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Having trouble making your way through Jupiter & Mars or are you trying to obtain every last trophy in the game? Then this guide might do the trick! The following is a guide through the critical path of Jupiter & Mars. This does not cover locating all treasures, rescues, or other optional tasks that are required for 100% completion or to unlock all trophies (but the Treasure Guide and the Creature Rescues Guide can help you with those specifics).

SUNPOOL

The Nest

You begin in a tutorial area called ‘The Nest’. As you swim down the path and through the cave, follow the prompts to learn the main controls of the game. Note that the path hooks around to the left when you reach the oyster shell in the cave

You can push the jellyfish out of the way using your Vortex Rings

Outside of the cave are two wooden grilles that Mars must ram to progress. After ramming the last grille, swim through the small hole into an open area that has a whale tail structure in the center

Turtle Mission

In the center of the whale tail area a giant turtle blocks your entrance into a deep cavern. Approach it and it will ask you to rescue its children who are stuck in plastic. To do this, locate each of its 5 children and use Vortex Rings to rescue them

The turtle’s children are located in the whale tail bay and adjoining coves. You don’t need to swim back into The Nest to find any of them

Turtle 1 – The easiest turtle to find is right by the mother turtle. It’s so close that it could be mistaken for already being rescued, so just make sure you’ve actually freed it from the plastic.

Turtle 2 – Another turtle is hidden in a small cove not too far from the mother turtle, just in front of a few jellyfish.

Turtle 3 – Another turtle is off by itself somewhat near to a set of rock formations that you can swim under.

Turtle 4 - Another turtle is hiding under the rock formations. Just use your echolocation and you’ll spot it.

Turtle 5 – In one of the corners of the area where you’re looking for the turtles is an opening passageway with a tiny elevated area that you can swim into. The last turtle is waiting for you there.

Once you have rescued all 5 children, swim back to the mother turtle and follow it into the cave

Main Cave

Swim down towards the jellyfish which block the narrow tunnel leading out of the main cavern. The exit is located behind a rocky, coral covered outcropping and is illuminated with a blue light

If you try to swim to the bottom of the cavern, you will be stopped by a tier barrier. You cannot explore this area until you return with the Aqualung powerup

Use your Vortex Rings to push the jellyfish and swim through the narrow tunnel without them touching you

Continue through the tunnel as it curves upwards. Be careful not to touch the sea urchin spikes

Send Mars to ram the grille at the end of the tunnel and continue out of the tunnel, into the shipwreck area

AHD Tutorial

At the side of the shipwreck is a metal grille that requires a powerup for Mars to be able to break it, so you will need to return to this part later.

Instead, swim past the shipwreck into the passage behind the dead coral. You will see a brief story prompt that introduces AHDs (Acoustic Harassment Devices) which emit sonar waves that disrupt sea life

Swim behind the rock directly in front of you during the gap between AHD waves (look for the turtles swimming for where it’s safe)

  • If you are hit by a sonar wave, you will be knocked out and return to the last checkpoint

  • Hiding behind an object protects you from the AHD waves

  • Listening to the rhythm of the waves helps you to get the timing right

A generator sits beneath the final rock. Send Mars to ram this to disable the AHD and restore life to the surrounding coral

Swim away from the AHD through the passage and into the next area. Note that you pass through a current, which prevents you from returning to the AHD area

You can return to explore the earlier parts of the level once you obtain the Tail Kick powerup which allows you to traverse currents

Manta Ray Mission

Swim towards the archway just beyond the AHD area. At the other side, a manta ray circles slowly. Use your Vortex Rings on the manta to free it from the oil that covers it. The manta thanks you and asks you to rescue the other mantas nearby who can help you progress

Locate and rescue all 4 of the mantas. They can be found by exploring the nearby area. Upon being rescued, each manta swims towards a giant wall with a generator

Manta Ray 1 – The first manta ray is immediately on your path following the first AHD encounter in the level. It’s in a wide open area with pillar rock structures that you can swim under.

Manta Ray 2 – Another manta ray is hidden by the large wall, on the far side of where it wraps around and meets the rocks.

Manta 3 – Another manta ray is found via a path off to the side from the main open area with the rock pillar structures that you can swim under. From that area, just look for a path to the side (not from where you originally came from where the AHD is and not the path that leads you through the spikey urchins). Just a little ways down the path is a small cave that has the manta in it.

Manta 4 – Near to the large wall generator (if you turn around and face away from the wall/generator) is a path you can take with urchin spikes. Navigate through the spikes and you’ll find the manta.

Once you have rescued all of the mantas and they are swimming around the generator, use your Vortex Rings on the mantas to jump-start the generator and open a gate in the wall

Swim through the newly opened gate into the AHD area

Sunpool Launch Station

Upon entering the AHD area, hide behind the first rock and listen carefully to the AHD rhythm, swimming between hiding places during the longest gaps between waves

When you reach the crashed space shuttle, swim above to be safe from the second AHD below

As you approach the third AHD, you are prompted to send Mars to Ram the generator which powers it. Follow the instructions and then swim into the hexagonal entrance to the Launch Station

Shut down the Launch Station using your Vortex Rings. You need to hold Square until the bar on the prompt is filled up and aim the charged-up Vortex Ring at the computer below the large glowing orb

Swim out the other side of the Launch Station and continue along the path until you are swept away in a giant vortex and carried toward Clocktower

CLOCKTOWER

Tower Bridge Section

Upon entering Clocktower, the path to the left of the entrance is blocked by a current, so follow the path to the right, continuing along until you reach the large bridge

There is a puffer fish at the large bridge. Rescuing the puffer fish is optional (but necessary for 100% completion)

There are 4 puffer fish in total nearby the bridge and the stadium

After passing the large bridge, follow the right wall until you see 4 wooden grates. Ram these and follow the path into the stadium

There is an optional path to the left of the stadium entrance that leads into a subway where two of the puffers and a treasure are found

Calf Chase

Enter the stadium and watch the sequence where the mother whale asks you to rescue her calf

Swim out of the stadium through the exit on the far side and follow the calf which swims away whenever you try to approach it

The calf swims into a section of houses. Swim through a pipe to enter the area and get past a current. Once you reach the part where the calf swims through a current that you can’t, take the path to the left of the current and ram the wooden grille to proceed through the street area, exploring until you reach the calf again

Continue to chase the calf through a wide expanse with houses below. It will swim through a pile of debris, causing it to further collapse. Swim towards the debris and use Echolocation. Have Mars ram the girders that are highlighted orange and proceed through the gap this creates

Follow the calf into and through the power plant. When you reach the exit, an orca will corner the calf, chasing it to a hiding spot beneath the London Eye

London Eye Puzzle

The objective is now to free the calf, who is stuck beneath the London Eye, with the orca circling above. There is a generator connected to the London Eye and an electric eel swimming beneath a bridge nearby. A current flows above the bridge towards the generator

Use echolocation to highlight the pillar below the generator. Then have Mars ram the pillar. This will carry the eel toward the generator

When the eel reaches the generator, use your Vortex Rings on the eel to have it jumpstart the generator. Watch the sequence that follows

Once the sequence has ended, swim over the fallen London Eye and past Big Ben towards the mother whale, which thanks you for saving its calf

Westminster AHDs

Swim past the mother whale and turn left, passing by Westminster Abbey

There is an ice area to the right. You cannot traverse the ice barrier at this stage, but you will be able to return to explore that area later with the Blubber powerup

The first AHD in the corner is optional (look for the gap in the rocks to find the generator). The second AHD must be disabled in order to progress. Approach the second AHD, staying behind the rocks for safety. Ram the generator to power it down

After traversing the second AHD, head down the path and enter Waterloo Station, swimming below the large net

Waterloo Station

Explore the platform area and find a large hole in the side of the building on the right. Swim through the hole into the rail yard

At the end of the platform area, the rail tunnel descends into tier 2. You cannot explore this section unless you return later with Aqualung

Upon exploring the rail yard, you will find that progress into the Launch Station ahead is blocked by a current

Enter the rail yard building (the one with multiple train lines leading into it), through the entrance near the start of the area (the one with no gate, furthest from the current)

Follow the path through the rail yard building and turn right to find a hollowed out train carriage. Swim through the train carriage and turn to the left, swimming towards the glowing red orb

The glowing red orb is Tail Kick. Swim into it to collect it. You can now traverse currents

Note, there is a treasure just behind and to the right of the area where you find Tail Kick. It’s worth getting it while you’re there if you are trying to collect all the treasures

Swim back out of the rail yard building and head toward the area with the AHDs

Clocktower Launch Station

Approach the Launch Station by traversing the AHD area, hiding behind rocks and leaving cover only in the gaps between waves

These AHDs have more difficult timing, so it is important to listen to the rhythm of the waves

Weave around the rocks to find the generator that you can shut down

Enter the Launch Station and shut down the central computer

Swim out of the Launch Station, following the path to continue on

Elder Travel

After continuing on from the Launch Station you will notice there is now an Elder Whale in the bay. In gratitude for saving the calf, the Elder Whales will allow you to travel between biomes by creating vortexes with their tails

Swim towards the whale to initiate travel. Highlight Plastic Beach to progress the story or revisit Sunpool if you prefer

Now that you have Tail Kick, you can return to Sunpool and discover the Puffer area, however you can’t complete the puffer mission without the Conch powerup

PLASTIC BEACH

Entrance

Watch the dolphins enter Plastic Beach to the tune of Ravel’s Bolero

When the sequence finishes, swim through the narrow hole, into the large bay

Conch Mission

The Plastic Beach bay area contains 5 conches trapped in crab traps (cages). There is a giant conch at the far side of the bay. It is trapped beneath a pile of rubbish, but it will not let you try to rescue it until you have rescued the other conches nearby

Locate and rescue all the conches. Save each one by sending Mars to ram the cage. Then return to the giant conch

Conch 1 – One of the conches is hidden near the drone. Look for the dump trucks and there’s a trap in the back of one with the conch.

Conch 2 – Look for the large side path that splits off from your main path and you’ll find a conch (the side path is relatively near to the highly visible antenna looking structure that sits in the middle of the area).

Conch 3 – One of the easier conches to find is right by the antenna looking structure.

Conch 4 – Another conch is found in a small path directly near to where the antenna looking structure sits in the middle of the area.

Conch 5 – Another conch is found by swimming through the spikey sea urchins that are found near the antenna looking structure in the middle of the area.

As you approach the giant conch, a sequence begins where Mars tries to rescue it from the rubbish pile but accidentally causes and avalanche. Mars and the conch are both lost in the avalanche, leaving Jupiter to search for them by herself

City Traversal

Once you regain control of Jupiter, swim into the nearby city area. You no longer have Mars, so you cannot ram objects

Follow the winding path through the city area, traversing the AHDs by staying behind cover.

You can return with Mars later to disable the AHDs, but the first time through, you need to just evade them

Along the way in the section, look for small ledges that you can hide behind to continue making your way forward

Between the second and thirds AHD, the Aqualung powerup can be seen below a metal grille. Jupiter cannot reach it from here without Mars. Traverse the third AHD and then swim around to the right

After traversing the fifth AHD, follow the path to the right and stay near ground level. Swim through the opening in the building and into the area below the grille to collect Aqualung

After collecting Aqualung, take the tunnel beneath, watching out for starfish. This leads to an open area bordered by buildings. Continue swimming forward and into the sewer entrance

Sewer Traversal

You will need to use echolocation to find your way through the Sewers. Follow the sewers down into the main tank and turn left into first tunnel. There is an AHD Drone in this tunnel. It will emit an AHD wave if you get too close. Follow the drone up the sewer tunnel and hide behind the grille on the left. When it returns, sneak around to the left and follow the path to the end.

There are rammable objects at the end of the path which you cannot break through without Mars. Turn around and follow the alternate narrow path through the rocks.

After a while, you will reach another dead end, blocked by rammable objects. Turn around and find the hole in the floor. Follow the path to reach the other side of the main tank

Leave the main tank again through the open sewer tunnel. Evade the AHD Drone by taking the left side of the fence while the Drone is on the right. After evading the AHD Drone, turn left and exit the Sewers into the natural cavern area

The natural cavern area has a pod of ethereal dolphins circling a bell. You can set them free by having Mars ram the bell if you return with him later

Leave the natural cavern and follow the path through to the AHD section

Plastic Beach Launch Station

As soon as you enter the AHD area from the narrow tunnel, find the safe path above and to the right.

Listen to the AHD pulses and swim along the walls during the gaps in the waves to reach the area with the satellite dish

Follow the path down to the right, enter the Launch Station and use Vortex Rings to shut it down

Reunion and Conch Death

Swim out of the Launch Station and continue along until the sequence plays where Jupiter and Mars reunite

Watch the reunion sequence and then continue swimming onward toward the giant conch

Watch the conch death sequence where the dying conch bestows the Conch powerup on Mars. Mars can now ram harder objects

Return to Elder

Swim past the dead conch and explore the corner to the left ahead. A large rock blocks a tunnel. Have Mars ram it and follow the tunnel back to the opening Bolero section

Swim back through the cavernous section toward the Elder whale and travel to the Realm of Poseidon

REALM OF POSEIDON

Entrance

Upon entering Realm of Poseidon, the Elder tells you to find an ancient creature deep inside the caverns who can help you. But first you must locate the tanker which blocks the entrance

Take the path to the upper right and swim past the crab

Santorini Area

Swim through the deep gorge and into the Santorini Bay. At the far end of the bay is an AHD puzzle. Traverse the AHDs and swim through the gorge at the far side into the tanker area

Tanker Area

Swim toward the tanker and watch the whale clear a path for you by knocking the tanker into the bay

Enter the newly opened area and swim to the end to find a large cave opening

Main Cave Descent

Enter the cave and follow it down until you reach an AHD. The generator is found behind some rammable rocks to the right. Disable the AHD and continue deeper into the caves

The second AHD is connected to a generator that is hidden nearby below the chamber entrance. Disable the AHD and continue deeper

When you come across an AHD drone, take the tunnel to the left. As you swim down this tunnel, you will come across two metal grilles. Ram them and enter the small tunnel

At the end of the small tunnel, you will find an AHD generator. Disable the AHD and swim out into the large cavern

Large Cavern

To disable the AHD in the large cavern, follow the cable into the small chamber with the generator and ram it

You then need to disable the AHD fence by ramming the generator beside the disabled AHD

Swim through the disabled fence and disable the AHD ahead by ramming the generator

Poseidon Launch Station

Three AHDs guard the Launch Station area. Hide behind the first barrier and follow the trench around to the left, through the tunnel to the second AHD

Continue to the left, hiding behind barriers until you reach the generator and disable the second AHD

Approach the first AHD again, this time from the direction of the second. Hide behind the barrier near the generator and ram it to power down the first AHD

Swim through the cave and ram the generator to power down the third AHD

Swim into the Launch Station and power down the central computer

Ruins Area and Kraken Trial

Exit the Launch Station and follow the tunnel through to a large open chamber with ancient ruins

Follow the path across the chamber into the ruins and explore until you find the Kraken

The Kraken battle requires you to ram three target points on each tentacle to cause it to retract. If a tentacle stays out for too long it will eventually hit you and you will have to restart the battle

It’s easiest to use echolocation to highlight three ram targets on a single tentacle and then send Mars to quickly ram all three before moving onto the next tentacle

After ramming the targets on the tentacles, occasionally you’ll need to echolocate and ram the Kraken’s eye

Upon defeating the Kraken, you receive Submariner, which lets you explore the deepest waters (tier 3)

Head back out of the ruins area and take the tier 3 exit (the exit that’s low to the ocean floor that required the Submariner power-up to reach), following the tunnel back to the main bay

Return to Elder

Upon leaving the tunnel that joins the Kraken’s lair with the main bay, you will encounter an area with AHDs

Only the Tier 2 AHD puzzle (the upper one) is necessary to complete. The Tier 3 AHD puzzle (the lower one) leads you into optional areas of the bay where you can find more treasures and rescue crabs

Disabling the Tier 2 AHD also disables the AHD fence behind it. Swim through the fence and return to the Elder by traveling left up the deep gorge towards the shallow area

Upon returning to the Elder, travel to A.T.L.A.N.T.I.S.

A.T.L.A.N.T.I.S.

Entrance

Upon entering A.T.L.A.N.T.I.S. the Elder tells you to travel deep into the Earthwalkers’ city to find the source of the disturbance. Head forward, through the rings and into the Statue of Liberty area

Statue of Liberty Area

Upon entering the bay with the Statue of Liberty, you will see a forcefield fence on the far side. Your aim is to shut down this forcefield to access the Manhattan street area. Find the path under the Statue of Liberty

Traverse the tunnels, evading the AHDs and Drones, eventually reaching a generator

Ram the generator to disable the forcefield fence and then swim into the Manhattan street area

Manhattan

The street area contains a number of optional AHDs that hide treasures and affect the surrounding coral. Examine the buildings near ground level until you find one containing a powerup. This powerup is Blubber

To reach Blubber, find the path at the back of the buildings, where the drones are patrolling and make your way through the building, whilst evading the drones

You will come across a room from which you can see a generator. Ram the generator and explore the area above the AHD to find a path to reach Blubber

Once you have obtained Blubber, swim beyond the street section, through the ice cave

Ice Area

Swim through the ice cave and then through the AHDs, ramming the generator to power them down. This allows access to the New York Bay

New York Bay

Follow the Brooklyn Bridge across the bay and into the cargo bay of the A.T.L.A.N.T.I.S. Launch Station. Watch the sequence where the Launch Station awakens

There are 4 optional mantas to rescue in the New York Bay area.

A.T.L.A.N.T.I.S. Launch Station Tier 1

Swim through the cargo bay and enter the large corridor with the drones

Hide behind the crates and take the first path to the right, when it is clear

At the end of this path, ram the grate on the left and swim through the duct to bypass the drones

The path descends into a lower section. Ram the first door on the left and then follow the path along, turning left at the intersection where the path ascends again

At the end of the path, on the right is a duct with some jellyfish. Swim through the duct, using Vortex Ring to knock the jellyfish out of the way

Continue on taking the first left and follow the corridor that descends to tier 2

A.T.L.A.N.T.I.S. Launch Station Tier 2

At the bottom of the ramp down to tier 2, you will find a chamber full of starfish, with a drone circling. When it is clear, swim straight through to the exit directly opposite

In the next room, there is an AHD with a generator behind a window nearby. Sneak into the generator room through a duct, hidden behind a rammable crate and disable the generator

Swim past the AHD and to the right, descending into a lower section

The next room contains multiple drones. The section behind the window contains an optional treasure. The exit is at the far left of the room. You only need to traverse the first set of drones to reach it. Use the duct on the right as a hiding place before attempting to reach the exit at the far left

Explore the corridors until you find a duct behind some jellyfish, and follow it down into a deeper section

You will swim through a glass corridor and come upon another AHD. Hide behind the first barrier and swim into the small tube to the left when it is safe to do so. From here, swim behind the next barrier and disable the AHD

Swim on to find an area with two drones, an upper and a lower one. Follow the upper drone at a safe distance and sneak behind the lower one before the upper one turns around. Continue on to a room with three drones and a generator

Hide between the crate stacks and make your way to the generator and the far side of the room. Ram the generator to power down a forcefield and then swim through to the next section, turning right toward the next AHD

From the first hiding place, swim to the left, hiding behind a second and then into a tube. From the tube, you need to swim underneath the AHD, wait until it’s safe and then reach the tube at the far side. From there, ram the generator to disable the AHD and exit that chamber, descending into tier 3

A.T.L.A.N.T.I.S. Launch Station Tier 3

The tier 3 AHD requires you to shut down multiple forcefields in order to reach the generator that powers the AHD itself. First, hide behind the crates and take the corridor to the left, ramming the first generator you see. This disables a forcefield to the left

Enter through the disabled forcefield and follow the path to another generator. Disable that generator and swim straight ahead, hiding behind the first crate stack

You can now swim straight ahead into the area with the jellyfish. Ram the generator beyond the jellyfish and then swim back to the crates

This time, take the path to the right, all the way around to the back of the AHD, hiding behind the second crate stack and ram the generator in the small room with the dead coral to power down the AHD and the final forcefield

Swim through the most recently disabled AHD fence and ram the grille in front of the duct, swimming through the duct and into another large corridor

Follow the corridor to the right, through a circular door into the control room and follow the button prompt to locate the central computer

Shut down the Launch Station using Vortex Rings and watch the ensuing sequences. Congratulations, you have completed Jupiter & Mars!

Also see these additional Jupiter & Mars guides:

This handy strategy guide was created with the help of Shadiochao’s video guide on YouTube that shows exactly how to find each treasure. If you need additional context to find a particular treasure, the video guide is especially helpful. Also see the Jupiter & Mars Walkthrough Strategy Guide or the Guide to all Creature Rescues.

SUNPOOL

Bronze Anchor - In the first cave you swim through at the start of the game, before you turn left and see the jellyfish there’s an oyster shell on a pillar.

Silver Rubber Duck – After you exit the first cave, swim to the left and you’ll find the oyster shell containing the Silver Rubber Duck.

Gold Rubber Duck – After you exit the first cave, swim to the right and you’ll encounter the oyster shell containing the Gold Rubber Duck.

Silver Palm Tree – In the section where you rescue the baby turtles, if you swim to the left and through a small cave, on the other side is an open area where you see some remnants of technology. Look for the rocks and break them to reveal the oyster shell containing the Silver Palm Tree.

Silver Anchor – In the large Sunpool cave, in the first cavern, right before you swim through the jellyfish to get to the other cavern, there’s an oyster shell that has the Silver Anchor in it.

Bronze Rubber Duck – In the large Sunpool cave, after you swim past the jellyfish and into the second cavern, as you start to swim upwards again there’s an oyster shell containing the Bronze Rubber Duck.

Bronze Palm Tree – After you exit the large cave in Sunpool, if you swim by the sunken ship there’s an oyster shell with the Bronze Palm Tree.

Silver Shovel – In the section where you’re rescuing the manta rays is a giant submerged boat. If you look in its smoke stack there’s an oyster shell with the Silver Shovel in it.

Gold Shovel – Near to where the giant wall is with the generator is a section that you access by swimming through an area covered by sea urchin spikes. In this section, once you swim to the second room, is a bunch of rocks that you can break to reveal the oyster containing the Gold Shovel.

Gold Palm Tree – Once you’ve returned to Sunpool and are able to swim to the area to rescue the puffer fish (somewhat near to where the giant Elder whale is), there is a large rectangular cave that slopes down. At the bottom of this cave is the oyster shell containing the Gold Palm Tree.

Silver Diver’s Mask – In the puffer fish section of the level there’s a small passageway that you can access that has the oyster shell containing the Silver Diving Mask. The passageway is discovered by breaking grates on either side of it (requiring the Conch power-up). The easiest place to find one of the entrances is by the smaller submerged boat at the exit of the main cave in the level (where you encounter the first AHD). Once you have the Conch power-up you can ram the grate and find this treasure in the passageway.

Bronze Diver’s Mask – Once you have the Conch power-up you can access this collectable. Between the large submerged boat and the large wall with the generator, off to the right is a passageway requiring the Conch to break a grate to enter.

Gold Diver’s Mask – In the large cave, once you have the ability to swim to deeper levels, if you look inside the sunken airplane there’s an oyster shell with the Gold Diver’s Mask.

Gold Anchor– In the large cave, once you have the ability to swim deeper, in the second cavern once you swim past the jellyfish if you swim down into the deeper areas here and use your echolocation you’ll find the oyster with the Gold Anchor.

CLOCKTOWER

Bronze Police Hat – In the first part of the level as you approach the Tower Bridge, look under a rock shelf for two oyster shells, one of which contains the Bronze Police Hat.

Silver Big Ben Figurine – Before the stadium with the large whale in it, if you swim to the right you can enter the subway station. Use your echolocation in the subway station and you’ll find the oyster with the Bronze Big Ben Figurine.

Bronze Police Box – In the stadium, if you turn around and use your echolocation along the back wall bleachers area you’ll find the oyster with the Bronze Police Box.

Bronze Big Ben Figurine – After the stadium, if you swim to the right there’s a pipe with a grate on it. Smash the grate and you’ll find the oyster shell containing the Bronze Big Ben Figurine.

Bronze Tea Cup – After the stadium, if you swim to the left, the surface slopes up a bit. Look for a large rock ledge that’s sticking out. At the top of this rock ledge is a small rock encloser that has the oyster shell with the Bronze Tea Cup.

Bronze Sceptre – In the city streets maze section of the level, there’s a house you can enter that has the oyster with the Bronze Sceptre.

Gold Big Ben Figurine – After the city streets section and before you get to the collapsed wall, if you have the ability to swim lower you can find a palace looking building that has the oyster in its main entrance.

Gold Police Hat – This one is really tricky to find! In the later part of the level, above the large train station toward the water’s surface is a rock wall that has a building formation attached to it. You can swim into this building and find three oyster shells, one of which contains the Gold Police Hat.

Silver Sceptre – In the covered section near to the train station (right by where you get the Aqualung power-up) is a path you can find by breaking two rocks, one after another, that leads to the oyster shell with the Silver Sceptre.

Gold Sceptre – Near to the city streets section of the level, once you have the Aqualung power-up to swim through currents, there’s a section off to the right that has the oyster with the Gold Sceptre.

Gold Tea Cup – In the power station, once you have the Conch power-up you can ram the metal grates that highlight in blue with echolocation. Break the grates and you can access the part of the building that has the oyster with the Gold Tea Cup.

Silver Tea Cup – In the covered section near to the train station, next to the train car that you need to swim through in order to first get the Aqualung power-up is a rock that requires the Conch power-up to break. Once you have the Conch ability, break the rock and you’ll find the oyster shell with the Silver Tea Cup.

Silver Police Box – In the ice section of the level (that requires the Blubber power-up to access), if you swim to the left you’ll find a passage that leads to this oyster shell. Just break the large rocks to access it.

Gold Police Box – In the ice section of the level, if you swim to the right you’ll go through a spikey urchin to access an area that has an AHD generator you can shut down as well as the oyster shell containing the Gold Police Box.

Silver Police Hat – This one is a bit of a maze to get to. In the ice section of the level, swim all the way to the back of the area and around the far back right section of it. Keep swimming through the maze and you’ll eventually get to the a part that has an AHD generator and an oyster shell with the Silver Police Hat.

PLASTIC BEACH

Bronze Fortune Cookie – In the first part of the level (or last part, depending on which direction you’re coming from), in the sparse cavernous portion near to where the giant Elder Whale is waiting, off to the side is a small opening that you can find using your echolocation (as well as looking for the glowy trail markers on the ground).

Silver Takeout Box – In the part of the level with the conches that need to be rescued there’s a section with trucks and a floating drone. Before you get to the trucks there’s a passage off to the right that has the oyster with the Silver Takeout Box.

Bronze Teapot – In one of the main areas of the part of the level where you’re rescuing the conches, if you swim up the side of the wall there’s a group of rocks you can break to reveal the oyster shell containing the Bronze Teapot.

Bronze Takeout Box – In the same general area as where the Bronze Teapot is, there’s a metal grate that you can break and access the oyster with the Bronze Takeout box.

Silver Cat – Near to the large Launch Station that you shut down towards the end of the level (near to where the large Conch gives you his gift), if you swim in the upper areas you’ll find a collection of rocks that you can break with the Conch power-up that give you access to the oyster shell containing the Silver Cat.

Gold Takeout Box – Right near to where the Conch gives you his power-up, if you swim around and use your echolocation you’ll find a passageway that has some rocks that you break to get to the oyster shell with the Gold Takeout Box.

Gold Teapot– At the end of the area where the Conch gives you his power-up, there’s a tunnel that leads back to the first cavern with the Elder Whale at the end of it. BEFORE you enter the tunnel, look down and there’s a small opening that has the oyster shell with the Gold Teapot.

Bronze Fan– In the city streets section of the level, near to the first part where you swim in, if you swim to the right (look for a fish sign), you’ll eventually encounter the oyster shell with the Bronze Fan.

Silver Fortune Cookie – In the city streets section of the level you’ll encounter an AHD surrounded by some boxes. Swim past the AHD and look behind you and you’ll see an opening that leads to a room with the oyster shell containing the Silver Fortune Cookie.

Gold Fan – Right by the same AHD where the Silver Fortune Cookie is found (the AHD surrounded by boxes), if you shut down the AHD generator and swim right by where the AHD is you’ll find an opening that leads to a room with the oyster containing the Gold Fan.

Bronze Cat – In the city streets section before you enter the tunnel to the sewers, look up to the right and you’ll see some buildings – swim up and you’ll find the oyster shell containing the Bronze Cat.

Gold Cookie – In the sewers, look for the metal grate on the ceiling that requires the conch to break – once you enter that area you’ll see the oyster shell with the Gold Cookie in it.

Silver Teapot – In the sewers section, once you have the Conch power-up, break the metal grate at the end of the tunnel and swim through it to find the Silver Teapot.

Silver Fan– In the area of the level where you encounter the Ethereal dolphins swimming around the bell, at the start of the room there’s a part where you can swim to the right and find the oyster containing the Silver Fan.

Gold Cat – In the section of the level as you approach the giant Launch Station there’s an AHD that previously blocked your path and you would have to take the high road off to the right of it. Once you have the ability to shut down the AHD you can swim near it and off to the right is an entrance to access the oyster shell containing the Gold Cat.

POSEIDON

Bronze Medusa – Near to the start of the level when you enter the large open area there’s a giant pillar that has an oyster shell at the top containing the Bronze Medusa.

Bronze Horse – Accessed via a path at the bottom of the large open area near to the start of the level is a cavern with two drones in it. Avoid the drones and you can get to the oyster shell containing the Bronze Horse.

Silver Medusa – In the back part of the Greek houses on the cliff is an oyster shell with the Silver Medusa in it.

Silver Horse – In the area with the whale that swims around that opens the path from the tanker is a section off to the right that you can swim into. In this area are some rocks you break to get to the oyster shell with the Silver Horse in it.

Gold Medusa– After the area where the whale swims in circles (where the tanker falls and there’s a path through the netting) is a sunken ship on the other side. At the bottom of this ship is the oyster shell containing the Gold Medusa.

Silver Vase- After the sunken ship is a pathway to into the caves section of Poseidon. Above the caves entrance is a small opening in the rocks that has the oyster with the Silver Vase.

Bronze Sundial – In the caves section of Poseidon, there’s a part where you can take a small side passage to get past an AHD or you can instead go straight which leads to a large open area. In this area are two oyster shells, one of which contains the Bronze Sundial.

Gold Horse– After the caves section of Sunpool, as you start approaching the section with all of the AHDs that you need to shut down, there’s a large forcefield structure that has an opening at the bottom of it. Inside this area are two drones that continually patrol a circular passageway. Head down this passageway while keeping a distance from the drones – approximately halfway through it, look around above you for a ledge that has the oyster shell with the Gold Horse.

Bronze Vase – In the same general area as the Gold Horse treasure, swim around in the upper regions and you’ll find an opening that has the oyster shell with the Bronze Vase.

Gold Sundial – In the part of the level where you approach the large launch station (surrounded by AHDs), if you swim around in the upper areas you’ll find an opening with the oyster containing the Gold Sundial.

Bronze Sceptre – In the section leading to the Kraken’s lair, if you’re facing the stairs heading up to the Kraken’s lair, swim to the left and you’ll get to a large rock formation that you can swim around. On the backside of this rock formation is the oyster shell containing the Bronze Sceptre.

Gold Sceptre – In the section leading to the Kraken’s lair, in the lower areas is a temple ruin that has the oyster shell with the Gold Sceptre in it.

Silver Sundial – In the section leading to the Kraken’s lair, look for a large pillar that’s toppled over. On the underside of this pillar is an opening that has the oyster shell containing the Silver Sundial.

Silver Sceptre – In the area that you reach after the Kraken area (after swimming through the cave passageway back towards where the Elder whale is at the start of the level), if you swim to the lower regions there are some AHD encounters. Before you reach one of the AHDs is a small opening that has the oyster with the Silver Sceptre.

Gold Vase – This is a tricky one. In the large open area in the early part of the level (where there’s the floating capsized boat and the houses on the hill), if you swim into the depths of this area there’s an opening that has a drone and urchin spikes that you have to navigate around. Once you progress in this area there are some oyster shells – eventually you’ll find the one containing the Gold Vase.

A.T.L.A.N.T.I.S.

Bronze Statue of Liberty - In the very first part of the level near the Elder Whale is a sunken space ship and some large building structures. Along the ocean floor is a small structure that has its entrance blocked by a bunch of rocks. Break the rocks and you’ll find the oyster shell containing the Bronze Statue of Liberty.

Gold Stoplight – On the backside of the Statue of Liberty you’ll find the oyster with the Gold Stoplight resting on a piece of coral.

Silver Briefcase – In the city area of the level, look for a highway that slopes up. At the very top of this highway is a sunken ship. Swim over the ship and you’ll find the oyster shell waiting for you containing the Silver Briefcase.

Silver Stoplight – In the city area of the level, there’s a toppled over building that has lots of openings in it that you can swim into. Swim through this building to the other side and you’ll find an AHD as well as the oyster shell containing the Silver Stoplight.

Gold Hot Dog Stand – In the city area of the level, one of the buildings you can swim into and work your way through the maze while navigating around the drones has the Gold Hot Dog Stand.

Gold Briefcase – In the city area of the level, look for a building with a slimmer unique base structure that’s supporting the rest of the building. At this bottom area of the building is the oyster containing the Gold Briefcase.

Bronze Stoplight – In the city area, swim around the upper area of some of the skyscrapers and you’ll find a space in between two of them that has a metal grate – smash it and you’ll find the oyster shell containing the Bronze Stoplight.

Gold Statue of Liberty – In the city area of the level, there’s an AHD that you can shut down by swimming around behind it. In this same spot there’s also a path that leads to an oyster shell that has the Gold Statue of Liberty.

Bronze Taxi - In the city streets area, before you enter the ice area, there’s a building foundation. Echolocate and you’ll easily find the oyster shell containing the Bronze Taxi.

Silver Taxi – In the ice area of the level where there are a bunch of AHDs on your path, swim up towards the surface and you’ll find a rock to break – do so and swim into the area and you’ll find the oyster shell containing the Silver Taxi.

Silver Statue of Liberty – In the early parts of the Launch Station there’s a room at the end of a hallway that has two crate and an oyster shell containing the Silver Statue of Liberty.

Bronze Hot Dog Stand – In the Launch Station there’s a part with a bunch of spikey urchins and some hallways. Swim around there and you’ll find the lone oyster shell containing the Bronze Hot Dog Stand.

Bronze Briefcase – In the Launch Station lower levels there’s a part where you navigate around some drones and then enter a hallway. Keep going, break the door and you’ll eventually come across the oyster shell containing the Bronze Briefcase.

Gold Taxi – In the lower levels of the Launch Station there’s a part where you navigate around some drones moving in a circular pattern in one room, then immediately behind it there’s another room where there’s an additional drone. At the far side of this room is the oyster shell containing the Gold Hot Dog Stand.

Silver Hot Dog Cart – Towards the end of the Launch Station there’s an encounter with an AHD sitting on a platform in the center of the room surrounded by some blast shield barriers that you can hide behind. Instead of swimming towards the AHD, swim the other way to the far side of the room and you’ll find an area that has the oyster shell with the Silver Hot Dog Cart in it.

Trying to find every last creature that you can rescue in Jupiter & Mars? We've put together this handy strategy guide with the help of Shadiochao’s video guide on YouTube showing all of the creature rescue locations. If you need additional context to try to find one, the video guide is especially helpful. Hope these tips are useful! Also see the Jupiter & Mars Walkthrough Strategy Guide or the Guide to all Treasures.

SUNPOOL

Turtle 1 – The easiest turtle to find is right by the mother turtle. It’s so close that it could be mistaken for already being rescued, so just make sure you’ve actually freed it from the plastic.

Turtle 2 – Another turtle is hidden in a small cove not too far from the mother turtle, just in front of a few jellyfish.

Turtle 3 – Another turtle is off by itself somewhat near to a set of rock formations that you can swim under.

Turtle 4 - Another turtle is hiding under the rock formations. Just use your echolocation and you’ll spot it.

Turtle 5 – In one of the corners of the area where you’re looking for the turtles is an opening passageway with a tiny elevated area that you can swim into. The last turtle is waiting for you there.

Crab 1 – After the first cave in the game following the tutorial section you’ll come across this easy to spot crab.

Crab 2 – In the section after the first cave and before you get to the open area with the whale tail stone structure is the second crab ahead of some jellyfish.

Crab 3 – This crab is in the large deep cave in the level, just before you exit.

Crab 4 – Outside of the large deep cave is a sunken boat. Sitting on top of the boat is another crab to rescue.

Crab 5 – In the area where you have to rescue the manta rays to open the large wall, one of the crabs is hidden behind a set of large boulders (it’s found in the wide open area with the large pillar rock structures that you can swim under – look off to the side for some boulders and swim behind them to find the crab).

Crab 6 – Upon a return visit to Sunpool, near to the large Elder whale are three branching paths you can take back into the level. If you swim down the middle one you’ll eventually get to a rectangular-shaped cave that slopes down. At the entrance of this cave is the crab.

Manta Ray 1– The first manta ray is immediately on your path following the first AHD encounter in the level. It’s in a wide open area with pillar rock structures that you can swim under.

Manta Ray 2– Another manta ray is hidden by the large wall, on the far side of where it wraps around and meets the rocks.

Manta Ray 3 – Another manta ray is found via a path off to the side from the main open area with the rock pillar structures that you can swim under. From that area, just look for a path to the side (not from where you originally came from where the AHD is and not the path that leads you through the spikey urchins). Just a little ways down the path is a small cave that has the manta in it.

Manta Ray 4 – Near to the large wall generator (if you turn around and face away from the wall/generator) is a path you can take with urchin spikes. Navigate through the spikes and you’ll find the manta.

Pufferfish 1 – Upon a return visit to Sunpool, near to the large Elder whale are three branching paths you can take back into the level. If you swim down the middle one you’ll see some pufferfish circling one larger one that you need to rescue.

Pufferfish 2 and 3 - Upon a return visit to Sunpool, near to the large Elder whale are three branching paths you can take back into the level. If you swim down the middle one you’ll eventually get to a rectangular-shaped cave that slopes down. At the bottom of this cave are two pufferfish swimming next to each other that need rescuing.

Pufferfish 4 – In the general area where the pufferfish are found in Sunpool, look for the spot where there’s a drone circling. Right by it is one of the pufferfish you need to rescue.

Pufferfish 5-7 – Right near to where the previous pufferfish was (where the drone is circling) is a metal grate that you can smash that leads to a pathway where these three pufferfish are hidden. (You can also access this pathway via breaking the metal grate near to the sunken ship at the exit of the large cave).

Mako Shark– At the very bottom area of the large cave you swim into (where the turtles are swimming) is the mako shark.

CLOCKTOWER

Pufferfish 1 – The easiest pufferfish to find is the one sitting right at the Tower Bridge.

Pufferfish 2 – Another pufferfish is hidden in a small subway station entrance a little past the Tower Bridge. Just look for the grate that you can smash and the puffer is right behind it.

Pufferfish 3 – Another pufferfish is inside a caged area just outside the stadium entrance.

Pufferfish 4 – Near the entrance to the stadium are two entrances that lead into the underground subway station. One of the pufferfish is hidden behind a rock you can break.

Pufferfish 5 – Also in the underground subway station near to the stadium is a pufferfish that you can access by breaking a metal grate.

Mako Shark– Later in the level is the large train station with the train cars in it. If you swim to the back of the stadion there’s a subway tunnel that you can enter. Keep swimming along this tunnel for quite a while. Eventually you’ll get to a point where the path is blocked off. But instead of heading back the way you came, look for a path that leads to the side and you’ll find the mako shark. (Following this path also lets you swim directly to the Elder whale).

PLASTIC BEACH

Conch 1 – One of the conches is hidden near the drone. Look for the dump trucks and there’s a trap in the back of one with the conch.

Conch 2 – Look for the large side path that splits off from your main path and you’ll find a conch (the side path is relatively near to the highly visible antenna looking structure that sits in the middle of the area).

Conch 3 – One of the easier conches to find is right by the antenna looking structure.

Conch 4 – Another conch is found in a small path directly near to where the antenna looking structure sits in the middle of the area.

Conch 5 – Another conch is found by swimming through the spikey sea urchins that are found near the antenna looking structure in the middle of the area.

Mako Shark– In the city part of the level (somewhat near to the start of it) are a set of rocks you can break once you have the conch ability. Right behind those rocks is the mako shark.

POSEIDON

Crab 1 – The easiest crab to find is on your main path right near the start of the level.

Crab 2 – Another crab is found in the large open area somewhat near to the start of the level (the large open area with the upside down ship and the houses on the cliffside). As you first enter this area, swim low and to the right and you’ll find a small opening that leads to the crab.

Crab 3 – Another crab is found near the start of the houses on the cliff. Swim behind them and you’ll find a passageway that wraps around and has the crab in it.

Crab 4 - Another crab is found in the large open area somewhat near to the start of the level (the large open area with the upside down ship and the houses on the cliffside). Near the ocean floor in this area are some rock structures that you can swim under – the crab is hidden under one of these.

Crab 5 – In between the houses on the cliff is another crab.

Crab 6 – At the part where there are two AHDs next to one another, swim up and to the left and there’s a pathway that you can take. Break a rock on the way and you’ll find a crab.

Crab 7 – In the section of the level that you open up after you’ve defeated the Kraken and are swimming back toward the Elder whale, there’s a crab sitting on a ledge. It’s right near two forcefield pillars that you swim through. By the pillars, look down and echolocate and you’ll find the crab.

Crab 8 – In the very depths of the level in the area you swim to after you’ve beaten the Kraken and can swim down and take out some of the lower AHDs, there’s a part where there are some sea urchin spikes – find those and you’ll find the crab.

Crab 9 – In the area where the whale circles (where the whale knocked down the tanker to open your path) if you swim to the ocean floor you’ll find a cave entrance that leads to an AHD surrounded by rocks. Shut down the generator and you’ll be able to access more of this area behind the AHD. Swim into it and you’ll find a spot with some sea urchin spikes and the crab hidden there.

Mako Shark– In the area where the whale circles (where the whale knocked down the tanker to open your path) if you swim to the side and stay towards the water’s surface you’ll encounter two drones. Near to the second drone is a metal grate that you can break that has the mako shark behind it.

A.T.L.A.N.T.I.S.

Manta Ray 1– The easiest manta ray to find is the one right by the start of the bridge (by the New York Ferry sign).

Manta 2 – To the side of the bridge is a building structure – swim over it and you’ll see the manta there.

Manta 3 – At the very bottom of the ocean’s surface near to the launch station entrance that you enter is another manta ray.

Manta 4 – Inside the large hangar entrance to the launch station, if you swim to the right you’ll find the manta hidden there.

Manta 5 – In the large open area where the bridge is, on one side are two sloped buildings near each other. In between those buildings is another one of the mantas.

Mako Shark– Towards the very end of the launch station, where the last AHD that you need to contend with before entering the control room is, is a corner where the mako shark is resting.