'%%%%%%%%%%% %%%%% '%%% %%%%%%" , '%%% '%%% %%%' "%%% %%%%%' %%%%%%%%%%%% %%%%% '%%%' %%%%%%% %%%%%%%%' '%%%% %%% '%%% '%%%%%' '%%%%%%%%%%%% %%%%%'%%%' '%%%%, %%%' %%' %%%%%%"%%' %%%' %%%% '%%%% %%%%' %%%%%%%' '%%% %'% '%% '%%"%%%%%% %%% %%% ' %%%% %%%%% %%%%%%' %%%%%%% '%%%%%'% %%% %%%%% '%%% %%%%%%% '%%%% %%%% %%%%% %%%%%%' '%%%'' %%% %%% %%% "'%%%' %%%% %%%%' %%%%%%' A D V E N T U R E '%%%% %%%%% %%%%%%%% %%%%%%%%%%%% %%%%%%%%%%' '%%%%%%%%%%%%%%%% %%%%%' %%%%%%%%%% %%%%% %%%%%%TM D I R E C T O R ' S C U T _____ _ __ _____ / ___) (_) | / / ___) _ | |___ ____ _ ___ _ ___ |/___ | |___ _| |_ ____ _ _ _ _ \___ \/ \| '_ \| |/ _| / __| \___ \|_ _|/ \| '_|\ \/ | ___| || () || | | || || (_ |__ | ___| | | |_ | () || | \ / (_____/\____/|_| |_||_|\___| |___/ (_____/ \___)\____/|_| /_/ By me frog & Jason Howell me frog's Email: cskull@frogdesign.com Jason Howell's Email: howellgames@howell-games.com Created on 07/17/03 Last updated on 11/18/03 Version FINAL For GAMECUBE CHARACTER FAQ +----------------------------------------------------------------------------+ |TABLE OF CONTENTS | +----------------------------------------------------------------------------+ Chapter 1 : INTRODUCTION Chapter 2 : VERSION HISTORY Chapter 3 : SONIC'S CONTROLS/UPGRADES Chapter 4 : SONIC'S ADVENTURE GUIDE Chapter 5 : SONIC'S ACTION STAGE GUIDE Chapter 6 : SONIC'S BOSS GUIDE Chapter 7 : SONIC'S MISSIONS Chapter 8 : SONIC'S EMBLEMS Chapter 9 : CREDITS/LEGAL INFO +----------------------------------------------------------------------------+ |CHAPTER 1: INTRODUCTION | +----------------------------------------------------------------------------+ Hello, my name is me frog. First I would like to thank you for reading this guide among others. I haven't written many FAQ's for this site but that will hopefully change! AUTHOR'S NOTE (me frog) --------------------------- This guide, as you can tell, is for the Sega game SONIC ADVENTURE DX. It first appeared on Dreamcast but was then ported to the Gamecube with lots of additional features like new missions and tasks, some new secrets, upgraded graphics, and the best of all, 12 Sonic Game Gear games! The game is played among six different characters but this guide is only for how to beat Sonic's story. If you want a full walkthrough, check out some of the full FAQ/Walkthroughs on www.gamefaqs.com. If you want to get to a certain place quickly on your computer, use Control+F or the FIND option on your computer. Say you want to find SONIC'S MISSIONS. Just go to the FIND option and type in SONIC'S MISSIONS and you'll be taken straight to it! +----------------------------------------------------------------------------+ |CHAPTER 2: VERSION HISTORY | +----------------------------------------------------------------------------+ .5 (07/17/03) First version, everything is new, the Adventure part of the guide is done and a tiny bit of the Action Stage guide. 1.0 (07/20/03) Finished all of the C emblems in the action stage section and completed the boss section. 1.6 (07/22/03) Fixed a couple of mistakes in adventure mode, added some ASCII art and got some more B and A emblems in. 2.1 (07/24/03) First, off, Jason Howell has become a co-author to this FAQ and he has edited the layout to make it look A LOT better. I also TOTALLY re-did the adventure mode walkthrough so that the information is more accurate and easier to understand. Also added some better descriptions to the moves, fixed the action stage guide so that it is easier to read, and began the first couple of missions. Finally, and most importantly, it's my birthday! YAY! 3.0 (07-27-03) Finished all the missions and completed the emblem list. Also removed the --- lines in the adventure section so now they are just blank lines; it looks better now. Now all that's left is some more B and A emblems... 3.2 (11-06-03) WTF? I had completely given up on this guide months ago. I had put it in my computer's trash and emptied the trash and never gave the guide another thought. I would've never known it was here unless Jason Howell told me that it got posted! Yay. Anyway, so it's back to updating. I finished all of the emblems for Red Mountain, Sky Deck, and Final Egg. Now all that's left are very, very few B and A emblems! Hooray. FINAL (11-18-03) Well, seeing as how my interest in the game has dropped, and the popularity of this game has gone down a little, I see no reason not to continue this FAQ. Don't get me wrong, I've finished everything. Just no more updates here, everything is complete and final. Sayanora! +----------------------------------------------------------------------------+ |CHAPTER 3: SONIC'S CONTROLS/UPGRADES | +----------------------------------------------------------------------------+ =====---------------------------------------------------------===== | Controls | =====---------------------------------------------------------===== MOVE: Control stick. --------------------------- Description: Move Sonic around. Sonic's top speed is over 700 MPH so you'll need to develop good hand-eye cordination to avoid running into things. When Sonic is at his top speed, he will put his arms behind his back. --------------------------- JUMP: A --------------------------- Description: Get to high places (hold for higher jump). This is the most frequently used move in the game. In addition to getting to high places, you can use it to cross gaps and traps. You'll stay in the air for about three seconds so use that to your advantage. If you spin dash and then jump you'll do a super long jump. --------------------------- GRAB: B/X while standing near an object --------------------------- Description: Use it to pick up objects or Chao. After you grab an object you can carry it around. If you get hit, you'll usually drop whatever you're carrying so be careful. --------------------------- THROW: Begin running and then press (B) or (X) --------------------------- Description: Use it to throw objects or Chao. You have to have quite a bit of speed to be able to throw something. It isn't used that often. If you want to perform a long throw (about twice the as far as a regualr throw), begin running, jump, and then throw. --------------------------- HOMING ATTACK: Jump then in air (A) --------------------------- Description: Used to home in on enemies or items. If no enemy or item is in sight you will simply dash forward (a.k.a. a double jump). You'll use this attack VERY often so get used to it. If there is more than one enemy or item in sight, you can do multiple homing attacks on them. This is also useful for crossing some gaps that can't be crossed with a normal jump. --------------------------- SPING DASH: Charge with (B) or (X) (you must hold it) and release (To exit spin dash, jump, hit a wall, or press (B) or (X) ) --------------------------- Description: This move is great for those A emblems. You'll move faster when you are in a spin dash. If the dash goes on for too long, you'll begin to slow down. There is a really neat trick witht the spin dash. If you rapidly press be, you'll go in and out of the dash and hit top speed MUCH more quickly than usual. It is useful if you get hit and lose all your speed. --------------------------- LIGHT DASH: (UPGRADE REQUIRED) Charge a spin dash and release (B) or (X) when Sonic is glowing. --------------------------- Description: Used to cross gaps by dashing across a row of rings. After you get this upgrade, it will be useful in almost every level. It takes four seconds to charge up and then Sonic will stand up and say "Ready!" He should also be glowing blue. Hold down the B button and you can move around without actually doing the dash. When you are ready, realse be and Sonic will say "GO!" and dash forward. If there are rings in front of him, he'll dash across the rings. Lines of rings are most frequently found across very long gaps that are impossible to get across otherwise. --------------------------- LIGHT ATTACK: (UPGRADE REQUIRED) Charge a spin dash and release (B) or (X) when Sonic is glowing. --------------------------- Description: When you perform the light attack near a group of enemies, Sonic will destroy all of them at light speed. This is useful when there are five or six enemies in a bunch. It is just like the light dash, except you'll need to be standing near a group of enemies. --------------------------- =====---------------------------------------------------------===== | Upgrades | =====---------------------------------------------------------===== SONIC'S UPGRADES: --------------------------- LIGHT DASH SHOES: --------------------------- Found in the sewer of Station Square after beating Windy Valley. Drop down the manhole in the second part of Station Square to reach the sewers, and go north. Jump on the balcony and the upgrade will be in front of you. Used to perform the Light Dash. CRYSTAL RING: --------------------------- Found on second floor of the hotel. Step on the two buttons to open the door and make rings appear and light dash across the rings to the door and the upgrade. This shortens the time it takes to charge Light Dash and Light Attack from four seconds to two seconds. ANCIENT LIGHT: --------------------------- At the Angel Island crash site, head all the way north and the upgrade will be on a big stone. Used to perform the Light Attack. +----------------------------------------------------------------------------+ |CHAPTER 4: SONIC'S ADVENTURE GUIDE | +----------------------------------------------------------------------------+ You'll begin with a cut-scene. After that you'll fight your first boss battle against Chaos 0. See the boss section for info on how to beat Chaos 0. After the boss you'll see another cut-scene. Next you'll see a second cut- scene. When it is over, go north to enter Emerald Coast. See the Action Stage chapter for information on how to beat this level. When you beat Emerald Coast, you'll see another cut-scene with Tails. When it is over head toward the train station (the big building near the hotel). Get on the train and you'll head to the Mystic Ruins. When you arrive at the Ruins head down the stairs and run past the waterfall to reach some more stairs. Head up these to start a cut-scene followed by a boss battle. See the boss section for info on defeating the Egg Hornet. After the battle you'll see a cut-scene. When it is over head up the small bunch of stairs to reach Tails' workshop. Grab the Wind Stone (the little green rock) and head down the waterfall. Enter the cave to the right of the waterfall and place the stone in the little slot to the left of the blowing wind. Enter the wind to be sent to stage two, Windy Valley. See the Action Stage section for some info on this stage. After Windy Valley head towards the train and take it back to Station Square. From here, head to the second part of Station Square (the part that was previously blocked off). Go straight and drop down the manhole to enter the sewers. Turn around when you enter the manhole and go forward. Jump onto the balcony on your right and grab the LIGHT SPEED SHOES. Head down the hallway and hit the button. Use your new light dash on the rings to escape the sewers. Head through the door in front of you. Now head back to the hotel. Climb the stairs to the second floor and press both buttons. Charge a light dash and dash across the rings. Go through the door on the other side to find the CRYSTAL RING Now head back downstairs and through the previously lock door (by the TV). Head forward and you'll see a switch. Hit it to make some rings appear. Dash across them and you'll automatically hit a switch which will open the door to Casinopolis. See the Action Stage section. Now head south and turn right into an alleyway. You'll see another stone, the Ice Stone. Grab this and head to the train station. Get on a train and head to the Ruins. When you arrive you'll see a short cut- scene of some rocks falling, revealing a cave. Head to the location where the rocks fell (it is right in front of you) and go through the cave. Head forward and use the wind to go up to a second floor. About halway through the second floor you'll see a large ice door to your right and a slot to the right of the door. Place the ice stone in the slot to open the door. Head straight, past the lake, and climb the ladder to enter stage four, Ice Cap. See the Action Stage chapter if you need help. When you complete Ice Cap backtrack through the cave. When you reach the exit, head for the giant waterfall to start a cut-scene with Knuckles. You'll then fight a battle with him. Since this isn't actually considered a real boss battle, I'll tell you how to beat him. Beating Knuckles is very easy. Just do a homing attack three times on him and you'll prevail. After you fight Knuckles you'll watch another cut-scene, and then engage Chaos 4. See the boss section on how to beat him. After you beat Chaos 4, you'll see another cut-scene. After that, head towards Tails' workshop and you'll trigger a cut-scene followed by your first sub- level, Sky Chase Act One. Information on this level is in the Action Stage section. When you beat the level, you'll find yourself at the poll in the hotel. From here, go to the casino area to trigger a cut-scene with Amy. After the cut-scene head to Twinkle Park (south of the hotel) to start another cut-scene. After the cut-scene you'll begin stage five, Twinkle Park. There is information on this level in the Action Stage section. After Twinkle Park you'll see a small cut-scene. After that go through the door opposite you to exit Twinkle Park. As you exit the Park you'll trigger a short cut-scene of an I.D. card falling on some grass opposite of you so move forward and pick up the card. To go the garage door with the man and TV near it. With the card, the door will open. Enter and head through the left or right door to begin stage six, Speed Highway. See that Action Stage chapter. You'll exit the stage near City Hall (where you fought Chaos 0). Head to the Casino area to begin another cut-scene. After the cut-scene, get on the train and head to the Mystic Ruins. When you arrive, you'll trigger another cut-scene. After it is over enter the cave in front of you and go to the second floor. Head straight, but continue past the ice door this time and you'll end up at the Angel Island crash site. At the crash site, head all the way north and you'll spot the ANCIENT LIGHT which allows you to do the Light Attack. Get off the rock, head straight and turn left and you'll spot a Kiki in a cage. Use your new Light Attack to destroy it and you'll open the gate. Head past the gate to begin level seven, Red Mountain. See the Action Stage section for details. When you complete Red Mountain you'll see a cut-scene. After the scene, you'll begin the second sub-level, Sky Chase Act Two. See the Action Stage section again. Upon completing Sky Chase, you'll trigger a cut-scene. After it run forward and hit the spring to trigger another cut-scene. The ship will transform, which forces you to go through the Sky Deck. Anyway, head north, and go through the only door in sight to enter stage eight, the Sky Deck. See the Action Stage chapter for more information. Upon completing Sky Deck you'll see a very short cut-scene. You'll now find yourself inside the Egg Carrier. Go north and to the right a bit to spot a circular elevator. Hop on and you'll be taken to the bridge. When you reach the bridge you'll see a cut-scene with Gamma. After the cut- scene you'll engage with a battle with Gamma. He is just like Knuckles (do three homing attacks on him). After you beat Gamma you'll see another cut-scene. After the cut-scene head north and you'll see another small cut-scene. After it ends, head through the door in front of you. Step on the switch in this room to make some rings appear. Dash across them to enter a new room. Step on the giant chair in the new room and it'll move, revealing a switch. Step on it and you'll see a cut-scene of the ship changing back to its original shape. After the cut-scene head through the door and enter the elevator again. After you get off hit the green button near the TV to summon the monorail. Take it to the front of the ship. When you get off the monorail you'll see a cut-scene with Chaos 6 and Big. After the cut-scene you'll fight Chaos 6. See the boss section. After you beat Chaos 6 you'll see another cut-scene. After the cut-scene you'll find yourself in a new area of the Mystic Ruins where you'll see another cut-scene of level nine opening up. After the cut-scene go up the stairs and through the door to begin the Lost World. Again, see the Action Stage chapter. After you beat the Lost World you'll see another cut-scene. After that, you'll be warped to the past and you'll see another cut-scene. When you have control run forward to trigger another cut-scene with Tikal. After that cut-scene you'll be warped back to the present. You'll see a third cut-scene of Eggman heading towards his base. After the scene head north and turn right. You'll see a building with lots of flashing lights. Go right again to see a strange hallway. Enter it and you'll be in the Egg Carrier 2. Head right until you spot six buttons. From left to right number the buttons 1, 2, 3, 4, 5, and 6. Hit 5 first, then 4, then 3, and then 2 to open the door to level ten, Final Egg. See the Action Stage chapter for details on this last level. After you beat Final Egg you'll see another cut-scene and then you'll begin a fight with Sonic's final boss, the Egg Viper. See the boss section for details on this last boss. After you beat the Egg Viper, you'll see Sonic's ending and get an emblem. Congrats on finishing his story! Now do the other five characters! +----------------------------------------------------------------------------+ |CHAPTER 5: SONIC'S ACTION STAGE GUIDE | +----------------------------------------------------------------------------+ DIFFICULTY STAR MEANINGS (all star ratings are based on someone's first time though the stage) * Very Easy ** Easy *** Medium **** Hard ***** Intense The Action Stage guide is merely for players who get stuck on certain puzzles in some levels. Like I mentioned earlier in the guide, most of Sonic's action stages are straightforward but here I have described all the little details on how to get through the stage. You most likely will NEVER need to read the whole guide on how to get through (insert stage here) but it is there if you do. I just wanted to put this note in because some people may glance at the size of the level description and think it is very complicated. All of the levels have at least two checkpoints and two areas (except for level three, Casinopolis). The checkpoints are the two sideways light- bulbs and you'll see many of them in a stage. You'll know when you are in a new area when the music changes. I have divided most of the levels into checkpoints and areas, though some levels, like Casinopolis and Lost World, will be described differently. In some of the levels you will see something marked ALTERNATE PATH. An alternate path is usually a shortcut or a different way to get to (insert location). If you mess up on one path and there is a different one, check out the part in the paragraph marked ALTERNATE PATH. When I finish describing the alternate path I will put END ALTERNATE PATH. For people who don't know, a checkpoint is a place you will appear at when you die. Touch every one you see because it will avoid you having to start the level over if you are killed. The beginning of a new area also serves as a checkpoint. =====---------------------------------------------------------===== | EMERALD COAST | =====---------------------------------------------------------===== Difficulty: * SUMMARY OF LEVEL: Emerald Coast is the first and easiest of Sonic's stages. It has some basic puzzles and mostly just tests your jumping and running skills. It is the perfect training area for a beginning player. C EMBLEM: Find Tails ------------------------------------------------------------------------------ TO CHECKPOINT ONE Begin by head north, past the sand, and cross the bridge. Hit the spring and run down the next path, but avoid the yellow walls because they will bounce you around and kill lots of time. Pass the bridge and go through the loop to hit checkpoint one. TO CHECKPOINT TWO Run across the beach and hit the dash ramp to be sent to checkpoint two. TO CHECKPOINT THREE Run down the path and hit the dash pads. Watch out for the spike trap as you run down the second path and run through the double loop. Now run across the bumpy bridge to hit checkpoint three. THE GIANT WHALE AND CHECKPOINT FOUR The second you hit checkpoint three you'll run across a dash-pad and begin running across a bridge with a series of dash pads. Just keep the control stick pointed down the whole time and you'll get through fine. If you stop, the giant whale chasing you will destroy the bridge and you will fall into the water. When you clear the first bridge you will hit a dash ramp and run across a second bridge. Just hold down to clear the bridge and reach checkpoint four. TO AREA TWO Head straight (beware the spike trap) and hit the springs to be bounced to the top of the lighthouse. Cross the broken bridge and go around the top of the lighthouse to hit area two. TO CHECKPOINT FIVE Head straight for a couple of seconds to hit checkpoint five TO CHECKPOINT SIX This can be a bit tricky. Run straight and then as you pick up speed, move toward the left wall and run up it. Keep running or you will fall. If you stay on the wall there is a small cave that you can go through that is a major shortcut that takes you straight to checkpoint six. ALTERNATE PATH If you fall off the wall then go through the cave on ground level and jump into the swamp (you won't die). Jump from platform to platform until you reach the end. If you fall in, you'll sink to the bottom, but you can just jump back up to a platform. After the swamp you'll have to run past about four spike traps. After that you'll hit checkpoint six. END ALTERNATE PATH TO CHECKPOINT SEVEN This is a bit like the beginning of the last paragraph. Run down the hill and continue running, and you'll start running up a wall. Keep running and you'll hit some dash pads and go through a double loop. If you fall, just wade in the water to the other side. Once on the other side, hit the dash ramp. Hit the dash pads after that to run up the hill and go straight and up the stairs. Go straight some more and then through a cave, and you'll hit checkpoint seven. TO GOAL Go down the hill and hit the springs. Cross the gap using the jump panels (the hintorb will explain how to use them) and pass the two spike traps. Go through the loop and then cross the beach to reach the goal. ------------------------------------------------------------------------------ B EMBLEM: Get 50 rings and destroy the capsule! ------------------------------------------------------------------------------ Difficulty: * There are over 400 rings in this stage so getting fifty of them won't be that difficult. The big things you need to be careful of are the spike traps. If you avoid those and the few enemies scattered about, you'll beat this level easily. ------------------------------------------------------------------------------ A EMBLEM: Destroy the capsule in 2:00 ------------------------------------------------------------------------------ Difficulty: **** This level is very simple once you've done it a couple hundred times, but until then, you'll need to take every possible shortcut there is. Do the spin dash trick (reapidly press B; you'll hit top speed in no time) throughout the level but DON'T do it when the whale is chasing you because you might fly into the water when you hit the dash ramp. When you hit area two, take the big shorcut while running across the wall (remember it's the small cave). Don't fall in the water while running across the next wall. When you go through the double loop, hit the dash ramp. From here, hit the dash pads but DON'T CONTINUE STRAIGHT! Instead, turn right, and do a long homing attack to the beach on your right. You'll shave off AT LEAST 30 seconds. Now go straight and hit the two targets and you'll skip the jump panels. From here, just go through the rest of the level doing the spin dash trick and you'll be fine. ------------------------------------------------------------------------------ =====---------------------------------------------------------===== | WINDY VALLEY | =====---------------------------------------------------------===== Difficulty: * SUMMARY OF LEVEL: Windy Valley also tests your jumping skills, this time by making you have to cross bottomless pits. It also has many windy areas that you can use to be sent up to a higher place. This is a good level for people who just like a fast, fun run through an area. C EMBLEM: Get the Emerald ------------------------------------------------------------------------------ TO CHECKPOINT ONE Go down the path and enter the wind to be sent up to the next platform. The checkpoint is right in front of you. TO CHECKPOINT TWO Go up the steps and hit the springs to be sent to another windy area. The wind there will bring you up to the next platform, where checkpoint two is waiting. TO AREA TWO (THE TORNAD0) Run down the hill and go through the gate. It seems there is no platform to jump on but continue to go forward and the wind will bring you to the next platform. Jump about three times on the trampoline. On the third jump you will be high enough to reach the next floating platform. Jump across the broken bridge there and then cross the bridge in front of you. Near the end it will collapse but don't worry. Go north to find some wind that will send you up to the next platform. From here the force of the tornado will suck you into in. TO CHECKPOINT THREE Go forward and hit the springs. Now go down the only path given to you and get across the gap with the jump panels (if you forgot how to use them there is another hint orb). The checkpoint will be in front of you. TO AREA THREE Bounce on the trampoline a couple of times to reach the bridge. Cross the bridge and hit the springs. When you land, go forward and hit the lone spring to exit the tornado. TO CHECKPOINT FOUR This area is extremely straightforward. Go forward a bit and turn right to reach a twisting path. Run down this path for about ten seconds to reach some springs. Hit them and grab onto the rocket on your left (step in front of it and push forward). You will spot checkpoint four. TO CHECKPOINT FIVE Go down another twisty path with a loop and some dash pads and you'll see another seemingly dead end. Just like last time, go through the gate and hold forward and the wind will carry you safely across. Hit the springs when you land and when you are as high in the air as you can be, do a homing attack toward the right and you'll go past a wall and onto a path. Follow it to reach a metallic shield and another windy area. ALTERNATE PATH If you did not successfully make it past the wall and onto the path, there are two different paths to choose from. The middle one has a couple of spiked balls that you should avoid and there is a windy path at the end (remember go through the gate and hold forward. You'll end up at the same windy area that the first path took you to. END ALTERNATE PATH ALTERNATE PATH The third path, the lowest one, has the most traps and I strongly recommend not taking it. If you do, there are some floor traps and spinning spiked balls, but you'll eventually end up at the same windy area as the last two. END ALTERNATE PATH Whatever path you take is your choice but when you enter the wind, it will take you to a floating spring which you should hit. This spring will take you to checkpoint five. TO GOAL Take another twisty path, and you'll hit some dash pads. After that, you'll run down a wall (just hold forward) and then you'll go through another twisty path. Follow this and you'll encounter one last windy path and then you'll reach the goal. ------------------------------------------------------------------------------ B EMBLEM: Get 50 rings and destroy the capsule! ------------------------------------------------------------------------------ Difficulty: * There are well over fifty rings in the last area alone so you should have no trouble grabbing them. However, when you hit the three path junction, try to take the top one since it has no enemies. If you do that, this level is very simple. ------------------------------------------------------------------------------ A EMBLEM: Break the capsule in 3 minutes ------------------------------------------------------------------------------ Difficulty: ** There are no real shortcuts in this level so you must just go through it as fast as you can. Using the spin dash helps a lot especially in third area (remember to press B to exit the dash when you start to slow down!). Also in the third area, when you reach the three path junction, take the top path to shave off about ten seconds. Aside from that, there is no advice I can give except don't get hit and don't stop to get anything if you miss it. You should try to reach the third area by 1:15 or so you'll have 1:45 seconds to hit the capsule, which is plenty of time. ------------------------------------------------------------------------------ =====---------------------------------------------------------===== | CASINOPOLIS | =====---------------------------------------------------------===== Difficulty: ** NOTE: Because of the different layout of this stage, it will not be described in checkpoints. SUMMARY OF LEVEL: Casinopolis is totally unlike most Sonic levels, by which it is not fast and fun, but requires moving around in a small area to gather things. It is a great place to go if you want to earn some rings. C EMBLEM: Get the emerald ------------------------------------------------------------------------------ Before I begin I would like to first explain the basic layout of Casinopolis (READ) In Casinopolis the goal is five seconds away. The only problem is, it is too high for you to reach. So the Sonic Team had an original idea of collecting rings to climb on so you can reach the capsule. You must collect at least 400 rings to reach the capsule. Casinopolis in separated into six areas. AREA ONE: "HUB" AREA This is basically the area you start in, and is the entrance four of the other areas. From the starting point, left is CARD pinball, right is SLOT pinball, upper right is the Vault, and north is the Shower Rooms. AREA TWO: THE VAULT This is the place where you store your rings. You will notice that when you first enter, it is empty. Step on the switch in the room and stay where you are and two cranes will collect your rings. As you gather more and more rings, the big empty space in the vault will begin to fill up. When you hit 400, the ring pile will be high enough for you to stand on it and you'll be able to jump to the capsule. AREA THREE: SHOWER ROOMS This is the area where you end up when you exit area six. There are only about 7 rings in it and is not an area you should visit for ring collecting. AREA FOUR: CARD PINBALL This is just one of the two pinball boards that you can use to collect rings. Usually, hitting an object is one ring, but you can trigger certain bonuses for extra rings. It is also an entrance to area six. AREA FIVE: SLOT PINBALL This is the better of the two pinball boards. Like CARD pinball, hitting an object will get one ring and again there are bonuses. There are also slot machines that you can use to get kickbacks, rings, and trigger certain events but the nice thing about it is the entrance to area six. AREA SIX: SEWERS This is the best area in Casinopolis. You can only enter the sewers if you play slot or card pinball and get less than 100 rings. The sewers easily have 400 rings and if you just make a quick run without any backtracking or stops you can still collect 200+ rings which makes it only two easy trips before you have 400. Be careful. AS SOON AS you get rings from pinball or the sewers deposit them. If you go back and make another run, you'll lose the rings you had before. STRATEGY Begin by heading into slot pinball. You'll get launched in. Now just wait until you lose all your lives and you'll drop into the sewers. Go forward, collecting as many rings as you can. At the beginning of the sewers destroy the first enemy then prepare a light dash to grab all the rings in front of you. Next you'll enter a windy area. Try to get the capsule and all the rings there. The next area is a hallway with about 70 or 80 rings in it. Jump over the dash pads and collect the capsules. After that is another windy area with tons of capsules. Next is a hallway with spiked balls. Finally you'll reach an area with rotating spiked balls. You'll also see a row of rings in the air. Charge a light dash, hold it, jump up, and dash through the rings to get a shield and about thirty rings. You'll also bypass all the spiked balls. From here, just climb the ladder to end up in the shower room. Now just repeat this until you have 400 rings. Then jump on the pile and to the goal. ------------------------------------------------------------------------------ B EMBLEM: Get 50 rings and destroy the capsule ------------------------------------------------------------------------------ Difficulty: * Shame on you if you need help on this! Just kidding all you need to do is deposit 400 rings, then play a real game of slot pinball (don't go in the sewers) and then hit the capsule. ------------------------------------------------------------------------------ A EMBLEM: Break the Capsule in 5:00:00 ------------------------------------------------------------------------------ Okay, to do this, you MUST go through the sewers. If you don't, it is close to impossible. First, rush into one of the pinball machines and then just wait until you die. Once you fall into the sewers, don't go FULL SPEED. Go moderate speed, making sure you pick up as many rings as you can. If you miss one, however, don't go back for it. At the beginning of the sewers, destroy the first enemy, then light dash up the row of rings. Also, make sure you hit EVERY capsule in the windy area. Finally, at the final area where there are the spinning spiked balls, charge up a dash, hold it, jump up, and release to jet across the row of rings. At the final, final part try to jump ONTO the ladder. If you land on the floor below it, Sonic will wash himself off and you'll lose about three or four seconds. And those are valuable seconds. ------------------------------------------------------------------------------ =====---------------------------------------------------------===== | ICECAP | =====---------------------------------------------------------===== Difficulty: ** SUMMARY OF LEVEL: Ice Cap is a level that starts out somewhat slow, but speeds up at the end. It is the place to go if you want to snowboard with Sonic. C EMBLEM: Get the Emerald ------------------------------------------------------------------------------ TO AREA TWO There are two ways to reach area two. One is a HUGE shortcut that saves about 30 seconds (excellent for the A emblem) and the other is a more complicated and longer path. First the huge shortcut. Begin by hitting the dash pads and landing on the slope. Go south until you come to a stone with a line of rings. Charge a light dash and cross the gap. You end up next to a jump panel. Jump from each panel (there are about seven) and you will finish in front of a cave. Enter the cave to go to area two. ALTERNATE PATH The second path is long and complicated. When you land on the slope, instead of going south, go north and hit the spring to your left. Go through the cave and hit the spring at the end. You'll grab on to an icicle. This is tricky for a beginner. When you are on an icicle, if you jump, you'll jump backwards, so rotate 180 degrees and jump to the next icicle. Do the same for each icicle until you cross the gap. Hit the spring to end up in front of a cave. Go through it and grab onto the rocket at the end. Go through the next cave and into the second area. END ALTERNATE PATH TO CHECKPOINT ONE Head forward a few steps to hit checkpoint one. TO CHECKPOINT TWO Jump off the ledge and go to your left. There should be a spring behind you. Hit it and cross the floor trap. Hit the next spring that you see and you'll land on an icicle. Jump across the icicles to cross the gap. If you fall, there will be some springs you can use to get back up. But be careful because there will also be lots of spikes. When you get to the other side, go up the steps (beware the floor trap) and hit the spring. Follow the next path to the arrow of rings and hit the second spring to get to the next platform. Hit the dash pads and you'll be sent up to some icicles. Cross them and hit the spring and then you'll see a switch. Step on it and a bridge of ice cubes will appear. Cross it but DON'T STOP RUNNING! As you run, the bridge will begin to collapse and you will, of course, fall if you mess up. The checkpoint is at the other side. TO AREA THREE (SNOWBOARDING) Go up the path and hit the dash pads to cross the loop. You'll see a jump panel so jump across them. When you land a HUGE icicle will fall and give you a path to area three. TO GOAL How to snowboard: Left: move left Right: move right A: Jump B/X: Crouch (speeds up) Down: Slow down To jump off a ramp hit (A) near the end of them ramp Don't hold forward and (B) at the same time or you won't crouch. When you enter area three you'll notice the clock is frozen. Walk forward and past a broken gate and you'll see a cut-scene of an avalanche beginning to form. Sonic will then jump on a snowboard to outrun it (yeah like it is possible to outrun an avalanche on a snowboard). Anyway the first part you have a view of everything behind you. Just hold (B) to crouch and you'll get past the first part fine. The second part you will get a view of everything in front but there will also be ramps and obstacles. Try not to hit the ice because it slows you down and try to collect as many rings as you can. Hit the jumps also, because it will give you speed boosts. After the second cave, there will be a shortcut that involves three jumps. All you have to do is hit them one after another and not fall off the cliffs and you'll do fine. After that, the goal will be in front of you. ------------------------------------------------------------------------------ B EMBLEM: Get 50 rings and destroy the capsule ------------------------------------------------------------------------------ Difficulty: * There are at least 70 rings in the snowboarding area and you should already have a good amount by then so collecting 50 rings shouldn't be a problem. Your only threat really are the many spikes scattered throughout the level. Avoid them and this is a major pushover. ------------------------------------------------------------------------------ A EMBLEM: Destroy the capsule in 4:00! ------------------------------------------------------------------------------ Difficulty: ** When you start, go down to the slop and take that major shorcut I spoke of earlier (remember it is near the bottom of the slope) and you'll head straight to area two. When you reach area two try to aim for the target to your far left. If you land near it you'll bypass the first bunch of icicles. From here just head through the rest of the area as fast as you can. Crouch when you snowboard and hit the three final jumps at the end to shave off about ten seconds. If all of this is done correctly you should reach the capsule with around 40 seconds left. ------------------------------------------------------------------------------ =====---------------------------------------------------------===== | TWINKLE PARK | =====---------------------------------------------------------===== Difficulty: ** SUMMARY OF LEVEL: Twinkle Park is sort of a review of your jumping, running, and attacking skills. It also has bumper cars, which is the best part of the level. If you want a basic, all around skill type level, Twinkle Park is where you should go. C EMBLEM: Break the capsule ------------------------------------------------------------------------------ There are two parts to this level. The first is the bumper cars and the second is Sonic on foot. DRIVING THE BUMPER CARS TO AREA TWO Bumper car controls A: Move forward/Get in car B/X: Break/Reverse The more rings you collect, the better acceleration your bumper car will have. Begin by doing a homing attack on each bumper car to destroy the enemy inside. Then choose a color and stand near it and press (A) to hop in. Now drive toward the big door near the end to enter the track. There are over 100 rings here so keep that in mind for the B emblem. There are dash pads all over the place also but enemies in bumper cars are usually near them so beware (just run into the back of their car to destroy them although it will slow you down a lot). There are also some Kikis (the little monkeys) on the track but you can just run over them. You'll know you are near the end when you go through two loops. At the end you will hop into a hole and exit the bumper car track. Now that was fun wasn't it? TO CHECKPOINT ONE You will now land in a roller coaster that will take you to the very end of Twinkle Park. (Notice how you start the ride near the end of the level... how cruel to start it there.) When you finish, you will be right in front of the first checkpoint. TO CHECKPOINT TWO I've always hated bowling. But when you bowl with Sonic it isn't that bad. Move forward past the first checkpoint. When you enter the bowling lane, you'll instantly begin to charge a spin dash. Aim it at the pins and release to open the next door. Go up the stairs and cross the little pool to hit checkpoint two. TO CHECKPOINT THREE More bowling! After you destroy the pins go up some more stairs and you'll enter a merry-go-round. Go to your left (it is the quickest way even if the path is rotating to the right) but beware the spiked balls to exit and hit checkpoint three. TO CHECKPOINT FOUR Now go down the stairs and past the pool and hit the springs to land on the roof. Climb the roof, jump over the barrels, hit the dash pads, run up the hill, and cross the little pool (this is all very fast). Now jump from the floating platform to the rotating roof, and then jump on the next roof, then a platform, then another roof, and then a little floating path. At the end of this path jump forward and do a homing attack on the Kiki to reach the ledge. Checkpoint four is just around the corner. ALTERNATE PATH If you happened to fall during any of that jumping you'll have to take a long, complicated, time consuming path. Go forward, climb up the slope (there are a lot of spiked balls so be careful) go north a bit more and jump over the three rows of barrels. Then hop from one little house to another and finally up a narrow path with a spiked ball to reach checkpoint four. END ALTERNATE PATH TO GOAL Hit the spring and jump across the floating platforms to the roof. Run along the edge of the roof. You'll do this for a long time. Be careful because if you fall, you'll end up at an earlier part of the level, which can eat up time. At the end of the roof there is a spring. Hit it and you'll end up in front of some stairs. Climb those and the goal will be in front of you. ------------------------------------------------------------------------------ B EMBLEM: Get 50 rings and destroy the capsule! ------------------------------------------------------------------------------ Difficulty: *** Getting 50 rings is very easy, but keeping them till the end is difficult. You'll most likely get over 100 rings in the bumper cars. Just watch out because there are many spiked balls in the level. On the merry-go-round, it is a good idea to go to the right and take the longer path because it reduces your chances of getting hit. Beware the exploding barrels near the end also. At the very end, just avoid the three enemies and you'll do fine. ------------------------------------------------------------------------------ A EMBLEM: Destroy the capsule in 3:00! ------------------------------------------------------------------------------ Difficulty: *** This stage can be annoying due to the tight time limit. First just run forward and jump into the nearest bumper car you see. Now just go straight through the track, without pausing for rings, and try not to hit any bumper cars because they really slow you down. There is a MAJOR shortcut that will cut off tons of time while you are riding the roller coaster. When you jump in the coaster, hold left or right so you will jump out on the sides instead of falling in the hole at the end. Now backtrack while walking on the track and you'll fall onto a platform. Do a homing attack toward the pool to find yourself instantly near the roof of Pleasure Castle and right past checkpoint four. From there, just go through as fast as you can. ------------------------------------------------------------------------------ =====---------------------------------------------------------===== | SPEED HIGHWAY | =====---------------------------------------------------------===== Difficulty: ** SUMMARY OF LEVEL: Speed Highway shows what Sonic games are really about because it is fast and fun. It is filled with loops and dash pads to speed up the action. The second area is probably one of the most fun areas in the game. Go here if you just want to have a fast run of a level. C EMBLEM: Break the Capsule ------------------------------------------------------------------------------ TO CHECKPOINT ONE Begin by going straight down the highway, hitting the dash pads, and going through the loop. At the end of the highway, you'll hit some dash pads and land on some glass. Be careful. If you stay on the glass too long it will shatter and you'll fall. Jump up and hit the spring to land on a lift. Take the lift up to checkpoint one. TO CHECKPOINT TWO Hit the dash pads in front of you. Run sideways on the building to cross the big gap. ALTERNATE PATH If you fall off, you'll have to take a path with many spiked enemies and spiked balls. Just head straight and do your best to avoid them. END ALTERNATE PATH When you reach the other side, go straight, turn left, and run up the stairs. Run past the bell (jump up and touch it for some rings) and down the highway. Run through the narrow tunnel, and hit the dash pads when you exit. There will be a large lift that will take you to the second floor of the highway. Go straight and jump on the lifts moving in a circle. Jump off when you hit the third floor of the highway. Go straight and hop down onto the highway to your right and hit the dash pads to be sent into another large lift. You'll be taken to an area with some springs so hit them to be sent to a helicopter pad. The helicopter will start flying so jump while standing below it and you'll automatically grab on. You'll fly to another helicopter pad where the second checkpoint is. TO AREA TWO Turn left and go straight until you reach a rocket. Grab onto it and you'll be sent to another highway. Hit the dash pads and go through the corkscrew. Head straight and hit some dash pads and you'll go up a steep hill and be sent high into the air. Land on the floating platform and use a homing attack on the enemies to land on another floating platform with an extra life. Grab it and drop down onto the building. Grab the rocket to be sent up to another building. Go straight to enter area two. ALTERNATE PATH If you don't land on the first floating platform, you'll fall into the pit. Go through the door and go across the short highway. Drop down to the second highway and go straight some more. Hit the dash pads but watch out for the enemies directly in your path! Grab onto the rocket to be sent up to another building and go straight to enter area two. END ALTERNATE PATH TO AREA THREE You'll begin the area in a glass room. Soon the glass will crack and you'll begin to fall. Sonic will start running down the long building. You'll be controlling him during this but you don't need to worry about falling off.
In the first part of the building there will be many walls that you can jump over or avoid (there are also many capsules with rings so grab those) and in the second part there are many pillars that you must weave in and out of. When you reach the end of the building, go through the door to enter area three. TO GOAL Go straight and turn right at the corner. Go straight some more and then turn left at the street. Beware of the cars because they can hurt you. Hit the spring on the sidewalk and go through the tiny hallway. ALTERNATE PATH For a slightly faster path, hit the dash pad at the beginning of area three and run on the wall. At the end, you'll land on a capsule with a green shield. Go through the tiny hallway and jump onto the glass roof. At the end, do a homing attack on the enemy and then on the spring to be sent to the little hallway. END ALTERNATE PATH In the little hallway hit the dash pads and then hit the spring. You'll be sent to a little path with a dash pad. Hit it and run up the wall and to the spring. This is harder than it sounds even for experienced players so you will most likely have to take the alternate path. Anyway, it'll send you into another tiny hallway. ALTERNATE PATH If you fell off the wall, then continue down the street (avoiding the cars of course) and hit the spring on the sidewalk to be sent into the little hallway. END ALTERNATE PATH Go through the little hallway and run up to the fountain. Jump in and you'll be sent up to a higher platform with a bell. Run past the bell and you'll reach the goal. ------------------------------------------------------------------------------ B EMBLEM: Get 50 rings and destroy the capsule! ------------------------------------------------------------------------------ Difficulty: ** This is pretty simple. When you run down the first highway at the beggining, you'll grab about twenty-five rings. When you are running on the side of the building take the shortcut (the upper path) to avoid having to get past some spiked balls. Grab the rest of your rings in area two. When you reach area three try to take both shortcuts because they'll allow you to bypass the cars and police robots. There is a shield at the beggining of area three so grab it. If you still need a couple of rings at the end, hit the bell a couple of times and about fifteen rings will fall down. ------------------------------------------------------------------------------ A EMBLEM: Destroy the capsule in 2:30! ------------------------------------------------------------------------------ Difficulty: **** Although speed highway has lots of straightforward paths and a bunch of dash pads, this emblem can be quite difficult. Charge a spin dash as soon as the level begins and then go down the highway. When you take the lift up to checkpoint one, run on the rail supporting the lift to save about seven seconds. It is risky but worth it. Take the top highway while running on the building to cut off TONS of time. When you reach the highway with the corkscrew spin dash through it. Avoid ALL walls and pillars in area two (jump over them if needed). When you reach area three take both shortcuts. Run to the foutain and go straight past the bell. If you did all of the above, then you should have around 5-10 seconds left. ------------------------------------------------------------------------------ =====---------------------------------------------------------===== | RED MOUNTAIN | =====---------------------------------------------------------===== Difficulty: *** SUMMARY OF LEVEL: Red Mountain is a level where many different paths are possible. It doesn't have very many puzzles, but there are a lot of obstacles that can damage you so you have to pay close attention. C EMBLEM: Break the Capsule ------------------------------------------------------------------------------ TO CHECKPOINT ONE Go straight and grab onto the rocket. When you let go, try to fall to the right onto the big patch of land and then cross the metal path to checkpoint one. ALTERNATE PATH If you failed to land on the big patch of land and instead landed on the floating platform you'll have to take a much longer route to the checkpoint. First drop down and run past the two spiked balls. You'll end up by some monkey bars. Jump onto them and use them to cross the gap. Now run past the two enemies and go up the two little hills (avoiding the Kiki) and hit the spring to be sent up to the patch of land you missed earlier. Now just cross the path to checkpoint one. END ALTERNATE PATH TO CHECKPOINT TWO Run forward some more and you'll spot a rocket pad. You'll notice there is no rocket on it. The hintorb will tell you that you need to find a switch to activate the rocket. Jump over the spiked ball near you and the switch will be behind it. Grab onto the rocket to land on the next platform. Jump on the boxes near you and then hit the spring. It will send you to an area with another spring. Hit that spring to be sent to checkpoint two. ALTERNATE PATH If you want to take a longer path then cross the gap using the monkey bars and go through the tunnel. Then go up the stairs and, avoiding the fire spinning enemy, jump over the gap (if you fall there is a spring to take you back up) and hit the spring. You'll land next to the second checkpoint. END ALTERNATE PATH TO CHECKPOINT THREE Cross the bridge and then go forward, avoiding all the spiked balls. Grab the life and hit the spring. Destroy the fire spinning enemy and jump on the little elevated platform in the corner. Move forward on it and you'll automatically ride down a zip-line. When you get off, the checkpoint will be in front of you. TO CHECKPOINT FOUR Hop from platform to platform and hit the spring. Cross the bridge but DON'T STOP RUNNING because the bridge will collapse. If it does collapse with you on it, you'll have to cross three flame-spitting skulls and hit the spring on the other side. Now here's a shortcut I just discovered five minutes ago. Do a homing attack on the two spinning enemies and land on the platform sticking out of the mountain. Jump across the next platform and then use the jump panels to be sent to an area with some floating enemies. ALTERNATE PATH This is the long route to the monkey bars. Instead of doing a homing attack on the two enemies, run around the lava and run past the Kikis and the flame- spitting skull. Hit the switch to make a rocket appear. Take it up to a platform with a spring and hit that to be sent to an area with some monkey bars in front of you. Cross them to reach the area with the floating enemies. END ALTERNATE PATH Do a homing attack on each enemy to cross that gap and hit the spring there. You'll land on a metal platform that is tilting back and forth. There is another one above it. Jump to the metal platform above you and hit the spring near it to be sent to two more metal platforms. Jump from those to the top of the mountain where the fourth checkpoint lies. TO CHECKPOINT FIVE Cross the bridge but BE CAREFUL! It will collapse and if you fall with it, you will be sent back to a much earlier part of the level. Dodge the flame- spitting skulls and the flying enemy and cross another bridge (this one won't collapse). Now, run to your right and follow the path for a while (there are no enemies on the way) and then you'll hit some springs. They will take you to another metal path so run up that and you'll spot a rocket pad with a hammer next to it. There is a switch under the hammer that you need to press so wait until the hammer is up before you hit it. Grab onto the rocket and you'll be sent to checkpoint five. TO AREA TWO From here, grab onto to the monkey bars sticking out of the mountain to cross the pool of lava. Then jump on the elevated platform and go down the zip-line. At the end is a hole, which you should drop in to enter area two. TO CHECKPOINT SIX When you drop into the volcano, checkpoint six will be right in front of you. TO CHECKPOINT SEVEN Go down the hill and avoid the stairs. Jump over the pool of lava and continue going straight. The ground will eventually turn into a wall and you'll begin to run on it. Don't fall, because there is lava next to the wall. Continue to go straight through the cave and hit the spring when you exit. Jump across the platforms and then grab the shield. Do a homing attack on each enemy to cross the lava and then go forward, dodging all the erupting volcanoes to reach checkpoint seven. TO CHECKPOINT EIGHT Jump across each pillar as they fall in turn to avoid falling into the lava. Simply run across the next path and hop across the next two platforms. Kill the fire spinning enemies and hop across another two platforms. Hit the spring and you'll be sent onto another platform. When you land, the lava will rise (you'll rise with it though). Hop across the platforms and destroy the enemies. When you reach a large platform you'll notice a row of rings in front of you. Light dash across them to be sent to another platform with a spring. ALTERNATE PATH This is the long route to the spring. Cross the collapsing bridge instead of doing the light dash then go from platform to platform by jumping and bridges. Watch out for the enemies and spiked balls though. You'll eventually reach the spring. END ALTERNATE PATH Hit the spring and then hit the dash pads to be sent to the final area. Run past the fallen pillar and you'll see checkpoint eight. TO GOAL This final hallway can be a pain. First you'll have to jump in between two fire-spitting skulls and then you'll have to jump through another two. Then you'll have to fight your way through some enemies. Then you'll have to do a long jump in between three fire-spitting skulls. Finally, you'll have to run through a series of hammers so try not to get hit. If you survive that, then grab onto the rocket to escape the volcano and reach the goal. ------------------------------------------------------------------------------ B EMBLEM: Get 50 rings and destory the capsule ------------------------------------------------------------------------------ Difficulty: **** If it weren't for that final hallway, this level would get two stars. In the first area, just collect as many rings as you can. The only hazards in the first area are the fire spinning enemies and the spiked balls so avoid those and you'll do fine. It gets a lot more difficult once you enter the volcano. Avoid the lava pools in the first section and don't fall off the wall when you're running on it because there is lava next to you. Don't take any shortcuts that will risk you losing rings. There are about three shields in the volcano so it would be a good idea to grab one of them. When you hit the final hallway (which is where most players mess up), go through very slowly. Wait for the skulls to stop spitting fire, and destroy each enemy instead of dodging them. If you have a shield when you get to the hammers, you can try to run through all the hammers at once, but if you don't have a shield, pass the hammers one at a time. After that, there are no more enemies so you don't have to worry. ------------------------------------------------------------------------------ A EMBLEM ------------------------------------------------------------------------------ Destroy the capsule in 3 minutes 0 seconds! This can be really hard, but there are TONS of shortcuts here that can cut off, in total, at least 45 seconds. Even with those shortcuts you'll have to not hesitate ONCE and not get hit by almost anything. Rush forward right at the start and hit the rocket. Hold the control stick northeast to fall toward the top level near the first checkpoint. That just saved you about five seconds. Rush forward and hit the checkpoint, then leap over the spiked ball and activate the switch. Take the rocket up and land on the crates on the right side. Jump forward and hit the two springs to shave off a good amount of time. Rapidly tap B here as you rush across the bridge and spiked ball area. Lead toward the zip line when you get to it and pray that you instantly grap on. When you hit the next checkpoint, charge up a quick spin dash and release. Right before you rush off the edge jump and hold A and forward to bypass all the jumps. Rush across the crumbling bridge and when you get to the other side, jump over the fence and do a homing attack on the spinners. Jump across the platforms and jump panels to end up far away from where you started. Proceed through as normal until you get to the area past the two fire-spitting skulls. Instead of running down the whole mountain, jump over the fence to the left. Hit the switch and take the rocket up. Charge a spin dash to do a long jump over the lava, then rush to the zip-line. Proceed through the volcano as quickly as possible until you get to the area with all the bridges and platforms. Get to the first platform then do a light dash across the rings. Proceed through the hallway as quickly as possible and you should reach the end with about ten seconds to spare. ------------------------------------------------------------------------------ =====---------------------------------------------------------===== | SKY DECK | =====---------------------------------------------------------===== Difficulty: **** SUMMARY OF LEVEL: Sky Deck SERIOUSLY tests your jumping skills because you'll constantly have to cross gaps and one mistake can kill you. It can be quite frustrating, but if you have mastered the jumping controls by now (and I mean MASTERED), it's a piece of cake. C MISSION: Break the Capsule ------------------------------------------------------------------------------ TO CHECKPOINT ONE You'll begin by being shot out of a cannon and you'll land on a floating cylinder. These cylinders are everywhere so get used to them. Sonic will inch around on the edges of them. Anyway go around this cylinder and jump to the platform where checkpoint one is. TO CHECKPOINT TWO Run forward, jumping over the small walls, and then climb the ladder. Hit the spring and you'll be sent to a rotating cylinder. Jump from that cylinder to a second rotating cylinder and jump from that cylinder to a third cylinder. From there, jump to the platform. Grab the life and hit the dash pad to be sent up and down a hill. You'll hit another dash pad and be sent to checkpoint two. TO CHECKPOINT THREE Hit the dash pad to be sent to another cylinder. Inch around it and jump to the metal path. Hit the dash pad and hold forward and Sonic will automatically run across the path given. Eventually you'll hit a spring and be sent to a platform sticking out of the wall. Grab the metallic shield and hit the spring. You'll automatically grab some running shoes. Go through the hallway and then run down the path avoiding the spiked balls. At the end hit the dash pad to be sent to checkpoint three. TO AREA TWO Climb the ladder but watch out for the two spiked balls spinning around it. At the top grab the monkey bars and start climbing across. About halfway through the bars, the monkey bars will disconnect on one side so wait until it stops swinging and then continue to climb them until you reach the other side. Now go down the only path given, avoiding the enemies, and jump to the cylinder. Jump to the next metal path and start running because the power cannon will start to take out the path. If it hits you it won't damage you, but it will instead take out the section of the path you are on. You'll fall one floor below but just get to the other side and climb the ladder located near the cylinder to get back up. If you fall a second time there is another floor you'll fall to but you'll have to climb back up two ladders. Anyway once you are back up, inch around the cylinder and jump on the next metal path. The cannons will again begin to fire so if the floor you're on is taken out, just get to the other side and use the ladder. When you reach the cylinder on the top floor marked "2" inch around to another metal platform. Avoid the cannons (use the ladders again if you fall) and head to the top floor cylinder marked "3." You'll have to avoid the cannon one last time but again, there are ladders. When you reach the end grab onto the rocket and you'll destroy the cannon. You'll instantly appear at area two. TO CHECKPOINT FOUR When you reach area two, checkpoint four is in front of you. TO CHECKPOINT FIVE Move forward and touch the hintorb. She will tell you about how winds will blow you away and possibly into a bottomless pit. To avoid this, when the wind begins to blow, do a homing attack on the red and black things scattered about this area to grab on and avoid being blown away. Anyway, hit the dash panels and you'll land on a cylinder. You now have the option of going up or down. Let's go down first shall we? Head down and turn left. Be very careful because there are tons of enemies with cannons and machines guns around. Head straight for a while and jump over the electric floating enemies. Turn left again and dodge some more electric floating enemies. Head straight and when you reach the edge, go to the far left and go up the ramp. Hit the spring and jump off the monkey bars to reach checkpoint five. ALTERNATE PATH This is the path you would take if you go up. So head up and turn right (again there are many enemies with cannons and machine guns) and just head straight avoiding all the enemies until you reach a ramp. Go up and hit the spring to reach the same monkey bars as before. The checkpoint is in front of you. END ALTERNATE PATH TO AREA THREE This can be difficult. Hit the dash pads in front of you and keep running forward DON'T STOP! As you run, parts of the path will start to slowly collapse so you'll have to be quick. About halfway there should be some more dash pads that you should hit. At the end, jump over the wall and run over to the rocket. Now wait until the cannon faces you. When it does, use the rocket to destroy the cannon and you'll instantly appear at area three. TO CHECKPOINT SIX When you appear in area three, checkpoint six is right in front of you. TO CHECKPOINT SEVEN Move forward, avoiding the barrels and then take the lift to your right. Avoid the electric flying enemies and hit the dash pads. Hold forward and you will hit many more dash pads and eventually end up next to a ladder. Climb it and head down the path, dodging the two enemies. When you reach the end stand in the middle of the circle and jump when a crane swings by you to grab onto it. Let go when it passes over checkpoint seven. TO CHECKPOINT EIGHT Go up the FIRST ramp to the left of you and jump on the two moving boxes when they come near you. Jump onto the conveyor belt with the arrows pointing up to reach the next platform. Stand on the small platform sticking out and jump as far as you can. When you land, the ship will tilt and you will fly back to the wall. DON'T FLY OVER THE WALL OR YOU'LL DIE! Move up and to the right and hit the spring to be shot down to another wall with a second spring. Hit that to be shot to some monkey bars. Go to the end of them and jump off and hit the spring that you see. You'll be sent to some more monkey bars. At the end of those, jump off and hit the spring near you go be sent to more monkey bars. Hit the spring at the end of those to be sent to, you guessed it, monkey bars. At the end of those hit another spring and you'll be sent to another bunch of monkey bars. At the end of those jump to the wall and hit the checkpoint. This may take a couple of tries so don't get all upset if you mess up. TO GOAL Move up the wall past the checkpoint to hit one last spring. You'll be sent to a long metal path high in the air. Proceed down this long path (there are no enemies don't worry) and hit the switch at the end to even the ship out. Go into the hallway below the switch and the goal will be at the end. ------------------------------------------------------------------------------ B EMBLEM: Get 50 rings and destory the capsule! ------------------------------------------------------------------------------ Difficulty: **** You'll get 50 rings easily in the first area but it is that second area that makes it hard. Due to all the cannons and machine guns it is difficult to hold onto the rings. You should try to get a metallic shield in the first area so you won't lose rings if you get hit. When you reach the junction (the path going up and the path going down), take the upper path because it seems to have less enemies. The third area is no problem. Just make sure you watch out for the electric enemies and you'll do fine. ------------------------------------------------------------------------------ A EMBLEM ------------------------------------------------------------------------------ This can be really difficult, but there are a couple of shortcuts that can shave off at least 30 seconds. Near the end of the first area, DON'T fall down to any of the lower levels; always stay on the top constantly. Take the upper path during the second area. The major shortcut comes in the third area. When you tilt the ship so that you fly back and have to proceed through all the targets, charge a spin dash, release, and do a long jump. You should fly all the way to the front wall. Immediately get to the closest wall there is and proceed from there. If you mess up in this part, it can really spell disaster so just pray. ------------------------------------------------------------------------------ =====---------------------------------------------------------===== | LOST WORLD | =====---------------------------------------------------------===== Difficulty: ***** (yes that IS five stars) SUMMARY OF LEVEL: The Lost World is very VERY difficult. Unlike most levels this level will really work your brain, because of all the puzzles it has. The B and A emblems are also hard to get. This level may take you lots of tries, so have patience. Also note the very nice graphics this level has. This is a great level if you want a perfect challenge (hell, even master Sonic players may have a huge challenge). Good luck! C EMBLEM: Get to the center of the ruins ------------------------------------------------------------------------------ Because of the many complicated puzzles in this level I will not separate the guide by checkpoints. Instead, I will separate them by puzzles. There is usually a checkpoint after each puzzle anyway. If there is no puzzle in the area I am describing, then I will describe it as a path to (insert puzzle here). THE PATH TO THE WATER LEVEL PUZZLE Begin by heading straight and then turn right when you reach the shallow pool. Climb either staircase and go into the twisting hallway. Run through it (no enemies here) and you'll eventually reach another hallway but this one is different. It is full of pillars that are on fire that move in and out of the ground so proceed through here very cautiously. What I do is just run forward while doing homing attacks and I USUALLY don't get hit. After this long hallway there is another twisting hallway (again no enemies) so go through that. At the end you'll fly out and land on a pillar surrounded by spikes so be careful. Jump up and hit the first CHECKPOINT and continue to run straight. Enter the snake's mouth and prepare for your first puzzle. THE WATER LEVEL PUZZLE This puzzle will require you to change the water levels (surprise, surprise) in the room to reach the top floor. The room has a huge bottomless pit in the center and a circular path around the edge. There is a giant snake swimming around in the middle of the bottomless pit that you will use to move throughout the room. The goal here is to hit the three switches, one on each floor, to open the door at the top. Begin by turning left and climbing up the two steps. You'll see a big blue switch. This switch raises the water level. Press it. The water will rise to match your level and the snake will rise with it. Jump on the snake when it comes near you and stay on it until it passes a platform with four small snakes surrounding a square switch. Jump off here and press the switch and a square above the locked door will light up. Two switches left. Jump up onto the wall and then jump up to the platform with the three boxes to find a second water level switch. Press it and jump on the snake when it comes around. Wait for it to go near another platform with four snakes and a switch (the platform is right next to the one the water level switch was located) and jump off the snake. Hit the switch and a second square above the door will light up. Now run to the back of the platform,(the very back so you are running against the little wall) jump onto the wall and turn around. Jump onto the platform that keeps moving up and down and then onto the one with the circle of rings. From there, jump to the third water level switch, which you should press. Jump on the snake and wait until it gets near the final square switch (with the four snakes). You'll have to wait until the snake makes a complete circle before it gets near the platform with the switch. When the switch is hit a third square above the door will light up and the door will open. Now wait for the snake to come close again and then jump off when it gets near the platform with the door. Jump off the snake and go through the door. THE PATH TO THE MIRROR PUZZLE In addition to clearing the water puzzle (good job by the way) you will also enter a NEW AREA. Run forward and past the CHECKPOINT and then go across the path sticking out of the wall. Step in front of the door and wait for it to open and then step in front of another door and wait for that one to open to enter the mirror room. THE MIRROR PUZZLE Run forward and you'll spot a mirror. Run up to it and you'll enter a first- person view and you'll also be controlling the mirror. Aim it at the little octagon to light up all the snakes. Now you'll be able to see the path in front of you. Avoid the fire spinning enemy and the fire arrows and then walk up to the next mirror. Aim it at the octagon in front to light up some more of the path. Jump over the water and the spikes and then go up a few steps to reach a third mirror. Aim it at the octagon and continue. There is now a shortcut that you can use to bypass the rest of the mirror puzzle. After lighting up some of the path instead of continuing forward, turn left and jump onto the platform there. Go up the hill, get the metallic shield, and then jump to the next platform. The next two platforms are spinning platforms so wait until the first one stops spinning and jump on it. Getting on the second one is tricky. When the two platforms begin to spin, hesitate for about half a second then jump on the platform. Otherwise, you'll fall off the second one. Now jump onto another platform with a mirror and aim it at the octagon. Cross the gaps and you'll see a row of rings over some water. Charge a light dash (beware the fire arrows) and dash across the rings to exit the mirror room. ALTERNATE PATH If you choose to take the longer path then continue straight, jumping across the big gap, and destroy the fire spinning enemy. Go straight some more to hit another mirror which you should use to light up the path. Jump over the small gaps to reach another mirror. Light the path up and jump over the gaps. Go straight to reach the rings. Light dash across them to exit the mirror room. END ALTERNATE PATH THE PATH TO THE ROCK CHASE Go straight, past the pillars shooting out of the wall, and hit the CHECKPOINT. Jump into the water and you'll instantly begin to slide down the tunnel. Grab as many rings as you can on the way. When you fall, hit the spring to cross the gap. Run past the pillars shooting out of the wall (they are on fire so if you touch them you'll get hurt) and hit the CHECKPOINT. Enter the next room to begin the rock chase. THE ROCK CHASE This isn't a puzzle but it is one of the bigger events that happens in the Lost World. Anyway it is very simple. Begin running down the path and a big rock will start to roll behind you. Keep running or else the rock will hit you. If you want to collect rings, they are on the left and right sides, but not in the middle. Halfway through you'll drop down to a lower level. If you did a spin dash at the beginning, the rock may get ahead of you here so if it does, wait until it rolls all the way down before continuing. If it doesn't get ahead of you just keep running and you'll hit some springs and be sent over a gap. The rock will fall into the gap. Go through the door to end the rock chase. THE PATH TO THE WALL PUZZLE First hit the CHECKPOINT and then go through the door. You'll be in a room with a fire centipede and a little hut. There is nothing inside the hut (although there is a shield on the top) so kill the centipede and go through the door on the left side to enter the room with the wall puzzle. THE WALL PUZZLE There is a shortcut that allows you to skip the whole puzzle which is great for the A emblem and is also good if you just want to finish the level. If you want to tackle the puzzle though, I'll put the description in there also. The shortcut was given to me by a member of the GameFAQs message boards who goes by the name of Moose Kirby. If you are reading this, thanks! First the shortcut. When you enter the room turn right to find a switch similar to the water level switches in the first puzzle. When you press it the panels on the wall shift. When the panels are connected, they turn dark blue and a pink triangle appears on them so you can walk on them. Press the switch twice to connect the panels and walk to the center of the top panel. Turn left and stand next to the wall with the spikes beneath it. Jump up on top of the spiked wall and hit the switch to make some rings appear. Do a light dash to get to the end of the wall puzzle. ALTERNATE PATH This is the actual puzzle. Instead of going right go straight to see a wall switch. If you skipped down to this paragraph, I describe how to use them in the first paragraph. Hit it three times to connect the panels. Run up as high as you can on the panels and jump off onto the platform on your right. Jump up to the next platform but beware the spikes because they move back and forth and can knock you down to the bottom of the room. Anyway to the right of the spikes is another wall switch. Hit it once to make the panels in front of you light up. Walk on those to a platform with a (?) capsule. The panels next to the capsule are already in their correct place so walk on those to another platform. Here you'll encounter a spinning platform so wait until it stops spinning before you use it to cross to the next platform. Beware the flaming pillars because they can knock you off. Destroy the fire spinning enemy and hit the CHECKPOINT. Now turn left into a hallway with some fiery pillars. Go through and hit the wall switch until the panels light up. Walk across the panels until you reach another platform. Go forward and enter the hallway. At the end drop down into another hallway. At the end of that hallway, drop down one more time to land near the switch that activates the rings. Step on it and dash across to finish the wall puzzle. END ALTERNATE PATH Go forward and hit the dash panel. You'll go through a loop and end up in another hallway in front of a door. Move forward to enter a THIRD AREA. TO GOAL When you enter the third area, the goal is right in front of you. Good job the hardest level in the game is now behind you. B EMBLEM ------------------------------------------------------------------------------ This is actually quite easy. There are many rings in this level, and getting them is not difficult at all. When you reach the room with the mirrors, there are a lot of rings and there are a TON of rings located in the wall puzzle area. Don't forget that there are many, many rings on the final light dash so if you're short, you can still get the main amount. ------------------------------------------------------------------------------ A EMBLEM ------------------------------------------------------------------------------ Destroy the capsule in 5:00! Congrats, you're up against the hardest emblem in the game. This is seriously a challenge here. You'll have to go FULL SPEED and take EVERY. SHORTCUT. POSSIBLE. I don't mean the main shortcuts like the mirror room one and the wall puzzle one, but shortcuts that are in the snake room too. A very convinent thing in the water puzzle area is this: when you raise the water level to the max, face the platform with the button and charge a spin dash. Release and do a long jump and you'll go straight to the switch. I have NEVER beaten this without doing that so if you are able to beat it without doing it, consider yourself an expert at this game. Remember to take the mirror room shortcut and the famous wall puzzle shortcut. They are both listed in the main guide for this stage. Good luck. ------------------------------------------------------------------------------ =====---------------------------------------------------------===== | FINAL EGG | =====---------------------------------------------------------===== Difficulty: **** SUMMARY OF LEVEL: This level is hard, but doesn't come close to the Lost World. It basically tests all of your skills and is a good level if you want to review all of Sonic's talents. C EMBLEM: Get to the center of the base ------------------------------------------------------------------------------ TO CHECKPOINT ONE You'll start in front of a bunch of lasers and spiked balls. To deactivate the lasers, do a homing attack on the little white enemy next to it. Watch out for the many spiked balls though. After that continue to go straight, dodging the enemies and the spinning spike balls. There is an extra life and metallic shield above the spinning balls if you want them. Anyway next hit the dash pads to be sent up a hill and onto a platform with two cranes. If they touch you you'll be hurt so watch out. The checkpoint is straight ahead. TO CHECKPOINT TWO Deactivate the lasers or jump in between them to get by, and continue to go straight, avoiding the enemies and crane. Hit the dash pads to be sent up to the next level. Go forward and avoid the enemies as you hop up the steps. Do a homing attack on each enemy near the spring and then do a homing attack on the spring to be sent to another platform. The checkpoint will be in front of you. TO AREA TWO Step onto the conveyor belt and then jump to the next conveyor belt (on your left). Continue to jump from conveyor belt to conveyor belt until you reach the end. Be careful because the last couple of conveyor belts will have spikes hovering above them. Now go forward past the spinning sections of the floor (jump to get past them quickly) and you'll enter area two. TO CHECKPOINT THREE This area tests out your jumping skills. Begin by going straight, and jump over the gap to the floating platforms when you reach it. Do a homing attack on the two enemies to reach a small hallway. Go through it and drop down to the next level where there is a ten ring capsule and a tunnel to your right. Hit the dash pads and go through the tunnel. At the end is checkpoint three. TO CHECKPOINT FOUR Hit the springs and you'll land on a floating platform. This next part takes place over a bottomless pit (well there is something down there you just die if you fall) so don't mess up. Jump to the next floating platform when it moves toward you, and wait for the third platform to move down so you can reach it. When it moves back up jump to the next platform. Wait here for another platform to appear just low enough so you can jump to it, and then let it take you up higher. From here, jump to another tiny hallway and drop down to an area with an extra life and a tunnel to your right. Go through the tunnel and rush forward and hit the switch. The isolation vent will open and the platform you are on will raise to match the height of some floating enemies. Do a homing attack on these enemies to reach the next little path. Stand at the end of the path and wait for the platform to come down and jump to it (beware the hammer swinging back and forth!). When the platform you're on rises, jump to another stationary platform (again watch out for the hammer) and then do a long jump to another platform while dodging another hammer. From here, take the lift down, and then go to your left, dodging the enemies and spiked balls to reach checkpoint four. TO AREA THREE Hop down the steps and onto the floating platform. Drop down to another floating platform. Wait for this platform to lower you to yet another platform, and wait for the next platform to lower you to one last platform and wait for THIS platform to lower you to a circular path. Go around the path (left or right it doesn't matter) to the door of th elevator in the center. Enter the elevator and wait to be lowered into area three. TO CHECKPOINT FIVE Go straight, past the spinning spiked balls, and go down the hallway and through the door. You'll be in a room with many strange pink enemies. Don't bother killing them since more will keep appearing (they stop eventually, but that is after a long time). Head up the ladder in the upper right corner and jump over the floor trap. Go right and you'll pass the next checkpoint. TO CHECKPOINT SIX #1 You'll notice the next room has many fans that will elevate you a little if you stand on top of them. Use the fans to get to the floating platform, and then to the end of the room. Grab the rings in the next room and use some more fans in the room after that to reach the door. Destroy the enemies in this next room and take the conveyor belt to the right to reach some more fans. Use those to get to another room with some floating enemies. Take another conveyor belt to some more fans and use those fans to enter yet another room full of pink enemies. Ignore them and head up the ramp in the back of the room. Hit the spring to be sent up to the next path and then go through the next hallway. Jump over the wall at the end and fall down the pit behind it to get to the next checkpoint. NOTE: If you didn't jump over the wall but fell into the pit go to the ALTERNATE PATH below the checkpoint seven paragraph. TO CHECKPOINT SEVEN Drop down the pit to the very bottom where there are about 70 or 80 rings. Collect them and take the rocket up to a hallway. Go through it and you'll find yourself in a third area with pink enemies. ALTERNATE PATH (with CHECKPOINT SIX #2) If you fell into the pit instead of jumping over the wall back near checkpoint six #1 you'd skip that checkpoint and instead hit a different checkpoint which would make THAT your sixth checkpoint. Anyway the hallway looks very similar to the one with checkpoint six #1 but the path is different. Drop down yet another pit and land on one of the platforms near the bottom. Be careful because there is a bottomless pit below the platforms! Anyway hit the springs and land on the floating platform near some fans. Run down the hallway and you'll drop into the third room that has pink enemies. END ALTERNATE PATH Go through the HUGE door in the room to enter another large area with some enemies. Go straight and jump up the step to hit checkpoint seven. TO CHECKPOINT EIGHT Go to the left and kill the enemies then run up the hill. You'll see three dolls pop up one of Sonic, one of Tails, and one of Knuckles. Run past them to hit checkpoint eight. TO GOAL Almost there! Go up the stairs and destroy all the enemies in the room then charge a light dash and dash across the line of rings on the right hand side to be sent to the goal. ------------------------------------------------------------------------------ B EMBLEM ------------------------------------------------------------------------------ Okay, this is VERY easy due to the fact that there are tons of rings in the final area. When you get to the second-to-last checkpoint, charge a spin dash and release. Perform a long jump across the bottomless pit to the other side. Here, you can find tons and tons of rings. Coupled with the large amount you should already have, you should easily hit 100. If not, the final set of rings near the end of the stage will get you there. Yay. ------------------------------------------------------------------------------ A EMBLEM ------------------------------------------------------------------------------ Problem here is that there are no real shortcuts in Final Egg. You just need to go through the stage as fast as possible. I'm sorry I can't give you any more additional information other than this, but I have yet to find anything that can make your trip thorough this stage go faster other than the fact that when you face the two paths, where one goes down and the other you must leap over the wall, take the upper one (by leaping over the wall) because that is a slightly shorter path. ------------------------------------------------------------------------------ =====---------------------------------------------------------===== | SKY CHASE: ACT ONE | =====---------------------------------------------------------===== Difficulty: * TORNADO CONTROLS: Move left: Left Move right: Right Move up: Up Move down: Down You'll automatically move forward in the level Machine gun: A Homing missile: Hold B to lock on and release to fire NOTE: The homing missile halves the points you get from enemies. SUMMARY OF LEVEL: In this stage you'll actually control the Tornado in an attempt to catch up to Eggman. Unlike the other levels, there are no rings. Instead, you have a health bar. If you get hit around ten times (some enemies do more damage than others) you'll die. There are two emblems for this level but the second one can only be obtained through Tails so I will not describe it here. NOTE: This level has no checkpoints or areas. ------------------------------------------------------------------------------ Strategy: Two fighter planes will come at you from the right so destroy them. After that will be three more from the left. Then another three from the right. Next six fighter planes will appear from below you. Lock on and destroy all of these (don't worry about the score because that is only for the A emblem). Another four fighter planes will appear to the left and then four from the right. Now six will appear, four from the left and two from below. After this you'll catch up with the Egg Carrier. Mines will come at you from five little cannons so destroy the cannons. Some more cannons will be waiting for you as you turn right so watch out. Destroy the planes coming at you (there will be 18) and you'll turn the corner. There are at least eight cannons in front of you now so destroy them as you get closer. Destroy all the planes as you fly up in the air and then you'll fly down the side, where there are about six cannons. Destroy them and you'll clear the level. ------------------------------------------------------------------------------ =====---------------------------------------------------------===== | SKY CHASE: ACT TWO | =====---------------------------------------------------------===== Difficulty: ** SUMMARY OF LEVEL: This is the same as Sky Chase Act One, but it is longer and has some new enemies. It also takes place at night. It is, in my opinion, more fun than Sky Chase Act One. All the same controls apply here. NOTE: This level has no checkpoints or areas ------------------------------------------------------------------------------ Fighter planes will start coming at you from all directions the moment you start so take them all out. As you move forward, they will constantly keep coming. You'll notice the new yellow planes. These are worth more than the average white plane. Things will calm down a bit after a while and the planes will start coming at you in twos, threes, and fours. At one point, seven planes will come at you from the left side so be careful. When you catch up to the Egg Carrier you'll see two planes. Kill them and you'll move toward the front where a bunch of cannons are waiting for you. Destroy those and the mines they shoot out and your plane will transform. After the transformation (which seems to do nothing) you'll go into a mine field. Destroy all the mines in your path and then you'll move to the top of the Egg Carrier. Destroy all the planes as they pass you. You'll then move into another mine field. After that you'll encounter some more cannons. Destroy them and move on. Next you'll turn around and fly under the Egg Carrier. There will be about eight or nine cannons so destroy them. You'll enter a third minefield after that. Next you'll turn around and face the Egg Carrier. The giant cannon that hit you at the end of the first level will open up. All you have to do is hit it once to destroy it. +----------------------------------------------------------------------------+ |CHAPTER 6: SONIC'S BOSS GUIDE | +----------------------------------------------------------------------------+ These are how to get through all five of Sonic's bosses. DIFFICULTY STAR MEANINGS (all star ratings are based on someone's first time through a boss) * Very easy ** Easy *** Medium **** Hard ***** Intense =====---------------------------------------------------------===== |BOSS ONE: CHAOS 0 Difficulty: ** | =====---------------------------------------------------------===== First pick up some rings and then wait until Chaos 0 appears in physical form. Now do a homing attack on his head. After you do this twice, he will jump up onto lamp-posts and stretch out his hand to attack you so keep moving. When he jumps back down, hit him a third and final time to claim your first victory. =====---------------------------------------------------------===== |BOSS TWO: EGG HORNET Difficulty: ** | =====---------------------------------------------------------===== After collecting some rings just run around the arena and you will have no trouble dodging the missiles Eggman shoots at you. After firing missiles at you Eggman will shout "All systems, full power" which means he is about to dive into the ground. Anyway he'll get stuck in the ground for a brief amount of time so now is your chance to do a homing attack on Eggman. He will do the same thing over and over so just repeat two more times to defeat him. =====---------------------------------------------------------===== |BOSS THREE: CHAOS 4 Difficulty: *** | =====---------------------------------------------------------===== Grab some rings and get ready for a long battle. Chaos 4 will start off most likely by attack the lily-pad you are standing on so jump off it. Unlike most water in the game, you don't instantly die if you fall in you'll just slowly sink into it. If you sink down all the way, you'll lose your rings so hit A to avoid fully sinking in. Chaos 4 will then probably trigger a shockwave so jump over it. Now just run around the arena following Chaos 4 until he surfaces and remains still. This is your chance to do a homing attack to his head. Do that and then retreat. Repeat this three more times. After you do it a fourth time Chaos 4 will trigger a double shockwave (one after another) so be prepared. Now he will do an attack that takes out three or four lily-pads at once. Just do the same as before and wait till he surfaces and do one last homing attack to defeat him. =====---------------------------------------------------------===== |BOSS FOUR: CHAOS 6 Difficulty: **** | =====---------------------------------------------------------===== Aughhhh I hate this boss and you will two after fighting for thirty seconds. His three attacks are VERY annoying. For the first one he'll open his mouth and start sucking in air at an attempt to swallow you. Just run against the force and you'll be fine. The second is to leap high in the air and land, releasing a shockwave, which you should jump over. The third is releasing a bunch of tentacles, trapping you in an area, and then slamming his tail down on you. Just move in the space you have and he'll miss. Also, watch out for the black smoke on opposite sides of the arena. If you touch it you'll get hurt so jump over it. Chaos 6 will start by trying to suck you in. After that his attacks will be random. After a bit Eggman will fly in and drop a bunch of weird enemies onto the arena. Use a homing attack to stun one and pick it up. Keep holding it until Chaos 6 tries to suck you in again. Now, throw the enemy in his mouth and he'll freeze. Use a homing attack on him now to damage him. It takes four hit to defeat him. After about the second hit he'll start doing his weird tail slamming attack so be careful. Also you can throw the enemy in Chaos 6's mouth when he is simply approaching you, since it is always slightly open, but it is harder to do so I do not recommend it. Have patience this boss may take you a couple of tries to beat. =====---------------------------------------------------------===== |FINAL BOSS: EGG VIPER Difficulty: ***** |
=====---------------------------------------------------------===== This boss is evil. First thing you want to do is run to one side of the platform and grab some rings. Now Eggman will start shooting machine gun type lasers at you, then stop, and do it again (and again possibly). To dodge this run from one side of the arena to the other a couple times. Next he'll rise up in front of you and just stay there like an idiot. Jump up and use the homing attack one him. The second time he'll fire the lasers at you but then when he is done he'll fire one big laser at you that has a big blast range so watch out. After that he'll rise up in front of you again, but will now be farther away. What Eggman will do now is make a path to his cockpit with green lights. Wait till he is done making the path and then do a homing attack on the green lights to reach him and then hit him. Sounds complicated doesn't it? Don't worry it isn't as hard as it sounds. The third time, after he shoots the long laser at you, he will appear on the opposite end of the platform you are standing on and charge at you while firing lasers. Run towards him and dodge the lasers, and then you'll end up behind him. He'll then make the green light path. The fourth time, after the long laser, he will again appear at the opposite end of the arena but won't do the laser charge. Instead he'll send two spiked platforms at you. Jump on one of the platforms when it gets near you and it will take you back near Eggman. When it does, do a homing attack. Now he will take out the opposite platform (which does nothing really) and send out the spiked platforms again. When you hit him for a fifth time, he will do the same thing one more time. After you will hit him for a sixth time he will try to crash into you. Dodge that attack and you will beat the Egg Viper. Whew that was hard wasn't it? +----------------------------------------------------------------------------+ |CHAPTER 7: SONIC'S MISSIONS | +----------------------------------------------------------------------------+ This will describe how to complete the 25 missions of Sonic. This is how a mission will look MISSION NUMBER --- MISSION DESCRIPTION --- (MISSION DIFFICULTY) ---------------------------+ HOW TO | COMPLETE A MISSION | | | | ------------------------+ Sonic's missions are not numbered 1-25. Indeed Sonic's first three missions are numbers 1, 2, and 3 but then they start skipping numbers. Difficutly ratings * Very easy ** Easy *** Medium **** Hard ***** Intense MISSION ONE --- Bring the man who is standing in front of the hamburger shop! --- (Difficulty: *) --- -------------------------------------------+ Go to the second part of Station Square | and pick up the statue of the man near the | hamburger shop. Now, bring it back to the | circle where the mission first began. | -------------------------------------------+ MISSION TWO --- Get the balloon in the skies of the Mystic Ruins! --- (Difficulty: *) --- ------------------------------------------+ Go to the waterfall area and do a homing | attack on all the flying enemies to reach | the balloon. | ------------------------------------------+ MISSION THREE --- Collect 100 rings and go to Sonic's billboard by the pool! --- (Difficulty: *) --- -----------------------------------------+ You must collect 100 rings in Station | Sqaure. To do this go to the second | floor of the hotel and hit the switch | to make about seven rings appear. Dash | across these and hit the switch again | to make seven more appear. Dash across | those rings. Repeat this until you have | 100 rings, then go to the billboard next | to the pool. | -----------------------------------------+ MISSION NINE --- Get the balloon floating behind the waterfall at the emerald sea. --- (Difficulty: *) --- -----------------------------------------+ When you reach the waterfall, do a homing| attack on the flying enemies to reach the| balloon. | -----------------------------------------+ MISSION ELEVEN --- Destory the windmill and proceed. Find the balloon in orbit! --- (Difficulty: *) --- -----------------------------------------+ At the beggining of the level, use homing| attacks to get across the small, floating| windmills and you'll reach the balloon. | -----------------------------------------+ MISSION THIRTEEN --- I can't take a shower like this! Do something! --- (Difficulty: *) --- -----------------------------------------+ Go to the shower rooms and destory all of| the flying enemies. | -----------------------------------------+ MISSION FIFTEEN --- My medallions got swept away by the Tornado! Somebody help me get them back! --- (Difficulty: *) --- -----------------------------------------+ Go to area two in Windy Valley and | collect the five golden medallions. | -----------------------------------------+ MISSION SEVENTEEN --- Aim and shoot all the medallions with a Sonic Ball! --- (Difficulty: **) --- -----------------------------------------+ Go to the Slot Pinball game and collect | the five golden medallions. | -----------------------------------------+ MISSION TWENTY --- Get all the medallions within the time limit! It's realy slippery so be careful! --- (Difficulty: **) --- -----------------------------------------+ In area two of Ice Cap step on the switch| in front of the first bunch of icicles | and collect the thirteen golden | medallions spread throughout the two | bunchs of icicles in less than one minute| -----------------------------------------+ MISSION TWENTY-THREE --- Go around the wooden horse and collect the ten balloons! --- (Difficulty: **) --- -----------------------------------------+ In area two, go to the merry-go-round and| collect all ten ballons (be careful of | the spiked balls!!!) | -----------------------------------------+ MISSION TWENTY-SEVEN --- Get 100 rings and head to the heliport! --- (Difficulty: **) --- -----------------------------------------+ Go to Speed Highway and get 100 rings and| then step inside the little circle on the| heliport. | -----------------------------------------+ MSSION TWENTY-EIGHT --- During the morning traffic, use the foutain to get to the balloon. --- (Difficulty: *) --- -----------------------------------------+ Use the fountain at the end of Speed | Highway to reach the spring suspended in | the air which will bounce you to the | balloon. | -----------------------------------------+ MISSION THIRTY --- A fugitive has escaped from the jail of burning hell! Find the fugitive! --- (Difficulty: **) --- -----------------------------------------+ Inside the volcano, use the flying | enemies near the end of the stage to | reach the escaped prisinor. | -----------------------------------------+ MISSION THIRTY-THREE --- Shoot yourself out of the cannon and get the balloon! --- (Difficulty: **) --- -----------------------------------------+ Transform the ship, and then enter one of| the cannons near the blue platform and | you'll be shot into the balloon. | -----------------------------------------+ MISSION THIRTY-FOUR --- Can you find the balloon that is hidden on the ship's bridge? --- (Difficulty: *) --- -----------------------------------------+ Behind the mission card you'll spot a | spring. Charge a light dash, hold it, | hit the spring, and do the dash to grab | the balloon. | -----------------------------------------+ MISSION THIRTY-SIX --- Fighter aircrafts are flying everywhere! Someone get me out of here! --- (Difficulty: ***) -----------------------------------------+ First transform the ship so you'll be | able to GET to the Sky Deck. Then, in | the Sky Deck head to area two and grab | the man. Take him to the small circle | near the next checkpoint to finish the | mission. | -----------------------------------------+ MISSION FORTY --- What is hidden in the area the giant snake is staring at? --- (Difficulty: **) --- -----------------------------------------+ Go to the Water Level Puzzle and raise | the water to level three. Charge a light | dash, hold it, and release when you reach| the row of rings to grab the balloon. | -----------------------------------------+ MISSION FORTY-ONE --- Look real carefully just as you fall from the waterfall! --- (Difficulty: **) --- -----------------------------------------+ After the mirror puzzle and you enter the| river, move to the right. As you fall | down the waterfall, touch the balloon. | This is harder that it sounds and may | take you a couple of lives. | -----------------------------------------+ MISSION FORTY-FIVE --- Go to the place where rings are laid in the shape of Sonic's face! --- (Difficulty: **) --- -----------------------------------------+ In the huge room before the seventh | checkpoint, go to the right side and jump| over the gap. Hit the spring and grab the| flag near the rings shaped like Sonic's | face. | -----------------------------------------+ MISSION FORTY-SIX --- A secret base full of mechanical traps... pay attention and you might see... --- (Difficulty: ***) --- -----------------------------------------+ When you reach the area with the paths | leading to checkpoint six numbers one and| two take the lower path. When you fall | down the pit, touch the balloon. | -----------------------------------------+ MISSION FORTY-NINE --- Scorch through the track and get all the flags! --- (Difficulty: ****) --- -----------------------------------------+ Get inside a bumper car and go through | the track. Grab the 31 flags on the way. | Go very slowly because there is sometimes| no turning back if you miss one. | -----------------------------------------+ MISSION FIFTY-THREE --- Pass through the line of rings with three super-high jumps on the ski slope! --- (Difficulty: *****) --- -----------------------------------------+ This is VERY difficult and can take you | many, many tries. You have to hit the | last three jumps when snowboarding so | that you soar super far and through the | rings. It doesn't matter what you do with| the first jump, just make sure you hit | it. Hit the second jump when you are at | the very tip (the red and white lines) | and hold foward while you are hitting it.| The third jump has to be absolutely | PERFECT! Hold up as you approach it and | press A at the VERY TIP OF THE JUMP. | Continue to hold foward as you soar | through the air. It doesn't matter if you| do this perfectly if you didn't get | enough speed on the second jump. With | some luck and skill, you'll pass through | the rings and clear the mission. | -----------------------------------------+ MISSION FIFTY-FIVE --- Run down the building and get all the balloons! --- (Difficulty: ****) --- -----------------------------------------+ When you run down the building, grab all | eight balloons. | -----------------------------------------+ MISSION FIFTY-SEVEN --- Peak of the volcanic mountain. Watch out for the lava! --- (Difficulty: **) --- -----------------------------------------+ At the top of the volcano, by the second | zip-line, use the spring behind the | monkey bars to grab the balloon. | -----------------------------------------+ MISSION FIFTY-EIGHT --- The big rock will start rolling after you! Try to get all the flags! --- (Difficulty: ***) --- -----------------------------------------+ When the rock begins to chase you, jump | to the side and let it roll after you. | Wait about 15 seconds then slowly begin | to collect all 36 flags. | -----------------------------------------+ CONGRAGULAITONS! YOU HAVE CLEARED SONIC'S MISSIONS! +----------------------------------------------------------------------------+ |CHAPTER 8: EMBLEM LIST | +----------------------------------------------------------------------------+ This is basically a checklist for people. Just print it out and have it by your side when you play the game and you can check the emblems off one by one. There is a little check box next to each emblem. ------------ EMERALD COAST C EMBLEM: Rescue Tails! [] B EMBLEM: Get 50 rings and destroy the capsule! [] A EMBLEM: Destroy the capsule in 2:00! [] ------------ WINDY VALLEY C EMBLEM: Get the Chaos Emerald! [] B EMBLEM: Get 50 rings and destroy the capsule! [] A EMBLEM: Destroy the capsule in 4:00! [] ------------ CASINOPOLIS C EMBLEM: Get the Chaos Emerald! [] B EMBLEM: Get 50 rings and destroy the capsule! [] A EMBLEM: Destroy the capsule in 5:00! [] ------------ ICE CAP C EMBELM: Get the Chaos Emerald! [] B EMBLEM: Get 50 rings and destroy the capsule! [] A EMBLEM: Destroy the capusle in 4:00 [] ------------ TWINKLE PARK C EMBLEM: Destroy the capsule! [] B EMBLEM: Get 50 rings and destroy the capsule! [] A EMBLEM: Destroy the capsule in 3:00! [] ------------ SPEED HIGHWAY C EMBLEM: Destroy the capsule! [] B EMBLEM: Get 50 rings and destroy the capsule! [] A EMBLEM: Destroy the capsule in 2:30! [] ------------ RED MOUNTAIN C EMBLEM: Chase the Egg Carrier! [] B EMBLEM: Get 50 rings and destroy the capsule! [] A EMBLEM: Destroy the capsule in 3:00! [] ------------ SKY DECK C EMBLEM: Destroy the capsule! [] B EMBLEM: Get 50 rings and destroy the capsule! [] A EMBLEM: Destroy the capsule in 5:00! [] ------------ LOST WORLD C EMBLEM: Get to the center of the Ruins! [] B EMBLEM: Get 50 rings and destroy the capsule! [] A EMBLEM: Destroy the capsule in 4:30! [] ------------ FINAL EGG C EMBLEM: Get to the center of the Base! [] B EMBLEM: Get 50 rings and destroy the capsule! [] A EMBLEM: Destroy the capsule in 4:30! [] ------------ SKY CHASE ACT ONE [] SKY CHASE ACT TWO [] ------------ SONIC'S ENDING [] +----------------------------------------------------------------------------+ |CHAPTER 9: CREDITS/LEGAL INFO | +----------------------------------------------------------------------------+ Do NOT under any circumstances, use this FAQ as your own. I will find out some way or another. If you want to use this FAQ on your site, e-mail me first asking permission. I will most likely say yes but you will be responsible for keeping up with the updates. The most recent update can be found at www.gamefaqs.com. Feel free to print this guide out for your own personal use. Once again do NOT post this in your website, magazine, book, etc. without asking permission and giving me credit. Altering this paragraph can result in a fine under U.S. law. The following sites have permission to use this guide: GameFAQs CREDITS Sonic Team for making a great game! Sega and Nintendo for putting it out on the GAMECUBE me frog and Jason Howell Moose Kirby for telling me about a good shortcut scurty for the "SonicDX" ASCII artwork CWall for the "Sonic's Story" ASCII artwork If you want your name in the credits, e-mail me (cskull@frogdesign.com) or Jason (howellgames@howell-games.com) with some information (please don't e-mail uswith stuff like spelling mistakes) that we missed and if it is accurate, we will post it and give you credit. This FAQ is copyright 2003 Colin Scully and Jason Howell.