Sonic Adventure 2 Battle
------------------------
Copyright 2004-2005 Brian McPhee
Author: Brian McPhee (Kirby021591)
E-mail:
[email protected]
Most Recent Update: July 1, 2005
Originally Created: December 24, 2004
Version: 1.0
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-------------------------------Table of Contents--------------------------------
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Section 1*
Introduction*
Navigation*
Storyline*
Items*
Section 2*
Hero Story*
Dark Story*
Last Story*
Section 3*
City Escape*
Wild Canyon*
Prison Lane*
Metal Harbor*
Green Forest*
Pumpkin Hill*
Mission Street*
Aquatic Mine*
Route 101*
Hidden Base*
Pyramid Cave*
Death Chamber*
Eternal Engine*
Meteor Herd*
Crazy Gadget*
Final Rush*
Iron Gate*
Dry Lagoon*
Sand Ocean*
Radical Highway*
Egg Quarters*
Lost Colony*
Weapons Bed*
Security Hall*
White Jungle*
Route 280*
Sky Rail*
Mad Space*
Cosmic Wall*
Final Chase*
Cannon's Core*
Section 4*
Kart Race*
Boss Attack*
Other Emblems*
Rank Conditions*
Section 5*
Level-Up Items*
Chao Garden*
Battle Mode*
Secrets and Glitches*
The Console Wars*
FAQ*
Section 6*
Credits and Legal Information*
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=================================Introduction*==================================
================================================================================
Ah, it's been a long time since I wrote for a Sonic game. There doesn't seem to
be any pattern to the way I write my guides, but if you look closely at the
order for a long enough period of time, you may be able to start seeing a
pattern. If you do, e-mail me so I can adhere to it. Anyways, like I said,
it's been a while, Sonic. It was eleven walkthroughs ago that I wrote about a
Sonic game, and it's about time that I wrote about Sonic Adventure 2. Of
course,
SA2 "Battle" is the same game as Sonic Adventure 2, but it has a multiplayer
mode and a few other additions. Now I shall give my review of the game.
Let's face it, people. The original Sonic Adventure was no prize. I didn't
like it very much at all and it took my about two days to beat it to completion
having never played before. This game, the anticipated sequel (not so
anticipated anymore), is a million and three halves times better than Sonic
Adventure. Why?
Well, I've been studying the matter for about ten minutes and I think I've come
to a conclusion. First, there is the matter of having three stories. Yes, in
Sonic Adventure there were six different playable characters that you could
unlock, each with their own very similar and short modes of play. This game, on
the other hand, also has six playable characters. There are tons of levels for
everyone and each level has five different missions.
The controls to this game are similar to those of Sonic Adventure (or even Sonic
Heroes). That is, they are easy to learn and very fun to use. Each playable
character has a dark/good counterpart that is essentially the same as them, but
the levels and stories are much different. There's also an upgrade system in
this game in which you can find secret items.
Not to mention that there's a Chao Garden in this game. I swear there must be
subliminal messages in that garden because it is just way too addictive. All in
all, this game is all-around better than Sonic Adventure and some would even
call it superior to Sonic Heroes. Enjoy.
By the by, if you see my guide on any site other than www.GameFaqs.com (GameSpot
is allowed, as it is an affiliate of GameFaqs), please alert me. I'd be very
grateful. With your help, we can stop plagiarists (it is illegal). Thanks a
bunch.
================================================================================
==================================Navigation*===================================
================================================================================
You may have noticed all the asterisks (*) by the various section titles. Sure,
they are pretty festive, but they serve another purpose. On your keyboard,
press CTRL and F at the same time. If you have a Mac, press Apple and F at the
same time. This is the "Find/Search" command and it is used to search the
document for specified text. Type in a section name and be sure to include the
asterisk. Press "Find/Search" and you'll be brought to the first time it was
mentioned in the document (the Table of Contents). Search again and you'll be
brought to the desired section. It is very handy in such a large document as
this. Try it everywhere; it works in most documents. Glad I could be of
service.
Also, since I only write it once in the guide anywhere, you can use this tip
to find the exact location of the level you're looking for. Type in this
when you search if you want a particular level.
Stage #: _______
The # is the number assigned to the stage by the game. The _______ is where
you put the name of the stage. Perhaps this will help break down the guide
further for you.
================================================================================
===================================Storyline*===================================
================================================================================
I think that the plot in this game is spectacular. It will keep you guessing
until the very end. So, with further ado, here it is. It's time to save the
world. or conquer it!
+-------------------------+
| Storyline Summary |
+-------------------------+
Hero Story: Sonic has been arrested by a mysterious military group called G.U.N.
In his effort to escape the confines of a high-security helicopter he meets a
dark hedgehog named Shadow, who was obviously mistaken for Sonic. In order to
clear his good name, and stop the evil Eggman, who has declared his intentions
for world conquest, Sonic and friends must stop the dastardly duo from realizing
their dark designs.
Dark Story: Dr. Eggman was searching for a top-secret weapon in a military base
called "Shadow." After infiltrating the base, Eggman discovers that Shadow is
actually a black hedgehog that claims to be the ultimate life form. For their
mutual benefit, Shadow takes Eggman to Space Colony ARK, an abandoned project
that was terminated by the mysterious G.U.N. forces. On it is a currently un-
powered structure called the Eclipse Cannon. If the maniacal scientist can find
a power source for the cannon, he can destroy the world in a single shot. With
that kind of machine at his disposal, he and Shadow will be able threaten the
earth's inhabitants and seize control.
One of the serious flaws in Eggman's plan was announcing to the world his plan.
This is only the tip of iceberg (the part of the story revealed after the first
levels of play). But there are many more characters than just Sonic, Shadow,
and Eggman. There are three other playable characters and three other important
characters. Here is my list.
+----------------------+
| Character Cast |
+----------------------+
Sonic the Hedgehog: Sonic has been the star of his own series since Sonic the
Hedgehog for the Genesis. Sonic hails from South Island, where Dr. Robotnik
(Eggman's formal name) kidnapped the animal residents to man his robotic army.
Sonic stopped him single-handedly and he's had a rival ever since. Sonic hates
injustice and loves speed. He's the world fastest hedgehog and he's come quite
a way since his debut on the Genesis.
Shadow the Ultimate Life Form: Regardless of his title, Shadow is a hedgehog
that is very similar to Sonic in form and abilities. They have different
colorings, but there is another important difference. Professor Gerald
Robotnik,
the grandfather of Eggman, created Shadow. Shadow lived his entire life before
meeting Eggman on the Space Colony ARK, where he spent his time with Maria
Robotnik, a cousin of Eggman's. G.U.N., a military group, deemed the colony
dangerous and destroyed it, killing both his creator and his only true friend.
Shadow has hated the world below ever since that day. But beneath his arrogant
exterior is a deeply philosophical creature. Shadow spends much of his time
lost in thoughts of Maria.
Miles "Tails" Prower: Tails is a fox born with a birth defect - he has two
tails.
As a result, Tails can propel himself to speeds that almost match those of Sonic
and he can fly and swim quite well. But Tail's real value to the good guys is
his mechanical ingenuity; he designs many helpful machines for Sonic to use,
among them the Tornado and the Tornado II. The Tornado was his plane, which was
destroyed in Sonic Adventure by the Egg Carrier. The Cyclone, the vehicle that
Tails uses all throughout all the game, is a specially created ship that can
"transform" into other vehicles. Regardless of his newfound talent, Tails is
still very young and very attached to Sonic.
Dr. Ivo "Eggman" Robotnik: Eggman was once known as Dr. Robotnik, but I guess
Sonic and him have gotten friendlier. Robotnik is a self-proclaimed evil
genius,
boasting an IQ of 300. He is responsible for countless mechanical
monstrosities,
such as Metal Sonic, the Death Egg, the Egg Carrier, and, more recently,
additions to the Eclipse Cannon on Space Colony ARK. Eggman is repeatedly
foiled by Sonic, each and every time he attempts to rule the world. This is one
of the first times you can control Eggman (if you count the kart games), who
goes the game in a large walker similar to the Cyclone. Eggman's lasting
ambition is to collect all seven of the Chaos Emeralds, extremely powerful items
that he intends to use to power the Eclipse Cannon. With the Eclipse Cannon,
Eggman plans to finally kill that meddlesome Sonic (even though Sonic spares
Eggman each and every time).
Knuckles the Echidna: Originally, Knuckles was Sonic's fiercest rival. He is
the Master Emerald kept on Angel Island, his home. The Master Emerald has the
ability to negate the effects of the Chaos Emeralds. He is also guardian of the
Chaos Emeralds (originally), but they seem to forget that in this game. You
see,
Knuckles was convinced by Eggman that Sonic was out to collect and misuse the
Chaos Emeralds. Although now they are allies, Knuckles is an iffy friend of
Sonic and Tails. In this game, the Master Emerald has been shattered and
Knuckles must collect the shards.
Rouge the Bat: Rouge is a jewel-collector who was out to get the Master Emerald.
It was broken while she tried to take it, and the result was a quest for the
shards. With the intentions to attain all the shards of the Master Emerald and
make herself rich, she has joined Shadow and Eggman, but her true intentions are
unknown to them both. She goes on into future games, and she is Knuckles's new
adversary.
Amy Rose: She is not actually one of the playable characters, but she does play
an important role in the game. Amy, although she and Sonic are pretty young,
has been madly in love with Sonic ever since she saved him from Metal Sonic long
ago. Amy's goal in life is to marry Sonic, and she makes it known to everyone.
She is a character in both Sonic Heroes and Sonic Adventure, but she didn't find
her way into this game. In "Battle," though, you can control her, along with a
few other characters.
Professor Gerald Robotnik: Robotnik's grandfather, Gerald was one of the most
brilliant minds of his day. He worked on Project Shadow while he was alive and
his presence can still be felt in Space Colony ARK. I assure you, he is dead,
but he will have his say in things in the end.
Maria Robotnik: Maria is the cousin of Eggman and the only person that truly got
to know Shadow. She was killed by G.U.N. soldiers, but Shadow still remembers
her vividly and frequently. Maria left Shadow with words that he holds close to
his heart, as will be exampled.
Those are all of the important characters. You'll get to know them much better
as you progress through the game. All of them effect the outcome in the end.
================================================================================
=====================================Items*=====================================
================================================================================
There is a wide array of items to get in this game. Many are from the early
Sonic games. Here I will list them and record their effects.
+-------------------------+
| Items and Objects |
+-------------------------+
Omochao: Omochao is the annoying helper Chao that flies around you when touched
and gives advice. Sometimes there's no getting around them.
Ring: This is the fundamental item that you use as health. If you are hit and
you have no rings, you die. If you have rings, you lose them and you can
collect them around you. Getting 100 gets you an extra life, and you can only
drop 20 rings maximum.
Chao Container: There are three of these in every course. The most important
item within is the Chao Key, which lets you go to Chao World after the stage is
over.
Point Markers: I will call these items checkpoints in the game. In the guide,
reaching one of these starts a new paragraph. If you go through it, you're
point in the level is saved. That way, if you lose a life you won't have to
start from the beginning of the stage. Depending on how many rings you have,
there are different effects for passing through them. If you have 20 + when
going through, you get 5 rings. 40 +, ten rings, 60 +, twenty rings, 80 +,
speed up, and if you have more than 90, you get a shield.
Technique Points: You are awarded points in the level for your style when
playing the level when Sonic or Shadow(pressing the buttons at specific points
in the level to get bonuses), the number of rings you have, your completion
time,
the number of enemies you defeated while in lock-in (Tails and Eggman), and not
taking hints in search levels (Knuckles and Rogue). Technique points determine
your level grade, which can be used to unlock certain secrets in the game.
Animals: Animals can be given to Chao to enhance their natural abilities in Chao
Garden. In each Sonic/Shadow level there are 20, 15 in Tails/Eggman levels, and
10 in each Knuckles/Rouge course. This does not include the Chao Container
animals and the ones that result from enemies. If you collect all the animals
in a course, you get a 1-Up.
Chaos Drives: Collectively, you can carry up to ten animals and Chaos drives at
a time for your side (hero or dark). Chaos Drives are given to you when you
defeat enemies and are also used to enhance Chao, but they are less effective
and they do not change your Chao's physical appearance like animals do.
Emblem: You get an Emblem each time you clear a mission, beat a boss, clear a
mini-game, etc. The more Emblems you have, the more things you unlock.
+---------------------+
| Capsule Items |
+---------------------+
High-Speed Shoes: For a limited time your character becomes much faster than
normal.
Ring: You can find bundles of rings in Capsules, the glass containers found
around levels. They come in 5, 10, and 20-ring bundles.
Magnetic Shield: This acts as a regular shield and can block attacks for you
without causing you to lose rings, but this type of shield attracts rings to
you.
Health: Picking up health packs restores all your health when you are Tails or
Eggman.
Invincibility: You destroy enemies simply by touching them and you earn double
points in the process for a brief period of time.
Shield: This is good for one hit. You lose no rings when you hit by it, meaning
that you can be hit three times (more, really, because you can collect rings
that drop out) with this on.
Bomb: This item systematically destroys all enemies on the field in a wave.
Extra Life: I will call these 1-Ups. This adds one life to your total. You can
also get one of these by collecting 100 rings.
Those are all the items in the game. Now it is time to get down to the good
part, the walkthrough.
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================================================================================
==================================Hero Story*===================================
================================================================================
+-----------------------------+
| Stage 01: City Escape |
+-----------------------------+
Sigma Alpha-2 has the detainee on board and is flying over the capital city.
Quite unexpectedly Sonic breaks loose and rips of the helicopter to use as his
snowboard. I won't comment on this. However, it does make for a very fun first
level.
Just slide down the first part. If you press A with good timing while in air
you can perform a trick. At the very end Sonic is ejected into the real
beginning of the level. Run up the stairs and run through the tunnel. A robot
falls down. This is the perfect opportunity to practice the homing attack.
Press A to jump and then A again to home in on it. Continue down the slope and
try running up the wall. Do so to reach a capsule with 10 rings.
When you get back on land, defeat the robot and you'll see two crates. Press B
to roll and destroy them both. Next you'll see some rails. Jump on and grind
down. Press B to grind (which is faster) and jump at the breaks in the rail.
At the end, use the booster to get on top of the white structure. Once up there
look at the capsule in the distance. Home attack it and perform another home
attack to cover the gap. The home attack is a very useful move. Make sure to
use the jump to its full potential. When you land run through the checkpoint.
Run into the booster and you'll be blasted onto the streets as high speeds.
Avoiding cars is optional, here. Use the ramps to get some points and at the
end you'll fly to a spring. Use it to jump up and then run up the stairs. Jump
over the robots here and go through the tunnel. Run down the street and jump
when you reach the opening to be bounced from a spring to another rail. Grind
down, collecting the rings on the way, and at the end is another white
structure.
If you're not going fast enough to run up it, you can roll up by holding B,
building up some energy, and releasing. At the top is the golden robot of the
course (they give extra points). Home attack the spring on the wall to be
bounced to the second checkpoint. Go through it.
Follow the path here. If you run straight down you'll bump into a robot and
possibly lose your rings. At the end of the path you'll be boosted into a half-
loop that ends with Sonic running down the face of the building. At the end
you'll be sprung forward and you'll land on a bar. Swing around until you're at
your peak and release to be brought to the next bar. Do the same here and
you'll be sent to a platform ahead. If you missed the bars, you'll have to take
the lower route (which may actually be easier. Jump from platform to platform).
If you take the high route, home attack across the gap using the enemies. At
the end, grind down the rail and you'll reach another bar. Either drop down or
swing to the next checkpoint.
This is the last stretch of this rather easy level. Roll through the gap and
you'll be boosted down a road with a huge G.U.N. truck chasing you. Here, you'd
almost have to know in advance where the ramps are to utilize them. Your
primary concern in running, so reach the end and you'll be boosted to the Goal
Ring. It marks the end of the level.
Boss: F-6t Big Foot
You may've noticed the posters for "Chao in Space 2" in the city. In the arena
is a poster with Chaos Zero on it. Anyways, this boss is easy to defeat. Big
Foot, a specialized machine, has been sent out to capture you. Run around in
circles so that it cannot hit you with its gunfire. When it lands on the ground
to start bombarding you with missiles, jump up and home attack the cockpit. It
then takes to the skies and resumes flying around the arena. Repeat the process
and after five hits you'll win.
After defeating Big Foot, Shadow appears on its top. He has one of the Chaos
Emeralds. Sonic figures out that the military has mistaken him for Shadow. But
as he tries to attack, Shadow uses Chaos Control, a move that warps time and
space. Shadow easily outmaneuvers Sonic, and then he takes off just as the
G.U.N. reinforcements arrive.
+-----------------------------+
| Stage 02: Wild Canyon |
+-----------------------------+
Knuckles and Rouge are starting each other down at the site of the Master
Emerald. It can neutralize the effects of the Chaos Emeralds, but as they talk
Eggman drops in and steals it. Knuckles tries to get it back, but he shatters
it. Now Knuckles has to restore it.
This is somewhat hard to do considering that the location is random each time.
Instead of writing a comprehensive guide on where to find all of the many, and I
mean MANY, places that the emerald ends up, I'll just describe the hunting
process. First, you should know that Wild Canyon is very easy. It has no item
requirements whatsoever and the emeralds are pretty obvious.
First, don't go after A ranks on your first try. Use the monitors (like the one
you start by) to get hints on the locations of the shards. This reduces your
score dramatically, so don't expect an A. Use the radar (flashing "!" mark) and
use it well. When it is green, you are in range of it. Yellow indicates that
you're getting closer and red means that you're right on top of it (not
necessarily on top of it. It's a figure of speech).
As for Knuckles's moves, they couldn't be easier. Jump with A and press A again
to glide forward. Gliding to walls results in you climbing the wall. B has his
standards attacks, which are punches for the most part. Remember that enemies
can have emeralds and that they can be in containers. Remember that the emerald
may also move.
Wild Canyon itself is a pretty easy course. The initial area is a large indoors
area. To see if you pick up anything on your radar, glide around all four
sides.
To exit the initial area, glide to the wind tunnel in the center. You'll rise
into daylight. At that point there are two directions to take, both of which
may have emeralds in them. To return to the starting area, fall through one of
the holes around the vent. There are always three emeralds in total. If you
cannot seem to find one, lose a life. This resets the emerald locations (to new
locations). With this in mind, you should be able to get all the emeralds quite
easily in this course.
+-----------------------------+
| Stage 03: Prison Lane |
+-----------------------------+
Tails is flying in his Tornado II to Prison Island. Tails doesn't believe that
Sonic could've committed those crimes. Tails sees Amy and Eggman below and he
transforms into the Cyclone to save her.
Boss: Dr. Eggman
This isn't too tough. Tails does not use the ring system that the others use.
He has a health gauge. Health packs found in capsule heal his robot. You can
shoot with B and you can lock on by holding B. In this battle, though, it is
much easier just to continually pelt Eggman with bullets by rapidly pressing B.
It depletes his health very quickly.
Eggman comes up with an excuse for his loss and takes off. Amy thanks you and
Amy says that she's here to save Sonic. Tails bravely goes in her stead.
Here's how Tails operates. First, you can jump with A. Press B to fire lasers.
These lasers direct where Tails fires a missile (when you lock-on). You get
more points by locking on to multiple enemies. Now to begin the guide...
Target the three enemies, take them out, and advance to the next room. Go down
the hall (clearing enemies as you go) and follow the path to a mechanical lift.
Step on it and rise up to the next walkway. Follow it to another lift and
you'll reach a gate. Target and destroy the enemies on the other side to open
the gate. Go through and you'll reach another door. Target the flying enemies
beyond the bars and you can open it. Continue forward and rise up with the
lift.
Use the metal crates to step up to the next level. Use Tails's Volkan Cannon to
break the wooden crates. Behind them is another lift. Use it to rise up and
you'll see an enemy with bombs around it. Target it (wait for the bombs to be
released so that you have more targets) and fire. Go through the hall and watch
out for the flying robot that comes out. At the end is a checkpoint.
Target the machines in the hall and destroy them to force an entryway. At the
end shoot the gunners and the gates lower. Behind it is a lift. Use it to
reach the next hallway. In it, go forward, drop down, and decimate the enemies.
This opens a door. Go through and destroy all the enemies (you can destroy the
capsule) to reach a huge elevator. Target as many of the robots as you can.
This is a great place to get points. At the top, run through the checkpoint.
Run through the halls, defeating any enemies that you encounter along the way to
open the halls, and you'll reach a fork in the path. Personally, I prefer
taking the lift. It is much easier than going through the hall. Assuming you
take my advice, use the lift to reach the top of the hall. Target and shoot the
capsules to get a Shield and 20 rings.
Now drop down to land to the left. Shoot the bomber robot to make the gate drop
ahead. Go forward and take the lifts at the end to yet another region of the
compound. Defeat as many of the gunman bots before you advance any further.
This causes the door to the hall to open. Go through and then use the wooden
containers to reach the next tier. It is short, however. Use the lift directly
in front of you to reach another path. The golden robot is in the distance from
this lift. At the top, enter the hallway. At the end of the hall (defeat
enemies to open doors) is the checkpoint.
Defeat the enemies on the other side of the door to open it. At the end of the
hallway, repeat the process. You may have to use one of the lifts in the room
to hit an enemy in the air (the camera would never let you see it otherwise).
When you've successfully opened the door by means of destroying the robots, use
the lift to enter a hallway. At the end, shoot the enemies and touch the Goal
Ring.
+------------------------------+
| Stage 04: Metal Harbor |
+------------------------------+
Tails finally reaches Sonic's cell. Of course, Amy gets there first. I like
how Sonic refers to Shadow as "it." Amy tells Sonic that the black hedgehog
came with Dr. Eggman. As the level starts, Sonic is outside and must escape the
base. You start the level in a long loop sequence. After it, run down the path
to a booster. It sends you to another track of metal path that leads to some
springs. They bounce you to more track. Bounce up and you'll see the
checkpoint dead ahead.
Run to the spring and you'll be bounced into a series of springs that end in an
"island" with a series of hovering enemies in front of you. Home attack to one
and then the next repeatedly to bridge the gap. At the end it seems that you've
reached the end of your rope. Look left for a pulley. Use it to rise up and
then jump off to see a glowing light.
UPGRADE: Light Shoes
I wrote in all caps to catch your attention. The Light Shoes are one of the
best upgrades in the game. When by a trail of rings, press B to perform a Light
Dash. This takes you across the rings, collecting each.
Drop down and Light Dash across the gap to reach the other end of the gap. If
you fall when performing the dash, use the rocket you land by to get across.
Either way, you'll land by the checkpoint.
Run forward and Light Dash on the rings for a shortcut. Continue forward for a
loop sequence that ends with you at a booster. When you land roll under the low
ledge to reach a pulley. Use it to go up. At the top, jump off and roll under
another low ledge. Rise up and jump off. Run forward at sonic speeds to
another loop. Continue running forward to be boosted across a gap to more of
the path. Roll under the ledge and you'll be boosted to the edge of the road.
Home attack across the gap, ending with a ten-ring capsule, and then walk
through the checkpoint.
Grab onto the bar of the rocket to take it across the water. Run up the catwalk
around the rocket and spring up to it before your 15 seconds are up. As it
rises, Sonic drops down and somehow has a metal board like in City Escape. Try
to take the prizes in the capsules. At the bottom you'll be boosted off your
board and into a loop. It ends in the Goal Ring.
Boss: Shadow
Sonic reappears in the forest. There he sees him, the black hedgehog. The
fight starts when Shadow says, "You're not even good enough to be my fake,"
followed by, "I'll make you eat those words!" Anyways, this is not a
challenging battle. Jump and Shadow will also jump. Hold A to remain jumping
after he does his home attack. When he does, wait for him to land and then home
attack him. This will more than likely result in you hitting him. It takes
three hits to beat him.
+------------------------------+
| Stage 05: Green Forest |
+------------------------------+
Shadow's communicator sounds with Eggman telling him that the island will blow
up in eight minutes. They give you more than enough time on this mission. As
you start, run straight down and boost on the path to the next section. As you
run forward, watch out for the gunners that drop down. Continue forward and
you'll boost into a tunnel. Very cleverly, a spiky tank is in the tunnel. In
other words, don't run into it. After a series of boosters you'll reach the
checkpoint.
Run down to a spring that bounces you to a vine. Swing on it right to the upper
level ahead. Home attack the enemies here to reach a spring (this is good for
points). Swing up the vine to more path. Here are a few robots, as well as the
golden robot above. After you're done playing with them, boost forward on the
booster and enter a tunnel that succeeds a checkpoint, the second one.
After quite a bit of setup for a would-be loop, you'll take a vine to the other
side of a huge tree. When you land, continue forward to some rising and
lowering platforms. You might even home attack across them. At the end, run
down and through the checkpoint.
Continue forward to a spring. Spring up until you see a gunner unfold. Defeat
it with a roll so that you don't fall victim to its laser (which knocks you down
over the edge). Then home attack the robot and then the spring. When you
bounce up, jump across the platforms to a 1-Up in a capsule followed by the
checkpoint.
Run forward down some steep terrain that ends in a series of springs. They will
bounce you to a vine, which Sonic uses to bungee-jump to the next part of the
level. When you land, beware of falling enemies and run straight to yet another
checkpoint.
After one last loop you'll be sprung to a vine that drops you off on a
collapsing platform. Quickly jump across the collapsing parts, using springs as
you go. At the very end you should use a spring to bounce up to the Goal Ring.
+------------------------------+
| Stage 06: Pumpkin Hill |
+------------------------------+
The island explodes in quite the cinema. Afterwards, Knuckles must find three
more pieces of the Master Emerald in a mountainous region. Like I said before,
there is no way to cover Knuckles levels accurately. If I did, it would be very
long and pretty useless. That's because you'd have to check out every location
I list for possible shards (it's random every time), which would be really
inefficient. However, there are a few things you can do anyways while you're
here.
UPGRADE: Shovel Claw
Just glide straight forward. This has to be the easiest upgrade to get in the
game. It is also fundamental to the completion of not only this level, but of
the game. If you jump and press B in the air, you can dig.
Note that some shards of the emerald will be buried this time around. From
where you got the Shovel Claw you can either go left or right. To the left is a
rocket that leads to Church Mountain. To the right is one leading to Ghost
Train Mountain. The other mountain in the stage, which doesn't really have a
rocket to it, is Pumpkin Mountain. Now, here's a huge tip for this level.
Glide around the three mountains (start from the top and drop to the bottom of
each to scope it out completely) and see if you're radar goes off. By the way,
there are several other smaller platform in the air around you that may hold the
shards, or at least valuable clues.
+--------------------------------+
| Stage 07: Mission Street |
+--------------------------------+
Eggman takes over all the televisions on Earth and then Space Colony ARK, which
looked like a huge rock orbiting the earth, opens its Eclipse Cannon. With only
a few of the Chaos Emeralds, it fires its beam at the moon, destroying half of
it and exposing the core. He then puts up a clock with 24 hours on it for the
world to surrender control to him. Tails wonders how he could harness that
energy. Sonic points out that it must be using Chaos Emeralds. Tails still has
a Chaos Emerald from when he saved the city in Sonic Adventure.
However, the trio is being hunted for breaking into the military compound where
Sonic was being held. While Sonic goes off doing something... else, Tails has
to find a way out of the city. I would really have preferred to play this level
as anyone else, because I truly dislike this level. In fact, I really dislike
all of Tails's levels. Miles should lose the machine, or use the Tornado form
to fly out.
But seriously, folks. When you start go forward. Round the bend and the
enemies will start popping up in droves. Shoot them down (this is a great place
to rack up some points) and you'll reach some crates. Blast them to rid
yourself of the obstacle and continue forward. You'll get a health pack
shortly.
As you try to advance past a wanted poster with Tails on it (why not Amy, or,
better yet, Eggman?), the road collapses. When you fall down, look left.
UPGRADE: Booster
Simply jump over the barrier you see left and you'll find this upgrade. From
now on, when you press A while in the air, the Cyclone slowly descends. We'll
be using this upgrade to finish the level.
Jump back over the barrier and then over the gap in the road to the right (hover
to get across). In here, after you defeat the robots, use the large lift to
reach the upper level. Notice the road signs. Freedom is in "? miles" and your
amigo is in the left lane. Now here's your big chance to get lots of points.
Target the bomb robot ahead and all the packs of dynamite at once and release B.
Afterwards, go forward and use the pulley to reach the tops of the cylindrical
objects floating up and down. Use them to reach the top (the golden robot of
the stage is near there). Here you will see a jet and the checkpoint.
Hover to jump over missing segments of the highway and avoid the explosions that
follow the jets (if the air force cannot take Tails, then that is just sad).
When you reach the end, jump left. Press the button to launch a rocket at some
otherwise impassable cages. Now hover that way and you're big chance to score
some major points arises. Target the enemies and packs of dynamite here and
you'll be awarded with huge sums of points. When you reach the end, hit the
last two cylinders to knock them over and use one to reach the higher-elevated
platform.
Avoid the bombs of the bomb robot toward the end. Jump (hovering, of course) to
the other side of the pit and engage the enemies. Wait for a good time to run
under the weights. Now climb up the road (it's teeming with gunners) and you'll
eventually see the weights. Do not step on them or you will drop with them.
Instead, get a good running start and jump over them, hovering across the pit.
Now use the floating cylinders to reach the checkpoint, at last.
As you run down the road, your speed increases. Jump across the collapsing part
of the bridge (note that I did not say hover. Continually jump, quickly, to the
side). At the end blow up the dynamite pack and use the cylinder to cross the
gap. This is a relatively peaceful stretch of land. Do not stand in the middle
of the road or it is likely that you'll be the target of a bomb. At the end
there is an earthquake. I highly doubt that there could be one that affected
only that part of the road, and so we will assume that Omochao is wrong. Curse
that Chao.
Anyways, you'll reach a tunnel. Gunners and bomb robots use the crates in here
as cover. Jump to shoot through the holes, or you can just shoot the crates to
even the playing field. Either way, be wary of the many gunners in here. This
is where they try to kill you (and the upcoming portion). As you go, gunners
galore appear everywhere. Not only that, but parts of the bridge above fall
down. Avoid them to reach the Goal Ring.
+------------------------------+
| Stage 08: Aquatic Mine |
+------------------------------+
In the same region as Pumpkin Mountain (they go Knuckles-Tails-Knuckles because
Sonic got two levels in a row) is another ghost-infested place to find three
shards of the Master Emerald. Knuckles seems to meet a lot of ghosts in this
game. Well, there is an EXTREMELY valuable item here. Although it isn't
particularly useful right now, it will be your best friend in the last level.
But first, I'll describe the course. There are four main regions of this level.
First, there's the uppermost region. When you start, glide to the pillar and
climb up. Jump to the pulley and take it to the top region. Then there's the
one you start in. Then there are two more levels below that are currently
covered in water. You can adjust the water level by using switches. Relative
to the start, go behind you. In an alcove are two switches, each changing the
water level. The other switch, which changes the water to level 3, is located
in the uppermost level. Now to get the Air Necklace.
UPGRADE: Air Necklace
This lets Knuckles breathe when underwater automatically; he cannot drown. This
seems sort of useless at first, but that's because you haven't seen the final
level with Knuckles. It is killer, a mass murderer, without the Air Necklace.
Rambling aside, it is time to get it. First, the water must be Level 3 (the
switch in the uppermost region). When it is, you can drop into a hole from
Level 2. Drop in and enter the mineshaft from there. The camera is very
limiting here, so I'll try to guide you as best I can. Go down the first tunnel
and quickly go through the only available tunnel. Swim down quickly with B to
drop through the wooden beams (well, not through them, but pass them). Go
through the tunnel you see and then rise as quickly as you can (A) to rise up
and take the Air Necklace.
Now, for a few more tips to help you along. Remember that may be buried and
that they will more then likely be in different mineshafts. If they are,
explore them top to bottom. To trigger your radar, run around the perimeter of
the middle layer. It gives you a good reading there as to what side to look on.
Also, you may find the emerald in crates, enemies, and it may move.
+---------------------------+
| Stage 09: Route 101 |
+---------------------------+
Note: In the car transformation of the Tornado II, press B to brake (although
you shouldn't), press A to accelerate and move, and press Y to Boost when you
can.
Sonic is communicating with Tails as they try to track the Chaos Emeralds.
Knuckles pops out of the sewers from below. Tails suggests that the Chaos
Emeralds may be in space. However, the only way to know is by tracking a call
Eggman made to the president. Personally, I think they're referring to the
president of the US, but that may just be me speaking out loud with patriotic
pride. Of course, that could the translation for prime minister in Japan. In
any case, you need to reach the limousine of the president by taking Route 101.
That way, you can track Eggman's call and see where he is.
You play this mission in the car transformation of the Tornado II as Tails.
This mission is timed, although it is not particularly difficult. It does,
however, have extremely difficult secondary missions. Anyways, like I said,
this is an easy level. The checkpoints are presented in checkered lines (like
the starting point in a race). Each time you hit a checkpoint, you get a time
extension. There are a few cars (hitting them will slow you down), and there
are also walls. This is a good thing, because they act as a barrier so that you
don't drive off the highway, but they can also slow you down.
Of course, all other cars are built rather pathetically, meaning that you can
ram and destroy them by stopping in front of them. Personally, I like looking
at the advertisements (Chao Soda, for instance) and the types of cars in this
level. Sometimes you'll find balloons, but rings are completely optional.
Also,
you get Boosts as you drive (press Y). Use these in straight stretches of road
for maximum effect. At the end you'll catch up to the president's limousine.
+-----------------------------+
| Stage 10: Hidden Base |
+-----------------------------+
Tails catches up with the incumbent and they show his face. It doesn't look
like anyone I know. Eggman is in the process of threatening the president (to
establish the Eggman Empire) when Sonic and Tails bust in. Tails tinkers with
the communicator for a second and realizes that they are sending the
transmission from Space Colony ARK. To get there, Eggman must have a base on
the ground that he uses as a site to launch a rocket. Knuckles and Amy saw
Eggman and Rouge enter the pyramid earlier. Obviously it is the launch site.
However, Tails must take the brunt of Eggman's forces while Sonic and the
echidna tail him. Yes, this is another fantabulous level with Tails.
In this level, treat quicksand as falling off the bridge in Mission Street.
Seriously, it is just a quicker way of dying instantly. From the start go
forward onto another platform. Get used to enemies appearing directly in front
of you. Also, target enemies from a distance. Hover forward to the next
platform and fire bullets at the three dynamite packs to lower the platform. On
it, destroy the Eggman capsule and jump to the next platform.
Shoot the wall ahead (breakable) and you'll see several packs of dynamite.
Target them all and the capsule to get at least 600 points, if not more (two
enemies fly by to the left). Jump across the platforms and shoot down some more
doors directly ahead. They've placed some enemies to the sides; be careful.
When you enter a tunnel, run to the end and shoot the wall. Three separate
machines come out to shoot you. Defeat them all and break the north door.
Shoot the door to the left and as you walk through, an airship swoops down and
shoots you quickly. Ahead is the checkpoint.
Shoot the dynamite packs to lower the platform and then shoot down the doors
ahead. Jump onto the platforms ahead and you can reach another platform that
you must lower. Continue across the platforms sticking out of the quicksand and
you'll see more dynamite packs by a pulley. Shoot the former and use the latter
to get onto another platform. Go left and then hover to another platform ahead.
Two flying bots pop up as you do so. Take them out and use the pulley to reach
the platform that you should lower. To the upper left is a pulley. Take it up
and jump right. Hover over the gaps and make your way to the Eggman door ahead.
Shoot it and the subsequent doors to reach an open area with two spiky robots in
them. Shoot them and their subparts, and then hover to the checkpoint.
Shoot the Eggman door and jump to the pulley in here. While hanging you should
clear out the enemies. Then jump to the pulley to the right and take it to an
Eggman door. This is the kind of level in which Tails should use the Tornado II
to fly. Anyways, bust down the door and go forward to a spring. Somehow, it
can bounce the weight of the Cyclone up. Shoot down the door ahead and hover to
the ledge it was on. Bust down the door to the right and you'll see another one
ahead. Shoot down the wall here (the one with the sphinx on it) and follow the
path to yet another Eggman wall directly ahead. After it you'll find the
checkpoint.
Before the checkpoint, to the right, are three capsules, among them a 1-UP.
Now,
past the checkpoint, you'll see a system of pulleys. Use the first to reach the
second (jump and hover to it), and then left to the third, and then left to an
Eggman wall. To the left are several spike bots. Defeat them and continue in
that direction to three packs of dynamite. Shoot them down to lower the
platform and then shoot the Eggman wall. There are three, all of them in a row.
Now go all the way left when you've gone through the doorway. Jump across the
pits (hover, too) and you'll reach several capsules. Break them and then the
Eggman wall. In here, fly around on the ground to the right to find a pulley.
From there shoot the six packs of dynamite to lower the platform two levels and
then jump to the other pulley. Jump onto the platform and use the third pulley
to reach an Eggman door. Blast it down to see the doorway into the pyramid, as
well as the Goal Ring.
+------------------------------+
| Stage 11: Pyramid Cave |
+------------------------------+
Finally! Another Sonic level, at last! Run to the end of the tunnel. Note
that jumping through rings gives you technique points. At the end you'll be
boosted to the first checkpoint.
Jump onto the hourglass ahead and the door opens until the sand drains from the
top half. Go through the door and bounce on the spring to the pulley. Jump off
and run down until you see a red bar that is so bright that it looks like a
laser. Swing on both of these to reach the other side of the gap, which has an
hourglass on it. Jump on it and Light Dash using the rings along the way and
you'll easily beat the door. Continue forward for a loop and a boost that end
by a robot. Home attack this new breed of gunner and go forward.
UPGRADE: Bounce Bracelet
Run forward for the Bounce Bracelet. It gives Sonic the ability to roll into a
ball and bounce down to earth by pressing B while in the air. Keep pressing B
and you'll reach a height that you previously couldn't.
Bounce up the walls ahead and you'll see an hourglass. Jump on it and then
bounce up through the door above. On the other side is another type of door
(real great security, Eggman). On the pedestal is a stone. Place it on the
glowing altar and the door opens. When the door opens (and stays open), you'll
see the checkpoint.
Coming out of the serpent statue's mouth is a wire. Grind across the gap on it
to bypass quite a few pointless obstacles and reach another altar. However,
unlike the last, the stone is not in the vicinity. Grind on the rail to the
right and run forward, up a sloping path, to the stone. Pick it up (the ghosts
here hold you down so that you're a sitting duck for the gunners) and hit the
hourglass. Run forward and through the door. Jump up the blocks here and get a
running start up the slope. Put the stone on the altar and the door opens.
On the other side hit the hourglass and then start a roll by holding B. Release
and you'll zoom at high speeds through the tunnel. Avoid the ghosts and roll
under the door at the end to barely make it. Here, hit the hourglass and speed
through another door. Go very quickly to go through all three doors. At the
end roll under the low ledge to be sprung to a loop series. At the end you'll
run into a robot.
Use the spring here to reach the next tier (or bounce). Bounce to the next tier
and home attack the 1-Up. Run forward to a rail and grind across to another
hourglass. Hit it and roll up the slope by holding B for a bit and then
releasing to just barely get through the passage. Follow the path to some loops
that end in the Goal Ring.
+-------------------------------+
| Stage 12: Death Chamber |
+-------------------------------+
The three musketeers plus Amy reach the central door of the base. They need
three keys, so it is up to Knuckles, the world's greatest treasure hunter, to
find them. This is probably Knuckles's worst level. I absolutely hate this
stage. But it does have one of the new upgrades for Knuckles in it.
UPGRADE: Hammer Gloves
Hit the hourglass right in front of the starting point and the door opens. Run
into the first hallway and look right to see some crates. Break them with a
punch and you'll reveal the upgrade. Most upgrades aren't this easy to find.
The Hammer Gloves allow Knuckles to break steel containers.
You can bet that at least one of your shards will have something to do with
breaking open the metal boxes. Black ones are still, and always will be, off
limits, but now you can break both of the other types. Anyways, there are three
parts to this course. It is shaped much like a triangle with a line connecting
the vertex to the base, if you catch my drift.
If you use the hourglass in the room to run through the hallway you can reach
the red part of the course on the map. The dark blue portion is to the left
(when looking at the map). You need the Hammer Gloves to access it. To the
right is the green portion, which is also covered by metal crates. Run through
the triangle each time you need to see if you're radar starts beeping or
blinking. Also, you should note that you can go through certain walls by
digging where you see a scarab, right in the middle.
Boss: King Boom Boo
This is one of the few bosses that is in one story without a very similar
counterpart in the other. Anyways, this slightly multicolor ghost is pretty
easy. But you should get ready for a long battle. Run away from him at first
in the direction of his "tail." If you run quickly, you'll easily avoid the
fire he throws at you. When you reach the tail, hit the hourglass the lesser
ghost has (punch the ghost) and light pours into the room. Dig where you see
King Boom Boo's shadow and he'll be exposed to the light. Run to him and punch.
K.B.B. has the same attack pattern each time. However, he may turn around while
you're running away from him, so stay on your toes. His shadow may also go on
the wall. After four hits you'll completely end Knux's relationship with
ghosts.
Finally! Rouge has no such luck - most her levels are completely unrelated to
ghosts. When you win, be glad; there's a cinema next.
+--------------------------------+
| Stage 13: Eternal Engine |
+--------------------------------+
Boss: Egg Golem
As Knuckles opens the door, Eggman appears. Before Sonic can engage him,
however, a titanic stone creature rises from the pit below. You fight this
remarkably easy battle as Sonic. The golem's weakness is a switch on its head.
I don't know why it has this debilitating switch, but it does. At first it
moves very slowly. Home attack over gaps and reach his back, which has
platforms on it. Jump onto the first three (which slowly shorten) and you'll
reach the last three. Home attack the letters on them (I guess they're Japanese
letters) and give a fourth home attack to the switch to deal damage. As soon as
you land, go left and repeat the process twice more. After dealing three hits
he starts using new moves. First, he may head-butt the platform you're on.
This is easy to avoid if you're fast and a good way to deal him another blow.
If you defeat him quickly (five hits), you won't experience his other bad move,
in which he drags his arms around half the arena. If you should fall,
continually jump to avoid dying in the quicksand. Go around, pick up rings, and
then use the pulleys to rise up and face him again.
Eggman's rocket is launching. Sonic quickly runs from a catwalk onto it. It's
a pretty neat cinema. It flies straight to Space Colony ARK. However, the
shards that Knuckles collected (the Master Emerald shards) fall out as they are
in flight. Now, inside the colony, Knuckles has bailed and Tails and Sonic are
left. Watch Tails's mouth. He moves it while he doesn't talk in one part of
the scene. Tails flaunts a fake Chaos Emerald designed to blow up the Eclipse
Cannon. Its power is actually that of a Chaos Emerald reversed.
So, as Tails, we will be reaching the power generator of the colony. Yes, you
thought you were out of the woods but no! There are endless Tails-levels. Now
to begin. Defeat the enemies in this room to open the door. Go through the
hall, destroying all opposition, and go through the door. Continue through the
hall, taking out robots and opening doors, to find a spring. Bounce up to a
pulley (right) and use the pulleys to reach a door. Go forward through a door,
defeating the bomb robot, and you'll reach the checkpoint.
There are dynamite packs on the doors in the area. Blow them up if you're
desperate for points, but otherwise avoid them. They let air out, which sucks
you out, too. Go through the door and be careful not to target the explosive
containers. It will probably blow up in your face. Obliterate the foolish
robot defenders of the room, walk around the laser wall, and go through the
door.
Immediately destroy the bomb robot you see. Then go through the right door.
It is locked, so go to the previous room and take the other door. This has some
crates and an explosive tied to a door. Touch the switch in here to open the
door that was locked and go through it. Defeat the enemies on the bridge and
then pass over it to the door. Don't target the dynamite packs in this room.
Just go through. Now you're outside. Personally, I think that ARK has some
sort of artificial atmosphere or a glass container around it. Otherwise Tails
would suffocate right around here.
Descend to the moving platforms below slowly by hovering. At the bottom, find a
rocket behind you and press the button to launch it. Then make your way through
the door that you may now use. Go to the next door and watch out for the large
weight. Bounce up on the springs to the weight and then take the pulleys to the
checkpoint.
There's an enemy in here that is very bothersome. As it releases its tentacles
jump up and hover to avoid them. Their heads are the weak spots. In the room
to the left are three more. Defeat the two on the ceiling without them noticing
you and attack the first one with the same strategy as the first. Go around the
lasers and through the door. Defeat the enemies in here and use the crates to
reach the next tier of the room. Use the floating platforms to traverse the
gap,
which ends in a checkpoint.
Go through the first door and then through the one to the right. Defeat the
enemies here and advance to the next room. Defeat enemies as you go and follow
the path to a pulley. Take it up to more outdoor path and another pulley.
Defeat enemies as you go. The flying kind is more advanced than the original
flyers. Through the door at the end is the checkpoint. Pass through it,
obviously.
In this room is plenty of dynamite to go around. Just ignore them and the
flying enemies and you'll reach the door safely. Take a Shield from the capsule
and go back outside. Blow up all the dynamite to fall through the bridge to a
rising platform. Through a door you elevate/lower by are three capsules, one
being a 1-Up. Take the rising platform down and go across the platforms to a
switch. Press it and look for a spring behind the adjacent crates. Bounce to
another platform and ride it up to a now-open door.
UPGRADE: Bazooka
It is right in front of you at this point. This upgrade allows Tails to break
steel crates. It is required to finish this level and others.
With the new upgrade in hand, exit this area and slowly descend to the floating
platform below. Shoot the metal crates here and go through the entryway you
formed. Run through this room without attacking anything. In the next room a
floating tentacle enemy attacks you quickly. Avoid it with a well-timed jump
and then jump to the pulley over the pit. Use them to reach a platform that
rises to a door. Go through this room and then right. Here's the checkpoint.
Go forward and you'll be outside. The gravity isn't strong enough to pull you
down, but it is almost as strong as the Cyclone's resistance. This causes a
very strange thing to happen to the Cyclone. You spin out of control in space,
which makes it pretty difficult to target enemies. Just go forward and through
the door, ending the crazy gyration.
In here, defeat the enemies and go through the door. Avoid the deadly tentacles
of the monster here and drop down. Hover past the lasers and land on the
platform. You get strapped in and the red objects here continually fire bullets
at you. Here is where you can get the easy A. Target the bullets over and
over,
each time getting 2000 points from destroying it. Continue this until you have
over 35000 points to have an A. When you're finally ready, shoot the wall and
go to the Goal Ring.
+-----------------------------+
| Stage 14: Meteor Herd |
+-----------------------------+
As Tails directs Sonic where to place the fake emerald, Eggman interrupts their
conversation. Amy is. and then Tails cuts out. What happened to Amy? Are you
hyperventilating? I know I am. But more to the point, Knuckles has landed on
the outskirts of Space Colony ARK. This is the best Knuckles level yet (and in
the game). Three of the shards of the Master Emerald that Knuckles collected
landed here. There is also an upgrade to be found in this level that is
required for many other missions.
UPGRADE: Sunglasses
From the start, glide forward to the main tower. On the ground level are large
boulders (meteorites) that you can punch into doors and boxes to bust them open.
Find a meteorite on a platform that is physically separate from the tower ground
area. Punch the rock into the door opposite it to uncover a metal box, under
which is a switch. Press it and the floor of the tower opens. Climb up to
where the invisible wall stops and drop into the tower's open floor. In here
you'll see several platforms over lava. Fly to one of them below to find this
upgrade. When you wear the Sunglasses, you can see invisible objects.
Now for a description of the place. First, most of your emeralds will not be in
the starting area. More than likely, they'll be on or above the central tower.
You can climb it for a long time and go extremely high. Rockets can be used to
advance to higher places. At the very top is part of ARK, I believe. In this
course the gravity is weaker, meaning that you can jump higher than normal.
Other than that, there's not much good advice.
Avoid meteors, which make the course famous. There's hardly any resistance at
all in the level, though. To get the radar to start working you're going to
have to patrol all side on all elevations. Note that emeralds may be inside
some of the meteors floating near the long tube-like objects before the topmost
section of the level.
Boss: Rouge
No fair! Rouge has special moves in this battle to up the difficulty. Rouge
has found you here and wants to get her hands on a complete Master Emerald.
Well, sorry, bat girl. The arena is the central tower from Meteor Herd. Every
now and then the gravity turns off, disrupting your fighting. At this point in
the battle it becomes easier. Rise up to higher elevations and then come
crashing down on her with a Drill Claw attack. After two hits she'll start
using her special, Black Wave. Just move to avoid it. When the gravity
returns,
glide over her and crash down with a Drill Claw. It is the easiest way to
connect a hit. After four hits she loses. Upon winning you see a cinema.
Knuckles and Rouge are standing over the lava in a stalemate. Rouge falls and
Knuckles saves her. She has the emeralds, after all. Rouge hands over the rest
of the Master Emerald and Knuckles restores it to its former glory. Knuckles
apologizes for whooping her (it's true, though) and runs off.
+------------------------------+
| Stage 15: Crazy Gadget |
+------------------------------+
Eggman has Sonic deep in ARK and he is separated from his friends. You must
find and defeat Eggman once and for all! Or at least until Sonic Heroes! Run
forward, through the door, and home attack the two gunners. One falls down by
the 5-ring capsule ahead. Go left and hang onto the rail to slide to the end.
Once there, jump forward and defeat the tentacle enemy with a home attack to the
head before it can strike. Now go forward and press B by the arrow switch.
This reverses gravity, letting you safely cross the pit. Run forward, killing
the enemy at the end, and then reverse the gravity to normal. Fall down and go
through the door. Attack the gunner and follow the path to defeat another
tentacle monster. Use the pulleys to reach a new sector or ARK. There's the
checkpoint.
Home attack the glass of what Omochao so kindly tells you is the high-speed warp
tube. After more loops than you can shake a stick at, you'll enter a room with
a pit over acid ahead. Home attack the robots here. The third one, the
superiorly programmed one, has a spring for protection that bounces you to a
Bomb. It destroys all the enemies in the room. Head over to the switch and
press it to invert the gravitational pull. That's right; everything your
science teachers ever told you were lies. Gravity repels. Anyways, when at the
top go forward to a spring and bounce to a lower ceiling. Run forward and roll
through the slit in the wall. Follow the set trail to the checkpoint.
Run forward to a rail and grind on it to three switches. Press the right button
and go right until you find a pole between two black crates. Grind down it to
level ground by a tentacle monster. Continue forward, past some electric
flyers,
and you'll be boosted to a tentacle enemy that releases its components -
possibly a hundred tinier enemies that explode upon impact. Hit the head to
open the door. That's where you will find the third of the checkpoints.
Grab onto the rail and you'll drop down to Omochao. He actually gives useful
advice! Run into the passage ahead and you'll see a shield robot. Roll into it
to beat it. Now jump to the rail and slide down to another shield robot. Roll
into it for a quick victory. Now jump up and wait for the electric fields
around the hovering enemies to drop. Home attack across them to land on a rail
that leads to a spring. Bounce up to a door that hides the fourth checkpoint.
Home attack the high-speed tube glass and you'll enter it. Eggman warns that if
you don't advance, Amy will die. At the end of the tube you reach a gravity-
reversed room. Light Dash forward and avoid the tentacle trio. Hit the switch
ahead to assume normal gravity levels. Look behind Sonic when you fall to see
springs.
UPGRADE: Flame Ring
Go around the crates when you have bounced up to find this upgrade. It lets us
crush metal crates using a bounce or a Flame Somersault. I will still call it a
roll. This is used in getting another upgrade in City Escape, too.
Go back to where you first dropped down and go forward to a gravity switch.
Break the metal crates and then activate it. Roll through the slit in the wall.
Run forward to see a tentacle monster shooting lasers. Defeat it and bounce on
the spring to reach a tunnel below. Grind down the rail and you'll end up by
another enemy. Attack it before it can attack you. Run to the springs and
bounce down to a trail of rings. Light Dash across them and hit a metal crate
by where you end up.
A spring is unveiled, letting you bounce out of the reversed gravity's hold to
the bottom. Run forward, attacking the monster, and go through the door to a
trail of rings. Light Dash across them to a new part of ARK. The enemy ahead
divides into many tiny enemies. Attack the disembodied head to destroy all the
minions below. Follow the path to an electrically charged flyer. Destroy it
when its field is down and then slide down the rail. The gold enemy is near
where you stop.
At the end, run forward, defeat both shield robots, and take the high-speed
tube.
Run forward to another enemy. I do not recommend defeating all the enemies in a
single homing attack. Spread out your attacks and victor to open the door. Now
drop down to the floor below. Defeat the enemy to go through the next two
doors.
Use a Bounce Attack to reach the next tier and use the springs to the left to
reach the tier. Defeat the enemies to go through the door, where you'll find
the checkpoint.
Boost forward, hitting the switch along the way. Through the door, press the
gravity switch. Run left to a purple path the ends in another switch. Follow
the green path down to some black crates. Stand on them and bounce to the next
tier. Here, press the gravitational switch. Run up the yellow path quickly and
you'll reach the blue path (you can also jump). Follow the blue path to the end
and press the switch to return gravity to normal. When you fall, follow the
path to another switch. Press it and bounce on the spring (go down) to another
face of the yellow figure.
Hit the spring to be launched onto a rail and take it to the green path. Follow
it to another spring, which leads to the purple path. To the right on it is a
trail of rings. Light Dash to a 5-ring capsule and hit the gravity switch.
Follow the purple path down to a switch, press it, and then press the other
switch. You're taken to a red path. Go forward on it to a switch behind some
black crates. Go down on it and you'll fall to a regular strip of land. Hit
the rocket button to break the wall and reveal the Goal Ring.
Boss: Dr. Eggman
In thirty-three minutes the Eclipse Cannon will destroy the world. Tails and
Eggman are staring each other down with Amy as the hostage. Sonic's
"girlfriend" is threatened and Sonic is trapped in glass. Sonic is then ejected
into space. Farewell, Sonic the Hedgehog. He is sent down to his death in the
capsule, and he officially dies in a huge explosion. You see, Eggman thought
that there might be treachery and accused Sonic of having a fake Chaos Emerald.
Tails accidentally blurted out, quite by accident, "How did you know it wasn't a
real one?" Because you just told him, fox boy! Now Tails must avenge the death
of his hero. I'll never forgive you for this!
Dr. Eggman is much harder this time around. He's getting out his lesser
nuisance, Miles Tails Prower, and Sonic at the same time. When you start the
fight, it is really easy just to whip him down to half his health with a few
attacks. However, this is a very risky move to make. When you've taken out
near half of his health, Eggman releases an extremely powerful beam that will
kill you almost instantly. It is a huge laser that sweeps around the arena. It
is nearly impossible to avoid. This is my strategy. As the battle starts, run
up to him and rapidly press B to deal tons of damage. After a close-up to
Eggman's face, indicating that he will use a special, run to his side as quick
as you can (that's why you need to stand right next to him) to get behind him
and avoid the laser blast completely. Then finish him off in one fell swoop.
Serves you right, Eggman.
+----------------------------+
| Stage 16: Final Rush |
+----------------------------+
Knuckles is walking in the colony when Sonic suddenly appears. He used Chaos
Control to warp, like Shadow did in their first encounter. With 22 minutes
left,
Sonic must reach the cannon. There is no real time limit, so take your time.
Personally, I don't see why Sonic just doesn't do another Chaos Control.
Anyways, you start out flying on a rocket and onto a rail. Grind to the end and
when in air go left to an orange rail. Grind it to land. Here, take the purple
rail the arrow points to. At the end you'll boost to another purple rail. At
its end, run forward to some springs. Go forward on the platform you've landed
on and get on the rail. If you go up, you'll grind to the checkpoint.
Jump forward to a trail leading downward. Run to the bottom and take the purple
rail available to you. It takes you to two capsules and a spring. Bounce to a
red rail and take it the entire time. You land on a spring. Home attack the
Bomb and the enemies below die. Run forward to the orange rail. If you grind,
you'll be thrown off right to the spring. Bounce to the checkpoint.
Run down the slope and take the rocket to the purple rail. When it drops you
off, bounce up to some capsules and home attack another spring. This bounces
you to a new platform. Light Dash to the trail of rings to gain enough speed to
go up the rail. Repeat the process on the next level. If you can't quite make
it, just home attack the rail to go up it easily. Attack the bomb robot before
it sees you and then jump to the orange rail ahead. As you go, it bounces you
from the rail to a 20-ring capsule and onto the rail again.
You'll repeat this until you jump to the next orange rail before the turn. Note
that this rail has a hole in it about halfway that you must jump over. At the
end you'll boost to the checkpoint. Go forward to see a tentacle enemy. Defeat
it if you want, but it is unimportant. Hit the rightmost crate and fall in.
You'll be bounced down and then sent grinding to land. Run forward to a pulley
and take it up. Jump to the platform to your left (as in, you, the player) for
five rings and then to the one above it and the one above that ("away" from the
screen).
When you are there, home attack another capsule that is in the air and use it to
reach a platform with a vertical rail. Home attack the rail to get up and then
run into the booster to go up yet another rail. See a trend? Run right and
home attack another rail. Go onto the platform to the left and the view
changes.
Jump to the platform ahead and home attack the rail. Take these rails up to a
20-ring capsule. Bounce on the spring and jump onto another rail. Take it to a
trail of rings and Light Dash. Jump up the platforms to a spring. Bounce to
the platforms ahead and jump up them. Home attack the vertical rail and you'll
finally see the checkpoint!
Home attack the vertical rail and then home attack the capsule to bridge the
gap.
Home attack another rail and bounce to a new platform. Run forward and home
attack yet another rail. Jump left and attack the tentacle monster before it
causes you any pain. Jump further forward this time to another one. Defeat it
and home attack the vertical rail. Jump up the platforms here to a new rail.
Home attack it and you'll be sprung to a red rail. It ends with a checkpoint.
Run down the steep path to find a booster and an orange rail. When you see the
green X and you're just leaving it, press A to do a trick and land on a platform
below. Jump forward to a short rail that leads to a new path. Jump onto the
red rail and then you'll boost to a vertical rail. Go up it and you'll see more
boosters. Grind (as in press B) up to reach a spring that bounces you to a fork
in the rails. You have a decision to make - purple or orange. Take the purple
rail. It ends on a platform by a Mystic Melody shrine (useful in Chao
missions).
Now run forward to a checkpoint followed by an orange rail.
Just press B to grind quickly and you'll go through two rails and land by a
third. Press B throughout the entire rail so that when it ends, you're launched
to a spring. It bounces you to land. Light Dash forward and hit the springs to
the left. Defeat the enemy quickly here and jump to the next set of platforms
that end in a vertical rail. Grind up and take the rail you land on pressing B
the whole time.
If you do, you'll fly right to a Bomb under a robot. Hit it and run forward,
grinding up another pair of vertical rails. Dodge the tentacles of the monster
and you'll be in a room filled with springs. Bounce to the next tier and you'll
be faced with an intersection. Take the middle this time. Some of the material
of ARK is hot and broken off, following you as run down its side. You'll boost
to the Goal Ring.
Boss: Shadow
In five minutes the cannon will destroy the nations of Earth. Shadow just has
to ruin Sonic's good time by stopping it from happening. After an exchange of
words (Shadow feels less special now), the battle begins. Seriously, if you
want extra lives, this is the boss to play. I've found there's one good way to
hurt Shadow that he never blocks. You see, as you run forward you can Light
Dash to stay in the lead in a sort of footrace. Shadow uses Chaos Control to
warp ahead of you. Stand there, press B to charge up a roll, and then release
right in Shadow's direction. You'll easily pass him and hit him to boot. But I
should warn you about his attacks. Occasionally he might use his special, which
you should just roll to avoid. If you stick around on a piece of track for too
long, it will collapse and fall to Earth. But, Shadow must be standing still to
use his special, Disappear. Don't worry, though. Stick to the above strategy
and Shadow will be so easy (and easy to get lives with all the rings here), that
you and your friends will play again and again. Trust me, after Boss Mode and
the Dark Story, you'll have played this boss way too many times.
After hearing a confession that he is not the ultimate life form from Shadow,
Tails looks over Eggman. He sure is tired. Amy and Tails look outside to see
the Eclipse Cannon start to work, but explode in the process. Sonic's alive!
The story is over. The world is saved!
Or is it? I couldn't resist, guys.
================================================================================
==================================Dark Story*===================================
================================================================================
+---------------------------+
| Stage 01: Iron Gate |
+---------------------------+
Deep in Prison Island, the devious Dr. Ivo “Eggman” Robotnik has broken into the
compound containing a weapon that his grandfather developed. Eggman's walker is
basically the same as the Cyclone, the vehicle that Tails uses. Press A to jump
and B to fire a laser. Target as many items as you want and release B to shoot
homing missiles. When you start, go forward through the hall. Defeat the
robots present with one attack to get more points. At the end of the hall, the
door seals shut. Defeat the enemies here, including a gunner, and then shoot
the door itself down. Run forward to find the first checkpoint.
In the room you enter three robots fall down to attack you. Defeat them all and
take the mechanical lift (stand on the metal platform on the ground) into
another hallway. Drop into the next room and look left for a total of 15 rings
in the capsules. Now shoot down the robot guards. Now go through the door,
clearing out enemies and the door supports as you go. Step onto the huge
elevator and you'll have a perfect chance to rack up some points. The gold
robot is also situated in this room. At the bottom, take out the door and
continue forward. Go to the checkpoint.
Shoot the corners of the door and the capsules behind it for a lot of rings.
Follow the arrow down another hallway. When you reach the end of the hall,
shoot down all four corners of the door. In the room you are brought to are a
few enemies to worry about. Annihilate them before you proceed across the
catwalks. Use the boosters to reach the next until you are brought to a fork in
the road. Shoot the capsules to the left and then take the upper path (destroy
the enemies). Drop down to and target the capsules in the area. Now follow the
path to a catwalk, on which is the checkpoint by a door that just locked.
Take out the door and you'll find another elevator. Take it down, scoring some
points as you go, to a door. Knock it back and you'll see some wooden crates.
Like before, you can shoot them out of your way. Go forward and drop down to
three gunmen. Shoot them before they can you and go through the door to a hall.
It ends in another door that you must unhinge. Do so and you'll drop into a
room with more robots in it. Like last time, defeat them, and then shoot the
door down. In the hallway, clear the enemies out and advance. You'll see an
idle rocket. Walk forward a bit more and tons of doors form. Shoot the switch
to activate the rocket, which blasts through the doors. Boost down the hall and
hit the Goal Ring.
Boss: B-3x Hot Shot
Eggman uncovers the weapon that his granddad made so long ago. Eggman figures
that the password is Maria. He puts it in and places the Chaos Emerald in the
slot. A machine rises and releases from its bowels the top-secret weapon.
Apparently Eggman is colorblind and he mistakes Shadow, the weapon, for Sonic.
But Shadow claims to be the ultimate life form. For freeing him, Eggman gets
one wish. However, one of the compound's defenses kicks in. It should be easy
for Shadow. You get to be Shadow throughout this bout. Shadow's controls are
the same as the ones for Sonic, making him very powerful and fun to use. Press
A to jump and A again to home attack. Press B to roll and hold B to charge a
roll. Now for the battle... First, pick up a few rings. Unlike Eggman, Shadow
dies if he has no rings and is hit. Run around, avoiding Hot Shot's gunfire,
and wait for him to land. At this point you should jump and home attack him
after he fires the missiles. It may also charge a blast, which can be avoided
easily by running. Four hits is all it takes to win.
+----------------------------+
| Stage 02: Dry Lagoon |
+----------------------------+
Eggman is quite impressed. Shadow leaves Eggman, telling him that he will meet
him again on Space Colony ARK with all the Chaos Emeralds. Meanwhile, Knuckles
and Rouge, a treasure hunter, argue over the ownership of the Master Emerald.
Eggman tries to steal it, but Knuckles jumps and shatters it as he tries to get
away. The Master Emerald can neutralize the power of the Chaos Emerald, which
Eggman would want to have if Shadow needs the Chaos Emeralds. So, now you
control Rouge. You need to find three pieces of the Master Emerald (all her
levels are either like this or very similar).
Rouge jumps with A and glides if you press A again. To climb onto a wall, just
jump into it. Now, Rouge also has a radar. It blinks green to indicate that
your somewhat close to the emerald, yellow that you're mildly close, red means
that you're in the right area, and if you see a red exclamation mark over
Rouge's head, you're right on top of it. In all levels with Rouge, there are
monitors in the air. Press B by them to get a hint from them. Press Start to
view these hints. Not taking hints and finding the emerald shards quickly
increases your score.
Since the shards are always random, it is very difficult to write a
comprehensive guide on getting them. Instead of that, in treasure-hunting
courses I always cover how to get around and trigger your radar. In Dry Lagoon,
you'll be stuck in the first area until you free the turtle from two robot
guards on the ground. After that, you can ride the turtle in the water to the
other region of the course. In the first area, run around the ground level to
see if your radar starts working. In the other region, go down either path
(left and right) to see if the radar starts working. If it doesn't try doing
this at different elevations. Make sure to look everywhere. Also, the emerald
may be moving (like in a wind current) or inside an enemy. When you have all
three, you're done.
+----------------------------+
| Stage 03: Sand Ocean |
+----------------------------+
Eggman must get to his base hidden inside a pyramid to reach ARK. For some
unknown reason, Eggman must "claim" the base first by destroying the robots
there. Treat falling into quicksand like instant death. It is, after all.
Go forward to see a platform rotating in the sand. Jump to it when the time is
right and spin to another walkway ahead. Take it to some platforms shifting
around in the lethal sand. Use them to reach some safe land. Target the three
packs of dynamite on the pillar to cause it to fall over. Be wary of the robots
that swoop down in this course.
As you go forward, you'll see a metal capsule. Shoot it as if it were a robot
and you can bypass it. Take the path to some more enemies machines. Go left
here and the camera view changes. Go left and then target the dynamite across
the quicksand. This causes the pillar to fall, allowing you to cross the gap
safely. Destroy the capsules ahead and use the ledges right of them as stairs.
At the top you should destroy more dynamite. Traverse the pillar-bridge to
reach the checkpoint.
Wait for the rotary platform to come your way and jump to it. Ride it to the
other side of the gap. Upon landing, use the platforms to the right to reach
safe land. Shoot the dynamite to topple the pillar and cross it to the golden
robot. Drop down to more path that leads to another rotary platform in the
quicksand. How monotonous! Take it to the checkpoint to the right. That is,
don't go north.
Run forward and use the moving platforms to cross. Shoot the dynamite (this
seems oddly familiar) and cross the pillar. Drop down and shoot the metal
capsule to the left. Climb the stairs and advance forward until you see path to
the right. Jump across the platforms and past a large spinning spike ball pair.
Go up the tiers, dodge another spike ball pair, and drop down right of the fence
on the lower level. Follow the path to a narrow passageway with capsules in it.
Shoot them down and then jump from platform to platform. When you reach the
large platform in the quicksand, take it to the checkpoint.
Go forward and you'll boost over open flames to a new region of this forsaken
pyramid. Blow up the dynamite on the nearby pillar and cross it. Blow up more
dynamite and take that pillar to more. Take that pillar to a rising weight.
Jump on and ride it up to a hall to the right. Follow this path (clearing out
enemies as you go) to the Goal Ring.
+---------------------------------+
| Stage 04: Radical Highway |
+---------------------------------+
In a room in the hidden base, Eggman watches the news. Apparently, Shadow just
robbed the federal reserves bank of its Chaos Emerald. With a quick flashback,
Shadow remembers Maria and being launched from ARK. Back to the matter at hand,
Shadow needs to flee the police and their robots. The result is your first
Shadow-level! FINALLY!
Run forward to a spring to bounce up. Continue your dash forward to end up past
a booster and by a gunner. Go forward to a pulley and jump to it to take it up.
Run forward to a gunner and bounce up past it to a stretch of highway that is
bombarded with missiles via jets. Near the top you can jump up the wooden
crates to a higher elevated road. You could also use a pulley in the distance.
Grab onto the rocket here to fly to the checkpoint.
Roll under the cylinder and get ready for a loop. Who builds roads like this?
At the end you'll spring down a tower to another spring that ends in you on a
new part of the highway. Run forward and roll under the cylinder. Home attack
the enemies in the air and continually do so to cross the gap and get a 10-ring
capsule at the end. Run forward and you'll see a ramp. Here's an opportunity
to get points. Press A just as you leave the ramp to do a trick. Run to the
bottom and use the spring at the end to the left to bounce to a pulley. Follow
the rings to a rocket. Use it to drop down to a 20-ring capsule followed by a
checkpoint.
Run forward to more loops followed by ramps. Assuming that you did a trick on
the first, you'll land by a gunner. Jump to the bar at the end of the track.
Press A to jump off when you are at the peak of the swing. Climb up the
cylinders you land on and wait for the electrically charged hovering robots to
lower their electric fields. At that point in time, it is safe to home attack
to them to cross the gap. Run forward and watch out for the gunner that falls
from above. Then spring up.
The gold robot appears ahead. Stand on the left edge of the arch and grind down
the left support rope. Press A at the end to do a trick and bypass a cylinder.
With all the boosters and the like, this area would lead you to believe that
this high-speed section precedes a loop. Do not run fast, however, or you will
run into a gunner. At the end is a checkpoint.
Run forward with good speed. In the tunnel is a ramp to do a trick off of.
When you land, roll under the cylinder and run down the slope. After the loop
you'll start swinging on a bar. Jump off it to the next and off it to a new
stretch of road. Run down it. As you go you can see a billboard advertising
the Sonic Team. At the end of a few loops, you'll reach the Goal Ring.
+------------------------------+
| Stage 05: Egg Quarters |
+------------------------------+
Sonic has just toppled a huge robot in the city when Shadow runs into him.
Shadow flaunts his Chaos Emerald and Sonic gives him a stern talking-to. As a
battle seems imminent, Shadow uses Chaos Control to manipulate space and time.
He warps across the street, past Sonic, before warping away. The police chasing
Shadow arrest Sonic. In the meantime, Rouge is trying to break into Eggman's
base. You must find the three gate keys to enter the heart of the pyramid.
This stage is a harder version of "Death Chamber," a course from the Hero Story.
Before you can enter the other regions of the quarters, you need an upgrade.
UPGRADE: Pick Nails
From the start, look onto the higher-elevated tier of the room. Jump in and go
down the hallway to a room with blue lighting. In here you can find a rocket on
top of a stand opposite some cages stacked in a doorway. Use the rocket to
destroy the cages and go through the door. In front of you (watch out for the
weight) is the upgrade. It lets you dig by jumping and then pressing B in air.
As for the course itself, it isn't too tough. The only thing that makes this
course "harder" than Death Chamber is that there's a beetle that goes around all
the room. If you have your sound on, you'll hear it quite easily. If it spots
you, the light on its tail turns red and laser turrets appear out of nowhere and
shoot you. To avoid this, stand in the shadow of something. When hunting the
keys, be sure to look in crates and enemies. Also, it is more than likely that
one of the emeralds will be buried, requiring you get the Pick Nails. To get
your radar to start working, run through all the rooms. There are three keys.
+-----------------------------+
| Stage 06: Lost Colony |
+-----------------------------+
Rouge transports herself into ARK. In the meantime, Eggman needs to reach the
central control room of ARK. A few G.U.N. robots remain after the violent
termination of the colony. For starters, blow up the dynamite ahead and walk
through the door. Everything is dark since there's hardly any power in the
colony. There's one enemy at the end of the hall. Make a left through a door.
Defeat the enemies here and proceed through another door. Grab the pulley and
take it down.
Blow up the dynamite on the door and jump through. Go forward, past a bomb
robot, through the door. Stand in the middle of the path to avoid two flyers.
Shoot the crates in the corner of the room and press the switch to open the
door.
Run down (there are a few ground tank robots) and you'll be in an acid-filled
room. Defeat the robotic defenders and use either platform in the acid to rise
to a door. Press the switch in front of it and hit the checkpoint.
Go forward to enter the circular room that I hate most in this level. Find a
stack of metal boxes that you can jump up and use them as stairs to the upper
level of the room.
UPGRADE: Jet Engine
Jump across the platforms until you find the upgrade. With it, when you press A
when in air you hover. This is an invaluable upgrade.
Hover across the pit ahead and you'll find a rocket. Press the switch by it to
destroy the cages ahead and then hover to where they stood. Go forward to a
room with platforms to either side. Use them to reach the next part of the room
and then walk forward to a platform that rises up. Defeat the enemies in the
distance and then hover across the gap. At the end is the second checkpoint.
Defeat the robots in the air and go through the door. There's a mechanized tank
on the floor. Go left and be aware of the robots in the room. Shoot the three
wooden containers to create a stairway. Jump up them to a switch. Now you can
go through the door. Defeat the enemy hiding in the room and go through another
door. You are now outside.
Keep your laser on at all times (ARK must have a bubble around it to keep air in
or something) so that you can destroy all the enemies in your way. Hover over
gaps in the path and go through the door at the end. Take the 10-ring capsule
and go through the door. Quickly obliterate the opposition. This is a good
time to get points. Step onto the platform at the end. As you go down, the
gold robot forms. At the bottom hover forward and go through the door. A
battalion of robots fly toward you. Dispatch them and go to the checkpoint.
Through the door is an abundance of enemies to target (another good point
opportunity). There are more enemies ahead. Walk to the platform and ride it
up. This is the perfect time to get major points by targeting multiple robots
at a time. At the top take out the dynamite and go forward through the doors.
You'll be outside. Hover forward as much as you can to a door (take out bomb
robots and the like as you go). Destroy the four bundles of dynamite and the
door opens. Cages obstruct your path, however. Go back and hit the rocket
switch. Behind it is a 20-ring capsule. Now go forward through the door.
Three flyers attack you as you enter. Through the door is a bomb robot. More
importantly, though the door is the Goal Ring.
+-----------------------------+
| Stage 07: Weapons Bed |
+-----------------------------+
In the main room of ARK, Shadow meets Eggman. Shadow shows Eggman the Eclipse
Cannon, a weapon of mass destruction that was deactivated 50 years ago. To
activate it, the remaining six Chaos Emeralds will be needed. But Rouge barges
in as they start. Actually, she drops down. Rouge already has one of the Chaos
Emeralds. Eggman allies with her and she agrees to let her find the remaining
emeralds. On the island, the plan is made. First, Eggman will rush in and
distract the main forces. Shadow will set a time bomb to blow the island up in
thirty minutes. In the meantime, Rouge must find the three Chaos Emeralds
suspected to be on the island. Then the bad guys will have five of the seven
Chaos Emeralds!
First, Eggman will be the distraction. This is quite a nice level after Lost
Colony. Run forward and blow up all of the un-activated gunners. These
stockpiles of inactive enemies makes the A rank easier on this level. Continue
further along to see three smaller stockpiles. Destroy them in two sittings to
get more points. You can also destroy the satellite dish and the jets. Go a
bit further to see dynamite on the door. Shoot the middle door.
UPGRADE: Large Cannon
Through that door you just shot down is the upgrade. It lets you destroy metal
containers.
Exit the alcove and avoid the bomb robot to the right. Shoot the metal crates
ahead to form a stairway and get on top. Hover to the checkpoint on the small
island.
Hover forward, shooting down jets as you go. Boost forward and jump to the
catwalk to the left. Two enemies drop down to attack you, so watch out.
Continue forward, knocking down metal crates, and you'll soon reach another
cluster of steel containers. Shoot them down and hover forward. Bounce up, hit
the balloon, and then target the capsules for a total of 40 rings. Break the
crates and hover forward (just as Omochao advises. Where would we be without
that little bugger?) to a next walkway. Shoot both enemies as you approach them
and take the pulley up.
Jump off and you'll be on another weapons storage piece of land. Shoot the
dynamite and jets to the right for some easy points. Destroy all the jets to
the left and systematically clear out all the stockpiles of gunners. Toward the
end are a few real robots and rolling spike balls. Continue forward to fight a
bomb robot. Then hover forward to another platform with a bomb robot on it.
From there hover to a balloon followed by another platform. On it is the second
checkpoint. Note that you can shoot the signs.
Go forward and shoot the metal crates. Stand on the black ones and hover left.
Go forward and go right, all the while defeating robots. Shoot the metal crates
ahead and bounce up to a new platform. Shoot the capsules for lots of rings and
then hover right to a new stretch of path. Go along it like the previous ones,
avoiding jets and some robots that suddenly appear. At the end is the
checkpoint.
Take the pulley to a bomb robot. Jump down and take out a few more. Destroy
all the gunners stored to the left and go forward to take out a few jets. Grab
the pulley ahead and defeat the three robots that have you circled. Note that
there are a few more robots on the building to the left. Hover forward and
shoot out enemies that you see. Hover further forward and shoot some metal
crates to the right. Jump forward and take out a jet and a sign. Bounce to the
catwalk to the right and shoot the metal crates ahead to uncover the Goal Ring.
Boss: Tails
Amy runs up to Shadow, mistaking him for Sonic. Eggman sees Amy and chases her.
Tails drops in from out of nowhere to save the day. It's time to kick some
tail!
Seriously, Tails is a pushover. If you have good dodging skills, avoid Tails's
homing attacks and rapidly press B. He's a piece of cake, my friend, cake.
Winning doesn't really do anything for you, but it does set us behind by 15
minutes.
+-------------------------------+
| Stage 08: Security Hall |
+-------------------------------+
Eggman must be a real wimp if it took him fifteen minutes to fight Tails.
Nonetheless, that's still 15 minutes to do this mission. But Rouge, a total and
complete numbskull, says that she can do it in five, making this (in my opinion)
a ridiculously tough stage. You're more than likely to have at least one Chaos
Emerald in a safe in the stage. To unlock them (so that you can dig through
their centers to open them), run forward at the start and go left. Jump on the
spring to reach a pulley and take it up.
To the left and right are switches you may need to press to open safes. Also,
you might as well accept the fact that one of the will be on the second level.
That is, in the area where the two switches there is a higher level accessible
by climbing on the wall. It is also not uncommon to see emeralds inside the
spiky tanks.
Even though I usually don't do that well on this level, I always seem to get an
A. The standards for the A are very low. Completing the level practically gets
it for you. Remember that even if you have only a bit of time left, you can
still finish. There doesn't seem to be an effective way to get the radar to
start blinking, and so you should just glide around at different elevations.
Also, sometimes an emerald is being blown through the air by the fans on the
first level.
Boss: R-1/A Flying Dog
This is another pointless battle with a G.U.N. pilot. Five hits does it in.
You see, this is the boss that the Hero Story doesn't have (yes, they have one,
but not two of this type of boss). Flying Dog never lands, which means you'll
have to find another way to hit it. Glide to the walls to either side and climb
up. In my professional (well, not professional) opinion, the easiest way to
land a hit is to glide over it and then press B t drill drive into the cockpit.
You can also glide into the cockpit. Aside from gunfire, R-1/A may also use a
laser attack. Avoid the red cursor and you'll avoid the laser. It also
launches missiles.
+------------------------------+
| Stage 09: White Jungle |
+------------------------------+
Rouge is locked inside a safe with a Chaos Emerald inside. To boot, in ten
minutes the island will explode. Shadow has a memory of dearly departed Maria.
To destroy the earth, he needs the Chaos Emeralds. Also, the extra will bring
the trio up to six of seven Chaos Emeralds. You need to cut through the jungle
on the island to reach Rouge in ten minutes before the island blows. You start
running down a slope that springs you to a vine that leads you to a spring.
Bounce up and home attack your way to the vine bar. Use it to fly up to the
next tier. Roll under the low ledge and use another vine bar to reach the
checkpoint.
Run down the slope for a loop that leads to a spring. You end up hitting
another spring and bouncing back and then forward. Avoid the spike tanks and
roll under the fence. You'll boost forward to a vine bar. Use it to bridge the
gap and then run forward (rolling under the fence when the weight is up) to a
vine bar. Take it up and defeat the gunman guarding the fence. Roll under and
follow the path to the checkpoint.
Run down the path to a loop. You'll boost into a cave at the end. Roll under
the fence and follow the rings to a booster. Bounce up to the next level and
roll through the wooden crates. On the other side you'll find the checkpoint.
Run forward to experience speed. At the end you'll swing on a vine to a small
island with robots on it.
UPGRADE: Air Shoes
It would seem that we are trapped. Roll into the crate to unveil a hole. Fall
in and you'll see the upgrade. The Air Shoes let Shadow use Light Dash. When
you see a trail of rings, press B to Light Dash across them. Basically, you
collect them all and go to the endpoint of the line.
Roll under the fence by the upgrade to see a trail of rings. Light Dash across
and you'll reach another platform. Light Dash off of it to see a spring.
Bounce up and boost forward for a high-speed sequence. It ends on an island in
the air. Home attack the robots (one is the gold robot) and Light Dash to the
vine bar. Run forward, avoiding enemies and the weight, and roll under the
fence. Collect the capsules at the bottom of the screen and then bounce up.
Touch the vine bar to be brought to the Goal Ring.
Boss: Sonic
Shadow is right about to exit the jungle when he sees that blue hedgehog. Sonic
takes three hits and he isn't too tough. at all. Press B to charge up a roll
and direct it at Sonic. This is an easy way to hit him.
+---------------------------+
| Stage 10: Route 280 |
+---------------------------+
With one second left to the timer, Shadow breaks into the compound and takes
Rouge's Chaos Emerald. Using Chaos Control, they escape. Shadow remembers
Maria wondering about Earth. Back on ARK, Eggman takes over all the satellite
televisions on Earth and broadcasts his message, an announcement that he will
conquer the world. As a show of power, he uses the six Chaos Emeralds they have
to power the Chaos Emerald. The target? The moon.
Half of it is destroyed, displaying its core to the world. If the nations of
Earth do not give in within 24 hours, they won't be around anymore. Meanwhile,
Eggman is upset. The cannon will need too much time to recharge. If they want
to use it, they'll need the seventh Chaos Emerald. Rouge has a newspaper about
it and she shows Dr. Robotnik. Apparently, Miles "Tails" Prower received a
Chaos Emerald for saving Station Square from a missile crisis (in Sonic
Adventure, the first SA). As a result, they must find Tails and take the final
emerald.
Route 280 is really easy to beat, but it has super-tough extra missions. In
Rouge's car you must find Tails, who is seeking out the president's limousine at
the current time. Rouge's car is unstoppable. It can ram any other car and
come out unscathed. Press A to accelerate and move, B to brake, and Y to boost
every time you get twenty rings. I suggest that you boost only in straight
sections. Sometimes there will be ramps and holes in the road. The wall may
even have a break. After a long stretch of road you reach Tails in the Tornado
II.
+--------------------------+
| Stage 11: Sky Rail |
+--------------------------+
Rouge sends Shadow's Tails's coordinates. Sky Rail is a level in the Pumpkin
Hill area. You start grinding a rail. Press B to actually grind and you'll fly
into a booster that leads to a spring. Go forward and home attack the fan-like
object to make it rise. Hit it until it's at its top and then home attack the
10-ring capsule ahead. Jump forward to another tier. Look left to see a
rocket.
Jump to it and take it and you will fly forward right to the checkpoint.
Boost onto the rail and grind down. When it ends, land on the right rail and
jump to the spring at the end. Roll through the enemy you land by and home
attack the fan to go up. At the top, home attack the capsule for a 1-Up and
then home attack the fan. At the top is another, rather unnecessarily placed
checkpoint.
Start grinding down the right rail (it has a capsule on it). At the end, run
left and home attack the hovering robot. Home attack the fan and take it up to
a capsule. Then home attack to another fan. Bounce up and home attack the
robots at the top and hit another spring to bounce right onto the checkpoint.
Take the right rail and start grinding. At the end, go forward and home attack
the fan to the top. Jump up the tiers and take either rail behind the upside-
down V. At the end, run forward. There's the Goal Ring.
Boss: Egg Golem
Shadow tells Eggman that Tails is headed for the hidden base. In the pyramid,
Knuckles, Tails, Amy, and Sonic open the door. Eggman comes out from behind the
door and challenges them for their Chaos Emerald. Eggman calls out his servant
to destroy the intruders. Sonic faces it and hits the exposed switch on its
head. This causes the Egg Golem to go crazy and attack Eggman. With clever
dodging, the Egg Golem is not hard at all. Shoot it rapidly with B. To assure
that you dodge his fist, stand where one hand hit (the second will not hit
there). When you hit it enough, some of the inner workings are revealed.
Target them and fire. This does the most damage. When you've destroyed the
revealed unit, keep firing until you see another one. Repeat this to win. Egg
Golem does have some hard-to-avoid attacks. The best way to avoid dying to it
is to jump off the edge. Hover down onto a platform below and target capsules
to increase your health. Then take a pulley back up. When his life gauge is
drained, you win.
+---------------------------+
| Stage 12: Mad Space |
+---------------------------+
The rocket in the pyramid is beginning its launch. Sonic and company get in
before it takes off, which means that they'll be in ARK in no time. In the
meantime, Rouge is talking to Eggman, from whom she finds out the password
(Maria in syllables). With it she finds out that Shadow is the ultimate life
form. Rouge finds out that Knuckles lost six of his pieces of the Master
Emerald. It's time to take three of them. Mad Space is the worst item-hunting
level in the game. Period.
Let it be known that I hate, deplore, and furthermore can't stand this level.
First, the hint computers are meant to mislead you. The hints you get for some
computers are written backwards. The others will tell you the opposite of the
truth. That is, a low place would become a high place. Also, gravity gets
pretty messed up on the planets that make up Mad Space. First, you'll need to
get the upgrade to do just about anything in this level.
UPGRADE: Iron Boots
From the start, look around for a switch standing in the open (as in, not under
a steel crate). Press it to make a rocket appear. Use that rocket to reach the
large spherical planet, the lower one. When on it, inside the pillar at the
north pole of the planet is the upgrade. It lets you kick open iron containers.
The upgrade is useful because you need to break crates to hit switches on the
planets. These switches let you use rockets, your only means of transportation
to other planets. Now don't get me wrong; there's a lot more to hate about Mad
Space. I'm getting to it. For one, the place is absolutely enormous. There is
no effective way to scan the entire place at all. One thing that Mad Space
tells us is that ARK does, in fact, have some of field around it that contains
oxygen. That's what I think the border is. Anyways, like I said, the gravity
is distorted on all the planets. It messes up your camera view and often you
cannot jump off them. Expect to play this mission a few times before you get an
A.
Boss: Knuckles
They don't really show how Rouge got to Knuckles, but you're fighting him in the
main tower of the level called Meteor Herd. Knuckles is really quite easy.
Pick up two rings at a time, because he can hit you pretty easily. Glide over
Knuckles and drill drive into him to score an easy blow. After two hits (or
maybe I just hit him twice real fast), Knuckles starts to use his special. You
know he's using it when there's a close-up to his face and he says "Take this!"
Move out of the way or lightning will hit you. Also, the floor may open, which
sends you upwards. Get on the catwalk Knuckles is on and then drill drive into
him. Four hits makes you the victor. After the real battle, Knuckles and Rouge
are standing on a bar over the lava below. Both of them are wiped out. Rouge
yells at him and falls. Knuckles saves her (he claims it's just for the emerald
shard) and Rouge coughs up the emerald shards she's collected. Knuckles
assembles the Master Emerald. Now, he should be able to stop the Chaos Emeralds
and save the world, but he needs to be nearby or something.
+-----------------------------+
| Stage 13: Cosmic Wall |
+-----------------------------+
Eggman can tell that there are two separate emeralds on an energy chart of ARK.
One must be a fake. Now Eggman goes through the portal to ARK from the pyramid.
Now, as Eggman, you must reach the interior of the colony. I don't know why
this only applies to this level, but the gravity is weak and you can jump very
high. You also go up by hovering. Jump up the first two platforms by hovering.
Go left and repeat the process. Follow the arrows, defeating enemies as you go,
and hover up another platform. Defeat the bomb robot and go forward, hovering
up some more.
Hover over the weight to the next level. Target the enemies before going
(remember, the green things can be targeted) and then head forward and up a bit
more. Go forward, defeating the enemies ahead. Shoot the tentacle monsters
(they can reach out and attack you) to your upper-right. Now shoot down the
pyramid-shaped object ahead. Hover up to the next level. Continually hover up,
destroying the pyramids in your path, and you'll reach three tentacle monsters.
Defeat them and the green things around them. Go forward and jump up, following
the yellow arrows. You'll reach the checkpoint.
Hover up, destroy the metal pyramid, and shoot the bomb robots behind it. Go
forward again, clearing out assailants as you go. Hover up and bounce to the
next platform. Decimate the pyramid and jump to the next platform. Hover up
some more and bounce to another spring. From there, bounce up to a higher
platform. Repeat this process, bouncing and hovering up, until you reach the
top of this pit. You'll have to use a pulley along the way and destroy metal
pyramids, too. You're at the end when you go over the wall. You can fall to
the bottom, but there are also points to be gotten along the way.
UPGRADE: Protection Armor
This will be useful to you later. It is not essential, however. As you fall,
hit the rocket switch in the upper left-hand corner. Hover to where the cages
were broken. In there is the upgrade, which adds another meter to your health
gauge (another color actually). Like I said, before falling to the bottom you
may want to rack up a few points.
You need a lot of points to pull off an A in this level. At the bottom, defeat
the enemies and go forward to the checkpoint.
Move forward and stand on the platform. Now, if you need help getting all the
very many points you need to get in this level, pay attention. As you go,
you'll see some containers. Shoot each individually to rack up tons of points.
There are plenty of other enemies to shoot to add to your score along the way.
At the end is the checkpoint.
Go forward to yet another shaft. In here there are two tentacle monsters to
worry about. Other than that, just hover up it like normal. Now drop down,
hovering along the way to shoot many enemies and pick up points. At the
bottom, go forward to the checkpoint.
Hover across the gap ahead and shoot the metallic pyramid. Continue forward,
annihilating opposition as you see it, and eventually you'll reach two bomb
robots. Shoot them down and go forward. Hover up (the camera angle changes,
too) and destroy the objects ahead. When you see a giant weight, ride it to the
top and hover up. At the top, go forward and hover some more. Really, it's
more like levitating. Continue along the path. It's pretty obvious really.
Just watch out for some tentacle monsters that come out. At the end is the
checkpoint.
Levitate forward and bounce to a new platform. Destroy the robots in the shaft
as you ascend within it. Hovering, bouncing, and rising with pulleys should be
your chief mode of transportation. At the top you'll fall over a wall and have
to go down. Shoot the enemies as you go down (hovering is quite a risky
proposition considering the presence of tentacle monsters). At the bottom, go
forward to the checkpoint.
This feels like you're replaying the exact same section over. Step onto the
platform dead ahead to be strapped in. Here's where you'll tip the scales and
get 80,000 + points, the requirements for an A on this level. There are tons of
those metal canisters here. Target them (one at a time) to get lots of points
at a time. Repeat this over and over until you've gotten enough. As you enter
a tunnel, a giant drill comes after you. There's nothing you can do about it,
so just go to the Goal Ring.
Boss: Tails
Eggman finds Amy deep in ARK. Sonic and Tails should've followed her. Tails is
in the room already and Sonic steps in. Amy is the hostage. Eggman tricks
Tails into revealing that their emerald is a fake and Eggman then discards Sonic
into space. Sonic dies in an explosion. Tails stands there dumbfounded. He
doesn't know what to do; SONIC IS DEAD!!! Now Eggman will kill Tails. Tails
has a fire in his belly, my friend. He will fight hard, and he does indeed.
Tails/Dr. Eggman (depending on what story you play) is the second-hardest boss
in the game, if I do say so myself. When you drain about half his health he
starts using his special - a huge and almost unavoidable laser. Practically the
only way to avoid it is to behind him. You can beat Tails successfully, though,
if you use this strategy.
+-----------------------------+
| Stage 14: Final Chase |
+-----------------------------+
Shadow watches Sonic die and then steps in the main room. Rouge is about to
steal the six Chaos Emeralds when Shadow. It looks like a fight will start when
they reveal each other's secrets. Rouge is a government spy working for the
president to stop the Eclipse Cannon from firing. Shadow, on the other hand, is
supposedly not the ultimate life form. Is Shadow really Shadow? Shadow looks
ticked, but Eggman calls him and says that he needs the last Chaos Emerald. He
got it from Tails, and you must deliver it to the cannon before it fires again.
You start the level grinding down a rail. Grind your way down and you'll fly
right at some springs. Take the collective ten rings in the capsules and hit
the checkpoint.
Run down the slope, avoiding the meteorites. At the bottom is a tentacle
monster. Home attack it before it can attack you and then you'll see a spinning
drum. Jump onto it and you'll start rotating around on it. Run to the top and
run forward to a shield robot. Roll into it to defeat it. Bounce on the
springs ahead and home attack the capsule to the left. Home attack the tentacle
monster nearby and bounce up onto a tunnel.
Run forward to some spinning drums. Jump across them carefully to reach the
other side. A hovering tentacle monster awaits you. Hit the spring below it to
bounce to another spinning drum. Take the pulley up near the top and jump
forward to another drum. Spring to a booster that leads you to more drums.
Avoid the meteors and get to a vertical set of them. Take them up to be sprung
to the checkpoint.
Run down the slope, avoiding meteors as you go. Boost down to a short tract of
flat land. Jump forward to defeat a tentacle monster and then rotate around the
drums (avoiding the electric barriers, obviously). At the end, run forward past
a bomb robot to the checkpoint.
Home attack up the spinning drums to see three squares. Fall into the right
one,
the left one, and finally into the middle. This will cause Shadow to run into a
rail. When on it, Light Dash to the spring and use the spinning drum to a hit
20-ring capsule, home attack a tentacle monstrosity, and home attack to the next
drum. There are a few more series of spinning drums.
They end at a 10-ring capsule followed by a booster to a spring. Bounce up and
roll into the shield robot to kill it (yes, I realize that robots cannot be
killed). To reach the next three spinning drums you must home attack the
hovering tentacle monsters and then home attack to them. At the end you'll
bounce right to the checkpoint.
Grind the red rail and run down the slope to a rail that leads to a spring.
This spring bounces you to another rail further along in the level. It ends on
another rail that ends on a green platform. Home attack the adjacent spinning
drums (upper right) and take them past a tentacle monster to a checkpoint.
Run forward, up a vertical wall, to be bounced onto a new catwalk. Run forward
and Light Dash along the rings. The speed should send you close enough to a
spinning drum to be attracted onto it. From there jump onto all the other lower
spinning drums until you reach a path below one of the slanted ones. Run
forward on it to an orange rail. Grind along it to another spinning drum
series.
Go along them, avoiding a hidden electric barrier, and you'll end up on a new
walkway. Light Dash the rings to get onto the right rail. It seems to be
thinner than the other somehow.
Grind along it to bounce to more spinning drums. Just standing in the right
spot will draw you to the next. When you reach the vertical one, go up and
stand on the right side to be drawn to another horizontal one. From there, jump
to the next walkway. Run forward and you'll boost up a rail and through one of
the blue-tiled tubes. At the top, go down through the tunnel the arrow points
to in order to find another checkpoint.
Run forward, jumping to the first spinning drum. Ignore the spring and jump to
the drum ahead of it. Bounce on it and then the next three obvious springs to a
1-Up capsule. Then jump (home attack to jump further) to the long segmented
drum to your right. Take the pulley on it past two tentacle monsters and jump
to the drum. Take it up and bounce on it at the top. Take the rocket at the
end of the platform across quite the distance. Go down on these drums (just
keep going down, avoiding the meteors) to a spring. It bounces you to the Goal
Ring.
Boss: Sonic
Somehow Sonic is alive. He used Chaos Control with the fake emerald to escape
the explosion. They start running with each other into battle. The battle
isn't hard at all. In fact, if you're in the business for gaining lives, I'd
fight this battle. There are rings covering the track, which lets you Light
Dash past Sonic again and again. With that fake emerald of his, Sonic can Chaos
Control in front of you. Press and hold B to charge up a roll (be in line wit
the center of the track) and release when Sonic appears. This will probably hit
him, but Sonic may dodge you with a jump. Try homing attack Sonic, too. If you
are, for some reason, running with Sonic, he will try to home attack you like in
your first bout. However, Sonic's main attack is his special "Sonic Wind." It
causes a torrent of blue light to form around you. Run out of it to avoid it.
Otherwise, you've got this battle in the bag.
Eggman places the final Chaos Emerald into the cannon. But there's a warning on
the screen. Regardless, Eggman's dreams are realized; the era of the Eggman
Empire has begun!
================================================================================
==================================Last Story*===================================
================================================================================
+----------------------------------+
| Final Stage: Cannon's Core |
+----------------------------------+
After beating both Hero and Dark Stories you unlock this final story. I stress
that you should get every upgrade for every character (see Level-Up Items). Now
then, if we recall, Sonic had just destroyed the Eclipse Cannon in either story.
This triggers the intercom to start working. It is a recording from Gerald
Robotnik, Eggman's grandfather that built the place. Meanwhile, Rouge drops in
on Knuckles and Sonic. Somehow, ARK is hurtling toward Earth. The television
screens show Gerald.
In 27 minutes the world will be destroyed. Eggman comes by and shows them the
diary. It recalls how Gerald went insane, how ARK was destroyed because of his
research, and how Maria died. Regardless, the group must find a way to stop the
colony from crashing into Earth, which will surely result in the destruction of
the world. To throw the colony off course, they must redirect or negate the
energy of the Chaos Emeralds. To do this, they must get the Master Emerald to
the core of the cannon.
This level has every character participate aside from Shadow. Instead of
checkpoints, as there are none in truth, I divide sections into the player.
However, if you die as a certain character, you start back in their section with
the same number of rings and points, one life less, though.
-------------------------------------Tails--------------------------------------
Tails is busting out first. He must destroy a security door to let the others
into the chamber above the cannon. When you fall down, shoot the dynamite packs
on the door. Through it is a shield robot. Skipping over it is the best
strategy. In the next room is a bomb robot. Through the other door you'll see
a strange switch. I will call these Time Switches. Hit it to freeze time.
With time frozen, go forward and through the door. In the next room are a few
gunners and a tentacle monster. Get up to the latter and continually shoot
until you kill it.
Now go forward and get on the platform that descends. Shoot all the robots as
you go down. Take out the five packs of dynamite at the bottom and go through
the door. Hit the Time Switch to lower the lasers. This also stops the in-game
clock. Go forward, past a bomb robot, and shoot another Time Switch. Shoot the
enemies and then drop down the pit. Hover to radically slow your descent. When
you can, shoot the dynamite on the door and go through. Avoid the bomb robot
that you'll meet and go forward to some gunners and a tentacle monster. Defeat
it and go through the door.
Shoot the Time Switch to freeze the weights and lasers. Go through the door
(shooting the Time Switch again on the way out). Shoot the bomb robot before
time marches on again. Target the Time Switch in the room and look left or
right. When the platform is near the next tier, shoot it. Use it to reach the
next level. Shoot the Time Switch again and go forward to a weight. Take it up
to a door. While time is still stopped, shoot down the security door.
-------------------------------------Eggman-------------------------------------
Eggman is up next. Directly ahead of Eggman are three shield robots. Shoot
them as they try to shoot you. Continue forward into the next room and shoot
the gunners that fall and surround you. Through the door is a bomb robot. Go
forward past it to an elevator platform. Take it up, shooting enemies along the
way. Go through the door at the top and you'll see two tentacle monsters. This
may seem impossible to bypass without losing rings, but think again.
Run between them, shooting them the entire time (this way, they are defending).
Once behind them, beat them easily. Go through the door and shoot the 20-ring
capsule. Take the pulley below it down to two shield robots. Wait for them to
charge a blast at you and shoot them. Go through the door they were guarding.
Three hovering tentacle monsters swoop down to attack you. Avoid their lasers
and you'll be fine. Shoot the Time Switch at the end and go forward.
Shoot the Time Switch when the block to the left is partially submerged in the
acid (so you can jump onto it). Quickly jump forward to the block between two
other higher blocks (upper-right) and then hover over the edge to a another
block. Here, jump around for a while. The left block on the acid floor (in the
middle) has a block that rises from it. Ride it up to a door you should go
through. You should be able to target a Time Switch. Shoot it and run through
the hall, all the while shooting the Time Switches (it is safety). At the end
is a checkpoint.
Through the door you'll see a platform. Jump to it and it fades away. Fall
freely, just hover to avoid tentacle monsters and lasers. At the bottom are
three Time Switches preceding a lake of acid. Stop time and drop to the
platform in it. Hover to the next and go through the door. If time is still
ceased, shoot the tentacle monsters to defeat them. Go through the door.
Welcome to the final room in Eggman's part of the stage.
Shoot the Time Switch when a block coming from the right is in line with the
next tier to the left. Jump up two blocks onto the next tier. When there, look
at the Time Switch. A block should rise by it periodically. Shoot the Time
Switch when it is accessible and hover to it. Then, when time restarts, take it
up to the door. Shooting down this security door lets the others into the next
portion of ARK.
-------------------------------------Rouge--------------------------------------
Rouge is next. Her goal is to drain the liquid from the core. The switch to do
this is in the center of the chamber, but you need to unlock the cage around it.
Climb the pillars around the switch (the notches force you to go in a certain
path) to the topmost one. There's a Time Switch on it. Before activating it,
look around for where the yellow liquid is pouring out (look toward the third
pillar). Hit the switch and jump in that direction.
The hall is covered in a waterfall by the liquid on the lowest level. Inside,
defeat the shield robot and drop into the acidic chamber below. Glide to the
far wall and hang there for a block to come out. Hit the Time Switch beneath
the opening right after the block emerges. Run into the passage and go left or
right.
Glide into the hovering monster to defeat it and jump up, hitting the Time
Switch before the monsters can spring back to life. Defeat the slender one to
see a switch. Hit it and the switch in the middle of the great chamber opens.
Return to the previous room and hit the Time Switch. Drop to the spring and
bounce up to the passage you entered by. Run forward and go through the
waterfall before time flow resumes. Hit the switch.
------------------------------------Knuckles------------------------------------
With the cannon drained of its liquid, the chamber that Rouge played in is now
completely submerged, save the top. Knuckles must destroy the final security
door to the core right in front of him. However, there's a switch to press to
destroy it. I highly recommend that you have the Air Necklace for this. Dive
down and hit the Time Switch on the pillar (the one Rouge used). Quickly
surface and run past the immobile tentacle monster and where a laser wall would
normally be.
Now drill claw the metal crates to be sprung up to a pulley. Press the switch
ahead of you and the bars that were in Rouge's section have come undone. Dive
down into the main chamber from Rouge's part of the level and find the open
tunnel. Swim through, avoiding the tentacle monster's lasers, and then go
right.
Past the acid block is a Bomb that you can use to defeat the enemies here. Now
surface and hit the switch to undo more bars. However, the current is too
strong just to swim through.
Find the Time Switch in the room (right over the tunnel you came to this room
through) and then quickly swim through the passage. You can run through by
diving down with B and jump at the end to just barely make it. In here, dive
down past the lasers (a Shield capsule in here is very helpful) to a Time
Switch.
Swim through the tunnel ahead and hit the Time Switch after the cages to
continue. At the end, swim past the tentacle monster and go down a bit to see a
switch. Press it to open the security door above.
-------------------------------------Sonic--------------------------------------
The last part of this level is done as Sonic, in which you must actually get to
the core. You start sliding down a rail. It ends at a Time Switch. Hit it and
home attack across the gap. Through the door, go forward and home attack a
final enemy before the Time Switch wears off. Go right through the door (and do
not pass Go) and roll into the shield robots to defeat them.
Now, to defeat this enemy, use the Magic Hands attack (if you don't have the
upgrade, home attack at it and then home attack toward the screen). By
defeating the enemies, the door behind you is open. Go back and go through.
Here, jump over the laser wall and attack the tentacle monster before it can
spawn some miniatures. Now hit the Time Switch beneath where it hovered and go
forward to see some of that yellow liquid you love below you. Jump in and jump
out periodically so that you don't get swept off your feet in the current.
Toward the end, bounce to the Time Switch and hit it. Drop down and roll under
the low ledge to the golden robot. Go forward into a red tunnel (be wary of the
block that tries to push you into the acid wall) and you'll be boosted to a
steep path that has the yellow liquid pouring down it. Home attack your way
over the hill and then ride down (so that you're going forward) to the Goal Ring
and the core of the cannon.
+---------------------------+
| Boss: The Biolizard |
+---------------------------+
Amy is wandering about when she sees Shadow. Amy tries to coax him into helping
the gang. Like Gerald Robotnik said, Shadow was designed to destroy the world.
Shadow hears the words of Maria in Amy's voice. give the people of Earth a
chance to be happy. Shadow runs down to keep his promise. In the meatime, the
core of the cannon, strangely enough, is some sort of shrine. It harnesses the
power of the Chaos Emeralds.
Knuckles and Sonic run up to the shrine and Gerald's voice is replayed. At that
moment, a huge monster appears. It is the prototype of the ultimate life form.
Somehow, Shadow got through Cannon's Core easily and sees the prototype. It is
the original versus the perfected version of the ultimate life form!
Sure, Shadow's tough, but Biolizard is easily the hardest boss in the game. The
beast is hooked up to a life-support system, which is its only weakness.
However, this system is on its back, and if you didn't notice, this thing is
huge! At first, it will try to ram its head or tail against you. Run from it,
picking up no more than five rings, and jumping over the breaks in the arena
(which is liquid that will wash you away).
If you get too close to its tail, it will start moving its tail toward you, so
be cautious. Really, this is his easiest form. Eventually it will stop to pump
itself with more energy via the life-support system. Home attack the rails
(which are probably respiratory pipes) by its mouth to grind up them and then
home attack the huge switch-looking objects on its back.
For the second hit, it will start with the same strategy of trying to physically
hit you. However, it reverts to a new strategy that is much harder to avoid.
It charges up energy blasts either at the floor or through the air and fires
them at you. Jump to avoid grounded blasts and roll to avoid aerial blasts. It
eventually will start breathing or whatever it's doing with the rails, which
means that you can grind up and score the second hit on it.
The third hit is exactly the same as the second, but the energy attacks are
faster. Make short jumps by not holding A for a long time. If you do, you'll
either land at the wrong time or fall victim to another aerial blast. Grind up
the rail and take a shot at him.
The fourth time around, Biolizard has the same starter sequence as all the
others. However, the pace of the energy blasts quickens even more. Making
short jumps is crucial to dodging these waves. Make sure to have around ten
rings for this hit so you can gather them if you die. Learning from his
mistake,
though, this time the lizard does not use his pipes. Instead, it summons up
tons of tiny red spheres, possibly eggs. He then fires them at you. However,
this is a grand mistake on its part. Home attack up the eggs and then home
attack the switch on its back. Remember not to ascend too high or you'll just
fall to its back, which results in you losing rings. Also, make sure that the
eggs do not fire you into the liquid currents in the arena.
The fifth hit is similar to the previous. The energy blasts that he sends are
as fast as they'll ever be at this point.
The sixth hit is the hardest one. There is no phase with energy blasts and
chasing you between the fifth hit and the releasing of the red/pink spheres. He
releases a good deal of air with the eggs, which causes you to rise in a hard-
to-control fashion. Now, if you get a good start, this can be the easiest hit
yet. Float forward, avoiding the spheres orbiting him, and eventually you'll
reach the slightly elevated pad around the life-support switch. When you land
on the pad, hit A continually to home attack the switch. Six hits does
Biolizard in!
Knuckles runs to the shrine with the Master Emerald in hand and chants an
ancient song that Tikal (Sonic Adventure) taught him. The power surges through
the shrine and Biolizard disappears in a flash of light in a sort of Chaos
Control. Even though they stopped the Chaos Emeralds, ARK is still on a
collision course with Earth. Sonic and Shadow stare each other down. They take
the seven Chaos Emeralds and become Super Sonic and Super Shadow! This is in
most Sonic games. As Super Sonic, Sonic is golden. Super Shadow is silver.
This is their most powerful form.
+-----------------------------+
| Boss: The Finalhazard |
+-----------------------------+
Biolizard is latched onto ARK and is trying to send it into Earth. You start
out as Super Sonic. You have 50 rings. Every second you lose rings. With 0
rings, you become regular Sonic and fall to your death. Now, the bosses in this
game aren't that hard, really. Somehow, just about all videogames have the fate
of having super-easy final bosses. SA2 is no exception. However, the music is
awesome!
First, you should get to know the controls. Press B to descend while flying and
A to ascend. Without its life-support system, Biolizard is weak. He has a huge
swelling bump on his body and that is his vulnerable spot. Fly in toward him,
avoiding the spheres being fired at you, and ram into the bump. One hit down,
five to go.
Super Shadow has all the tough parts! Shadow switches out with Sonic while he
collects rings to keep them in their super-forms. This phase of the battle is
still very easy. Biolizard releases a laser every now and then for a short
period of time. The laser will knock you back, but it is so easy to avoid that
it won't bother you. Fly straight into the bump and you'll connect another hit.
Super Sonic has one, almost constant and slightly circularly moving laser to
contend with. Dodge it easily by diving down a bit or rising, depending on your
situation, and then fly into that red blob.
Two lasers are better than one, so Finalhazard uses two constant lasers that
follow a roughly circular pattern for the fourth hit. When you get close to its
body, it raises a shield of red spheres. Fly around them and then charge the
swelling bump.
The fifth and sixth hits are completely identical. Finalhazard has two constant
lasers and a shield of its eggs the entire time. These are probably his hardest
forms. Remember that constantly holding A or B makes you go faster. Super
Shadow must deliver the final blow. Don't lose your concentration. By the time
you reach the swelling, there will be enough spheres gone that you can get
through the shield. Remember that the most direct route isn't always the best.
Try going to the side of the egg shield to deliver the hit. If you want to go
straight, alternate between A and B.
Don't read this if you don't want the ending spoiled. Super Shadow and Sonic
come at ARK at full speed to stop it from colliding with ARK. Shadow gives it
his all to use Chaos Control on ARK, and it results in his own death. His
promise to Maria was fulfilled. ARK is safe, and the citizens of Earth rejoice.
Inside ARK, Sonic returns without Shadow. "Good-bye, Shadow, a brave and heroic
hedgehog," says Sonic. Eggman is telling Tails about his idol, Gerald Robotnik.
He was a genius, according to the egghead. Knuckles and Rouge talk about jewel-
hunting. Rouge is going to stop (not really). Sonic still cannot shake his
memories of Shadow, the ultimate life form. They are going to return to the
blue planet now. Sayonara, Shadow the Hedgehog.
CONGRATULATIONS! You beat the game! But there's still more to do, my
friend. There are many more emblems to get!
--------------------------------------------------------------------------------
__________________________________________________________________________
/ \
/ \
||--------------------------------Section 3*----------------------------------||
\ /
\__________________________________________________________________________/
You may be wondering why I seem to have copied everything from the Hero Story,
Dark Story, and Last Story into this section. I did this because every stage
has five missions. The first is the storyline mission covered in the
walkthrough. There's a second mission, which is always to collect 100 rings.
The third is to find the lost Chao hidden somewhere in the course. The fourth
is a timed mission through the regular course. The fifth is a harder version of
the first mission. Because I often refer to certain points in the walkthrough
(like, right after the second checkpoint), I was told that it would be much more
convenient for people if I just put a guide through the regular level here. I
did, which makes the above section seem completely pointless. Well, the above
section also contains storyline information and boss guides, but this is
everything else. So, enjoy. Note that most missions require upgrades. Also,
this is the first time I ever wrote in a section # part. How will I live with
myself?
================================================================================
==================================City Escape*==================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
Sigma Alpha-2 has the detainee on board and is flying over the capital city.
Quite unexpectedly Sonic breaks loose and rips of the helicopter to use as his
snowboard. I won't comment on this. However, it does make for a very fun first
level. Just slide down the first part. If you press A with good timing while
in air you can perform a trick. At the very end Sonic is ejected into the real
beginning of the level. Run up the stairs and run through the tunnel. A robot
falls down. This is the perfect opportunity to practice the homing attack.
Press A to jump and then A again to home in on it. Continue down the slope and
try running up the wall. Do so to reach a capsule with 10 rings.
When you get back on land, defeat the robot and you'll see two crates. Press B
to roll and destroy them both. Next you'll see some rails. Jump on and grind
down. Press B to grind (which is faster) and jump at the breaks in the rail.
At the end, use the booster to get on top of the white structure. Once up there
look at the capsule in the distance. Home attack it and perform another home
attack to cover the gap. The home attack is a very useful move. Make sure to
use the jump to its full potential. When you land run through the checkpoint.
Run into the booster and you'll be blasted onto the streets as high speeds.
Avoiding cars is optional, here. Use the ramps to get some points and at the
end you'll fly to a spring. Use it to jump up and then run up the stairs. Jump
over the robots here and go through the tunnel. Run down the street and jump
when you reach the opening to be bounced from a spring to another rail.
Grind down, collecting the rings on the way, and at the end is another white
structure. If you're not going fast enough to run up it, you can roll up by
holding B, building up some energy, and releasing. At the top is the golden
robot of the course (they give extra points). Home attack the spring on the
wall to be bounced to the second checkpoint. Go through it.
Follow the path here. If you run straight down you'll bump into a robot and
possibly lose your rings. At the end of the path you'll be boosted into a half-
loop that ends with Sonic running down the face of the building. At the end
you'll be sprung forward and you'll land on a bar. Swing around until you're at
your peak and release to be brought to the next bar. Do the same here and
you'll be sent to a platform ahead. If you missed the bars, you'll have to take
the lower route (which may actually be easier. Jump from platform to platform).
If you take the high route, home attack across the gap using the enemies. At
the end, grind down the rail and you'll reach another bar. Either drop down or
swing to the next checkpoint.
This is the last stretch of this rather easy level. Roll through the gap and
you'll be boosted down a road with a huge G.U.N. truck chasing you. Here, you'd
almost have to know in advance where the ramps are to utilize them. Your
primary concern in running, so reach the end and you'll be boosted to the Goal
Ring. It marks the end of the level.
+-----------------+
| Mission 2 |
+-----------------+
Collecting 100 rings in this level is a cakewalk. There are plenty of rings to
go around in this level. You can find lots in the first part of the level while
road boarding. They're often off ramps. You should also make use of Light
Dashes to collect every ring in a series. There's a ring capsule up the wall
before the first checkpoint and two blocks that you must roll through. But
still, there is no need to go into detail here.
+-----------------+
| Mission 3 |
+-----------------+
You'll need Mystic Melody for this, and every other Lost Chao mission. After
the second checkpoint, run forward and down the path. After a loop at the end
of the path you'll run down the vertical face of a building and hit some
springs.
Stop after the springs and go back. By a recycling bin is an ancient shrine.
Play Mystic Melody by it to make a spring form. Bounce on it to a pulley and
then jump left to another. Jump to the spring to the right and take the pulley
up to more springs. Continue this process until you see an electrified flyer.
Hit it when the field is down and you'll bounce to the next pulley. Jump to the
pole to the right when at the top and jump from it to the Chao in the alcove.
+-----------------+
| Mission 4 |
+-----------------+
Three minutes for this? Well, it isn't too tough to do. First, you can shave a
few seconds off your time by making clean turns at the beginning and using
ramps.
Light Dash whenever possible and avoid cars. In the last stretch of the level,
when the G.U.N. truck is chasing you, don't take any ramps at all (ramps have
trails of rings leading to them). This is easily the hardest mission from City
Escape, but it is nowhere near impossible. Another note is that you can save
yourself a lot of time by taking the high roads. In most cases, this holds
true.
For instance, using the poles to reach the upper area after the run down the
building can save you lots of time. In the final G.U.N. segment of the level,
you might even hold B to roll down. Finally, there are no checkpoints in any of
the timed levels.
+-----------------+
| Mission 5 |
+-----------------+
Hard mode is pretty easy. Aside from there being more enemies, the first
difference in the level comes when you must roll through metal crates. Remember
to have all the upgrades. Directly before the first checkpoint you'll see a
gate over the stairs. Stick to the usual strategy of boosting up the ramp and
home attacking the enemy to get across. Other gates in the level should be
bounced over. After the second checkpoint, when you reach the pit succeeding
the vertical building drop, you'll see one enemy and a trail of rings. Home
attack the former and get close to the rings. Light Dash them to cross the pit.
Besides that, there are no major changes.
================================================================================
==================================Wild Canyon*==================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
This is somewhat hard to do considering that the location is random each time.
Instead of writing a comprehensive guide on where to find all of the many, and I
mean MANY, places that the emerald ends up, I'll just describe the hunting
process. First, you should know that Wild Canyon is very easy. It has no item
requirements whatsoever and the emeralds are pretty obvious. First, don't go
after A ranks on your first try. Use the monitors (like the one you start by)
to get hints on the locations of the shards. This reduces your score
dramatically, so don't expect an A.
Use the radar (flashing "!" mark) and use it well. When it is green, you are in
range of it. Yellow indicates that you're getting closer and red means that
you're right on top of it (not necessarily on top of it. It's a figure of
speech). As for Knuckles's moves, they couldn't be easier. Jump with A and
press A again to glide forward. Gliding to walls results in you climbing the
wall. B has his standards attacks, which are punches for the most part.
Remember that enemies can have emeralds and that they can be in containers.
Remember that the emerald may also move.
Wild Canyon itself is a pretty easy course. The initial area is a large indoors
area. To see if you pick up anything on your radar, glide around all four
sides.
To exit the initial area, glide to the wind tunnel in the center. You'll rise
into daylight. At that point there are two directions to take, both of which
may have emeralds in them. To return to the starting area, fall through one of
the holes around the vent. There are always three emeralds in total. If you
cannot seem to find one, lose a life. This resets the emerald locations (to new
locations). With this in mind, you should be able to get all the emeralds quite
easily in this course.
+-----------------+
| Mission 2 |
+-----------------+
The 100 rings mission isn't too hard. There are a total of 30 rings in the
first area after taking the air up and eight rings around Knuckles at the start.
The pillars in the underground part of the level also hold many rings. Digging
for rings is another option you have. Any way you do it, remember that grades
are based on time in 100 ring missions.
+-----------------+
| Mission 3 |
+-----------------+
The Lost Chao in Wild Canyon requires many of the upgrades to get. Jump out of
the alcove you start in and glide right. Climb the wall and go down a bit to
see four metal crates. Break them and dig where you see the scarab in the
picture. Where you land, play Mystic Melody to open the door. Through the
door,
play Mystic Melody again to make a light appear. Jump in and you'll drop to the
room with the Chao.
+-----------------+
| Mission 4 |
+-----------------+
Depending on your emerald locations, Wild Canyon can either pitch an easy or
hard level. You have two minutes to find all the emerald shards like normal.
Listening to hint computers not only takes up time, it takes up points. Just be
quick, get your radar to start blinking using the first mission strategies, and
know your way around the course. With that in mind, it should be easy for you.
+-----------------+
| Mission 5 |
+-----------------+
Lucky for you, hard mode hunting levels always have the same locations. So, if
you know where to look, you can speed through and get an A. You'll need the
Sunglasses for this mission.
First, jump into the air and fly left. Climb the walls near the Lonely Statue
and fly under the large, suspended platform for it. In the upper region above
the underground area (it has the fan in it), look under the lowest platform
opposite of where you start and dig through the scarab in the painting. Now put
on the Sunglasses in the room you appear in. Climb the wall that the invisible
rings direct you too and dig through that scarab. The room you appear in has
the emerald. Dig your way back into the first room. On the pillars, use the
Sunglasses to see hidden springs. Bounce on them to the third emerald.
================================================================================
==================================Prison Lane*==================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
Here's how Tails operates. First, you can jump with A. Press B to fire lasers.
These lasers direct where Tails fires a missile (when you lock-on). You get
more points by locking on to multiple enemies. Now to begin the guide.
Target the three enemies, take them out, and advance to the next room. Go down
the hall (clearing enemies as you go) and follow the path to a mechanical lift.
Step on it and rise up to the next walkway. Follow it to another lift and
you'll reach a gate. Target and destroy the enemies on the other side to open
the gate. Go through and you'll reach another door. Target the flying enemies
beyond the bars and you can open it. Continue forward and rise up with the
lift.
Use the metal crates to step up to the next level. Use Tails's Volkan Cannon to
break the wooden crates. Behind them is another lift. Use it to rise up and
you'll see an enemy with bombs around it. Target it (wait for the bombs to be
released so that you have more targets) and fire. Go through the hall and watch
out for the flying robot that comes out. At the end is a checkpoint.
Target the machines in the hall and destroy them to force an entryway. At the
end shoot the gunners and the gates lower. Behind it is a lift. Use it to
reach the next hallway. In it, go forward, drop down, and decimate the enemies.
This opens a door. Go through and destroy all the enemies (you can destroy the
capsule) to reach a huge elevator. Target as many of the robots as you can.
This is a great place to get points. At the top, run through the checkpoint.
Run through the halls, defeating any enemies that you encounter along the way to
open the halls, and you'll reach a fork in the path. Personally, I prefer
taking the lift. It is much easier than going through the hall. Assuming you
take my advice, use the lift to reach the top of the hall. Target and shoot the
capsules to get a Shield and 20 rings.
Now drop down to land to the left. Shoot the bomber robot to make the gate drop
ahead. Go forward and take the lifts at the end to yet another region of the
compound. Defeat as many of the gunman bots before you advance any further.
This causes the door to the hall to open. Go through and then use the wooden
containers to reach the next tier. It is short, however. Use the lift directly
in front of you to reach another path. The golden robot is in the distance from
this lift. At the top, enter the hallway. At the end of the hall (defeat
enemies to open doors) is the checkpoint.
Defeat the enemies on the other side of the door to open it. At the end of the
hallway, repeat the process. You may have to use one of the lifts in the room
to hit an enemy in the air (the camera would never let you see it otherwise).
When you've successfully opened the door by means of destroying the robots, use
the lift to enter a hallway. At the end, shoot the enemies and touch the Goal
Ring.
+-----------------+
| Mission 2 |
+-----------------+
Sigh. I hate Tails levels. There are only 124 rings in the stage, which means
you cannot get hit that often. Don't forget that checkpoints yield rings, too.
Other than that, follow the regular walkthrough, which guides you to a few
hidden capsules.
+-----------------+
| Mission 3 |
+-----------------+
We'll just skip ahead to the second checkpoint. Go through the hall and then
take the lift to the right to rise on top of the hallway. When on it, look left
to see an ancient shrine. Hover over there and play Mystic Melody. Bounce on
the spring that it creates to the catwalk above and defeat the robots here to
open the locked door. The Chao is at the end of the hallway.
+-----------------+
| Mission 4 |
+-----------------+
Three minutes is a tough time to beat. Not really tough, though. Basically, do
not stop to defeat enemies. Take them out as you come to them. Don't waste
time engaging unnecessary opponents and shave off a few seconds by going over
the hallway rather than through it as you we did in the first and third mission
after the second checkpoint. Do this and you'll do fine.
+-----------------+
| Mission 5 |
+-----------------+
Hard mode for Prison Lane is quite a collection of enemies. Aside from that,
there is no real difference in the level. In the room right after the third
checkpoint you'll have to go to a pocket to the right to make some flyers
appear.
Shooting them makes the gate lower. Other than this, Prison Lane has nothing
else to offer.
================================================================================
=================================Metal Harbor*==================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
As the level starts, Sonic is outside and must escape the base. You start the
level in a long loop sequence. After it, run down the path to a booster. It
sends you to another track of metal path that leads to some springs. They
bounce you to more track. Bounce up and you'll see the checkpoint dead ahead.
Run to the spring and you'll be bounced into a series of springs that end in an
"island" with a series of hovering enemies in front of you. Home attack to one
and then the next repeatedly to bridge the gap. At the end it seems that you've
reached the end of your rope. Look left for a pulley. Use it to rise up and
then jump off to see a glowing light.
UPGRADE: Light Shoes
I wrote in all caps to catch your attention. The Light Shoes are one of the
best upgrades in the game. When by a trail of rings, press B to perform a Light
Dash. This takes you across the rings, collecting each.
Drop down and Light Dash across the gap to reach the other end of the gap. If
you fall when performing the dash, use the rocket you land by to get across.
Either way, you'll land by the checkpoint.
Run forward and Light Dash on the rings for a shortcut. Continue forward for a
loop sequence that ends with you at a booster. When you land roll under the low
ledge to reach a pulley. Use it to go up. At the top, jump off and roll under
another low ledge. Rise up and jump off. Run forward at sonic speeds to
another loop. Continue running forward to be boosted across a gap to more of
the path. Roll under the ledge and you'll be boosted to the edge of the road.
Home attack across the gap, ending with a ten-ring capsule, and then walk
through the checkpoint.
Grab onto the bar of the rocket to take it across the water. Run up the catwalk
around the rocket and spring up to it before your 15 seconds are up. As it
rises, Sonic drops down and somehow has a metal board like in City Escape. Try
to take the prizes in the capsules. At the bottom you'll be boosted off your
board and into a loop. It ends in the Goal Ring.
+-----------------+
| Mission 2 |
+-----------------+
This is pretty tough. For lots of rings and a shortcut, before you reach the
several springs that lead to a platform before the home attack sequence, jump
onto the gray platform and you'll see a trail of rings leading left in the air.
Light Dash across them. If you do this, you'll have 60 rings by the time you
reach the first checkpoint (because you have to Light Dash) and you'll get 20
more by going through the checkpoint. Light Dash the rings directly ahead and
follow the path to a 10-ring capsule later in the course.
+-----------------+
| Mission 3 |
+-----------------+
The Chao is not cleverly hidden in this level. It is hidden just where you'd
think it would be. When you reach the first aircraft storage facility (jets are
flying around it), run to the end as quickly as you can. Look left to see some
openings. Bounce up to the high one and play the Mystic Melody by the ancient
shrine. This causes platforms to appear. Jump across them (you'll have to home
attack for most) and you'll reach a platform on which is the Chao.
+-----------------+
| Mission 4 |
+-----------------+
This is the hardest mission of Metal Harbor and probably of all the beginning
levels. Two minutes? Sonic Team was in a bad mood when they made this
decision.
Use the shortcut mentioned in mission 2. Light Dash quickly and remember to
home attack across the robots rapidly (press A fast). Avoid hitting the walls
when boarding, as that seriously reduces your speed. Also, learn to Light Dash
quickly (no lining yourself up). Good luck.
+-----------------+
| Mission 5 |
+-----------------+
The main difference between this and the first mission is that the rocket to the
spaceship is no longer there. Home attack the first enemy and a second appears.
Repeat this until you reach the other side. Also, the first time that you have
to home attack across the gap you'll have to hit the golden robot along the way,
so don't go so fast. Aside from an abundance of enemies, you'll also find
spinning spike balls by boosters. Aside from that, there are virtually no
differences.
================================================================================
=================================Green Forest*==================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
As you start, run straight down and boost on the path to the next section. As
you run forward watch out for the gunners that drop down. Continue forward and
you'll boost into a tunnel. Very cleverly, a spiky tank is in the tunnel. In
other words, don't run into it. After a series of boosters you'll reach the
checkpoint.
Run down to a spring that bounces you to a vine. Swing on it right to the upper
level ahead. Home attack the enemies here to reach a spring (this is good for
points). Swing up the vine to more path. Here are a few robots, as well as the
golden robot above. After you're done playing with them, boost forward on the
booster and enter a tunnel that succeeds a checkpoint, the second one.
After quite a bit of setup for a would-be loop, you'll take a vine to the other
side of a huge tree. When you land, continue forward to some rising and
lowering platforms. You might even home attack across them. At the end, run
down and through the checkpoint.
Continue forward to a spring. Spring up until you see a gunner unfold. Defeat
it with a roll so that you don't fall victim to its laser (which knocks you down
over the edge). Then home attack the robot and then the spring. When you
bounce up, jump across the platforms to a 1-Up in a capsule followed by the
checkpoint.
Run forward down some steep terrain that ends in a series of springs. They will
bounce you to a vine, which Sonic uses to bungee-jump to the next part of the
level. When you land, beware of falling enemies and run straight to yet another
checkpoint.
After one last loop you'll be sprung to a vine that drops you off on a
collapsing platform. Quickly jump across the collapsing parts, using springs as
you go. At the very end you should use a spring to bounce up to the Goal Ring.
+-----------------+
| Mission 2 |
+-----------------+
This isn't too hard at all, really. After the first vine (after the first
checkpoint), take the lower route rather than the top, which has less rings.
Light Dash where you have to for 20 or so rings. But you can accumulate 100
rings before that point. When you enter the cave with the gold robot, bounce up
to the ledge near it to find 30 rings in capsules. When you get sprung up by
the loop near there, go back a bit for a 10-ring capsule. At this time, go
through the checkpoint and you should have enough rings for 100.
+-----------------+
| Mission 3 |
+-----------------+
With Mystic Melody in hand (plus the Bounce Bracelet), go to the third
checkpoint. Before you reach it, hug the left wall and you should find a
cheetah. Right below where it is (left) is the ancient shrine. Play Mystic
Melody by it and bounce up the platforms (to reach the second, get back on land
and jump to it) to see two flyers to the upper-right. Home attack to them and
right to the lost Chao.
+-----------------+
| Mission 4 |
+-----------------+
They give you plenty of time and more to complete this mission in four minutes.
Honestly, you have a minute and a half to spare if you're quick. Not only will
you have an easy time getting the emblem, but you can take your time to rack up
points as well. You'll probably get a time bonus, too.
+-----------------+
| Mission 5 |
+-----------------+
First, expect to see many more enemies than in the original. More importantly
though, there are tons of spike balls laid out along the runways. If you're not
very careful (since most are slanted, you cannot go slow or you'll slide off the
edge), you will lose rings like. you were getting hit a lot. The other major
difficulty in the level is the land at the end. Bounce up it because it sinks
FAST. Other than that, watch out for enemies that are planted in high-speed
sections. That's such a dirty trick, having boosters lead into enemies.
================================================================================
=================================Pumpkin Hill*==================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
Knuckles must find three more pieces of the Master Emerald in a mountainous
region. Like I said before, there is no way to cover Knuckles levels
accurately.
If I did, it would be very long and pretty useless. That's because you'd have
to check out every location I list for possible shards (it's random every time),
which would be really inefficient. However, there are a few things you can do
anyways while you're here.
UPGRADE: Shovel Claw
Just glide straight forward. This has to be the easiest upgrade to get in the
game. It is also fundamental to the completion of not only this level, but of
the game. If you jump and press B in the air, you can dig.
Note that some shards of the emerald will be buried this time around. From
where you got the Shovel Claw you can either go left or right. To the left is a
rocket that leads to Church Mountain. To the right is one leading to Ghost
Train Mountain. The other mountain in the stage, which doesn't really have a
rocket to it, is Pumpkin Mountain. Now, here's a huge tip for this level.
Glide around the three mountains (start from the top and drop to the bottom of
each to scope it out completely) and see if you're radar goes off. By the way,
there are several other smaller platform in the air around you that may hold the
shards, or at least valuable clues.
+-----------------+
| Mission 2 |
+-----------------+
Oh, please. It took me a while, but I now have a pretty good strategy for this
mission. Glide forward to a balloon with 10 rings inside. Glide backward to
one with 20. Now go back to the starting platform and take the right rocket to
Ghost Train Mountain. Fly toward the balloons to the left and you'll be brought
to 50 rings. There are 16 rings on the catwalks on the starting platforms, a
10-ring balloon on Church Mountain, 14 rings around Pumpkin Mountain's summit,
and any remaining rings you might need are on Church Mountain's summit.
+-----------------+
| Mission 3 |
+-----------------+
Easiest mission in Pumpkin Hill, my friend. At the start, turn around and glide
to a platform in the air. Take a right at the fork in road to a rocket leading
to Pumpkin Mountain. Take it up and glide forward when it releases you, right
to the ancient shrine. Play Mystic Melody and jump to the next tier. There are
several platforms leading from it. Jump across them to a new earthen platform
and then glide forward two more to the lost Chao.
+-----------------+
| Mission 4 |
+-----------------+
Know how to get around quickly. That is, know which mountain is which and know
how to reach them. Use hint computers and your speed should make up the points
you lose from that. Strangely enough, I've been getting all A's in Pumpkin Hill
on every mission. It seems hard, but if you practice, it will be very easy for
you.
+-----------------+
| Mission 5 |
+-----------------+
You'll need the Sunglasses for this. At the start, go forward to the right
rocket. Glide down near the turntable (forward, low) and look down. Under the
mountain are two spinning spiky balls. Right above the axle is the first shard.
Now go to the bottom of Pumpkin Mountain. On the side opposite the center of
the stage is a rapid-fire robot and two copper skulls that shoot fire. Dig at
the point of the wall that they are looking at for the seconds shard. Now go to
the top of Church Mountain. Stand on the steeple (the point at the top of the
church) and put on the Sunglasses. You'll bounce up and the shard will be in
the distance. Glide to it and take the last shard. No more Pumpkin Hill!
================================================================================
================================Mission Street*=================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
But seriously, folks. When you start go forward. Round the bend and the
enemies will start popping up in droves. Shoot them down (this is a great place
to rack up some points) and you'll reach some crates. Blast them to rid
yourself of the obstacle and continue forward. You'll get a health pack
shortly.
As you try to advance past a wanted poster with Tails on it (why not Amy, or,
better yet, Eggman?), the road collapses. When you fall down, look left.
UPGRADE: Booster
Simply jump over the barrier you see left and you'll find this upgrade. From
now on, when you press A while in the air, the Cyclone slowly descends. We'll
be using this upgrade to finish the level.
Jump back over the barrier and then over the gap in the road to the right (hover
to get across). In here, after you defeat the robots, use the large lift to
reach the upper level. Notice the road signs. Freedom is in "? miles" and your
amigo is in the left lane. Now here's your big chance to get lots of points.
Target the bomb robot ahead and all the packs of dynamite at once and release B.
Afterwards, go forward and use the pulley to reach the tops of the cylindrical
objects floating up and down. Use them to reach the top (the golden robot of
the stage is near there). Here you will see a jet and the checkpoint.
Hover to jump over missing segments of the highway and avoid the explosions that
follow the jets (if the air force cannot take Tails, that is just sad). When
you reach the end, jump left. Press the button to launch a rocket at some
otherwise impassable cages. Now hover that way and you're big chance to score
some major points arises. Target the enemies and packs of dynamite here and
you'll be awarded with huge sums of points.
When you reach the end, hit the last two cylinders to knock them over and use
one to reach the higher-elevated platform. Avoid the bombs of the bomb robot
toward the end. Jump (hovering, of course) to the other side of the pit and
engage the enemies. Wait for a good time to run under the weights. Now climb
up the road (it's teeming with gunners) and you'll eventually see the weights.
Do not step on them or you will drop with them. Instead, get a good running
start and jump over them, hovering across the pit. Now use the floating
cylinders to reach the checkpoint, at last.
As you run down the road, your speed increases. Jump across the collapsing part
of the bridge (note that I did not say hover. Continually jump, quickly, to the
side). At the end blow up the dynamite pack and use the cylinder to cross the
gap. This is a relatively peaceful stretch of land. Do not stand in the middle
of the road or it is likely that you'll be the target of a bomb. At the end
there is an earthquake.
I highly doubt that there could be one that affected only that part of the road,
so we will assume that Omochao is wrong. Curse that Chao. Anyways, you'll
reach a tunnel. Gunners and bomb robots use the crates in here as cover. Jump
to shoot through the holes, or you can just shoot the crates to even the playing
field. Either way, be wary of the many gunners in here. This is where they try
to kill you (and the upcoming portion). As you go, gunners galore appear
everywhere. Not only that, but parts of the bridge above fall down. Avoid them
to reach the Goal Ring.
+-----------------+
| Mission 2 |
+-----------------+
You want to know why Mission Street (and most Tails levels) are hated? Play
this mission. My advice is this: collect every ring in sight. Period. Take no
hits and go slowly when you know jets are going to bomb the road. Remember that
capsules are sometimes in boxes. Do not worry about points; rapidly press B if
you want to defeat enemies. Remember that ring missions are based on time, not
points. Good luck.
+-----------------+
| Mission 3 |
+-----------------+
Hooray! An easy mission on Mission Street. We'll start at the second
checkpoint. Walk off the road opposite the checkpoint and hover down to a small
tract of road. Play Mystic Melody by the ancient shrine and jump into the
light.
Hover across the cylinders ahead. Be aware (so that's where "beware" came from)
that there's a gunner on the third cylinder and a bomb robot guarding the last.
On the last is the Chao.
+-----------------+
| Mission 4 |
+-----------------+
And so the clouds parted and lightning hit Tails, causing his levels to be
impossible. Oh, sorry. You've got 3 minutes and 30 seconds to beat this. With
my best time, I did it with six seconds left. Basically, do not stop ever.
Keep going until you finish. Even if you're on the verge of death, press on.
As you get better you'll get faster.
+-----------------+
| Mission 5 |
+-----------------+
The last mission on Mission Street. There should be a parade, a monument, an
international holiday, and a medal. No, we'll reserve that for the last Tails
level. Now, I imagine that the Sonic Team is composed of old, sadistic men that
steal candy and money from babies and then proceed to get them to invest is
Enron. This really isn't as hard as I may hype it up to be. Note that you'll
need the Bazooka to break metal crates. First, if a section of the road is
knocked down and you need to cross, shoot down the pillar near it and use it to
cross. Second, the earthquake-shaken segment of road now shifts in different
directions. When it shifts to the left, jump across. Now remember, lots of
enemies add to up to lots of points. You'll need a lot to get an A.
================================================================================
=================================Aquatic Mine*==================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
In the same region as Pumpkin Mountain (they go Knuckles-Tails-Knuckles because
Sonic got two levels in a row) is another ghost-infested place to find three
shards of the Master Emerald. Knuckles seems to meet a lot of ghosts in this
game. Well, there is an EXTREMELY valuable item here.
Although it isn't particularly useful right now, it will be your best friend in
the last level. But first, I'll describe the course. There are four main
regions of this level. First, there's the uppermost region. When you start,
glide to the pillar and climb up. Jump to the pulley and take it to the top
region. Then there's the one you start in. Then there are two more levels
below that are currently covered in water. You can adjust the water level by
using switches. Relative to the start, go behind you. In an alcove are two
switches, each changing the water level. The other switch, which changes the
water to level 3, is located in the uppermost level. Now to get the Air
Necklace.
UPGRADE: Air Necklace
This lets Knuckles breathe when underwater automatically; he cannot drown. This
seems sort of useless at first, but that's because you haven't seen the final
level with Knuckles. It is killer, a mass murderer, without the Air Necklace.
Rambling aside, it is time to get it. First, the water must be Level 3 (the
switch in the uppermost region). When it is, you can drop into a hole from
Level 2. Drop in and enter the mineshaft from there. The camera is very
limiting here, so I'll try to guide you as best I can. Go down the first tunnel
and quickly go through the only available tunnel. Swim down quickly with B to
drop through the wooden beams (well, not through them, but pass them). Go
through the tunnel you see and then rise as quickly as you can (A) to rise up
and take the Air Necklace.
Now, for a few more tips to help you along. Remember that may be buried and
that they will more then likely be in different mineshafts. If they are,
explore them top to bottom. To trigger your radar, run around the perimeter of
the middle layer. It gives you a good reading there as to what side to look on.
Also, you may find the emerald in crates, enemies, and it may move.
+-----------------+
| Mission 2 |
+-----------------+
Drop in and collect the rings around you for 8. Now glide to the upper area
(reach it via a pulley). Lower the water level to 3 and take the 10-ring
capsule present. Play Mystic Melody by the ancient shrine to open a door. Run
down the tunnel to be in a large chamber. Take the 20-ring capsule behind the
pillar here. To exit, go through the only door available to you and climb up.
Now go to where you'd normally get the Air Necklace. Collect the rings down
there (don't forget some capsules by the wooden beams) and you'll have 110, more
than enough.
+-----------------+
| Mission 3 |
+-----------------+
From the start, take the pulley to the topmost region. Play Mystic Melody by
the shrine (without draining the water) and punch your way past the overturned
mine carts into a water-filled chamber. Look around to see two rings leading
up.
Follow these vertical rings to a tunnel with a pulley at the end. Take it up to
the lost Chao.
+-----------------+
| Mission 4 |
+-----------------+
Use the hint monitors, my friend. They help you, and greatly increase your
speed. If you're aiming for an A, still use the monitors. The speed points
outweigh the monitor point-loss. Best advice you'll ever get on this course.
Also, it is wise to keep the water at its lowest level all the time. Most
emeralds can be accessed this way.
+-----------------+
| Mission 5 |
+-----------------+
Note: The first emerald is a bit out of the way. You should be aware that you
can skip Master Emerald shards, Chaos Emeralds, keys, or what have you, and go
to the one that is not on your radar. In this way, you don't waste time
returning to the main room from # 1, which will give you a time bonus.
The first emerald is near to where the Chao was. That is, go to the uppermost
room, play Mystic Melody by the shrine, go through the shaft, dive down, swim
through the hole in the ceiling that the rings lead to, and go down the tunnel
behind the spike to the shard. Now go to the second floor with the water set to
level one. Go through the opening into a mineshaft. Go forward and dive down a
bit, entering a tunnel with a slanted path. Go down when you see the three
skulls on the wall and follow the tunnel to the shard. Now surface to the main
room, very top. Look for a waterwheel against the wall and jump onto it. Use
the Sunglasses to see a spring on it directed toward the water-powered lift.
Bounce on it to the shard.
================================================================================
===================================Route 101*===================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
This mission is timed, although it is not particularly difficult. It does,
however, have extremely difficult secondary missions. Anyways, like I said,
this is an easy level. The checkpoints are presented in checkered lines (like
the starting point in a race). Each time you hit a checkpoint, you get a time
extension. There are a few cars (hitting them will slow you down), and there
are also walls. This is a good thing, because they act as a barrier so that you
don't drive off the highway, but they can also slow you down.
Of course, all other cars are built rather pathetically, meaning that you can
ram and destroy them by stopping in front of them. Personally, I like looking
at the advertisements (Chao Soda, for instance) and the types of cars in this
level. Sometimes you'll find balloons, but rings are completely optional.
Also,
you get Boosts as you drive (press Y). Use these in straight stretches of road
for maximum effect. At the end you'll catch up to the president's limousine.
+-----------------+
| Mission 2 |
+-----------------+
This couldn't be easier. All the rings are laid out for you. There are lots in
balloons that you'll find on the road (there's one in the pit stop before each
checkpoint). Also, collect the many rings along the road. You should get an A
quite easily.
+-----------------+
| Mission 3 |
+-----------------+
Ugh, Tails sure has an interesting taste in missions. You cannot hit other
cars,
which may not seem too hard. I didn't have much trouble with this. Keyword
there was much. For you see, no matter how carefully you drive, there's always
the possibility that someone will run into you. Also, in parts of the course
with very narrow passages (like in tunnels), you'll have trouble not hitting the
slow-moving geezer in front of you. But, in all truth, this is a drizzle. The
storm is coming up next.
+-----------------+
| Mission 4 |
+-----------------+
The Sonic Team sat down one day and asked each other how they could make a
mission that is (1) done by Tails, (2) lacks any sympathy at all, and (3) will
cost around all your lives to get a grade, let alone an A. Well, they've done
it. Try not hitting the walls. Now, I assure you that it can be done. Dry
slowly without accelerating a whole lot. Stay in the middle of the course as
much as you can. Release A when making turns to skid, which is easier to come
out of a turn with. Also, make use of breaks. Do not boost, by the way.
Follow these rules carefully and you'll manage. However, getting an A on it is
another story.
+-----------------+
| Mission 5 |
+-----------------+
The good news? You can hit walls and cars. The bad news? You get a much
shorter time bonus for hitting checkpoints. Play through normally and you'll
probably make the first checkpoints. However, reaching the president is very
hard. You always seem to run out of time right there. However, I have some
advice. Take all the rings you can while maintaining top speeds. This way, you
can boost often. Practice, practice, practice! It takes a lot to pull off this
mission, especially since there's about 20 seconds of driving between the last
pit stop and the president's limousine. Godspeed...
================================================================================
==================================Hidden Base*==================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
Yes, this is another fantabulous level with Tails. In this level, treat
quicksand as falling off the bridge in Mission Street. Seriously, it is just a
quicker way of dying instantly. From the start, go forward onto another
platform. Get used to enemies appearing directly in front of you. Also, target
enemies from a distance. Hover forward to the next platform and fire bullets at
the three dynamite packs to lower the platform. On it, destroy the Eggman
capsule and jump to the next platform.
Shoot the wall ahead (breakable) and you'll see several packs of dynamite.
Target them all and the capsule to get at least 600 points, if not more (two
enemies fly by to the left). Jump across the platforms and shoot down some more
doors directly ahead. They've placed some enemies to the sides; be careful.
When you enter a tunnel, run to the end and shoot the wall. Three separate
machines come out to shoot you. Defeat them all and break the north door.
Shoot the door to the left and as you walk through, an airship swoops down and
shoots you quickly. Ahead is the checkpoint.
Shoot the dynamite packs to lower the platform and then shoot down the doors
ahead. Jump onto the platforms ahead and you can reach another platform that
you must lower. Continue across the platforms sticking out of the quicksand and
you'll see more dynamite packs by a pulley. Shoot the former and use the latter
to get onto another platform. Go left and then hover to another platform ahead.
Two flying bots pop up as you do so.
Take them out and use the pulley to reach the platform that you should lower.
To the upper left is a pulley. Take it up and jump right. Hover over the gaps
and make your way to the Eggman door ahead. Shoot it and the subsequent doors
to reach an open area with two spiky robots in them. Shoot them and their
subparts, and then hover to the checkpoint.
Shoot the Eggman door and jump to the pulley in here. While hanging you should
clear out the enemies. Then jump to the pulley to the right and take it to an
Eggman door. This is the kind of level in which Tails should use the Tornado II
to fly. Anyways, bust down the door and go forward to a spring. Somehow, it
can bounce the weight of the Cyclone up. Shoot down the door ahead and hover to
the ledge it was on. Bust down the door to the right and you'll see another one
ahead. Shoot down the wall here (the one with the sphinx on it) and follow the
path to yet another Eggman wall directly ahead. After it you'll find the
checkpoint.
Before the checkpoint, to the right, are three capsules, among them a 1-UP.
Now,
past the checkpoint, you'll see a system of pulleys. Use the first to reach the
second (jump and hover to it), and then left to the third, and then left to an
Eggman wall. To the left are several spike bots. Defeat them and continue in
that direction to three packs of dynamite. Shoot them down to lower the
platform and then shoot the Eggman wall. There are three, all of them in a row.
Now go all the way left when you've gone through the doorway. Jump across the
pits (hover, too) and you'll reach several capsules. Break them and then the
Eggman wall. In here, fly around on the ground to the right to find a pulley.
From there shoot the six packs of dynamite to lower the platform two levels and
then jump to the other pulley. Jump onto the platform and use the third pulley
to reach an Eggman door. Blast it down to see the doorway into the pyramid, as
well as the Goal Ring.
+-----------------+
| Mission 2 |
+-----------------+
This is just cruel. You cannot afford to be hit because there just aren't
enough rings in the stage to do so. First, a 10-ring capsule at the start is
pretty obvious. When you reach the first set of monkeys (called Kikis), go
progress normally and then fall to ground floor (so that metal containers are
ahead). look in the quicksand to the right for a platform with 12 rings on it
and a spring. When you reach the second set of Kiki enemies bombing you, look
on the ground behind a spring for two 10-rings capsules. That was outside.
Back a bit and right of the third checkpoint are two more 10-ring capsules to
collect. Time your passage through checkpoints carefully - it is one of the
easiest ways to get rings.
+-----------------+
| Mission 3 |
+-----------------+
After the third checkpoint, take down the Eggman wall and jump forward to a
pulley. Take them up in here until you reach an Eggman wall that you must
destroy. Through the door (seriously, you can't miss it) is an ancient shrine.
Play Mystic Melody to open the ancient door. Fall down to the horizontal stone
beams on either side and then hover down to the feet of the large pharaoh
statue.
This is the only safe way of assuring that you land on safe ground. Dispatch
the enemy and hover through the door it was guarding. Here's another example of
when cameras can kill. However, there's no need to jump for the strangely-
moving platforms. Just hover to the pulley. Now, many enemies will fire at you
at once. Just hover to the spring to your upper-right quickly and bounce to the
Chao.
+-----------------+
| Mission 4 |
+-----------------+
Three minutes and thirty seconds leaves you very little room for mistakes if
you're aiming for an A. First, always run and always shoot. Do not stop to
shoot Eggman walls; shoot them as you run. Do the same for enemies and dynamite
packs. Of course, it is really quite easy to make the time. I've done it with
thirty seconds left over. But the hard part is getting an A in that time.
Lock-on as much as you can, but expect to get your biggest number of points from
a good time.
+-----------------+
| Mission 5 |
+-----------------+
Hidden Base is pretty unaltered, really. It has a few more enemies, but there
were already lots of high-class robots here to begin with. Note that there is a
Health pack in the distance when you get past the first checkpoint (outside,
many pillars). Also, Kikis have huge bombs now. Some platforms move around in
the quicksand, too. But, after that torturous hunt for rings, you'll find this
is a really easy mission.
================================================================================
=================================Pyramid Cave*==================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
Run to the end of the tunnel. Note that jumping through rings gives you
technique points. At the end you'll be boosted to the first checkpoint.
Jump onto the hourglass ahead and the door opens until the sand drains from the
top half. Go through the door and bounce on the spring to the pulley. Jump off
and run down until you see a red bar that is so bright that it looks like a
laser. Swing on both of these to reach the other side of the gap, which has an
hourglass on it. Jump on it and Light Dash using the rings along the way and
you'll easily beat the door. Continue forward for a loop and a boost that end
by a robot. Home attack this new breed of gunner and go forward.
UPGRADE: Bounce Bracelet
Run forward for the Bounce Bracelet. It gives Sonic the ability to roll into a
ball and bounce down to earth by pressing B while in the air. Keep pressing B
and you'll reach a height that you previously couldn't.
Bounce up the walls ahead and you'll see an hourglass. Jump on it and then
bounce up through the door above. On the other side is another type of door
(real great security, Eggman). On the pedestal is a stone. Place it on the
glowing altar and the door opens. When the door opens (and stays open), you'll
see the checkpoint.
Coming out of the serpent statue's mouth is a wire. Grind across the gap on it
to bypass quite a few pointless obstacles and reach another altar. However,
unlike the last, the stone is not in the vicinity. Grind on the rail to the
right and run forward, up a sloping path, to the stone. Pick it up (the ghosts
here hold you down so that you're a sitting duck for the gunners) and hit the
hourglass. Run forward and through the door. Jump up the blocks here and get a
running start up the slope.
Put the stone on the altar and the door opens. On the other side hit the
hourglass and then start a roll by holding B. Release and you'll zoom at high
speeds through the tunnel. Avoid the ghosts and roll under the door at the end
to barely make it. Here, hit the hourglass and speed through another door. Go
very quickly to go through all three doors. At the end roll under the low ledge
to be sprung to a loop series.
At the end you'll run into a robot. Use the spring here to reach the next tier
(or bounce). Bounce to the next tier and home attack the 1-Up. Run forward to
a rail and grind across to another hourglass. Hit it and roll up the slope by
holding B for a bit and then releasing to just barely get through the passage.
Follow the path to some loops that end in the Goal Ring.
+-----------------+
| Mission 2 |
+-----------------+
There are actually quite a few ring capsules in this course. All your rings can
be gotten by the second checkpoint. In the first stretch you'll find a 20-ring
capsule and a 1-Up. Just run along the left wall and you'll be boosted to them.
When you reach the first bar, drop down to find two 10-ring capsules. Collect
the other rings in the level (on the ground) and Light Dash often to do so.
This should be a piece of cake.
+-----------------+
| Mission 3 |
+-----------------+
There are two ancient shrines in the course, but you want the second one. The
shrine is right after an hourglass that you must hit to open a door up a slope
and it precedes a loop sequence. Hitting it causes a spring to form to the
right. Bounce up and go through the door. Hit the hourglass and bounce up to
the bar. Jump across them (jump when you're at the peak of the swing) and
you'll go through the door to find the Chao.
+-----------------+
| Mission 4 |
+-----------------+
Yes, I know. Four minutes on a Sonic level. This should pose no problem to you
at all if you're good with Sonic. Where you start, charging up a Spin Dash
(hold B) can save you about two to four seconds. Grind rails and become
proficient at bar-swinging. Light Dash anywhere and everywhere. Also, avoid
ghosts that grab you. If you get grabbed, you'll take three seconds or more off
your timer.
+-----------------+
| Mission 5 |
+-----------------+
This place is so haunted. Where there weren't ghosts, there are now, and where
there were ghosts, there are more. Also, hourglasses tend to be faster. This
is especially true of the door that blocks you from putting the second stone
into its altar. You're going to have to throw the stone to the hourglass, which
is now against the wall, jump to the hourglass, pick up the stone, and then hit
the hourglass and go through the door. Then you're going to have to throw the
stone up the ledges to make it to the altar. Aside from that, clever enemy
placement is your only concern.
================================================================================
=================================Death Chamber*=================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
This is probably Knuckles's worst level. I absolutely hate this stage. But it
does have one of the new upgrades for Knuckles in it.
UPGRADE: Hammer Gloves
Hit the hourglass right in front of the starting point and the door opens. Run
into the first hallway and look right to see some crates. Break them with a
punch and you'll reveal the upgrade. Most upgrades aren't this easy to find.
The Hammer Gloves allow Knuckles to break steel containers.
You can bet that at least one of your shards will have something to do with
breaking open the metal boxes. Black ones are still, and always will be, off
limits, but now you can break both of the other types. Anyways, there are three
parts to this course. It is shaped much like a triangle with a line connecting
the vertex to the base, if you catch my drift.
If you use the hourglass in the room to run through the hallway you can reach
the red part of the course on the map. The dark blue portion is to the left
(when looking at the map). You need the Hammer Gloves to access it. To the
right is the green portion, which is also covered by metal crates. Run through
the triangle each time you need to see if you're radar starts beeping or
blinking. Also, you should note that you can go through certain walls by
digging where you see a scarab, right in the middle.
+-----------------+
| Mission 2 |
+-----------------+
Let me teach you the cheapest way to get ring ever. Jump forward and collect
the rings around the hourglass. Hit it and go forward again, collecting the row
of rings in the hall. Now hit the hourglass and return to the first room. Go
to the blue hallway (between the red and blue sections) and you'll find an
ancient shrine. Play Mystic Melody there to make 14 rings appear.
Now go to the main room (represented by a light blue sprocket) on the map.
There are tons of rings in there, even a 10-ring capsule. Now go to the first
room. There should be a giant ring that says "Back" on it. This is good for
you, because it restarts the level (you keep your rings) and resets the rings
you've gotten. Repeat this process to collect them all.
+-----------------+
| Mission 3 |
+-----------------+
We're headed for the main room of the chamber. It's the sprocket, remember?
You must've seen an ancient shrine when you were there. Also, having the Air
Necklace would help a lot. When there, play the Mystic Melody at the shrine to
open a door nearby. Dive into the water and find an hourglass. Follow the wall
to the door and go through before it shuts (obviously). Swim forward, past a
ton of ghouls and gunners, and you'll reach a room with a capsule in an alcove.
Look on the ceiling for an exit and you'll reach dry land. Now climb the
pillars to find an hourglass. Glide toward the screen, climb a bit, and then
glide back for the Chao.
+-----------------+
| Mission 4 |
+-----------------+
The Sonic Team knew that this would be hard, so they give us five minutes to
find the keys. Like any Knuckles level, use hint monitors. Speed points are
better than not-using-hint points. You should know the layout of the place,
too.
The third hint is always the most useful because it tells you what room or color
to look for. If you get lucky and have easy keys, you'll probably make the
time.
Good luck.
+-----------------+
| Mission 5 |
+-----------------+
Upon starting, hit the hourglass and go left to enter the green hallway. Go
through until you see a picture with a scarab on it. Dig through to enter a
room with two gunners and a few ghosts. Now hit the hourglass to make platforms
eject from the walls. Use them to break the steel crates on the walls. Behind
one is another hourglass. Hit it to make the central door come undone. Quickly
run over there and dig for the first key. Now go to the main room (sprocket on
the map).
Play Mystic Melody at the shrine on the ground and dive into the water (like in
the third mission). Hit the hourglass and swim to the door. Go through and
continue forward, hitting the hourglass again to get through the door. Go
through the next door and swim up. Behind the box is the key. Now swim up and
hit a switch (it stops a weight and therefore allows you to surface). Swim up
and onto dry land. Now hit the hourglass from the third mission. Dive down and
enter the alcove beneath the gunner for the final key.
================================================================================
================================Eternal Engine*=================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
Defeat the enemies in this room to open the door. Go through the hall,
destroying all opposition, and go through the door. Continue through the hall,
taking out robots and opening doors, to find a spring. Bounce up to a pulley
(right) and use the pulleys to reach a door. Go forward through a door,
defeating the bomb robot, and you'll reach the checkpoint.
There are dynamite packs on the doors in the area. Blow them up if you're
desperate for points, but otherwise avoid them. They let air out, which sucks
you out, too. Go through the door and be careful not to target the explosive
containers. It will probably blow up in your face. Obliterate the foolish
robot defenders of the room, walk around the laser wall, and go through the
door.
Immediately destroy the bomb robot you see.
Then go through the right door. It is locked, so go to the previous room and
take the other door. This has some crates and an explosive tied to a door.
Touch the switch in here to open the door that was locked and go through it.
Defeat the enemies on the bridge and then pass over it to the door. Don't
target the dynamite packs in this room. Just go through. Now you're outside.
Personally, I think that ARK has some sort of artificial atmosphere or a glass
container around it. Otherwise Tails would suffocate right around here.
Descend to the moving platforms below slowly by hovering. At the bottom, find a
rocket behind you and press the button to launch it. Then make your way through
the door that you may now use. Go to the next door and watch out for the large
weight. Bounce up on the springs to the weight and then take the pulleys to the
checkpoint.
There's an enemy in here that is very bothersome. As it releases its tentacles
jump up and hover to avoid them. Their heads are the weak spots. In the room
to the left are three more. Defeat the two on the ceiling without them noticing
you and attack the first one with the same strategy as the first. Go around the
lasers and through the door. Defeat the enemies in here and use the crates to
reach the next tier of the room. Use the floating platforms to traverse the
gap,
which ends in a checkpoint.
Go through the first door and then through the one to the right. Defeat the
enemies here and advance to the next room. Defeat enemies as you go and follow
the path to a pulley. Take it up to more outdoor path and another pulley.
Defeat enemies as you go. The flying kind is more advanced than the original
flyers. Through the door at the end is the checkpoint. Pass through it,
obviously.
In this room is plenty of dynamite to go around. Just ignore them and the
flying enemies and you'll reach the door safely. Take a Shield from the capsule
and go back outside. Blow up all the dynamite to fall through the bridge to a
rising platform. Through a door you elevate/lower by are three capsules, one
being a 1-Up. Take the rising platform down and go across the platforms to a
switch. Press it and look for a spring behind the adjacent crates. Bounce to
another platform and ride it up to a now-open door.
UPGRADE: Bazooka
It is right in front of you at this point. This upgrade allows Tails to break
steel crates. It is required to finish this level and others.
With the new upgrade in hand, exit this area and slowly descend to the floating
platform below. Shoot the metal crates here and go through the entryway you
formed. Run through this room without attacking anything. In the next room a
floating tentacle enemy attacks you quickly. Avoid it with a well-timed jump
and then jump to the pulley over the pit. Use them to reach a platform that
rises to a door. Go through this room and then right. Here's the checkpoint.
Go forward and you'll be outside. The gravity isn't strong enough to pull you
down, but it is almost as strong as the Cyclone's resistance. This causes a
very strange thing to happen to the Cyclone. You spin out of control in space,
which makes it pretty difficult to target enemies. Just go forward and through
the door, ending the crazy gyration. In here, defeat the enemies and go through
the door.
Avoid the deadly tentacles of the monster here and drop down. Hover past the
lasers and land on the platform. You get strapped in and the red objects here
continually fire bullets at you. Here is where you can get the easy A. Target
the bullets over and over, each time getting 2000 points from destroying it.
Continue this until you have over 35000 points to have an A. When you're
finally ready, shoot the wall and go to the Goal Ring.
+-----------------+
| Mission 2 |
+-----------------+
If you pick up rings on the ground, you'll have 26 by the time you reach the
first checkpoint (that includes the 5-ring bonus). There's a 5-ring capsule in
front of you. Now go left and get the six rings before the door for 37.
There's another 5-ring capsule in the room after your first time outside.
There's another 5-ring capsule later in the course by a weight and pulley. When
you reach the second checkpoint you'll get ten more rings. Get the rings in
front of it to have 65. You'll have 85 by the time you reach the third
checkpoint. The remaining rings are gotten when you next venture outside.
+-----------------+
| Mission 3 |
+-----------------+
When you first get outside (a little ways after the first checkpoint), look left
for an ancient shrine. Play Mystic Melody and take the platforms that appear to
an elevator platform. Take it to another ancient platform and then hover to the
platform ahead. Use it to get inside a new room. Don't shoot anything or the
hatches to space open and you die. Jump to the platform and wait for a good
time to hover over the lasers. Through the door is the Lost Chao.
+-----------------+
| Mission 4 |
+-----------------+
Five minutes is all you got, so use every second of it. Remember to run and
shoot. Don't stand and shoot; run and shoot. Also, this may seem pretty little
when you think about it, but you probably lose quite a few seconds to the space
hatches. They slow you down a lot. Good luck, especially if you're wanting an
A.
+-----------------+
| Mission 5 |
+-----------------+
Yes! Hard mode! What a relief! Anyways, you won't have any trouble with this
mission. There's nothing you haven't seen. It's basically the first mission
jacked-up with more G.U.N. robots and space hatches. No more Tails levels!
================================================================================
==================================Meteor Herd*==================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
This is the best Knuckles level yet (and in the game). Three of the shards of
the Master Emerald that Knuckles collected landed here. There is also an
upgrade to be found in this level that is required for many other missions.
UPGRADE: Sunglasses
From the start, glide forward to the main tower. On the ground level are large
boulders (meteorites) that you can punch into doors and boxes to bust them open.
Find a meteorite on a platform that is physically separate from the tower ground
area. Punch the rock into the door opposite it to uncover a metal box, under
which is a switch.
Press it and the floor of the tower opens. Climb up to where the invisible wall
stops and drop into the tower's open floor. In here you'll see several
platforms over lava. Fly to one of them below to find this upgrade. When you
wear the Sunglasses, you can see invisible objects.
Now for a description of the place. First, most of your emeralds will not be in
the starting area. More than likely, they'll be on or above the central tower.
You can climb it for a long time and go extremely high. Rockets can be used to
advance to higher places. At the very top is part of ARK, I believe. In this
course the gravity is weaker, meaning that you can jump higher than normal.
Other than that, there's not much good advice.
Avoid meteors, which make the course famous. There's hardly any resistance at
all in the level, though. To get the radar to start working you're going to
have to patrol all side on all elevations. Note that emeralds may be inside
some of the meteors floating near the long tube-like objects before the topmost
section of the level.
+-----------------+
| Mission 2 |
+-----------------+
There are eight rings around you at the beginning. On the ground, directly
ahead of you, are six more. Face the central tower and go right. On this
tunnel is a 20-ring capsule. Right of it a platform with a meteorite and a box
on it. Punch the former into the latter and you'll get 20 more rings. Left of
it, on the ground, are six more rings to bring you up to 60. Now get onto the
base of the tower. There's a 5-ring capsule in plain site on it and a 10-ring
capsule in a door (75). Get to the top of the tower and jump two platforms up
to see one with five more rings on it (80). Use the spring to bounce to another
platform and collect the rings to have 94. There's a 5-ring capsule floating
diagonally in the area (99). Now glide to a small platform that has the
remaining rings on it.
+-----------------+
| Mission 3 |
+-----------------+
Get into the tower and take the rocket on the second floor up to a new platform.
Use the spring here to bounce to a rocket, which you should take up. Climb a
bit and glide around until you find the ancient shrine on one of the ledges.
Play Mystic Melody and jump into the warp light. When you fall, play it again.
At the end of this warp is the lost Chao.
+-----------------+
| Mission 4 |
+-----------------+
You have four minutes and thirty seconds to get three shards. That's plenty of
time. You see, there is one easy way to scan the entire area to see if your
radar starts to work. Use the rocket in the main tower to fly up. Bounce to
the other rocket and take it up to ARK. Now fall down from the center and see
what elevation starts your blinking. Obviously, if it starts blinking on the
way up, don't take another rocket. This is truly the easiest way to go about
the level. I did this mission in a minute and a half thanks to this strategy.
Remember to do it from different sides of the colony.
+-----------------+
| Mission 5 |
+-----------------+
This is the last time you'll need those Sunglasses. The first shard is easy to
get. Glide forward and gently punch the meteorite to the right and then at the
door (closest to the corner). Breaking it open releases one shard. Now stand
on the top level of the tower. Look for the spring and look at it in the way
that is directed. Bounce to the platform it is pointed at and once there, look
over the ledge for a small metal beam coming out of it, leading to a 1-Up. Take
the 1-Up and then put on the Sunglasses to see a spring.
Bounce to another spring (a bit to the right) and continually bounce up until
you see the shard. When you see it, glide to it from the peak of your bounce.
Now go to the tip of ARK (use a series of springs starting in the tower to reach
the tip). Fly around the middle part of the point and you'll find a red bomb
robot on one of the ledges. Put the Sunglasses on to see a spring off the side
of this ledge. Glide forward as you go and pick up the final shard.
================================================================================
=================================Crazy Gadget*==================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
Run forward, through the door, and home attack the two gunners. One falls down
by the 5-ring capsule ahead. Go left and hang onto the rail to slide to the
end.
Once there, jump forward and defeat the tentacle enemy with a home attack to the
head before it can strike.
Now go forward and press B by the arrow switch. This reverses gravity, letting
you safely cross the pit. Run forward, killing the enemy at the end, and then
reverse the gravity to normal. Fall down and go through the door. Attack the
gunner and follow the path to defeat another tentacle monster. Use the pulleys
to reach a new sector or ARK. There's the checkpoint.
Home attack the glass of what Omochao so kindly tells you is the high-speed warp
tube. After more loops than you can shake a stick at, you'll enter a room with
a pit over acid ahead. Home attack the robots here. The third one, the
superiorly programmed one, has a spring for protection that bounces you to a
Bomb. It destroys all the enemies in the room.
Head over to the switch and press it to invert the gravitational pull. That's
right; everything your science teachers ever told you were lies. Gravity
repels.
Anyways, when at the top go forward to a spring and bounce to a lower ceiling.
Run forward and roll through the slit in the wall. Follow the set trail to the
checkpoint.
Run forward to a rail and grind on it to three switches. Press the right button
and go right until you find a pole between two black crates. Grind down it to
level ground by a tentacle monster. Continue forward, past some electric
flyers,
and you'll be boosted to a tentacle enemy that releases its components -
possibly a hundred tinier enemies that explode upon impact. Hit the head to
open the door. That's where you will find the third of the checkpoints.
Grab onto the rail and you'll drop down to Omochao. He actually gives useful
advice! Run into the passage ahead and you'll see a shield robot. Roll into it
to beat it. Now jump to the rail and slide down to another shield robot. Roll
into it for a quick victory. Now jump up and wait for the electric fields
around the hovering enemies to drop. Home attack across them to land on a rail
that leads to a spring. Bounce up to a door that hides the fourth checkpoint.
Home attack the high-speed tube glass and you'll enter it. Eggman warns that if
you don't advance, Amy will die. At the end of the tube you reach a gravity-
reversed room. Light Dash forward and avoid the tentacle trio. Hit the switch
ahead to assume normal gravity levels. Look behind Sonic when you fall to see
springs.
UPGRADE: Flame Ring
Go around the crates when you have bounced up to find this upgrade. It lets us
crush metal crates using a bounce or a Flame Somersault. I will still call it a
roll. This is used in getting another upgrade in City Escape, too.
Go back to where you first dropped down and go forward to a gravity switch.
Break the metal crates and then activate it. Roll through the slit in the wall.
Run forward to see a tentacle monster shooting lasers. Defeat it and bounce on
the spring to reach a tunnel below. Grind down the rail and you'll end up by
another enemy.
Attack it before it can attack you. Run to the springs and bounce down to a
trail of rings. Light Dash across them and hit a metal crate by where you end
up. A spring is unveiled, letting you bounce out of the reversed gravity's hold
to the bottom. Run forward, attacking the monster, and go through the door to a
trail of rings.
Light Dash across them to a new part of ARK. The enemy ahead divides into many
tiny enemies. Attack the disembodied head to destroy all the minions below.
Follow the path to an electrically charged flyer. Destroy it when its field is
down and then slide down the rail. The gold enemy is near where you stop. At
the end, run forward, defeat both shield robots, and take the high-speed tube.
Run forward to another enemy.
I do not recommend defeating all the enemies in a single homing attack. Spread
out your attacks and victor to open the door. Now drop down to the floor below.
Defeat the enemy to go through the next two doors. Use a Bounce Attack to reach
the next tier and use the springs to the left to reach the tier. Defeat the
enemies to go through the door, where you'll find the checkpoint.
Boost forward, hitting the switch along the way. Through the door, press the
gravity switch. Run left to a purple path the ends in another switch. Follow
the green path down to some black crates. Stand on them and bounce to the next
tier. Here, press the gravitational switch. Run up the yellow path quickly and
you'll reach the blue path (you can also jump). Follow the blue path to the end
and press the switch to return gravity to normal. When you fall, follow the
path to another switch.
Press it and bounce on the spring (go down) to another face of the yellow
figure.
Hit the spring to be launched onto a rail and take it to the green path. Follow
it to another spring, which leads to the purple path. To the right on it is a
trail of rings. Light Dash to a 5-ring capsule and hit the gravity switch.
Follow the purple path down to a switch, press it, and then press the other
switch. You're taken to a red path. Go forward on it to a switch behind some
black crates. Go down on it and you'll fall to a regular strip of land. Hit
the rocket button to break the wall and reveal the Goal Ring.
+-----------------+
| Mission 2 |
+-----------------+
This being a Sonic level, the rings are abundant. However, Sonic Team took a
liking to tentacle monsters and stuffed them in by the baker's dozen. The
safest place to be when facing a tentacle monster is behind them. Spin Dash to
get behind them quickly and then home attack their fragile heads. In this way
you can deal with the biggest threat to your rings. This is really an easy
mission once you can avoid those tentacles.
+-----------------+
| Mission 3 |
+-----------------+
Get to the fifth checkpoint. Continue forward to reach the huge gravity-
manipulating part (with the colored blocks). When on the final red block, use
the leftmost switch there to fall to the purple block. Follow it to an ancient
shrine. Play Mystic Melody and Light Dash the rings that form. Hold forward on
the control stick when you Light Dash or you'll fall to your death. At the top,
run forward to the Chao.
+-----------------+
| Mission 4 |
+-----------------+
You have five minutes, which really isn't that bad (if the blocks weren't at the
end of the level). There's one really good shortcut for this level. First I'll
list a few of the basics. Always grind on rails and never engage an unnecessary
opponent. As for the shortcut. Near the end of the level you'll see a rail
with two spike balls and hovering robot on it. Use it (kill the robot to open
the door). This saves you a lot of time indeed.
+-----------------+
| Mission 5 |
+-----------------+
Remember, change isn't always good. The biggest change lies in the final sector
of the gadget - the room with all the gravity switches. First, the switch that
creates the rocket that you need to knock down the acidic wall blocking the Goal
Ring is covered by a black box (still on the green block) that you cannot break.
When you get on the yellow block, find a gravity switch toward the rear. Press
it and then quickly hit the switch before the black box lands on it. Also, the
line of rings that you Light Dash on is missing in action. Instead, you'll have
to jump off it and hope for the best. Also, there are generally more lasers
than before.
================================================================================
==================================Final Rush*===================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
you start out flying on a rocket and onto a rail. Grind to the end and when in
air go left to an orange rail. Grind it to land. Here, take the purple rail
the arrow points to. At the end you'll boost to another purple rail. At its
end, run forward to some springs. Go forward on the platform you've landed on
and get on the rail. If you go up, you'll grind to the checkpoint.
Jump forward to a trail leading downward. Run to the bottom and take the purple
rail available to you. It takes you to two capsules and a spring. Bounce to a
red rail and take it the entire time. You land on a spring. Home attack the
Bomb and the enemies below die. Run forward to the orange rail. If you grind,
you'll be thrown off right to the spring. Bounce to the checkpoint.
Run down the slope and take the rocket to the purple rail. When it drops you
off, bounce up to some capsules and home attack another spring. This bounces
you to a new platform. Light Dash to the trail of rings to gain enough speed to
go up the rail. Repeat the process on the next level. If you can't quite make
it, just home attack the rail to go up it easily. Attack the bomb robot before
it sees you and then jump to the orange rail ahead. As you go, it bounces you
from the rail to a 20-ring capsule and onto the rail again.
You'll repeat this until you jump to the next orange rail before the turn. Note
that this rail has a hole in it about halfway that you must jump over. At the
end you'll boost to the checkpoint. Go forward to see a tentacle enemy. Defeat
it if you want, but it is unimportant. Hit the rightmost crate and fall in.
You'll be bounced down and then sent grinding to land. Run forward to a pulley
and take it up. Jump to the platform to your left (as in, you, the player) for
five rings and then to the one above it and the one above that ("away" from the
screen).
When you are there, home attack another capsule that is in the air and use it to
reach a platform with a vertical rail. Home attack the rail to get up and then
run into the booster to go up yet another rail. See a trend? Run right and
home attack another rail. Go onto the platform to the left and the view
changes.
Jump to the platform ahead and home attack the rail. Take these rails up to a
20-ring capsule. Bounce on the spring and jump onto another rail. Take it to a
trail of rings and Light Dash. Jump up the platforms to a spring. Bounce to
the platforms ahead and jump up them. Home attack the vertical rail and you'll
finally see the checkpoint!
Home attack the vertical rail and then home attack the capsule to bridge the
gap.
Home attack another rail and bounce to a new platform. Run forward and home
attack yet another rail. Jump left and attack the tentacle monster before it
causes you any pain. Jump further forward this time to another one. Defeat it
and home attack the vertical rail. Jump up the platforms here to a new rail.
Home attack it and you'll be sprung to a red rail. It ends with a checkpoint.
Run down the steep path to find a booster and an orange rail. When you see the
green X and you're just leaving it, press A to do a trick and land on a platform
below. Jump forward to a short rail that leads to a new path. Jump onto the
red rail and then you'll boost to a vertical rail. Go up it and you'll see more
boosters. Grind (as in press B) up to reach a spring that bounces you to a fork
in the rails. You have a decision to make - purple or orange. Take the purple
rail. It ends on a platform by a Mystic Melody shrine (useful in Chao
missions).
Now run forward to a checkpoint followed by an orange rail.
Just press B to grind quickly and you'll go through two rails and land by a
third. Press B throughout the entire rail so that when it ends, you're launched
to a spring. It bounces you to land. Light Dash forward and hit the springs to
the left. Defeat the enemy quickly here and jump to the next set of platforms
that end in a vertical rail. Grind up and take the rail you land on pressing B
the whole time.
If you do, you'll fly right to a Bomb under a robot. Hit it and run forward,
grinding up another pair of vertical rails. Dodge the tentacles of the monster
and you'll be in a room filled with springs. Bounce to the next tier and you'll
be faced with an intersection. Take the middle this time. Some of the material
of ARK is hot and broken off, following you as run down its side. You'll boost
to the Goal Ring.
+-----------------+
| Mission 2 |
+-----------------+
This is the most fun you can have, my friend. First, don't grind the rails.
This may seem like you're shooting your time-based grade in the heart and then
running it over with an SUV, but that is hardly the case. Four capsules (on one
rail) appear slower than you grind. You wouldn't want to miss an opportunity
like that to save two seconds. Near the very beginning is a 10-ring capsule
that you can home attack.
There's a somewhat risky 5-ring capsule in the middle of the purple rail that
comes after it. When running down your first half-loop, take the top rail to a
spring on a meteor and you'll pass through a 20-ring capsule. When you land on
a red rail, you may want to periodically switch to the rail beside you to pick
up more capsules. You have a minute and thirty seconds to get an A, so you
won't get much farther than that.
+-----------------+
| Mission 3 |
+-----------------+
Very far into the mission there is a large rail that you must grind to get up (a
sheer wall) to bounce to a fork in the rails. Take the purple rail and you'll
end up by an ancient shrine. Play the Mystic Melody and jump to the platforms
to a rail. Since it is rather steep and since you have no speed built up here,
jump your way to the top. Go forward, dropping a tier, to another ancient
shrine.
You know the drill - play Mystic Melody. Light Dash the rings and you'll reach
safe ground. Home attack up the rail and you'll reach solid ground again. Jump
to the platform to the upper-right and then to the vertical rail ahead. Take
the platform you land on to a tentacle monster. Home attack up the rail on the
wall to the Chao.
+-----------------+
| Mission 4 |
+-----------------+
You have five minutes to complete this mission. This isn't too bad. It is
possible to jump from higher altitudes in the level to lower ones and thus skip
a lot of track. For instance, when you reach the two hovering tentacle monsters
by a Bomb, look over the side to see a red rail. Jump down and, if you make it,
you'll have just aced this mission. Aside from that, always grind. Do not jump
off a rail when you see an X at the end unless there's no platform ahead.
Usually, though, you'll fly right to the next rail or platform. You can tell a
good-to-launch-off-of X because it is green, while the ones that will result in
death are red. If you use the below shortcut, this mission will be a joke.
+-----------------+
| Mission 5 |
+-----------------+
One difference that will mess you up quite often is near the beginning. The
tentacle monsters are now much more aggressive. They're littered around the
rails and placed at the end of them just to slip you up. There are other
hazards, too, like spike balls and rapid-fire tentacle monsters. Also, there is
one point in the level where you must get up a vertical rail with absolutely no
prior speed. Charge up a Spin Dash (B) and release to get up. The other
problem in the level comes in the second high-speed tube. There are two
tentacle monsters and a weight. Killing the right one reveals a switch that you
can press to keep the weight up. That isn't too hard, but you'd be surprised.
That also marks the end of the level, save the debris-run at the end.
================================================================================
===================================Iron Gate*===================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
Eggman's walker is basically the same as the Cyclone, the vehicle that Tails
uses. Press A to jump and B to fire a laser. Target as many items as you want
and release B to shoot homing missiles. When you start, go forward through the
hall. Defeat the robots present with one attack to get more points. At the end
of the hall, the door seals shut. Defeat the enemies here, including a gunner,
and then shoot the door itself down. Run forward to find the first checkpoint.
In the room you enter three robots fall down to attack you. Defeat them all and
take the mechanical lift (stand on the metal platform on the ground) into
another hallway. Drop into the next room and look left for a total of 15 rings
in the capsules. Now shoot down the robot guards. Now go through the door,
clearing out enemies and the door supports as you go. Step onto the huge
elevator and you'll have a perfect chance to rack up some points. The gold
robot is also situated in this room. At the bottom, take out the door and
continue forward. Go to the checkpoint.
Shoot the corners of the door and the capsules behind it for a lot of rings.
Follow the arrow down another hallway. When you reach the end of the hall,
shoot down all four corners of the door. In the room you are brought to are a
few enemies to worry about. Annihilate them before you proceed across the
catwalks. Use the boosters to reach the next until you are brought to a fork in
the road. Shoot the capsules to the left and then take the upper path (destroy
the enemies). Drop down to and target the capsules in the area. Now follow the
path to a catwalk, on which is the checkpoint by a door that just locked.
Take out the door and you'll find another elevator. Take it down, scoring some
points as you go, to a door. Knock it back and you'll see some wooden crates.
Like before, you can shoot them out of your way. Go forward and drop down to
three gunmen. Shoot them before they can you and go through the door to a hall.
It ends in another door that you must unhinge. Do so and you'll drop into a
room with more robots in it. Like last time, defeat them, and then shoot the
door down. In the hallway, clear the enemies out and advance. You'll see an
idle rocket. Walk forward a bit more and tons of doors form. Shoot the switch
to activate the rocket, which blasts through the doors. Boost down the hall and
hit the Goal Ring.
+-----------------+
| Mission 2 |
+-----------------+
There's nothing to this mission at all. However, the bulk of your rings can be
found in the room after the second checkpoint that has many capsules in it.
There's also a circle of rings around those capsules. In the room after that,
there's a 10-ring capsule against the wall opposite where you enter and a total
of 20 rings to the right of where you go forward to exit the room. There's 25
rings in the capsules ahead, which should just about finish this
mission off.
+-----------------+
| Mission 3 |
+-----------------+
After the second checkpoint, go through the hall to the large maze room that
held many of the rings from the second mission. When you first enter, go
forward to a spring that you should use to bounce to a higher platform. Take
the springs on it to a large cylinder. Hover along the path of the rings and
then drop down to a platform to the right with an ancient shrine on it. Play
Mystic Melody by it to make a string of platforms materialize. Jump up them and
use them to reach a pulley. Drop off and go right (when facing the wall) to
another shrine. Play Mystic Melody and bounce on the springs and go up the
platforms. The Chao is at the very top.
+-----------------+
| Mission 4 |
+-----------------+
If you can't beat this, I'm afraid that there's no help for you. With four
minutes, especially after those Tails levels, this should be a stroll in the
park on a fine summer's day.
+-----------------+
| Mission 5 |
+-----------------+
To be frank, there's nothing to worry about here. The robot class has been
upped a notch, but there is no other difference. The new robots added to the
level actually make it much easier to get points if you want an A.
================================================================================
==================================Dry Lagoon*===================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
You need to find three pieces of the Master Emerald (all her levels are either
like this or very similar). Rouge jumps with A and glides if you press A again.
To climb onto a wall, just jump into it. Now, Rouge also has a radar. It
blinks green to indicate that your somewhat close to the emerald, yellow that
you're mildly close, red means that you're in the right area, and if you see a
red exclamation mark over Rouge's head, you're right on top of it. In all
levels with Rouge, there are monitors in the air. Press B by them to get a hint
from them. Press Start to view these hints. Not taking hints and finding the
emerald shards quickly increases your score.
Since the shards are always random, it is very difficult to write a
comprehensive guide on getting them. Instead of that, in treasure-hunting
courses I always cover how to get around and trigger your radar. In Dry Lagoon,
you'll be stuck in the first area until you free the turtle from two robot
guards on the ground. After that, you can ride the turtle in the water to the
other region of the course.
In the first area, run around the ground level to see if your radar starts
working. In the other region, go down either path (left and right) to see if
the radar starts working. If it doesn't try doing this at different elevations.
Make sure to look everywhere. Also, the emerald may be moving (like in a wind
current) or inside an enemy. When you have all three, you're done.
+-----------------+
| Mission 2 |
+-----------------+
I love easy missions *sob*. Look no further than the first section. Look on
ledges and in the air for the numerous capsules. You'll find more than enough
10-ring and 20-ring capsules to meet the mission requirements.
+-----------------+
| Mission 3 |
+-----------------+
From where you start, rise to the top floor and you'll find four metal crates
blocking a picture of a scarab by a mechanical tank. Destroy them and then dig
through the picture. Play Mystic Melody at the ancient shrine ahead and go
through the door to a warp point. You drop down the lost Chao.
+-----------------+
| Mission 4 |
+-----------------+
Because this place is so small, it should be a breeze finding the emeralds. If
nothing is in the first region, take the turtle to the second, and vice versa.
You probably won't need hint monitors. If you do, restart the level.
+-----------------+
| Mission 5 |
+-----------------+
You'll need the Treasure Scope for this mission. If you have it, then you have
all the other requirements. Jump out of the alcove and climb the wall you start
by to be two ledges above of where you start. Hit the wooden crate in the
center of the metal ones and bounce up. Glide forward for the first shard.
With it, glide right a bit and beneath a ledge to see a large painting. Dig at
the point of intersection of the two lines in the T to be bounced to the second
shard. Now free the turtle by dispatching the robots guarding it and then ride
it to Big Oasis. When you surface, equip the Treasure Scope. Fall off (no
pressing of A should be involved in the falling) and into the water you go.
Swim beneath the large island and hit the spring. It bounces you straight into
the last shard.
================================================================================
==================================Sand Ocean*===================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
For some unknown reason, Eggman must "claim" the base first by destroying the
robots there. Treat falling into quicksand like instant death. It is, after
all. Go forward to see a platform rotating in the sand. Jump to it when the
time is right and spin to another walkway ahead. Take it to some platforms
shifting around in the lethal sand. Use them to reach some safe land. Target
the three packs of dynamite on the pillar to cause it to fall over. Be wary of
the robots that swoop down in this course.
As you go forward, you'll see a metal capsule. Shoot it as if it were a robot
and you can bypass it. Take the path to some more enemies machines. Go left
here and the camera view changes. Go left and then target the dynamite across
the quicksand. This causes the pillar to fall, allowing you to cross the gap
safely. Destroy the capsules ahead and use the ledges right of them as stairs.
At the top you should destroy more dynamite. Traverse the pillar-bridge to
reach the checkpoint.
Wait for the rotary platform to come your way and jump to it. Ride it to the
other side of the gap. Upon landing, use the platforms to the right to reach
safe land. Shoot the dynamite to topple the pillar and cross it to the golden
robot. Drop down to more path that leads to another rotary platform in the
quicksand. How monotonous! Take it to the checkpoint to the right. That is,
don't go north.
Run forward and use the moving platforms to cross. Shoot the dynamite (this
seems oddly familiar) and cross the pillar. Drop down and shoot the metal
capsule to the left. Climb the stairs and advance forward until you see path to
the right. Jump across the platforms and past a large spinning spike ball pair.
Go up the tiers, dodge another spike ball pair, and drop down right of the fence
on the lower level. Follow the path to a narrow passageway with capsules in it.
Shoot them down and then jump from platform to platform. When you reach the
large platform in the quicksand, take it to the checkpoint.
Go forward and you'll boost over open flames to a new region of this forsaken
pyramid. Blow up the dynamite on the nearby pillar and cross it. Blow up more
dynamite and take that pillar to more. Take that pillar to a rising weight.
Jump on and ride it up to a hall to the right. Follow this path (clearing out
enemies as you go) to the Goal Ring.
+-----------------+
| Mission 2 |
+-----------------+
There's no hidden bundle of rings in this course. Just pick them up as you'd
normally progress. This is remarkably easy and should pose no problem at all.
You have three minutes and thirty seconds if you want an A.
+-----------------+
| Mission 3 |
+-----------------+
This does not require Mystic Melody actually. Behind the second checkpoint is a
spinning platform, correct? Stand on one arm of it and, when it is extended
left, hover across the quicksand to a platform with a spring on it. When the
quickly moving platform comes at you, hover to it. Shoot down the metal crates
ahead and then hover to where they once stood. Go forward to find the lost
Chao.
+-----------------+
| Mission 4 |
+-----------------+
There are two ways to go about doing this level. If you want to get a surefire
A, just go through normally. Have the Jet Engine to allow you to hover to make
things much faster. If you just want to get through the course, there's a huge
shortcut in this level. However, it skips a lot of the stage and you will not
have enough points for an A (even with speed bonus points). In fact, I can
almost tell you here and now that you won't get a D if you take the shortcut,
but it's your choice.
Go to where you get Mystic Melody in this stage (left from the first spinning
platform) and use the ancient shrine and Mystic Melody to create a warp point.
Jump in and you'll reappear by some pots. Get out of the alcove (walk toward
the screen) and resume traveling your regular path. In this manner you can
shave off about two and a half of your four minutes. This will not be enough
points.
+-----------------+
| Mission 5 |
+-----------------+
There are less sand platforms and more enemies. What's new, right? That's all
you have to watch out for. We're still not out of the easy missions and I hope
they keep them coming!
================================================================================
================================Radical Highway*================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
Run forward to a spring to bounce up. Continue your dash forward to end up past
a booster and by a gunner. Go forward to a pulley and jump to it to take it up.
Run forward to a gunner and bounce up past it to a stretch of highway that is
bombarded with missiles via jets. Near the top you can jump up the wooden
crates to a higher elevated road. You could also use a pulley in the distance.
Grab onto the rocket here to fly to the checkpoint.
Roll under the cylinder and get ready for a loop. Who builds roads like this?
At the end you'll spring down a tower to another spring that ends in you on a
new part of the highway. Run forward and roll under the cylinder. Home attack
the enemies in the air and continually do so to cross the gap and get a 10-ring
capsule at the end. Run forward and you'll see a ramp. Here's an opportunity
to get points. Press A just as you leave the ramp to do a trick. Run to the
bottom and use the spring at the end to the left to bounce to a pulley. Follow
the rings to a rocket. Use it to drop down to a 20-ring capsule followed by a
checkpoint.
Run forward to more loops followed by ramps. Assuming that you did a trick on
the first, you'll land by a gunner. Jump to the bar at the end of the track.
Press A to jump off when you are at the peak of the swing. Climb up the
cylinders you land on and wait for the electrically charged hovering robots to
lower their electric fields. At that point in time, it is safe to home attack
to them to cross the gap.
Run forward and watch out for the gunner that falls from above. Then spring up.
The gold robot appears ahead. Stand on the left edge of the arch and grind down
the left support rope. Press A at the end to do a trick and bypass a cylinder.
With all the boosters and the like, this area would lead you to believe that
this high-speed section precedes a loop. Do not run fast, however, or you will
run into a gunner. At the end is a checkpoint.
Run forward with good speed. In the tunnel is a ramp to do a trick off of.
When you land, roll under the cylinder and run down the slope. After the loop
you'll start swinging on a bar. Jump off it to the next and off it to a new
stretch of road. Run down it. As you go you can see a billboard advertising
the Sonic Team. At the end of a few loops, you'll reach the Goal Ring.
+-----------------+
| Mission 2 |
+-----------------+
As you probably know, getting hit is not in your best interest in a 100-ring
mission (or in any mission for that matter). The rings are laid out for you on
the long segments of highway. You a minute and twenty seconds to get through.
You'll get a 20-ring capsule along the way from bouncing, which leaves you with
only a few more rings to go. You'll probably get an A on this even if you're
unaware of the time limit.
+-----------------+
| Mission 3 |
+-----------------+
Get to the part of the level right before you grind down the support ropes of
the highway arch. The golden robot is in that area. To be more precise, it's
after the second checkpoint and before the third. On the right side of the
arch,
grind on the cable backwards and you'll reach another arch, on which is the
ancient shrine. Play Mystic Melody and take the platforms to the lost Chao.
+-----------------+
| Mission 4 |
+-----------------+
This is the first of the hard missions for the Dark side of the story. Three
minutes is not enough time to complete this mission. But, it can be done.
Generally speaking, take the high road over the low road (and you'll get to
Scotland sooner). Also, at the arch mentioned in the third mission, take the
left support cable, not the right. Also, it will help you if you use Spin
Dashes on the loops. It really does save a lot of time. Good luck.
+-----------------+
| Mission 5 |
+-----------------+
This time you don't have to comfort of the low road; you must rely on the high
road. No gravity-defying pits for you. Also, instead of a line of enemies
there's one followed by a trail of rings. This is what I call an elementary
challenge. Home attack the former and Light Dash across the latter. Other than
that, you won't have trouble on this mission, especially after the previous one.
================================================================================
=================================Egg Quarters*==================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
You must find the three gate keys to enter the heart of the pyramid. This stage
is a harder version of "Death Chamber," a course from the Hero Story. Before
you can enter the other regions of the quarters, you need an upgrade.
UPGRADE: Pick Nails
From the start, look onto the higher-elevated tier of the room. Jump in and go
down the hallway to a room with blue lighting. In here you can find a rocket on
top of a stand opposite some cages stacked in a doorway. Use the rocket to
destroy the cages and go through the door. In front of you (watch out for the
weight) is the upgrade. It lets you dig by jumping and then pressing B in air.
As for the course itself, it isn't too tough. The only thing that makes this
course "harder" than Death Chamber is that there's a beetle that goes around all
the room. If you have your sound on, you'll hear it quite easily. If it spots
you, the light on its tail turns red and laser turrets appear out of nowhere and
shoot you. To avoid this, stand in the shadow of something. When hunting the
keys, be sure to look in crates and enemies. Also, it is more than likely that
one of the emeralds will be buried, requiring you get the Pick Nails. To get
your radar to start working, run through all the rooms. There are three keys.
+-----------------+
| Mission 2 |
+-----------------+
Note: Although I don't mention it in the guide, going to the Lost Chao room from
the third mission (next) has many of the rings that you'll need. If you also
use the room adjoined to it, which has the switch to the weight, you can come in
with no rings at all and make it out with all 100.
There are 18 rings in the first room. Go through the north hallway and kick out
the crates to the right. Break the chest for 10 more rings. Collect the rings
in the hallway and you'll have 40. Go through the next room to land in a
hallway, which brings you up to 45 rings. In here, go through the north door
(fire a rocket at the cage). Dig here and you'll get rings up to 50 and also
get a magnetic shield. Now return to the previous room and take the only door
you haven't yet. Climb the wall and go through the door. At the end you'll
have 62. Take the rings in here and you'll have 74. Go through the right door
and follow the path to six more rings (80). In the next room, you'll find the
remaining rings.
+-----------------+
| Mission 3 |
+-----------------+
Go through the north door to reach a blue room. Go through the left door to
reach the Egg Snake Chamber, a large green room. Go left again to the large red
room used in the above mission to collect the final rings. On the central
platform is an ancient shrine. Play Mystic Melody by it and then go through the
door. Find the stone tablet in the room and dig through the scarab to another
room. Under one of the metal crates here is a switch. When you have pressed
it,
go to the center of the room and dig through the scarab to return to the other
room. Claim the Chao that was formerly beneath the weight. How did it get
there?
+-----------------+
| Mission 4 |
+-----------------+
Unlike Death Chamber (curse it), navigating through Egg Quarters is much easier
and faster. Therefore, running through all the rooms to start up your radar is
the best strategy for this level. You have three minutes, which leaves you just
under a minute for each key (you cannot spend a minute on each or you'll run out
of time). All in all, Egg Quarters is far superior to Death Chamber.
+-----------------+
| Mission 5 |
+-----------------+
Between the blue and red chamber is the first key in a cage. When a Kiki throws
a bomb down, pick it up and chuck it at the cage to get the first key.
If the Kiki kills itself, try using a bomb from the other Kiki (hallway linking
the blue and the green chambers). Now go to the large red room that contains
the ancient shrine. The left side of the chamber (upon entering from the first
room) has a cage blocking a stone slab. Break the blocks around it and then let
a Kiki from the nearby pillar throw a bomb down. Set this bomb by the cages to
break them. Now dig into the slab to get the second key.
Now go to the green room with the snake statue in it. First, get a bomb from a
Kiki in the metal hallway to the right (when facing the snake). Do this while
using the Treasure Scope. Using the Treasure Scope in the main green room,
you'll see a spring. Bounce off it to some cages. Blow them up and take the
final key.
================================================================================
==================================Lost Colony*==================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
A few G.U.N. robots remain after the violent termination of the colony. For
starters, blow up the dynamite ahead and walk through the door. Everything is
dark since there's hardly any power in the colony. There's one enemy at the end
of the hall. Make a left through a door. Defeat the enemies here and proceed
through another door. Grab the pulley and take it down. Blow up the dynamite
on the door and jump through.
Go forward, past a bomb robot, through the door. Stand in the middle of the
path to avoid two flyers. Shoot the crates in the corner of the room and press
the switch to open the door. Run down (there are a few ground tank robots) and
you'll be in an acid-filled room. Defeat the robotic defenders and use either
platform in the acid to rise to a door. Press the switch in front of it and hit
the checkpoint.
Go forward to enter the circular room that I hate most in this level. Find a
stack of metal boxes that you can jump up and use them as stairs to the upper
level of the room.
UPGRADE: Jet Engine
Jump across the platforms until you find the upgrade. With it, when you press A
when in air you hover. This is an invaluable upgrade.
Hover across the pit ahead and you'll find a rocket. Press the switch by it to
destroy the cages ahead and then hover to where they stood. Go forward to a
room with platforms to either side. Use them to reach the next part of the room
and then walk forward to a platform that rises up. Defeat the enemies in the
distance and then hover across the gap. At the end is the second checkpoint.
Defeat the robots in the air and go through the door. There's a mechanized tank
on the floor. Go left and be aware of the robots in the room. Shoot the three
wooden containers to create a stairway. Jump up them to a switch. Now you can
go through the door. Defeat the enemy hiding in the room and go through another
door. You are now outside. Keep your laser on at all times (ARK must have a
bubble around it to keep air in or something) so that you can destroy all the
enemies in your way.
Hover over gaps in the path and go through the door at the end. Take the 10-
ring capsule and go through the door. Quickly obliterate the opposition. This
is a good time to get points. Step onto the platform at the end. As you go
down, the gold robot forms. At the bottom hover forward and go through the
door.
A battalion of robots fly toward you. Dispatch them and go to the checkpoint.
Through the door is an abundance of enemies to target (another good point
opportunity). There are more enemies ahead. Walk to the platform and ride it
up. This is the perfect time to get major points by targeting multiple robots
at a time. At the top take out the dynamite and go forward through the doors.
You'll be outside. Hover forward as much as you can to a door (take out bomb
robots and the like as you go).
Destroy the four bundles of dynamite and the door opens. Cages obstruct your
path, however. Go back and hit the rocket switch. Behind it is a 20-ring
capsule. Now go forward through the door. Three flyers attack you as you
enter.
Through the door is a bomb robot. More importantly, though the door is the Goal
Ring.
+-----------------+
| Mission 2 |
+-----------------+
You'll find a 10-ring capsule behind you when you take the first pulley down.
There are 20 rings in capsules in the room where you get the Jet Engine.
There's nothing left to say, really. Just continue as normal.
+-----------------+
| Mission 3 |
+-----------------+
When you're outside for the first time, which is between the second and third
checkpoints, walk along the path to the first hole. There's a green elevator
platform that is above the hole in location (not in height). It's easier to see
from the door. Fall onto it and take it to a path with an ancient shrine on it.
Play Mystic Melody and jump up the platforms to a door. Shoot the flyers and go
forward. Defeat the flyer from a distance and then hover to the upper door.
The Lost Chao is within.
+-----------------+
| Mission 4 |
+-----------------+
Three minutes and thirty seconds is nothing to write home about. However, the
requirement for an A is to have 34,000 points (or 34 000 points if you're into
the metric system). Since you have some extra time on this mission, use it to
gain points. Remember that Eggman and Tails get points from locking-on to
multiple enemies at once.
+-----------------+
| Mission 5 |
+-----------------+
First, you'll notice clever dynamite placement and a serious boost in enemy
class. In the room that you'd normally shoot wooden crates to make a stairway
to a switch, you now must shoot metal crates. And then, from that stairway, you
must hover across the room in the direction of the rings to the switch. In the
room with the green acid, you'll have to press the switch that is under a steel
container. In the room where you get the Jet Engine, you'll get on top by
(destroy the crates first) hovering from crates to the left. Also, in one room
you must defeat all the enemies in the room to advance. One enemy is hidden.
To reach it, destroy the crates and use the pulley in the room to fire at it.
================================================================================
==================================Weapons Bed*==================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
This is quite a nice level after Lost Colony. Run forward and blow up all of
the un-activated gunners. These stockpiles of inactive enemies makes the A rank
easier on this level. Continue further along to see three smaller stockpiles.
Destroy them in two sittings to get more points. You can also destroy the
satellite dish and the jets. Go a bit further to see dynamite on the door.
Shoot the middle door.
UPGRADE: Large Cannon
Through that door you just shot down is the upgrade. It lets you destroy metal
containers.
Exit the alcove and avoid the bomb robot to the right. Shoot the metal crates
ahead to form a stairway and get on top. Hover to the checkpoint on the small
island.
Hover forward, shooting down jets as you go. Boost forward and jump to the
catwalk to the left. Two enemies drop down to attack you, so watch out.
Continue forward, knocking down metal crates, and you'll soon reach another
cluster of steel containers. Shoot them down and hover forward. Bounce up, hit
the balloon, and then target the capsules for a total of 40 rings. Break the
crates and hover forward (just as Omochao advises. Where would we be without
that little bugger?) to a next walkway. Shoot both enemies as you approach them
and take the pulley up.
Jump off and you'll be on another weapons storage piece of land. Shoot the
dynamite and jets to the right for some easy points. Destroy all the jets to
the left and systematically clear out all the stockpiles of gunners. Toward the
end are a few real robots and rolling spike balls. Continue forward to fight a
bomb robot. Then hover forward to another platform with a bomb robot on it.
From there hover to a balloon followed by another platform. On it is the second
checkpoint. Note that you can shoot the signs.
Go forward and shoot the metal crates. Stand on the black ones and hover left.
Go forward and go right, all the while defeating robots. Shoot the metal crates
ahead and bounce up to a new platform. Shoot the capsules for lots of rings and
then hover right to a new stretch of path. Go along it like the previous ones,
avoiding jets and some robots that suddenly appear. At the end is the
checkpoint.
Take the pulley to a bomb robot. Jump down and take out a few more. Destroy
all the gunners stored to the left and go forward to take out a few jets. Grab
the pulley ahead and defeat the three robots that have you circled. Note that
there are a few more robots on the building to the left. Hover forward and
shoot out enemies that you see. Hover further forward and shoot some metal
crates to the right. Jump forward and take out a jet and a sign. Bounce to the
catwalk to the right and shoot the metal crates ahead to uncover the Goal Ring.
+-----------------+
| Mission 2 |
+-----------------+
There are lots of balloons and capsules here, but let's not be biased. Another
huge source of rings lies on the weapons storage sites. The garages hold many,
and there are many in plain site. You have two minutes to complete this mission
if you want an A, which isn't very hard at all.
+-----------------+
| Mission 3 |
+-----------------+
When on the third weapons storage site (you start out on one), look in the
garages for an ancient shrine. Play Mystic Melody and jump into the warp. The
Chao is right by where you land.
+-----------------+
| Mission 4 |
+-----------------+
You have two minutes and forty-five seconds to beat this. That isn't too hard,
but you want to watch out for a few things if you're trying to get an A. For
one, do not go for the gunner groups in the side pockets. You know what I mean;
the ones that you'd go out of your way to shoot. Lock-on and destroy all the
obvious ones, like the ones around where you start, because this is a major
venue for points.
+-----------------+
| Mission 5 |
+-----------------+
I don't think any of this will give you a problem. The only changes they've
made are really simple to solve.
================================================================================
=================================Security Hall*=================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
With five minutes to beat this mission, it's do or die. You're more than likely
to have at least one Chaos Emerald in a safe in the stage. To unlock them (so
that you can dig through their centers to open them), run forward at the start
and go left. Jump on the spring to reach a pulley and take it up. To the left
and right are switches you may need to press to open safes. Also, you might as
well accept the fact that one of the will be on the second level. That is, in
the area where the two switches there is a higher level accessible by climbing
on the wall.
It is also not uncommon to see emeralds inside the spiky tanks. Even though I
usually don't do that well on this level, I always seem to get an A. The
standards for the A are very low. Completing the level practically gets it for
you. Remember that even if you have only a bit of time left, you can still
finish. There doesn't seem to be an effective way to get the radar to start
blinking, so just glide around at different elevations. Also, sometimes an
emerald is being blown through the air by the fans on the first level.
+-----------------+
| Mission 2 |
+-----------------+
Even though you have four minutes to complete this level if you want an A,
you'll probably have to try this more than once. The room with the locks to the
safe is going to be your primary source of rings. Let's assume that you got the
five rings in front of you on your way there and the ten in the capsule below
the ledge that has the pulley to the room. Collect the rings on the ground to
have 39. Now climb the wall to be brought to the upper area of the room. Look
to the upper-left corner to see a platform against the wall. Play Mystic Melody
by the shrine to make 40 rings appear. This brings you up to 79. The other
rings in this room are risky to get. Drop down and take the rings on the floor
of the level. There are lots in the red area, enough to bring you to 100.
+-----------------+
| Mission 3 |
+-----------------+
Get to the safe switch room and fast (30 seconds if you want an A). When you
get there, climb up the front wall to the yellow letters (A Block, B Block, C
Block). Put on the Treasure Scope there and a spring appears. Use it to bounce
up to the Chao.
+-----------------+
| Mission 4 |
+-----------------+
It seems impossible, I know. Five minutes was hard enough, but three minutes
and thirty seconds is also doable. Just run around each level for no more than
twenty seconds before you move on. Note that the safe switch room may have
emeralds, and that you may have to unlock certain safes. Also, each of the
spiky tanks may and probably will have an emerald inside. This is not as hard
as it looks. If you fail, remember that most of the time it's not you, it's the
emerald locations. Dying or exiting resets all of their locations.
+-----------------+
| Mission 5 |
+-----------------+
You'll need the Treasure Scope for this mission. The first emerald is floating
in the air by the fans in the red area. You'll have to drill drive to reach it
(it's in the corner). The second is in the safe switch room. Climb the front
wall to be in the yellow switch area. The Chaos Emerald is floating in the air.
Before you exit this room, hit the red lock switch (left). Now go to the
highest beam in the level (outside the switch room). It has a shield robot and
steel crates on it. Break the central one and use the Treasure Scope to see a
spring. Bounce up to hit a switch with it. Now go to the red area. Under a
giant weight is a safe. Dig in the center to open it and you'll find the last
Chaos Emerald.
================================================================================
=================================White Jungle*==================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
You need to cut through the jungle on the island to reach Rouge in ten minutes
before the island blows. You start running down a slope that springs you to a
vine that leads you to a spring. Bounce up and home attack your way to the vine
bar. Use it to fly up to the next tier. Roll under the low ledge and use
another vine bar to reach the checkpoint.
Run down the slope for a loop that leads to a spring. You end up hitting
another spring and bouncing back and then forward. Avoid the spike tanks and
roll under the fence. You'll boost forward to a vine bar. Use it to bridge the
gap and then run forward (rolling under the fence when the weight is up) to a
vine bar. Take it up and defeat the gunman guarding the fence. Roll under and
follow the path to the checkpoint.
Run down the path to a loop. You'll boost into a cave at the end. Roll under
the fence and follow the rings to a booster. Bounce up to the next level and
roll through the wooden crates. On the other side you'll find the checkpoint.
Run forward to experience speed. At the end you'll swing on a vine to a small
island with robots on it.
UPGRADE: Air Shoes
It would seem that we are trapped. Roll into the crate to unveil a hole. Fall
in and you'll see the upgrade. The Air Shoes let Shadow use Light Dash. When
you see a trail of rings, press B to Light Dash across them. Basically, you
collect them all and go to the endpoint of the line.
Roll under the fence by the upgrade to see a trail of rings. Light Dash across
and you'll reach another platform. Light Dash off of it to see a spring.
Bounce up and boost forward for a high-speed sequence. It ends on an island in
the air. Home attack the robots (one is the gold robot) and Light Dash to the
vine bar. Run forward, avoiding enemies and the weight, and roll under the
fence. Collect the capsules at the bottom of the screen and then bounce up.
Touch the vine bar to be brought to the Goal Ring.
+-----------------+
| Mission 2 |
+-----------------+
Shadow has the least number of stages out of anyone. I just wanted to share
that with you. This is really easy. Aside from myriad rings along the loops
and the like, there's a 20-ring capsule that you bounce into almost
automatically after the first checkpoint and there's a switch under a metal
crate nearby that causes a line of rings to form so that you can Light Dash
them.
+-----------------+
| Mission 3 |
+-----------------+
After the third checkpoint, get to the point just before where you'd grab one
vine bar and it would take you to two others and then the Goal Ring. When at
the first vine bar, run backward to an ancient shrine. Play Mystic Melody by it
and a series of platforms forms. Jump across it, home attacking your way to a
vine bar. Take it to a platform with a an electrified enemy ahead. Wait for
the electric field to lower and then home attack it. Another enemy appears as
you do, allowing you to home attack it. Do this to reach the Chao.
+-----------------+
| Mission 4 |
+-----------------+
You have three minutes, which is more than enough time to complete this mission.
14,000 points will get you an A. You'll probably have thirty seconds or more
left over in the end.
+-----------------+
| Mission 5 |
+-----------------+
Lucky for you, there are no spikes on the loop paths like in Green Forest.
First, at the end of the starting half-loop you'll have to jump to the spring.
Second, you should use the same Light Dash trick I mentioned in the second
mission (under a metal crate after the first checkpoint is a switch that causes
a trail of rings to form). Third, a vine bar a little further along in the
stage has been replaced by floating platforms that you must jump to reach a
spring.
Fourth, a trail of rings that you could conveniently Light Dash across is now
gone. To cope with this, take the path you would if you were getting the Air
Shoes. Finally, near the end of the level are two weights. Use them to jump to
a catwalk above. And of course, the enemies are just a whole lot classier.
Since 13,000 points are needed to get an A, defeat every enemy you encounter.
The time bonus will do the rest for you.
================================================================================
===================================Route 280*===================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
Route 280 is really easy to beat, but it has super-tough extra missions. In
Rouge's car you must find Tails, who is seeking out the president's limousine at
the current time. Rouge's car is unstoppable. It can ram any other car and
come out unscathed. Press A to accelerate and move, B to brake, and Y to boost
every time you get twenty rings. I suggest that you boost only in straight
sections. Sometimes there will be ramps and holes in the road. The wall may
even have a break. After a long stretch of road you reach Tails in the Tornado
II.
+-----------------+
| Mission 2 |
+-----------------+
The rings are your for the taking. Seriously, they just have rows of rings
lined up as you drive. Take the balloons at the pit stops before checkpoints,
too, as they hold 20 rings. If your goal is an A, you have two entire minutes.
+-----------------+
| Mission 3 |
+-----------------+
In this wonderfully thought-up mission, you cannot hit other cars. This isn't
that hard, though. I've never come across more than two cars at a time.
However, you should be cautious when around drivers that swerve in and out of
either lane. You should pass them as quickly as possible. Also, sometimes when
you're trying to drive along the wall to pass someone, the other driver will
come speeding at the wall (and thus you).
Remember, no matter how careful a driver you are, there's always the possibility
that another driver will hit you. Drive extra-slow around 90 degree turns and
in tunnels. I used this line earlier to describe Route 101. This mission is
just a drizzle, whereas the next is the storm.
+-----------------+
| Mission 4 |
+-----------------+
Let me teach you what I call the infinite lives trick. When you hit the wall,
immediately press start and then exit the stage before you lose a life. In this
way, you won't blow every last life you have on this godforsaken mission. You
cannot hit the walls. This mission seems harder than Tails's. It puts to the
test every skill you will develop in racing. First, let me teach you the basic
trick to rounding turns.
When driving, you hold A to accelerate, correct? Release it when you need to
turn and then direct the control stick in the way you need to turn. When the
car is good to go, continue on with A. Now, sometimes it is wise to hold A when
turning. These are for very slight turns like the ones at the beginning. Let
me tell you that one of the hardest parts of this mission is in the final
stretch.
Because you waste so much time avoiding the walls, you hardly ever catch up to
Tails. But, it can be done. Do not go out of your way for rings and do not
boost. This means, do not enter pit stops, which are especially dangerous. If
you're a seasoned driver, certain points on the highway can be boosted on.
Never boost in a tunnel. That is where you will hit walls time and again.
Pressing B to brake is way to slow to be of any use. Release A to slow down.
Ramps are recommended, as they straighten you up. Keep all this in mind when
playing. Good luck.
+-----------------+
| Mission 5 |
+-----------------+
This is by no means as hard as the above mission, but it is no cakewalk either.
There is a good deal more cars. They kill your speed; do not hit them. Walls,
as well, aren't helpful to you. However, you can hit either and not lose a
life!
What makes this mission hard is that you get thirty seconds less than normal
from each checkpoint. You need about twenty seconds (if you don't boost) to
catch up to Tails on the final stretch. To save up that much time, boost
frequently. Do not boost yourself in tunnels or into walls, for this will
almost always result in a crash. If use every second of your boost well and you
don't crash, you'll do fine.
================================================================================
===================================Sky Rail*====================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
Sky Rail is a level in the Pumpkin Hill area. You start grinding a rail. Press
B to actually grind and you'll fly into a booster that leads to a spring. Go
forward and home attack the fan-like object to make it rise. Hit it until it's
at its top and then home attack the 10-ring capsule ahead. Jump forward to
another tier. Look left to see a rocket. Jump to it and take it and you will
fly forward right to the checkpoint.
Boost onto the rail and grind down. When it ends, land on the right rail and
jump to the spring at the end. Roll through the enemy you land by and home
attack the fan to go up. At the top, home attack the capsule for a 1-Up and
then home attack the fan. At the top is another, rather unnecessarily placed
checkpoint.
Start grinding down the right rail (it has a capsule on it). At the end, run
left and home attack the hovering robot. Home attack the fan and take it up to
a capsule. Then home attack to another fan. Bounce up and home attack the
robots at the top and hit another spring to bounce right onto the checkpoint.
Take the right rail and start grinding. At the end, go forward and home attack
the fan to the top. Jump up the tiers and take either rail behind the upside-
down V. At the end, run forward. There's the Goal Ring.
+-----------------+
| Mission 2 |
+-----------------+
You have a minute and fifteen seconds if you want an A. There's a 10-ring
capsule after the first fan and there are several capsules along each rail.
While grinding, press A and over to jump to another rail. This way, you can
collect all the capsules on two rails. There are plenty of capsules on the
floating island after the rails succeeding the second checkpoint. You won't get
much further in the level if you want an A.
+-----------------+
| Mission 3 |
+-----------------+
Get to the second checkpoint. Behind it is an ancient shrine. Light Dash
across the rings that form to be brought to a new island in the sky. Use the
fans to reach the next tiers and go around to another fan. Home attack it to
reach the poor lost Chao.
+-----------------+
| Mission 4 |
+-----------------+
You know a level's short when Sonic Team gives you two minutes to complete it.
However, you can save twenty seconds or more on this level very easily. Of
course, points are going to suffer in this mission. First, when you start,
switch between the rails to get all the rings and then press A at the right when
released to do a trick worth 1000 points. Also, instead of taking the rocket,
use the path to the left of it. It may take slightly longer, but it gets you
more points.
+-----------------+
| Mission 5 |
+-----------------+
Sky Rail is like Sonic's City Escape, except they put it late in the game. That
is, Sky Rail is really easy. Of course, hard mode is no exception. First,
you'll notice that the rocket has been replaced by a spike ball. This means
that you have to take the spring to the left. Also, you're going to have to
become proficient at transferring rails. If you're not, you can always jump the
spikes they've placed over the rails.
================================================================================
===================================Mad Space*===================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
Mad Space is the worst item-hunting level in the game. Period. Let it be known
that I hate, deplore, and furthermore can't stand this level. First, the hint
computers are meant to mislead you. The hints you get for some computers are
written backwards. The others will tell you the opposite of the truth. That
is,
a low place would become a high place. Also, gravity gets pretty messed up on
the planets that make up Mad Space. First, you'll need to get the upgrade to do
just about anything in this level.
UPGRADE: Iron Boots
From the start, look around for a switch standing in the open (as in, not under
a steel crate). Press it to make a rocket appear. Use that rocket to reach the
large spherical planet, the lower one. When on it, inside the pillar at the
north pole of the planet is the upgrade. It lets you kick open iron containers.
The upgrade is useful because you need to break crates to hit switches on the
planets. These switches let you use rockets, your only means of transportation
to other planets. Now don't get me wrong; there's a lot more to hate about Mad
Space. I'm getting to it. For one, the place is absolutely enormous. There is
no effective way to scan the entire place at all.
One thing that Mad Space tells us is that ARK does, in fact, have some of field
around it that contains oxygen. That's what I think the border is. Anyways,
like I said, the gravity is distorted on all the planets. It messes up your
camera view and often you cannot jump off them. Expect to play this mission a
few times before you get an A.
+-----------------+
| Mission 2 |
+-----------------+
Just keep telling yourself that it's almost over. You have two minutes and
thirty seconds if you want to pull off an A. However, this is one of the easier
missions for a simple reason. Use the Treasure Scope to see tons of rings
around where you start. The lower regions have all the useful items, like 20-
ring capsules. If you do this, you'll have 85 rings in no time. Now drop down
to the lower platforms in the level. They also have many rings and capsules on
them.
+-----------------+
| Mission 3 |
+-----------------+
When you start, go forward and crush the crate to expose a switch. Press it and
then go to the above platform. Take the rocket up and glide to the blue planet
(the Holy Planet. Get it? It has holes in it. Pretty punny, huh?). Take the
rocket on it to the tip of ARK. Take the rocket you fall to. Take it up and
then the rocket you land by up to the part you want. Crawl up it and onto the
platform sticking out. Glide to the right and you'll see a metallic platform
with a tentacle monster on it. Play Mystic Melody by the shrine behind it and
jump into the warp. Break the metal crates and jump in another. Defeat the
robot and into another you go. This time you find the Chao.
+-----------------+
| Mission 4 |
+-----------------+
You have four minutes and thirty seconds to do this mission. That seems like a
while, but it's not. Here's what you should do. Take the rockets to ARK and
see if your radar starts blinking along the way. If it doesn't, your shard is
either on the lower platforms or on the grayish brown planet. Also, you're
going to want to use hint monitors. I suggest that you do. Even though they
are warped a bit, they are very useful. Now, as I've said, I do think that a
lot of it is luck of the draw. If you can't find your first emerald within the
first minute and a half, I'd exit the level and restart.
+-----------------+
| Mission 5 |
+-----------------+
Go forward and press the switch. Take the rocket above to the blue planet
(glide). Climb down the side of it until you can no further. Then jump off and
glide into the shard (it is directly below the planet, almost touching it). Now
go to the grayish brown planet with green stalactites on it. Under it is a
platform with the shard under it. This planet has the worst gravity. If you
run past the ring around it, controls are messed up. Run down the side to the
bottom of the planet. A good running jump will get you to the shard. Now take
the rockets up to the Holy Planet and then to ARK. To create that rocket, hit
the switch in the capsule the rocket is situated on beneath the steel container.
Take these rockets up as far as you can and then glide around the ledges to
where the radar reads green. Look into the distance a bit to see a platform.
Glide to it and you'll see two pairs of spikes and a meteor. If you run out of
rings here, dig for some. Do a spiral kick to reach the emerald at the top of
the ring trail (rotate the control stick 360 degrees and then press B).
================================================================================
==================================Cosmic Wall*==================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
I don't know why this only applies to this level, but the gravity is weak and
you can jump very high. You also go up by hovering. Jump up the first two
platforms by hovering. Go left and repeat the process. Follow the arrows,
defeating enemies as you go, and hover up another platform. Defeat the bomb
robot and go forward, hovering up some more. Hover over the weight to the next
level. Target the enemies before going (remember, the green things can be
targeted) and then head forward and up a bit more.
Go forward, defeating the enemies ahead. Shoot the tentacle monsters (they can
reach out and attack you) to your upper-right. Now shoot down the pyramid-
shaped object ahead. Hover up to the next level. Continually hover up,
destroying the pyramids in your path, and you'll reach three tentacle monsters.
Defeat them and the green things around them. Go forward and jump up, following
the yellow arrows. You'll reach the checkpoint.
Hover up, destroy the metal pyramid, and shoot the bomb robots behind it. Go
forward again, clearing out assailants as you go. Hover up and bounce to the
next platform. Decimate the pyramid and jump to the next platform. Hover up
some more and bounce to another spring.
From there, bounce up to a higher platform. Repeat this process, bouncing and
hovering up, until you reach the top of this pit. You'll have to use a pulley
along the way and destroy metal pyramids, too. You're at the end when you go
over the wall. You can fall to the bottom, but there are also points to be
gotten along the way.
UPGRADE: Protection Armor
This will be useful to you later. It is not essential, however. As you fall,
hit the rocket switch in the upper left-hand corner. Hover to where the cages
were broken. In there is the upgrade, which adds another meter to your health
gauge (another color actually). Like I said, before falling to the bottom you
may want to rack up a few points.
You need a lot of points to pull off an A in this level. At the bottom, defeat
the enemies and go forward to the checkpoint.
Move forward and stand on the platform. Now, if you need help getting all the
very many points you need to get in this level, pay attention. As you go,
you'll see some containers. Shoot each individually to rack up tons of points.
There are plenty of other enemies to shoot to add to your score along the way.
At the end is the checkpoint.
Go forward to yet another shaft. In here there are two tentacle monster to
worry about. Other than that, just hover up it like normal. Now drop down,
hovering along the way to shoot many enemies and pick up points. At the bottom,
go forward to the checkpoint.
Hover across the gap ahead and shoot the metallic pyramid. Continue forward,
annihilating opposition as you see it, and eventually you'll reach two bomb
robots. Shoot them down and go forward. Hover up (the camera angle changes,
too) and destroy the objects ahead. When you see a giant weight, ride it to the
top and hover up. At the top, go forward and hover some more. Really, it's
more like levitating. Continue along the path. It's pretty obvious really.
Just watch out for some tentacle monsters that come out. At the end is the
checkpoint.
Levitate forward and bounce to a new platform. Destroy the robots in the shaft
as you ascend within it. Hovering, bouncing, and rising with pulleys should be
your chief mode of transportation. At the top you'll fall over a wall and have
to go down. Shoot the enemies as you go down (hovering is quite a risky
proposition considering the presence of tentacle monsters). At the bottom, go
forward to the checkpoint.
This feels like you're replaying the exact same section over. Step onto the
platform dead ahead to be strapped in. Here's where you'll tip the scales and
get 80,000 + points, the requirements for an A on this level. There are tons of
those metal canisters here. Target them (one at a time) to get lots of points
at a time. Repeat this over and over until you've gotten enough. As you enter
a tunnel, a giant drill comes after you. There's nothing you can do about it,
so just go to the Goal Ring.
+-----------------+
| Mission 2 |
+-----------------+
Since Eggman and Tails are identical in controls, and considering that this is
the last Eggman level, you should be very good at dodging attacks. Collect
every ring you find and you'll beat this. They give you a 20-ring head start at
the beginning. When you first see a weight, look left for a stockpile of rings.
The upcoming checkpoint is also good for rings.
+-----------------+
| Mission 3 |
+-----------------+
Get to the second checkpoint. To the upper-right is a catwalk with a metallic
pyramid on it. Shoot the latter down and you'll find an ancient shrine. Play
Mystic Melody and bounce on the spring to a new platform. Hover up a bit more
and you'll see a huge meteor to the right. Shoot it repeatedly like you would a
pyramid and it breaks. Get on that platform and go up some more to another
meteor. Shoot it down and use the springs ahead to bounce to a pyramid. Bust
it open and retrieve the Chao.
+-----------------+
| Mission 4 |
+-----------------+
This is a long level. This mission gives you more time than any other mission
in the game. You get eight minutes to blaze through with 80,000 + points. I
really don't see why they don't just switch Lost Colony with this mission and up
the difficulty on Lost Colony a bit. This is just such an easy stage. Rush
through the walking parts of the level. Pick up a few points here, locking-on
as you run, but do not stray from your typical course just to get 100 extra
points. Pick up all the real points in the two platform-on-the-rail sections.
Remember the trick, people. Shoot one of the canisters at a time and you'll
pick up tons of points. Easy A, here I come.
+-----------------+
| Mission 5 |
+-----------------+
The main difference between this and the original is the usual proliferation of
enemies. Aside from that, Cosmic Wall is its same old easy self.
================================================================================
==================================Final Chase*==================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
You start the level grinding down a rail. Grind your way down and you'll fly
right at some springs. Take the collective ten rings in the capsules and hit
the checkpoint.
Run down the slope, avoiding the meteorites. At the bottom is a tentacle
monster. Home attack it before it can attack you and then you'll see a spinning
drum. Jump onto it and you'll start rotating around on it. Run to the top and
run forward to a shield robot. Roll into it to defeat it. Bounce on the
springs ahead and home attack the capsule to the left.
Home attack the tentacle monster nearby and bounce up onto a tunnel. Run
forward to some spinning drums. Jump across them carefully to reach the other
side. A hovering tentacle monster awaits you. Hit the spring below it to
bounce to another spinning drum. Take the pulley up near the top and jump
forward to another drum. Spring to a booster that leads you to more drums.
Avoid the meteors and get to a vertical set of them. Take them up to be sprung
to the checkpoint.
Run down the slope, avoiding meteors as you go. Boost down to a short tract of
flat land. Jump forward to defeat a tentacle monster and then rotate around the
drums (avoiding the electric barriers, obviously). At the end, run forward past
a bomb robot to the checkpoint.
Home attack up the spinning drums to see three squares. Fall into the right
one,
the left one, and finally into the middle. This will cause Shadow to run into a
rail. When on it, Light Dash to the spring and use the spinning drum to a hit
20-ring capsule, home attack a tentacle monstrosity, and home attack to the next
drum.
There are a few more series of spinning drums. They end at a 10-ring capsule
followed by a booster to a spring. Bounce up and roll into the shield robot to
kill it (yes, I realize that robots cannot be killed). To reach the next three
spinning drums you must home attack the hovering tentacle monsters and then home
attack to them. At the end you'll bounce right to the checkpoint.
Grind the red rail and run down the slope to a rail that leads to a spring.
This spring bounces you to another rail further along in the level. It ends on
another rail that ends on a green platform. Home attack the adjacent spinning
drums (upper right) and take them past a tentacle monster to a checkpoint.
Run forward, up a vertical wall, to be bounced onto a new catwalk. Run forward
and Light Dash along the rings. The speed should send you close enough to a
spinning drum to be attracted onto it. From there jump onto all the other lower
spinning drums until you reach a path below one of the slanted ones. Run
forward on it to an orange rail. Grind along it to another spinning drum
series.
Go along them, avoiding a hidden electric barrier, and you'll end up on a new
walkway.
Light Dash the rings to get onto the right rail. It seems to be thinner than
the other somehow. Grind along it to bounce to more spinning drums. Just
standing in the right spot will draw you to the next. When you reach the
vertical one, go up and stand on the right side to be drawn to another
horizontal one.
From there, jump to the next walkway. Run forward and you'll boost up a rail
and through one of the blue-tiled tubes. At the top, go down through the tunnel
the arrow points to in order to find another checkpoint.
Run forward, jumping to the first spinning drum. Ignore the spring and jump to
the drum ahead of it. Bounce on it and then the next three obvious springs to a
1-Up capsule. Then jump (home attack to jump further) to the long segmented
drum to your right.
Take the pulley on it past two tentacle monsters and jump to the drum. Take it
up and bounce on it at the top. Take the rocket at the end of the platform
across quite the distance. Go down on these drums (just keep going down,
avoiding the meteors) to a spring. It bounces you to the Goal Ring.
+-----------------+
| Mission 2 |
+-----------------+
Hooray for Shadow levels! You'll have ten rings by the time you reach the
checkpoint (which really didn't need to be there). Jump forward off the hill
and you'll reach a hovering tentacle monster. Home attack it and subsequently
the 20-ring capsule. Pick up other rings on your path until you reach the third
spring. Bounce to the left over the high catwalk to a lower one with 5 rings
and a spare life on it. This level is remarkably easy as it is littered with
capsules.
+-----------------+
| Mission 3 |
+-----------------+
Get to the sixth checkpoint. Specifically, get to the part where you must home
attack the tentacle monsters to reach the spinning drums. Get to the top of the
first vertical drum and you'll see a spring. Jump to the pulley behind it
instead and take that to an ancient shrine. Play Mystic Melody and Light Dash
the rings that form. Go to the spinning drum and carefully use it to reach a
pulley. That drum is fraught with danger in the forms of meteors, electric
fences, and hardly any rings. Take the pulley to the lost Chao.
+-----------------+
| Mission 4 |
+-----------------+
You have five minutes and thirty seconds. Grind on rails and quickly get off
spinning drums. In areas with widespread drums, you can jump across them to
save time. This isn't a particularly hard mission, just don't waste time.
+-----------------+
| Mission 5 |
+-----------------+
First, there are meteors everywhere. There are also many more enemies,
especially rapid-fire tentacle monsters. However, all these tentacle monsters
are great if you need 10,000 points (A requirements). Also, there are several
drums that you must reach either by homing attacks, springs, or rails. However,
if you're home attacking, do not overestimate the gravitational pull of the
drums. This will often be your undoing. I'd say that this is the hardest non-
timed mission in the game.
================================================================================
=================================Cannon's Core*=================================
================================================================================
+-----------------+
| Mission 1 |
+-----------------+
-------------------------------------Tails--------------------------------------
Tails is busting out first. He must destroy a security door to let the others
into the chamber above the cannon. When you fall down, shoot the dynamite packs
on the door. Through it is a shield robot. Skipping over it is the best
strategy. In the next room is a bomb robot. Through the other door you'll see
a strange switch. I will call these Time Switches. Hit it to freeze time.
With time frozen, go forward and through the door. In the next room are a few
gunners and a tentacle monster. Get up to the latter and continually shoot
until you kill it. Now go forward and get on the platform that descends. Shoot
all the robots as you go down. Take out the five packs of dynamite at the
bottom and go through the door. Hit the Time Switch to lower the lasers. This
also stops the in-game clock. Go forward, past a bomb robot, and shoot another
Time Switch. Shoot the enemies and then drop down the pit. Hover to radically
slow your descent.
When you can, shoot the dynamite on the door and go through. Avoid the bomb
robot that you'll meet and go forward to some gunners and a tentacle monster.
Defeat it and go through the door. Shoot the Time Switch to freeze the weights
and lasers. Go through the door (shooting the Time Switch again on the way
out).
Shoot the bomb robot before time marches on again. Target the Time Switch in
the room and look left or right. When the platform is near the next tier, shoot
it. Use it to reach the next level. Shoot the Time Switch again and go forward
to a weight. Take it up to a door. While time is still stopped, shoot down the
security door.
-------------------------------------Eggman-------------------------------------
Eggman is up next. Directly ahead of Eggman are three shield robots. Shoot
them as they try to shoot you. Continue forward into the next room and shoot
the gunners that fall and surround you. Through the door is a bomb robot. Go
forward past it to an elevator platform. Take it up, shooting enemies along the
way. Go through the door at the top and you'll see two tentacle monsters. This
may seem impossible to bypass without losing rings, but think again. Run
between them, shooting them the entire time (this way, they are defending).
Once behind them, beat them easily.
Go through the door and shoot the 20-ring capsule. Take the pulley below it
down to two shield robots. Wait for them to charge a blast at you and shoot
them. Go through the door they were guarding. Three hovering tentacle monsters
swoop down to attack you. Avoid their lasers and you'll be fine. Shoot the
Time Switch at the end and go forward. Shoot the Time Switch when the block to
the left is partially submerged in the acid (so you can jump onto it).
Quickly jump forward to the block between two other higher blocks (upper-right)
and then hover over the edge to a another block. Here, jump around for a while.
The left block on the acid floor (in the middle) has a block that rises from it.
Ride it up to a door you should go through. You should be able to target a Time
Switch. Shoot it and run through the hall, all the while shooting the Time
Switches (it is safety). At the end is a checkpoint.
Through the door you'll see a platform. Jump to it and it fades away. Fall
freely, just hover to avoid tentacle monsters and lasers. At the bottom are
three Time Switches preceding a lake of acid. Stop time and drop to the
platform in it. Hover to the next and go through the door. If time is still
ceased, shoot the tentacle monsters to defeat them. Go through the door.
Welcome to the final room in Eggman's part of the stage. Shoot the Time Switch
when a block coming from the right is in line with the next tier to the left.
Jump up two blocks onto the next tier. When there, look at the Time Switch. A
block should rise by it periodically. Shoot the Time Switch when it is
accessible and hover to it. Then, when time restarts, take it up to the door.
Shooting down this security door lets the others into the next portion of ARK.
-------------------------------------Rouge--------------------------------------
Rouge is next. Her goal is to drain the liquid from the core. The switch to do
this is in the center of the chamber, but you need to unlock the cage around it.
Climb the pillars around the switch (the notches force you to go in a certain
path) to the topmost one. There's a Time Switch on it. Before activating it,
look around for where the yellow liquid is pouring out (look toward the third
pillar).
Hit the switch and jump in that direction. The hall is covered in a waterfall
by the liquid on the lowest level. Inside, defeat the shield robot and drop
into the acidic chamber below. Glide to the far wall and hang there for a block
to come out. Hit the Time Switch beneath the opening right after the block
emerges. Run into the passage and go left or right.
Glide into the hovering monster to defeat it and jump up, hitting the Time
Switch before the monsters can spring back to life. Defeat the slender one to
see a switch. Hit it and the switch in the middle of the great chamber opens.
Return to the previous room and hit the Time Switch. Drop to the spring and
bounce up to the passage you entered by. Run forward and go through the
waterfall before time flow resumes. Hit the switch.
------------------------------------Knuckles------------------------------------
With the cannon drained of its liquid, the chamber that Rouge played in is now
completely submerged, save the top. Knuckles must destroy the final security
door to the core right in front of him. However, there's a switch to press to
destroy it. I highly recommend that you have the Air Necklace for this.
Dive down and hit the Time Switch on the pillar (the one Rouge used). Quickly
surface and run past the immobile tentacle monster and where a laser wall would
normally be. Now drill claw the metal crates to be sprung up to a pulley.
Press the switch ahead of you and the bars that were in Rouge's section have
come undone.
Dive down into the main chamber from Rouge's part of the level and find the open
tunnel. Swim through, avoiding the tentacle monster's lasers, and then go
right.
Past the acid block is a Bomb that you can use to defeat the enemies here. Now
surface and hit the switch to undo more bars. However, the current is too
strong just to swim through. Find the Time Switch in the room (right over the
tunnel you came to this room through) and then quickly swim through the passage.
You can run through by diving down with B and jump at the end to just barely
make it. In here, dive down past the lasers (a Shield capsule in here is very
helpful) to a Time Switch. Swim through the tunnel ahead and hit the Time
Switch after the cages to continue. At the end, swim past the tentacle monster
and go down a bit to see a switch. Press it to open the security door above.
-------------------------------------Sonic--------------------------------------
The last part of this level is done as Sonic, in which you must actually get to
the core. You start sliding down a rail. It ends at a Time Switch. Hit it and
home attack across the gap. Through the door, go forward and home attack a
final enemy before the Time Switch wears off. Go right through the door (and do
not pass Go) and roll into the shield robots to defeat them. Now, to defeat
this enemy, use the Magic Hands attack (if you don't have the upgrade, home
attack at it and then home attack toward the screen).
By defeating the enemies, the door behind you is open. Go back and go through.
Here, jump over the laser wall and attack the tentacle monster before it can
spawn some miniatures. Now hit the Time Switch beneath where it hovered and go
forward to see some of that yellow liquid you love below you. Jump in and jump
out periodically so that you don't get swept off your feet in the current.
Toward the end, bounce to the Time Switch and hit it.
Drop down and roll under the low ledge to the golden robot. Go forward into a
red tunnel (be wary of the block that tries to push you into the acid wall) and
you'll be boosted to a steep path that has the yellow liquid pouring down it.
Home attack your way over the hill and then ride down (so that you're going
forward) to the Goal Ring and the core of the cannon.
+-----------------+
| Mission 2 |
+-----------------+
There aren't too many hidden rings here. Just take them as they come. Now,
here's how to deal with tentacle monsters when you're Tails or Eggman. First,
you can use Time Switches. This is the best way to deal them death. You can
also continually fire at them so that they are constantly defending. Draw
closer and shoot. Now, Eggman has two of them right next to each other in his
part of the stage. To bypass them, run forward, continually shooting, and then
take them out from behind.
+-----------------+
| Mission 3 |
+-----------------+
Nothing happens until you reach Eggman's section. Directly after the checkpoint
in his section you'll see a large, laser-filled shaft. Do not step on the
platform here. Instead, hover over the platform to the door on the other side.
Take the shield that forms (it's building up to something) and finish this
section normally.
As Rogue, look left from where you fell to see a blue tunnel (opened by Eggman).
Enter and play Mystic Melody by the ancient shrine. Take the shield and finish
the section.
As Knuckles, floating platforms have appeared. Take them up to a pulley and
play Mystic Melody at the ancient shrine. This time you get a magnetic shield,
ooh. Finish Knuckles's section normally.
Now it's Sonic time to shine. Get to the point in his section where you find
the yellow rapids. Go up the hill and you'll see a trail of rings. Light Dash
(hold forward when you do) them and then defeat the tentacle monsters. Through
the door are three gunners and the lost Chao.
+-----------------+
| Mission 4 |
+-----------------+
Cannon's Core is not a very hard level in my opinion; beating it in seven
minutes is a walk in the park. First, use every Time Switch to the fullest.
They free the game's timer, which helps A LOT. By using them to the fullest, I
mean that you should not abandon them until you have everything perfect. In the
Tails/Eggman sections, clear out enemies ahead before you leave the Time Switch.
Also in those sections, shoot the Time Switch before you leave the room.
Another common mistake in the Tails/Eggman sections is dawdling. To be precise,
shooting unnecessary enemies. As a rule of thumb, don't attack it unless you
have to or unless it is inevitable. In Eggman's laser shaft, just fall
skillfully. If you have all the upgrades, taking out one enemy takes out the
others around it.
Then we have Rouge and Knuckles. They have huge opportunities to waste time in
them. For instance, when swimming you might not make it through tunnels, you
might have to surface (which is why you should get the Air Necklace), etc.
However, most of these things happen when time is frozen, so the risk is
minimal.
Just getting through them with at least forty seconds left (you'll probably have
much more) will get you through this mission. That's all you need.
Rush through Sonic's section as fast you can. There's no strategy involved at
all. You should be able to finish up with enough time easily. The problem is
getting an A. You need 29,000 points to do that. Keep practicing and good
luck.
+-----------------+
| Mission 5 |
+-----------------+
It should be interesting for you to see how they made the last stage harder.
This is the very last mission of the game, so there's nothing you haven't seen.
The difference lies in enemy numbers, Time Switch removals or relocations, and
in a few new traps. Of course, this still isn't very hard.
--------------------------------------------------------------------------------
__________________________________________________________________________
/ \
/ \
||--------------------------------Section 4*----------------------------------||
\ /
\__________________________________________________________________________/
================================================================================
===================================Kart Race*===================================
================================================================================
Section 4 is devoted to all the other emblems in the game. Yes, the idea of
Sections 2-4 are for you to get all 180 emblems. Three of those emblems are
unlocked in the mini-game Kart Race. To unlock Kart Race, simply complete the
story mode (first) missions for Route 101 and Route 280. This will allow you to
play it in Battle Mode, too. Initially there are six racers and three modes.
Later on, you can unlock six other karts (same racers). To unlock alternate
karts, simply get every emblem for that character. This does not include the A-
rank emblem. First, I'll tell you what each of the stats means. Second, I'll
discuss each character's strengths to see which is the right one for you. After
that, we'll discuss driving techniques to employ in the races. Then I'll break
down the racetracks for you.
--------------------------------------------------------------------------------
Stats
--------------------------------------------------------------------------------
Speed: This is how fast your character can go. Speed does not mean
acceleration,
which is a totally different stat.
Acceleration: The amount of time it takes for you to achieve greater speeds is
inversely proportional to your acceleration. That is, the higher your
acceleration, the sooner you can go faster.
Brake: This tells how strong your brake is. The lower it is, the longer it
takes to stop by braking (B). Since you hardly ever use your brake, this is a
fairly meaningless stat.
Grip: Your grip is how much traction your car's wheels have with the road. This
is basically how well you take sharp turns - whether you skid into the wall or
you make a steady transition from skidding to control.
--------------------------------------------------------------------------------
Characters
--------------------------------------------------------------------------------
Sonic: As always, Sonic is a speed demon. Sonic is weak in all other areas but
speed. This is not a setback at all in the first race, and only a minor hassle
in the second. But in the Expert Race where making clean turns in essential,
Sonic does not shine. I'd recommend him for the first two races. Most people
use him for all three, though. His alternate kart is just a more advanced
version of the original.
Tails: Tails specializes in acceleration. This means that Tails will jump ahead
of the other racers at the start of the race, but this head start will wear off
when the others' acceleration kicks in. Tails is pretty average in all other
respects. I recommend him for the Expert Race. That's because Tails will be
able to recover well from crashes and the like. However, Tails is not as good
in general. His alternate kart is a Chao racer.
Knuckles: This is my favorite racer. He has good grip, which is good for the
latter races. His speed and acceleration are both not only above average but
they are also almost even. This combination will not put you in first for the
entire race, but it will let you catch up and overtake opponents. But his
alternate kart, which is another "advanced" kart, is my real favorite. He's
better in the last two races.
Shadow: Shadow = Sonic. Their stats are exactly the same. Basically, play as
Shadow if you're one of his adoring fans. His speed is definitely his most
outstanding attribute, which makes him ideal for the first two races. Of
course,
many people learn to handle turns with Shadow well, which makes him and Sonic
good in any three of the races. His kart is another "advanced" one.
Eggman: You'd think that with a great grip, above average speed, and descent
acceleration, Eggman would be good. This is not the case. Eggman's grip is
almost equal to his speed, which makes him very slow. His acceleration is
pretty lousy, or at least not good enough to counterbalance his other stats. He
has the best brake (tied with Rouge, actually), though, if you're into that.
Seriously, his alternate kart is a tank. It has missiles and huge boosters,
which is quite intimidating to others.
Rouge: Rouge definitely has an interesting alternate kart. It is a kart made
from an old Sonic enemy (the Robotnik robotic duplicate, the one with the
jetpack). No joke. Rouge is a pretty well-rounded racer. She excels in
acceleration, and has about equal brake, speed, and grip. However, she is not
very fast at all with her lacking speed, which makes her easy to beat in the
first two races. Play with her in the Expert Race, but expect to be boosting
your way through.
--------------------------------------------------------------------------------
Controls and Techniques
--------------------------------------------------------------------------------
Accelerate: This is the most basic control. Press and hold A to go forward. No
matter who you are, your speed steadily increases as you do, some more than
others. Also, I've found that is does make a slight difference in speed if you
hold forward on the control stick. To move, use the control stick (you
automatically go forward, but you can go left or right.
Brake: Press B to slow down and eventually stop. You should not use this very
often.
Boost: Collect 20 rings and you'll have the option of boosting by pressing Y.
This is very useful, but also very dangerous. If you come into contact with the
wall while boosting, your chances of crashing are greatly increased. If you go
on ramps or boosters, you will stop boosting. Also, you stop boosting when you
hit a wall. The boost will wear off on its own eventually. It is to your
advantage to use it in straight stretches of road or when you know you can
easily make an upcoming turn.
Crash: This is neither a control nor a technique, and it is the worst move you
can make. When you make a head-on collision with a wall at high speeds, you
will crash. Even if only a portion of the front of the kart hits a wall, you
can crash. There are other ways to crash, but the above way is the most common.
Crashing takes a few seconds off your time and makes you spin in a circle,
killing any speed you had.
Skid: To skid is to be holding A, release, and then start holding A again. For
a certain length of time that depends on your character, you will not go
completely straight. Skidding has several effects on your kart. First, it
lessens the impact of hitting walls. You "bounce" off them. Second, you slow
down a bit and you have hardly any grip. That second property is very useful in
making sharp turns. On the downside, if the side (entire side) of your kart
comes into contact with a wall, you will crash. Since skidding is slower than
regular driving, you can stop by driving straight for a few seconds, which,
again, depends on your character.
Ramps and Boosters: You should always use ramps and boosters unless you are
boosting (they are actually slower than boosting). Both of them straighten your
driving, which stops skidding, and both increase your speed. Ramps send you
airborne, usually over pits. If you hit the edge of a pit, you will have a mid-
air crash that will result in you starting the jump over again. Boosters
dramatically increase your speed. The advantage of being air is to bypass other
obstacles, as well as making you a bit faster. To avoid a mid-air crash, go
right of left a bit when in the air so that you land on solid ground, not barely
ahead of the pit.
--------------------------------------------------------------------------------
Races
--------------------------------------------------------------------------------
Beginner: The only danger here are the walls. There is nothing to this track.
There are boosters in the pit stops to speed you up. Try out different
characters to get better times.
Standard: This is a huge jump in difficulty from Beginner. There are a few
hazards, like holes and the occasional falling into water. What will you slip
you up more often, though, are the turns. Use Standard to determine your best
character and practice making turns with them. Also, learn good judgment for
boosting. Live out the duration of each boost to get a serious edge.
Expert: Traps abound in this race. First, excellent turning skills are
imperative to winning. Watch out for some not-so-obvious traps. These include
90-degree turns with no wall (that is, if you keep going forward you fall into
the sea), holes in the track, and a tilted curve. The titled curve is very
steep. Stay on the high end of it and you won't fall off. When you see a ramp,
take it, but go left or right a bit to assure that you don't hit the edge of a
hole and then fall through.
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
Now I'll list by records on the courses. This is basically a self-esteem boost
for those who feel the need to be better than me. That's the majority of you
because I'm no pro.
Beginner: 02: 03: 23
Knuckles (Kart 2)
Standard: 02: 37: 16
Knuckles (Kart 2)
Expert: 03: 37: 66
Knuckles (Kart 2)
As you can see, I have a clear-cut favorite. By Kart 2, I mean his alternate
kart. If you beat my times, you get an imaginary medal and a plaque. Using
this guide is starting to pay off, huh?
================================================================================
==================================Boss Attack*==================================
================================================================================
Every time you beat a story, you unlock one of the modes of Boss Attack. Hero
Side has you fight all bosses in the Hero Story. Dark Side has you fight all
Dark Story bosses. Beating the Last Story gives you the All option, which
fights every boss in the game (in the order of Hero, Dark, Last Story bosses).
I thought that I might list all the boss strategies from the guide here, but
that might spoil the ending for those that have gotten to the Last Story. So,
you can use the following navigation tool to find where I have the strategy in
the guide. Press CTRL and F (Apple and F if you have a Mac) on your keyboard
and type in the following.
Boss: ______
______ is the name of the boss. Note that I include the numbers at the
beginning of robot names, like in Big Foot, Hot Shot, and Flying Dog, even
though you probably won't need to look them up. Similarly, some bosses are
played twice. This includes Sonic, Shadow, Tails, Eggman, and the Egg Golem.
If you want the second time you fight them strategy, click Find/Search twice.
Simple, no? You get one emblem for clearing each mode, which means that three
emblems result from Boss Attack alone. Before I end this section, I'll give you
tips.
First, when you face Sonic and Shadow the second time, you have lots of chances
to get 100 rings by Light Dashing. This could provide many extra lives for you
if you need them for the bosses in "All." Second, don't waste any lives on
Tails or Eggman the second time. They are really easy if you use the strategy
in the guide. Finally, you do not start over if you lose a life. You just
restart that fight. Let the battles begin!
================================================================================
=================================Other Emblems*=================================
================================================================================
Here's how you can get all the remaining emblems not already covered Section 2
or 3. If we do some math, we can figure out how many there are. There are 31
stages in all, each with five missions. 5 x 31 = 155. That means that 155 of
the emblems come directly from the levels. Here's a list of the remaining
emblems for you that you can check off (print it first). Of course, the same
list can be found under "Extra" and then "Emblem Results." As you may or may
not be able to tell about this is that the __'s are for writing check marks.
Sorry if yours are too big to fit in them.
All A Rank for Sonic: 1 __
All A Rank for Tails: 1 __
All A Rank for Knuckles: 1 __
All A Rank for Shadow: 1 __
All A Rank for Eggman: 1 __
All A Rank for Rouge: 1 __
All A Rank in Cannon's Core: 1 __
Ending of Hero Story: 1 __
Ending of Dark Story: 1 __
Ending of Last Story: 1 __
Chao Race: 5 __ __ __ __ __
Chao Karate: 4 __ __ __ __
Kart Race: 3 __ __ __
Boss Attack: 3 __ __ __
In total, there are 180 emblems to collect. What that does, exactly, is
revealed in the Secrets section of this guide. Happy hunting.
================================================================================
================================Rank Conditions*================================
================================================================================
Since seven of the game's emblems revolve around A ranks, I'll list what
requirements you must meet, point-wise or time-wise, to get an A. In most
missions (the exceptions being Route 101 and Route 208), the first, fourth, and
fifth missions are graded on points. The second and third are graded on time.
Grades range from A to E, A being the highest and E being the lowest.
The setup is as follows:
--------------------------------------------------------------------------------
Stage Name:
Points/Time Needed (M1):
Points/Time Needed (M2):
Points/Time Needed (M3):
Points/Time Needed (M4):
Points/Time Needed (M5):
--------------------------------------------------------------------------------
The M1-5 stand for the first, second, third, fourth, or fifth mission. Now to
begin the judgment. The stages are listed in the order that the game lists them
under "Emblem Results."
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
Stage Name: City Escape
Points/Time Needed (M1): 18,000
Points/Time Needed (M2): 1:20
Points/Time Needed (M3): 2:30
Points/Time Needed (M4): 18,000
Points/Time Needed (M5): 19,000
--------------------------------------------------------------------------------
Stage Name: Metal Harbor
Points/Time Needed (M1): 20,000
Points/Time Needed (M2): 1:10
Points/Time Needed (M3): 0:50
Points/Time Needed (M4): 18,000
Points/Time Needed (M5): 18,000
--------------------------------------------------------------------------------
Stage Name: Green Forest
Points/Time Needed (M1): 15,000
Points/Time Needed (M2): 2:30
Points/Time Needed (M3): 1:30
Points/Time Needed (M4): 12,000
Points/Time Needed (M5): 12,000
--------------------------------------------------------------------------------
Stage Name: Pyramid Cave
Points/Time Needed (M1): 15,000
Points/Time Needed (M2): 3:15
Points/Time Needed (M3): 2:50
Points/Time Needed (M4): 13,000
Points/Time Needed (M5): 14,000
--------------------------------------------------------------------------------
Stage Name: Crazy Gadget
Points/Time Needed (M1): 17,000
Points/Time Needed (M2): 3:00
Points/Time Needed (M3): 5:00
Points/Time Needed (M4): 16,000
Points/Time Needed (M5): 15,000
--------------------------------------------------------------------------------
Stage Name: Final Rush
Points/Time Needed (M1): 13,000
Points/Time Needed (M2): 1:30
Points/Time Needed (M3): 4:30
Points/Time Needed (M4): 13,000
Points/Time Needed (M5): 13,000
--------------------------------------------------------------------------------
Stage Name: Prison Lane
Points/Time Needed (M1): 26,000
Points/Time Needed (M2): 2:30
Points/Time Needed (M3): 2:00
Points/Time Needed (M4): 26,000
Points/Time Needed (M5): 26,000
--------------------------------------------------------------------------------
Stage Name: Mission Street
Points/Time Needed (M1): 25,000
Points/Time Needed (M2): 3:30
Points/Time Needed (M3): 3:20
Points/Time Needed (M4): 22,000
Points/Time Needed (M5): 30,000
--------------------------------------------------------------------------------
Stage Name: Route 101
Points/Time Needed (M1): 2:45
Points/Time Needed (M2): 1:30
Points/Time Needed (M3): 3:00
Points/Time Needed (M4): 3:00
Points/Time Needed (M5): 2:50
--------------------------------------------------------------------------------
Stage Name: Hidden Base
Points/Time Needed (M1): 14,000
Points/Time Needed (M2): 3:15
Points/Time Needed (M3): 2:50
Points/Time Needed (M4): 12,000
Points/Time Needed (M5): 13,000
--------------------------------------------------------------------------------
Stage Name: Eternal Engine
Points/Time Needed (M1): 35,000
Points/Time Needed (M2): 3:30
Points/Time Needed (M3): 2:45
Points/Time Needed (M4): 30,000
Points/Time Needed (M5): 35,000
--------------------------------------------------------------------------------
Stage Name: Wild Canyon
Points/Time Needed (M1): 16,000
Points/Time Needed (M2): 1:30
Points/Time Needed (M3): 0:40
Points/Time Needed (M4): 16,000
Points/Time Needed (M5): 17,000
--------------------------------------------------------------------------------
Stage Name: Pumpkin Hill
Points/Time Needed (M1): 12,000
Points/Time Needed (M2): 3:00
Points/Time Needed (M3): 1:00
Points/Time Needed (M4): 13,000
Points/Time Needed (M5): 16,000
--------------------------------------------------------------------------------
Stage Name: Aquatic Mine
Points/Time Needed (M1): 14,000
Points/Time Needed (M2): 1:50
Points/Time Needed (M3): 1:00
Points/Time Needed (M4): 14,000
Points/Time Needed (M5): 15,000
--------------------------------------------------------------------------------
Stage Name: Death Chamber
Points/Time Needed (M1): 12,000
Points/Time Needed (M2): 2:30
Points/Time Needed (M3): 2:00
Points/Time Needed (M4): 12,000
Points/Time Needed (M5): 12,000
--------------------------------------------------------------------------------
Stage Name: Meteor Herd
Points/Time Needed (M1): 13,000
Points/Time Needed (M2): 2:00
Points/Time Needed (M3): 1:30
Points/Time Needed (M4): 14,000
Points/Time Needed (M5): 13,000
--------------------------------------------------------------------------------
Stage Name: Radical Highway
Points/Time Needed (M1): 14,000
Points/Time Needed (M2): 1:20
Points/Time Needed (M3): 2:30
Points/Time Needed (M4): 14,000
Points/Time Needed (M5): 16,000
--------------------------------------------------------------------------------
Stage Name: White Jungle
Points/Time Needed (M1): 14,000
Points/Time Needed (M2): 1:30
Points/Time Needed (M3): 3:20
Points/Time Needed (M4): 14,000
Points/Time Needed (M5): 13,000
--------------------------------------------------------------------------------
Stage Name: Sky Rail
Points/Time Needed (M1): 14,000
Points/Time Needed (M2): 1:15
Points/Time Needed (M3): 1:10
Points/Time Needed (M4): 14,000
Points/Time Needed (M5): 10,000
--------------------------------------------------------------------------------
Stage Name: Final Chase
Points/Time Needed (M1): 12,000
Points/Time Needed (M2): 1:30
Points/Time Needed (M3): 5:15
Points/Time Needed (M4): 11,000
Points/Time Needed (M5): 10,000
--------------------------------------------------------------------------------
Stage Name: Iron Gate
Points/Time Needed (M1): 20,000
Points/Time Needed (M2): 1:35
Points/Time Needed (M3): 2:00
Points/Time Needed (M4): 20,000
Points/Time Needed (M5): 19,000
--------------------------------------------------------------------------------
Stage Name: Sand Ocean
Points/Time Needed (M1): 25,000
Points/Time Needed (M2): 3:30
Points/Time Needed (M3): 3:00
Points/Time Needed (M4): 25,000
Points/Time Needed (M5): 23,000
--------------------------------------------------------------------------------
Stage Name: Lost Colony
Points/Time Needed (M1): 34,000
Points/Time Needed (M2): 2:00
Points/Time Needed (M3): 2:30
Points/Time Needed (M4): 34,000
Points/Time Needed (M5): 44,000
--------------------------------------------------------------------------------
Stage Name: Weapons Bed
Points/Time Needed (M1): 30,000
Points/Time Needed (M2): 2:00
Points/Time Needed (M3): 2:15
Points/Time Needed (M4): 30,000
Points/Time Needed (M5): 30,000
--------------------------------------------------------------------------------
Stage Name: Cosmic Wall
Points/Time Needed (M1): 80,000
Points/Time Needed (M2): 1:30
Points/Time Needed (M3): 1:30
Points/Time Needed (M4): 85,000
Points/Time Needed (M5): 100,000
--------------------------------------------------------------------------------
Stage Name: Dry Lagoon
Points/Time Needed (M1): 15,000
Points/Time Needed (M2): 2:00
Points/Time Needed (M3): 0:40
Points/Time Needed (M4): 14,000
Points/Time Needed (M5): 17,000
--------------------------------------------------------------------------------
Stage Name: Egg Quarters
Points/Time Needed (M1): 12,000
Points/Time Needed (M2): 2:00
Points/Time Needed (M3): 1:00
Points/Time Needed (M4): 13,000
Points/Time Needed (M5): 13,000
--------------------------------------------------------------------------------
Stage Name: Security Hall
Points/Time Needed (M1): 12,000
Points/Time Needed (M2): 4:00
Points/Time Needed (M3): 0:30
Points/Time Needed (M4): 13,000
Points/Time Needed (M5): 16,000
--------------------------------------------------------------------------------
Stage Name: Route 280
Points/Time Needed (M1): 3:20
Points/Time Needed (M2): 2:00
Points/Time Needed (M3): 3:30
Points/Time Needed (M4): 3:45
Points/Time Needed (M5): 3:20
--------------------------------------------------------------------------------
Stage Name: Mad Space
Points/Time Needed (M1): 14,000
Points/Time Needed (M2): 2:30
Points/Time Needed (M3): 1:30
Points/Time Needed (M4): 14,000
Points/Time Needed (M5): 12,000
--------------------------------------------------------------------------------
Stage Name: Cannon's Core
Points/Time Needed (M1): 29,000
Points/Time Needed (M2): 3:30
Points/Time Needed (M3): 7:30
Points/Time Needed (M4): 29,000
Points/Time Needed (M5): 29,000
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
Note that a few numbers might be off due to the transition of the game from
Dreamcast to Game Cube. For instance, there's a big difference between the
requirements for Cosmic Wall from Sonic Adventure 2 and Sonic Adventure 2
Battle.
Any way you slice it, these numbers are pretty accurate.
--------------------------------------------------------------------------------
__________________________________________________________________________
/ \
/ \
||--------------------------------Section 5*----------------------------------||
\ /
\__________________________________________________________________________/
================================================================================
================================Level-Up Items*=================================
================================================================================
Sonic Adventure 2 Battle has six characters, each with their own upgrades. Some
of these upgrades are needed to beat the game, while others are just there for
fun or convenience. Here's a complete list of upgrades, how to get them, and
what they do.
================================================================================
Sonic
================================================================================
Upgrade: Magic Gloves
Function: Magic Hands is a B attack that you'll seldom use. Using it makes
enemies enter a tiny ball that Sonic holds. You can throw it around at other
enemies as a dual attack.
Obtain: After the second checkpoint in City Escape, you'll find four metal
crates on the ground. You need the Bounce Bracelet and the Flame Ring for this
upgrade. The metal crates are almost immediately after running down the side of
the building. Bounce on the crates to bust them open and you'll fall to this
upgrade.
--------------------------------------------------------------------------------
Upgrade: Light Shoes
Function: The Light Shoes let you Light Dash across a line of rings by pressing
B. It is very useful, possibly the best upgrade Sonic gets.
Obtain: When you reach the first trail of rings that you must Light Dash in
Metal Harbor, look left for a pulley. Ride it up and jump off to the Light
Shoes.
--------------------------------------------------------------------------------
Upgrade: Ancient Light
Function: Charge up a Spin Dash by holding B until Sonic stops. Release B by a
swarm of enemies and Sonic will home attack around them crazily until he kills
them. This is fun, but not essential.
Obtain: Go Green Forest, right before the second checkpoint. In the cave that
has the golden robot, run up the half-loop. At the top, go right a bit and
you'll see a hovering enemy. Home attack the subsequent capsules to find the
upgrade.
--------------------------------------------------------------------------------
Upgrade: Bounce Bracelet
Function: By pressing B in the air, Sonic rolls into a ball and bounces against
the ground, going progressively higher as he does.
Obtain: You'll find this on your path after the first checkpoint in Pyramid
Cave.
It is in plain site; you can't miss it.
--------------------------------------------------------------------------------
Upgrade: Flame Ring
Function: The Flame Ring makes Sonic's roll fiery. More importantly, it allows
him to break steel containers, which you must do to complete Crazy Gadget.
Obtain: After the fourth checkpoint in Crazy Gadget, take the high-speed warp
tube to a new room. Go forward to a gravity switch past three tentacle monsters
and press it to return gravity to normal. When you land, go backwards a bit
(toward the screen) and a spring will bounce you to a higher tier of the room.
Backtrack a bit to where the tentacle monsters were and you'll find the Flame
Ring.
--------------------------------------------------------------------------------
Upgrade: Mystic Melody
Function: Playing Mystic Melody by an ancient shrine has strange effects. Sonic
will need it for every third mission he has.
Obtain: Go to Final Rush. Get to the fifth checkpoint. When you reach the fork
in the rails (purple or orange), take the orange. Grind it and hold forward,
making you land on a platform with a rocket situated on it. Take the rocket to
some platforms to a spring to a vertical rail. Grind up it and you'll find this
upgrade.
================================================================================
Knuckles
================================================================================
Upgrade: Mystic Melody
Function: When Mystic Melody is played near an ancient shrine, strange
happenings occur. You almost always need Mystic Melody in the third mission of
each level.
Obtain: When you have the Shovel Claw, go to Wild Canyon. In the starting area,
jump into the air current to take it out. Now look to the top of the wall to
the right of the air current for a stone slab with a scarab in the center. Dig
into the scarab and you'll enter a room with this upgrade.
--------------------------------------------------------------------------------
Upgrade: Shovel Claw
Function: This lets Knuckles dig by pressing B when in the air or when he is
climbing on a surface.
Obtain: It is directly ahead of where you start in Pumpkin Hill.
--------------------------------------------------------------------------------
Upgrade: Air Necklace
Function: This lets Knuckles breathe underwater forever without having to use
any air bubbles at all. It is extremely helpful in Cannon's Core.
Obtain: Go to Aquatic Mine. First, the water must be Level 3 (the switch in the
uppermost region). When it is, you can drop into a hole from Level 2. Drop in
and enter the mineshaft from there. Go down the first tunnel and quickly go
through the only other available tunnel. Swim down quickly with B to drop
through the wooden beams. Go through the tunnel you see and then rise as
quickly as you can to the room with the Air Necklace.
--------------------------------------------------------------------------------
Upgrade: Hammer Gloves
Function: The Hammer Gloves allow Knuckles to break steel containers. They are
required to finish Death Chamber.
Obtain: Go through the north door in Death Chamber and look right in that
hallway. Punch the wooden crates to your right and you'll uncover the upgrade.
--------------------------------------------------------------------------------
Upgrade: Sunglasses
Function: The Sunglasses let Knuckles see and to interact with invisible
objects.
This is needed for most of the fifth missions that has Knuckles must play.
Obtain: In Meteor Herd, go forward to the central tower. Find a meteorite on a
platform separate from the tower's base and punch it at the nearby door. This
reveals a switch. Pressing it opens the floor of the tower. Drop in and you'll
find this upgrade.
================================================================================
Tails
================================================================================
Upgrade: Laser Blaster
Function: The Laser Blaster is useful at times, but it can be detrimental to
your score. When you shoot one enemy or object, all objects around it are shot,
too. That is, destroying one enemy defeats any adjacent enemies. This helps in
timed missions, but not so much when you need points.
Obtain: Go to the Goal Ring in Prison Lane. Before you touch it, defeat all the
enemies in the room. This causes a gate that was in front of six steel
containers to open. You'll need the Bazooka for this part. Shoot them down and
follow the hallway to the upgrade.
--------------------------------------------------------------------------------
Upgrade: Booster
Function: This lets Tails hover when you press A in air. It is easily his most
useful upgrade.
Obtain: When you reach the part of Mission Street where a large stretch of road
falls and you fall to the road below, go left to the upgrade.
--------------------------------------------------------------------------------
Upgrade: Mystic Melody
Function: Playing this by ancient shrines has odd effects. It is needed for
just about every third mission in the game.
Obtain: This is in Hidden Base. After the first checkpoint you'll find a large,
outdoor area with an Eggman wall in the upper-right hand corner. Fall to the
left to see some steel containers. You'll need the Bazooka to shoot them down.
On the other side are several pillars and the upgrade.
--------------------------------------------------------------------------------
Upgrade: Bazooka
Function: With the Bazooka Tails can break steel containers open.
Obtain: Get to the fourth checkpoint in Eternal Engine. When you get outside
for the first time, cross the catwalk and you'll see a switch below you on a
much lower platform. Press it and use a nearby spring to be launched to an
elevator platform. Use it to enter the room containing the Bazooka.
================================================================================
Eggman
================================================================================
Upgrade: Laser Blaster
Function: Like Tails's Laser Blaster, this defeats enemies around a targeted
enemy when you shoot it. That is, if you shoot one robot and another is nearby,
it is also shot. However, it is better to lock-on to all of them, point-wise.
Obtain: This is in the room that is right after the second checkpoint in Iron
Gate. Shoot the steel containers here and follow the hall to the upgrade.
--------------------------------------------------------------------------------
Upgrade: Mystic Melody
Function: If Mystic Melody is sounded by an ancient shrine, all sorts of things
can happen. Doors open, warps appear, items form, platform materialize, and so
on. It is needed for most third missions.
Obtain: This is found in Sand Ocean. From the starting point, get on the
spinning platform and stand on an arm. When it is pointing toward the left,
hover to the platform to the left. You'll need the Jet Engine to do this. On
the platform is Mystic Melody.
--------------------------------------------------------------------------------
Upgrade: Jet Engine
Function: This is Eggman's best level-up item. By pressing A in the air it
makes his walker hover, slowly descending.
Obtain: Go to Lost Colony. In the room after the first checkpoint, you'll go
around in circles aimlessly forever. Find some metal crates and hop up them to
reach the upper story of the room. Jump across the ledges to the upgrade.
--------------------------------------------------------------------------------
Upgrade: Large Cannon
Function: The Large Cannon is what Eggman uses to destroy steel containers.
Obtain: On the first weapons storage site in Weapons Bed (you start out on it),
go forward to see some garages to the left. Shoot the dynamite packs on the
middle one and you'll find the upgrade.
--------------------------------------------------------------------------------
Upgrade: Protection Armor
Function: This adds another color to your health meter, making Eggman harder to
kill.
Obtain: After the second checkpoint you will drop down a shaft in Cosmic Wall.
Stay in the upper-left corner to drop to a rocket. Hit the switch to fire it at
the cages to the right. Go past where the cages once stood to the upgrade.
================================================================================
Rouge
================================================================================
Upgrade: Mystic Melody
Function: If Rouge plays Mystic Melody by an ancient shrine, something will
happen. This is needed for just about every third mission Rouge has.
Obtain: In the starting area of Dry Lagoon, look right for a stone slab. Dig
into the oval, which I think is a scarab, and you'll find yourself in a room
with Mystic Melody in it.
--------------------------------------------------------------------------------
Upgrade: Pick Nails
Function: The Pick Nails are Rouge's most valuable upgrade. They allow her to
dig with B when in air or when climbing.
Obtain: Go to the blue room in Egg Quarters. Press the switch of the rocket to
make it fire into cages, thus breaking them. Enter the room to find the
upgrade.
--------------------------------------------------------------------------------
Upgrade: Treasure Scope
Function: The Treasure Scope lets Rouge see and interact with invisible objects.
It is needed for quite a few of her fifth missions.
Obtain: This is found in Security Hall. Go to the far end of the yellow region.
There's an ancient shrine just waiting to hear the Mystic Melody. Playing it
causes platforms to appear. Take them to four steel boxes. Kick them open and
you'll have the Treasure Scope.
--------------------------------------------------------------------------------
Upgrade: Iron Boots
Function: The Iron Boots give Rouge the ability to kick open steel containers.
Obtain: Take the rocket from the starting point to a grayish brown planet with
green stalactites on it in Mad Space. On the top is a container-like thing.
Inside is the upgrade.
================================================================================
Shadow
================================================================================
Upgrade: Flame Ring
Function: This upgrade allows Shadow to bust steel crates with a single fiery
roll.
Obtain: Go to Radical Highway with the Air Shoes. Before the first checkpoint
you'll be launched from a booster to a new stretch of road. Stop there and look
to see a cylinder behind you. Roll under it and Light Dash from the rings to
another booster to the Flame Ring.
--------------------------------------------------------------------------------
Upgrade: Air Shoes
Function: The Air Shoes allow Shadow to use Light Dash. This is definitely his
best level-up item. Light Dash is used to cross trails of rings at high speeds.
Obtain: At one point in White Jungle after the third checkpoint, you'll be on a
platform that has a trail of rings leading off of it and seemingly no way to
cross it. Roll into the wooden crate present to find a hole. Fall into it and
you'll get the Air Shoes.
--------------------------------------------------------------------------------
Upgrade: Ancient Light
Function: Charge up a Spin Dash until Shadow stops and says "There's no time to
play games!" Release B at this point and, if you are by enemies, he will wildly
home attack all over the place until he takes out his target.
Obtain: This is in Sky Rail. When you reach the first rocket, go left past it
to another platform. Stand on the blue box and jump off to the left and two
flyers form. Home attack up them to the upgrade.
--------------------------------------------------------------------------------
Upgrade: Mystic Melody
Function: Shadow needs the Mystic Melody for each of his third missions. If
Shadow should play Mystic Melody by an ancient shrine, many things might happen.
Obtain: Reach the third checkpoint in Final Chase. There should be a part in
which you must home attack from a tentacle monster to a spinning drum multiple
times. When on the third spinning drum of this nature, get to the top and jump
to another one directly in front of you. Go up it, avoiding electric barriers
as you go. When on top, jump to the nearby platform for the Mystic Melody.
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
Using our knowledge of level-up items, we can determine which character is the
best among the doppelgangers and the originals. Although it's not particularly
useful to you, I think it is pretty interesting. Note that this is not
referring to opinions, but who has better upgrades. Each of the compared
characters has the same controls otherwise.
Sonic > Shadow
Sonic is better than Shadow for two reasons. One, Sonic has Magic Gloves. This
is a very weak argument in any case. Two, Sonic has the Bounce Bracelet. The
Bounce Bracelet can also be harmful to Sonic, especially when he must Light Dash
rings in the air. Shadow really got the short end of the stick when it comes to
levels and upgrades. He has the least of anyone.
Knuckles > Rouge
The logic is simple. Knuckles has the Air Necklace and Rouge doesn't.
Tails < Eggman
It's close, but Eggman has Protection Armor and therefore more health than Tails
does.
Hooray for upgrades!
================================================================================
==================================Chao Garden*==================================
================================================================================
I debated with myself whether I should cover this or not. Chao Garden is a huge
part of the game. But, my guide was intended to help you get all the emblems,
and nine of them are in the garden. Since this is such a huge section, it will
have a separate Table of Contents. Although I like my * system better, I will
use the number and decimal style for this one to avoid confusion. To jump to a
particular section, type in CTRL, or Apple if you have a Mac, and F at the same
time. Type in the name of the section you want from the table of contents and
then click Find/Search.
-------------------------Chao Garden Table of Contents--------------------------
Section 1.0
1.0 What is Chao and what is Chao Garden?
1.1 How do I get to Chao Garden?
1.2 Starting Out
Section 2.0
2.0 Caring for Chao
2.1 First Evolution
2.2 Hero and Dark Gardens
2.3 Second Evolution
2.4 Mating
2.5 Death and Rebirth
Section 3.0
3.0 Chao Kindergarten
3.1 Fortune Teller
3.2 Health Center
3.3 Principal
3.4 Classroom
3.5 The Bulletin Board
3.6 The Black Market
3.7 Black Market Items
3.8 Infinite Ring Trick
Section 4.0
4.0 Chao Cave
4.1 Chao Race
4.2 Beginner Races
4.3 Jewel Races
4.4 Challenge Races
4.5 Hero Races
4.6 Dark Races
4.7 Chao Karate
Section 5.0
5.0 Chao Transporter
5.1 Tiny Chao Garden
5.2 Cloning Chao
5.3 Abandoning Chao
Section 6.0
6.0 Special Chao
6.1 Chaos Chao
6.2 Character Chao
6.3 Special Colored Chao
6.4 Other Chao
6.5 Controlling Chao Traits
Section 7.0
7.0 Chao Stats
7.1 Standard Stats
7.2 Hidden Stats
7.3 Animals
7.4 Chaos Drives
7.5 SSSSS Chao
7.6 Infinite Item Glitch
Section 8.0
8.0 In Closing
--------------------------------------------------------------------------------
==================================Section 1.0===================================
-----------------------------------------
1.0 What is Chao and what is Chao Garden?
-----------------------------------------
Chao, pronounced like the word "chow," are virtual pets with artificial
intelligence (AI) that were introduced in Sonic Adventure. They were taken much
further in SA2 and even more so in SA2 Battle. Chao is a game on its own. Even
if you hate Sonic and all his friends, you will want this game for Chao Garden.
Chao can eat, learn, swim, fly, climb, walk, run, fight, age, die, and tons of
other things. Nine emblems from SA2 Battle are involved in Chao Garden, so I
will cover getting them and everything else you might want to know. Get ready
to have fun.
--------------------------------
1.1 How do I get to Chao Garden?
--------------------------------
There are two ways to enter Chao Garden. If you're in an action stage, you'll
find three Chao Boxes. The first one has a Chao Key. It lets you enter Chao
World upon your completion of that stage. The other, easier way to do it is to
pick to go there from Stage Select. However, you need to have entered Chao
Garden with that character previously to select them in Stage Select.
----------------
1.2 Starting Out
----------------
When you first start playing in Chao Garden, you have two eggs. You have
several options at this point on how to hatch your Chao. If you want an
essentially good Chao, rock it back and forth while holding it. If you want a
bad Chao, throw it against the wall. This will be explained in greater detail
later on.
==================================Section 2.0===================================
-------------------
2.0 Caring for Chao
-------------------
Here are the basics on Chao (I think that Chao is the plural of the singular
form Chao). First, Chao have a little dot over their heads. This ball changes
to reflect their mood. Here's what the forms mean.
? - They are thinking about something or they are confused.
! - They are about to do something or they figured something out.
Tornado - They are annoyed or tired.
Heart - They are happy.
Aside from that ball, Chao have a few other moods that are reflected by their
actions. Each Chao has an opinion about every other living thing they interact
with (the characters and the other Chao). Chao can be jealous, can hate, and
can be friends with other Chao. This can be shown by a few interactions Chao
might have with each other. Chao can like, dislike (even to the degree of
attacking you), and be undecided toward the character. Here are a few (there
are many more, trust me, and I do not care to list them all) indications of your
Chao's opinion toward you.
Chao Likes You
-----------------------------------------
Come to you when you whistle
Give you a thumbs-up when you whistle
Hero Chao may bow to you when you whistle
Follows you when you walk in the garden
Chao Dislikes You
-----------------------------------------
Crying in general
Attacks you on site
Runs away from you
Throws a temper tantrum
There are many ways to make a Chao cry. Making them cry is generally not a good
idea if you're building good relations with your Chao. If you abuse your Chao
by hurting it, it will either fear you or fight back. Here are a few tips for
befriending your Chao.
-Pet your Chao often. This is a good way of showing affection toward it. Be
warned, though, that petting it too much may spoil it, altering its personality
type.
-Feed your Chao every time you enter the garden. Do not force-feed your Chao,
though. If they throw away the fruit, you can try giving it to them again.
Chances are good that they'll reject it again. Force-feeding Chao may results
in stomachaches.
-Give Chao equal attention. If you have more than one in Chao in the garden,
you should spend time with each. If not, the ignored Chao will develop a hatred
for you and the other Chao.
-If your Chao is sleeping, don't wake it up. Wait a few minutes and it will
wake up on its own. Chao are at the top of their game when they aren't
sleeping,
so give them a while to wake up.
-If your Chao cannot swim (they need 100 swim points or more to be able to) and
they enter water, they will start flailing around as if drowning. Pick them up
out of the water.
-Do not throw your Chao into the sky in hopes that they will fly. This rarely
works and it usually involves your Chao crashing into the wall and diminishes
its favor for your character.
-Do not abuse a Chao with one character just so that it likes the other better.
There are easier ways to get your Chao to like you.
-Do not raise your Chao's stats when it is still a child. If you do, its stat
potential is much lower than if you raise the stats when it is an adult.
-Feed your Chao the type of fruit it likes best. You can find this out at the
kindergarten.
-If you want to build good relations between your Chao, let them join in
activities together. If you pick up a Chao and place it next to a Chao doing
something, the placed Chao will do it as well.
Those are all my tips for now. Here's how you can do a few things. First, to
give your Chao an item, pick it up and walk to them. Fruits, Chaos Drives, and
Animals can all be given to your Chao, as well as a few other items that I'll
explain later. Initially, you will only have access to nuts from the normal
Chao Garden. If you want fruit to fall faster, shake the tree. These are the
basics, and they're not particularly fun. The fun starts when you begin to mold
Chao in a process called evolution.
-------------------
2.1 First Evolution
-------------------
The first evolution of a Chao determines their alignment. Building on the theme
of Hero vs. Dark, you can have a Hero, Dark, or Neutral Chao. Hero and Dark
Chao have their own little jingles that play as they evolve. They evolve in
cocoons that are shaped like raindrops. The first change to your Chao occurs in
their ball that reflects mood. A Hero Chao has a halo, a Dark Chao has a spiky
ball, and a Neutral Chao keeps its round ball. You can alter the color of your
Chao's ball by petting it repeatedly with a certain character before their first
evolution. Here are factors that determine your Chao's alignment. Once a Chao
goes one way, it can never go back.
Hero: Spend the most time with your Chao using the Hero characters (Sonic,
Tails,
Knuckles). You can feed it Hero Fruit to affect its alignment as well. If you
abuse it with dark characters, it leans toward the hero side, although this is
not a recommended method. Lastly, if you feed your Chao fruit from the Hero
Garden or if you raise it in the Hero Garden. Rocking the egg before it hatches
is a good way to set a Chao down the right road.
Dark: Basically switch the words "Hero" for "Dark" (and vice versa) in Hero.
The biggest influence will be by the dark characters, though (Shadow, Eggman,
Rouge). If you shake the egg or throw it against a wall, the Chao will probably
be dark when it comes of age.
Neutral: This is, in my opinion, the easiest evolution to get. Leave the egg
alone, or rock/shake it evenly. Leave it alone and it will evolve on its own
into a neutral Chao. However, to be safe, spend an equal amount of time with
characters of each side in the garden.
Aside from taking sides, your Chao will also take up a particular stat type.
That is, they become either a Swimming Type, Flying Type, Running Type, Power
Type, or a Stamina Type. I won't get into stats right now, but to loosely
control your Chao's type, give them a majority of a certain status item. See
Section 7 for more details on this. Status types are important because they
show what your Chao excels at. A Running Type, for instance, is better at
running that a non-running type, even if they are the same level. Status types
also affect the way your Chao will look.
Note: If your Chao learns to swim (requires 100 or more points in swimming)
before it evolves for the first time, chances are good that it will be a
swimming type. If you want one, teach it. If not, avoid giving it swimming
items.
-------------------------
2.2 Hero and Dark Gardens
-------------------------
The first time you get a Hero Chao, you unlock the Hero Garden. The first time
you get a Dark Chao, you unlock the Dark Garden. I suppose that Chao Garden is
the neutral garden. The gardens are all quite functional and easy to use. Only
Chao Garden has the Chao Cave. Here's a description of each.
Chao Garden: This is the main garden. It has a pond, a waterfall, some cliffs,
and grass. It also has the Chao Cave, making it the best of the three in terms
of functions. You start with this garden.
Hero Garden: Hero Garden is the best of the three in terms of looks. It has
fallen pillars, a gazebo, and a nice pond for swimming. Its entrance is a
stairway from Chao Lobby leading into the heavens.
Dark Garden: Dark Garden has tombstones around it, a pool of blood, and bare
trees. It's always night in the Dark Garden. It has quite a few glitches to
boot. Stairs lead downward from the Chao Lobby to this garden.
The music is also different in each garden. Although it is an option in the
Sound Test, there is no Breeding Garden. Both the Dark and Hero Gardens are
worth unlocking because they have one common glitch that is extremely useful to
you. Also, each garden comes with eggs.
--------------------
2.3 Second Evolution
--------------------
There is a second evolution, too. This marks your Chao's first steps into
adulthood. The second evolution involves no cocoon. It is a regular aging
process that takes much more time. It is like aging. Several things happen to
your Chao physically. Depending on your Chao's status type, it will change to a
different look. The second evolution also introduces a second status type.
That means that you can have a combination of stats that you're Chao is good at.
You can even have two stats as the type, like a Running/Running Chao. This is
where you can mix up what your Chao looks like. See Section 6 for specific Chao
that look cool.
----------
2.4 Mating
----------
Yes, Chao can mate. There's no need to match up genders because all Chao are
unisexual (there is only one gender). This is good for you because every Chao
can mate with every other Chao, as long as they are adults. Chao can mate in
two ways. Every Chao has a natural mating season. You'll know it when you see
it because a circle of flowers forms around your Chao. Place another Chao by
that Chao and they'll perform a short mating dance. Afterwards, an egg is made.
If you want to induce fertility without it being your Chao's mating season, give
them a Heart Fruit.
When the egg hatches, it may have the traits of its parents or it might not. I
believe that it is, for the most part, random. I do think, however, that
children do have some inherited traits. But if you think about it, Sonic
Adventure 2 Battle is a game. As a game, there would not be some extremely
complicated genetic system. There may be a very simple one, or it might be
random. In any case, mating is a good way to get a free egg.
---------------------
2.5 Death and Rebirth
---------------------
Eventually, your Chao will die. This takes a very long time. Your Chao will be
at the age of 5 when it dies. Now you should remember that a Chao year is only
three to five hours long. Time does not pass in a garden unless you are in it.
Anyways, eventually your Chao will kick the bucket. However, there are two
paths that it might take. If it dons a gray cocoon, the Chao will die. If it's
pink, your Chao will live. To increase the chances of your Chao reincarnating,
be nice to it. You can tell that your Chao really likes you when it comes to
you when you whistle.
A few things happen to your reincarnated Chao. First, it is a child now. It
can go through the first and second evolution completely differently in its new
life. It retains its old name, and it has one tenth of the points that is has.
It is back at level 1, though. Treat your Chao well, especially if you plan to
play anywhere from fifteen to twenty-five hours in one garden.
==================================Section 3.0===================================
---------------------
3.0 Chao Kindergarten
---------------------
The Chao Kindergarten is through the door opposite the entrance to Chao Garden.
Inside you can name your Chao, check their health status and age, learn about
Chao, have your Chao learned, and even buy items for rings. Make sure to bring
your Chao with you.
------------------
3.1 Fortune Teller
------------------
The first door to the left (I will cover the rooms counterclockwise) has a
fortuneteller in it. She will first suggest a lucky name. These are generic
names that are always the same. You'll find that many of them were given to
Chao you'll face in Chao Karate. Say that you don't want the name she offers
and that you don't want another one. She'll suggest that you name it. You can
do this in English, symbols, and Katakana (a Japanese alphabet).
-----------------
3.2 Health Center
-----------------
The resident doctor in the Chao Kindergarten is a real joker. See the doctor to
see if your Chao is sick (they can get sick with tummy aches and the like). You
can look at your medical charts to see how old it is, what it has won, its
Karate rank, its type, and its grades/stats. This is very useful to you if
you're in the business of aging your Chao (there are reasons for this, as you
will see). Note that a transformation is a reincarnation.
-------------
3.3 Principal
-------------
There's a wealth of useless information here. The principal doesn't delve too
deep into any section. I'm insulted that you'd even ask him for tips when you
have this wonderful guide.
-------------
3.4 Classroom
-------------
Every half hour the lesson being taught in the classroom is changed. It takes
ten minutes for your Chao to learn the lesson being taught. Every now and then,
your Chao will mimic something he saw. You could, in theory, have a troupe of
singing Chao, band and all. AND you could have dancing Chao at the same time.
I doubt that this could possibly happen considering that it would require
amazing timing, but it could. Here's a list of what your Chao can learn,
alphabetized for your convenience.
Bell
Castanet
Cymbal
Drawing
Drum
Exercise
Flute
Go-Go Dance
Maraca
Shake Dance
Song
Spin Dance
Step Dance
Tambourine
Trumpet
Drawing is the best skill. It lets your Chao draw pictures of their favorite
characters. Don't let them catch you standing in it. Artists have very weak
temperaments.
----------------------
3.5 The Bulletin Board
----------------------
The bulletin board recommends that you go to the official Chao/Sonic Adventure 2
Battle website. It's not that bad, pretty informative really.
--------------------
3.6 The Black Market
--------------------
Save those rings! The Black Market is in the lockers in the main room. A Chao
in sunglasses will sell you items for rings. The more emblems you have, the
more items they sell. Please, do not ask me how many emblems you need for a
certain item. I have no clue. It would extremely tedious to do that. They
change the items for different characters and different trips to the
kindergarten. If it isn't there for the first few times, you can safely guess
that it isn't available. The next section has a complete list of items. The
item names are pretty self-explanatory, but I'll provide a few captions for
some.
If you sell an item, you get a quarter of what you paid for it.
----------------------
3.7 Black Market Items
----------------------
------------------------------------Eggs-------------------------------------
Item I Price in Rings
-----------------------------------------------------------------------------
White Egg I 400
Blue Egg I 500
Red Egg I 500
Orange Egg I 600
Sky Blue Egg I 600
Pink Egg I 600
Purple Egg I 600
Brown Egg I 800
Green Egg I 800
Grey Egg I 1,000
Lime Green Egg I 1,500
Black Egg I 2,000
Shiny White Egg I 4,000
Shiny Blue Egg I 5,000
Shiny Yellow Egg I 5,000
Shiny Orange Egg I 6,000
Shiny Pink Egg I 6,000
Shiny Purple Egg I 6,000
Shiny Brown Egg I 8,000
Shiny Green Egg I 8,000
Shiny Grey Egg I 10,000
Shiny Lime Green Egg I 15,000
Shiny Black Egg I 20,000
-----------------------------------Fruits------------------------------------
Item I Price in Rings
-----------------------------------------------------------------------------
Round Fruit I 80
Square Fruit I 80
Triangle Fruit I 80
Hero Fruit I 120
Dark Fruit I 120
Chao Fruit I 200
Heart Fruit I 300
Mushroom I 300
------------------------------------Seed-------------------------------------
Item I Price in Rings
-----------------------------------------------------------------------------
Tasty Seed I 200
Round Seed I 300
Square Seed I 300
Triangle Seed I 300
Dark Seed I 400
Hero Seed I 400
Strong Seed I 500
------------------------------------Hats-------------------------------------
Item I Price in Rings
-----------------------------------------------------------------------------
Apple I 2,000
Cardboard Box I 2,000
Pan I 2,000
Empty Can I 4,000
Paper Bag I 4,000
Stump I 4,000
Bucket I 6,000
Flower Pot I 6,000
Watermelon I 6,000
Wool Hat (red) I 8,000
Wool Hat (blue) I 10,000
Wool Hat (black) I 20,000
---------------------------------Menu Theme----------------------------------
Item I Price in Rings
-----------------------------------------------------------------------------
Omochao's Theme I 10,000
Amy's Theme I 20,000
Maria's Theme I 30,000
-----------------------------------------------------------------------------
Here are the notes on a few items that might confuse you. First, only certain
Chao can wear hats. Only Chao exposed to a Skeleton Dog (animal) can wear them,
and sometimes they will reject hats. If you want to get a hat off a Chao,
either attack them, throw them, or wait for them to take it off themselves (the
recommended method). Now, the themes are a tad confusing. In "Options" you can
set a character to your theme. They say stuff every so often. You start out
with seven, one for each character and one being the SA2 Battle default setting.
To get Maria's Theme as a product, you must have all 180 emblems, a Game Boy
Advance, a GC-GBA Link Cable, and a copy of Sonic Advance. Link Sonic Advance
and SA2 Battle and it will be an option.
Note: There are two others items that Chao can wear for hats. These are Skulls
and Pumpkins. Go to any garden as Knuckles or Rouge and dig until you unearth
them. Also, there is no such fruit as a Smart Fruit. It was taken out of the
game for SA2 Battle.
-----------------------
3.8 Infinite Ring Trick
-----------------------
With such expensive items, you'll probably want a way to cheatingly get lots of
rings. Thank goodness for glitches. Here's how to do it. Buy an item from the
Black Market. It helps if it is the most expensive one you can get (not a menu
theme). Drop it in Chao Garden and then save and exit. Repeat these next steps
until you've got the desired number of rings. Return to Chao World and take the
item. Sell it at the Black Market and you'll gain some rings. Now press X, B,
and Start at the same time to reset the game. When you reenter Chao Garden, the
item will be there, but you'll still have the rings.
==================================Section 4.0===================================
-------------
4.0 Chao Cave
-------------
The Chao Cave is located in the Chao Garden. It's the cave behind the
waterfall.
You have two mini-game options at this point, Chao Race and Chao Karate. These
are the actual emblem-related parts of Chao Garden. However, this does not mean
that my Chao section is ending at Section 4, trust me.
-------------
4.1 Chao Race
-------------
In Chao Stadium you can race your Chao against others, even Chao from other
memory cards (Party Race). It is much better than Chao Karate because not only
does it have more emblems attached to it, but it lets your Chao win prizes, too.
The only interaction you have with your Chao is pressing A. When you do, some
of there stamina goes down (if they have none, they are slow as slugs covered in
molasses), but they get a short boost of speed.
------------------
4.2 Beginner Races
------------------
The beginner races are simple. There are four tracks to race on and each has
three different levels of difficulty. When you beat the third race, you get the
prize. Here's a list of tracks, what they test, and what prizes your Chao will
earn. Some prizes can be used by the Chao that won the prize exclusively.
Crab Pool - Swimming - Shovel
Stump Valley - Flying - Watering Can
Mushroom Forest - Running - Toy Rattle
Block Canyon - Power - Toy Car
The shovel and the watering can are needed to plant trees. Actually, the
watering can just doubles the speed at which the tree is grown. Give your Chao
a seed and they'll know what to do. This must be the Chao that won the race.
---------------
4.3 Jewel Races
---------------
Not only will your Chao get a medal (that they wear constantly), but they will
unlock the other, much harder races for you. Jewel Race happens to be one of
them. Each racetrack is named after a rare or semi-rare gem that has five
levels of difficulty. You get prizes for it, too.
Aquamarine - Swimming - Sonic Doll
Topaz - Flying - Broom
Peridot - Running - Picture Book
Garnet - Power - Pogo Stick
Onyx - Intelligence/Luck - Crayons
Diamond - All - Bubble-Blowing Set
I never see my Chao play with anything he won here. At least there are medals
for the races.
-------------------
4.4 Challenge Races
-------------------
Ah yes, the Challenge Race. This is where your Chao faces unusual opponents.
Here are the races (12 in all), with names and descriptions. They sound like
the names to Japanese cartoon episodes.
Challenge! The strong Gold and Silver rivals! : This group consists of shiny
metal Chao. You actually can raise your Chao like this (shiny eggs).
He Returns. : Most people probably don't get the joke, but this race marks the
return of Chacron, a Chao from Sonic Adventure (the first).
I'm trying! : This is a race against the Omochao squadron. Beating Omochao just
feels great. It is a running test.
Small animal challenge. : Believe it or not, you face Animals that you collect
in courses. I think the Cheetah has a pretty good shot. This, like the first
and second race, tests everything.
Horrible! Cockroach Chao group! : Yes, you can raise Cockroach Chao. I don't
see who'd want to, but I'm not here to judge. This race also showcases the Hero
and Dark types. Intelligence and swimming are tested.
Oh, my egg! : You face un-hatched eggs in a strictly running track.
Be afraid! Skeleton group. : Nothing special here. just a bunch of skull-
wearing Chao. This tests everything.
Be afraid! Pumpkin group. : Think Skeleton group, only with pumpkins. They
even use the same track.
Be afraid! Ghost group. : These Chao have no legs (side effect of Bats). They
also have flames instead of balls, halos, or spikes. You can do this, too. IT
is the same track as the last two.
He strikes back. : This is the second return of Chacron. Same track as the
first time you faced him.
Kid's troops Chao ranger. : Someone was up late, huh? These Chao (the "Jewel"
Chao) each have animal qualities. Same track as the fearful group.
Here comes the ultimate rival! : This is your final adversary in the Challenge
races. This is the Light Chaos Chao, an immortal Chao that looks really cool.
Same track as before, but so much harder. One on one!
Of course, there are prizes to be won. All the prizes go to Chao Garden. Here
they are. I'm so glad that I can watch other people watch TV.
First Four Races: Beach Ball
First Eight Races: Jack-in-the-Box
First Twelve Races: Television
--------------
4.5 Hero Races
--------------
Only Hero or Neutral Chao can enter these races. There are only four races, but
they are each much harder than the last. Here's a list of races, descriptions,
you know the drill.
New battle! Baby devil : This is much a running track. That's the main focus.
These enemies aren't even full devils yet. Ha!
New battle! Devils : This track tests running the most.
New battle! Death troop : This tests everything, but leans toward power.
New battle! Devil vs. Angel : This is the race against the Devil Chaos Chao.
It is the hardest one and it is played on the track that tests everything.
Here are the prizes you get for winning the races.
First Two Races: Beach Ball
First Four Races: Rocking Horse
These prizes stay in the Hero Garden for the rest of forever. Your Chao can
actually use them, too.
--------------
4.6 Dark Races
--------------
Only Neutral and Dark type Chao can enter this race. I'll give the usual
descriptions.
New battle! Baby angel : This course tests running.
New battle! Angels : This course shows you Hero Chao. The course tests
intelligence, luck, power, flying, and swimming. It focuses on power and
swimming, though.
New battle! Flying angel : These bird-themed Chao test running, power, flying,
and swimming.
New battle! Angel vs. Devil : This is the race against the Angel Chaos Chao.
It's a one on one battle with the very incarnation of light. It has the same
track as the second race.
For winning these races you'll get.
First Two Races: Beach Ball
First Four Races: Radio
That's the end of the races, but there are more emblems to get in Chao Stadium.
---------------
4.7 Chao Karate
---------------
Chao Karate is more like Chao sumo wrestling. The object is to push the
opponent out of the arena or to reduce their health to 0. There are three
leagues available to you at first, but there's a fourth one to unlock. All the
stats (most, anyways) have new properties. The below chart shows what stats go
where.
Swim = Defense
Fly = Stealth
Run = Speed
Power = Power
Stamina = Health
By stealth, they mean the Chao's dodging ability. Making Chao duke it out
couldn't be easier. Like in Chao Races, the only thing you can do for your Chao
is cheer them on. Each Chao has a Zeal Gauge. It goes down when they get hit
or when they miss (Chao can dodge attacks). When it is at zero, your Chao will
sit down and take a nap. Press A until it fills to get your Chao back in the
match. Obviously, taking a nap in the middle of a fistfight isn't a good idea.
Also, you can win if the timer runs out (90 seconds) and your Chao has more
health than the opponent.
At first, you have the Beginner, Standard, and Expert leagues unlocked. Each
has an emblem attached. After beating them, the Super mode is unlocked. It
also has an emblem tied around it. Chao Karate sports no prizes for your Chao
aside from a karate ranking. Here are the names of the enemies. I'll write a
bit about some of the exceptional fighters.
Beginner Standard Expert Super
--------------------------------------------------------------------------------
Chaosky Lucky Chappy Crunch
Chaolin Smokey Ninja Wacky
Chaoko Stormy Tin Crystal
Eggie Spooky Rainbow Angel
Happy Stinky Wacky Flash
The first set of competitors is all babies that cannot walk, except for Happy
(who wears an apple). Eggie wears an eggshell on its head. Lucky wears a
paper-bag over his head, Smokey a pumpkin, Stormy a red wool hat, Spooky another
wool hat, and Stinky a black wool hat. Chappy wears a box. Ninja is a Dark Fly
type (I know this because my star Chao looks a lot like that). Tin wears a
bucket on his head. Rainbow is striped. Wacky is a strange Chao that you fight
twice (again in Super). Crunch wears a watermelon on his head. Wacky tries to
take revenge on you next. Crystal is an Angel Chaos Chao. Angel is a Devil
Chaos Chao. Flash (who is much tougher than anyone else) is a Light Chaos Chao.
Take a look at them before you decide which one you want. They are also shiny
Chao.
On a side note, I've found that the expert opponents change sometimes. The
order may go like so. Apparently, only Chappy and Tin are switched out
sometimes. I've always fought Ninja, Wacky, and Rainbow. Also, in Beginner,
you may fight Dinner instead of Eggie.
Magic
Ninja
Woody
Rainbow
Wacky
The higher your power is, the more advanced attacks become. For instance,
strong Chao will do spinning kicks and charged up punches. If two Chao hit each
other at the same time, damage is done to both. Also, hats increase a Chao's
defense, although they sacrifice your speed. Happy fighting.
==================================Section 5.0===================================
--------------------
5.0 Chao Transporter
--------------------
The Chao Transporter, found in all gardens, allows you to access Tiny Chao
Garden, among other things. Here's what you'll need to go there.
GBA-GCN Link (Game Boy Advance to Game Cube link cable)
A Game Boy Advance
Sonic Advance
Sonic Advance is a GBA game that came out a while ago. Personally, I don't have
it, so this upcoming section is based on my one-time experience in the garden
using a friend's cartridge of it.
--------------------
5.1 Tiny Chao Garden
--------------------
Tiny Chao Garden is home to one Chao at a time. Raising them is easier here
because you have only one to focus on. Fruit costs rings (all rings are earned
in the garden via two mini-games) here, and there are some special eggs that you
can get only in this garden. There are two mini-games that you can play to gain
rings. There is Rock, Papers, Scissors, and there is a matching game. You want
to select one of the three and you want your
opponent to select the item that is vulnerable to yours. If you pick the same
item, nothing happens. The matching game is simple. Flip two like cards to get
rings. However, a Chao walks over them periodically to mix things up. Anyways,
here's a list of special eggs (the "Jewel" eggs) that you can get in Tiny Chao
Garden.
Egg Price (Rings)
----------------------------
Normal 0
Silver 500
Gold 1,000
Ruby 5,000
Sapphire 7,000
Amethyst 8,000
Emerald 10,000
Garnet 12,000
Aquamarine 14,000
Peridot 16,000
Topaz 18,000
Onyx 20,000
There are also these additional items. Unlike the eggs (which are random), you
must buy the cheapest item to move up to the second cheapest to the most
expensive in this category.
Item Price (Rings)
----------------------------
Trumpet 1,000
Duck 2,000
Television 8,000
There is another trick tied into Tiny Chao Garden that allows you to make a copy
of your Chao. This is because of the way the garden works. Here's how to do
it.
----------------
5.2 Cloning Chao
----------------
First off, do not have Sonic Advance inserted in the GBA. Drop off your Chao
normally at the Chao Transporter and let it make a copy. Keep everything turned
on and go to another garden. Pick up the Chao from the Chao Transporter in that
garden. It will come out cloned.
-------------------
5.3 Abandoning Chao
-------------------
There is also a "Good-bye" option on the Chao Transporter. Hold a Chao when you
do this and they will go away forever. Forever means always and eternally. You
will never see your Chao again because they are in a distant forest and are
quite happy without you. Consider putting the Chao on another memory card
before you do this. It's not the right thing to do.
==================================Section 6.0===================================
----------------
6.0 Special Chao
----------------
These are the Chao that will wow your friends. There are many, many special
Chao. I only list the particularly cool ones in my guide (I'm a pretty cool
guy,
after all. What?). Please don't e-mail me asking me how to get a Chao who
looks like so and so. I don't know because I have not mixed every Chao type
known to man. Go ahead and experiment. A lot of Chao look like a lot of
things.
Of course, you're only limited by your imagination.
--------------
6.1 Chaos Chao
--------------
These three Chao are undoubtedly the coolest Chao in the game. First, they are
immortal; they cannot die. Second, they cannot mate (that's not that bad).
Third, they have different balls than anyone else on their heads. Here are the
three Chaos Chao with descriptions.
Light Chaos Chao: This was in Sonic Adventure. It is neutral and it looks very
similar to Chaos Zero from Sonic Adventure. If you want to see Chaos Zero, look
at the Battle characters. Light Chaos Chao have a bolt of electricity (it looks
that way. It is still ball-shaped) on their heads.
Angel Chaos Chao: This is my least favorite of the three, but it is still cool.
Its eyes are constantly closed and it has two graceful "ears" running down the
side of its face at almost 45 degree angles. The halo is now translucent.
Devil Chaos Chao: This Chaos Chao is very sleek like the others, but it has two
erect horns sticking out of its head and it has a flame for a ball.
If you want to see any of them, you can find the Light Chaos Chao as the final
opponent in Challenge Race, Angel in Dark Race, and Devil in Hero Race. You can
also see them as the final three challengers in Chao Karate. Having shiny Chao
(from shiny eggs) is the coolest way to make Chaos Chao, in my opinion.
Now I will tell you how to make these three. It will definitely take some time.
If you want to pass a lot of time, leave the GCN on overnight with the character
of the correct alignment in the garden. If your Game Cube has proper
ventilation, you can do this without harming it. Also, be sure that your Chao
can swim. If he cannot, it probably won't like you too much if you let it drown
all night. First, you must have the Chao reincarnate twice. To make sure that
your Chao will reincarnate, make sure that it comes to you when you whistle.
Also, to prevent other Chao from dying, you may want to put them in separate
gardens (time only passes in the garden that you're in). In its third life,
give it one of all 21 animals. See that section for locations. Finally, decide
which alignment it will take. That is, if you want a Light Chaos Chao, make it
Neutral, Angel Hero, and Devil Dark. These will definitely be the pride of your
garden.
Notes: Do not give your Chaos Chao any drives. It can be in its third life, but
it can also be in a later life (fourth, fifth, what have you). Also, it doesn't
become a Chaos Chao the instant you give it the last animal. You must wait for
it to evolve the first time. Also, there is a very slim chance that your Chao
will not become a Chaos Chao even if you did all the right things. To remedy
this, let it reincarnate again and then try again.
------------------
6.2 Character Chao
------------------
A few Chao can be made to look like characters. There are five characters that
you can make them look like. No, there is not an Eggman, Tails, Rouge,
Knuckles,
Amy Rose, Omochao, etc. Chao. There just aren't. In the original SA2 there was
a Chao editor, but there is not one in SA2 Battle.
Technically, you can get a Knuckles Chao. However, that would require that you
go to Japan and participate in the "Game Jam." But, you can make a few Chao to
look like challenge-race Chao. That will be covered later.
Sonic Chao: Yes, this Chao looks like Sonic. It has the three hair spikes and
is blue. Start with a regular Chao (the eggs that are in the garden) and
influence it to be a Neutral Running type. In its second evolution, make it by
a Neutral Running/Running type. At first it will be green, but it will be blue
by its second evolution.
Shadow Chao: Start with a normal garden Chao and raise it to be a Dark
Running/Running Chao. If all goes well, it will turn from green to dull to red
(the spikes), and the body will slowly become darker.
Super Sonic Chao: You'll need Tiny Chao Garden for this. Get a Gold Egg and
hatch it. Then raise it to be a Neutral Running/Running type.
Super Shadow: Logically, a silver egg should work, but it doesn't. Super Shadow
requires a lot more work to get. First, mate a normal Chao and a Shiny Gray
Chao to have a two-toned Chao. Then make it a Dark Running/Running type.
NiGHTS Chao: NiGHTS is a character from a Sega Saturn game of the same name.
This Chao is raised as a Neutral Flying/Flying type. If you want to see NiGHTS
in this game, look in the distance on the hard mode of Radical Highway.
Those are all the Sonic character Chao. These Chao don't live forever like the
coveted Chaos Chao, but they are still pretty darn neat.
------------------------
6.3 Special Colored Chao
------------------------
There are several colored variations that look pretty neat. For instance,
there's two-toned, clear, shiny, and jewel. To knock off two of those
categories, I'll explain right now what those last two are. Shiny Chao are
bought from "Shiny" eggs at the Black Market. Jewel eggs is the name given to
eggs purchased from Tiny Chao Garden.
Two-toned Chao result from mating two different colored Chao. While one color
seems more predominant than the other, they have highlights and colorations at
the end of the hand, etc., of both. This often looks very nice. I won't list
all the recipes for what colors because then this guide would be huge(r). Yes,
huger is a word. Clear Chao can be totally transparent, or tinted in a certain
shade (but still clear). You will be able to see their eyes, wings, and the
balls on their head, but nothing else (unless it is tinted, in which case you
can make out the outline). Clear Chao are made by mating Shiny Chao with Jewel
Chao of any colors. This makes for many possibilities, and I don't care to list
them all. Think about this when breeding them.
--------------
6.4 Other Chao
--------------
Here I'll list a few other Chao traits and features that are interesting or
sought after. For one, if you want your Choa to have a flame over its head,
expose it to a Half-fish. If you want it to have no legs, expose it to a Bat.
If you want to get rid of an animal characteristic, expose it to a Skeleton Dog.
Now for a few specific Chao.
Cockroach Chao: Did you like what you saw in the fifth Challenge Race? If so,
this is the Chao for you (dropping sales pitch now). If you want the ones shown
in the race, you can go about it in one of two ways. If you want a sort of
Cockroach Chao, raise a Shiny Black Chao. If you want a better one, raise an
Onyx (jewel) Chao. Expose it to a Dragon to give it the antennae.
Shiny Normal Chao: It would seem that is impossible to get a normal Chao to be
shiny, but it can be done. If you want it, mate a Shiny Chao of any color with
a normal Chao.
Those are all the special Chao that I'm including.
---------------------------
6.5 Controlling Chao Traits
---------------------------
There are a few ways to control, to an extent, what your Chao will look like.
The easiest way to do this is to hatch its egg in special ways. Although there
is still an element of randomness, these methods usually work.
----------------------------------Face Control----------------------------------
To rock a Chao, pick up the egg and hold B. Tilt up and down on the control
stick to shake it. You can practice on fruit.
Dazed - This Chao looks confused. Shake the egg for a long time.
Evil - Use any of the following methods to get an evil-faced Chao from birth:
chuck it at a wall, shake the egg, put it down, and shake it some more, or hold
the egg, run around the garden, and jump while doing so.
Grin - Jump up and down for a very long time while holding the egg. When it is
about ready to hatch, place it on the ground and pick it up before the Chao is
out of the egg. Throw the egg at the wall. This is an evil grin.
Happy - Let the Chao hatch on its own - no interaction with you.
Normal - Rock the egg around twenty times.
Zigzag - Rock the egg five times.
Also, in Tiny Chao Garden they give you a preview of what a Chao will look like
when it is born and being transferred to the Game Cube. If you're not satisfied
with the face, cancel and try again. The face will (probably) change. Try
until you like what you see.
==================================Section 7.0===================================
--------------
7.0 Chao Stats
--------------
The most fundamental aspect of raising Chao lies in the stats. Chao cannot
walk,
fly, or swim without having at least some status points. Similarly, your Chao
will be kicked around in Chao Karate and outrun in races if you don't help it
out a bit. Your Chao is born with 0000 points. Each lifetime they have, they
have the potential to (assuming that their grades are at S) to have 2970/2940
points more than they start with (2940 if it is reincarnated. Reincarnated Chao
start at Level 1). Now, in reality your Chao will not gain 2940 points in its
second life, or 2970 in its first. The reasoning is simple. Each time your
Chao levels up (with an S grade), they have the chance to gain 27-30 points.
You only have a 25 % chance of getting the 30, which means that you have an
extremely low chance of getting a 30 a total of 98 or 99 times. I cannot even
use a calculator to figure out this number because it is so low - 0.25 to the
ninety-eighth/ninth power. So, unless you reset your game every time you don't
get a 30, your Chao will not meet their potential. Your Chao probably won't
even have S grades. But, you can greatly increase your Chao's levels and
points,
and I will describe them here.
------------------
7.1 Standard Stats
------------------
There are five basic stats. They are, in this order, Swim, Fly, Run, Power, and
Stamina. Stamina can only be raised using fruit. So, if your Chao is a Big
Eater personality-type, you lucked out. But let's not get carried away here.
The other four areas are open to improvement by much easier methods. You see,
there are ten tiny bars on each level-up gauge. Animals and Chaos Drives fill
these up. There is an advantage to using Animals, but there is also a
disadvantage, depending on how you look at it. Animals cause your Chao to
inherit a trait from that animal (penguin feet, gorilla arms, etc.) and ability
from that animal. Chaos Drives do not affect your Chao's physical appearance
and they only add to one stat, never stamina. You can get to Level 99 at most
in any one stat. In any case, all you had to get out of this is that the stats
are Swim, Fly, Run, Power, and Stamina and that Animals and Chaos Drives raise
their levels.
----------------
7.2 Hidden Stats
----------------
Removed from SA2 Battle are the Intelligence and Luck stats. However, it can be
proved beyond a reasonable doubt that these stats still exist. You cannot see
these stats, what levels there are, but you can improve them. Personality types
also affect Intelligence and Luck.
Here's a test to see how intelligent your Chao is. Go to the Challenge races.
Some of the races have Jack-in-the-Boxes. When testing, it does not matter what
comes out of the box (that is luck, not smarts), it matters how fast they open
it. Time your Chao and see what they get. A lot of people think that age
affects Intelligence. Others might say that kindergarten lessons, Smart Fruit
(which actually are not in the game), and some might say that it cannot be
changed. Well, it would seem that one thing actually does increase
intelligence,
and that would be Blue type animals (see that section below). It takes a lot of
them before you see results, but it would seem that it works. Also, like I
said,
different personality types learn at differing rates. For instance, Naive Chao
seem to learn faster than others. I cannot prove any of this, but this is what
I think about the subject. Then we have luck.
There is not a particularly good way to measure Luck. It is basically whether
your Chao falls victim to the jack that's in the box in Challenge races. I
don't know what does affect luck, but it may also be personality-based (the most
probable), Blue animal type-raised, or predetermined at birth. I thought that I
should give mention to these two stats so that you can see if you can raise
them.
-----------
7.3 Animals
-----------
There are 21 different animals and 7 different types of animal. You can tell
what type they fall into by seeing their background color on the Start Screen.
Here I will list the effects of animals (abilities), what they raise and lower,
and where you can find them. But first I'll list the types. In case you don't
catch on, by Half-Fish they mean Kappa, which is a Japanese water monster.
Yellow (Swim): Penguin, Sea Otter, Seal
Purple (Fly): Condor, Parrot, Peacock
Green (Run): Boar, Cheetah, Rabbit
Red (Power): Bear, Gorilla, Tiger
Blue (Random): Raccoon, Sheep, Skunk
Gold (Legendary): Dragon, Phoenix, Unicorn
Black (Ghost): Bat, Half-Fish, Skeleton Dog
You may be wondering about the last nine animals. Blue animals affect
everything, not taking away from anything. Gold animals are the rarest and help
your Chao the most (in gross points). Actually, that's not entirely true,
because Black animals can give as much. But the last three groups, in general,
help everything at least a bit and do not hurt anything. All other animals will
take away from one stat to raise another. Here is a chart that shows just how
much each Animal raises a stat.
--------------------------------------------------------------------------------
Animal Name I Swim I Fly I Run I Power I
--------------------------------------------------------------------------------
Penguin I +36 I +12 I +8 I -24 I
Sea Otter I +44 I -4 I +8 I -16 I
Seal I +40 I -16 I 0 I +8 I
Condor I +20 I +60 I -24 I +16 I
Parrot I 0 I +48 I -20 I +4 I
Peacock I 0 I +48 I -20 I +4 I
Boar I -4 I -12 I +32 I +16 I
Cheetah I -8 I -8 I +40 I +8 I
Rabbit I 0 I +8 I +40 I -16 I
Bear I +8 I -16 I +4 I +36 I
Gorilla I -4 I -8 I +4 I +40 I
Tiger I -8 I -16 I +20 I +36 I
Raccoon I +20 I +16 I +4 I +8 I
Sheep I +8 I +8 I +16 I +16 I
Skunk I +8 I +12 I +16 I +12 I
Dragon I +20 I +4 I +8 I +32 I
Phoenix I +12 I +32 I +4 I +16 I
Unicorn I +16 I +12 I +36 I 0 I
Bat I +8 I +40 I +8 I +8 I
Half-Fish I +32 I 0 I +8 I +24 I
Skeleton Dog I +8 I +8 I +32 I +16 I
--------------------------------------------------------------------------------
Here is a list of the animals with the effects/abilities that they give to your
Chao. Note that, although they give special effects, the Black type animals do
not give the Chao any ability. If an animal has a ** next to their name, then I
listed their effect, not their ability.
Penguin: Slides on stomach
Sea Otter: Backstrokes
Seal: Rolls on side
Condor: Does sit-ups
Parrot: Sings
Peacock: Struts
Boar: Charges
Cheetah: Bathes itself
Rabbit: Hops
Bear: Growls
Gorilla: Pounds chest
Tiger: Claws
Raccoon: Stands on tiptoes
Sheep: Back flips
Skunk: Emits noxious gas
Dragon: Breathes fire
Phoenix: Wags tail
Unicorn: Bucks feet
Bat**: Legs disappear from sight
Half-Fish**: Blue Flame for Chao ball
Skeleton Dog**: Removes other animal parts/abilities
Now I shall list how to easily find each of the 21 animals. Of course, not all
of them will be easy. Most, though, are found at the beginning of courses.
Note that the first Chao Box in each stage holds a Chao Key. The second holds
three animals. The third holds either a Gold or Black type animal.
--------------------------------------------------------------------------------
Animal Name: Penguin
Stage: Aquatic Mine
Location: Glide left from the start and dive into the water below the
waterwheel.
There's a quick penguin.
--------------------------------------------------------------------------------
Animal Name: Sea Otter
Stage: Weapons Bed
Location: On the first weapons storage site, at the end between the cylindrical
posts, is a pipe. Whistle by it and either a Seal or a Sea Otter comes out.
Since both are Swim types, it is no difference to you (unless attempting the
Chaos Chao).
--------------------------------------------------------------------------------
Animal Name: Seal
Stage: Aquatic Hill
Location: Jump into the water and sink down to the bottommost level. There's an
easy seal.
--------------------------------------------------------------------------------
Animal Name: Condor
Stage: Eternal Engine
Location: Shoot down the canister to the left to reveal this animal.
--------------------------------------------------------------------------------
Animal Name: Parrot
Stage: Security Hall
Location: Run forward, past the spiky tank, go left and bounce on the spring on
the block. When you land under a pulley, glide left to a platform with a hint
monitor on it and a parrot.
--------------------------------------------------------------------------------
Animal Name: Peacock
Stage: Dry Lagoon
Location: Left from the start, by a palm tree, is the peacock.
--------------------------------------------------------------------------------
Animal Name: Boar
Stage: Radical Highway
Location: Stop before the first loop. Nearby is a trashcan, yellow in color,
with a boar on it.
--------------------------------------------------------------------------------
Animal Name: Cheetah
Stage: Wild Canyon
Location: Get out of the starting alcove and go forward to the far end of the
room. By the feet of the pharaoh statue is the cheetah.
--------------------------------------------------------------------------------
Animal Name: Rabbit
Stage: Cosmic Wall
Location: Go right, past some crates, to the rabbit.
--------------------------------------------------------------------------------
Animal Name: Bear
Stage: Sky Rail
Location: After the first rail and spring you'll see an arch, under which is the
bear.
--------------------------------------------------------------------------------
Animal Name: Gorilla
Stage: Mission Street
Location: Go forward (upper right) a bit to see a mailbox. Whistle at it for
the gorilla.
--------------------------------------------------------------------------------
Animal Name: Tiger
Stage: Hidden Base
Location: Go forward and defeat the robots to the right. Shoot down the crates
to the right and hover to them. At the end of the platform is the tiger.
--------------------------------------------------------------------------------
Animal Name: Raccoon
Stage: Mad Space
Location: In front of where you start, destroy the steel container to unveil a
raccoon.
--------------------------------------------------------------------------------
Animal Name: Sheep
Stage: Sky Rail
Location: Go down the first rail and you'll see the sheep on the platform.
--------------------------------------------------------------------------------
Animal Name: Skunk
Stage: Hidden Base
Location: Go right on the starting platform.
--------------------------------------------------------------------------------
Animal Name: Dragon
Stage: Aquatic Mine
Location: Go to where you get the Air Necklace. The dragon is in the air in
that room.
--------------------------------------------------------------------------------
Animal Name: Phoenix
Stage: Meteor Herd
Location: Go to the tower and take the rocket in the center up to another
platform. Turn right to see a platform, under the surface of which flies a
phoenix.
--------------------------------------------------------------------------------
Animal Name: Unicorn
Stage: Dry Lagoon
Location: Take the turtle to Big Oasis. Get on the platform with a pillar
(can't miss it). Whistle in the center of it for a unicorn.
--------------------------------------------------------------------------------
Animal Name: Bat
Stage: Sand Ocean
Location: Walk backwards from the start to fall off the main platform to a lower
tier where a bat resides.
--------------------------------------------------------------------------------
Animal Name: Half-Fish
Stage: Egg Quarters
Location: Make your way to the snake altar room, which is the sprocket on the
map (through the north hall from the start). Once there, you'll find a Half-
Fish in a cage. Stand on one of the pillars around the Kikis and they will
throw a bomb at you. Drop down to where it lands, pick it up, and throw it at
the cage.
--------------------------------------------------------------------------------
Animal Name: Skeleton Dog
Stage: Pumpkin Mountain
Location: Glide into the balloon ahead and then left to a rocket. Take it to
Church Mountain. Behind a grave at the top is a Skeleton Dog.
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
----------------
7.4 Chaos Drives
----------------
Dr. Eggman has a few (very few) robots in his base that release Animals. All
G.U.N. robots use Chaos Drives. Defeating one of them releases a randomly
colored drive. Here's how the drives break down.
Yellow (Swim): +24
Purple (Fly): +24
Green (Run): +24
Red (Power): +24
--------------
7.5 SSSSS Chao
--------------
There are two good ways to get a perfect SSSSS Chao. But first, let's talk
about grades. When Chao are born, they have a grade in each of the five
standard stats. This grade, ranging from E to S (E, D, C, B, A, S), determines
how many points your Chao receives per level-up. The points actually determine
how well a Chao is at something, not levels. It wouldn't seem like there is
that much of a difference, but there is. There is a point gauge, too, that
fills up. After filling yellow, it fills orange-like, and then red. Anyways,
obviously it is to your advantage to have a Chao with all S grades. That way
you get more bang for your buck when it comes to leveling up your pets.
Usually, Chao receive an increase in grade by one for their star stat (the one
they take up) during their first evolution. This is also true of reincarnation.
So, if you have a lot of time on your hands, you could raise grades over the
lifetimes of your Chao. But, I warn you, that sometimes (by some fluke), Chao
grades go down.
The other method is much faster to do, but provides you with many more Chao (and
many "useless" Chao that were involved solely in getting one Chao). Start out
with two Chao that have descent grades from eggs. Grades in eggs are always
random. Mate these two Chao and their child should have superior grades to
them.
This is not always the case, however. Mating is a very frustrating process
because sometimes the child does not inherit good grades, or sometimes it
actually has worse grades. Usually the former happens, but don't be surprised
if the latter does.
The best way to raise grades is to do a combination of these methods. Also,
there's a third way that will aggravate you to no end if you don't have good
luck. When you buy an egg, hatch it and see what grades it has. If they aren't
to your liking, reset the game and try again. I suggest this if you're looking
for good parents for the SSSSS Chao, not to do this until you get an all S Chao.
The chances of that are pretty slim - one in seven thousand seven hundred and
seventy-six.
------------------------
7.6 Infinite Item Glitch
------------------------
Now here's a glitch you'll like. There are really two glitches at work here.
This can be performed in any garden, but it is easiest in the Hero Garden. To
the left of the entrance is a fallen pillar. Place your Chao on the upper
backside of it and your Chao will be stuck there; they cannot move out of that
area until you pick them up or move them by some other force (attacking them,
for example). This can also be performed on a gravestone in Dark Garden, but I
think that it is easier to do in Hero Garden (and that the scenery is a whole
lot nicer). Now to explain the second glitch that comes into play. This works
anywhere, it is just hard to pull off on a moving Chao. Walk up to a Chao with
item in hand (like an animal or a Chaos Drive) and set it right in front of
them.
Wait for them to take the benefit of the item (this should happen immediately,
it's just that if you pick up the item too soon, they won't receive the points
from the item). If done correctly, you'll be able to pick up the item and use
it again. Since the Chao in the Hero Garden is not moving (you can also use a
Heart Fruit to make the Chao stand still), you should be able to practice
placing items as long as you need. Using this method, use a good animal like
the Skeleton Dog (adds no traits, helps everything) over and over until you're
satisfied with your Chao's levels.
==============================Section 8.0=======================================
--------------
8.0 In Closing
--------------
Chao are a very elaborate (and profitable for Sega) aspect of the Sonic series.
In more recent games, like Sonic Heroes (which doesn't have a Chao Garden, but
does have Chao), Chao are increasing their popularity. You could consider Chao
Garden and SA2 Battle two different games that intertwine often. They do take
up separate spaces on the Memory Card, after all. But enough rambling! It's
time to get back to Sonic. I didn't delve into personalities much, so I'll
explain it to you right here. See its personality at the Medical Chart in the
kindergarten to see its personality. It will act accordingly. And remember
always, Chao have feelings too, no matter how artificial they are. As a result,
don't mention Chao Soda in their presence. It's really kind of disturbing when
you think about it.
Ciao Chao!
================================================================================
==================================Battle Mode*==================================
================================================================================
Hey there all you Dreamcast fans! It's time to learn something new. For, as
you might know, Battle is the only true edition to SA2, aside from a few other
Chao items. Note that the star system for this guide is based on the game's
ratings, not my own.
+--------------------------+
| Action Race Battle |
+--------------------------+
Characters: Sonic, Shadow, Amy Rose, Metal Sonic
Sonic the Hedgehog*****: Sonic is perfect-rated and has several powerful
specials. Every 20 rings, Sonic can use Speed Up, a temporary speed boost.
Every 40 rings he uses Sonic Wind, an attack that homes in on enemies and
attacks them from all sides. 60 rings allow him to use Time Stop, which freezes
time (and your rival) for ten seconds.
Shadow the Hedgehog*****: Shadow is exactly the same as Sonic, save the names of
his specials. Every 20 rings he uses Speed Up, which gives him a temporary
agility increase. Chaos Spear - 40 rings - is an attack that comes from behind
and almost always hits. 60 rings lets him use Chaos Control, which freezes time
for ten seconds.
Amy Rose***: To make up for her lack of speed in the eyes of Sonic and Shadow,
her special attacks are stronger and require only half the rings. Every 10
rings she can use Speed Up, which is a speed boost. Storming Heart is the
equivalent of Chaos Spear or Sonic Wind; it is a homing attack requiring 20
rings. 30 rings will let you use Amy Flash. It freezes time for 20 seconds.
Metal Sonic****: Metal Sonic is Sonic's original robotic doppelganger that was
created by Dr. Robotnik (Eggman) to match his speed. Metal Sonic is the fastest
character in terms of acceleration, but he has no special attacks. His one
attack that's out of the ordinary is called Black Shield. Hold down B to invoke
this defensive measure that will protect you from attacks, but not time freezes.
Of course, the objective in an Action Race Battle is to reach the finish before
your opponent. You can attack them along the way, making for quite a fun
experience.
+--------------------------+
| Treasure Hunt Race |
+--------------------------+
Characters: Knuckles, Rouge, Tikal, Chaos Zero
Knuckles the Echidna*****: In a race to find the emerald shards, Knuckles has
quite a few specials to employ. At the price of 20 rings, Hammer Punch will
attack opponents from a distance. 40 rings will home attack your opponent from
afar with Thunder Arrow. Power Flash (60 rings) freezes your opponent for 10
seconds.
Rouge the Bat*****: 20 rings will let her use Hip Drop, another invisible
strike.
Black Wave is a homing attack, much like the others, that requires 40 rings to
use. Charm Ray is her 60, and it stops time for ten seconds.
Tikal****: Tikal is an echidna from an ancient tribe (which Knuckles comes from)
and she appeared in Sonic Adventure. Tikal has a regular attack that needs
naming. Rotate the control stick 360 degrees and press B to use Knuckle Spin.
20 rings lets her use Wrath of Gaia, a punch from out of nowhere. 40 rings lets
her use Heaven's Justice, a lightning attack. 60 rings is Captive Light. It
freezes the opponent for 20 seconds. Tikal is faster and weaker than the
others.
Chaos 0***: Chaos Zero is the first form of the Chaos transformation, each form
changing with a Chaos Emerald. Chaos Zero was the villain in Sonic Adventure.
He is the defender of Chao and the guardian of the Chaos Emeralds. His 360
degree turn and then B is called Chaos Screw. For 20 rings he uses Chaos
Impact,
an invisible slash. Chaos Strike is another homing attack for 40 rings. At the
price of 30 rings, Chaos Bind will freeze your foe for 30 seconds. Also, Chaos
Zero is slower but stronger than the others.
You may've guessed that a Treasure Hunt Race is a race to see who can find the
shards first. I don't see who would want to play this. After all, it is pretty
boring.
+-----------------------+
| Shooting Battle |
+-----------------------+
Characters: Tails, Chao Walker, Dark Chao Walker, Dr. Eggman
Miles "Tails" Prower*****: Laser Missile costs 20 rings to use. It shoots a
bunch of regular attacks at your opponent. Rocket Launches fires a flurry of
missiles at your opponent for 40 rings. 60 rings, on the other hand, is Power
Laser. This almighty attack will defeat your opponent almost instantly if they
are caught in its blast.
Dr. Eggman*****: Seriously, Eggman has the same attacks as Tails with the same
names.
Chao Walker***: Chao Walker is supposedly a machine that Tails made to let Chao
fight. It is the faster and weakest walker of them all. 15 rings lets it use
Booming Missile. 30 rings is Rumble Launcher, and 45 rings is Zap Laser. Aside
from names, all of these attacks are the exact same. When the Chao Walker is up
close to someone, its punch is called Omochao.
Dark Chao Walker****: The DCW was built by Eggman. It is probably the best of
the walkers, slowest but strongest. For 20 rings it uses Crazy Rush, a double
missile attack. Hell Bomber is like the Rocket/Rumble Launcher attacks, and
Dark Finish is a huge laser that is almost unavoidable.
Obviously, Shooting Battle is where the mechanized walkers duke it out with
specials. You can also have a Random Battle, a Chao Race on two memory cards,
Chao Karate on two memory cards, and a Kart Race with friends.
================================================================================
=============================Secrets and Glitches*==============================
================================================================================
What kind of Sonic game doesn't have nonstop secrets? Even the very first had a
ton of them, like Level Select and an alternate ending. We'll start with the
easy-to-get ones and get right into the 180 emblems' prize.
Kart Race: Simply beat Tails's Route 101 first mission. To get it as a 2 player
option, beat Rouge's Route 280 first mission.
Alternate Karts: Get every emblem for a character, not counting the A-rank
emblem, and you'll unlock an alternate kart in Kart Race. Sonic, Shadow,
Knuckles, and Eggman simply have a more advanced-looking racer, while Tails has
a Chao-themed kart and Rouge makes her kart out of a robotic Eggman duplicate
(from the original Sonic the Hedgehog games).
Last Story: When you get the emblems for completing the Hero and Dark Stories,
you unlock a final story.
Scene Select: Beat a story and you'll be able to play it starting from any scene
you choose.
Boss Attack: Every time you finish one of the stories, you unlock one of the
options for a sort of boss rush. Each story has one, Last Story's being "All."
Alternate 2P Outfit: If you get an A in every mission for a character, you
unlock an alternate costume for Battle. Each outfit also has a special effect
as follows:
Sonic's red and black jumpsuit lets him use Sonic Wind every 20 rings.
Shadow's black jumpsuit lets him use Chaos Control for 5 seconds every 20 rings.
With Knuckles's black jumpsuit, he can use Thunder Arrow for 20 rings.
Rouge has a leather two-piece that lets her use Charm Ray for 5 seconds every 20
rings.
Tails has his Cyclone red, as if from his first plane, the Tornado I. It makes
him faster with more lock-on missiles.
Eggman's walker is pure black now. It cannot lock-on anymore, but it can use a
Power Laser every 20 rings.
Remember, superpowers lie in the costume.
Hero Chao Garden: Get a Hero Chao.
Dark Chao Garden: Get a Dark Chao.
Super Mode: If you beat Beginner, Standard, and Expert in Chao Karate, you
unlock Super mode.
Other Races: If you beat the Beginner Chao races, you unlock Jewel, Challenge,
Hero, and Dark Races.
Omochao Theme: Once you have enough rings (10,000) and emblems, you can buy
Omochao's Theme for your voice menu (see Options) at the Black Market in Chao
Garden.
Amy Rose Theme: For 20,000 rings you can buy Amy Rose's theme in much the same
way as Omochao's.
Maria Robotnik Theme: When you have all 180 emblems and you connect Sonic
Advance to SA2 Battle in Chao Garden, Maria's Theme appears on the Black Market
for 30,000 rings.
President's Secretary Theme: Oddly enough, if you rotate the control stick about
thirty times while at the Menu Select screen, you make the president's secretary
appear as an option.
Secret Level: Once you have all 180 emblems, you unlock a new stage on Stage
Select (ever wonder about that island south of Chao World?). It is a remake of
the Green Hill Zone from Sonic the Hedgehog, the first Sonic game!
+-----------------------+
| Useful Glitches |
+-----------------------+
Of course, there are a few useful glitches. I'll name a few here.
Double Jump: If you get hit in the air as Sonic or Shadow, you can jump again by
pressing A.
Mistaken Home Attack: This is great if you need extra points. In any Sonic
level, you get points for home attacking enemies in a series. Well, the game
mistakes bounce attacks for this. Defeat enemies with bounces and do not stop
bouncing. Keep hitting them and slowly your bonus points will rise as if you
were home attacking an endless line of robots. Stop when you think you're going
to get a "Perfect."
Open Safes: Go to Security Hall as Rouge. To open the safes automatically, do a
spiral kick by them. In this way, you won't ever have to throw the switch.
Omochao in Space: This isn't very useful at all, but man is it fun! Go to
Eternal Engine and shoot a dynamite pack (the space hatches) while Omochao is
nearby. This will cause him to be sucked into space, constantly trying to fly
to freedom.
Stuck Chao: You can do this in two places in Chao Garden. Place your Chao
either by a tombstone (Dark Garden) or on the upper backside of the fallen
pillar to the left of the entrance to the Hero Garden. Your Chao will not be
able to move until you pick it up.
Infinite Item Trick: Perform the above glitch and then get an item. Place it
just in front of your Chao (like a Chaos Drive or an Animal) and they will
increase their stats but you'll be able to reuse the item. It is good to use
the above glitch first so that your Chao isn't moving and it is, therefore,
easier to place an item a bit away from it.
Infinite Ring Trick: Go to Chao Garden and buy the most expensive item that you
can from the Black Market (like a hat). Go to Chao Garden, put the item in, and
then save and exit. When you return, take the item and sell it for a quarter of
what you bought it for. Now press Start, B, and X at the same time to reset the
game. You'll still have the item and the rings you earned by selling it.
Repeat this until you're satisfied with your ring count.
Clear Pause: When you press Start, press X and Y to get rid of the 1P Pause box.
This is more of a code than a glitch.
There used to be a ton of places where you could see Big the Cat, a character
from Sonic Adventure (in Sonic Heroes). However, Nintendo has erased Big from
history, only to include him in their huge sequel. Makes sense to me.
================================================================================
===============================The Console Wars*================================
================================================================================
Today, I thought I'd educate the masses. You see, every year, people that are
born are younger than those who weren't born in that year. Slowly but surly,
people are forgetting about Sega (who?) and they now compare the three main
systems - Game Cube, PS2, and XBOX. Well, it wasn't always that way! Once upon
a time there were two warring factions - Nintendo and Sega. And at the front of
this battle were Sonic and Mario. This era in videogame history has been called
the Console Wars.
Anyways, the Soviet Union disbanded shortly after the fall of the Berlin Wall in
1991... oh yes, back on topic. Nintendo is a great company. They are
responsible for finally putting an end to Atari # etc., and bringing us Mario,
among others. Yes, Nintendo's poster boy is/was Mario, who was already
internationally famous for his role in the arcade classic, Donkey Kong, as
Jumpman. Well, soon Nintendo's monopoly ended with the release of the Sega
Master System. The Sega Master System really stunk it up out there (no offense,
but they did), and was beaten brutally by the Nintendo Entertainment System, the
NES. For historical reference, the NES was released in 1985, SMS in 1986.
Sega learned from its mistake and went all out in releasing the next system, the
Genesis. This time the competition was tougher. The Genesis was up against the
Super Nintendo (SNES). Nintendo had been flaunting Mario at this point a lot.
Mario, whose games were rather slow (but strangely addictive), had a universal
appeal. However, the Genesis led to the rise of Sonic, a blue hedgehog that was
super-fast and fought an egg-shaped scientist. Now, whom would you choose to
play as - a hedgehog or two plumbers? Oddly enough, these were the mascots of
the companies. Atari and a few lesser companies were still trying to bank on
the videogame craze, but they were crushed by the utter weight of the videogame
titans Nintendo and Sega.
Anyways, the clash of these two titans was not only inevitable (it was occurring
constantly), but it caused a lot of feuds. From the Hatfields and the McCoys to
schoolyard children, everyone was defending their favorite character. There
were even gangs, most of whom lived on the west side of town, that sported
leather jackets with the Nintendo/Sega insignias on them.
FACT: In the early 90's, 72.64 % of all injuries outside the home were caused in
scuffles concerning videogame characters.
Regardless of this, the two systems were hopelessly tied, stalemating each other
to no end. Nintendo needed help, and they got it from an unexpected source. A
company called Sony released their system, the Playstation. You see, people
were venturing into the world of 3D. The Nintendo 64 could survive the
Playstation, but Sony's new Saturn could not. The reason that Playstation won
this bout is pretty simple. PS used CD's, which were very easy to make games
for. The N64, on the other hand, had cartridges. It was hard to develop games
for it and many third party producers dropped out, moving to PS. The Sega
Saturn's graphics could not compare to either system, which caused an easy loss
for them. Even worse, they had hardly any support from third party developers.
Even though Nintendo was outranking Sega at this point, Playstation faced
both. It gained many fans and planned to release an even better console, the
PS2. Sega decided to make a bold move that cost them their seat in the battle.
They released the Dreamcast a year before the PS2 came out. It picked up some
fame at first, but was blown away by the stupendous graphics of the PS2 and the
Game Cube (Nintendo's new system). Nintendo learned from its mistakes when they
made the Game Cube. It used CD's, had memory cards, and was all-around easier
for developers to make games for. Another contender came out in 2001 with the
GCN. Microsoft (the computer company) released the XBOX, which had better
graphics than either. Sadly, it seems that the system with the best graphics
will prevail. The war is still being waged today, but Sega has dropped out.
Surprisingly, Sega made a very timid return to the videogame world,
uncharacteristic of their usual cockiness. They clung to Nintendo's Game Cube,
releasing Sonic Adventure 2 Battle on it, which was originally on the Dreamcast.
You'd think that these long-time rivals would hate each other, but Sega and
Nintendo have become good partners. Sonic still has a home with Nintendo.
Lately, though, Sega has released Sonic Heroes on the XBOX, PC (computer), and
the PS2.
Prediction: Who will win the Console Wars? I've heard plans for a PS3 and an
XBOX2. If Nintendo cannot match these systems with a new release of their own,
Nintendo will fade away. Sony is also trying to beat Nintendo is the portable
playing field. The Game Boy, the longtime titan in the portable playing world,
was upgraded in the new Nintendo DS (completely awesome, by the way). The PSP
(Playstation Portable) has also been released. So far, polls have been taken
and they show that Nintendo is ahead of the PSP in popularity, but tides could
turn, as we saw with the N64 and the PS. If Nintendo wants to win, they must
also up the age limits on their games. Personally, I think Nintendo is great
just the way it is, but it loses a lot of teens that favor first-person shooters
and the like. In the long run XBOX will not victor if it does not release some
popular characters. Mario and Sonic, for example, got to people when they were
young. Sony has been around long enough for it to develop some memorable
characters (although they are killing them, like the end of the Jak trilogy),
and XBOX can't seem to do that, save Halo. Each system has something going for
it, but I hope that Nintendo savors sweet victory in the end. After all, they
were the first (aside from Atari and a few others), and they are the best.
If you're trying to use this as a source for something (you'd be surprised),
remember that my opinions are not facts. Do not send me e-mail saying that I am
wrong in my prediction. This is my opinion, and you cannot change it with e-
mail. Also, a lot of that stuff was made up. If you need an example, read the
fact.
================================================================================
======================================FAQ*======================================
================================================================================
Let 20 questions begin! Good thing I get practice being interrogated often.
You didn't hear that.
Question: How do I plant a seed?
Answer: Chao questions abound. Let your Chao win the race at Crab Pool (Stump
Valley is also recommended) in Beginner Races to get the shovel. Then you can
give it a seed and it will plant it.
Question: How many emblems are there?
Answer: 180.
Question: I can't get an A in this one level. Can you help?
Answer: One thing I cannot do is improve your playing skills. I'm not holding
back any secrets or hints. Seriously, I can't tell you anything that my guide
can't. Read the guide more carefully and see if that doesn't help.
Question: Why are there G.U.N. robots at Eggman's "secret" base?
Answer: The game developers didn't think it through all the way. But, if I had
to come up with a reason, I'd say that the G.U.N. robots are all over the world
in search of whoever broke into the military base on Prison Island.
Question: How come Shadow has the upgrades in all the cinemas where they show
his past in flashbacks?
Answer: Again, this wasn't thought through to well. Pretend that they're not
there.
Question: Hyper or Super Shadow?
Answer: Super Shadow. I don't care what you all say, Shadow makes reference to
it as his super form in the final battle (if you get low enough rings). Also,
Hyper refers to someone with the Super Emeralds, too. The Super Emeralds were
written out of the story since Sonic 3& Knuckles, and it hasn't suffered much
from this decision.
Question: Can you play as Amy, E-102, Big, Chaos 0, Tikal, Metal Sonic, or the
Chao Walkers outside of 2P Battle?
Answer: No. E-102 isn't even in this game (the robots in the pyramid levels are
in the E-1000 series, not specifically E-102. E-102 was a robot built by Eggman
that befriended Amy in Sonic Adventure. Its game play was extremely similar to
that of Eggman or Tails.
Question: Where can I get the upgrades?
Answer: See "Level-Up Items."
Question: What do you get for having all 180 emblems?
Answer: I'd tell you, but it would spoil a lot of suspense. If you're just
dying to know, look in the secrets section.
Question: What are all the Menu Themes?
Answer: For those of you that don't know where they are, go to Options and then
select the Sonic face option. You start out with the default, Sonic, Knuckles,
Tails, Eggman, Rouge, and Shadow's theme. You can unlock (see secrets) Amy
Rose's theme, Omochao's theme, the president's secretary's theme, and Maria
Robotnik's theme. Having one up has them say stuff when you go to certain
screens. For instance, they might say "Select a story," at the Story screen.
Personally, I have Knuckles out.
Question: Why does Shadow only have four levels and everyone else has more?
Answer: I guess there just aren't enough opportunities for him to make
appearances as far as the story goes. It would have been nice if he had more
levels. But, if you count them (I don't know why I notice these things), each
character and their counterpart has ten stages in total, not counting Cannon's
Core.
Question: How old are you/where do you live/want to be best friends/what kind of
music do you like/are you a boy?
Answer: Look, my e-mail is given strictly for helping you with the game. It is
not there for me or for you to socialize. I'm not trying to be rude or
antisocial, it's just that there isn't enough time in the day to get to know
every person I talk to. By the way, my name is given in the copyright notice at
the top of the guide. Personally, I don't know too many girls named Brian.
Question: Can I use your guide on my site/magazine/book/something else?
Answer: No. Read my legal section for details.
Question: Why not?
Answer: Because I said so! But if you want one good reason, here it is.
GameFaqs, the only website that can use my walkthroughs, is very easy to use.
When I want my guide updated, it takes me a few minutes to update it and about a
day before it changes. I don't have the liberty of doing this if my guides are
on 476 sites. Plus, if you don't have a site that can update quickly, I get way
more e-mail than I should asking questions that I already answered. So, to
answer the above question. NO!
Question: How can I contact you?
Answer: I don't get this question often, but when I do, I get it. I'd prefer
that you e-mail me at
[email protected] (caps don't matter). I do not accept
IM’s. Usually, I'm online doing something, not waiting for instant messages.
Also, when e-mailing me, don't send chain letters, Spam, "tags," or anything
else non-SA2 Battle-related (unless sending for another walkthrough). Also, I
will answer your e-mail if you don't, but it helps to write SA2 Battle in the
subject line.
Question: What other walkthroughs have you written?
Answer: Well, I do have quite a few. Here they are, listed in the order that I
wrote them. I have one for the following: The Legend of Zelda: Four Swords
Adventures, Harvest Moon: A Wonderful Life, Sonic the Hedgehog 2 and 1, Sonic
Heroes, Mario Kart: Double Dash, The Legend of Zelda: Ocarina of Time, The
Legend of Zelda: Ocarina of Time/Master Quest, The Legend of Zelda: The Wind
Waker, Super Smash Bros. Melee, Zelda II: The Adventure of Link, Paper Mario:
The Thousand-Year Door, The Legend of Zelda, Super Mario 64, Super Mario 64 DS,
and one for The Legend of Zelda: Majora's Mask. See a trend? Anyways, this may
well be my last guide for 2004. That's very probable, considering that it is
December 24, 2004.
Note: Just to “amuse” the readers, I was wrong. I chose Luigi’s Mansion to be
the next game I wrote for, and I managed to finish it before 2005 began. What
can I say? It’s a short game. But, more importantly, below is a link to my
recognition page on GameFaqs to show you an up-to-date list of my guides.
http://www.gamefaqs.com/features/recognition/46879.html
That's a wrap. If you have a question, e-mail me at
[email protected]. Now for
everyone's favorite part of anything - the legal section! YES!
--------------------------------------------------------------------------------
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=========================Credits and Legal Information*=========================
================================================================================
First, the credits. Aren't you excited? Yep, it's time to reveal to the world
who helped me write this guide. Let's get all clich‚s out of the way first,
though.
I'd like to thank Nintendo and Sega for settling their differences and making
this awesome game.
Second, three cheers for GameFaqs. Their site is the best ever when it comes to
posting my walkthroughs. Good work.
Third, I'd like to thank myself. After all, I played the game, wrote the guide,
and so on. The man! The myth! The legend!
Lately, some people have been contributing and they helped me out in the
following ways.
That's it for now, but I'm sure that the list will grow. Get ready for some
real fun. That's right; the legal section is here! It's almost as exciting as
reading about someone reading about the process of making tofu-based snack foods
in slow motion.
First of all, I take no credit for the creation, distribution, productions,
idealizing, or in any way making this game. That honor goes to Nintendo, not
me,
and I do not deny this.
Second, this document is Copyright 2004-2005 Brian McPhee.
Third, this may not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.
To phrase that first item legally, all trademarks and copyrights contained in
this document are owned by their respective trademark and copyright holders.
To make it clear for those of you who might having problems absorbing
information, no one but the website GameFaqs may use my guides on their sites,
books, magazines, etc.
Here's where the fun ends. It has been an absolute blast playing this game
again and writing a guide for it. I've been meaning to cover this game, but I
skipped it for some reason. Anyways, like I said, it's been real fun. Until we
meet again, adios. Actually, I'll end this with my signature move. Wait for
it... See ya later.