okay, the next pool Pool 2 , traveling counter-clockwise can be entered by Charge Attacking the bars in the square shaped grill, which is located in the wall to the East, that separates this tank from the next. Dolphins which are natural enemies of sharks, are also in among this series of outdoor pools and will sometimes leap into your pool and attack you, so be on guard. Alone, they aren't too dangerous, but their rapid, repeated attacks can add damage to your health bar quickly. In this new pool, you will encounter several seals which are not really powerful, but they do provide a good meal.
I like to remove any creature which could be any threat, however small. If left alive, they could try to attack you or be- come an unwanted distraction during your boss fight ahead. So, I would re- commend eliminating the any dolphins and seals that occupy this tank. After you remove the seals and or dolphins, or when you're ready to con- tinue, head to the Eastern wall of this pool and bust through the bars, like before, to gain access to Pool 3.
If they didn't come over the wall earlier, there should be three dolphins in this tank. Dolphins can cause more damage than the seals, and should be delt with because, they will de- finitely get in your way when you least expect it. The final pool, Pool 4 is entered through the Southwest wall of Pool 3, by once more, smashing through the bars. This final pool has two dolphins and an Orca, also known as a Killer Whale.
There are also two collectible items in this final pool, as well. If you complete the fight with the Orca before you grab the collectibles, you will have to revisit this area later. If you win the fight, the game will take over with a new cut scene and the level will automatically end. Before you enter this last pool, you can break the grill just enough to make a small hole, and at least one of the two dolphins might try to come through to attack you. This way you have less to worry about during your confrontation with the whale.
You could also choose to break right through, and jump into the fight, right away. You can try to grab these items as you swim around the edges of the pool, while you are fighting the Orca, or you can just return for them later from Open Ocean.
The other method is a lot more aggressive but can end the fight much quicker. For either attack strategy, you need to try and stay behind the Orca. If you loose him while chasing him or after a failed attack, do your best to get behind him again, as soon as possible.
I have not ever had a success- ful head on attack against him, and the results are usually not pretty for JAWS, if the Orca gets a hold of him, instead of the other way around. So, for the long method, just keep swimming behind the Orca and use your standard Bite attack when in range.
You can attack the tail, or try for the sides towards his rear, but if you choose to attack his sides, he can and does sometimes dodge or change direction suddenly, followed by a power- ful counter-attack. Keep attacking from the rear with your Bite and this will do a small amount of damage with each successful bite, but you will usually not get in harm's way, as easily. When successful, this attack stuns the Orca with the Charge, and does a fair amount of damage with the following Bite, and sometimes, I can even get a second Bite off before the stun wears off.
It takes some practice, but it's not hard once you get used to it. It also is very effective when returning to do the Side Challenge for this area. Mayor Vaughn assures reporters that there is no danger to the public, and that everything possible is being done. Brody backs him up by claiming that The Shark, will be easily tracked and recaptured by his Aurora II research vessel. The scene and level concludes with Steven Shaw claiming that his men are on alert for The Shark, and that Brody better find it first, if he wants it alive You now also have access to Open Ocean Free Play ability.
Please note that if you missed any items during the Story Mission, they will be relocated into Dolphin Pool 1 when you return. This will earn: 2. The Mayor believes that the Amity Shark Tournament being held on the next day, will lead to The Shark being captured before anything else happens You now find yourself inside South Beach Cove.
There is a low tide so once you've entered this area, you cannot retreat and must complete this level before you can leave. The first objective is to find a way through the underwater netting that is blocking your progress to the East. Now, back to the netting. On the North and South end of the netting you will find a Seaseeker, which should be eliminated, but be careful not to hit the net because it is electrified and will hurt you.
Hitting the net will also trigger an alarm and alert the people in the cove to your presence. Once you have destroyed both Seaseekers, you should notice the power junction box on each pole at opposite ends of the netting. Use your Bite and Hold maneuver to grab each pole and pull them away from the net. If you do this successfully, you will disconnect the power from the net and be able to break through undetected.
I find it easier to swim parallel to the net when I try to grab the poles, this way I am less likely hit the net with the pole or swim into it myself and trigger the alarm. If you DO NOT set off the alarm, you can then tear through the netting by using your charge attack, and you will receive the instructions to "Sneak up on the swimmers," or if you DO SET OFF the alarm, the Party-goers will be alerted and you will be told to kill as many swimmers as you can before they can get to shore.
If you can kill the swimmers without being detected or letting any make it to shore, you will not get the objective to "Destroy the Party-goers' boats. Among the party boats you will also encounter a new adversary, heavier style Police boats with armed officers who will shoot at you.
If you keep moving and try to use stronger attacks like Charge Attack or charged Tail Whip, you should be able to take the boats out without too much trouble. If your health gets low, just turn on "Shark Vision" and grab something to eat, or grab a person off a boat; just stay deep and keep moving. When all the party boats are destroyed you will see a small cut scene, or if you kill all the swimmers without being detected, you will get the same cut scene a little sooner.
A truck with some men drives up onto a bridge and they begin dropping barrels into the cove. Then, the men then shoot the barrels and they explode. You will be shown a refinery draining toxic waste into the water, and you are then told to destroy The Refinery. At this time, it would be a good idea to start grabbing your collectibles from this area, because once you destroy The Refinery, this level will be over.
As you conduct your search, or follow this walkthrough, just be careful of boats with armed men and watch out for the exploding barrels when you get close to the bridge area. There are also a few Seaseekers around so just keep alert. Assuming you did not grab them as you saw them, follow these steps to get all of your remaining items from this level. Return to the netting in the West end where you began this level. If you didn't destroy it yet, there will be a Seaseeker in this area.
Now return to the sunken row-boat. Head toward the East and approach the shore. You should now head in the direction of the green "Point of Interest. In addition to the exploding barrels, there will be a Seaseeker near the base of the bridge, as well as some very irritated sharks.
Be alert, because of the tight space it can be diffi- cult to maneuver JAWS and for some reason the other sharks seem to attack inside this area, even after destroying the nearby Seaseeker. JAWS's size makes it hard to attack or defend yourself while in this alcove. If you forget to take out the Seaseeker first, then the shark attacks will be more intense.
For the last item, continue along the shore as before, keeping the shoreline on your right and you will come to the toxic runoff from The Refinery. Avoid the spotlight or the guard in the tower, and the guard on the dock will shoot at you. You will find a Human Skeleton 3, points at the base of the pier. Now, with everything collected from this level, you can destroy The Re- finery and get out of here. I would first kill the guard on the dock while you are here, so he won't bother you later.
It is very difficult, but with a perfect Charge Attack jump, it is possible to sometimes knock the other guard out of the tower, but I've only pulled this off like 3 out of 9 tries. Being able to do this is most likely related to where you've added your upgrade points. As I was working on this guide, I did a lot of test- ing and did not really pay attention to what upgrades I had bought each time I went through the level.
If you want some destruction points, you can bust up the pier, docks, and nearby boat. Next comes the fun part What you need to do, is wait for one set of barrels to ex- plode, then quickly swim up and use your Bite and Hold press and hold "R1" to grab one of the unexploded barrels. Make sure to hold "R1" so you don't loose the barrel, and take it back to the toxic runoff from The Re- finery. Try to avoid the spotlight if you didn't get the man in the tower, swim up to the runoff pipe and use "L2" to throw the barrel at the pipe.
When done correctly, the barrel will ignite and a chain reaction will de- stroy The Refinery. If you miss, go back for another barrel and keep try- ing until The Refinery is toast. As you attempt this, it is possible that more rafts or Police boats may appear As the Refinery explodes, the tide rises and you swim off into the night as another level ends On the map it is labeled as South Beach Cove.
Any missed items can still be found at their original location from Story Mission 3, but when you return it will be daylight instead of nighttime. A tugboat pushes an unstable barge into a harbor as barrels of toxic waste fall overboard. Later, we see two fishermen on a pier discussing what all the searchlights are for.
After all, they have the right bait, and a big enough net This level begins with poor visibility as large fishing vessels troll back and forth trying to catch you in their nets. There are also large baited hooks hoping to tempt your appetite. Seaseekers, and to make matters worse, barrels of toxic waste are scattered around as well, and getting too close to either will not be good for you. If you look at the toxic chemicals leaking out of the barrels, it should be obvious Keep Away from cloudy area near the barrels.
I find that the most difficult part of this area is a lack of anything that is safe to eat. If you take damage here, there is no way to restore your health. As always, since Seaseekers cause your hunger bar to drop more rapidly, eliminate them with haste when you spot them. They are also now armed with semi-powerful missiles that can do more damage, so try to stay to the side or behind them when attack- ing to preserve as much health as possible.
If you can avoid the dangers, this level is not too difficult, and can be completed in a very short amount of time. Then you can attack the people who fall overboard as a source of food. On testing, I destroyed all the boats before I entered the "inner" harbor area, but you could probably leave them here, and return from the "inner" harbor if you need to replenish your health.
Just make sure you have enough health to attack the boat. Also, in the "inner" harbor, I do not believe you can sink the Coast Guard boats, I repeatedly attacked one with strong, upgraded attacks, and it did not even move or show any signs of damage when I attacked it.
The first thing you need to do is find a way into the harbor, what I refer to as the "inner" harbor because it's inside of a large concrete walled area. You can work on that as you gather a few collectibles that are in the area outside of the "inner" harbor, first.
To begin, swim to the Southwest until you come to a row of glowing white marker buoys which actually indicate the edge of this level area. When you reach the white markers, turn to your left so that the markers are on your right-hand side.
Staying near the bottom, and to the left of the markers, follow along until you reach a rock wall and then keep to the left as you continue to follow the wall.
You will eventually come to a Pirate Ship 3, points. I've noticed that when I approach the Pirate Ship, it usually appears to be near the surface of the water, but when I turn to grab it, it is actually on the bottom of the harbor. Now turn East and you should see a cable attached to an electrical box. Destroy the box, and a cut scene will show a guard tower explode with a shower of sparks as it is short circuited.
This reduces the number of spotlights that you will have to avoid. It is likely you will run into a Seaseeker in this are so be prepared to fight, if it appears. Go East a little further, and you will come to another electric cable. Follow this cable to the Southwest and destroy the electrical box, just like before, to put out another guard tower.
You are now at the entrance to the "inner" harbor area, but the main gate is still closed. Look to the Northwest and you should find one last cable and another electrical box, you should know what to do, just be careful of the large fishing nets as the boats pass through this area.
Just a note, if you haven't already realized it, each of the electrical boxes you de- stroyed was represented by one of the green "Point Of Interest" marks on your sonar display. After another shower of sparks, the harbor gate is now opened, and your next objective is to destroy the Toxic Barge. Inside this area there are at least 3 Seaseekers armed with missiles, and a lot more searchlights to avoid.
Getting spotted by a light will almost certainly be deadly, because the Seaseekers will find you very fast, and there is still no safe food to eat, so you cannot restore any lost health.
Hopefully you've added at least 1 upgrade to your "Hunger" before this level, or by now, your pro- bably close to losing "Health. Travel along the wall further and you will eventually come to a large pipe going through an underwater fence. After you get the Plate, enter the pipe and swim through. When the pipe ends, just as you pass through the fence, there is usually a Seaseeker to the left, but once you've destroyed it, you want to resume your travel along the wall to the West.
Reverse direction, following back the way you came along the same wall and you will come to a blue explosive barrel underneath of another barge. You need to take this barrel using your Bite and Hold technique, and then throw it onto the deck of Toxic Barge. It will take two direct hits to destroy the barge and complete your objective and this level. If you need more barrels, just Headbutt Charge Attack the barge where you got the first barrel.
It is indicated as a "Point of Interest" on your sonar, just in case you get lost. Aim for the large tanks at the end of the Toxic Barge and after two good hits the barge will explode in a ball of flames, followed by a cut scene showing you weaving your way through the hail of explosions as you escape once more into the night. All unfound items will be in the same location as in the Story Mission. Next, some divers near shark cages are seen diving near the wreckage of an old sunken submarine.
Finally, a small shipyard Avril Bay with Coast Guard Boats, a large underwater fan, and another view of the oil platforms is shown as the level begins and you find yourself in the middle of a very deep bay. There are several threats to your safety in this new level. Dolphins will seem to constantly appear out of nowhere and will attack you when you are near.
Even though they are not the biggest threat in this new area, the dolphins can still issue a fair amount of damage if you don't stay alert to their presence. There are also divers armed with spear guns, which can also cause quite a bit of damage if you stay in their range or let them keep shooting at you, instead eliminating them. On the corners of the oil platforms are automatic guns that follow the beams from the searchlights, and are extremely accurate.
One final noteworthy new enemy you will en- counter as you explore this level, is a very large and powerful Coast Guard Cutter, which will follow you wherever you go until you find a way to stop it. Unlike any other enemy you've encountered so far, the Coast Guard ship is impervious to your physical attacks alone, so it needs to be delt with in a different manner. The first objective given to you as this new level begins, is to destroy the oil platforms there are three in all.
This level consists of two main areas, the open bay, where the oil platforms are, and the old ship- yard. You should swim towards the green "Point of Interest" to the North, which is actually the sunken sub seen in the opening cut scene of this level. Needless to say, the shark cages and divers must go. There are two divers inside two shark cages and a boat on the surface. If you attack one of the divers, the other one will sometimes escape, and the boat will disappear.
I assume he decided to split before he became the next meal. If this happens, you will loose the opportunity to gain points from destroying their boat. Therefore, if you intend to kill the divers, take out the boat first, and there won't be an easy escape for either one. The sunken submarine will be your "home base" as you stage your attacks on each of the three oil rigs.
From the center section of the wreckage, the three oil platforms lie generally to the Northwest, West, and to the South- east. Look in between the center section and the tail located to the South of the sub, and you can see some torpedoes scattered on the ocean floor. These will be very helpful in destroying those oil platforms, and that pesky Coast Guard Cutter.
Be aware, that dolphins seem to concentrate around the sub, and also near the oil rigs. It's like they are trying to try to protect the humans. Stupid mammals. So, it's now time sink a ship. Swim down and grab one of the torpedoes by using your Bite and Hold Tap and hold "R1" move, then surface to look for the Coast Guard. Usually, if you just swim in a large circle in any direction, you should find it without any problem or it will just find you.
While still holding the torpedo, try to approach the ship from either side this will give you a larger target to aim at , and use "L2" to launch it at the boat. Return to the sub, rearm yourself and repeat. It should take three hits, and this Coast Guard vessel will be no more. When you are carrying out your torpedo attacks against the Coast Guard, be sure to avoid the oil platforms red circles on your sonar because the guards on the oil rigs will shoot the torpedo you are holding and the results won't be good.
With the Coast Guard out of the way, you can begin your attacks on the oil platforms. It does not matter what order you attack the platforms, but there are 3 basic steps that should be followed with each one. First, on each corner on the platforms, there are searchlights which must be put out before you try to bring a torpedo to the platform. Second, not actually necessary but helpful, is to eliminate any divers who are in the water around the platforms.
Their spear guns won't detonate the torpedo, but they still cause damage when they repeatedly shoot you. The third and final step is to actually attack and destroy the platform. You can use the torpedoes from the sunken sub, or in the open water you can also find small canisters sometimes indicated as a "Point of Interest" that will explode when thrown with force at the oil rigs.
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