Seaman
Roll Seaman over:
Select a Seaman and move the Analog-stick in
circles around its head.
Move rocks:
Press X + R and press Left or
Right when over a rock to move it.
Hidden audio:
Place the game disc in an audio CD player and play
track two to hear a hidden message.
Quick evolve:
When you play the game, you will see a shell at the
bottom of the tank. Keep tapping the shell until it starts to
eat your newborn Seaman. After they are eaten, tap the shell more
until the squid completely comes out. It will squirm, and eventually
after tapping it enough, it will die and the baby Seaman will
appear and will be in the next stage, Gillman. Hold A while
talking into the microphone to speak to your Seaman.
You do not have to tap the glass for a long time. All you have
to do is tap the glass where the Nautilus is located. Let it eat
all your "Mushroomers", then stop tapping. It will die
soon after that and you now will have "Gillmen."
Information in this section was contributed by Richard Netherlain.
After completing a session, press X + Y + A
+ B + Start to reset the Dreamcast instead of turning
the system off as prompted. Set the Dreamcast's system date twelve
hours ahead (and change the date if required). Note: The tank
will also not be maintained for that amount of time.
Turn on Dreamcast with no game disc and click on settings. Go
to time and date and advance the date ahead by one day.
Information in this section was contributed by jbelive.
When setting the system time ahead to speed up evolution, be careful
if going forward two days or more. It is possible that your Seaman
might be dead or in serious condition. Also, you cannot go backwards
in time because the game marks it in the VMU.
Information in this section was contributed by Trent
and ZxDxRuLzxZ.
Dancing Seaman:
Complete the raising process until your Seaman is in
the wild. When he is in the forest, press R to tap the
glass and make a maraca sound. After doing this continuously you
will hear drums -- this is when your seaman will start dancing.
It also shows the credits and he will make remarks after you do
this awhile.
Information in this section was contributed by Trent.
Talking To your Seaman:
These are most of the words you can teach your Seaman.
It is good to talk to your Seaman frequently. You need to teach
them how to talk. Try to talk as clear as possible. Hold the A
and talk into the microphone. The Gillman stage is the stage when
it will first start to talk. Use these words when talking to Seaman:
Hi, Hello, Hey, No, Yes, Seaman, Fish, Fun, Play, (and more).
Experiment, but do not call it bad name or it will become unhappy.
Also, remember to feed it once every day or when it is hungry.
You can get interesting responses when you say to your Seaman,
"Marry me!".
Information in this section was contributed by Jonathan Dogey.
If you ever feel depressed, you can tell Seaman. Say into the
microphone, "I'm sad." Seaman will start a conversation
that you can respond to and to offer his condolences.
Information in this section was contributed by Jonathan Dogey.
Here is a tip on taking back what you say. When you are in the
middle of a conversation where you are required to respond to
Seaman's questions with an answer, you might say something you
wish you had not. If this happens, press Start to pause
game play, then press Start again to resume. The conversation
will cut off and you can answer differently the next time he asks.
He will completely restate the question just like before.
Information in this section was contributed by Jonathan Dogey.
If you want Seaman to hurry up and talk about things, say "talk"
into the microphone. If he says something like, "Blah, blah,
blah....happy?". Try it again. However if there is nothing
else to talk about, he will say so.
Information in this section was contributed by Jonathan Dogey.
Building a food supply:
If you happen to run low on food (Moths and Caterpillars),
feed your Seaman a spider. They will get sick and will not require
food for a couple of days. In this time you can allow a moth to
lay eggs, then put it back in storage. Wait for eggs to hatch,
place the two grubs in storage, make moth lay more eggs and repeat.
Do this for a few days to build up your food supply.
Information in this section was contributed by William Buryk.
Unlimited food:
Note: This trick requires two VMUs. Start and save
a new game using a second VMU. Connect this VMU to a VMU that
has an ongoing game. Transfer the food from the new game to the
ongoing game. Repeat this as needed for unlimited food.
Give Seaman a new name:
After naming your Seaman the first time, repeatedly
ask "Do you love me?". Eventually, you will be able
to change the Seaman's name.
Special responses:
Tell your Seaman to "Eat sh*t" or "Eat
crap". He will respond with "Ask and you shall receive"
and promptly defecate on the glass window.
Information in this section was contributed by Ibsen.
Keep using the words "English" and "America"
when talking to your baby Seaman. He may respond with "Why
do Americans always think that everyone speaks English? Sheesh!".
More often, he will respond with "What for?" or "What's
the point?". Respond with "That's what we speak in America"
to get the first response.
Information in this section was contributed by Dragonstone.
Ending bonus:
After escaping the tank, Seaman gives a very heartfelt
speech which implies closure to the game. You feel even more closure
when the credits roll while you tap the screen. However, the game
does not end. Continue back to the tank another day and Leonard
Nemoy gives you a long lengthy speech about what he believes is
behind the Seaman saga. He then gives you his congratulations
on a job well done and urges you to remember Seaman and visit
him many more times. When you enter the tank, the jungle's scenery
and lighting will change frequently, depending on the time of
day. Seaman will either appear or not appear. If he is not on
screen, call out whatever name you named him with, or just shout
"Seaman!" into the microphone. Remember to say "talk"
like before, and more conversations will continue. Remember that
before the tank was opened, the frogmen did have some more hanky
panky" with their antennae. If you continue to visit your
Frogman, he might give birth to another life form. Do not erase
your game. Note: If you tell your Seaman "dance" while
he is out of the tank, he will say some funny things.
Information in this section was contributed by Jonathan Dogey.
Hint: Make the spider disappear:
After placing the spider in the aquarium, do the following
if you want to lower the risk of Seaman eating it and getting
sick. Place the spider in the tank, then press Start and
chose "End" on the menu. Whenever you are at the screen
where it tells you to turn the power off, press Start to
return to the game. When you return, the spider will be gone and
Seaman should not have eaten it.
Information in this section was contributed by ScoobySnackerz.
Strategy: by JB
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Al Amaloo. All rights reserved.
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