Shamu's Deep Sea Adventures

Shamu's Deep Sea Adventures is a video game that was released on November, 2005, that's linked to the Shamu Killer Whale Shows at SeaWorld Adventure Parks. The game is available for GameCube, Game Boy Advance, Nintendo DS, Playstation 2 and Xbox.

Story
In the game, Poseidon, the Greek god of the sea, tries to destroy the SeaWorld theme park and replace it with Atlantis. The player controls Shamu, the titular protagonist, who attempts to defeat Poseidon and the Kraken. Shamu collects power ups and performs various feats over 20 levels and 8 environments.

Synopsis
Under the sea, Poseidon, the Greek God of the Sea plans to take away the magic from SeaWorld Adventure Park, with the help of his evil servants. A manatee named Haracio managed to escape from the evil doings of Poseidon, and finds his to SeaWorld where he meets Shamu the killer whale. The two become friends and Haracio decided to have Shamu help him save SeaWorld from Poseidon's evil plan.

After the last show for another day has ended, Haracio teaches Shamu how to use magic abilities called, "Animal Behaviors". He also learns how to pick up items like ancient relics and photos of SeaWorld, avoid sea mines, eat bubbles filled with krill to restore his heath, collect air bubbles to keep his oxygen level up and break open sea chests. Throughout his adventure, Shamu could listen to Haracio, as he speaks through SeaWorld's magic portal to communicate with him. One of the things Shamu also learns about and that he must always collect is a special crystal called, the Kraken Krystal, which are left behind the sea monster, the Kraken, which are his ink that forms into a solid crystal when it's kept in the water too long. The Kraken Krystals give Shamu new and more powerful Animal Behaviors, that he can use to fight and defeat enemy sea creatures.

After Shamu completes his training however, the evil and dreaded Kraken breaks into Shamu Stadium. Shamu quickly makes a swim for it and escapes his stadium as the Kraken destroys some of it. The Kraken then started to give chase and tries to get Shamu. As the Kraken chases Shamu, he collects some Kraken Krystals along the way. After the chase, Shamu swims through a hole and manages to get away from him, as the Kraken was too big to fit through it, and ceases his chase for now. But the Kraken was up to something for sure.

After showing off his strength however, the Kraken then captures Haracio and holds him in a cell. Shamu finds another hole that might lead to the cell Haracio is trapped in, so Shamu sets off to the rescue, and he also must collect more Kraken Krystals along the way. While searching for him, he opens puzzle doors by using water locks. He must turn three circles on them to connect the mazes on them so the water could get to the center. When the mazes on the locks are connected, the water goes into the center and it causes the doors to get unlocked and open. Soon, Shamu manages to find Haracio in the cell, and he finds an anchor on a sunken ship. Using his tail fluke smash, he breaks the chains attached to the anchor and it falls onto and breaks the rocks and frees Haracio. After Haracio is rescued, he tells Shamu he must restore SeaWorld from the destruction of Poseidon. It will be a journey unlike any he experienced. He must follow a treacherous tide and defeat the enemies of SeaWorld, which are Poseidon and his evil servants. Then when he returns, he must be sure to seal off each of the holes beneath the theme park. It's up to Shamu to restore SeaWorld to it's greatness once again. After Haracio tells Shamu what to do and swims off, Shamu uses a new Animal Behavior he got from collecting more Kraken Krystals called, the "Double-Head Bash", to break through a giant grill. He then uses this Animal Behavior to defeat a fierce and mighty King Crab (the first boss of the game).

After defeating him, Shamu discovers a passage that may lead him to his next journey. Shamu had to follow the Kraken through the passageway, but he mustn't get too close to him. As Shamu follows him, he must also collect more Kraken Krystals. When he sees the crystal shape forming from the Kraken's ink, he can go for it, but he must also be careful, cause until the ink crystalizes, it's poison. Also, he must swim through blue clouds of turbulence to help him swim faster to catch up to the Kraken so he won't fall far behind him. Shamu follows the Kraken to a hole in a wall that lead to a huge, dark and scary cavern. This was the Kraken's lair, he was resting and didn't notice Shamu's quiet approach. However, suddenly, a disturbance brought his attention towards Shamu. The Kraken was alerted.

After the Kraken wakes up, Shamu quickly again makes a swim for it and the Kraken started to chase after him again. As the Kraken chases Shamu again, he collects some more Kraken Krystals along the way. After the second chase, a pile of rocks stops the Kraken, allowing Shamu to get away again. After getting away from the Kraken again, Shamu can clear a rock blockage with his tail fluke. A Kraken Krystal trail then leads Shamu to a dangerous volcanic vent. He must seal the vent off by using it's lock. There were also dangerous sea mines there, and they can hurt anybody indeed, but Shamu uses his special moves to deflect them at enemies. Also along the way, Shamu finds many interesting items he can retrieve, like ancient relics and photos of SeaWorld, which increase Shamu's power and agility. He also finds strange looking figures, which are keys. Shamu also had to find all of them so he can open water locks. When the keys are put in place, he turns the three circles around so the water goes to the center. After closing the lava vent, and opening the other doors by unlocking their water locks, another one keeps Shamu trapped within the mysterious cave.

Shamu then whacks another blockage of rocks at the end of the sea cave, and he finds the last of the three keys. Shamu grabs it with one thing in mind. Suddenly, there, was the underwater lost city of Atlantis, the source of evil - the way out of the unfriendly maze. There was still a long way to go and many enemies for Shamu to challenge. The magic Kraken Krystals then give Shamu a brand new special Animal Behavior called, "Siren". The work of collecting more crystals finally yielded results. Shamu needed to get as many more as he can to keep the enemy sea creatures away with new special Animal Behaviors. Sometimes an oyster also has a special Kraken Krystal that is worth more then the others, so Shamu should look out for them.

After making his way through the caves, fighting enemies, swapping sea mines and collecting more crystals and other things, he finally makes it out of the caves, but the journey is far from over. Shamu had to now find the entrance to the once-forgotten underwater world of Atlantis. There was a key in the middle of a volcanic vent. Using his special Animal Behaviors, Shamu breaks a huge rock that drops over the vent, which forms a path. After plugging up the underwater volcano, Shamu collects the key. When he arrives at the gate to Atlantis, Shamu encounters a Giant Puffer Fish (the second boss of the game) who guards it, which was quite a challenge for him. Shamu though managed to defeat him by using his Siren. After he was defeated, he dropped another key. Shamu can sense something is fishy about the gate. Unfortunately, the keys don't match, another lock though might take him to a place where he can find the real keys to the entrance way. After opening another door by unlocking another water lock, Shamu sets off to find the keys to the locked gate.

As he searches for them, this was a good time to collect more Kraken Krystals. There is then suddenly a chain of dangerous sea mines blocking Shamu's way just up ahead of him. Shamu moves some of the mines using his powerful tail fluke. After getting past the mines, there is another key. It didn't look like it belongs to the gate, but it might be of great use later. Then up ahead, there's another blockage of rocks. Shamu smashes them with his tail fluke, and it reveals a new chamber. He then finds another water lock on a ceiling door, and it matched perfectly with a key he found earlier. Another gate key must be hidden there. Shamu had then retrieved many keys, and he then rushes back to the door that takes him to the gate. Exploding mines were suddenly heard in the background, and Shamu started slowing down. From behind him, a gang of viper fish were following. The vipers then challenged Shamu. In a moment of destruction, one of the vipers steals Shamu's keys, and they escape with them through a door.

Shamu had to get the keys back from the vipers. As Shamu chases the vipers, he hits the first viper that was carrying the key, which forced him to drop it. As Shamu turned to the key, before he could grab it, another viper takes it and swims off with the rest of the bandits. As Shamu continues to chase after the vipers, he doesn't make it this far to be stopped by the gang of thieves. He manages to defeat each viper one by one with his mighty power. After chasing and defeating each of the vipers, Shamu finally gets the keys back, as he had proven once again that courage and good faith will win evermore. When Shamu returns to the gate, he realizes the door is no ordinary door, as it had three water locks, each with it's own combination of key segments. After Shamu unlocks all three water locks, the gates of Atlantis open up slowly. The view of the inner city showed bright, new creatures swimming around against the backdrop of the once-forgotten Atlantis.

When inside the city, Shamu encounters lot's of unfamiliar objects, like colored crystal doors. He then finds colored levers. Using his tail fluke, Shamu switches the right ones which will certainly unlock the doors with the same colors. He then sees a light tower, a beam and a huge statue, which is called, "The Great Atlantis Plaza", which is starting to now make sense. Again using his tail fluke, Shamu flips a light switch and he finds a secret entrance underneath the statue. Shamu then uses a special Animal Behavior, to break another blockage of rocks. The falling rocks from the blockage trigger a strange machine that opens a huge steel door. Suddenly, Shamu comes face-to-face with a Mighty Octopus (the third boss of the game). When Shamu challenges him, he uses an Animal Behavior called, "Cool Wave". Using this ability, Shamu manages to defeat him. As Shamu goes on, he discovers Haracio has been captured. He was slowly being led into the city by a procession of Atlantis Guards, which were a Fang-Toothed Legion of Atlantis. Their leader was reading Poseidon's Edict - Haracio's violations against Poseidon's Atlantis.

Shamu had to help Haracio. He began to follow the Fanged-Tooth Legion as they lead Haracio deep into the city. Shamu knew he must also collect more Kraken Krystals along the way, which he does as he quietly follows Fang-Toothed Fish. Shamu however accidentally swims too close to the guards. Two of them detect him. Shamu had to now defeat them quickly. Staying at a distance wasn't a good idea, the pathways were heavily patrolled by the guards and Shamu couldn't lose sight of Haracio. After a while of following the Fang-Toothed Legion, Shamu reaches their destination, a fierce holding cell of Atlantis. Shamu approaches the gates. He must go in and try to rescue his friend, Haracio.

When in the holding cell, Shamu finds Haracio, locked up in the most secure and heavily guarded Atlantis cell. He sees a broken lamp just above it. He smashes it with his tail fluke, hoping to find a way to release him. Shamu then next uses his special Animal Behaviors to break past a bunch of huge pipes. After breaking past the pipes, Shamu finds the "Main Lock Room", which is divided into three chambers. He first flips a lever in the right chamber which releases an enormous square rock in the middle one. Next, using his tail fluke, Shamu pushes the rock through the wall to the left chamber. Then last but not least, Shamu follows a combination of colors in the right chamber by passing by each of the crystals in a sequence. He also should check the crates in the left chamber. When all this is done, the door to the cell Haracio is locked in opens and Haracio is finally free. After Haracio is rescued again, he discusses Poseidon and his plans to Shamu: to float Atlantis to the surface to replace SeaWorld. He is going to take the theme park's magic away, and all the animals of SeaWorld will become Poseidon's slaves forever. Haracio gives Shamu a piece of an ancient map, that shows the location of Atlantis. Shamu must find the other pieces of the map and then find the location before it's too late.

Haracio pieces together the few parts of the map he has. He tells Shamu to find as many of the map pieces as possible so they can read all of Poseidon's map. They're looking for a sign that marks the gate to Poseidon's New Atlantis, and Shamu must hurry. Shamu finds some paths that are heavily patrolled and he must survive enemy challenges that come his way, the pieces of the map are well guarded. After fighting more enemies with his Animal Behaviors, as well as swapping more sea mines and collecting more Kraken Krystals and others things along the way, he manages to find all of the pieces of the map and put it together. As soon as all the pieces have been found Shamu can find his way to Atlantis' secret entrance. Using another Animal Behavior, he breaks through a wall that seals the gate.

Shamu is on his way to Atlantis. He must get as many more Kraken Krystals as he can and he must hurry. When Shamu collects more crystals, they give him more new powers, he could now be able to fight enemy creatures from a distance. As Shamu carries on, when he thinks he's almost there, another huge monster comes out of a "Dragon-Headed Gate", it's a Gulper Eel Monster (the fourth boss of the game). This creature was Shamu's last challenge before he reaches Atlantis. It as well gives him greater power to challenge the Gulper Monster. Using an Animal Behavior called, "Frenzy", Shamu manages to defeat him. After defeating the Gulper Monster, Shamu swims through the Dragon-Headed Gate to get to Atlantis. As Shamu approaches the city, Poseidon starts already charging three floating cells that raise Atlantis to the surface and replace SeaWorld. Is soon as he charged them up, it was too late, the city is already rising to the surface. Shamu though presumes there is another way to stop it, so he quickly speeds towards the city.

The city of Atlantis had now enough power to rise by itself. Shamu had to quickly get inside and find whatever makes the city float upwards and destroy it before it's too late. The city walls are not too tall, but they are surrounded by a dangerous wave of icy currents. Shamu had to swim low and try to find the openings to the strange place. Having help from his friends, the "Indicator Crabs", who were waiting for his arrival, they show Shamu the way to the three floatation cells that were making Atlantis rise. When Shamu finds one of the three cells, he sees it's power comes from two radiating iced crystals next to it. Using his abilities and special powers, Shamu breaks them. After breaking the crystals, the floating cell stops working, then Shamu moves on the the next two. After breaking the crystals next to the other two, all three floating cells are destroyed and Atlantis drifts downwards.

After destroying all three floating cells, as the city starts drifting back down, all of a sudden, the Kraken appears from out of nowhere, and he moves around the city. It's revealed Poseidon has just came up with a backup plan: the Kraken attaches himself to the center of Atlantis and he starts pulling it from the seabed and begins to drag it up to the surface. Shamu now had to find the weakest points on each of the Kraken's tentacles, by using his special moves to fight all eight arms, and must also avoid his poisonous ink. When Shamu finds the weakest point on one of the tentacles, he uses his tail fluke smash to whack it. When Shamu whacks it enough times, it causes that tentacle let go of the center of the city, and then Shamu moves on to the next tentacle. After whacking enough times on each weak point on all eight of the Kraken's tentacles, the Kraken let's fully go of the center of the city, forcing him to drop it.

After the Kraken let's go of and drops Atlantis, he drifts upwards and let's out a loud shriek, he was now angrier then ever. The Kraken then turns and begins to chase Shamu for the third time, through the paths of the city. As the Kraken chases Shamu the third time through Atlantis, he collects some more Kraken Krystals along the way. After the third chase, using his great reflexes, Shamu avoids the huge sign of Atlantis in the middle of the city. But the Kraken couldn't move quickly enough to avoid it. He violently crashes into the sign of Atlantis, entangling his tentacles. After the Kraken crashes into the sign, Poseidon shows up, and he wasn't happy from what he was seeing. He approaches Shamu with a raging fury and uses his trident to capture Shamu. As he strikes, Shamu quickly dodged the mystical trident and it hits the sign of Atlantis and the Kraken. As the trident hit it, it's powers freeze the Kraken and the sign with him tangled to it drifts upwards toward SeaWorld. Poseidon rages in anger, since Shamu has spoiled his plans. Poseidon started to chase Shamu to the outskirts of SeaWorld. With Shamu now having nowhere to swim, it was time for the challenge to begin.

Shamu had to use all his Animal Behaviors to defeat Poseidon, once and for all. During this boss battle, Poseidon tries to destroy Shamu by firing energy balls at him with his trident, and by firing lasers at him out of his eyes. When Poseidon fires an energy ball with his trident, Shamu must now use his tail fluke smash to whack it back at him. Every time Shamu whacks one of Poseidon's energy balls back at him, it hits his trident, breaking it. After Shamu whacks enough of the energy balls back at Poseidon hitting his trident, the trident finally breaks into smithereens, and Shamu must then finish him off by using lot's of his special Animal Behaviors. As Poseidon tries to destroy Shamu by using marshal acts, Shamu uses lot's of his special powerful Animal Behaviors to fight him. After using petty of his Animal Behaviors on him, Shamu finally manages to defeat Poseidon. When he's defeated, Poseidon disappears in a beam of blue light as he dies, and SeaWorld is saved, once and for all.

After Poseidon is defeated and SeaWorld is saved, Shamu returns to Shamu Stadium and does another show, using his Animal Behaviors amazing the audience.

After Shamu's next show, Haracio congratulates Shamu for saving SeaWorld Adventure Park. Just then, Shamu and Haracio see something in front of them, it's the Kraken's ink. Haracio at first fears the Kraken has returned, but then it turns out to really be just the sign of Atlantis that the Kraken crashed into earlier. The sign, with the Kraken still tangled to it has finally floated all the way up to the surface, which amazes Shamu and Haracio to see an old souvenir from Poseidon's Atlantis. Haracio then states that SeaWorld will have a new ride attraction. As the sign floats on the water, fireworks launch up into the air and form a firework image of Shamu, as he has become the hero of the theme park.

Krill Bubbles
These bubbles filled with krill are what give restore Shamu's heath if it's running low. When Shamu eats the krill balls, it helps keep his green heath bar stay full and his agility number will increase. If Shamu doesn't keep is green semi-circular bar full, he'll have great difficulties continuing.

Air Bubbles
These bubbles filled with air are what help Shamu keep up his oxygen level. When Shamu collects the air bubbles, it helps his blue air bar stay full. If Shamu loses all of his air, it will also effect his heath, and he'll then lose his turn, and will have to start over again. Haracio, using his magic portal, will always remind Shamu when he needs more air.

Ancient Relics
These items Shamu can collect will give him points when he collects them.

Photos of SeaWorld
When Shamu collects these, it unlocks actual photos of SeaWorld San Diego that the players can see on the SeaWorld Special Feature on the game's main menu.

Kraken Krystals
These crystals are left behind by the Kraken, which are his ink. The ink forms into a solid crystal when it's kept in the water too long. The Kraken Krystals are powerful and can also give Shamu points when he collects them. They also give Shamu the ability to unlock new and more powerful Animal Behaviors, that he can use to battle enemy sea creatures.