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FAQ/Walkthrough by plushieleona

Version: 0.85 | Updated: 08/23/03



Version 0.85 of this walkthrough may only be posted on: 

No part of this walkthrough may be reproduced in any shape or form in any place 
or site without my permission.

Copyright Leona (P. Chin)
Email: leona_1513@hotmail.com
Version 0.85
Update made November 11, 2003
Original version published August 23, 2003.



Version History
Non-Player Characters
Environmental Hazards
Basic Types of Levels
Fishy Facts
About the DVD


Okay, this is my very first time making a walkthrough.  I'm creating this 
because this game has a few too many frustrating spots.  It's mainly due to the
fact that in some levels, you're given a task but no real direction as to how 
to work some of the mechanisms.


I wrote this guide based on the PS2 version, so there may be a few minor 
The controls work the same way, but the buttons for the PS2, GameCube, X-Box,
& PC are obviously different.  That is why I list the actions and not the 
button names.

If you plan on contacting me, title the subject with having to do with the game
or I will likely delete the email under the assumption that it is spam.

Judging from the amount of email I've been receiving lately, I'm beginning to
wonder if I'm the only fan who has wrote a walkthrough...

Fans, also note that FINDING NEMO the movie is finally out despite the many
release date changes.  (It was to come out on November 30, which is exactly
six months after the movie arrived in theatres.)
My recommendation: Get the DVD version.  It's got loads of extras!
I picked up mine on the first day.  Scroll to the bottom of this walkthrough
for some movie info.


0.5 - At the moment, this walkthrough will be the bare bones of the game or
else it would take much longer for me to write this. FINDING NEMO contains a 
ton of "side quests" that are not necessary in finishing the game, but only 
add to the overall experience.  I'll be adding these extra things later.
Date: August 23, 2003

0.7 - Added the Bonus levels and more text.  I may or may not add the 
"side quests" at a later date.
Aug. 25, 2003

0.75 - Added a few comments.
Sep. 2, 2003

0.76 - Comment about the movie.
Sep. 9, 2003

0.80 - Added FAQ, Fishy Facts and Table of Contents.
Sep. 16, 2003

0.81 - Corrections and thank yous.
Oct. 12, 2003

0.85 - Movie is finally out and I'm struggling to catch up after some computer
problems.  I'm also in the process of creating some walkthroughs on totally
different games.  That's a lot of writing, typing, and maybe 50 hours of 
November 11, 2003


BUBBLE - Swim into it and it will trap the closest enemy.  At which point
you only have about 3 seconds to pop it before the enemy breaks loose.  A
BUBBLE will reform within 5 seconds.

BUBBLE TRAIL - These usually consist of 5 bubbles.  As long as you swim into
them in order, they will form a single bubble.  Now it works like a BUBBLE. If
you miss any, you won't get your bubble.  I find these take a bit longer to
reform than a normal BUBBLE.

KRILL - These little blue guys who resemble shrimp are your fish's absolute 
best friends!  KRILL will protect your fish from being hit, which, usually ends
the game instantly.  Once you're hit, some of the KRILL will swim away.  SOME
can mean as much as 6 KRILL.  I think it depends on what kind of enemy damaged
your fish...  KRILL are often found amongst SHELLS.

LUXOBALL - Sometimes, you'll find this item.  Have your fish bounce it and put
it through the BLUE BUBBLE RINGS.  You'll have the most control if you can
balance it on your fish's snout.  
*Note - This ball will pop if it hits any sharp objects.

PEBBLES - Located in each level.  Coloured red, blue, and green, you must
carry them to their matching colour platforms.  Do it for all three and you'll

SEA ANEMONE (a-neh-muh-nee) - In the game, they are blue, finger-like objects
that give Nemo and Marlin invincibility for approximately 10 sec.  Swim into
them and your Clown Fish emerges spinning.

SHELLS - These colourful objects only give you points.  Strangely, score 
doesn't unlock anything in this game...

STARFISH - Completing each "side quest" awards you with a STARFISH.  Their 
purpose is to unlock bonus items in the menu.  By earning at least one STARFISH
per LEVEL, you can unlock the bonus level.  By beating the bonus you'll receive
another STARFISH. Collect all the STARFISH of each level lets you view special 
items.  Collecting the game's load of STARFISH unlocks a special level.


BLUE RINGS - Only for the LUXOBALL.  These are the rings you put the ball

BUBBLE RINGS - These are more of green colour than the manual pictures.  They 
give you a little bit of speed after you swim through them.  These rings are 
what you swim through for a STARFISH.

RED RINGS - Red of course and rarer.  They give a boost of speed, but never 

SHELL RINGS - By swimming through their centers, you can collect all their 
shells at once.  Found only on "chase/race" levels.

SPEED RINGS - Yellow rings.  They are often left behind by the lead fish in 
"chase" levels to give you speed.  Unfortunately, they only last for a few 


Nemo - The little star!  His right fin is small, therefore weaker, so he swims
in an unbalanced fashion sometimes.
NEMO'S ABILITIES - is small enough to swim through certain spaces
- can only move light objects

Marlin - Nemo's father.  He worries a lot about his son.  He has a reason, but 
that is explained in only the movie.  Nemo and Marlin are Clownfish.  Real 
Clownfish have been known to live harmoniously with Sea Anemonies.  Normally,
anemonies sting animals, but Clownfish can live in them.  While housing in them
Clownfish are protected and receive free food by picking off the scraps.
MARLIN'S ABILITIES - medium-sized and is usually in Dory's company
- can activate switches by Darting
- can't move heavy objects

Dory - She's fast and strong, but suffers from short-term memory loss.  After
running into Marlin (literally!), the 2 form an amazing team.  They don't
mention it but Dory is a Surgeon Fish, and closely modeled after the real 
DORY'S ABILITIES - large-sized and faster
- is strong enough to knock rocks and heavy objects over
- can't activate most switches

*Note: All fish can Dart and carry pebbles
To switch fish, swim close enough to the other fish and a magenta '?' will
appear.  Press DART and you will take the role of the other fish.


Bruce - You can't miss this big guy.  He seems to be modeled and named after
the mechanical sharks used in the JAWS films... which are altogether named
Bruce.  Usual Great Whites don't get that stout-looking.

Anchor - The Hammerhead shark friend of Bruce.

Chum - The Mako shark that hangs around Bruce.  He has a fish hook stuck
through one of his nostrils.

Sheldon - The seahorse who's got H20 intolerance.

Ted - One of the school fish.  He introduces himself as being obnoxious.
He's yellow-coloured.

Pearl - The little pink octopus.  She hangs around Ted and Sheldon.

Mr. Ray - A gentle giant.  This ray is friendly, cheerful, loves to
sing, and strongly into knowledge.

Crush - The old turtle who roams the East Australian Current.

Squirt - One of the baby turtles.

The Tank Gang

Bloat - The puffer fish who's got inflation troubles. (one of my faves!)

Gill - This guy seems to be an old veteran.  His scars are from landing on 
dental tools during one of his escape plans.

**Jacques - The cleaning-obsessed French Cleaning Shrimp.

Peach - The starfish.  She is almost always found clinging to the side of the

Bubbles - The yellow fish who loves bubbles.

Gurgle - The purple and yellow Royal Grandma who is often filled with anxiety.

**Deb - The dark blue and white fish who thinks she's got a sister named Flo, who is
actually her reflection.

** Thanks to pika55 and Luigi Estavillo for the corrections.


Clams - They jump up and snap at you and are one of the most common enemies.

Eels - I find most of these green guys swimming around in pairs.  
Even through they are only swimming around a lot, they'll shock your fish if
you get too close.

Electric Eels - Found only in level 3.  You'll recognize them by their blue
glow of electricity from a distance.

Hermit Crabs - These guys jump up and snap their pincers at you.

Puffer Fish - I dub thee Bloat's evil relatives!  If you know Bloat, these fish
function the same way, except they can hurt you.  They usually inflate, float,
and sink in the same pattern.

Sea Urchins - These purple things will show off their spines every 3 seconds or
so.  Time it so you won't get stung.

Spiny Sea Slugs - Very similar to the Urchins, except... these guys float in 
the water.  Use the same strategy.

Squishes - You'll only see these mini jellyfishes during the bouncing levels.
If you're within 3 bouncy objects, chances are that a Squishy will come towards
you.  Stay away from them if you value your fish.


I figure I should point this out.  These are things that will hurt you but are
unique in their own sense because they aren't free moving, like most other

Currents - Not really an enemy. However, they are a nightmare when you're in a
tight spot and/or trying to move through certain areas.  Some you can swim
against.  Some will sweep you clean away.

Gas - Some places have dark clouds of gas emerging from holes.  Swim around the
clouds or your fish will be coughing its gills out.

Holes - Sometimes they release harmless bubbles.  But the other half of the
time it's gas.  Gas here is bad.

Mines - These come in a chained form.  Don't go touching them or you'll be 
blasted to the start of the level.

Pipes - These things spew out fire, heat, steam, and other gaseous dangers.  
Most of them are small and you should recognize them, but some may be part of 
a larger piece of piping.  When you see a pipe projecting out, don't go peeking
in the nozzle.  It just might toast your fish.

Snapping Eels - They live in a hole in the background, but that doesn't mean
they can't bite you.

Spikes and Pointy things - Plenty of these in the game and disguised in
multiple forms.  Common sense is they all hurt.

Tentacles - Found only in the Minefield level.  These "wave" from their hole in
an attempt to grab your fish.  Luckily, they don't have much of a reach.


Sidescrolling - As the name says, you move side to side and/or up or down to

Teamwork - With this form of level, sometimes you may have more than one 
fish to control.  DART at the opposite fish to switch over.

Away - You move forward by swimming away from the camera.

Towards - You move forward by swimming towards the screen.

The latter 2 are commonplace for what I call "race or chase" levels.  Usually,
there's a picture of your fish and another fish to show your distances.  90%
of the time, you'll want to hold down the SPEED UP button.  One, your fish go
faster.  Two, sometimes speed is the only way to pass to pass the level.
Three, DARTING is not as efficient and really starts to hurt the thumb.

Race - You are competing against other fish in moving through the level.
The first few race levels are only about finishing.  Stages much later require
you to come in 1st place to pass the level.

Chase - You will follow a target.  This target will always be in the lead.
If you fall too far behind, it's game over.  Your fish will also have coloured
exclamation points (!) pop up.  Green means you're beginning to fall behind.
Yellow means you should hurry.  Red is when you are really close to losing 
track of the target fish.

Chased - Almost like Chase, except YOU will be pursued by a fish or enemy.
Throughout this type of level, you must stay ahead of the target or lose.  By
chance the enemy decides to grab or bite you, a red "!" will appear.  You have
only a second to dodge or it's over.

Phew.  On to the walkthrough!
LEVEL 1 -- "Going to School"

This is as easy as levels will ever get.  Swim through the 3 greenish bubble 
rings and then to Marlin.  If you don't, Marlin doesn't sound too happy...

Ah, the first chase level.  Get used to it; there are A LOT of these... only
tougher.  Try to follow Marlin closely by swimming through the rings, and 
holding down the speed up button.  Once that's over, he'll introduce you to 
some new tricks.  Now you'll run into Ted and Sheldon, who have lost their 
friend, Pearl.  Swim forward and you will come to an obstacle.  Ignore Marlin's
discouragement and swim down into the caves.  Go around and you'll find Pearl.
Have her follow you back to the others.  She'll drop a pearl.  Pick it up and
set it in the giant oyster.  You're free to move on, until you come to a bunch
of rocks.  Dart into them.

Here comes a race.  Placement doesn't matter, but first awards you with a
STARFISH.  There are no dangers so hold down speed up the whole time.  Once the
race is done, beat the pair of clams and the level is over.

BONUS: You'll be playing with the Luxoball here, but it's easy.  There are 6
rings.  Right at the start, the ball will have fallen through the first ring.
Now bump the ball into the left ring and let it fall through the next couple.
Do the same thing for the rings on the right side.

LEVEL 2 -- "Field Trip"

From the start, collect some shells, then meet up with Marlin.  He will give
some much need tips, so listen up.  You can beat the clams by using the power
of the BUBBLES.  You're guaranteed to get shells.  You may or may not receive

Next part is a chase stage.  Follow Mr. Ray, who will drop yellow speed rings.
You need to swim through them or you'll fall far behind.  There are also
jumping Clams and Flounders to avoid.

Here comes the first Bouncing Level!  Get a feel for the bouncing because you
will be dependant on it later.  Hop to the end.  Here's another Chase level and
then you're back a sidescrolling place.  Play around in the tunnels and move

BONUS: This level takes a bit of luck.  Luck being whether or not the 
Squishes decide to follow you or ignore you.  2-3 Squishes are here.  It will
be all over if any of them touch you.  I jump on about 16 of the sponges then
go into a tunnel.  I only use the tunnels when I need to get around to the
opposite side or to avoid being trapped by Squishes.  You have to use your
own judgment for this place.  Listen for the sound made by the Squishes, so
you can make a quick getaway, like through a tunnel.  Whatever you do, don't 
get trapped between 2 or you've had it.  Sponges will turn from a dark brown
to a light brownish-orange colour after they've been bounced on.  
100 sponges altogether.

LEVEL 3 -- "The Drop Off"

Collect the KRILL as you see them.  Defeat the Hermit Crabs for KRILL, too.
Now dive into the anemone and use the temporary invincibility to help get pass
the Puffer Fish.  Lots of Puffer Fish dwell in this level, so be careful.  

Once through, watch the cinema.  Start swimming by the chain, while dodging
more Puffer Fish and Electric Eels.  Try to spot these things from a distance
because the current doesn't make it any easier to move.

Oh no!  The diver is right on your tail.  Speedily swim in the middle of the
screen so it's easier to get those Speed Rings.  As long as you're not too
slow, you can avoid his grabs.

BOMUS: A puzzle of Ted.  Unfortunately, I don't have a real answer to this
puzzle because I make too many moves.

LEVEL 4 -- "Mask Chase"

Nemo has been captured!  If you want him back, then you must help Marlin
survive future dangers.

Okay, this is Marlin's first level.  There isn't much of a difference between
his controls and Nemo's.  You have 90 seconds to get to end of this section
before the mask is lost.  In this level, you will always be swimming rightward
and downward.  Take out the first few enemies to get some KRILL.  Keep swimming
around and beware of the Snapping Eels.  Swim all the way to the right and 
you'll find yourself in another section.  This time it's 65 sec.  There are 
Hermit Crabs to get past.  Move on an you'll be swimming downwards.  Two Clams
will be right below you.  Take care of them or ignore them and let's keep a
move on.

Half way there!  75 seconds here.  Travel down and right.  As you head down,
there will be several Snapping Eels, Urchins on ledges, and some Sea Slugs.
None of these can be destroyed.  When you finally reach the bottom areas, kill
the Clams and Crabs the usual way, and make your way to the last section.

80 seconds here.  Swim right, then all the way down.  Again, be wary of 
Snapping Eels and the Urchins sitting on the ledges.  At the bottom, swim right
and you should eventually see a Puffer Fish.  Squeeze under this guy.  Avoid
a second Puffer and keep goin'.

A Chased Level.  Marlin tries to ask for help but gets caught in what resembles
rush hour traffic.  Swim fast while dodging the oncoming fish.  They'll usually
yell something before they pass you by.  It really helps to have KRILL here.
Hopefully, you still do.

BONUS: A mix and match game.  16 characters to match.  Character locations are
always random.  Speed doesn't really matter here, so take your time. ^_^

LEVEL 5 -- "Catch Dory"

Meet Dory.  She's strong, fast, and carefree... seeing as her memory tends to
disappear after only a few seconds.  This level is broken into 3 similiar 
parts.  The first part isn't too bad.  The second part involves some gas
emerging from holes in the ocean floor.  Marlin will choke if he runs into gas.
The third part is the most difficult.  Not only does Dory increase her speed,
but you'll have barrel obstacles and more gas to get past.  When you wind up
in a barrel, Dart to make it open.  You'll also notice some tunnels on the
sides.  Some of these lead forward.  Some go back.  I usually don't bother
with these because they slow me down.  If you want to enter them, hit the
Dart button when Marlin is close enough.

No matter which part you are in, basic conditions are the same: Swim through
as many Speed Rings as possible and tag Dory.  When that's over, meet your new

BONUS: Another fish puzzle.  I don't have a solution here either.  All I know
is the blue fish takes up most of the puzzle and small orange fish belongs at
the bottom left.

LEVEL 6 -- "Minefield"

"'Name's Bruce!"

Welcome to the land of explosions.

I hope you've gotten the hang of the chase because "Minefield" is all about the
shark chase. ^_^  Follow Bruce through the treacherous tunnels filled with gas
clouds and grabby Tentacles.  It may take a few tries, but you'll make it.

Made it?  Good.  Here's another Bouncing Level.  The only danger is... you'll 
be bouncing on MINES!!  As Bruce said, you can only bounce on each mine a 
maximum of 3 times.  The mine will change colours too.  So when it glows red,
you'll know it's gonna go BOOM!!!  Zig-zag left and right to find the correct
path out of the mines, which is way at the top.

Finally, you'll be behind Bruce again.  Squeeze between the mines, nab the 
Speed Rings, and watch the Currents.  These are the things that will probably
make your fishes go boom.  Once past the red water, you'll be in the tunnels
again.  Dodge the same gas traps and Tentacles, and you're clear.

BONUS: Ack!  You'll be tossing the Luxoball between MINES.  11 mines here and
each will explode whether it's Marlin or the ball that makes contact.  Right
above the start should be around 3-4 rings close to the mines.  Use the
currents on either side to help bring the ball to top.  From there, find a 
nearby ring.  There are a few more just below those.  Do the same for the
other side.

LEVEL 7 -- "Submarine"

Uh oh.  Looks like the scent of Dory's blood has knocked Bruce back to his old
habits.  Anchor and Chum try to restrain him as Dory and Marlin flee.  But the
big guy breaks loose.

Bruce is right behind you.  Make Marlin move fast, but do pay attention to Dory.
Every few seconds, a red ! will appear and she'll swim to one side.  Quickly
follow her lead to dodge Bruce's deadly bite.  I recommend not getting too
close to the left and right sides because there are gas leaks.

Now you're trapped in a room.  Snatch the KRILL.  Defeat the Hermit Crab for
more.  Watch the structures carefully because flame spews out from many of the
pipes.  Swim right, while maneuvering around the pipes.  Here you'll meet Eels.
These green fellows swim quite slowly and don't actually pursue you, but they
do hurt to touch.  Squeeze past them.  At the end, you'll see the locked door.
Go left, dodging the flame, around the pipes and Dart at that big green ball.
That is one of the many switches you'll see in this level.

Head out the door and you're back in front of Bruce.  This shark will be 
fish hungry for the remainder of this level.  Dodge his chomps like last time
and you'll be in another room again.

Follow the trail of Shells into the big pipe.  A single KRILL is hidden at the
very bottom of it.  In this section, you'll be trying to avoid Sea Slugs and
Eels.  Move down, beat the Crab for KRILL, and travel right.  DO NOT touch that
big mine.  It looks like the background, but it definitely is not.  Continue 
through the open doorway.

At the beginning of the oncoming "pipe maze", swim up to top of the screen, and
travel through the broken pipes.  Go right, down, around, then finally hit the
switch.  Doing this now will save you the backtracking work.  Get out of the
maze and swim rightward.  Watch for more gas and the 2 big mines.  Go through
the big pipe.  The last switch opened up a small path that leads to a 2nd
switch.  Hit it and get out that door.

Guess what?  It's the big guy again.  Luckily, this is the last time.  Repeat
as before and you'll find yourself in a small room.  This is the game's first
tile puzzle.  The solution to this is behind the door.  Unfortunately, I can't
walk you through this because I make too many moves.  Once you solve it, hit
the switch to the left and get outside.

BONUS: A race against Dory is here.  All you have to do is swim through the 
Red Rings to beat her.  The only things that can hurt Marlin are the gas
pipes at the sides.

LEVEL 8 -- "Hide and Seek"

This is one of my favourite levels! ^_^  I'll tell you the location for each
player of the Tank Gang.  You can decide the order of finding them.

Bubbles(?) - Grab the key hanging from the ship and unlock the treasure chest.

Bloat - Swim left of the big rock and search those things that look like
the familiar Anemonies.

Jacques - Knock down the 3 coconuts from the trees.

Purple fish - Enter the structure and find your way to the top.  He will be 
hiding there.

Peach - She's clinging high on the side of the tank.

Blue fish with stripes - Solve the tile puzzle to lure her out.  This is easy.
My simple way is to number the pieces as they appear on the board, no matter
what part of the fish they may be.  Therefore the first row will contain
1,2,3.  Second row: 4,5,6... and so on.

The quickest I can do this is in 10 moves: 3,2,5,4,7,8,5,6 & 9.

BONUS: Another matching game.  Only 15 pairs here.

LEVEL 9 -- "Mask Search"

It's dark.  You may want to adjust the brightness of your tv here.  

Kill the clams for KRILL.  Now go right.  Have Dory find Marlin within 40 
seconds, lest you want her to forget what she's doing.

A Teamwork level has arrived.  Move forward and have Dory knock the green ball
over.  Switch to Marlin.  Make him swim through the new passage and hit a 
switch to open a passage for Dory.  Use Dory to swim all the way right.  
You have 20 seconds to meet with Marlin.  Then use her to activate a yellow
knob on the top of the pipes.  Back to Marlin.  Have him swim through the small
opening and hit another switch to open the pipe.  Go back for Dory.  Find 
another knob, then change to Marlin.

Tile puzzle.  This shouldn't be too hard either.  Arrange the BLUE pieces at 
the bottom, set the green pieces on the left side, while also tinkering with
the red pieces which should wind up at the top.  The yellow should be on the
right and the hole in the middle.  Swim through the hole.  Open another pipe,
return to Dory, and she'll have 15 sec to get to Marlin.

Switch to Marlin.  On the platform with the Pebbles, go right and knock off the
green nut.  Now use Dory to move a big green pipe.  Marlin can travel through
there and open another passage for Dory.  Dory will have 2 more knobs to hit.
Have Marlin swim up new pipe, across, down, and hit another switch.  Change
fish, swim forward, and touch the mask.

BONUS: This 16-piece puzzle forms Bloat.

LEVEL 10 -- "Anglerfish Chase"

While Dory is busy reading the mask, Marlin will have to distract the
Anglerfish.  During this Chase level, dodge the fish's bite everytime a red !
appears above him.  I usually have him swim down to dodge and return to the 
centre again.  Repeat this chase 3 times.  That is all to this level.

BONUS: Many of the rings are inside the pipes.  The easiest way is to send
the Luxoball down from the top of the pipe, while Marlin waits at the bottom.
This saves you the bumping work and getting the ball stuck at the bottom is a
big pain.  23 rings.

LEVEL 11 -- "Mount Wannahockaloogie"

Follow Jacques while maneuvering around those "flame breathing" masks.  These
orange bubbles appear several times in this level.

Apparently, there's a leak.  Nemo must fix it.  All you have to do is locate
the shaking rocks and shove them into the firey bubbles.  The first is closeby.
Travel rightward and you'll see another.  Just to the right of the 2nd rock
is an odd sign.  Dart to make it spin.  Memorize the order of the masks.  This
is what you'll need to activate the masks, causing another wall of fiery 
bubbles to go away.  Continue right, up over the volcano then down.  You should
see a sign by the wall of bubbles.  Dart at it over 20 times to lower the 
diver, who will plug up the leak.  Soon you'll see another puzzle.  You need to
make a big S out of the pieces.  The top of the S shape is stretched rightward.

With the leaks fixed, Nemo may face his destiny.  Swim back and forth through
the rings of fire.  Get all of them and you're done.

BONUS: Simon Says, or at least that's what the manual calls it.  Here you
need to select the creature that the Moonfish form.  In this level, the fish
consist of the Tank Gang.  They have distinctive differences so it should not 
be hard at all.  I suggest grabbing a piece of paper and pencil to write down
the fish that are shown.  It's handy during the latter levels like this.

LEVEL 12 -- "Jellyfish Race"

Whoopie.  Another race.  This time you have to beat Dory.  If you've seen the
movie, you'll know why.  Use the brightly coloured (nearly white) jellyfish
to give you springy boosts.  You have to hit the ACTION button within a second
of landing upon one of these jellies, or else you'll slow.  Done correctly,
you won't even need to touch the D-pad.

BONUS: Send the Luxoball through the 12 rings at the top of the level.  Don't
worry about the jellyfish; they're only a part of the background.  Head to a
ledge at the left for more rings.  Then go down.  There is a loop of rings to
the right.  If you drop your ball in the sand, find some ground that rises a
bit to get the Luxoball back up.  Don't forget the rings at the very bottm
too.  Many rings also line rocky arch.  If you're missing some, that's where
to look.  81 rings.

LEVEL 13 -- "Training With Gill"

Follow closely behind Gill, while swimming through the Speed Rings he leaves.
That part was easy.  Here comes the nasty part.  You have to sort the snail
shells by bouncing on them.  It's best to start from one end and work your way
to the other end. I like to begin on one of the 2 shells closest to the camera.
I jump on both, then the set of 8, then the last 6.  The ugly part is... there
is only time to bounce on each shell ONCE before the first "sorted" shell rises

Like last time, trail behind Gill again.  After that exercise, you'll be using
the LUXOBALL.  Send the Luxoball through the Blue Rings spread all over the
tank.  Be aware that ALL sharp and pointy things will pop the ball, so you'll
have to go back to the start for another Luxoball.

First, send the ball through eye sockets of the skull to acquire both those 
rings.  Move right while keeping the Luxoball under your control.  The bubbles
from the treasure chest will make the ball sail up high.  Work around it for 
those rings.  Keep going and you'll see Bloat.  He'll puff up, so swim high
to avoid popping your ball.  Head over the ship and through the rings.
Carefully move it through the dropping rings.  I say start high up and have
the ball drop down.  Be waiting at the bottom to save it from some pointy red
objects.  Send the ball high over the big clam (it'll pop it too).  Once again,
let it fall through the rings while you wait at the bottom.

You'll be swimming with Gill again.

BONUS: Just like in the level, you have to bounce on snail shells except...
these ones stay down and you will have 3 Squishes to deal with too.  Move
from left to right while trying to dodge the jellyfish.

LEVEL 14 -- "East Australian Current"

Dory will like to play a little game.  You'll only have a few seconds to find
her... several times.  Fight the current and go around the turtles.  Find her
and tag her.

With that over comes another bouncing game.  This isn't as bad as the last.
Bounce on ALL the turtles to locate the 5 baby turtles.  If you take too long,
the big turtles will roll over and the babies can go hide again.

It's a race against Dory again.  You can come in 1st or 2nd this time. ^_^
Use the Red Rings for a speed boost and dodge the turtles.

BONUS: Another Simon Says game.  You'll have to make 8 matches total.
These guys are mostly the side characters in the story: the whale, Dory, Crush,
the mask, Anglerfish, Gill, Bruce, and Ray.  I think the Moonfish make Dory 
resemble one of those Goldfish crackers...

LEVEL 15 -- "The Plan"

There are 5 RED Pebbles to seek out.  Once found, drop the pebble into the top
of the filter, exactly as Gill instructs you to.  Like the other level, I'll
just give you the locations:

1 - Inside the diver's helmet.
2 - Find the big structure, grab the pebble, drop it in the green ringed tube,
go up, drop it in the purple ringed tube and it'll be sent to the top.
3 - Dart the plastic covering off the skull and grab the pebble.
4 - In the BIG Clam.
5 - On the ship.

Get your congrats from the Tank Gang.

BONUS: It's a race against the Tank Gang.  If you manage to swim through all
the Red Rings, you should be in at least 2nd place.  I find it's the corners
that cause the problems.  You have to make the smallest turn while swimming
through the rings.  Too big a turn results in someone passing you.

LEVEL 16 -- "Whale Chase"

Speedily swim in the middle to pass through the rings.  At least the whale
won't snap at your fish...

Eventually, your fish will be swallowed.  Bounce along the whale's tongue and 
avoid the Squishes.  Seems you have made it into its stomach.  There is a 
current pushing you right, but you're heading that direction anyway.  Dodge
the dripping acid and the spouting gases.  Defeat some of the animals to 
acquire KRILL.  Keep moving along and you'll see an urchin.  Sneak past it.
Go downwards and you'll soon be flying through a tube.

BONUS: You need 8 matches in this Simon Says round.  Most of these guys are
the game's enemies: Electric Eel, Flounder, Jellyfish, Sea Slug, Squirt, Clam,
Hermit Crab, and Puffer Fish.  The only trouble may be trying to distinguish
the Eel and Slug apart.  The Slug is spikey lookin'.

LEVEL 17 -- "Treatment Plant"

For this dark level, turn up the brightness of your tv.

Swim along and some blades will appear.  You can't touch any part of the blades
because of their spikes.  Swim in between the blades to the right.  A pair of 
Hermit Crabs are here.  It's a good time to get KRILL.  Do the same for the 
next set of blades.

Let the current carry you and you will come upon 2 more Crabs.  Destroy them.
Have Nemo sit right at the edge of the grate.  Your target is a grate above,
but you have strong currents to fight through.  Be quick.  Move into the
currents and Dart.  Hopefully, you'll make it through the next grate.  If you
are swept upwards, let the current carry you back.  If you are knocked
downwards, a long Hermit Crab will be waiting for you at the bottom.  Beat it
and follow the currents back.

For the next grate, you will do the same, but this time you're aiming for a 
grate below.  Missing it will send you back to the first one.

Get through it and you will be in a new area.  Move down and be wary of 2 
Crabs.  Hit the switches for these "wheels".  Then head down.  Wait for the
gas pipes to pause and proceed.  Dodge 2 Snapping Eels, go up, then down past
more gas pipes.  Activate 2 switches.

Try swimming in the middle for rings and to avoid the fan blades.  Defeat the
crab.  Follow the water level to the top and get over the grate.  Repeat twice.
A Hermit Crab is eagerly awaiting you at the bottom of the 3rd grate. Go right,
get past the gas pipes, and between the blades.  Travel up a pipe.  Another
blade is here.  The exit is at the TOP.  This current moves right.  Drop in
between the metal to grab some goodies.  Drop down the 4th or last one and
head to a small grate and Nemo will swim to another area.

This part needs some steady fingers.  DO NOT touch the surfaces of the giant
moving structures; they're spiked.  The yellow dust only obscures the spikes
from view.  Go through the first 2 structures.  On the 3rd structure, make
sure to go upwards (you'll see green rings), or else you will hit a deadend.
However this deadend contains lots of KRILL.

Head through the rings and Nemo will be swept down a pipe.  Let it carry you to
the top half.  Find the exit there.  Then go through a tunnel and you'll be in
the harbour.

BONUS: Here's a troublesome spot.  There are 10 rings here.  When the round
begins, the Luxoball is already falling.  Try to bring it back up to collect
the 6 rings above.  For the lower rings.  The current will always be squishing
the ball against the walls of the pipe.  Try to position Nemo between the pipe
and the ball.  Have him bump it a bit and it should just be enough to get it
through the rings.

LEVEL 18 -- "Fishing Net Rescue"

This is it!  The Final level.  Compared to everything you've had to face, this
should be a cinch.  Dory and the other fish are trapped in the net.  Only Nemo
can help them.  You have about a minute to "tag" Dory 10 times.  She's inside
the net.  If you're in front of her, hit the Action button.  She and Nemo
will convince the other fish to swim down.  While swimming around the net,
be extra careful not to touch the falling debris.  This will knock Nemo out

I find that Dory's first location is close to Marlin, which is a bit to the
right from the starting point.  I zig-zag a lot instead of swimming around
and around the net.  Do whatever you want.

BONUS: This is the first and last bonus level involving teamwork between all 
3 fish.  Begin with Marlin to open the first barrel.  Then use Dory to knock
the big rock aside, revealing a small passageway.  Have Marlin go through it
and hit the latch at the lower end of the first barrel.  Swim ahead to unlock
the third barrel.  Return to Dory.  Make her swim all the way through the
tunnel and come up in the third barrel.  Dart at it to open it.  Swim left and
knock down the rock on the second barrel.  Go back to the tunnel and retrieve
the blue pebble.  Leave it beside the open lid of the last barrel.  Now get
Marlin to open the second barrel.  Return.  At last, it's Nemo's turn!  Enter
the first barrel, grab the red pebble, swim through the small opening, and
use the pebble on the platform in the second barrel.  Take the green pebble
and bring it to alcove at the far right of the level.  Go back and grab the
blue pebble.  Squeeze beneath the lid and set it on the last platform. Done!

When you're all done.  Sit back and watch the ending.  Congratulations!  You
have finished FINDING NEMO!!



Q: How do I sort shells?
A: You must bounce on all 16 shells in one pass.  There is no room for error
here.  Starting from one end and moving to the other end helps.  Because of 
the controls, Nemo takes a while to turn around, so you need to pre-plan your
route and have a quick thumb.

There is a level similar to this involving the turtles...

Q: What are the PEBBLES for?
A: The tri-coloured pebbles come in three colours: red, blue, and green.  You 
set them on coloured platforms of their respective colour.  Do it for all three 
in a level, and your reward is a STARFISH.

Q: What are STARFISH for?
A: There is a total of 60 STARFISH in the game.  Get all of them, and you will
unlock a special level.  Getting all the STARFISH for a Level unlocks artwork
for that particular Level.
STARFISH are awarded by:
-placing 1st in a race
-defeating enemies
-swimming through Bubble Rings
-placing Pebbles 
-beating Bonus Levels

You'll know what the task is by looking at the corresponding picture next to
the STARFISH on the Level Select screen.  By Pausing the game, your uncompleted
tasks will scroll by onscreen.

Q: What are SHELLS for?
A: These rainbow-coloured things seem to only give you points...

Q: How do Bonus Levels work?
A: Bonuses are opened by getting at least ONE STARFISH for that Level.
Completing Bonus Levels awards you with another STARFISH.

Q: What are those character icons on the screen?
A: These icons will light up once you locate or complete a certain task.  Most
of these involve finding certain fish.  Have them all lit up to pass the level.



Did you know...

-Marlin and Nemo are Clownfish
-Dory is a Blue Surgeon Fish
-Ted is a Forceps Fish
-Bloat is a Blowfish/Pufferfish
-Bubbles is a Yellow Tang
-Gill is a Moorish Fish
-a diverse range of marine animals exist east of Australia in the Great Barrier
Reef, which can actually be seen from space


As you know, I got the DVD version.  Both discs have extra items on them, such
as trailers and behind-the-scenes items.  I won't spoil too much...  But as the
creators have said, there are easter eggs.  For those who aren't familiar with
the term, these are basically some odd secrets.  So far... I have found 3 
easter eggs on each disc.  All I will say is... find the fishy icon in the
menus.  And I don't mean the icon for the Virtual Aquariums.



Version 0.85 of this walkthrough may only be posted on: 

No part of this walkthrough may be reproduced in any shape or form in any place 
or site without my permission.

Copyright Leona (P. Chin)
Email: leona_1513@hotmail.com
Version 0.85
Update made November 11, 2003
Original version published August 23, 2003.

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