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Sonic Adventure 2: BATTLE
Nintendo Gamecube
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FAQ / Walkthrough written by Thunder Dragon.

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Legal Stuff
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SEGA, Sonic the Hedgehog, Sonic Adventure 2: Battle, and all related
items are registered trademarks of SEGA/Sonic Team. Nintendo Gamecube
is a registered trademark of Nintendo.  Gamefaqs is (c) CJayC.  This
FAQ/Walkthrough is (c) Thunder Dragon.

This FAQ has been exclusivly designed for http://www.gamefaqs.com,
meaning, it is to NOT be posted anywhere else.  HOWEVER, if you email
me, asking nicely, MAYBE I'll allow you to post it on your site.

Other sites authorized to post this FAQ are:
http://www.cheatcc.com

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Updates
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v.1.3 - The Kart Racing and 2P Battle sections have been completed, and
they are now up.  Also, other sites authorized to post the FAQ have
been added above. (released 8/30/02)

v.1.1 - This is the first release.  The basic game info and the
walkthrough for every stage and mission is complete. (released 8/22/02)

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Contents
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1. The Basics
  -characters and stage types
  -mission objectives
  -bonus points
  -items and objects
  -the enemies
  -character upgrades
  -the emblems
  -secrets and cheats
  -differences from the DC version
2. Walkthrough: Hero Side Story
  -City Escape
  -Boss: Big Foot
  -Wild Canyon
  -Boss: Eggman
  -Prison Lane
  -Metal Harbor
  -Boss: Shadow
  -Green Forest
  -Pumpkin Hill
  -Mission Street
  -Aquatic Mine
  -Route 101
  -Hidden Base
  -Pyramid Cave
  -Death Chamber
  -Boss: King Boom Boo
  -Boss: Egg Golem
  -Eternal Engine
  -Meteor Herd
  -Boss: Rouge
  -Crazy Gadget
  -Boss: Eggman
  -Final Rush
  -Boss: Shadow
3. Walkthrough: Dark Side Story
  -Iron Gate
  -Boss: Hot Shot
  -Dry Lagoon
  -Sand Ocean
  -Radical Highway
  -Egg Quarters
  -Lost Colony
  -Weapons Bed
  -Boss: Tails
  -Security Hall
  -Boss: Flying Dog
  -White Jungle
  -Boss: Sonic
  -Route 280
  -Sky Rail
  -Boss: Egg Golem
  -Mad Space
  -Boss: Knuckles
  -Cosmic Wall
  -Boss: Tails
  -Final Chase
  -Boss: Sonic
4. Walkthrough: Last Episode
  -Cannon's Core
  -Boss: The Biolizard
  -Boss: The Finalhazard
  -Extra Stage
5. Kart Racing
  -The Basics
  -The Tracks
  -The Karts
6. 2P Battle
  -Action Race Battle
  -Treasure Hunt Race
  -Shooting Battle
  -Other Modes
7. Chao
  -Coming soon...
8. Closing
  -Contact Thunder Dragon
  -Special Thanks
  -The End.

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1. The Basics.
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Characters and stage types
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ACTION RACE
Hero Character: Sonic
Dark Character: Shadow
These stages are basicly 3D recreations of the classic Sonic-type
games.  Of course, Sonic has new moves, such as homing attack, and
more.  Shadow shares the same moves as Sonic, as do all the hero/dark
counterparts.  You can earn bonus points by doing trick manuevers, more
on that in the walkthrough.

Moves:

Homing Dash - press A while in the air to perform the homing attack.
You will dash straight at the nearest enemy, destroying it. It can be
used immediately once more after bouncing off the detroyed enemy.  The
more enemies destroyed with this attack without touching the ground,
the more bonus points you earn.

Somersault - press B on the ground to perform the somersault.  This can
be used to break boxes,destroy enemies, etc.

Spindash - hold B to charge up, then release to get an enourmous burst
of speed.

Rail Grind - Jump on any rail to grind down it.  Use the control stick
to center yourself, and hold B to grind down faster.  At the end of
many grinds, you can jump off and score a bonus.

Light Dash - this is accessable once you aquire the light/air shoes.
Press B near a path of rings to dash across it at light speed.

Light Attack - this is accessable once you find the ancient light
upgrade. To do the light attack, you must first hold B to charge up a
spindash.  After charging up, Sonic/Shadow will stand up and be able to
move with the light attack charged up, as long as you are still holding
B.  Once you are near an enemy, release B to destroy all enemies in the
area with a dash of light.  Bonus points are awarded.

Bounce Attack - this is accessable only to Sonic after obtaining the
bounce bracelet.  Press B in the air to bounce, and keep pressing be to
bounce higher. (this is a lot like the bubble sheild way back in the
days of Sonic 3)  This is great for reaching  high places, as well as
earning a ridiculous amount of bonus points.  As long as you are
bouncing, you can destroy many
enemies, and you'll be rewarded the points once you stop bouncing.

Magic Hands - a move accessable only with Sonic after he has found the
magic gloves.  Press Y to switch Sonic's action to Magic Hands, and
press B anywhere nearby an enemy to destroy it.  Not only will it be
destroyed, but it will be turned into a ball in Sonic's hands that he
can throw at other enemies with B.

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HUNTING
Hero Character: Knuckles
Dark Character: Rouge
These stages can be quite annoying, especially to beginners.  The
object is to find 3 chaos emeralds, using the help of your radar.
However, the emeralds are randomly placed, and the radar may not always
help.  To earn lots of bonus points, you must quickly find an emerald
without using the help of any of the hint-giving monitors.

To use the radar:
Look at the emerald icon at the bottom of the screen.  As you search
around, it will start flashing colors.  The first color it will flash
is green, meaning it should be around this area somewhere.  As you get
closer, it will flash yellow, and when you are really close, it will
start flashing red.  When the emerald is right in front of you, a "!"
will appear over your character.

If you are stumped on finding the emerald, you may check any of the
monitors around the stage by pressing B near them, but remember, it
subtracts the points you earn ro finding the emerald.

Moves:

Glide - Hold A while in the air to glide through the air.  You can
destroy any enemy you crash into.

Drill Claw/Drive - Press B while gliding.  Use it to destroy enemies or
dig into the ground if you possess the digging tool.

Punch/Kick - press B to attack.  Press it repeatedly to fire many blows
simoutainiously.  The final blow will be an uppercut.  This may be used
to destroy boxes and enemies.

Screw Attack - rotate the control pad, then press B to do an uppercut.
This reaches higher than a normal jump.

Climb - simply jump or glide onto a wall, and you can climb it.  Press
B to dig into the wall, if you posess a digging tool.  Not all walls
can be dug into, however.

Swim - in water, press B to swim down, and A to swim up.  Don't stay in
too long, or else you will drown.

Sunglasses/Treasure Scope - you must find the respective upgrade first.
Press Y until the option appears, then press B to turn it on.  You will
be able to see items that you couldn't see before.  Jump to deactivate
it.  This is required for hard mode.

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SHOOTING
Hero Character: Tails
Dark Character: Dr. Robotnik/Eggman
Not quite what you'd think of as a Sonic game: They aren't insanely
fast, and your health relies on a health bar, rather than purely rings.
In shooting stages, you pilot a big, clumsy mech, and are able lock on
to many enemies at once, then fire.  The more enemies you destroy at
once, the more bonus points you earn.

Moves:

Hover - Hold A while in the air to hover long distances, or descend
slowly.  You must possess the jet engine, however.

Lock on and Fire - Hold B to lock on.  Aim the lock on ray to the
enemies you wish the blow to pieces, then release the B button to fire.
The more enemies you lock on to, the more bonus points you earn.  But
remember, you can only hold the lock on ray for so long until it
dissapears and you lose your targets.

Volcan Cannon - Press B to fire single shots to destroy containers.

Punch - Press B when close up to an enemy to punch it.

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KART RACING
Hero Character: Tails
Dark Character: Rouge
There are only 2 of these driving levels in the game.  You must reach a
destination before time runs out.  You get extended time for every
checkpoint you pass.  After clearing these levels, the Kart Race mini
game becomes available.

Controls:
Hold A to accelerate.
Press B to brake.
Press Y to get a speed boost*

*speed boosts are accessable every time you collect 20 rings.

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Mission objectives
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All normal stages have the same mission types.

Mission 1:  Simply comlete the stage as normal - get to the goal ring,
find the emeralds, whatever.  If you wish to score an A, try earning a
lot of points.

Mission 2:  Collect 100 Rings.  For an A, do it as quickly as possible.
If you don't have 100 rings by the end of the level, a back ring will
replace the goal ring. For Knux and Rouge, a back ring will appear at
the beginning if you get hit.

Mission 3:  Find the lost Chao.  Mystic Melody is REQUIRED, because the
Chao is usually fould behind the secret path of an ancient shrine.  For
an A, find the little chao quickly as possible.

Mission 4:  Complete the stage with a time limit.  Besides the time
limit, this is similar to the first mission.  High score is the key to
an A rank.

Mission 5:  Clear Hard Mode - more, tougher enemies, and slight
structure changes to make the level more difficult.  Get an A by
scoring lots of points.


The two Kart Racing stages, however, have different objectives.  All
rely on time for an A rank.  The Kart Racing Objectives are as
followed:

Mission 1:  Chase either the president's limo (hero) or Tails (dark)
before time runs out.  They are always at the level's end.

Mission 2:  Collect 100 Rings.  Baloons contain random amounts of
rings.

Mission 3:  Don't hit or get hit by other cars.

Mission 4:  Don't hit the walls.

Mission 5:  Hard mode - Less time, and more traffic to slow you down.

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Bonus Points
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All characters get the same bonuses for destroying multiple enemies.
You will see one of these bonus' in the top left corner of the screen:
Good: 100pts, 2 enemies.
Nice: 200pts, 3 enemies.
Great: 300pts, 4 enemies.
Jammin: 400pts, 5 enemies.
Cool: 500pts, 6 enemies.
Radical: 600pts, 7 enemies.
Tight: 800pts, 8 enemies.
Awesome: 1000pts, 9 enemies.
Extreme: 1500pts, 10 enemies.
Perfect: 2000pts, 11+ enemies.

Hunting scoring:

No hints:
Perfect, 2000:  find the emerald in under 60sec.
Awesome, 1000:  find the emerald in over 60sec.

1 hint:
Extreme, 1500:  find the emerald in under 60sec.
Tight, 800:  find the emerald in over 60sec.

2 hints:
Radical, 600:  find the emerald in under 60sec.
Radical, 600:  find the emerald in over 60sec.

3 hints:
Jammin, 400:  find the emerald in under 60sec.
Jammin, 400:  find the emerald in over 60sec.

Shooting scoring is dependant completely on enemies.  Action Race
Scoring will be explained in the walkthrough, because each stage has
its own way of perfoming trick manuevers.

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Items and objects
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Rings - anyone who's ever played a Sonic game should know what these
do.  Rings serve many purposes.  They serve as sort of a defense; if
you get hurt, you will lose all the rings you have collected, but are
able to pick some back up, 20 is the most you can pick back up after
getting hit.  If you are hit with no rings, you die.  Rings can also be
used as a form of currency in the Chao World.  And finally, as all
coin-like collectables in just about all platforms do, collecting 100
rings gives you an extra life.  Rings are worth 10 points each.

Chaos Drives - these come out of the robots that you destroy.  Collect
them and feed them to your Chao.  They come in 5 different colors, more
on this in the Chao section of the FAQ.  10pts.

Small Animals - these can be found wandering around the stage in
various places.  Collect them and give them to your Chao.  Their are 21
animal types, more on this in the Chao section.

(You can hold up to 10 animals/chaos drives at once until you release
them into the Chao Garden.  The hero and dark sides hold a separate
inventory of animals/chaos drives.)

ITEM BOXES:
5 Rings - you get 5 rings, 50pts.
10 Rings - you get 10 rings, 100pts.
20 Rings - you get 20 rings, 200pts.
Sheild - protects you from one blow, 200pts.
Magna Sheild - protects you and magnetizes rings, 200pts.
Extra Life - gives you an extra life, 200pts.
Power Sneakers - Temporary speed boost, 200pts.
Bomb - destroys all nearby enemies, 200pts. + enemies' pts.
Health Pack - shooters only, fully recovers health bar, 200pts.

Baloons - these big, red baloons are pretty much the same thing as item
boxes, they have the same contents, just a different appearence.
Unlike item boxes, you cannot see what item is inside until you pop it.

Lamp Posts/Checkpoints - run through them to activate.  If active when
you die, you will end up straight back to the checkpoint.  Also, you
can get item box items if you run through with a certain amount if
rings:
20+ rings - 5 rings.
40+ rings - 10 rings.
50+ rings - 20 rings.
80+ rings - Power Sneakers.
90+ rings - Sheild*
*If you have more than 90 rings as well as a sheild, you will get a
magna sheild.

Chao Crate - 3 of these are hidden in each stage.  The first one
contains a key to Chao Garden, the second contains 5 random small
animals, and the 3rd contains one special small animal. (Dragon,
Unicorn, Pheonix, Skelliton Dog or Half-fish)  You get these items in
the order in which you get the Chao Crates, not in order of the
placement of the Chao Crates.

Various Objects:

Omochao - the mechanical Chao who tells you basic info on the game.

Pick-up stuff - various objects in the game can be picked up, such as
wheels, skulls, Omochao and more.  Press B near one to pick it up.
While standing, press B to put it down.  While moving, press B to throw
it.  These items aren't really needed to complete missions, but it is
fun to bust enemies with 'em.

Pipes - press B near one of the small, grey pipes to whistle, a small
animal will come out.

Spring Boards - these bounce you higher.

Bumpers - these are similar to springboards, only homing in at them
will make you bounce even higher.

Propeller springs - homing dash these with Shadow to cause the
propeller to fly up higher, and you to bounce off.  These only go up to
a certain height, maked with a red circle.  They go down while you are
not dashing them.

Pulley - grab hold of the hook to ride it up/down.

Rockets - ride these to areas you normally can't reach.

Missiles - step on the green launch pad button to fire a missile to
break walls.

Dash Panel - increases your running speed.

Jump Panel - dashes you into the air.

Switch - now white with a star on it, press it to open doors, etc.

Time Switch - the clock switches stop time for a few seconds.

Gravity Switch - press B when near one to change the gravity into the
direction of the arrow on it.

Hourglass - flip it to open a door.  The door closes when the time on
the hourglass has run out.

Ancient Shrine - looks like a mini emerald shrine.  If you possess the
mystic melody, press B near one to open a new path, often leading to
that stage's lost Chao.

Goal Ring - this marks the end of a stage.

Back Ring - on missions 2 & 3, this replaces the goal ring.  Go into it
to restart the stage from the very beginning with everything restored,
only you will keep your rings, time, and score.

Containers:

Wood Box - these can easily be broken with an attack.

Steel Box - these can only be broken with an upgrade.

Black Box - these cannot be destroyed.

Cage - these can be broken with bombs or missiles.

Other breakable stuff - while not all of it may be containers, other
various objects can be broken in the same fasion.

Hazards:

Weight - Giant black crushers with flashing red light.  You can stand
on top of it, but don't go under it, unless you wish to be gushed
flatter than a pancake.

Spike Ball - Some can be found alone, and some can be found attached to
a spinning bar.  They are indestructable.

Spikes - you know not to touch these... or DO you?

Tourches - come on, it's FIRE!

Skull Statues - they blow fire in the direction that they face.

Quicksand - you fall in, you die.  However, only Sonic can get out if
you top the A button repeatedly.

Laser Beams - These are often blocking your way.  Watch out for moving
ones.  Time switches can temporarily turn them off.

Electric Field - don't run into it. 'nuff said.

Meteor - In space levels, these firey balls of rock will either be
floating around, or they fall from the sky and squash you.

Dynamite - This is for shooters only.  Sometimes it can help get things
out of your way, but it can also hurt you by blowing up pieces of the
stage you need to get across, or squishing you with a collapsed wall.

Chemical Container - Also for shooters only, these are found on Space
Station ARK.  Shooting them will cause a huge explosion that will shake
the ground.  Try to stay away from shooting these.

Acid - while most just make you lose rings, some mean instant death, so
avoid it at all costs.

Acid Lock - a wall of acid with a lock that can only be broken with a
missile.  At all costs, don't touch it, as it means instant death, no
matter what.

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The Enemies
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GUN ROBOTS: (these contain chaos drives)

Hunter - the most common robot in the game.  They basicly just swoop
down and then shoot stuff at you. 100pts.

Shield Hunter - this variety of hunter can only be attacked when their
sheild is down, specificaly when they are shooting.  Sonic and Shadow
can somersault to destroy them.  100pts.

Beetle - this hovering bot is also a very common enemy.  Most are
helpless, and are used just as homing attack targets to get to farther
areas.  However, some are armed with guns or bombs, and some have
electric sheilds that suddenly pop up while homing in at them.  100pts.

Spring Beetle - a rarer variety of beetle, this one doesn't attack, it
just sits there to be bounced off of. 100pts.

Wing Beetle - a tougher variety of beetle with glowing red lights, and
the ability to fly around and shoot.  They are difficult to hit, as
they move very quickly.  500pts.

Gold Beetle - one of these is hidden in each stage.  It will quickly
appear, then dissapear. Destroying it will help you earn an A rank in
score based missions.  1000pts.

Hawk - an aireal bot with huge jet engines.  They like to attack by
surprise with a barrage of firepower. 200pts.

Sky Hawk - the winged hawk that quickly flies by and shoots at you.
Like the Wing Beetle, hitting this may be a little difficult. 500pts.

Rhino - a short to the ground tank bot that will charge at you.
100pts.

Spiked Rhino - due to obvious reasons, this rhino should only be
attacked from the bottom.  100pts.

Metal Rhino - this large metal box bot is virtually indestructable -
none of your attacks will hurt it.  Only bomb items can destroy it.
100pts.

Rhino Cannon - this rhino doesn't charge like the others, instead, it
shoots bombs.  Try picking up the bomb, and throwing it back at him.
100pts.

Hornet - a robot carrying a large load of bombs.  They will fire the
bombs at you, and they will home straight at you.  After frining, they
pretty much just float around and do nothing.  Hornets with 3 bombs are
worth 100pts, hornets with 6 bombs are worth 200 pts, and hornets with
9 bombs are worth 300pts.  But that's not all - with Tails and Eggman,
you can lock onto each individual bomb for a ridiculous amount of bonus
points.

Pheonix - a rarer variety of hornet, this type is colored red.  They
seem to fire quicker. 100pts.

Laser Hornet - this hornet fires a load of lasers rather than bombs.
It can also attack more than once.  100pts.

Eagle Fighter - these are the huge jets that zoom across the sky and
drop bombs.  You can hear them coming, so stay clear.  It is possible
to destroy them, but it is quite difficult. 500pts.

Artificial Chaos - described by Omochao as "robots that look like
research projects," this blue blob has offically been proven as the
most annoying enemy in the entire game.  Not only do they fire lasers,
they also are able to extend their blob portion of their bodies into
deadly tenticles, reaching great distances in many directions.  Also,
in various shooter stages, they hide their head in their indestructable
blob body, and only come out for a split second to attack.  The best
strategy for defeating this "P1 Type" is to constantly fire at it until
it lifts its head.  Attacking the head is the only way to put the
Artificial Chaos out of their misery.  200pts.

Artificial Chaos Guard Type - only seeming to appear in Sonic's stages,
this blob will break into several explosive cells as soon as it sees
him.  In order to destroy the army of cells, you must destroy the
floating head. Homing attack is useless against it, because you will
aim for the cells, and perhaps have them explode in your face.  To
defeat it, use the bounce attack to bounce through the cells, then
bounce on the head to destroy it.  You could also use the spindash to
bust through the cells to earn lots of points, however there is the
risk of being blown up by them.  Cells are 10pts each, the head is
200pts.

Gyro - These green spinning things float around, doing absolutely
nothing. Gold Gyros can be locked onto by Eggman twice. 20pts.

Energy Control Cannon - Found in Eternal Engine and Cannon's Core, the
cannons themselves cannot be destroyed, however, its projectiles can
be.

EGGMAN'S ROBOTS: (these contain small animals)

Gola - a classic enemy that dates way back to Sonic 2, it is the red
ball surrounded by flames.  Attack in the middle red ball to destroy
it. 100pts.

Unidus - the spike ball version of Gola, as seen in Sonic 3.  The
center ball is still the place to attack, however, the spikeballs
surround Unidus in all directions, so be carefull.  100pts.

Kiki - the monkey also known as Coconuts returns, and as always, he
throws bombs.  Like the Rhino Cannon, his bombs can be picked up and
thrown back at him or at cages.  You don't have to worry about the bomb
exploding while holding it. 100pts.

E-1000 - this Eggrobo-like robot is quite tough.  He fires at you quite
quickly, in all directions.  200pts.

Egg Beetle - this indestructable annoyance patrols the Egg Quarters in
search of intruders to blast.  When the screen in glowing green, that
means he is nearby.  When the screen turns red, and you hear beeping,
that means he has sighted you, and is about to blast you.  His laser
blasts are impossable to avoid, however, you can get out of his sight
by hiding in the shadows.

Buzz Bomber - one of the first Sonic enemies ever, these bees fly
around and shoot projectiles at you once you are in sight. 100pts.

Pihrana - These fish jump out of the water in a poor attempt to bite
you. But when they do, it hurts. 100pts.

GHOSTS: (these contain nothing)

Ghost:  what a worthless, annoying thing.  It just simply grabs you or
jumps out at you, thus wasting your time. 0pts.

Attack Boo:  this kind can hurt you, at least... simply don't let it
touch you, and attack it as normal. 100pts.

Boom Boo:  this is a HUGE ghost with a stitched mouth.  Each time you
attack it, it will shrink smaller.  It will take 3 hits to shrink into
nothing, and then you will be rewarded 300pts.

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Character Upgrades
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SONIC'S UPGRADES

Light Shoes - this upgrade enables Sonic to use the mystic melody.  The
stage is Metal Harbor.  After the 1st checkpoint, you'll get to an area
where you homing dash over a bunch of Beetles to get to the next ground
area.  From there, you'll see a pulley, take it up and get the light
shoes.

Bounce Bracelet - this enables Sonic to use the bounce attack. The
bracelet is in plain sight on the main path of Pyramid Cave.

Flame Ring - this alows Sonic to break metal boxes.  This can be found
in Crazy Gadget.  Pass the 4th checkpoint and the long tube and the
three Artifical Chaos.  Reverse the gravity to normal with the switch,
then go backward to a spring.  The ring will be up there.

Ancient Light - this enables Sonic to use the light attack.  In Green
Forest, it is located just before the 2nd checkpoint.  Before entering
the tree tunnel the the lamp posts, go the the lower right area of the
ledge you are on.  You'll spot a bombing beetle, homing attack it, then
homing attack the 5 rings box, then use another homing attack to get an
extra life.  You will now be on the platform with the ancient light.

Magic Gloves - this allows Sonic to use the Magic Hands feature.  In
city escape, after the part where you run down the building, you may
notice a few metal boxes in the ground.  Make sure you have the flame
ring and bounce bracelet, then bounce through the boxes to the room
with the gloves.

Mystic Melody - this allows Sonic to access ancient shrines.  In Final
Rush, just after the 6th checkpoint, grind slowly down the pipe.
You'll spot two platforms, jump on one of them.  Take the rocket, which
leads to a platform with an extra life.  Now, look around, and you'll
see another platform, with an animal and a spring on it.  Spring up to
another path, and follow it until you come to the upgrade.

_______________________________________________________________________

KNUX'S UPGRADES

Shovel Claw - this upgrade enables Knuckles to dig.  It is located in
Pumpkin Hill, right in front of the beginning.

Hammer Gloves - this allowes Knuckles to break steel boxes.  Located in
Death Chamber, go straight foward through the door.  Break the wooden
boxes and you’ll see it.

Air Necklace - to get the underwater breathing device, go to Aquatic
Mine.  Set the water depth to 3 with the switch at the very top room.
Now, find the shaft with the Caution sign.  Go down it.  If you see a
spring, you’re in the right place.  Now, follow the path, and hurry
through the underwater area until you reach the end with the necklace.

Sunglasses - enables Knuckles to see hidden items.  Find them at Meteor
Herd.  Near the central tower, find the floating platform with a
punchable meteor on it.  Try punching the meteor into the door with a
red - on it.  If you did it right, the door will be open, and you’ll
find a steel box inside.  Punch it open with your hammer gloves to
reveal a switch, which opens the floor in the central tower.  Go into
the tower, and fall into the floor.  Don’t worry about the magma, as
you float right over it.  Find the lowest platform, and the upgrade
will be right there.

Mystic Melody - enables Knuckles to activate ancient shrines.  Find it
in wild canyon.  Make your way to the lonely statue area, and climb
above the statue.  You’ll see a painting now.  Dig into the center to
find the upgrade.

_______________________________________________________________________

TAILS’S UPGRADES

Booster - allows Tails to hover.  Find it in Mission Street, just after
you ride down the collapsed road.  Walk straight along the road, and at
the end, go to the left and grab the booster.

Bazooka - allows Tails to bust metal boxes.  It is located in Eternal
Engine.  After the 4th checkpoint, you’ll get to a bridge with a switch
at the end.  If you blow up the bridge, don’t worry, the same switch is
available below.  Throw the switch, then get up to the door it opened.
The upgrade is in there.

Laser Blaster - this makes the explosions of your bazooka larger, so
they destroy all nearby enemies.  Find it at the very end of Prison
Lane.  Destroy all the enemies in the room to make sure the jail door
in the back opens.  Bust the metal boxes, and the Hunters, and the
upgrade is right there.

Mystic Melody - this allows Tails to activate ancient shrines.  The
place is Hidden Base.  At some point after the 1st checkpoint, you’ll
take a pully up to an area where you are completely surrounded by
Kiki’s.  After you pass that area, go to the lower route, and bust open
4 steel boxes, revealing a room with the upgrade in it.

_______________________________________________________________________

EGGMAN'S UPGRADES

Jet Engine - this enables Robotnik's mech to hover.  The upgrade is
located in Lost Colony.  After you pass the 1st Checkpoint, you'll get
to the looping room.  Make your way to the upper floor using the black
boxes, and you'll find the upgrade around here.

Large Cannon - allows Robotnik to break steel boxes.  The location is
Weapons Bed.  On the left side hangar of the beginning, blow up the
dynamite on the doors.  A small room with the upgrade is revealed.

Laser Blaster - increases the explosion size of Robotnik's Large
Cannon.  Find it at Iron Gate.  Just after the 2nd checkpoint, blow up
the large tanks and the steel boxes to reaveal a path to the upgrade.

Protection Armor - this increases Robuttnik's defense and health meter.
In Cosmic Wall, just before Checkpoint #3, when you are falling through
a room with many platforms, be sure to land on the one that has the
missile.  Launch it, and proceed to the platform that it went to.  The
upgrade is there, right under another platform.

Mystic Melody - enables Robotnik to activate ancient shrines.  In Sand
Ocean, on the first spinning platform, wait for the edge you are on to
be facing west.  Hover to the platform over the quicksand, and get the
upgrade.

_______________________________________________________________________

ROUGE'S UPGRADES

Pick Nails - this allows Rouge to dig.  Find it at Egg Quarters.  When
you get to the egg fish chamber, launch the missile to break the cages
blocking a room.  Go in that room, and find the upgrade behind the
weight.

Iron Boots - allows Rouge to break steel boxes.  In Mad Space, go to
the spherical planet (the only rocket available is the one that takes
you here) and find the boots in the center blue building.

Mystic Melody - enables Rouge to activate ancient shrines.  In Dry
Lagoon, find the painting under one of the ledges in the small Oasis.
Dig into it and find the upgrade.

Treasure Scope - allows Rouge to see things she couldn't see before.
The upgrade can be found in Security Hall.  From the beginning, take
the east path, and follow it until you get to the large air
conditioner.  Climb up the wall, and find the ancient shrine on the
ledge.  Activate it, and platforms will appear, leading to a room
blocked by metal boxes.  Break the boxes with the iron boots and go in
to find Rouge's last upgrade.

_______________________________________________________________________

SHADOW'S UPGRADES

Air Shoes - this allows Shadow to use the Light Dash.  The location is
White Jungle.  Some time after the 3rd checkpoint, you'll make it to an
area with a path of rings suspending over a cliff.  To the right,
you'll see a wood box.  Break it, then fall to the upgrade.

Flame Ring - this allows Shadow to break steel containers.  Located at
Radical Highway, pretty early in the stage.  After you take the pully
then spring up to the higher road, you'll notice a large, spinning drum
to the left.  Somersault under it, then light dash to the ring.

Ancient Light - enables Shadow's light attack.  In Sky Rail, when you
get to the first rocket, don't take it, but rather dash the Beetle and
go onto the next ledge.  Go to the edge where the Chao Crate is, and
more Beetles will appear.  Dash them up to the area with the upgrade.

Mystic Melody - enables Shadow to activate Ancient Shrines.  It is
located at the Final Chase.  On the area before the 4th checkpoint,
circle the gravity cylanders all the way to the top.  On top of one of
them, you'll spot another gravity cylander with an electric field
around it.  Jump to that one and get to the top, and you'll spot the
upgrade on a platform.

-----------------------------------------------------------------------
The Emblems
-----------------------------------------------------------------------
Here is a short list of all the emblems that can be found in Sonic
Adventure 2: Battle.

Clearing all the missions: 155 Emblems

Clearing every mission with 'A': 7 Emblems

Clearing all of the Chao Races: 5 Emblems

Clearing Chao Karate: 4 Emblems

Clearing Kart Race: 3 Emblems

Clearing Boss Attack: 3 Emblems

Clearing the game on all stories: 3 Emblems

Total: 180 Emblems

For collecting all 180 emblems, you will be rewarded a secret stage,
and all the items in the black market will now be available.

-----------------------------------------------------------------------
Secrets & Cheats
-----------------------------------------------------------------------

BASIC SECRETS

Kart Racing Mini Game - this is unlocked once you beat either Route 101
or 280.  Beat both those levels to get it in 2P mode.

Boss Attack Mini Game - this is unlocked once you beat the game in any
of the 3 stories.  Beating the hero side story unlocks hero story
bosses, beating the dark side story unlocks dark side bosses, and
beating the last story unlocks all the bosses.

Secret Karts - to get a new car for a specific character in Kart
Racing, beat all of that character's missions.

Secret Costumes - to get a new costume for a specific character in 2P
Battle, earn an A rank on all of that character's missions.

Guarunteed A Rank - you must collect all the rings on the stage.  When
the stage ends, it will say "Perfect" over your ring counter.  Keep in
mind, though, this is IMPOSSIBLE on most stages.

Secret Stage - to unlock the secret stage, collect all 180 emblems.  A
? icon will appear on the stage select.  I won't spoil you right away
on what the stage is, but you probably already know, as no one seems to
keep their mouths shut.

CHAO SECRETS

Additional Chao Gardens - to unlock the Hero Garden, raise a Chao into
a Hero type.  To unlock the Dark Garden, raise a Chao into a Dark type.

Additional Chao Races - to unlock the Jewel and Challenge Races, beat
all the beginner races.  To unlock the Hero and Dark races, unlock the
Hero and Dark Gardens.

Additional Chao Karate Tournament - to unlock the "Super" tournament,
beat all the other tournaments.  Only a specific Chao who has beaten
the others will have access to this tournament.

Burried Chao Masks - go to Chao garden with Knuckles or Rouge.  Keep
digging into the ground until an item pops out.  Normal and Hero
gardens have pumpkins, while Dark garden has skulls.  These items sell
for 50 rings.

GLITCHES

Peak into the Cocoon - when your Chao is transforming and you are
impatient to see how it will turn out, slowly move away from the cocoon
with the cocoon facing your back, closest to the screen.  You can now
see the Chao inside.

Jump after being hit - after Sonic or Shadow is hit by an enemy's
attack and you are falling, try jumping.  If you time it right, it is a
real life saver.

The back ring trick - this makes Knuckles's and Rouge's 2nd mission a
lot easier.  First, collect 1 ring, then go and get hit by an enemy.
The back ring will appear at the beginning of the stage.  Now, get as
many rings as you wish, preferably over 50.  Then, go to the back ring,
and restart the stage with regenerated rings as well as the rings
you've collected before.  It is now much easier to obtain 100 rings.

Quick Cash - go to the Black Market, and buy any expensive item.
Release it into any of the Chao gardens, then exit Chao World.  Then,
go back into Chao World and take the item, then sell it back to the
Black Market. (you will get 1/4 its value in rings.)  Now, reset the
game.  Re-enter Chao world.  You will keep the same amount of rings,
yet the item will still be there.  Repeat this process until you have
all the rings you want.  When you are done, be sure to beat any stage,
or else you could loose all the rings if your Gamecube gets turned off.

-----------------------------------------------------------------------
Differences from the DC version
-----------------------------------------------------------------------
First of all, I do not own the Dreamcast version of Sonic Adventure 2,
nor do I even own a DC for that matter.  Many of the differences below
may not be correct, but I'll try to explain them.

1. 2P Battle
The features in 2P Battle mode have increased greatly, hence the name
Sonic Adventure 2 BATTLE. There are now TONS more levels to choose, and
multiple characters to choose.  Also, new costumes can be unlocked
later in the game, and they affect the characters' performance as well
as their appearance.

2. Chao Garden
The other major change of the GCN version is the features in Chao
World, which have also greatly increased.  There is a new mini-game,
Chao Karate (I THINK its new), and there tons more features in the
kindergarten.
There is a more complete black market, where you can buy a variety of
fruit, as well as new colored Chao Eggs.  The Chao's stats are easier
to view when you pick it up, or with a medical chart in the doctor's
office. There is also a fortune telling house to name your Chao.  And,
of course, there is the ability to link to Sonic Advance on the GBA to
transport Chao, as well as being able to purchase exotic Chao eggs,
such as gold, silver, and jewel chao.

3. Kart Racing
New, secret karts are available.  Complete the desired character's
every mission to get that character a new car. If you complete all of
Tails's missions, a Chao kart will be available.  If you complete all
of Rouge's missions,  Eggrobo from Sonic and Knuckles will be
available.  All the other characters get new, better karts if you beat
their missions.

4. Menu Themes/Voices
These were availiable on the DC version only for download, but on SA2B,
they come pre-loaded.  Also, new themes including Amy, Omochao and
Maria's themes can be unlocked much later in the game.

=======================================================================
2. Walkthrough: Hero Side Story
=======================================================================

-----------------------------------------------------------------------
Stage 01: City Escape
-----------------------------------------------------------------------

Character: Sonic

Checkpoints: 3

A Rank Requirements:
Mission 1: 18000pts.
Mission 2: Under 1:20
Mission 3: Under 2:30
Mission 4: 18000pts.
Mission 5: 19000pts.

Small Animals: Racoon, Rabbit, Ram, Skunk
3rd Chao Crate: Unicorn

Total Rings: 444

Chao Crates:
1. At the end of the stairs past the 1st checkpoint, it is on the ledge
with the "item box expo" sign to the right.
2. Before the 2nd checkpoint, you are grinding down a rail.  Hold B to
gain speed, and you will quickly run up the ramp.  The box is up there.
3. Just as you are running down the building, hold foward so you are
sure to grab onto the swinging bar.  Swing jump over 2 bars then onto
the ledge with the 3rd Chao Crate.

Gold Beetle:
Normal: On the same platform as the 2nd Chao Crate.
Hard: It is along the main path, after you light dash past the
botomless pit.
_______________________________________________________________________

MISSION 1: ESCAPE FROM THE MILITART PURSUIT

Sonic's first stage begins with him boarding down the street.  Manuever
him with left and right, press B to break.  You can do jumps over the
ramps for some bonus points, and perhaps some items.  Don't worry about
hitting cars, as they won't hurt you, they merely slow you down.

After getting off the board, continue along the path, and be sure to
practice Sonic's moves on the enemies.  Now would be a good time to
break them in.

After the first checkpoint, you'll run down a dash panel, and go down
the hill quite quickly.  This is sort of like the boatding part, only
without the board - you can still do jumps over the ramps while running
at a high speed.

Some time after the 2nd checkpoint, you'll be dashed up a loop.  Hold
up on the control stick to ensure staying on it.  After the loop, you
will run down a building.  You may then be bounced up onto a bar that
Sonic will constantly spin on.  Press A when you hear the "whoosh"
sound to get a high jump in.

After the 3rd checkpoint, the Semi chase will begin.  Hold down to run
away from the truck, but still be sure to turn Sonic left and right.
There are many dash panels along the path, these should easily help you
pass the truck and get to the end of the stage.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

This mission is quite simple, as there are a lot of rings in City
Escape.  Remember, don't run into enemies, as loosing rings will pretty
much ruin your progress on the 2nd Mission.  By the end of the boarding
part, you should easily have gained over 30 rings.  And be sure to get
any item box rings you see, as they help a LOT.  So do Magna Shields.

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

Remember, you must have the Mystic Melody upgrade before even
attempting the 3rd mission.  Find the Ancient Shrine just after the big
loop.  Activate it to make a spring appear.  Take the spring to a few
pulleys, and also use the Spring Beetles to get higher up.  Beware of
the shock Beetle, though.  Make your way up to the bar, and swing
yourself into the air, then land in the room where the Chao is.

_______________________________________________________________________

MISSION 4: REACH THE GOAL WITHIN 3:00

At the boarding part, AVOID RUNNING INTO CARS.  These will surely slow
you down.  Also, doing jumps over the ramps help speed you up by quite
a lot.  Light dashes and spin dashes also help.  Be sure to run over
dash panels, and hold B while grinding straight down rails.  Also, keep
in mind there are no checkpoints in the 4th mission.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

You may notice a few differences on ramp placement while at the
boarding part.

After you get off the board, you will certainly notice that there are a
lot more Hunters swooping down.  As you progress through the beginning
area, you will also notice some shield Hunters.  Somersault to destroy
them.

After you bust past the hunters, you may be shot by a Gun Beetle that
attacks by surprise.  Destroy it immediately.  After grinding down this
area, you will notice a fence blocking the end of the stairs.  Either
try to jump around it, or bounce off the second Gun Beetle.

After going down the hill past the 1st checkpoint, you'll notice that
the stairs are fenced off again.  You'll need to bounce attack to get
above this area.  There are several robots shooting at you here, so
look out.

Then, you will go down another hill.  Be on your guard, or else you
could run straight into an enemy robot.  Passing the 2nd checkpoint,
the main difference you will notice is a ramp in the center of the road
with a few wing Beetles hovering above.

Once you have passed down the large loop, the path to the right is now
nothing but a botomless pit.  To get across it, bash the Beetle then
light dash across the rings.  But be sure to time it right, as you
could end up bouncing straight down the large pit.

When you make it to the Semi chase, you will have to run faster, as
there are less dash panels.

_______________________________________________________________________

TECHNIQUE POINTS

These are the bonus points that you earn by doing trick manuevers.

The ramps - whenever you approch a ramp in this stage, run up it as
quickly as possible, then, when at the end of the ramp, jump.  You can
score up to 1000pts. by doing these jumps.

Jump through a hoop of rings - after the 1st checkpoint, when the hill
turns right, run over the dash panels and do jumps over the ramps.
Over the first ramp, you'll get a magna shield, and over the second,
you'll go through a "ring of rings," giving you an 800pts. bonus.

SECRETS

Stuff over the jumps - There are item boxes over many of the jumps.  To
get them, you will need to jump up higher - run as quickly as possible,
and jump at the ramp's highest point.

Take Omochao through goal ring - on various stages, taking Omochao
through the goal ring will make him say different things.  Here, he'll
say "Whew, that big truck scared me!"

-----------------------------------------------------------------------
Boss: Big Foot
-----------------------------------------------------------------------

Character: Sonic

Location: City Escape at night

Hits: 4

The first of the 3 GUN mechs, Spider Troop Big Foot is the easiest.
Don't bother jumping at him while he's in the air, as you can't damage
him.  While he is shooting around, go and grab some rings - but not
them all, as you may need them later if you get hit.  Remember this for
any boss battle.  Anyways, when he lands, immediately get under the
cockpit and jump to damage him, then he will go back to flying around.
Repeat 3 more times.

-----------------------------------------------------------------------
Stage 02: Wild Canyon
-----------------------------------------------------------------------

Character: Knuckles

A Rank Requirements:
Mission 1: 16000pts.
Mission 2: under 1:30
Mission 3: under 0:40
Mission 4: 16000pts.
Mission 5: 17000pts.

Small Animals: Ram, Cheetah, Peacock, Condor, Dragon
3rd Chao Crate: Dragon

Total Rings: 171

Chao Crates:
1. On one the 3rd pillar on the left in Chamber of Wind.
2. At the feet of the Lonely Statue.
3. To the right of the Sphinx Head.

Gold Beetle:
Normal: Behind the Sphinx Head, on the left.
Hard: Currently unknown...

_______________________________________________________________________

MISSION 1: FIND 3 PIECES OF THE MASTER EMERALD

The hunting stages of SA2B are not straight-foward paths like the other
stage types, but rather, large areas divided into many sections.  Take
note of landmarks.

Wild Canyon is the smallest hunting stage.  You start in the Chamber of
wind, a large room with many pillars surrounding an air lift.  You can
take the air lift to the upper part of the stage.

At the top of the stage, there is the small center area with a few
enemies and a small hole leading back down to the Chamber of Wind.
This is called the Stone Dance Hall.  On one side of the Stone Dance
Hall, is a path leading to the Lonely Statue Area.  On the way there
are a few small chambers blocked by wooden boxes that you can break.
There are items in some of them.  On the other side of the Stone Dance
Hall, is a path leading to the Buried Sphinx Head.

Pieces of the emerald are randomly hidden in the first mission, but
they shouldn't be too hard to find, being that this stage is very
small.  Also, they are hidden in easy places - none are burried etc.
Monitors aren't really nessassary for hints.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

Read about the back ring trick in the secrets section?  It will help
you a lot in these 100 ring hunting missions.  Even if you consider
this cheating, this mission is still very easy as played normal.

First of all, about 64 rings can be found inside the Chamber of Wind.
Check all the pillars, as that is where all the ring clusters and item
boxes will appear.

Then, at the Stone Dance Hall, 30 rings worth of item boxes can be
found on one of the platforms.  The rest of the rings can then be found
on top of the chambers going toward the lonely statue.

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

Climb up to the upper path of the Chamber of Wind.  Find the 4 steel
boxes, and break them with your hammer gloves.  Then, dig into the
center of the painting that is revealed, and once in the room, activate
the shrine to open the door.  Inside is another shrine, activate that
one to reveal a portal.  Go into the portal and to the lost Chao.

_______________________________________________________________________

MISSION 4: COLLECT THE EMERALD PIECES IN 2:00

While you have little time, remember, this stage is very small.
Although the emerald pieces are randomly hidden, they shouldn't be too
tough to find.  Use hints only if you NEED to.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

Unlike the other stage types, hunting stages on hard mode seem to have
little or no stucture changes whatsoever.  The changes seem to be
completely on the enemies, however, there is also one other major
change: the emeralds are now in set positions, rather than just being
tossed into random spots.  They are in tricky areas, however, you will
remember where they all are if you come back to the stage.

Oh yeah, one more thing.  If you are using this guide, ignore the hint
monitors at all time.  They will do nothing for you, besides
subtracting bonus points from the emeralds.  All the locations for the
hard mode emeralds will be listed in this quide.

For the first emerald, head for the Lonely Statue Area.  You will
notice it floating right under a platform.  In order to get it, you
will have to jump from the top of the closest chamber, and glide into
the emerald.

To find the next emerald, go to the Stone Dance Hall.  RIGHT under one
of the platforms is a painting that you can dig into.  Dig into it, and
you'll end up in a room with a bunch more of the same type of painting.
Dig into the second one from the right to find the emerald.

The last emerald is located in the Chamber of Wind.  Find the shortest
pilar with a circle of rings on it.  Put on the sunglasses, and a
spring will appear.  It will bounce you straight into the air lift,
directly where the emerald is.

_______________________________________________________________________

SECRETS

Free Dragon: In the room where you got the Mystic Melody (dig into the
painting above the Lonely Statue), climb up to the top of the walls.
You'll spot a Dragon flying around the exit painting.

4 item boxes: Go to the area where you found the lost Chao, only on
hard mode.  There will be 45 rings and an extra life.

-----------------------------------------------------------------------
Boss: Eggman
-----------------------------------------------------------------------

Character: Tails

Location: Weapons Bed

Hits: 5

This battle is quite simple.  There are many rings around to fill up
your health bar, and Eggman won't use many threatening attacks.  Don't
lock on to him, but rather keep fireing your volcan cannon.  When up
close to him, punching him can knock him really far back.  Don't get
too close through, as he punches as well.

-----------------------------------------------------------------------
Stage 03: Prison Lane
-----------------------------------------------------------------------

Character: Tails

Checkpoints: 3

A Rank Requirements:
Mission 1: 26000pts.
Mission 2: Under 2:30
Mission 3: Under 2:00
Mission 4: 26000pts.
Mission 5: 26000pts.

Small Animals: Otter, Tiger, Ram, Gorilla, Unicorn
3rd Chao Crate: Unicorn

Total Rings: 134

Chao Crates:
1. To the right of the very beginning are a bunch of steel boxes.  Bust
them with the bazooka to find the crate.
2. Find the 3rd elevator lift in the stage at the exit of one of the
jails. Use it to get atop the jail, and look to your right to see
another jail.  Destroy all the enemies and hover down to that jail and
find the Chao Crate inside.
3. Alter the 1st checkpoint, you'll spot the box behind a jail gate.
Destroy the hunter to open it.

Gold Beetle:
Normal: Just before the caged Unicorn, you should spot it under the
platform, to the right.
Hard: It is in the same area, only now its to the left.

_______________________________________________________________________

MISSION 1: FIND THE CORE OF THE PRISON

This stage should be pretty easy to get through, as long as you know
how to open the prison doors.  In order to do so, lock on to EVERY
enemy in sight then bust them to bits.  Once all the enemies in an area
are destroyed, a prison door leading to the next area will open.  Start
by busting the beetles at the beginning.

Proceed through the stage, busting everything in sight.  When you pass
the elevator lifts, beware of Wing Beetles, they can knock you off the
edge of the path and into a hole of doom.  Procees into the jail, and
aim your lock-on ray in all directions.

Just before the first checkpoint, you'll encounter a hornet.  Lock on
to all its bombs and proceed - but look out for the two Wing Beetles
that will crash into your face.  When you get to the checkpoint lamp
posts, you'll notice a gate blocking your way.  Bust all the enemies
behind the gate to open it.  Then, you'll get to another gate blocking
your way.  Bust all the Hunters, but beware of those darned Wing
Beetles.

Proceed through the stage, and after you bust a large propane tank,
you'll get to the big elevator.  While on the elevator, aim at all the
beetles and blow them up for some bonus points.  After the elevator has
reached its top destination, head for the 2nd checkpoint.  Once again,
you must blow up the Beetles to open the gate.

Proceed through the stage, looking out for Wing Beetles, as usual.
When you get to the part with the gate on the left and a pit all
around, aim your ray in all directions, being sure to blow up all the
enemies to proceed through the gate.  You may have to lock on a few
times.

Continue through the stage, blowing up Beetles to open gates.  At the
3rd checkpoint, you'll have to aim into the gate (like you did for
checkpoint 1) and destroy all the enemies.  After busting past a few
more gates, you'll take an elevator lift up to another closed gate.  To
open it,  go to the elevator lift on the right, and find the Beetle.
Bust it and proceed to the final room.  To get into the final room,
lock onto all the enemies in there.  Now go get that goal ring.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

The rings are easily laid out along the main path.  Finding them
shouldn't be a problem, but beware of the enemies, who shoot a barage
of projectiles at you.  Especially those annoying Wing Beetles.  By the
2nd ckeckpoint, you should have about 70 rings.  Be sure to grab the 20
ring box acessable from the next elevator lift.  The final 10 can be
found laid out along the main path.

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

After the 2nd Checkpoint, take the next elevator lift.  Once above the
jail, rotate the camera with R and you'll see a platform with a shrine
on it.  Hover to it and activate the shrine.  Now, take the spring up
to a higher jail area.  Destroy all the Beetles to bust the Chao out of
its cell.

_______________________________________________________________________

MISSION 4: REACH THE GOAL WITHIN 3:00

Just keep on moving ahead, and stop as little as possible.  Keep a lock
on ray up while running to bust any annoyance in your way.  Don't waste
too much time destroying enemies, however.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

The first difference you will notice is are hunters that swoop down at
the beginning.  After passing them, quickly shoot the Wing Beetle (yes,
there are more of them... learn to deal with 'em) then you'll approach
a Shield Hunter.  Keep a lock on ray on it, and fire when it begins to
shoot.

Continue through the stage, busting the extra enemies.  When you are
walking though the second jail, approach with caution, because Beetles
will suddenly appear in your face.  After that, you'll end up near a
giant, crushing weight.  To pass it, start moving when it hits the
ground.

Proceed through areas littered with enemies, until you get to the big
elevator.  Beware, the Beetles shoot now.  Continue through the rest of
the stage, staying alert for projectiles in all directions.

When you get to the gate leading to the end of the stage, slowly
approach the right, and 3 Beetles will appear.  Bust them to open the
gate.  The last obstacle before the end is a Sheild Hunter, do as you
did near the beginning one.

_______________________________________________________________________

SECRETS

Atop the jail cells - at the ends of some elevator lifts, you can go
backwards and on top of some of the jails.  There, you can find extra
lives etc.

Shield and 20 Ring boxes - after the 2nd checkpoint, take the elevator
lift up to a platform with the 2 item boxes.

Caged Unicorn - you'll see it along the main path.  To free it, hover
backwards to a platform with a missile.  Launch it to break the cage.

-----------------------------------------------------------------------
Stage 04: Metal Harbor
-----------------------------------------------------------------------

Character: Sonic

Checkpoints: 3

A Rank Requirements:
Mission 1: 20000pts.
Mission 2: Under 1:10
Mission 3: Under 0:50
Mission 4: 18000pts.
Mission 5: 18000pts.

Small Animals: Seal, Peacock, Penguin, Racoon
3rd Chao Crate: Pheonix

Total Rings: 184

Chao Crates:
1. Stay on top of the overhead platforms near the beginning.  You'll
see it on a large oil tank, homing bash the Beetle to get it.
2. In the airplane hangar after light dashing across the sea.
3. Right near the 3rd checkpoint; continue walking foward.

Gold Beetle:
Normal: On the part where you are dashing across Beetles to pass over
the sea, hold the control stick left after the 4th Beetle, and dash to
the extra life.  The Gold Beetle is next to the Extra Life.
Hard: It is in the same place.

_______________________________________________________________________

MISSION 1: ESCAPE FROM THE MILITARY BASE

The stage starts out with Sonic running down a ramp and being launched
into the air.  This pretty much continues onto the first checkpoint.
Once you pass the checkpoint, you will be bounced to an area with a
bunch of Beetles floating over the sea.  Homing attack them to get
across.

On the next platform, take the pulley up to get the Light Shoes, then
light dash the rings to get across the sea.  You are now on the large
airplane hangar area, and watch out for the Eagle airplanes bombing
you.  At the end of this area, light dash another path of rings to the
second checkpoint.

Go up the hill, and light dash some more rings.  You'll then be dashed
up a loop.  Continue onto the stage until you get to the stucture with
blinking green arrows at the bottom.  Somersault to get under it, then
take the pulley up.  There will be a few more structures just like
this.

Then, you'll come to more Beetles over the sea, homing bash to get
across once again to the 3rd checkpoint.  Now, take the rocket to the
large launch pad.  A large missile will launch in 15 seconds, but don't
worry, that's enough time.  At the end of the path, grab hold of the
missile, and it will launch.

Jump off the missile when the camera angle changes, and you'll fall
into a duct with a board.  The controls are similar to the boarding
part in City Escape, only this part is shorter.  Try and grab some of
the item boxes on the way.  Afterward, you will be launched into the
goal ring.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

First off, grab the 4 rings leading to the left rail.  Now, stay to the
tops of the overhead platforms.  On one of them, you'll spot a path of
rings to light dash across, so do so.  Then, continue the stage as
normal, light dashing across every ring path you see.

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

Get to the airplane hangar.  When you are near the Chao Crate, bounce
to the room above with the ancient shrine.  Activate the shrine to make
a platform appear outside the room, and use it to get to the top right
of the hangar.  Bounce to the other platform, and jump to the others
then to the Chao.

_______________________________________________________________________

MISSION 4: REACH THE GOAL WITHIN 2:00

First of all, you need to take the first light dash-able path of rings
I mentioned in mission 2.  This also serves as a tremendous shortcut.
Continue through the rest of the stage as quickly as possible, and
wherever you see rings, light dash.  When you are on the missile, jump
off as quickly as possible.  When boarding down the duct, don't break
for items, and especially, don't hit the walls.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

There aren't many differences at first, just a few bombing Beetles here
and there.  Once you are at the area with the airplane hangar, don't
take the dash panels, as they will lead you straight into spinning
spike balls!

The next difference you will notice is that the path of rings after the
2nd checkpoint has been removed.  You will have to jump from the oil
tank, and make sure the Hawk doesn't shoot you into the water.

There will also be tons of Hawks on the next path, waiting to annoy the
heck out of you.  After passing the path littered with Hawks, you'll
make it to the 3rd checkpoint.  You will notice the rocket is gone, so
you need to take the Beetles that appear over the sea to get across.

When running up the launch pad, beware of yet another Hawk at the end.
After that, there are no other changes in the stage.

_______________________________________________________________________

TECHNIQUE POINTS

Grind rail - near the beginning, you will spot a path of 4 rings to the
left as you are going down the ramp.  Light dash across them and onto a
grind rail, giving you 600pts.

Light dash - light dash the rings after the 2nd checkpoint for an
additional 300pts.

Tight spaces - when somersaulting under those tight spaces, you may
earn a little bonus points, 100-200pts.

Another grind rail - after the structures you somersault under, you go
over a jump, then the path will curve to the right and dip down.  The
left rail will look different, so grind down it for 500pts.

Rocket handle - when grabbing onto the missile, you will be rewarded a
bonus depending on how long you took.

SECRETS

Alternate rocket handle - at the end of the launch pad, you can see a
few beetles.  Dash across them, then light dash the rings.  Then bounce
to the alternate missile handle.  You earn more points this way, but it
is tricky to pull off.

-----------------------------------------------------------------------
Boss: Shadow
-----------------------------------------------------------------------

Character: Sonic

Location: Green Forest

Hits: 3

You won't be able to attack him with your homing attack - when you
jump, he will jump.  When Shadow is jumping, he is impossible to hurt.
You can only hurt him when he is landing from a jump, or is grounded.
The best way to attack him is to use your somersault.  And be carefull
not to fall off the edge of the stage.

-----------------------------------------------------------------------
Stage 05: Green Forest
-----------------------------------------------------------------------

Character: Sonic

Checkpoints: 5

A Rank Requirements:
Mission 1: 15000pts.
Mission 2: Under 2:30
Mission 3: Under 1:30
Mission 4: 12000pts.
Mission 5: 12000pts.

Small Animals: Rabbit, Racoon, Cheetah, Parot, Half-fish
3rd Chao Crate: Half-fish

Total Rings: 366

Chao Crates:
1. In the first cave, near the swampy area with a Spiked Rhino.  There
is a small hole in the right wall, somersault under it.
2. At the part with several moving, floating platforms some point after
the 2nd checkpoint, fall off the platform with the hollow tree and onto
one with the crate.
3. You'll come across it at the springboard part past the 3rd
checkpoint.

Gold Beetle:
Normal: In the tree-cave after checkpoint 1, above three Hunters.
Hard: In the same place.

_______________________________________________________________________

MISSION 1: ESCAPE FROM THE ISLAND IN 8:00

Although you only have 8 minutes before the whole place goes 'boom,'
there is more than enough time to complete the stage.

At the start of the level, Sonic is running downhill.  Then, he will
take a jump plate onto the next area.  There, 3 hunters will jump out.
Destroy them, and proceed through the cave.  When you see the Spiked
Rhino, use the somersault to destroy it.

Dash through the cave, and take the jump plate to the first checkpoint.
Continue to the spring, and swing a vine to the next tree-cave.  Homing
attack all the enemies there for loads of bonus points.  Then take the
spring to the vine, and swing to the next downhill area.

Go through the loop, and into the next tree-cave.  Destroy the 3
Hunters in front of the passage, then continue to the dash panels.
Take the next dash panels to a half-loop, and continue to the 2nd
checkpoint.

Take the next half-pipe down, then be bounced then swinged to the
hollow tree platform.  Continue toward the floating ledges, homing at
Beetles.  You'll then be bounced to chekpoint 3, where you go up
another loop, then proceed to the spring area.

Take the springs up to the higher platforms, and be sure not to fall
off.  Eventually, you'll get to an area with a Hunter and a Beetle.
Homing attack the Beetle then the spring, and follow more floating
platforms to checkpoint 4.  Go down the hill, then be bounced to a
vine.

Go to checkpoint 5, then follow the path to the earthquake area.  Here,
the ground is breaking apart, so hurry foward to any of the springs
that will take you to the goal.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

Not only has the time limit been removed, but this mission is also
incredibly easy.

First of all, after the first downhill area, instead of going straight,
go to the platforms to the left, and there will be a long path of rings
to light dash.  Continue through the stage, light dashing on every ring
path.  In the tree-cave before the 2nd checkpoint, be sure to grab all
3 item boxes, and you should have easily completed the mission with an
A at the 3rd checkpoint.

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

At the very beginning of the path leading to the 3rd checkpoint, look
off the cliff to the left to see a platform with an ancient shrine.
Activate the shrine for some platforms.  You need to use bounce attack
to get to each platform, because they are high apart.  On the 3rd
platform, homing attack the Beetles then grab the Chao.

_______________________________________________________________________

MISSION 4: REACH THE GOAL WITHIN 4:00

This is exactly like the 1st mission, only with half the time.
However, that is still enough time, as long as you keep on moving
ahead, and don't waste your time.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

More, tougher enemies have been added, of course.  Also, you will
notice that the time limit is now gone.

Continue through the stage with the additional enemies until you reach
the 2nd checkpoint.  Down the half-pipe are a bunch of spikeballs, so
be carefull!  One touch and you could be bounced to death into the
swamp.

The next notable difference is after the 3rd checkpoint, at the spring
part.  There will now be swinging spike balls on the platforms, be
warned.  Once to the top of the spring area, you'll notice the Beetle
used to get across is now gone.  Don't take the spring ahead, but
rather, go backwards to the platforms behind the Hunter.

Continue to checkpoint 4 then down the half pipe - beware, there are
more spike balls.  Continue to the 5th checkpoint, then to the
earthquake area.  Be ready to bounce, as the ground falls apart
quicker, and you will need to make higher jumps.  Also, there are some
spikeballs here.  Take the springs to the goal.

_______________________________________________________________________

TECHNIQUE POINTS

Grind the branch - after the first checkpoint, light dash the rings and
hold foward to land on a grind-able branch.  If you do it right, you
will recieve 500pts.

Low vine - on the vine after checkpoint 4, hold down A to get two
balloons.  Beware of spikeballs, though.  When you land, you will
recieve 1000pts.

Grind another branch - when running down the half-pipe after the 5th
checkpoint, stay to the left edge, and you may end up grinding a
branch.  If you do so, you recieve 600pts.

Springs - at the end of the earthquake area, after bouncing multiple
springs, you will get a free 1000pts.

SECRETS

Secret Route - on the hollow tree platform, you will spot a bunch of
crates to the right.  Bounce them to get under and to the secret route,
which has a light dash ring path that will quickly take you to the 3rd
checkpoint.

Free Half-fish - on the hollow tree platform, around the crates to the
secret route, the rare sea monster can be seen walking around.  Grab
it.

-----------------------------------------------------------------------
Stage 06: Pumpkin Hill
-----------------------------------------------------------------------

Character: Knuckles

A Rank Requirements:
Mission 1: 12000pts.
Mission 2: under 3:00
Mission 3: under 1:00
Mission 4: 13000pts.
Mission 5: 16000pts.

Small Animals: Skeliton Dog, Bat, Cheetah, Boar
3rd Chao Crate: Half-fish

Total Rings: 159

Chao Crates:
1. On the paths connecting the 3 mountains, above the starting path.
2. On the bottom area of Pumpkin Mountain, the area that can be seen
from the rocket that leads to the top of the mountain.
3. Glide along the baloons from the top of Ghost Train Mountain.
You'll end up on a pumpkin formation, then climb down the back of it to
find the crate on a platform.

Gold Beetle:
Normal: Currently unknown...
Hard: Currently unknown...

_______________________________________________________________________

MISSION 1: FIND 3 PIECES OF THE MASTER EMERALD

Pumpkin Hill is divided up into 3 large mountains: Pumpkin Mountain,
Church Mountain, and Ghost Train Mountain.  The mountains' names give
an acurate description of what is on it.

To get to Ghost Train Mountain, go foward then to the rocket on the
right.  To get to Church Mountain, go foward then take the rocket on
the left.  To get to Pumpkin Mountain, take the rocket from Church
Mountain.

Search each mountain for emeralds, and remember, they may be burried
now.  When you see an ! yet you don't see an emerald, try your new
digging ability.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

First, get all the rings around the beginning path.  Then, head to
Ghost Train Mountain for a path of balloons.  The rest of the rings can
easily be found in baloons and item boxes.  If you can't find any more,
use the back ring trick- errr, right, no cheating.

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

Head to the top of Pumpkin Mountain.  Activate the shring along the
second highest area, then take the platforms up to the path leading to
the Chao.

_______________________________________________________________________

MISSION 4: COLLECT THE EMERALD PIECES IN 3:00

Finding the emeralds without hints before time runs out is an extremely
difficult task.  You may need to use minimal monitors here.  Although
they take away bonus points, you will still have a big, fat time bonus
awarded for clearing the mission.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

More enemies have been added, including a bunch of Hawks and Boom Boos.

For the first emerald, get to the bottom of the Ghost Train Turntable
atop Ghost Train Mountain.  You'll see some swinging spikeballs.  The
emerald is right above them.

The next one is on a lower part of Pumpkin Mountain, where too skulls
are shooting flames at the walls.  Get rid of the pesky Hawk, then dig
into the wall where the flames touched, once the skulls stop flaming.

The final one is atop Church Mountain.  Before getting to the very tip
of the church building, destroy the Hawk... dang, these things are a
pain in the butt.  Then, gently climb up to the very tip of the church
and put on the sunglasses.  You will be bounced up by an invisible
spring, then glide into the final emerald.

_______________________________________________________________________

SECRETS

Easy extra life - dig into the circle where the shovel claw upgrade
was.  There will always be an extra life under there.

Skeliton Dog bonanza - you can find up to 5 of these usefull animals on
Pumpkin Hill.  First, on Church Mountain, one will be walking around
the cemetary.  Then, go to Ghost Train Mountain.  There are two dogs
here, but there is also a chance they could come out as bats.  One is
under a skull, inside a breakable hut on the side ledge of the
mountain.  Lift the skull to reveal the animal.  The other is on the
lower ledge of the mountain, inside 2 crates stacked on top of one
another.  And finally, up to 2 can be obtained from the 2nd Chao Crate.
This is the only stage that will have rare animals in the second crate.

-----------------------------------------------------------------------
Stage 07: Mission Street
-----------------------------------------------------------------------

Character: Tails

Checkpoints: 2

A Rank Requirements:
Mission 1: 25000pts.
Mission 2: Under 3:30
Mission 3: Under 3:20
Mission 4: 22000pts.
Mission 5: 30000pts.

Small Animals: Gorilla, Boar, Ram, Rabbit, Pheonix
3rd Chao Crate: Pheonix

Total Rings: 104

Chao Crates:
1. At the first collapsing road, hover to the road ahead before the
road below you collapses.
2. Just before the cylander elevators, go to the left and find it
surrounded by wooden boxes.
3. Just as you get on the road that leads to the falling weights, find
it on the left.

Gold Beetle:
Normal: You'll spot it on the left of the elevator cylanders just
before the first checkpoint.
Hard: You'll spot it on the right of the elevator cylanders just before
the 2nd checkpoint.

_______________________________________________________________________

MISSION 1: ELUDE ENEMY PURSUIT

At the beginning, you are on the road surrounded by many enemies.  Lock
on to them all.  Proceed ahead, but not too fast, as Eagle jets are
bombing the area right in front of you.

Get through the tunnel, destroying all crates and enemies.  After the
tunnel, the road below you will collapse.  Don't worry, as that just
leads to the main path.

Grab the jet engine, then hover across the next gap.  After destroying
several hunters that appear, get onto the weight when it falls.  At the
top, lock on to all the dynamite and the Hornet for a lot of bonus
points.

Now, get to the elevator cylanders ahead.  After reaching the top, get
the first checkpoint then hover over the breaking road.  Lock on to the
enemies on the sides without being hit by more Eagle bombs.

Get to the area with the Hornet, and you'll notice the bridge on the
right is blocked by cages.  launch the missile to the left to break
them, but beware the collapsing road.  Get over the bridge, locking
onto all dynamite and enemies.

At the end of the bridge, you'll need to use one of the collapsed
cylanders to get up on the raised area.  Continue across, and hover to
the other side.  Beware, there are falling weights on the road ahead.
To deactivate them, break the wood box on the right and throw the
switch.

With the weights deactivated, make it up to the gap with a Hornet on
the other side.  Blow it up, then hover over there.  Take the elevator
cylanders up to the 2nd checkpoint.

Avoid the bombs, and hover across the long, breaking road from the
upper area to get across.  Blow up the dynamite to knock down the
cylanders, then walk across it to get to the broken road.

Get up the hill, but remember, Eagles bomb from behind you now, so
you'll need to rush.  At the top, the road will start shaking back and
forth due to an earthquake.  It shouldn't be too hard to cross, as long
as you don't let yourself get dumped off.

Go into the tunnel.  When you get out, you'll notice an overhead bridge
will fall on you, so hurry up!  Continue across the downtown area,
until you see the goal ring.  ANOTHER bridge will fall on you if you
don't hurry the heck up.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

This mission can be real annoying, due to little rings and lots of
enemies.

First, continue across the city, grabbing all the rings and avoiding
the bombs.  Take the collapsing road down, as it contains more rings
than the top route.  Be sure to grab the 10 ring box in the crates.

Continue through the stage as normal, picking up every ring in sight.
When you get to the part with the falling weights, be sure to get the
switch that deactivates them.  Continue without being hit, and you
should have 100 rings some time after 2nd checkpoint.

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

Before the 2nd checkpoint, you'll see a caged pheonix.  Go to the left
of it and fall to a platform with an ancient shrine.  Activate it to
open a portal, and go in.

You'll now have to hover from cylander to cylander without being
knocked off by an enemy's projectile.  The Chao is seen on the last
cylander.

_______________________________________________________________________

MISSION 4: REACH THE GOAL WITHIN 3:00

Keep on moving, shooting missiles at everything in sight.  When you get
to the first collapsing road, hover over it to the next road.  Once
past it, hover straight onto the weight and continue the rest of the
stage as quickly as possible.  Once again, the weight deactivation
switch will help.  It won't take much time to get, and it saves lots of
time without you trying to avoid the weights.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

The main difference at first is the addition of a lot more enemies.
The existing enemies also seem to have gotten tougher, ex. Hornets have
more bombs.

The first physical difference you'll notice is at the elevator
cylanders, which are now farther apart.  You will need to hover to get
between them.  The next physical differences are on the bridge - the
bridge will fall apart, so hurry across it!

After the bridge, you will need to carefully hover around the spinning
spike balls.  And when you approach the falling weight area, you will
notice the switch is now gone, so you will need to rush this part.
When you get to the gap, the weights you used as a bridge will now
fall.  So, stand on the barrier and hover across to the platform with
the hornet.

Pass the 2nd checkpoint, and at the end of the bridge, where you knock
down the cylanders, you'll notice the road ahead is rocking back and
forth.  To get on it, stad to the very edge of the left collapsed
cylander, and just as the road is tilting to the left, hover toward its
left.

When you get to the Earthquake area, the middle piece will fall off, so
be warned of that.  For the rest of the stage, the only difference is
the addition of more enemies.

_______________________________________________________________________

SECRETS

Caged Pheonix - you'll see it just before the 2nd checkpoint.  With
your bazooka, break the steel boxes ahead and launch the missile inside
in order to break the cage and free the pheonix.

-----------------------------------------------------------------------
Stage 08: Aquatic Mine
-----------------------------------------------------------------------

Character: Knuckles

A Rank Requirements:
Mission 1: 14000pts.
Mission 2: under 1:50
Mission 3: under 1:00
Mission 4: 14000pts.
Mission 5: 15000pts.

Small Animals: Skunk, Seal, Penguin, Condor, Dragon
3rd Chao Crate: Dragon

Total Rings: 138

Chao Crates:
1. In the room above the beginning, behind some wodden beams.
2. In the same room, set the water level to 3 and then activate the
ancient shrine.  Go into the ghost room (past the door) and climb to
the top beams.  The crate will be on one of the beams, next to the
wall.
3. Go to the very bottom of the stage, with the water still on level 3.
Go through the mine shaft, and you'll shortly find the box.

Gold Beetle:
Normal: Along the ledges around the wall of the starting area.
Hard: It is in the same place.

_______________________________________________________________________

MISSION 1: FIND 3 PIECES OF THE MASTER EMERALD

In order to access different parts of this stage, you need to change
the water depth with the switches.  Switches 1 and 2 can be found in a
room near the begginning area.  Switch 3 can be found in the area above
the beginning by taking a pulley to the top.  Water level 1 is the
highest, and the default water level.  Water level 2 is medium, and
water level 3 is the lowest.

Aquatic Mine consists of 4 floors.  You start at floor three, and you
can go down to floor 1.  Go up to floor 4 at the start, this is where
you can find switch 3.

Aside from the main room, Aquatic Mine also has a long shaft, leading
from floor 2 to 1.  There is also a ghost room, which is accessable
from either the pit with a "caution" sign around it on the 3rd floor.
There is another pit with a similar sign on floor 2, this way leads to
the air necklace.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

The easiest way is to first go to floor 4 after getting the rings at
the beginning.  Get the 10 ring up there, then throw switch 3.
Activate the ancient shrine to go to the ghost room where you can find
a 20 ring box.  Find the final rings on the way to the air necklace.
You shouldn't need the back ring trick.

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

Don't touch ANY switches, and head up to the 4th floor.  Activate the
ancient shrine, and make your way past the door it opened, punching
mine karts until you get to the underwater ghost room.  Once there,
find a path of rings leading up.  Follow them through a shaft until you
get to a spikeball.  Take the pulley up to the Chao.

_______________________________________________________________________

MISSION 4: GET THE EMERALD PIECES IN 3:30

You will need to use the monitors here, as in Pumpkin Hill, the time
bonus far outweighs the bonus points lost by monitors.  And, be sure
you know this stage well.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

For the first emerald, do exactly as you did to get the lost Chao.
Only now, go past the spikeball rather than up the pulley.  The emerald
will be waiting right there.

Next, swim down to floor 2.  Go into the mine shaft, then get to the
"botomless shaft" area, past all those ghosts.  Avoid the spikeballs,
and find the emerald below.

Finally, go to floor 3 and onto the large water wheel that is not in
the water.  Stand on the beam without the wood box and put on the
sunglasses.  A spring will appear, bouncing you straight into the
emerald.

_______________________________________________________________________

SECRETS

Free Dragon - in the room where you got the air necklace, climb up to
the top and you'll see a dragon flying around.

-----------------------------------------------------------------------
Stage 09: Route 101
-----------------------------------------------------------------------

Character: Tails (Kart Race)

A Rank Requirements:
Mission 1: Under 2:45
Mission 2: Under 1:30
Mission 3: Under 3:00
Mission 4: Under 3:00
Mission 5: Under 2:50

_______________________________________________________________________

MISSION 1: CHASE THE PRESIDENT'S LIMOUSINE

This is the easier of the 2 Kart Racing stages, as your only worry is
the remaining time.  All you do is drive to the end of the stage where
the limo is as quickly as possible.  Collect 20 rings for a boost.
Hitting cars and walls will slow you down, so avoid them at all time,
especially when you are trying to score an A.

Also, keep in mind the checkpoints on this race are merely extensions
of your time, not like the lamp posts that you go back to if you die.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

This mission is incredibly easy, as collecting rings here is really
quick with large paths and balloons, as well as the fact that you can't
lose your rings.  Whenever you see a balloon, go for it, as it may
contain up to 40 rings.

_______________________________________________________________________

MISSION 3: DON'T HIT OTHER CARS

This mission is actually harder than it seems.  If you are speeding,
you may not see that car coming in front of you.  Also, driving in
those tight caves is quite annoying with cars in front and back.  If a
car hits you suddenly from the back, you will still lose.

_______________________________________________________________________

MISSION 4: DON'T HIT THE WALLS

This mission is a little tough, but at least you know where all the
walls are, rather than the cars that suddenly appear.  Don't be afraid
to take your time here.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

You are now free to smash into walls all you want.  But don't waste too
much time running yourself into walls, as there is a shorter time limit
now.  Also, there are tons of cars on the road.  If you run into them,
they will slow you down.  Be sure to use boosts on straight areas.

-----------------------------------------------------------------------
Stage 10: Hidden Base
-----------------------------------------------------------------------

Character: Tails

Checkpoints: 3

A Rank Requirements:
Mission 1: 14000pts.
Mission 2: Under 3:15
Mission 3: Under 2:50
Mission 4: 12000pts.
Mission 5: 13000pts.

Small Animals: Skunk, Tiger, Otter, Penguin, Half-fish
3rd Chao Crate: Half-fish?

Total Rings: 110

Chao Crates:
1. As you approach the "room" before the 1st checkpoint, bust down the
wall on the right.
2. Instead of jumping across the gap to the 2nd checkpoint, fall down
instead.  The crate will be waiting ahead.
3. Currently unknown...

Gold Beetle:
Normal: after the 1st checkpoint, grab the pulley to the left of the
path.  It will take you up to the Beetle.
Hard: It is in the same place.

_______________________________________________________________________

MISSION 1: FIND THE ENTERANCE TO THE BASE

A bunch of Hawks and Sky Hawks are guarding te beginning of the stage.
Destroy them first, then hover to the next platform.  Don't fall in the
quicksand!  Once on the platform, detonate the dynamite to lower the
next ledge.  Break the wall with Eggman's face on it, then blow up all
the dynamite in the next area.  Don't move until the ledges have fallen
down to a reach-able height, or you may accidentally walk into the
quicksand.

Continue to the straight along the path to the 1st checkpoint, avoiding
barages by Hawks.  Get to the red blocks floating in quicksand, and use
them to get to the platform on the left side.  Bust through a few more
dynamite packs, and eventually you'll make it inside the base.  Once
you make it up the pully, a bunch of Kiki's will be waiting for you.
Aim your ray in all directions to destroy them and the nearby dynamite.

Work your way up to the 2nd checkpoint.  After passing over more
quicksand, you'll go up a pully with more Kiki's at the top.  Aim your
ray in all directions once again, then jump to either side then up to
the breakable door.  Beware of Kiki bombs on the other side.

Make your way up to the maze area.  First, break the wall on the left,
next, go right and break the wall ahead, then, continue through the
left breakable door to the 3rd checkpoint.  Take the pullies up to
another Kiki area, then go up and bust the door ahead.  Continue along
the left path at the shrine, and hover over the blocks floating in the
quicksand.

Blow up more dynamite, then blast 3 more eggman walls in a row.  When
the path turns right, take the left path.  hover over the quicksand,
then into the next room.  Take a series of pullies up to a bustable
door, and behind it is the goal ring.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

Rings are quite scarce here, thus making the mission quite difficult.

First, grab the easy 10 rings box, and hover over 6 more rings.  But
beware of the Hawks who shoot lots of projectiles at you.  Continue
along the path, collecting rings and avoiding enemies.  After getting
past the first set of Kiki's, go to the lower part of the stage.  To
the right, you may be able to spot a platform with about 12 rings on
it, floating in the quicksand.  Get them, then take the spring up and
continue as normal.  Now, once past the door where you see two Kiki's
bombing you, get ahead to the wall of this area.  There will be two 10
ring boxes.  After the maze part, get the 3rd checkpoint, but don't go
any farther.  This should raise your rings to about 90, so, now move
back, then go the the right of the enterence to the 3rd checkpoint.
Two 10 ring boxes will be there to help you finish the mission.

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

Some point after the 3rd checkpoint, you'll see an ancient shrine right
in front of you.  Activate it to open the door.  Go in, and hover down,
destroying the Hawks.  Go through the door ahead with the pulley and
the sunken blocks.  Take the pulley, then use one of the springs to
bounce up to the Chao.

_______________________________________________________________________

MISSION 4: REACH THE GOAL WITHIN 3:30

Follow the same strategy you used to clear all of Tails's other timed
missions.  Be sure you know your away around the maze area, and you
should be fine.  Also, there is a small shortcut toward the end of the
stage.  When the path turns right, and you normally take the left path
from there, take the right path.  Be sure you have the bazooka, then
use it to break the steal box.  Use the revealed spring to bounce to
the right of the screen, which is a slightly quicker route.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

A clear difference at the start is the dramatic increase in Hawks.
They suddenly swoop down at you, so look out.  After passing all the
Hawks, you'll get to the Kiki's, who now throw larger, more explosive
bombs.  Continue to the Unidus platform, where there are now swinging
spikeballs.  Go to the left to avoid them.

After passing the 2nd checkpoint, you take the pulley up, but you won't
see a way to get up to the next area right away.  To get up there, look
around for another pully next to you.

After moving past some more Unidus, you'll notice spinning platforms in
the quicksand that you need to get over.  Wait for them to stop
spinning, then get on.  Continue the stage to the end, as there are not
much other differences.

_______________________________________________________________________

SECRETS

Hidden Half-fish - at the very last breakable door of the maze area,
break the door to the right instead.  From there, go backwards and
destroy another door.  The freaky fish will be walking around in the
shadows.

-----------------------------------------------------------------------
Stage 11: Pyramid Cave
-----------------------------------------------------------------------

Character: Sonic

Checkpoints: 3

A Rank Requirements:
Mission 1: 15000pts.
Mission 2: Under 1:30
Mission 3: Under 3:45
Mission 4: 13000pts.
Mission 5: 14000pts.

Small Animals: Ram, Condor, Peacock, Bat, Skeliton Dog
3rd Chao Crate: Skeliton Dog

Total Rings: 418

Chao Crates:
1. When at the first swing pole, don't get on it, but rather go down.
It will be against the wall to the left.
2. When you get to the hourglass after the bounce bracelet upgrade, go
to the right.  The Chao Crate is behind a black box.
3. From the secret shrine (see secrets) after light dashing the second
path of rings, try to land on the grind rail.  It will be straight
ahead at the end of the rail.

Gold Beetle:
Normal: Past the 3rd checkpoint, to the E-1000.  Homing attack the
bumper to bounce higher, the homing attack the Beetle that appears.
Hard: It is in the same location, only a little more to the right.
_______________________________________________________________________

MISSION 1: INFILTRATE EGGMAN'S HIDDEN BASE

You start by running down a tunnel.  By the end, you have already
reached the 1st checkpoint.  Nest, flip the hourglass to temporarily
open the door, and proceed until you reach the red swing pole.  Swing
on it to get to the other side.  Or, you could go down, but its slower
- you'll need to flip an hourglass to make some platforms come out to
get you back up.

Flip another hourglass, then get to the next door before it closes.
Light dashing the rings will really help.  Proceed, then grab the
bounce bracelet, and use it to get onto higher ledges.  Flip the next
hourglass, then quickly get to the spring that will bounce you up to
the hall leading to the door it opened.

Next, get the flashing key, then place it on the octogon to open the
Eggman door guarding the 2nd checkpoint.  Proceed ahead, either with
the grind rail or plain old walking.  After passing this area, you'll
see another octogon.  Go to the right path, and at the dead end, pick
up the key.  Take it to the octogon to open the door.  On the way, it
can be used as a throwing weapon.

Past the door is the ghost tunnel.  You'll need to flip the hourglass,
then quickly get to the bottom of the tunnel, past the door to the 3rd
checkpoint.  There are a lot of annoying ghosts on the way to annoy you
and slow you down.  If you get to the bottom of the tunnel and the door
is already closed, fall in the pit for a shortcut back to the beginning
of the tunnel.

Once past the 3rd checkpoint, flip the hourglass then dash through the
doors before they close.  If they do close, you must take the grind
rails around them.  Then, somersault under the fence and be dashed to a
large loop.  After that, you'll make it to an E-1000 guarding a bumper.
Bounce from the bumper and continue on.

Grind across the rail to the next hourglass.  Flip it, then spindash to
get up the hill and past the door.  Continue along the long path until
you reach the end of the stage.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

This is not a hard mission, if you can get the many item boxes.  First,
grab the 20 in the spinning hoop before the path in the tunnel, then
light dash the path.  Another 20 will be available on the left wall.
Light dash the last path in the tunnel, and you'll already have 60
rings, and soon 80 after passing the 1st checkpoint.  Finally, fall off
the area with the swing pole without falling into the large tourch.
Get the two 10 ring capsules for an easy A.

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

The shrine is close to the end of the stage.  After the last door, you
should see the shrine on the right.  Activate it for a spring, and
bounce up to another platform.  Flip the hourglass, then bounce up to
the pole.  Swing across all the poles as quickly as possible before the
door ahead closes.  Behind the door is the Chao.

_______________________________________________________________________

MISSION 4: REACH THE GOAL WITHIN 4:00

Remember, Light Dash is your friend.  Use it ANYWHERE there's rings.
Also, be sure you've practiced getting through all those doors in time.

As for quickest routes, be sure to swing over the poles, not landing
below.  The grind rails will also help by a LOT.  Remember to hold B
grind down them faster.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

The starting cave is now infested by Attack Boos and Boom Boos bouncing
around, so be on your guard.  Even after the 1st checkpoint, a Boom Boo
is wandering around the path.

The hourglasses in hard mode seem to end quicker as well, so make
haste.  Speaking of hourglasses, the one after the bounce bracelet has
been moved to the right of the ledge it was previously on.  Also, the
spring there has been removed, so you will need to bounce.

The next set of major differences are at the part where you are
carrying back the 2nd flashing key.  First of all, the hourglass has
been moved to a higher ledge that you can't reach when holding the key,
so put down the key, flip the hourglass, pick the key back up, and rush
through the door with it.  Next, stepping stones to get the key up
higher have been removed.  So, you'll need to get on one of the black
boxes, and throw the key onto the next ledge.  You will need to do this
twice.

Once you get to the ghost tunnel, you'll immediately notice more ghosts
- including Attack Boos and Boom Boos.  The key to getting past them is
spindashing.  That's about it for the major differences.

_______________________________________________________________________

TECHNIQUE POINTS

Hoops - jumping through the various hoops in the tunnels will give you
various bonuses, up to 600pts.  The higher ones seem to give more
points.

Grind rails - grinding some of the rails gives you 300pts.

Through the doors - if you get through certain doors before they close,
you can earn up to 300pts.

SECRETS

Caged Skeliton Dog - to the right of the area with the bounce bracelet,
bounce to break the wood box.  Fire somersault the steel box with the
cage on it to lower the cage, but not the dog.  Get it from above the
cage.

Secret Shrine - right next to the 3rd checkpoint is the shrine, so slow
down from the previous boost and activate it.  A path of rings will
appear, light dash them.  On the next platform is another shrine.
Activate that for another ring path.  This repeats a few times, and on
the platforms, you can find extra lives and other items.

-----------------------------------------------------------------------
Stage 12: Death Chamber
-----------------------------------------------------------------------

Character: Knuckles

A Rank Requirements:
Mission 1: 12000pts.
Mission 2: under 2:30
Mission 3: under 2:00
Mission 4: 12000pts.
Mission 5: 12000pts.

Small Animals: Skunk, Rabbit, Tiger, Gorilla
3rd Chao Crate: Skelliton Dog

Total Rings: 213

Chao Crates:
1. Right under the door to the red area in the core.
2. In the big blue room, flip an hourglass then go past the east door
and dig into the painting.  It is in the room behind.
3. In the big green room, proceed through the west door.  Go down, then
break some boxes.  You'll see the crate with 2 Gorillas walking around
it.

Gold Beetle:
Normal: From the beginning, go to the door on the right, and dig into
the painting.  In the next room, go to the right and launch a missile
that breaks some cages.  Go into the room where the cages broke, and it
will appear before the hourglass.
Hard: It is in the same place.

_______________________________________________________________________

MISSION 1: FIND THE 3 GATE KEYS

First of all, in order to pass certain areas, you will need to dig into
certain walls.  The walls you can dig into have paintings with a
colored oval center.  Be sure to dig into the oval.

The layout of Death Chamber is arranged sort of like a triangle.  You
start in the red section, at the top of the triangle.  The blue section
is on the left corner, the green section is on the right corner, and
the pyramid core with the large machine is in the center.  Maps of the
stage can be seen around the walls, with a blinking dot indicating
where you are.

As for searching for emeralds, the only difference is that you are not
searching for emeralds.  But rather, you are searching for silver keys
with Eggman heads on them. (did you really think you'd get out of
treasure hunting that easily?) The radar etc. works the exact same way
as with emeralds.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

Rings should be easy to find here, especially with the back ring trick-
*smacked*  Anyways, before wandering around everywhere, go to the blue
section.  Find the magna shield, then glide through every hallway,
magnetizing every ring in sight.  A must if you wish to score an A.

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

First, go to the lowest section of the pyramid core.  Find the ancient
shrine somewhere around the circle, then activate it to open a door on
the ground.  Be sure you have the air necklace, then dive down into the
water.

Once down there, take note of where the door on the wall exactly is,
then flip the hourglass on the other side, and make haste to the door
before it closes.  Inside, swim past the E-1000's to the ghost room.
As soon as you exit the ghost room, swim straight up immediately to a
hole in the ceiling.

Once out of the water, you sight an hourglass above.  Flip it, then
glide to the wall on either side.  The door opened is right above the
hourglass, so quickly climb there and to the trapped Chao.

_______________________________________________________________________

MISSION 4: FIND THE 3 KEYS WITHIN 5:00

First, be sure you know the stage well, as it is extremely large and
confusing.  And as always, don't be afraid to use the monitors a little
bit, as you will be rewarded a large time bonus.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

Aside from the increase in enemies, especially the Boom Boo's, the
hourglasses now seem to run out of time much quicker.

At the beginning of the stage, flip the hourglass then rush to the left
door.  Punch as you go through it to defend yourself from the Boom Boo.
Continue across the path until you reach the room with the flashing
floor, guarded by a Gola.  Dig into the painting on the right.

You'll now be in the room with the first key.  After getting rid of
those pesky ghosts and E-1000's, flip the hourglass.  Then, go left to
the platform the hourglass made come out, and punch the steel boxes.
Inside is another hourglass.  This one opens the door in the center of
the floor.  After flipping it, drill claw into the floor center where
the door opened to dig out the key.

Now, get out of that room and make it to the pyramid core.  Go to where
the shrine is that you used to get to the Chao.  Activate it and go in
the water.  Make it through the doors, and as soon as you pass the
ghost room, go straight to the back of the next room - don't go up just
yet.  Go behind the alter at the back and grab the key, but beware of
Unidus.

Now you can go up to the Chao room, but before you do, throw the switch
on the ceiling just before the upward hole.  (prevents a weight from
trapping you inside the next room)  Once up in the room, flip the
hourglass, then go back down in the water.  The hourglass opens the
floor in the small room in the second step.  Under the floor is the
final key.

_______________________________________________________________________

SECRETS

Nothing notable at the moment.

-----------------------------------------------------------------------
Boss: King Boom Boo
-----------------------------------------------------------------------

Character: Knuckles

Location: Death Chamber (pyramid core?)

Hits: 4

Time to do battle with the king of ghosts.  He will start by throwing
several blue fireballs at you while chasing you around the circular
area of the battlefield.  Run away from him quickly, but not too
quickly.  If you run away from him at full speed, he will turn around
and begin chasing you in the other direction. (he isn't as dumb as he
looks)  After chasing you for a bit, you will stop to spew large
flames.  This is your chance to run to his back and get his little
ghost servent that always hangs behind him.  Punch the ghost to make
him drop the hourglass he's holding, then the hourglass will flip, thus
causing a door in the ceiling to open, letting in a little light.  As
everyone knows, ghosts hate light, so this is your chance to nail him.
As soon as the sun shines in, he will hid under the ground, but you can
still see his shadow.  Dig into the shadow to send him running, then
punch him to cause him pain.  He will then run away from you at full
speed until the room becomes dark again.  This process repeats for the
whole battle.  But when he's halfway defeated, he will started chomping
at you trying to have a nice echidna dinner.  When he's doing this, you
must run at full speed.  After chomping, he will go back to throwing
fireballs, so continue back to the normal strategy to beat him.

-----------------------------------------------------------------------
Boss: Egg Golem
-----------------------------------------------------------------------

Character: Sonic

Location: Hidden Base (inside)

Hits: 4

The second pyramid boss is Egg Golem... the Golem. (I bet you'd never
guess he was a golem...)  He mainly tries to smash you with his fists,
which are pretty easily avoidable.  When he does so, make your way
around the circle to his back, where Dr. Robuttnik had conveniently
built steps onto the golem's back with Sonic destroying his creation in
mind.  Use the steps to get up the golem, and when you see the flashing
hyrogliphs on the steps, homing attack them up to the top of his head,
dealing him a hit.  After he is halfway defeated, your method of
hitting him will change.  Now, he will try to smash his face into you.
When his head is down, use the bounce attack to get higher, then homing
dash the head to deal him a hit.  If you have any trouble in defeating
the golem, go down in the quicksand (which Sonic can get out of) and
get some of the ring boxes down there.

-----------------------------------------------------------------------
Stage 13: Eternal Engine
-----------------------------------------------------------------------

Character: Tails

Checkpoints: 5

A Rank Requirements:
Mission 1: 35000pts.
Mission 2: under 3:30
Mission 3: under 2:45
Mission 4: 30000pts.
Mission 5: 35000pts.

Small Animals: Racoon, Boar, Parrot, Condor
3rd Chao Crate: Dragon

Total Rings: 194

Chao Crates:
1. Straight through the door past the Hornet after the first
checkpoint.  It is behind some wooden boxes, near the switch.
2. Past the Artifical Chaos area after the 2nd checkpoint, you'll end
up in a room with wood boxes on the left and steel boxes on the right.
Break the steel boxes to find the Chao Crate.
3. Just after passing the 3rd checkpoint, you'll notice a locked door
ahead.  So, continue ahead the normal path, until at the outside
walkway.  Take the first pulley up to the next walkway, then look down.
At the gap, you'll see another walkway with a pulley.  Throw the switch
there, then use the pulley to hover back to the door.  From there, go
back to the locked door, which is now open.

Gold Beetle:
Normal: Just after the 5th checkpoint is the area where you float
across.  You'll spot it on the left just after the falling platform.
Hard: It is in the same place.

_______________________________________________________________________

MISSION 1: DESTROY THE COLONY'S POWER GENERATOR

Eternal Engine is one of the most difficult stages in the game, due to
its longevity combined with its many hazards.

Just like in Prison Lane, you must destroy enemies at some parts to
continue on, such as the two Beetles at the start.  Also like Prison
Lane, you must deal with more of those annoying Wing Beetles.  Continue
through the path of the stage, locking on to the many Beetles armed
with guns and bombs.

When you get to the room with crates and springs on either side, take
the spring to the right and onto the pully, before you get bombed.  At
the top of the pully, bust the bombing Beetle and continue up the next
pulley.  At the top, you will spot a Hornet.  It won't attack just yet,
until you reach its ground.  Lock onto all its bombs, as well as all
the bombs of the next Hornet behind it to earn a possible Perfect bonus
of 2000pts.

After the first checkpoint, you'd better stop being reckless with that
lock-on laser.  This is because, from here on, the stage is littered
with dynamite and chemical containers - if they explode, the walls and
ground of the colony will fall off, and you will be sucked right out
into space!  In order to pass these rooms alive yet still score a
bonus, lock onto everything in the room, but don't fire until you've
reached the end.

Past the next door, destroy the Hornet, then notice that the door on
the right is locked.  To open it, go straight ahead and throw the
switch behind the wood boxes.  Don't fire any projectiles near the
wall, as you could blow it up.  Continue through the door that has
opened, to the outside bridge, then lock onto the next Hornet from a
distance - if you are close, you could blow the bridge up with yourself
on it.

After passing the next explosive room, you'll come to an outside area.
Fall straight off the platform and onto another with a rocket.  Launch
it to break the cages ahead, then continue across the platforms.  Once
passing the door inside, be sure to walk along the wall, or risk being
gushed by a weight.  After the weight falls, hit the switch between the
springs and under the propane tank to make it go back up, then take the
spring on the right to the top of the weight.  Take the pullies up to
the 2nd checkpoint.

Now, prepare to face Artifical Chaos: Type P1, which hides in its blob
body for defense.  Keep firing your volcan cannon at it until it lifts
its head in order to defeat it and open the door.  Proceed through
another explosive hall with more Artificial Chaos, but don't worry
about killing them.

In the next room, you need to take platforms over the acid while
avoiding the lasers.  Simply standing between the lasers is the way to
get past this part.   Get the health baloon, then continue to the 3rd
checkpoint.  Take the door to the right when you come across a locked
one, and make your way to the outside walkway.

Shoot first, then approach slowly, as you don't want to blow up the
platform you're standing on.  Along this area, Wing Beetles prove once
again to be a big nussaince.  Get inside to the 4th checkpoint, then
pass another explosive room.  Get to another outside area.  Don't worry
about blowing up the bridge here, as all it does is make you take
longer in getting the Bazooka if you haven't already.

Bust through some metal boxes at the bottom, then go to another
explosive room.  After passing that, you'll end up to a room with
another Artifical Chaos.  This one doesn't sheild itself, however, you
must be carefull when shooting it.  If you blow up the dynamite behind
it, getting onto the next pully will be a major struggle.

Go on to the 5th checkpoint, and out into outer space.  You will float
around here, causing your lock-on ray to be hard to aim.  Don't worry
about locking onto each hornet bombs, just destroy the things before
they bomb you.  Float your way to the door on the other side, and
beware of the Hornet behind it.

Destroy the Artifical Chaos past the next door, then fall down the long
pit.  Be sure to hover, making it easier to avoid those lasers all over
the place.  Beware of the alternating laser beams, so you may have to
alternate between hovering and falling.  But that's not the only
hazard, there are Beetles and Artifical Chaos here as well!

Toward the end, be sure to land on the platform.  There, you see the
power generator right in front of you.  Lock on to all the parts of the
generator at once, scoring you loads of bonus points, including a few
Perfect's.  When locking on, watch out for the Energy Control Cannons
shooting their deadly probes at you.  After blowing the whole thing up,
the goal ring will be revealed.  Hover over to it, and Eternal Engine
is finally over.  Phew!

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

First of all, don't bother shooting unless you absoulutly need to.  Be
sure to avoid all explosions, grab every ring along the path, avoid the
weight mentioned earlier, and remember the strategy for defeating the
P1 Type Artificial Chaos.  This mission may take many tries, but
remember, it IS possible.

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

Just as you get to the very first outside area, look to the left and
see a platform with a shrine on it.  Activate it for some platforms,
and follow the path to a moving platform and a door.  Hover to the
platform then into the door.  There are Artifical Chaos here, but DON'T
SHOOT, as there is a bomb inside!  One shot and *boom* goes the whole
place.  So, go on to the moving platform ahead, and hover just over the
laser beams and into the door where the Chao can be found.

_______________________________________________________________________

MISSION 4: REACH THE GOAL WITHIN 5:00

Be sure you practiced this stage.  Eternal Engine is quite difficult,
as is reaching the goal in 5:00.  Be sure you know the quickest way to
get through, and follow the same strategy as you did in past timed
missions.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

Oh great, a hard stage made even harder.  However, not much was changed
besides the enemies.

As for physical changes, moving platforms are now about 4 times
smaller.  Also, tons more explosives have been added.  A notable
example is past the 3rd checkpoint - err wait, the lamp posts there
have been removed, so technicly there is no 3rd checkpoint!

Anyways, past where the 3rd checkpoint used to be, is an outdoor
walkway.  There is a ridiculous amount of explosives here, so one shot
means certain doom.  It is best to pass through without shooting.

There aren't much other differences in structure, but this mission is
still a big pain.  Good luck... you'll need it.

_______________________________________________________________________

SECRETS

Nothing notable at the moment.

-----------------------------------------------------------------------
Stage 14: Meteor Herd
-----------------------------------------------------------------------

Character: Knuckles

A Rank Requirements:
Mission 1: 13000pts.
Mission 2: under 2:00
Mission 3: under 1:30
Mission 4: 14000pts.
Mission 5: 13000pts.

Small Animals: Penguin, Seal, Rabbit, Ram, Pheonix
3rd Chao Crate: Pheonix

Total Rings: 250

Chao Crates:
1. It can be found next to one of the construction vehicles on the
ground, left of the beginning.
2. On the base of the central tower, near the spring, punch the meteor
into the door to reveal the crate.
3. Get to the upper area where there are 6 large, rectangle containers.
Go into the left one at the front to find the crate.

Gold Beetle:
Normal: Currently unknown...
Hard:  Currently unknown...
_______________________________________________________________________

MISSION 1: FIND 3 PIECES OF THE MASTER EMERALD

This stage is extremely large, but it is wide open so it is not
terribly difficult to navigate.  You start on the ground area, which
has a bunch of ledges and construction equipment.  In the middle is the
central tower, and above the central tower is a ton of floating
platforms.  At the very top of the stage is space station ARK.  Keep in
mind these landmarks, and finding the emeralds shouldn't be too hard.

There aren't much enemies here, but the constant falling meteors more
than make up for that.  Also, on the ground area, there is a different
type of meteor, that looks like a rock covering up a blue block.  These
can be punched into blue blocks or locked doors to break them.  The
closer you are to them, the farther they are punched.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

The majority of the rings in this stage are found on the ground area,
both scattered and in item boxes.  As usual, there's the back ring
trick, but because of the scarseness of enemies, you will need to be
hit by a meteor.  They never hit you when you want them to... but of
course, one comes and hits you just as you have obtained 99 rings.  To
avoid the meteors, be sure to move around at all time.

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

Take the rockets all the way up to ARK.  On one of ARK's higher ledges,
you should find the ancient shrine.  Activate it to open a portal, then
get it.  Fall through a room with another shrine at the bottom, and
activate it for another portal.  Go in there to end up in the room with
the Chao.

_______________________________________________________________________

MISSION 4: GET THE EMERALD PIECES IN 4:30

I have nothing new to say.  Just use the monitors without too much
worry over point reduction.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

There are more enemies this time around, specificly Hornets, as well as
the occasional Pheonix; this is one of the few stages the Pheonix
Hornet appears in.

For the first emerald, get to the base of the centeral tower.  Go
around all the doors, and take note of the one where an ! appears above
your head.  Now, gently punch a meteor into that door, and the emerald
will be revealed.

For the next one, get on top of the central tower and use the sping on
one of the corners to get to a large platform.  Now, find the dented
beam there with an extra life on the end, and put on the sunglasses.
Take the spring that appears there, then a second invisible spring.
Then, you'll see the emerald, so reach it by gliding.

Finally, work your way up to ARK.  On one of its lower platforms is a
Pheonix enemy.  Destroy it, then put on the sunglasses again.  A spring
will appear near the moon symbol.  Bounce of it, then glide foward and
grab the floating emerald.

_______________________________________________________________________

SECRETS

2 free Pheonix's - the first one is near where two large, rectangle
containers are next to eachother high above the ground.  You'll spot it
franticly flying around in circles under a platform.  For the other
one, go to ARK.  On one of the station's higher ledges, if you look out
into space, you can see the firey chicken flying around.  Glide to get
it.

-----------------------------------------------------------------------
Boss: Rouge
-----------------------------------------------------------------------

Character: Knuckles

Location: Meteor Herd, central tower

Hits: 4

When on the ground, Rouge shouldn't be difficult to attack at all.  The
problem is when the floor opens and you float upward.  You must keep
track of what beam Rouge went on, and not lose track, or else you'll
have to wait for the floor to close back up.  When Rouge uses her Black
Wave attack, the best defense is to glide away from it.

-----------------------------------------------------------------------
Stage 11: Pyramid Cave
-----------------------------------------------------------------------

Character: Sonic

Checkpoints: 5

A Rank Requirements:
Mission 1: 17000pts.
Mission 2: Under 3:00
Mission 3: Under 5:00
Mission 4: 16000pts.
Mission 5: 15000pts.

Small Animals: Skunk, Seal, Bear, Tiger, Pheonix
3rd Chao Crate: Pheonix

Total Rings: 391

Chao Crates:
1. Its just before the 4th checkpoint, in plain sight.
2. At the area where you got the flame ring, walk toward the screen
until you get to a large acid pit.  Grind the rails on the sides of the
walls to make it to the crate.
3. After the warp tube where the gold beetle appeared, there will be a
narrow, red beam with swinging spikeballs.  After passing them, go
through the door and reverse the gravity.  Launch the missile to break
the acid lock, where the final crate is.

Gold Beetle:
Normal: Just before the short warp tube guarded by two Shield Hunters,
it should appear on the left.
Hard: It will appear earlier.  Just as you are sliding down the rail to
the short warp tube, it will appear where the path curves.

_______________________________________________________________________

MISSION 1: HURRY AND FIND EGGMAN

Welcome to the "Death Egg" off SA2.  As with all Sonic games in the
past, the final stages are huge spaceships with warp tubes and reversed
gravity at times.  There are many gravity switches here, so whenever
you see one, press B near it to reverse the gravity.  However, since
SA2 is 3D, not only will you walk on the ceiling, you can walk on the
walls as well, with horizontal gravity.

After activating the first gravity switch in the stage, go to the left
to find a shield, as you may need it here.  Continue foward then
reverse the gravity again.  Back on normal gravity, you will encounter
a Hunter that shoots a gum-like substance to get you stuck.  Destroy
it, then continue to the Artifical Chaos.  The Magic Gloves are useful
for defeating these blobs, as it seems to blow them up just before
their Tenticles reach you, if you are quick enough.

Take the pullies to the 1st checkpoint as well as a warp tube.  Homing
attack the glass to get in.  On the other side, dash past the Beetles
over the acid pit and to the next gravity switch.  Reverse the gravity
and get the spring that bounces you down - or rather, up.  Somersault
through the small opening in the wall.  After the 2nd checkpoint, grind
down the ceiling rail, without falling into the acid.

Now, you'll be in a room with three choices of gravity settings.  Don't
use the middle switch, it will lead you to a death pit!  The right
switch will take you the correct way.  The left switch is just a slower
way of getting to the right switch area, but a shield can be found
here.  Once in right gravity, grind down the rail into normal gravity,
but look out for the Artifical Chaos at the end.

Continue foward, and you'll end up at the first Artifical Chaos Guard
Type.  Don't use your homing attack, as it will probably lead you into
an exploding cell, and it will simply take long.  You could somersault
through the cells, earning loads of points, but there is still a risk
of explosion.  Bounce attack is the best way to get through them, with
the lowest risk of explosion, and the quickest way to pass the area.
Or, if you can get back to charge up a light attack, that would be
great.

After destroying the Artifical Chaos Guard, continue to the 3rd
checkpoint.  After sliding down some rails and somersaulting Shield
Hunters, you'll get to an acid pit where you must dash over electric
shield Beetles.  Wait for their shields to dissapear, then dash them.
At the end of them, either light dash the path of rings, or carefully
land on the rail below.

You'll now be at the 4th checkpoint.  Homing attack the glass to get
into the long warp tube.  You'll come out in reversed gravity.
Continue foward, and be sure to grab the flame ring.  Then, when on the
ceiling, break the steel boxes and somersault through the small
opening.  Continue along the main path, and if you have a magna shield,
you may as will get rid of it, because it could screw up your light
dash, which you will be relying heavily on.  Light dash over the acid,
then break the 2nd metal box to reveal a spring, which will bounce you
back into normal gravity.  Destroy the Artifical Chaos to open a door
into space.  Light dash along the long ring path, and to the next
Artifical Chaos Guard, which you should now know how to deal with.

Slide down the next long rail, then somersault to defeat the Sheild
Hunters, after killing the Gold Beetle.  Use the warp tube to the next
room, and kill all 3 Artifical Chaos to open the next door.  Now, you
could either go across the narrow support beam, or fall down to another
Artifical Chaos Guard Type.  Either way, you'll eventually get to a
door that opens after somersaulting sheild hunters.

Pass the 5th Checkpoint, and throw the switch to open the door ahead.
You are now at the final outside area.  Use the gravity switch to get
up to the purple block, then use another to get to the green block,
this time in horizontal gravity.  Get to the black boxes, then bounce
from them to get to the next gravity switch which leads to the yellow
block, also in horizontal gravity.  At the end of it, homing attack the
Beetle and hold foward to get on the blue block without falling into
the darkness of space.  With the next gravity switch, you'll be back on
the yellow block, only now in normal gravity.  Smash the Artifical
Chaos, and go backwards to get a shield, if you want.  Get the next
horizontal gravity switch, then use the spring.  Bounce to the top of
the yellow block behind you, not the blue block in front of you.  From
there, hit the spring to grind a rail to the green block.  Get the
spring at the end, and hold foward to get on a purple block.  Light
dash the rings to the blue block.  Use the gravity switch to get to the
purple block, yet again.  Get the switch to activate a missile at the
end of the stage, then take the gravity switch to the red block.  Take
the path blocked by a spinning Artifical Chaos, then get down to the
ledge where you launch the missile to break the acid lock, then get to
the goal ring.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

As long as you know how to defeat Artifical Chaos without a scratch,
this mission will be extremely easy.  Especially if you get the shields
mentioned in mission 1.

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

He can be found at the end of the stage, in the outer space area.  When
on the red block, don't go past the Artifical Chaos, but rather, go to
the left, and hit the gravity switch.  You'll land on the purple block
yet agian.  Make it to the end, and activate the shrine for a path of
rings.  Light dash it while holding foward so you reach the reb block.
The Chao will be up ahead, but watch out you don't get shot off the
block by the Wing Beetles.

_______________________________________________________________________

MISSION 4: REACH THE GOAL WITHIN 5:00

First, get to know the stage and all its quickest routes.  Don't waste
any time in this mission.  When there are rails on the ceiling, don't
slide down them, as running is much quicker.  And, as usual, light dash
any and all rings along the path.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

Of course, there are tons more enemies, specificly the whole Artifical
Chaos family.  Aside from that, there are also many changes in the
stage's structure.

First of all, some time before the 2nd checkpoint, where you used a
spring in reversed gravity to get to the next platform, that has now
been removed.  In order to get up, you must use the black boxes along
the wall.  It may be difficult at first, due to the screwed up gravity.
But don't worry, you'll get it right after a few tries.

Next, in the room after the second checkpoint where you had 3 choices
of gravity settings, you only have two now.  The right one has been
removed, so take the left one.

Then, at the the part where you need to destroy the Artifical Chaos
Guard type in order to continue, an extra one has been added... look
behind you.

Then, after the 2nd warp tube, you will end up in normal gravity rather
than reversed gravity.  You must use a grind rail to pass the acid pit.
Wait for the Beetles at the other side to stop using their electric
sheilds, then quickly grind across the rain and dash up the Beetles.

Just after that, you must once again use black boxes as stepping stones
once again to continue on.  Bounce up to the ones on the right, then be
sure to hang onto the red rail to get to another box.  Bounce up to the
above path.

Then, at the acidic area where there used to be a path of rings, there
is now a row of Beetles.  Wait for the electric shield to go down, then
dash them.  Doing this in reversed gravity can be quite awkward, but it
is not as hard as it seems.

Finally, out in space, the switch to activate the missile launcher has
been moved.  First, you must pass the spring on the platform before it
is accessable.  It can be found on the green block, next to a black
box.

_______________________________________________________________________

TECHNIQUE POINTS

Slide then slay - if you kill an enemy just after landing from a
ceiling rail, you will be rewarded 500-600pts.

SECRETS

Acidic ancient shrine - when near the first Artifical Chaos guard type,
go backwards.  There will be an ancient shrine sitting in the acid.
Jump on it, and activate it from the top.  Platforms will appear, so
take them up to a door.  There will be a gravity switch there, so you
can explore parts of the stage in reversed gravity that you couldn't
before, and find shortcuts/items.

Caged Pheonix - take the same route you used to get the lost Chao.  Go
to the right of the red platform where the Chao can be found, and jump
onto a blue platform.  Launch the missile to destroy the cage of the
Pheonix you had passed earlier.  Use the spring to get back to it.

Take Omochao through goal ring - on various stages, taking Omochao
through the goal ring will make him say different things.  Here, he'll
say "Hmm, this looks like a game I've seen before..."

-----------------------------------------------------------------------
Boss: Eggman
-----------------------------------------------------------------------

Character: Tails

Location: Eternal Engine

Hits: 5

Dr. Robuttnik is back, and he means business.  Although it is easy to
shoot him up close, it is not a good idea, as it is also easy for him
to shoot you up close!  Use your volcan cannon, and try blowing up the
chemical container in the center when he is around it, this deals him
about twice the normal damage.  When he fires a barage of missiles, the
best thing to do is run.  And, when he fires that enourmous Power
Laser, you must jump away from him then hover.

-----------------------------------------------------------------------
Stage 16: Final Rush
-----------------------------------------------------------------------

Character: Sonic

Checkpoints: 6

A Rank Requirements:
Mission 1: 13000pts.
Mission 2: Under 1:30
Mission 3: Under 4:30
Mission 4: 13000pts.
Mission 5: 13000pts.

Small Animals: Peacock, Penguin, Condor, Ram
3rd Chao Crate: Dragon

Total Rings: 544

Chao Crates:
1. When at the first long platform, go to the left and spindash up the
rail.
2. It is easily found after the first checkpoint.
3. You will bounce from 3 springs and then onto a grind rail.  Jump up
it, backwards, to reach the crate.

Gold Beetle:
Normal: Currently Unknown...
Hard: Currently Unkown...

_______________________________________________________________________

MISSION 1: HURRY AND FIND THE POINT OF THE CANNON

In order to pass the final stage of the hero side story, you must have
sufficent grinding skills, as this stage is made up of completely grind
pipes, with a few platforms thrown in.  The first part of the stage is
quite simple, grind down the pipes without falling into the atmosphere
and burning to a crisp.

For the most part, this stage doesn't need a lot of explanation, just
grind, grind, and grind.  When you get to a verticle rail, homing
attack to get up it.  These verticle rails can be found after the 2nd
checkpoint.

Also, some time after the 2nd checkpoint, you'll get to 3 choices of
breakable crates.  Bounce attack each crate to go to the route its
blocking.  The crate on the left leads to a Magna Shield, and the
middle and right crates lead to the normal route; the middle one is
quicker.

Continue along the path, grinding up more verticle rails with the
homing attack.  When you are bounced from three springs to a rail, hold
B to go down it quicker.

Some time after the 5th checkpoint, you will be dashed up a long,
verticle rail with a spring at the top.  To get up, hold B while
grinding on it.

Toward the stage's end, there is once again a choice of 3 crates.  They
all lead to the exact same route, with you running down a ramp in the
atmosphere, while running away from pieces of space junk.  You'll be
bounced to the goal ring at the end.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

Final Rush has a particularly large suply of rings, and little enemies
to boot, so getting 100 will be absolutely no problem.  To get 100
quicker, be sure to grab the item boxes on the left rail at the long
grinding part past the first checkpoint.

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

Just before the 6th checkpoint, you'll see an ancient shrine along the
bridge.  activate it for some platforms on the right, and take them up
to a grind rail.  Getting up this rail is quite tricky, as you must
jump across a curved, upward pipe.

Once up, follow the path to another ancient shrine which creates a path
of rings upon activation.  Light dash them, then follow a series of
croked vertical rails until you make it to the room with the Chao.

_______________________________________________________________________

MISSION 4: REACH THE GOAL WITHIN 5:00

Be sure to hold B to crouch down rails, as this makes you go a lot
faster.  You will rely heavily on crouching here, as well as the jumps
at the ends of a few pipes. (where the green arrow panels are)

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

The stage starts out without much changes besides the enemies.
However, the enemy changes can be a big problem from the rails just
before 1st checkpoint and ahead.  Don't grind down too fast, or you'll
run straight into an Artifical Chaos!

There aren't much major structure changes here, besides the larger
gaps.  Also, at the end of the stage, where the 3 wood crates were,
there are now 2 Artifical Chaos and a falling weight.  To deactivate
the weight, destroy the Artifical Chaos on the right and throw the
switch that it reveals.

_______________________________________________________________________

TECHNIQUE POINTS

Rail jumps - these are important for earning an A.  At the end of many
long rails, such as the one at the beginning, there is a green light
panel with arrows on it.  Be sure to grind down rails while holding B,
and when you see one of these panels, jump.  You will do a trick in the
air, earning up to 1000pts.

SECRETS

Shortcut/bonus rail - at the end of the long rail after the 1st
checkpoint, you'll end up on a platform with a bomb item box and 2
Artifical Chaos.  If you jump off the right, you can see a steep rail.
It is hard to miss getting on, as it is quite steep for quite a way
down.  While on it, hold B to crouch, then when you get to the end,
jump off for 1000pts.  This also saves you a lot of time.

-----------------------------------------------------------------------
Boss: Shadow
-----------------------------------------------------------------------

Character: Sonic

Location: Final Chase

Hits: 5

Shadow himself is not much of a problem, it is the terrain.  You must
constantly run ahead, not letting the ground collapse with you on it.

The first 2 hits are easily achieved through homing attacks.  After
that, Shadow will begin to defend himself by jumping.  Now, don't
bother running ahead of him, as he will just Chaos Control back in
front of you.  Let him get in front of you, then when he charges up his
special attack, begin running.  After evading his attack, hit him while
he is recharging.


Congratulations, you have now conquered the Hero Side Story.

=======================================================================
3. Walkthrough: Dark Side Story
=======================================================================

-----------------------------------------------------------------------
Stage 01: Iron Gate
-----------------------------------------------------------------------

Character: Eggman

Checkpoints: 3

A Rank Requirements:
Mission 1: 20000pts.
Mission 2: Under 1:35
Mission 3: Under 2:30
Mission 4: 20000pts.
Mission 5: 19000pts.

Small Animals: Racoon, Gorilla, Tiger, Skunk, Dragon
3rd Chao Crate: Dragon

Total Rings: 158

Chao Crates:
1. After the first checkpoint, take the elevator lift on the right.
jump onto the wood boxes and the barrier, which the crate lies on.
2. Before turning left to the 3rd checkpoint, go to to the right first.
Take the elevator platform up to the ledge with the crate.
3. Don't go straight to the goal ring once in that room, instaid, look
behind yourself.

Gold Beetle:
Normal: On the first large elevator, stay on the right.  It will appear
toward the end.
Hard: It is in the same place.

_______________________________________________________________________

MISSION 1: GET TO THE CORE OF THE MILITARY BASE

The Dark Side Story's first stage is a shooter, so people usually play
this story last due to the fact that you won't get much "real" Sonic
action until a little bit later.  I suspect you have played the Hero
Side Story by now, so, you should know the basics by now.

At the start of the stage, blow up a few helpless Beetles until you get
to the security door.  To open it, lock onto all 4 corners, then fire.
Continue up the elevator lift and through the stage.

After breaching security door no. 2, you'll get to the first large
elevator.  Ride it down, and be sure to lock on to a bunch of Beetles.
Just don't jump off the elevator just yet, as there is no floor to save
you.  When the elevator reaches its destination, however, a bridge will
appear.

Pass the 2nd checkpoint, then breach security door no. 3.  Go to the
right, and continue along the bridge.  At the end of the bridge, get
the 3rd checkpoint and breach security door no. 4.  You'll be at the
next large elevator now, which is just like the first.

Continue past security door no. 5 until you get to the hall where you
see all the doors closing on you.  Unlike the other security doors, you
can't breach these with your weapons.  In order to get in, go on the
platform behind you via an elevator lift, then lock onto the control
panel with a green light.  A missile will launch, allowing you to reach
the goal.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

As long as you know how to dodge attacks and not get hit, this will be
real easy.  Just be sure to grab every item box along the path; they
are usually in corners.

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

After breaching security door no. 3, don't go right along the bridge,
but rather, go straight, across the pipe.  Take the spring up to a
platform, and break the steel box with the large cannon.  Another
spring will be revealed, so bounce on it then hover to the platform
ahead.

Take the springs up to the pipe with a path of rings.  Follow them onto
the next pipe, then stand against the left wall.  Jump down to a
platform in the middle of 2 pipes, and you'll see an ancient shrine.
Activate it for some platforms, then follow them up to the last one.
Once there, rotate the camera around to find another one, then hover
onto it.

Take the pulley up to the room with 2 paths.  You could go right for 2
extra lives, but if you are looking for the Chao, go left.  Beware of
Hawks on the way to the end.  Once at the end, spot another ancient
shrine on the left.  Activate it for a spring leading to some floating
platforms.

Hover your way across the platforms and onto a Hunter-infested area.
Look for the ledge in the back, then take the elevator lift right next
to it to get up.  The Chao will be waiting for you there.

_______________________________________________________________________

MISSION 4: REACH THE GOAL WITHIN 4:00

Recall the strategy from the timed shooting missions from the Hero Side
Story.  Rush through the stage, blowing up all in sight, without
wasting time.  However, this mission isn't too difficult.

As for the slow-moving elevators, you could jump off them - but be sure
you know what you are doing, as it is quite tricky to bust through the
door below without falling into the abyss.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

Aside from the swinging spikeballs after the 2nd checkpoint and the
increase in enemies, nothing else here has changed.

In the way of scoring A ranks, this mission could be easier, because
more enemies = more points.  Also, the required score for an A has
dropped from the normal missions.

_______________________________________________________________________

SECRETS

Dragon on the pipe - start going up to the area with the lost Chao.
After following the path of rings to the pipe before the platform with
the shrine.  Walk to the wall on the right from here to find the
dragon.

-----------------------------------------------------------------------
Boss: Hot Shot
-----------------------------------------------------------------------

Character: Shadow

Location: Iron Gate

Hits: 4

The next if the 3 GUN mechs, Scorpion Troop Hot Shot is slightly
tougher than Big Foot, but otherwise easy.  Hot Shot is fought in a
similar style to Big Foot.  He starts by flying around, randomly
shooting.  The time to attack him is when he lands.  Bear in mind you
can't hit him from below, so be sure to jump up and homing dash the
cockpit.  After being hit, Hot Shot will fly up and begin to charge up
his energy bomb.  It will lock onto you, so be sure to run away at full
speed.  Repeat until he's down to his last hit.  Then, he will fire 3
energy bombs.  Wait for him to land, then finish him off.

-----------------------------------------------------------------------
Stage 02: Dry Lagoon
-----------------------------------------------------------------------

Character: Rouge

A Rank Requirements:
Mission 1: 15000pts.
Mission 2: under 2:00
Mission 3: under 0:40
Mission 4: 14000pts.
Mission 5: 17000pts.

Small Animals: Ram, Penguin, Peacock, Otter
3rd Chao Crate: Unicorn

Total Rings: 142

Chao Crates:
1. Go under the ledge on the right of the beginning area.  It is next
to a red pillar.
2. Go to the top of the Small Oasis.  It is next to a chamber blocked
by 4 wood boxes.
3. It is on the top of the right pillar at the beginning of the path to
the Three Head Wall.

Gold Beetle:
Normal: Currently unknown...
Hard: Currently unknown...

_______________________________________________________________________

MISSION 1: FIND 3 PIECES OF THE MASTER EMERALD

Dry Lagoon is slightly larger than Wild Canyon, but still quite small.

You start in the Small Oasis area.  The area itself is quite large and
wide open, but it was named that because of the tiny water hole in the
center.  There is also a Huge Oasis area.  In order to get there, you
must free the turtle to the right of the start by killing the Hunters.
It will then squirm into the water.  Jump on its shell, then press B to
go to the Huge Oasis.

In the center of the Huge Oasis is a large pool; this is where the
turtle takes you.  Under the water is another turtle, this one is
swimming.  Grab hold of it with B, and it will take you through the
strong current, and to the Oasis Prison.

At the top of the Large Oasis are two paths.  One way leads to the
Three Head Wall, a wall with three statue heads.  Along the path are
some pillars.  The other way leads to the Statue's Pool, an area with,
well, a statue and a pool.  There are various chambers on the way, just
like those in Wild Canyon.

Using all these landmarks as references, finding the emeralds shouldn't
be too difficult.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

Don't bother with Mr. Turtle, as all the rings you need are easily
found in item boxes all around the Small Oasis.  Or, if you are the
cheating type, go ahead and use the back ring trick, although it really
isn't necassary.

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

Get to the topmost area of the Small Oasis.  Find the wall blocked by
steel boxes, then break them with the iron boots.  A painting is
revealed, so dig into it.  Activate the ancient shrine inside to open
the door, then go through the portal and to the Chao's personal
swimming pool.

_______________________________________________________________________

MISSION 4: GET THE EMERALD PIECES IN 3:30

While you have little time, remember, this stage is somewhat small.
Although the emerald pieces are randomly hidden, they shouldn't be too
tough to find.  Use hints only if you NEED to.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

The only notable difference here is the fact that the emeralds are in
set positions.

For the first one, get to the top of the small Oasis.  Near where the
steel boxes are, there are 3 black boxes surrounding one wood box.
Drill claw into the box to reveal a spring that bounces you high in the
air.  You will see the emerald in front of you, so glide to get it.

The next one is in the whirlwind just in front of you.  When you see
the emerald, float just above it, and don't touch any button.  You
should soon be able to grab it by falling into it.

Finally, take the turtle to the Huge Oasis.  Once there, activate the
treasure scope and walk straight into the water.  Swim down with B,
just under the prison.  With the treasure cope still one, you should
see a spring on the ceiling.  Bounce off it and straight into the
emerald.

_______________________________________________________________________

SECRETS

Invisible unicorn - just as you enter the Huge Oasis, go to the
platform in front of you.  There is a circle of logs in the ground.  If
you stand in the center of them, you may notice the "whistle" option.
Press B, and a unicorn will appear out of nowhere.

-----------------------------------------------------------------------
Stage 03: Sand Ocean
-----------------------------------------------------------------------

Character: Eggman

Checkpoints: 3

A Rank Requirements:
Mission 1: 25000pts.
Mission 2: Under 3:30
Mission 3: Under 3:00
Mission 4: 25000pts.
Mission 5: 23000pts.

Small Animals: Racoon, Peacock, Parrot, Bat
3rd Chao Crate: Skeliton Dog

Total Rings: 222

Chao Crates:
1. In the first indoor area, after busting down the first pillar.  On
the next platform, go past the swinging spikeball to find it, next to a
peacock.
2. Past the 1st checkpoint, you'll get to a ledge blocked by a large
oil tank.  Destroy the tank, then use the base to get to the box.  This
crate is also next to a Peacock.
3. A bit past the 2nd checkpoint, you'll get to a bunch of pillars,
high above a sea of quicksand.  Normally, you'd go left, but the crate
is on a pillar to the right.  Hover to get to it.

Gold Beetle:
Normal: After crossing the pillar past the 2nd Chao Crate ledge, it
will appear atop the next ledge.
Hard: It is in the same place.

_______________________________________________________________________

MISSION 1: RETURN TO HIDDEN BASE

Dr. Robotnik has placed plenty of booby traps in his base, in order to
keep intruders out.  Including himself.

Sand Ocean is fairly straight-foward, though there are many secret
paths, which will be mentioned later.  In his struggle to get into his
own base, Eggman must watch out for falling pillars as well as the
dreaded quicksand.  There are may platforms moving around in the
quicksand, so make sure you are a sufficent jumper in order to cross
them.

Continue to the rotation platform at the beginning of the stage.  Wait
for it to rotate to the platform ahead, if you can't hover yet.  Don't
jump into the flame.  Continue to the platforms floating in quicksand.
Unable to hover, you must wait for the platform you are on to reach the
next.

Now, at the pillar blocking your path, lock onto the dynamite to knock
it down.  Just like any enemy, each dynamite pak can earn you bonus
points.  Cross the collapsed pillar to the first indoor area.  When at
a large gap of quicksand that you are unable to cross, lock onto the
dynamite in the distance.  Stand clear of the falling pillar, so you
don't get squished.

Avoid the Hawks and Wing Beetles, then bust the large oil tanks
blocking your way. (they take a few hits.)  Continue up the stairs,
then bust the dynamite on the next pillar.  Use it to get across to the
1st checkpoint.

From here, there isn't much else that is new.  Remember how to cross
floating platforms, blow up dynamite, etc etc etc.  Continue through
this outdoor area to the 2nd checkpoint, where you eventually go
inside.  You will need to go down to a platform, so do it cautiously.
There is a Rhino at the bottom, waiting to ram you off the ledge.
Proceed through the stage, which basicly recaps what you've already
done in this stage.

After the 3rd checkpoint, take the jump plates over a large, flaming
gap, and into the next indoor area.  This part relys on going upward,
using the pillars that can be collapsed with dynamite.  The pillars
knocked down will form a zigzag path upward, leading to the goal.  The
weights may also help in getting you up there.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

First of all, there is a hidden 5 ring capsule at the beginning.  Get
to the end of the path before the rotating platform, then aim backwards
to lock onto the capsule.  Nest, on that rotating platform, with your
large cannon, bust those steel boxes to the right to get to a path
conaining about 20 rings.

Then, continue the stage as normal.  You know the drill: collect all
the rings on the path, and don't get hit.  Also, be sure to pop all the
balloons you see, as they contain many rings.  Earning an A this way is
no problem.

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

Right before the 2nd checkpoint, there is a rotating platform.  Let it
rotate until you see a platform with a spring.  Hover onto the platform
without touching the spring.  From there, you will need to get to an
extremely quick moving platform.  Just as it's coming to you, hover to
it.

While on the quick plaform, shoot the steel boxes on the path ahead.
When they are all destroyed, don't hover to there just yet.  Hover to
the closer platform, THEN hover there.  The Chao is up on a platform
ahead.

This is the ONLY lost Chao mission that doesn't require the Mystic
Melody.

_______________________________________________________________________

MISSION 4: REACH THE GOAL WITHIN 4:00

Hover, hover, hover.  Hovering is an important skill to utilize in the
completion of this mission.  Not only does it help you to cross
platforms quicker, but it also allows you to take quite a bit of
shortcuts.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

There are more enemies, as usual.  The only other difference here is
that some of the platforms are farther apart, so you must hover.

_______________________________________________________________________

SECRETS

Big Shortcut - get to the area where you got Eggman's mystic melody
upgrade. (hover from the rotating platform at the beginning.)  The
ancient shrine on that same area creates a portal that will lead you to
the area where the 3rd Chao box resides.

-----------------------------------------------------------------------
Stage 04: Radical Highway
-----------------------------------------------------------------------

Character: Shadow

Checkpoints: 3

A Rank Requirements:
Mission 1: 14000pts.
Mission 2: Under 1:20
Mission 3: Under 2:30
Mission 4: 14000pts.
Mission 5: 16000pts.

Small Animals: Seal, Boar, Cheetah, Racoon
3rd Chao Crate: Unicorn

Total Rings: 310

Chao Crates:
1. At the first small building where you use the pulley on the right to
get up, go to the left instead.  The crate is on this tight path.
2. After homing dashing the path of Beetles, it is at the end, just
below the main road.
3. Past the large bridge area, right of the rolling cylander.  It is
hidden between a bunch of wood boxes.

Gold Beetle:
Normal: At the top of the large bridge area, at the end.  It hovers
between the start of the two grind rails.
Hard: It will be along the main path, past the 3rd checkpoint.  It
appears over a gap with elevator cylanders at the end.  Impossible to
miss.
_______________________________________________________________________

MISSION 1: BREAK THROUGH THE BESIEGING MILITARY

Radical Highway has many routes, for example, the road will divide into
two paths.  It does not matter which one you choose, as they are both
the exact same route.

At the start of the stage, you grind down the bridge rail, then bounce
off the bumper to the next road.  You will notice Eagles bombing the
road.  Avoid the explosions, and continue the path.

After the long runway, you'll be launched to an area with a small
building supporting the road ahead.  Take the pulley on the right to
get up it.  Take the bumper to the next road, then go to the right.
Get up to the next road using either the Beetle or the pulley, then
rocket to the first checkpoint.

Somersault under the rotating cylander, then run ahead.  This area is
straight foward, thus it doesn't need much explanation.  Then, bounce
through the building, then somersault another cylander at the end of
the next road.  Now, homing attack the Beetles to the next road.

Ahead, watch out for Eagle bombs that bust the bridge.  Run ahead.  On
the road, there is a ramp.  Just like in Sonic's City Escape, you can
do jumps over the ramps in Radical Highway.  Not only does the use of
the jumps earn you technique points, but it is a shortcut as well,
saving you much time.

Work your way up the support buildings.  Take the rocket at the end,
and you will fall to the road.  In the air, you could grab a 20 ring
box.  Go ahead to the 2nd checkpoint, but be wary of bombs.  After a
few loops, you'll reach the large bridge area.

You could either take the top route, which is reached through a jump, a
spring, or a swing bar.  This way is probably easier and faster.  From
here, use the swing bar to get to some elevator cylanders.  Once the
Beetles ahead are done with their electric sheilds, dash through them.
Make it up to the top of the bridge, where you could either grind down
the left or right rail.  You can do jumps at the end of these rails for
some nice bonuses, then continue along the main path.

Backtracking to the beginning of the large bridge area, you could also
take the bottom route.  While it appears as a large gap, you will float
right over it.  Avoid the Beetles, then somersault between the two
cylanders.  Continue to the road.  Get atop the small building then
continue, but beware of the Eagle ahead, who is constantly firing a
volcan cannon at you.  Dash the Beetles, then destroy the Volcan Eagle.

Now, continue to the 3rd checkpoint.  Proceed down the road, then make
it up the next area either using the swing poles, or the ground.  The
rest of the stage is nothing new, thus an explanation isn't needed.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

There are plenty or rings here, specificly in the middle of the road.
It would also be wise to take the ring trail (with your light dash)
that leads to the flame ring upgrade.  Light dash is also essential in
collecting paths or rings as quickly as possible, as it will help you
earn an A.

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

Get to the very top of the large bridge area (where the Gold Beetle
is).  Get to the left, and instead of going foward, go backwards.
Grind down the rail, being sure to crouch with B.  You should be able
to land on the other bridge top, where the shrine is.  Activate it for
platforms to the Chao.

_______________________________________________________________________

MISSION 4: REACH THE GOAL WITHIN 3:00

For beginners, 3:00 is too little time.  So, be sure you know the
quickest way around the stage before even attempting this mission.
Remember, use your spindash to get quick boosts, light dash EVERY path
of rings, use the swing poles, and jump every ramp.  This will take
practice, but practice makes perfect.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

There are many minor differences here, such as more enemies, the
removal of swing poles, etc.  There aren't a heck of a lot of major
differences.

First, after passing the first checkpoint, there is only one spring
leading to the bouncy building, so be sure to hit it.

The next difference is at the large bridge area.  You cannot take the
bottom route, as the air current that caused you to float across is
gone.  You are forced to take the top.

Then, after bouncing the spring past the 3rd checkpoint, you won't
touch a swing pole, so you must run.  Quickly.  RUN DANGIT!  This is
because, in order to pass the next gap, you will need to use the
quickly dissapearing Gold Beetle to get to the elevator cylanders
ahead.

_______________________________________________________________________

TECHNIQUE POINTS

Jumps - whenever you see a ramp, run up it.  At the end, jump to do a
trick in midair, usually worth about 500pts.

End of the grind - On grind rails, hold B to slide faster.  At the end,
jump to do a trick in midair, earning you up to 1000pts.

SECRETS

Nothing notable at the moment.

-----------------------------------------------------------------------
Stage 05: Egg Quarters
-----------------------------------------------------------------------

Character: Rouge

A Rank Requirements:
Mission 1: 12000pts.
Mission 2: under 2:00
Mission 3: under 1:00
Mission 4: 13000pts.
Mission 5: 13000pts.

Small Animals: Gorilla, Bear, Skunk, Parrot, Half-fish
3rd Chao Crate: Half-fish

Total Rings: 189

Chao Crates:
1. In the Snake Chamber, go East.  The crate will be to the left,
inside that hall enterence.
2. From there, go to the Snake Alter.  Activate the shrine atop the
alter, and go into the portal.  To the back of the room, is a chamber
with the crate, guarded by an E-1000 robot.
3. Proceed to the Fish Chamber, and launch the missile.  Go into the
revealed room, then go right.  Drill Drive the wood box to the right to
also drill open the final Chao Crate.

Gold Beetle:
Normal: Get to the Snake Chamber.  On the west side is a passage
blocked by some wood boxes.  Break them, and the Beetle will appear in
the small room.
Hard: It is in the same place.

_______________________________________________________________________

MISSION 1: FIND THE 3 GATE KEYS

Rouge's equivlent of Knux's Death Chamber; this mission requires you to
find three silver keys that are shaped like Eggman heads.  Finding keys
works exactly the same as finding emeralds.

Also, a major hazard in this stage is the invincible Egg Beetle.  He
will patrol the many rooms of the Egg Quarters, searching for intruders
to vaporize.  You'll know the Egg Beetle is coming when the room is
flashing green.  When he catches sight of you, the screen will flash
red, and a shrill beeping sound is heard.  Then, he will fire a laser
at you, which is pretty much impossible to escape from.  However, while
hiding in any shadow, the Egg Beetle won't see you, thus it won't fire;
you will now be able to wait for it to leave the room.

As for the layout, it is divided into four major rooms, so it shouldn't
be hard to find your way around, taking these notes into consideration.
You start in the red Egg Scorpion, located toward the back of the
stage.  Proceed ahead, and you'll make it to the blue Egg Fish Chamber.
From there, you may proceed along the path to the green Egg Snake
Chamber.  From there, you will make it the the Snake Alter, which has
many large pillars, etc.  Exiting the Snake Alter, you will return to
the Scorpion Chamber.

As for the keys, take note of the stage's layout, and remember, some
can only be reached by digging.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

Avoid the Egg Beetle!  There are not many rings here, so every one ring
counts.  So, don't get hit (unless you're doing the back ring trick,
which I highly recommend).  Especially by that darned Egg Beetle!
Anyways, the majority of the rings in Egg Quarters are around the Snake
Alter, in both single and item box form.  Once again, AVOID THE EGG
BEETLE!

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

Go to the Snake Alter.  Atop the alter is an Ancient Shrine, so
activate it.  Go into the portal, which will take you to a secret room
with a weight, and some useless ghosts.  The Chao is in this room; you
may hear it crying.  But, don't hang around here trying to get under
the weight, where he is, as it will crush you to death.  To deactivate
the weight, dig into the oval painting on the left.  You'll end up in a
room with many steel boxes in the floor.  Go to the one just before the
top-left one, and drill drive it to reveal a switch.  Once you throw
the switch, dig into the center oval painting on the ground.  You'll
now be on top of the deactivated weight.  Go into the pit below it to
find your Chao.

_______________________________________________________________________

MISSION 4: FIND THE 3 KEYS WITHIN 3:00

Picturing the stage's layout in mind, it is actually quite small.
Running though each room should guaruntee you to search out the keys in
under three minutes without much problems.  However, if you do have
problems, don't hesitate to use the monitors, as you shall recive a
large time bonus to make up for lost points.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

For the first key, continue foward from the start.  You may notice that
it is in a cage, so, in order to get it, you will need a small Kiki
bomb (not a large one).  To get one, proceed to the Fish Chamber.  On
the Fish Chamber's exit path, there will be a caged Kiki.  Let him
throw a bomb at you.  Just pick it up and carry it back to the cage -
don't worry, it won't explode until you put it down.  Get to the caged
key, then place the bomb beside it.  Back away, then grab the key once
the cage is blown up.

The next one is hidden in the Snake Alter room.  To the left, there's
an oval painting where the key is hidden.  However, you cannot reach
the oval, because cages are blocking it.  So, you will need another
Kiki bomb.  You can get a bomb in the machinery hallway just ahead; the
Kiki will bomb you from the ceiling.  With the bomb, go back to where
the cages were.  Get on top of the table with the cages, then place the
bomb and back off.  With the cages gone, you should be able to dig into
the oval and get the key.

Finally, go to that hallway with the ceiling Kiki, the same one you
used for the previous key.  Activate your Treasure Scope, then pick up
a bomb, and take it to the Snake Chamber.  With your treasure scope,
you should see a spring here.  Take it up to a chamber with the caged
key.  Place the bomb, then get out.  Once the explosion has settled, go
in and grab the key.

_______________________________________________________________________

SECRETS

Caged Half-Fish - grab a Kiki bomb, first of all.  Then, go to the
Snake Alter.  On the back right wall, you should see the Half-fish.
Place the bomb, then back off.  The explosion will set the creature
free.

-----------------------------------------------------------------------
Stage 06: Lost Colony
-----------------------------------------------------------------------

Character: Eggman

Checkpoints: 3

A Rank Requirements:
Mission 1: 34000pts.
Mission 2: Under 2:00
Mission 3: Under 2:30
Mission 4: 34000pts.
Mission 5: 44000pts.

Small Animals: Rabbit, Boar, Bat, Racoon
3rd Chao Crate: Skelliton Dog

Total Rings: 205

Chao Crates:
1. In the looping area.  Hidden behind some wood boxes on the left
wall.
2. It is in plain sight, after passing the looping area.
3. As soon as the downward moving platform (the one where you saw the
Gold Beetle) stops, hover backwards, and you should land near the
crate.

Gold Beetle:
Normal: You'll see it when you are moving down on the platform before
the 3rd checkpoint.
Hard: Same area, but a little further away.
_______________________________________________________________________

MISSION 1: FIND THE WAY TO THE COLONY'S CORE

Lost Colony is pitch dark, being that it was shut down 50 or so years
ago.  But, you can use the light from your explosions to help you see
better.

You start on a platfrom behind a bridge.  Blow up the dynamite on the
door, and continue through.  When you get to the next bridge, use the
pulley to get down without falling into the laser beams.  Continue
until you get to a locked door.  To open it, find a switch by busting
those wood boxes.

Next, you'll be in a large room with acid.  Take the platform on the
left to go along the upward route, and throw the switch to open the
door.  Upon passing the first checkpoint, you'll come to the looping
area.  Continueing along the path here just leads you in circles.  So,
you will need to look for some black boxes that lead you up to the top
of the ceiling.

Get the jet engine upgrade, and continue along the ceiling ledges until
you find a missile.  Launch it, then follow the rings.  Continue to the
bridge over an acid death pit, then take the platform up at the gap.
Kill the Beetle enemies, then hover to the 2nd checkpoint.

After passing a few doors, you'll come to another locked door.  Break
the wood boxes to the left, and use the black boxes that fall down to
get up to the switch to open it.  Proceed to the outside bridge area.
When walking across here, watch out for Wing Beetles, as they could
knock you off, into a pit of death!

Pass into the next indoor bridge room with lots of Beetles.  At the
end, you'll come to a downward moving platform, that will take you to
your next destination.  Hover to the door ahead, then watch out for
Wing Beetles.  In the next room, past the 3rd checkpoint, there are
many enemies, including Wing Beetles, and many Hornets.  Score lots of
points by locking onto them all.

Jump onto the next ledge, witch you will be locked onto while moving.
Here, you can painlessly rotate in all directions while locking on,
also ideal for scoring lots of points.  You will be able to move at the
top, so blow up the door and continue to the next outside area.

After blowing up a Hornet, hover down to the next bridge.  Launch a
missile, which is atop some black boxes, to break the cages ahead.
After another short hallway, you have reached the end of the stage.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

This is fairly easy.  Just be sure to get the 10 ring box behind the
laser beams near the beginning.  Also, when you get to the first Rhino,
bust the metal boxes to reveal a switch.  This will open a room, at the
top back of the acid area (use a spring in the acid on the right to get
there).  Here, you'll get 20 rings and an extra life.

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

Get to the outside bridge area.  Before the first small gap, you may
notice a hidden platform to the right of the bridge's end.  It will
take you up to a shrine, which you will activate for some floating
platforms.  Continue through the next room, then hover over a large
gap.  Just before reaching the door, a Beetle will appear to throw you
off, so be carefull.  The Chao will be in the next room, past the
Hornet.

_______________________________________________________________________

MISSION 4: REACH THE GOAL WITHIN 3:30

This shouldn't be too tough, just try to avoid downward moving
platforms and pullies.  Falling/hovering works much faster.  Then, at
the looping room, be sure to bust the metal box on the right, with two
black boxes on top.  Use that to get past this area quicker.  This will
leave you with plenty time.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

First of all, there's more dynamite at the beginning, so, blowing it up
will blow a chunk of the bridge off, so stay clear.  Next, at the
pulley, hover down so you can destroy the Hornet in mid air before it
destroys you.

The next difference is the switch placement.  To get to it, bust the
wood boxes to let black boxes fall, then use them as steps.  At the
top, hover along the rings to the next pile of black boxes; then hover
to the next, where the switch is.

At the acid area, the unlocker switch has been moved.  It is hidden
inside the metal box on the left.  Now, take the platform on the right
up, rather than the one on the left.  Then, pass the 1st checkpoint to
the looping room.  In order to get out of it this time,  You will need
to stand on two cages to the left wall, then hover to the black boxes
on the right, and continue across the ceilings.

From here on, the only other differences besides the enemies are the
extra dynamite packs.  Watch out, as they blow up chunks of the ground.

_______________________________________________________________________

SECRETS

Ring Box Room - when you get to the part near the first acid room
blocked by wood and metal boxes and a Rhino, bust the metal box on the
left.  Throw the switch that is revealed (opens the room), then
continue to the acid area.  Just entering the acid area, with your jet
engine, hover to the right.  There should be a spring in the acid.
Bounce the spring onto a pulley, then hover onto a floating platform.
You will be able to get into the room from here, which contains two 10
ring boxes and an extra life.

-----------------------------------------------------------------------
Stage 07: Weapons Bed
-----------------------------------------------------------------------

Character: Eggman

Checkpoints: 3

A Rank Requirements:
Mission 1: 30000pts.
Mission 2: Under 2:00
Mission 3: Under 2:15
Mission 4: 30000pts.
Mission 5: 30000pts.

Small Animals: Seal, Otter, Ram, Cheetah, Pheonix
3rd Chao Crate: Pheonix

Total Rings: 194

Chao Crates:
1. Past the hangar on the left, near the beginning.
2. On the large boat a little before the 2nd checkpoint, you will spot
some fuel tanks to the right.  The Chao Crate is right next to these.
3. After the 3rd checkpoint is another large boat.  At the end, to the
right, it's behind some fuel tanks.

Gold Beetle:
Normal: Currently unknown...
Hard: Currently unknown...
_______________________________________________________________________

MISSION 1: RUSH INTO THE MILITARY BASE

Just at the start, you'll see tons of deactivated robots.  Be sure to
lock on to at least ten of these, for a free perfect bonus of 2000pts.
If you wish to score an A, make use out of all these idle Hunters.

Before continuing off of this boat, be sure to grab the large cannon,
which is hidden in the hangar ti the left - blow up the dynamite to get
in.  With your new cannon, you can bust steel boxes, which will lower
the black boxes, so you may use them to get onto the next ledge, with
the 1st checkpoint.

Be sure you're used to hovering, as you will need it to get across many
of this stage's gaps.  Continue across the bridges, staying clear from
Hawks and Sky Hawks, which like to attack by surprise.

Continue across the boats, and more bridges... this stage is pretty
much just a repitition of all that.  Cross the bridge, hover over gaps,
avoid Hawks, blow up steel boxes, and so on...

You get the basic idea, no further explanation is nessassary.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

To find clusters of rings, check inside every hangar.  Be sure to get
every ring there, as well as the many item boxes.  As always, don't get
hit.

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

After the 3rd checkpoint, stay to the boat's left.  At the hangar,
there should be one room with a shrine in it.  Activate it to open a
portal, which will take you directly to the Chao.

_______________________________________________________________________

MISSION 4: REACH THE GOAL WITHIN 2:45

You know the basic idea of most of the timed shooter missions.  Run
through as quickly as possible, aiming to destroy anything that stands
in your way.  Following this strategy, it shouldn't be too difficult...

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

Not much has been changed at all.  Just look out for tougher enemies,
as well as spinning spikeballs.  Most of the deactivated robots have
been removed in order to make it a tad more difficult to score an A.

_______________________________________________________________________

SECRETS

Fuel tank pheonix - past the 3rd checkpoint, toward the end of the
large boat.  Somewhere in the center, you'll spot a pulley.  Once it
takes you up, hover to the fuel tanks on the right.  The Pheonix floats
around on the second one.

-----------------------------------------------------------------------
Boss: Tails
-----------------------------------------------------------------------

Character: Eggman

Location: Weapons Bed

Hits: 5

This battle is quite simple.  There are many rings around to fill up
your health bar, and Tails won't use many threatening attacks.  Don't
lock on to him, but rather keep fireing your volcan cannon.  When up
close to him, punching him can knock him really far back.  Don't get
too close through, as he punches as well.


-----------------------------------------------------------------------
Stage 07: Security Hall
-----------------------------------------------------------------------

Character: Rouge

A Rank Requirements:
Mission 1: 12000pts.
Mission 2: under 4:00
Mission 3: under 0:30
Mission 4: 13000pts.
Mission 5: 16000pts.

Small Animals: Condor, Parot, Bear, Racoon
3rd Chao Crate: Pheonix

Total Rings: 229

Chao Crates:
1. Go left from the start, and be sure to stay around the central
structure.  The crate is behind the second moving laser beam.
2. Get up to the blue safes.  Open the one that is on accessable from
the large block.
3. On the very top of the top floor.  Evade the laser beams, then check
next to the crushing weight to the right.

Gold Beetle:
Normal: Take the pulley to the top floor.  It appears before you reach
the top.  Jump to kill it.
Hard: It is in the same place.

_______________________________________________________________________

MISSION 1: STEAL THE 3 CHAOS EMERALDS IN 5:00

Erm... what was that?  5 minutes... a timed hunting mission?  NO!
Anything but a timed hunting mission, please spare me!  ...that's
probably what you've thought at first, as did I think at first.  Yes,
this stage is hell for beginners, but don't worry, it's easier than
you'd think.

The stage is actually quite small.  You start on the bottom floor,
which is basicly a wide open, large area.  There are many safes
surrounding the walls.   At the bottom are red safes, going up are
yellow safes, then blue safes.  You can open safes by digging into
their centers - if they are unlocked.  All blue safes are unlocked at
the start of the stage.  The other safes can be opened from the top
floor.  Don't worry too much about unlocking safes, as the emeralds are
rarely ever in them.

To get to the top floor, you could either take a spring from the bottom
floor, or climb.  No matter which method you choose, make sure you find
a pulley.  This will take you to the top floor.  Here, it's divided
into 3 small sections, each has a switch at the end, that unlocks a
single safe color.  To the right, is the path leading to the blue safe
switch.  To the left, is the path leading to the red safe switch.  In
the middle, which you must climb to reach, is the path leading to the
yellow safe switch.

You must remember a few things about the safes, however.  First of all,
only one safe color may be unlocked at a time.  To tell how a safe is
unlocked or not, look at the center.  If there is a flashing GUN icon
there, that means you can dig into it to unlock it.  This all may seem
difficult at first, but don't worry, you'll get it.

And, one more thing about the emeralds.  Just so you know exactly what
you're looking for, the emeralds you're searching for this time are the
traditional Sonic the Hedgehog Chaos Emeralds - they are jewels colored
red, purple, and blue.  That is all.  Good luck!

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

There's no time limit, but that's just the good news.  As for the bad,
rings are very, very sparse here.  You will have to collect EVERY ring
and item box you see.  This will be tough if you refuse to use the back
ring trick.  But, if you don't want to cheat, so be it...

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

First of all, be sure you've obtained the Treasure Scope.  If you have
already done so, go to the top floor.  Get to the very top, where the
yellow letters on the floor are.  Activate the Treasure Scope, and a
spring will appear in the 'B.'  It will bounce you to the platform with
the Chao on it.

_______________________________________________________________________

MISSION 4: COLLECT THE CHAOS EMERALDS IN 3:30

Oh joy, now we have less time.  But, not to worry, as Security Hall is
quite small.  Be sure you know the stage well, then you will do just
fine.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

Hard mode?  More like easy mode...  Not only has the time limit been
removed, but the emeralds aren't too tough to get either!

From the start, jump to the fan on the right.  In the back corner,
under the fans, you should see the red emerald.  To get it, jump from
the ground, then drill drive into it.

Next, get to the top of the top floor (the yellow safe switch path).
You'll spot the purple emerald hovering above the laser beams, so glide
to get it.  Now, be sure to flip the red switch down to the left,
you'll need it for the final emerald.

The final one is slightly tougher than the previous ones.  The safe
that you want to get in is in the bottom red area, guarded by a
crusher.  Thus, it is impossible to dig into.  So, climb up to the very
top, and find the support beam with the shield hunter and the steel
box.  Break the box, then activate the treasure scope to make a spring
appear.  Bounce on it to activate a switch on the ceiling.  Now, go
back down to the weight, which is now deactivated.  Dig into the safe
under it to obtain the blue emerald.

_______________________________________________________________________

SECRETS

Nothing notable at the moment...

-----------------------------------------------------------------------
Boss: Flying Dog
-----------------------------------------------------------------------

Character: Rouge

Location: Security Hall

Hits: 5

This is the final and toughest of the 3 GUN mechs.  Just like the
others, he flys around, randomly shooting at you.  However, unlike the
others Flying Dog does not land, so he is slightly harder to hit.  So,
in order to hit him, you will have to climb the gates on the sides of
the battlefield, then glide straight into his cockpit.  He will be hard
to hit, since he is constantly moving, so you may want to wait for him
to stop and begin fireing missiles.  After being hit, he charges up a
large energy ball, just like Hot Shot.  Be sure to run as quickly away
from the crosshairs as quickly as possible.  After firing his energy
ball, the sequence will repeat.  That is, until his final hit, when he
fires 3 large energy balls consecutivly.  After that, one more hit will
silence him forever.

-----------------------------------------------------------------------
Stage 09: White Jungle
-----------------------------------------------------------------------

Character: Shadow

Checkpoints: 3

A Rank Requirements:
Mission 1: 14000pts.
Mission 2: Under 1:30
Mission 3: Under 3:20
Mission 4: 14000pts.
Mission 5: 13000pts.

Small Animals: Bear, Peacock, Parrot, Skunk
3rd Chao Crate: Dragon

Total Rings: 431

Chao Crates:
1. After somersaulting past the fence after the spiked Rhinos, go to
the left, where you see a mossy log and fence against the wall.
Somersault under the fence.
2. Somersault under the next fence past the Gold Beetle.  Don't hit the
spring, so you can get the Crate.
3. Avoid getting to the vine that leads to the end of the stage.
Continue foward instead, and somersault under the next fence.

Gold Beetle:
Normal: Along the main path, after swinging on a vine, nearing the end
of the stage.
Hard: It is in the same place.
_______________________________________________________________________

MISSION 1: CUT THROUGH THE JUNGLE IN 10:00

First of all, ignore the time limit.  White Jungle is real short, and
rather easy.  So, take your time.  10 minutes is plenty of time here.

The stage begins exactly like Sonic's Green Forest.  Shadow is running
down a half-pipe type tree trunk, and bounces off a spring at the end.
You'll swing a vine onto the first ledge.  Continue to the vine lift,
or somersault under the fence ahead for an extra life.  Either path
leads to the 1st checkpoint.

You will proceed down another ring-filled half-pipe.  You'll hit a jump
plate and continue to a ledge with Spiked Rhinos.  Somersault them to
death, then somersault under the next fence.  You'll next go to an area
with a bunch of enemies and a bomb box.  Then take the next vine.

You'll come to a Crushing weight.  To pass this, get on top of it.
After the next Spiked Rhino, you could either take the easy way with
the vine ahead, or the harder way with the moving platforms and Spark
Beetle (the hard way gives you s free magna shield).

Somersault the fence and get to the 2nd checkpoint.  You'll pass down a
half-pipe with a loop at the end, then end up in a tree-cave.
Somersault another fence, then dash up a loop to make it to the 3rd
checkpoint, with another long half-pipe.  Swing the vine to the next
area.

You will notice a path of ring over a gap.  If you haven't gotten the
air shoes, take the other route by somersaulting a wood box on the
right.  Either way, you'll end up on a half-pipe with a vine on the
end, leading to the Gold Beetle area.

Continue through the vines, fences, etc.  The last area of the stage is
pretty much a rehash of what you've already done in White Jungle and
Green Forest.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

This is an easy mission.  The time limit was removed, and the rings are
real easy to get.  If you are trying to score an A, make sure you grab
every item box that can be seen when descending from a jump.

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

Just after bouncing away from Chao Crate #2, don't continue along the
vine.  Continue backwards down a ramp, and you'll find an Ancient
Shrine at the end of the path.  Activate it for floating platforms,
which you will follow up to a ledge with a procession of vines.  After
the vines, wait for the Spark Beetle to stop its electric shield.
Homing attack it, then more Beetles will appear.  Dash them to get to
the Chao's ledge.

_______________________________________________________________________

MISSION 4: REACH THE GOAL WITHIN 3:00

While you have less time, this mission is still easy.  To complete it
as quickly as possible, light dash those rings that appear in the
centers of the many half-pipes.  Make the light dash your best friend.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

The time limit may have been removed, but tricky structure changes have
also been added.

First of all, don't run down the first half-pipe too quickly.  That is,
because the spring has been moved away from the end.  It is now over a
gap, so you'll have to jump then homing attack in order to get it.

The next difference is in the weight, past the bomb box field.  It will
now only fall when you get near it, so, you must slowly approach it,
then quickly back away to get it to fall.

Just after that, the "easy route" vine has been removed.  So, you must
take the floating platforms to the right.  Another route that was
removed is the path of rings over the gap.  So, you must take the route
where you got air shoes.

That's pretty much it.

_______________________________________________________________________

TECHNIQUE POINTS

Ring row - just after the first half-pipe, homing dash all the enemies,
then quickly go back and run across the three rings on a ledge.  You'll
get 500pts.

SECRETS

Light dash for a life - at the area with the bomb box, be sure you have
the flame ring.  If so, somersault the steel box just left of it.
Throw the switch for a path of rings, which you can light dash to find
an extra life.

-----------------------------------------------------------------------
Boss: Sonic
-----------------------------------------------------------------------

Character: Shadow

Location: Green Forest

Hits: 3

And now, the moment you've been waiting for - the time has come to beat
up our hero - Sonic the Hedgehog!  You won't be able to attack him with
your homing attack - when you jump, he will jump.  When Shadow is
jumping, he is impossible to hurt.  You can only hurt him when he is
landing from a jump, or is grounded.  The best way to attack him is to
use your somersault.  And be carefull not to fall off the edge of the
stage.

-----------------------------------------------------------------------
Stage 10: Route 280
-----------------------------------------------------------------------

Character: Rouge (Kart Race)

A Rank Requirements:
Mission 1: Under 3:20
Mission 2: Under 2:00
Mission 3: Under 3:30
Mission 4: Under 3:45
Mission 5: Under 3:20

_______________________________________________________________________

MISSION 1: CHASE THE TORNADO

Rouge's Kart Race is a little more difficult than Tails's, as there are
now gaps, and turns without guard rails.  Be sure not to fall off the
road, as you must start the whole darned stage all over!  Get to know
the track before speeding, so, if you are not used to Route 280 at
first, don't be afraid to take your time.

Also, keep in mind the checkpoints on this race are merely extensions
of your time, not like the lamp posts that you go back to if you die.

If you have already read the section on Route 101, there isn't anything
else new written here, so... *copy/paste*

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

This mission is incredibly easy, as collecting rings here is really
quick with large paths and balloons, as well as the fact that you can't
lose your rings.  Whenever you see a balloon, go for it, as it may
contain up to 40 rings.

_______________________________________________________________________

MISSION 3: DON'T HIT OTHER CARS

This mission is actually harder than it seems.  If you are speeding,
you may not see that car coming in front of you.  Also, driving in
those tight caves is quite annoying with cars in front and back.  If a
car hits you suddenly from the back, you will still lose.

_______________________________________________________________________

MISSION 4: DON'T HIT THE WALLS

This mission is a little tough, but at least you know where all the
walls are, rather than the cars that suddenly appear.  Don't be afraid
to take your time here.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

You are now free to smash into walls all you want.  But don't waste too
much time running yourself into walls, as there is a shorter time limit
now.  Also, there are tons of cars on the road.  If you run into them,
they will slow you down.  Be sure to use boosts on straight areas.

-----------------------------------------------------------------------
Stage 11: Sky Rail
-----------------------------------------------------------------------

Character: Shadow

Checkpoints: 3

A Rank Requirements:
Mission 1: 14000pts.
Mission 2: Under 1:15
Mission 3: Under 1:10
Mission 4: 14000pts.
Mission 5: 10000pts.

Small Animals: Ram, Condor, Tiger, Bear
3rd Chao Crate: Pheonix

Total Rings: 334

Chao Crates:
1. When you get to the first rocket, don't take it, but rather, homing
dash the Beetle over the gap.  The crate is on the left.
2. Take the springs that are past the 1st checkpoint.  Once on the next
ledge, before the propeller, fall off the cliff.  You should land on
the ledge with the Crate, but be warned, if you miss it, you die.
3. Take the propellor just after the long grind, following the 2nd
checkpoint.  You should see it in a small cave on the right.  Homing
dash over there.

Gold Beetle:
Normal: On the right rail, past the 3rd checkpoint, you will see a path
of Beetles floating in the sky.  Homing dash them, and the gold one
shall appear at the end.
Hard: It is in the same place.
_______________________________________________________________________

MISSION 1: CHASE THE TORNADO

Be sure you know how to deal with grind rails (they're not hard...).
That's because, Sky Rail is made up primarily of a bunch of rails... in
the sky.  In fact, the level starts, on a rail... in the sky.  Another
thing you must know about this stage is the fact that there are a bunch
of wooden beams jutting out of the mountainside.  You might want to
follow them up at first, but they usually have nothing but the
potential risk of falling off the cliff.  So, stick to the main path,
which is composed of mountains and grind rails.

After grinding down from the start, scale up the mountain until you get
to what looks like a propeller with a star on it.  To use it,
constantly use the homing attack on it to make it go up, bouncing you
higher.  Of course, it can only go up to a certain height.  Continue
straight, then take the first rocket to the 1st checkpoint.

Grind down the long rails, then get to a mountain.  Scale this mountain
using the springs and propellors.  Watch out for Hawks on the way.  At
the top, you'll reach the 2nd checkpoint, then you'll grind down
another long rail.  Scale the next mountain using Beetles, propellers,
etc. just as you did before.

The 3rd checkpoint and more long grind rails are next.  Grind to the
next mountain, take the propeller against the wall up higher, pass the
flames and the Metal Rhinos, then grind the final rails down to the
goal.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

Be sure to collect every ring along the main path + grind rails,
including the many item boxes.  Upon passing the 2nd checkpoint, you
should have gained about a total 85 rings.  Now, grind down the rail on
the right for a 5 ring box, and at the end of the grind, be sure to
jump up into the air and dash into the final 10 ring box.  An A rank
should be easy to manage.

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

Right near the second checkpoint are some boxes.  Behind them is an
ancient shrine, which you will activate for a path of rings.  Dash
through them to the next mountain, where you will scale the mountain
using the propellers.  The Chao lies in wait at the tip of the
mountain.

_______________________________________________________________________

MISSION 4: REACH THE GOAL WITHIN 2:00

Hold B to crouch on rails, thus causing Shadow to slide much faster.
This is essential for clearing this mission.  Also, whenever you can,
try to do jumps at the end of some rails.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

Spike balls, spike balls, spike balls.  Not only do they swing over
mountains, but on grind rails as well.  If you do not yet know where
they all are, grind rails slowly with caution.

_______________________________________________________________________

TECHNIQUE POINTS

End of the grind - you can do a jump at the end of the first grind,
earning up to 1000pts.

Item box rail - while grinding down the rail just after passing the 1st
checkpoint, be sure to grab all 3 item boxes, as well as the 5 rings
near the end.  You will be rewarded 800pts.

SECRETS

Alternate route - just after the grind following the 2nd checkpoint,
there is a Spring Beetle to the left of the mountain.  Homing dash it
just as you jump from the rail to take the alternate route, where you
can get a bunch of item boxes, etc.

-----------------------------------------------------------------------
Boss: Egg Golem
-----------------------------------------------------------------------

Character: Eggman

Location: Hidden Base (inside)

Hits: 9

This fight is staged after Sonic has beaten Eggman's rock robot.
Robuttnik better learn to be nicer to his creations, or else they will
turn against him! (giant robots made of rock have feelings too...)
Anyways, Eggman's fight against Egg Golem the Golem is different than
Sonic's.  The golem uses the same attacks - he'll smash you with his
fists, and on his last few hits, he'll smash you with his head.  To
attack him, constantly fire your volcan cannon until a hole breaks in
him, revealing robot parts.  Lock onto the 3 robot parts revealed.
Then, continue shooting him, until 3 more robot parts appear, then once
more to defeat him.  If you are low on health, go down to the
quicksand, where there are ledges you can stand on while locking onto
rind boxes.  But, rememember, don't fall in the quicksand!  Oh yeah,
did I mention that Egg Golem the Golem is a golem?

-----------------------------------------------------------------------
Stage 12: Mad Space
-----------------------------------------------------------------------

Character: Rouge

A Rank Requirements:
Mission 1: 14000pts.
Mission 2: under 2:30
Mission 3: under 1:30
Mission 4: 14000pts.
Mission 5: 12000pts.

Small Animals: Parrot, Peacock, Racoon, Gorilla, Pheonix
3rd Chao Crate: Pheonix

Total Rings: 250

Chao Crates:
1. On a platform near the bottom of the starting satelite.
2. On a platform near the bottom of the Capsule Planet.
3. On a balcony near the top of the stage, on ARK.

Gold Beetle:
Normal: Somewhere between the balconies of ARK, floating in space.
Hard: Currently unknown...

_______________________________________________________________________

MISSION 1: FIND 3 PIECES OF THE MASTER EMERALD

This stage is sooooo bloody huge, so yes, you may need hints in order
to find the gems.  ...about the hints, they are reversed.  Meaning,
they are all spelled backwards; if they are not spelled backwards,
then, do the complete opposite of what they say.

You start on the satelite, which was 3 corners.  Each one has a rocket,
which is activated by a switch, that takes you to one of the three
planets in the stage.  The north rocket leads to the Capsule Planet,
the southwest rocket leads to the Sphereical Planet, and the southeast
rocket leads to the Holy Planet.

The Spherical Planet is a small, round asteroid, with a strong
gravitational force.  You are able to walk around this planet due to
its strong gravity - but be warned, its southern hemisphere will screw
up your control.  To get off it, you will need to take the rocket atop
the blue house in the center (activated by a switch just under the
house), which leads to the Capsule Planet.

The Capsule Planet is a large, floating cylander, all covered in green
grass.  It has and awkward gravitational force, due to its tilted
position, however, you are able to walk off this planet, although it
will take quite a bit of work.

The Holy Planet is an asteroid, with a hollowed out surfate at the top.
The Holy Planet has no gravity of its own, so it is easy to get off of.
Don't forget the rocket atop the blue house, as it will take you to
parts you can't reach elsewhere.  You'll land on a large platform,
where you could either go inside the 3 large rectangle container-like
objects, or take the other rocket, which leads up to ARK.

On Space Station ARK, there are four large balconies, and there are
various platforms surrounding the ARK.  Now, backtracking to the very
bottom of the stage, are a ton of floating platforms.  Many of these
platforms have rockets that lead back to the starting satelite.

Because Mad Space is so large, it may take a while before you fully
know your way around it.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

Errr... WHAT?  NO BACK RING?!?!  I guess it took Sonic Team this long
to figure out the cheating glitch...

Anyways, this mission is possible without cheating, eventhough the
rings are real spread out.  Even compared to the other 100 ring hunting
missions without cheating, this mission is extremely difficult, so,
follow this guide for help.

First, get the rings in front of you, then go to the lower floor of the
satelite, and grab the 20 ring box.  Then, from the North of the
Satelite, glide to where you see two platforms together at the bottom
of the stage.  If you did this correct, you should have landed near a
weight.  Collect all the rings here, excluding the one under the weight
(it's too risky, and you don't need it anyway).  Then, glide left for a
10 ring box.  That's it for this area, so rocket back to the satelite.

Now, with your ring total at 52, get to the Capsule Planet.  Find 4
item boxes that contain rings in order to raise your total to 77.
Finally, get up to ARK.  There are several item boxes floating around
here, so, find them all to complete the mission.

As for an A rank, it will be a difficult task, but, after getting used
to the positions of all the rings, you will have a greater chance of
obtaining a high rank.  Just keep on trying, and you'll eventually get
it.  Good luck!

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

Make your way up to ARK.  Somewhere around here, is a large platform
with a shrine guarded by an Artifical Chaos.  Kill it, then activate
the shrine for a portal.  Go in, then follow a procession of hallways
until you reach the Chao.

_______________________________________________________________________

MISSION 4: COLLECT THE EMERALD PIECES IN 4:30

Being that Mad Space is so immense, finding all the emeralds in a given
amount of time will be quite difficult.  Be sure you know the stage
well, and use the monitors if nessassary. It may take several tries, so
keep at it.
_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

Rocket up to the Holy Planet for the first emerald.  Grab hold of the
side of the planet, then climb down as far as possible.  Just under the
planet, you may be able to see the emerald.  Glide to get it.

From there, while still gliding, get to the Sphereical Planet.  Be sure
to glide to the planet’s southern hemisphere, where the controls are
whacked.  You’ll notice the emerald on a platform, so try landing on
it.

The final one is rather difficult.  First, get to the ARK.  From the
red light balcony, glide to the platform ahead, where you see the
meteor.  There are also two swinging spikeball mechanisms to make your
hunting even more agrivating.  Well, the emerald is above the meteor,
so, you will need to get in the center of the star octogon, and perform
a screw kick there.  But, the spikeballs WILL screw you up.  It’s best
for you to wait for the spikeballs to pass the octogon, then do your
screw kick to reach the jewel so desired.

Congratulations, you are now finished with the annoying hunting stages!

_______________________________________________________________________

SECRETS

Floating Pheonix - up on ARK, floating away from the red light balcony,
are a bunch of boxes.  Among them is the firey foul; glide to get it.

-----------------------------------------------------------------------
Boss: Knuckles
-----------------------------------------------------------------------

Character: Rouge

Location: Meteor Herd, central tower

Hits: 4

When on the ground, Knuckles shouldn't be difficult to attack at all.
The problem is when the floor opens and you float upward.  You must
keep track of what beam Knuckles went on, and not lose track, or else
you'll have to wait for the floor to close back up.  When Knuckles uses
his Thunder Arrow attack, the best defense is to glide away from it.

-----------------------------------------------------------------------
Stage 13: Cosmic Wall
-----------------------------------------------------------------------

Character: Eggman

Checkpoints: 7

A Rank Requirements:
Mission 1: 80000pts.
Mission 2: Under 1:30
Mission 3: Under 1:30
Mission 4: 45000pts.
Mission 5: 100000pts.

Small Animals: Rabbit, Cheetah, Otter, Condor
3rd Chao Crate: Unicorn

Total Rings: 532

Chao Crates:
1. A little after the 2nd checkpoint, hover to the right where you find
a platform, where the crate rests under a pyramid.
2. After exiting the first kart ride, it is in a corner on the left
wall, just after the small drop before checkpoint 4.
3. Laying against the back wall, before the 7th checkpoint.

Gold Beetle:
Normal: Currently unknown...
Hard: Currently unknown...
_______________________________________________________________________

MISSION 1: GET AND CONFRONT THE TRESSPASSERS

Alright, you've come this far, to the second-to-last stage of the Dark
Side Story.  You're expecting a great challenge filled with much
danger, etc etc etc.  Well, YOU'RE WRONG!  Cosmic Wall is so easy, it
is laughable.  In fact, it is rather fun.  The low gravity is a nice
touch, allowing Eggman to actually fly!  Also, there are lots of
enemies here, but none are a threat, being that most of them are the
helpless Gyro.  So, lock onto everything you see, causing mass
destruction, and watching your score soar.

As for the layout of this stage, it is long, but I feel it doesn't need
any explanation.  Basicly, you follow the bridges, and make it up the
stage, higher and higher, locking onto many enemies.  At some points,
there are kart rides, were Robuttnik will be locked onto the kart, and
travel along a monorail.  You can lock onto everything you see, by
turning Eggman 360'degrees.  Toward the end of the stage, a large
spinning machine will be chasing you while on the monorail.  Just shoot
at it to keep it back.

That is all.  Enjoy!

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

There are over 500 rings available here.  Need I say any more?

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

After the 2nd checkpoint, go to the platform floating near the right,
where the Chao Crate is.  An ancient shrine also rests under the same
pyramid.  Activate it for a spring, which you will use to bounce up to
a higher platform.  From there, hover up to a higher platform, then
once again.  Beware the meteors!  Finally, take the springs up to a
pyramid, where your little Chao is trapped.

_______________________________________________________________________

MISSION 4: REACH THE GOAL WITHIN 8:00

Hover across straight areas, fall down shafts, don't waste time on
enemies, etc... you get the general idea.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

There are no physical changes in structure, however, the enemy supply
has increased by A LOT.  Artifical Chaos is an extreme pain, so kill
them as soon as possible!  As for an A rank, a whopping 100000pts. Is
required.  But, due to the abundance of enemies and gold Gyros, you can
earn a lot of bonus points, including lots of "perfect's."  But, be
sure not to get hit while shooting, that will ruin your bonus.  Once
again, kill the Artifical Chaos.  MAKE THEM GO EXTINCT!

_______________________________________________________________________

SECRETS

Nothing notable at the moment...

-----------------------------------------------------------------------
Boss: Tails
-----------------------------------------------------------------------

Character: Eggman

Location: Eternal Engine

Hits: 5

Miles "Tails" Prower is back, and he means business.  Although it is
easy to shoot him up close, it is not a good idea, as it is also easy
for him to shoot you up close!  Use your volcan cannon, and try blowing
up the chemical container in the center when he is around it, this
deals him about twice the normal damage.  When he fires a barage of
missiles, the best thing to do is run.  And, when he fires that
enourmous Power Laser, you must jump away from him then hover.

-----------------------------------------------------------------------
Stage 14: Final Chase
-----------------------------------------------------------------------

Character: Shadow

Checkpoints: 5

A Rank Requirements:
Mission 1: 14000pts.
Mission 2: Under 1:30
Mission 3: Under 3:20
Mission 4: 14000pts.
Mission 5: 13000pts.

Small Animals: Skunk, Otter, Penguin, Tiger, Pheonix
3rd Chao Crate: Pheonix?

Total Rings: 474

Chao Crates:
1. Before entering the tunnel guarded by a Shield Hunter, jump to the
road to the left of the one you are on.  Find it here.
2. Right after hitting the 3rd checkpoint, go to the right corner of
the right drum.  The crate is there.
3. Currently unknown...

Gold Beetle:
Normal: After passing the 2nd checkpoint, you go down a hill.  Before
landing on the next road, jump to the gravity drums in the air (or...
whatever space has).  The Beetle is at the end.
Hard: Currently unknown...
_______________________________________________________________________

MISSION 1: HURRY TO THE ECLIPSE CANNON

You'll quickly be reminded of Final Rush as Shadow grinds down the long
pipe at the start of the stage.  At the end of this pipe, you will pass
the 1st checkpoint, then run down a slope, avoiding the Meteors.

You'll shortly come to the first gravity drum, which you must learn to
navigate on in order to clear the stage.  They pull Shadow onto them,
and spin him around.  Use the control stick to run up the drum; once
you are at the top, you escape the gravitational pull.

Follow the road, destroy enemies, etc.  You'll get to a bunch of
horizontal gravity drums, which work similar to vertical ones.  Jumping
should get you off of them.  Continue running across some more drums to
the 2nd checkpoint.

Run down the slope, being sure to avoid all meteors.  Continue to the
next drum, which has electric fields.  Simply jump over them.  Continue
through the 3rd checkpoint, where you will have three choices of holes
to fall down.  The one on the left leads to an extra life, the one on
the right contains 5 rings, and the one in the center dashes you to a
grindable pipe, continuing on with the stage.

Work your way up several gravity drums, eventually leading to the 4th
checkpoint.  Grind down a long pipe, which will take you to a room full
of more pipes.  Then, jump from vertical drum to vertical drum, making
your way to the 4th checkpoint, were you will then be dashed up a steep
road.  Proceed to a floor-less room, where you must jump from the
tilted drums to get across.

Grind down another pipe, which leads to another horizontal drum.  Try
to stay on top of it, as there is an electric field near the bottom
that will knock you into the atmosphere.  Grind more pipes, get up more
drums, you know the drill.

Dash up through a hole, bust the hornet, then reach the 5th checkpoint.
Continue foward through many drums, then take the pulley on the final
one.  Homing dash the Artifical Chaos here to reach the next drum.  Use
the spring on top, then take a rocket to the long drums.  Quickly run
down these.  At the very end is a spring attached to a ledge, you'll
see it while still spinning.  Try to jump at it, then bounce to the
goal ring.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

The Artifical Chaos may be a problem... avoid them at all costs.   Be
sure you know how to deal with the enemies, and collect every item box
in sight.  By the 2nd checkpoint, you should have 90 rings, provided
you got all the item boxes.  The rest will be easy to obtain.

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

Toward the end, after the series of horizontal gravity cylanders,
you'll make it up the vertical cylander with the spring on the end.
Don't take the spring, take the pulley behind you instead.

Activate the shrine on the next platform, then hold foward as you light
dash the rings that appeared.  Start up the next gravity cylander, and
on the way, avoid all electric fields and meteors.  Take the final
pulley at the top to the Chao.

_______________________________________________________________________

MISSION 4: REACH THE GOAL WITHIN 5:30

As noted in Final Rush, hold B to crouch while grinding, this will help
you grind much faster.  This is the key to completing the mission.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

While every hard mode mission contains more aggressive enemies, the
enemies here are particularly more aggressive.  Especially those dang
Artifical Chaos blobs.  There are now crazy spinning ones, and some
whose tenticles are soooo ridiculously bloody long, that they seem to
reach you from 50ft. away!

As for structure, a lot of drums have been shortened, so you must grind
pipes to get across them.  Also, arrangement of cylanders floating in
space has altered quite a bit, and there are more electric fields.

_______________________________________________________________________

TECHNIQUE POINTS

Springs - springs give out 200pts. If you hit them on a gravity drum,
same with pullies.

Purple pipes - grinding on purple pipes may sometimes get you 500pts.

Drums suck - if you manage to get sucked onto a drum (without
immediately touching it) after you kill an enemy, you will recieve
300pts.

SECRETS

Pheonix - it can be found on a ledge to the right while at the floor-
less room where you use drums to get across.

-----------------------------------------------------------------------
Boss: Sonic
-----------------------------------------------------------------------

Character: Shadow

Location: Final Chase

Hits: 5

It's time again to beat up our favorite hedgehog >:D. Sonic himself is
not much of a problem, it is the terrain.  You must constantly run
ahead, not letting the ground collapse with you on it.

The first 2 hits are easily achieved through homing attacks.  After
that, Sonic will begin to defend himself by jumping.  Now, don't bother
running ahead of him, as he will just Chaos Control back in front of
you.  Let him get in front of you, then when he charges up his special
attack, begin running.  After evading his attack, hit him while he is
recharging.


Congratulations, you have now conquered the Dark Side Story.


=======================================================================
4. Walkthrough: Last Episode
=======================================================================

-----------------------------------------------------------------------
FINAL: Cannon's Core
-----------------------------------------------------------------------

Five Character Segments:
1. Tails
2. Eggman
3. Rouge
4. Knuckles
5. Sonic

A Rank Requirements:
Mission 1: 30000pts.
Mission 2: Under 3:30
Mission 3: Under 7:30
Mission 4: 30000pts.
Mission 5: 30000pts.

Small Animals: All normal animals
3rd Chao Crate: Dragon

Total Rings: 439

Chao Crates:
1. Where the 1st shrine is in Eggman's mission. (see Mission 3)
2. In Rouge's mission, to the left of the ledge with the switch that
allows you to access the emergency switch.
3. At the start of Sonic's mission, after landing from the rail, go
backwards to find it.

Gold Beetle:
Normal: In Sonic's mission, at the end of the room with the rushing
current.  It can be seen on the right.
Hard: It is in the same place.
_______________________________________________________________________

MISSION 1: GET TO THE CORE OF THE COLONY

First of all, I must address that you should have obtained all of the
characters upgrades, especially Knuckles' air necklace!  The stage will
be extremely difficult without them...

The final stage, Cannon's Core, is played slightly different than the
normal Hero and Dark stages.  First of all, it is divided into 5 mini-
missions, each featuring one of the six characters (excluding Shadow,
but don't worry, he'll fight the boss).  As you clear one of the mini-
missions, you will proceed to the next one, with all your rings and
score.  Also, if you die, you will restart the mini-mission with the
same rings and score that you entered it with.  This should make it
less frustrating to score an A.  Continuing on with the walkthrough...

~TAILS'S MISSION: DESTROY THE SECURITY DOOR~
You start just like in many of the previous shooting stages, with the
dynamite blocking a door.  Blow it up, then proceed past the Shield
Hunter.  A couple of swinging spikeballs will be blocking the path, so
take note of the time switch.  Shoot it to stop time for a few seconds
(freezing everything around you) and proceed.  Through the next hall,
Hunters will swoop down, and an Artifical Chaos P1 guards the door.  To
avoid the hassle, shoot back at the time switch to stop time some more.
Plus, Artifical Chaos P1 can easily be killed while time is stopped.
Proceed, then go on the ledge that takes you down to another dynamite
door.  In the next hall, laser beams block your way.  Getting the time
switch will make them dissapear for a short time.  Next, hover down the
long shaft, but don't fall into the abyss.  Another dynamite door is
near the bottom, so blow up the dynamite while hovering, then get in.
Look out of the Hornet on the other side!  Proceed to the Artifical
Chaos P1 ahead, then kill it along with the surprise Hunters to open
the door.  Ahead are two weights that you need to get past without
being squished.  Once they are wide enough apart for you to get
through, shoot the time switch and continue.  You're now in the final
room, so be sure to stop time again, then get on the ledge to the
right.  Once there, watch the weight ahead.  Stop time as soon as it
reaches the floor, then use it to get up to the higher ground.  The
security door is ahead, so shoot it a few times to complete the
mission.  But, beware of the surprise Hunters...

~EGGMAN'S MISSION: DESTROY THE SECURITY DOOR~
Bust the Shield Hunters, then bust all the normal Hunters ahead to open
the first door.  Kill the hornet, then get on the platform.  At the
top, you'll then proceed to a room with many flying Artifical Chaos and
laser beams blocking the path.  Shoot the time switch, then continue to
the block room, where several blocks move in many directions over the
acid.  As soon as the closest block on the right comes out, shoot the
time switch, then get on it.  Hover to the next block you can reach,
then onto any of the upward blocks coming out of the 3 squares of acid
at the end.  If you missed a block, be sure to wait on the red sides of
the squares full of acid.  Take the block up to the door which leads to
a hall full of acid pools on the side, with blocks trying to push you
into them.  Lock onto the time switch ahead to stop the blocks so you
can easily continue ahead, and past the laser beams.  You'll then reach
the only lamp post type checkpoint in the stage.  Ahead is a platform
that will fall as soon as you step on it.  You'll then fall down a pit
with lots of laser beams, much like in Eternal Engine.  As you exit, be
sure you throw one of the time switches on the walls to make the moving
platform in the acid easier to land on.  Get the health baloon if
needed, then kill the two Artifical Chaos P1's ahead to open the next
door.  Just past that is the final room, another acid & block room.
Shoot the time switch just as the closest block floats by, then jump on
it.  Then jump on the upward block near the left side of the room.  As
it goes up, hover towards the higher floor.  The security door is
ahead, so shoot the crud out of it.

~ROUGE'S MISSION: DRAIN THE LIQUID FROM THE CORE~
The emergency switch to drain the liquid is just in front of you, but
you can't access it just yet.  For the first step in getting to it,
observe the 4 pillars around you.  Start climbing up the shortest one.
Glide from the top of it to the next pillar that you can reach the top
of.  Repeat until you make it up to the one where you can access a time
switch.  After hitting it, fall towards the waterfall, which you are
now able to get past and into the room it's blocking.  Bust the Sheild
Hunter, then fall to a platform floating in acid.  Take note of the
moving blocks out of the hall ahead.  As soon as one gets out, throw
the time switch and proceed through the hall.  In here, climb to the
top of the ledge with the time switch and the Artifical Chaos.  Kill
the Artifical Chaos, then throw the switch that it was guarding.  This
will allow access to the emergency switch, so start to turn back.  Once
back on the platform floating in acid, throw the time switch behind
you, then use the spring ahead.  Quickly rush through the waterfall
before the effect of the the time switch wears off.  Then, step on the
emergency switch to accomplish this mission.

~KNUCKLES'S MISSION: FIND THE FINAL SWITCH~
This is where the air necklace really comes in handy.  First, before
diving down, take note of where the laser beams are.  Then, go down
into the liquid, and you will find yourself in the same area you just
were with Rouge, only now it's flooded.  Get the time switch, then
surface and go through where the laser beams were, before the time
switch deactivates.  Then, drill claw the steel boxes on the floor to
take a spring up to a small room with a switch.  Throw the switch to
deactivate the laser beams blocking a room underwater.  Drill claw
another steel box in the floor to get to the main room, then go under
the water once again.  Make it through the newly accessable room, then
throw the switch ahead to deactivate more laser beams.  But, you cannot
enter the room because of the strong current.  So, find the time switch
behind you along the ceiling, then activate it to temporarily stop the
current.  After getting past the frozen current, swim down the laser
beam room to another time switch, but don't touch the acid.  With time
frozen, quickly make it through the next current hall to a time switch,
then through another current hall.  In the next room is the desired
switch.

~SONIC'S MISSION: GET PAST THE ENERGY FIELD~
After sliding down a rail, you'll land near a time switch that will
safely allow you to dash across the floating Aftifical Chaos.  The next
room contains an Artifical Chaos Guard Type that opens the door on the
right.  To open the one on the left, continue through the one on the
right and defeat all the enemies in there.  The Shield Hunters will be
easy, killed by a single somersault, but the Artifical Chaos floating
above the botomless pain may be a little tricky.  The best way to kill
him is with your magic gloves upgrade.  Afterwards, get to the newly
opened door.  Kill the Artifical Chaos Guard Type and all the Hunters
plus a Hornet while evading the laser beams.  After passing this mess
of enemies, you'll get to a room where the floor is covered in a
rushing current of water that pushes you back into a laser beam.  Get
across this area with your bounce attack, and be sure to get the time
switch atop the laser fence.  With the current stopped, you will now be
able to somersault under the laser fence, then slide down the ceiling
rail ahead.  You'll then land on the long waterslide.  At the start,
you are sliding backwards, so jump and dash to get up the slide.  Then,
enjoy the slide straight down to the Goal Ring.

_______________________________________________________________________

MISSION 2: COLLECT 100 RINGS

First, you must learn never to get hit.  AT ALL.  One little hit, and
you've pretty much flunked the whole mission.  Anyways, the 100 rings
needed to complete this mission can be found in the first two mini-
missions with Tails and Eggman.  By the end of Tails's mission, you
shoul have obtained about 34 rings, easily found along the main path.
Do the same for Eggman's mission, collecting all the rings you see.
Only, in Eggman's mission, getting hit won't matter, as long as you
have several lives.  If you kill yourself, you'll restart with the 34
rings you obtained in Tails's mission.  By Eggman's checkpoint, you
should have about 90 rings.  Assuming you know how to avoid getting
hit, collecting the rest of the rings should be a piece of cake.

_______________________________________________________________________

MISSION 3: FIND THE LOST CHAO

This process takes several steps, one in each character's mission
(excluding Tails).  Each of the ancient shrines you activate in one
character's mission will affect the next character's mission.

Proceed through the stage until you reach Eggman's checkpoint.  Just
past there is the deep pit with the falling platform.  Rather that
going on the platform, stand on the railling, then hover towards the
door ahead.  Bust through the metal boxes and the Chao Crate to find
the first ancient shrine.  Activate it to make a shield appear, then
continue the stage as normal.

Next, at the start of Rouge's mission, go towards the left wall, where
you should notice an open hallway.  Activate the shrine inside for
another shield, then continue as normal.  Then, at Knuckles's is
mission, you will shortly notice a series of floating platforms at the
top of the starting pool.  Follow them up to a room with a shrine,
which will be activated for a magna shield.  Continue the mission as
normal once again.

Finally, play through Sonic's mission until you reach the waterslide.
You'll immediatly notice a path of rings going into the air.  Light
dash up them while holding foward to make it to a higher ledge.
Destroy the two Artifical Chaos guard types to open the door ahead.
After evading a few Hunters the final lost Chao awaits.

_______________________________________________________________________

MISSION 4: REACH THE GOAL WITHIN 7:00

As with every other timed mission, be sure you know how the stage is
layed out, and you know how to get through it.  Then, this mission
won't be that tough.

Also, you have noticed that there are lots of time switches in the
stage.  So, why not use them?  If you use the time switches often,
you'll end up with a lot of remaining time by the end of the stage.

_______________________________________________________________________

MISSION 5: CLEAR HARD MODE

From Tails's mission, you will quickly notice that the time switches
stop time for less time, and there are more enemies as usual.  A number
of time switches have also dissapeared.  Next, when you get to the part
with the weights, you'll notice that they won't fall until you get near
them.  So, let the first one fall, then get on top of it.  Let the next
one fall, then continue.  Once in the final room, you'll notice the
platform leading to the right is gone, so you will need to take the one
on the left, then hover to the right using the platform that foats
between the two sides.

At Eggman's mission, there aren't much differences aside from the
enemies.  But, as you fall down the pit, the time switches have been
removed.  Be sure you know how to hover across the acid without hitting
the laser beams.

The first difference in Rouge's mission you will notice are all the
swinging spikeballs in the air.  Try to avoid them when climbing up the
pillars.  Once getting past the waterfall, you'll notice the blocks
move a lot faster.  Be sure to take note of where the blocks are when
stopping time.  If a block is in your way when time is stopped, the
block could... block you from going any further.  The time switches
stop time for a very short period of time, so you must hurry, and make
sure no blocks are in your way.

In Knux's mission, the first difference is after the first set of laser
beams, where you drill claw the boxes in the floor.  There is no spring
under there, but you can find an ancient shrine that will create a
spring.  Bounce off the spring and onto the pulley.  Then, the laser
beam-blocked room underwater will still be blocked by a few laser beams
after hitting the switch.  To get past these, be sure to stop time with
the time switch on the highest pillar.

Finally, Sonic's mission.  The first major difference is at the current
with the Gold Beetle.  The time switch has been moved from the top of
the laser fence to the opposite side of the current.  It is in the
center, with some laser beams close behind.  Once under the small ledge
with the laser beams, use your bounce attack to get the switch.
Finally, there are a bunch of Artifical Chaos on the waterslide, so
look out.

_______________________________________________________________________

SECRETS

Nothing notable at the moment...

-----------------------------------------------------------------------
Boss: The Biolizard
-----------------------------------------------------------------------

Character: Shadow

Location: Cannon's Core

Hits: 6

This is it, the battle against Professor Gerald Robotnik's ultimate
creation, the prototype of the ultimite life form.  At first, he won't
seem like the ultimate life, as he will simply chase you around, trying
to eat you.  But, when running from the giant biohazard, keep a few
things in mind.  Don't run too far ahead, or he'll whack you with his
tail.  Also, be sure to jump over the stream, as falling in the current
will send you into oblivion.  After running around for a bit, the
lizard will get out of breath.  This is the time to grind up the pipe
coming out of his throat, then homing dash the red light on his back to
deal him a first hit.  The lizard, after roaring in pain, will continue
to chase you around.  After a while, he'll stop, and shoot a bunch of
energy balls at you. The ones in the ground can be jumped over, while
the ones floating above the ground can be somersaulted under.
Afterwards, he will get out of breath again, so grind up that pipe and
deal him another hit.  Repeat this process for hit #3.  Then, he'll
chase and attack as normal, but instead of getting out of breath, he
will summon a swarm of pink eggs.  Some of them will flash then fly
right at you.  Avoid them, and use the other Eggs to get to the red
light on his back by homing dashing each one you get near, then using
the homing attack on his little red light.  He will repeat this once
again for hit #5.  Then, for his final hit, he will immediately summon
his eggs once again after howling in pain.  Only this time, you will be
floating in the air, along with all the eggs.  Don't get hit by any of
the ones flying at you, and avoid all the others.  Try to make it
foward to his red light.  Upon landing on him back, dash his light one
more time to silence the savage beast... for now...

-----------------------------------------------------------------------
Boss: The Finalhazard
-----------------------------------------------------------------------

Character: Super Sonic and Super Shadow

Location: Earth's Atmosphere

Hits: 6

First of all, the controls for each of the characters is somewhat
different than that you're used to.  You still use the Control Stick to
get around, of course, but you can navagate them up and down with A and
B.  A is up, and B is down, and holding these also gives you a burst of
speed.  Also, as in previous Sonic games, your ring count will slowly
go down (you start with 50 rings).  When you are out of rings, you die.
However, your rings will be replenished when you switch characters (you
can switch either by flying into ARK, or by scoring a hit on the
Finalhazard).

To fight the final boss, you must avoid his egg and laser attacks, and
charge (with A or B button) into the huge, red bump on the lizard to
deal hit some pain.  Note that the red bump will often appear in
different places.  As for attacks, the Finalhazard will start with a
shield of a few eggs that he will shoot at you.  Getting hit will push
you back, thus wasting your rings.  After being hit, he'll begin
shooting lasers, which aren't too hard to avoid.  Then, after the next
hit, he'll still shoot lasers, only he'll do a better job at aiming
them at you.  Then, on the next hit, he'll be aiming two lasers at you.
Use A and B to manuever past them.  And then, on his last two hits, he
will form a large shield of eggs to fire at you, as well as those two
lasers.  Aim for the bump two more times to put him to rest forever.

Congratulations, you have now beaten the game.

-----------------------------------------------------------------------
Extra Stage: ??????
-----------------------------------------------------------------------

Character: Sonic

Checkpoints: 2

A Rank Requirements:
13000pts.

Small Animals: Rabbit, Racoon, Penguin, Gorilla, Unicorn
3rd Chao Crate: Unicorn? (it can be found in the FIRST Chao Crate...)

Total Rings: 277

Chao Crates:
1. At the first checkpoint, drop off the right.  The crate is right
down there.
2. Currently unknown...
3. Currently unknown...

Gold Beetle:
Normal: Currently unknown...
Hard: Currently unknown...
_______________________________________________________________________

This stage can be reached from the stage select after you have earned
all 180 emblems.  I won't spoil you on exactly what it is, however, you
probably already know, because every other place spoils it... Heh, even
this guide has some subtle hints of what it is...

Anyways... this stage consists of several paths, adding lots of replay.
This is a very fun stage, one of my favorites in the game.  No
walkthrough here is nessassary, so HAVE FUN! ^_^

=======================================================================
5. Kart Racing
=======================================================================

-----------------------------------------------------------------------
The Basics
-----------------------------------------------------------------------

Kart Racing is unlocked as soon as you beat one of the story mode Kart
Racing stages (Route 101 or 280).  Beat the other Kart Racing stage to
unlock the two player Kart Racing mini-game.

OBJECTIVE
In order to earn each track's emblem, you MUST finish in first place.
To achieve this goal, avoid driving into walls, as they will slow you
down and make you spin out.  Be sure to collect as many rings as
possible, so you may perform speed boosts.

CONTROLS
Control Stick - steer your car.
Hold A Button - accelerate.
B Button - use your breaks.
Y Button - use a speed boost*
*At least 20 rings are needed to perform a speed boost.

OBJECTS ON THE TRACK
Checkpoints - marks the loop around the track and counts your time.
Dash Panels - run over these for a boost of speed.
Ramps - drive over these for a jump into the air.
Rings - collect 20 for a boost.  Note that opponents can also pick
rings up.

-----------------------------------------------------------------------
The Tracks
-----------------------------------------------------------------------

There are 3 tracks in the Kart Racing mini-game: Beginner, Standard,
and expert.  All the tracks take place in a similar environment, but
the layout of the track itself is different.  Complete all the tracks
in first place to win an emblem for each race.

TRACK DESCRIPTIONS:

Beginner - A simple track with no sharp turns, drop-offs, or any other
hazards.  Just before the checkpoint, there is a small road to the
right containing a dash panel to boost you ahead of the other
competitors.  Obviously, this is the easiest track.

Standard - This track introduces sharp turns.  Practice breaking to
safely pass them, and you'll have no problem with this track.  There
are also several dash pannels in the middle of the road.

Expert - An obviously difficult track, however, if you have mastered
the standard track, this won't be terribly hard.  There are even more
sharp turns here, some of which lack guard rails, and there are a few
pits in the road, but going over the jump ramps will help you avoid
them.  There is also a tilted road at one point - going off the left
will send you into the ocean, and running into the right guard rail
will slow you down dramaticly.  All this may sound tough, but if you
have mastered the previous tracks, that will definatly help.

-----------------------------------------------------------------------
The Karts
-----------------------------------------------------------------------

~NOTES~

SPD = Top Speed
ACL = Accelleration
BRK = Breaks
GRP = Grip

Each category is rated with *'s.  ***** is the highest, and * is the
lowest.
_______________________________________________________________________

NORMAL KARTS
These are available as soon as you unlock Kart Racing.

~Sonic~
SPD: ****
ACL: ***
BRK: **
GRP: ***

Sonic is a good, all-round driver.  A great for beginners due to his
well-rounded stats and ease of use.


~Tails~
SPD: **
ACL: ****
BRK: ***
GRP: ***

While he is lacking is Speed, all of Tails's other stats are somewhat
decent.  He may not be good for straight driving, but he'll handle
those turns well.


~Knuckles~
SPD: ***
ACL: ***
BRK: ***
GRP: ***

Knuckles is one of the most well-rounded racers in the Kart Racing
mini-game.


~Shadow~
SPD: ****
ACL: ***
BRK: **
GRP: ***

Shadow is a good, all-round driver.  A great for beginners due to his
well-rounded stats and ease of use.


~Eggman~
SPD: ***
ACL: **
BRK: ***
GRP: ****

Dr. Eggman is a great handler, garunteed to stay on the track.  Use him
to get around those sharp turns.


~Rouge~
SPD: **
ACL: ****
BRK: ***
GRP: ***

While she is lacking is Speed, all of Rouge's other stats are somewhat
decent.  She may not be good for straight driving, but she'll handle
those turns well.


SECRET KARTS
These are unlocked by clearing all of the respective character's
missions.  An arrow will appear over the character's icon, so press up
to switch to the secret kart.  Note that Tails is replaced by Chao, and
Rouge is replaced with Eggrobo.

~Sonic~
SPD: *****
ACL: ***
BRK: *
GRP: ***

Sonic's breaking ability has been sacrificed for pure speed.


~Chao~
SPD: ****
ACL: ***
BRK: *
GRP: **

This goofy little Chao car is merely a dumbed down version of Sonic's
normal kart.  However, since Chao is so light, it will seem to float
over jumps.


~Knuckles~
SPD: ***
ACL: *****
BRK: **
GRP: ***

Knuckles now has THE highest acceleration in the game.  Although the
top speed is low, you will be able to grab rings before everyone else
to perform some easy boosts.


~Shadow~
SPD: *****
ACL: **
GRP: **
BRK: ***

Aside from looking really cool, this secret kart is also THE fastest!
Just like Bowser in Mario Kart, he sacrifices acceleration for pure
speed.  A must for advanced drivers.


~Eggman~
SPD: ****
ACL: **
BRK: ***
GRP: *****

Eggman's secret kart is infinately better than his normal one.  His
great grip got even better, and his top speed has gone up a bit as
well.  Definatly a good choice.


~Eggrobo~
SPD: ****
ACL: ****
BRK: ***
GRP: **

The Eggrobo is the only racer who doesn't drive a car.  It floats above
the track, and because of this, it may be a little hard to steer.
However, Eggrobo's other stats are excellent.

=======================================================================
6. 2P Battle
=======================================================================

One of the major highlights of Sonic Adventure 2: Battle is the 2
Player Battle mode.  Apparently, it is more complete than the Dreamcast
version's 2 player mode.  All info about the 2P Battle from the
Gamecube version can be found here.

-----------------------------------------------------------------------
Action Race Battle
-----------------------------------------------------------------------

This competition is a race to the finish against another human
opponent.  All of the races take place in Sonic and Shadow's stages.
Also, a difference in 2P Battle is that you can perform special moves
on the opponent, depending on your ring count.  Just use the B Button
when the option comes up.  These will be explained in the characters
segment:

_______________________________________________________________________

CHARACTERS

~Sonic~
Super-sonic hedgehog with super-sonic speed.  He can use the light dash
and spin dash for even greater boosts of speed.

SPECIAL ATTACKS:
20 rings: Speed Up, gives Sonic a temporary boost of speed.
40 rings: Sonic Wind, attacks the opponent with a whirlwind.
60 rings: Time Stop, freezes opponent for 10 seconds.


~Shadow~
Shadow posses the same amazing speed as Sonic.  He can use the light
dash and spin dash for even greater boosts of speed.

SPECIAL ATTACKS:
20 rings: Speed Up, gives Shadow a temporary boost of speed.
40 rings: Chaos Spear, attacks the opponent with lightning.
60 rings: Chaos Control, freezes opponent for 10 seconds.


~Amy~
The Hedgehog girl who has a crush on Sonic.  She is nowhere near as
fast as "her love," and can't use spindash or light dash, but can take
advantage of special attacks early on.

SPECIAL ATTACKS:
10 rings: Speed Up, gives Amy a temporary boost of speed.
20 rings: Storming Heart, attacks the enemy with hearts.
30 rings: Amy Flash, freezes the opponent for 20 seconds.


~Metal Sonic~
This is the Metal Sonic seen in Sonic CD.  He is the fastest runner and
the highest jumper.  However, he is unable to use any special attacks,
nor is he able to use light dash.  However, by holding B, Metal Sonic
will activate his "Black Shield," which can block attacks and destroy
enemies.

SPECIAL ATTACKS:
None.


~Sonic w/ Alternate Costume~
Earn A ranks on all of Sonic's missions to unlock Sonic in a racing
uniform.  Press up while Sonic is highlighted to select him.  He is
great for constantly attacking your opponent, because his main attack
is Sonic Wind.

SPECIAL ATTACKS:
20 rings: Sonic Wind, attacks the opponent with a whirlwind.


~Shadow w/ Alternate Costume~
Earn A ranks on all of Shadow's missions to unlock Shadow in a racing
uniform.  Press up while Shadow is highlighted to select him.  He is
great if you really want to annoy your opponent, as his specialty is
Chaos Control.

SPECIAL ATTACKS:
20 rings: Chaos Control, freezes the opponent for 5 seconds.

_______________________________________________________________________

STAGES
They have been slightly modified from their 1P counterparts.

Downtown Race
Level: 1
2P Mode exclusive.  This is a snowboarding level down an icy road.  You
and your opponent will board all the way down the hill until one
reaches the goal ring.

Grind Race
Level: 1
2P Mode exclusive.  The entire race takes place with both players
grinding down two rails and through a pyramid.

City Escape
Level: 2
The game's first stage.  There's a boarding part at the start, and lots
of downhill action on the city streets following.

Metal Harbor
Level: 2
A fast-paced race along a military base in the sea.

White Jungle
Level: 2
A rainforest course where you race down hollow trees and swing from
vines.

Green Forest
Level: 3
A forest similar to White Jungle.  Lots of uphill platform jumping
here.

Sky Rail
Level: 3
A sky level with a lot of scaling of mountains and grinding of rails.

Radical Highway
Level: 3
A long highway with a bunch of loops and jumps.

Final Rush
Level: 4
Unlocked after beating Hero Side Story.  A space station above the
earth's atmosphere with many grind rails.

Final Chase
Level: 4
Unlocked after beating Dark Side Story.  Space highway with gravity
cylanders and meteors.


-----------------------------------------------------------------------
Treasure Hunting Race
-----------------------------------------------------------------------

The object of this competition is to find all the emeralds before your
opponent does.  The number of emeralds in the stage varies depending on
the level number.

_______________________________________________________________________

CHARACTERS

~Knuckles~
Powerfull Echidna who protects the emeralds.  Skilled at martial arts
and treasure hunting.

SPECIAL ATTACKS
20 rings: Hammer Punch, Knuckles smashes the ground to trip opponent.
40 rings: Thunder Arrow, lightning strikes and paralyzes the opponent.
60 rings: Power Flash, freezes the opponent for 10 seconds.


~Rouge~
Bat girl who posesses the same strength as Knuckles, and is attracted
to jewels.

SPECIAL ATTACKS
20 rings: Hip Drop, Rouge smashes the ground to trip opponent.
40 rings: Black Wave, wave of darkness paralyzes the opponent.
60 rings: Charm Ray, freezes the opponent for 10 seconds.


~Tikal~
Echidna girl from SA1, who has some kind of connection to Knuckles.  It
is easier to find close emeralds with her, as the radar will only go
off when it is right around her.

SPECIAL ATTACKS
20 rings: Wrath of Gaia, Tikal smashes the ground to trip opponent.
40 rings: Heaven's Justice, lightning paralyzes the opponent.
60 rings: Captive Light, freezes the opponent for 10 seconds.


~Chaos Zero~
Mysterious liquid creature from SA1.  His powers are great, with
painfull punches and superior special attacks.  However, he is rather
slow.

SPECIAL ATTACKS
20 rings: Chaos Impact, Chaos smashes the ground to trip opponent.
40 rings: Chaos Strike, void damages and paralyzes the opponent.
60 rings: Chaos Bind, freezes the opponent for a whole 30 seconds.


~Knuckles w/ Alternate Costume~
Earn A ranks on all of Knux's missions to unlock Knuckles wearing
emerald armor.  Press up while Knuckles is highlighted to select him.
He is great for constant attacks on the opponent, as his main attack is
Thunder Arrow.

SPECIAL ATTACKS:
20 rings: Thunder Arrow, lightning strikes and paralyzes the opponent.


~Rouge w/ Alternate Costume~
Earn A ranks on all of Rouge's missions to unlock Rouge's goth-like
look.  Press up while Rouge is highlighted to select her.  Her
specialty is annoying the opponent constantly by stopping time.

SPECIAL ATTACKS:
20 rings: Charm Ray, freezes the opponent for 5 seconds.

_______________________________________________________________________

STAGES
They have been made smaller than their 1P counterparts.

Pool Quest
Level: 1
It is Aquatic Mine, and a lone emerald is hidden underwater.  The first
to find it may declare themselves the winner.


Planet Quest
Level: 1
It is a small quest on the Spherical Planet from Mad Space.  The
emerald will always be hidden underground, so one must dig to recover
the single gem.


Dry Lagoon
Level: 2
A nice little oasis at sunrise.  Find both emeralds before your
opponent does so!


Egg Quarters
Level: 2
Multicolored pyramid.  The Egg Beetle has left so two treasure hunters
may compete for two emeralds.


Security Hall
Level: 2
A large building full of safes.  Search out two multicolored emeralds.


Wild Canyon
Level: 3
Desert canyon with 2 layers.  Find 2 emeralds!


Pumpkin Hill
Level: 3
A serious of mountains in a large, Halloween-themed environment.  As
always, there are 2 emeralds to find.


Meteor Herd
Level: 3
An extremely large space station that hides two emeralds.


Death Chamber
Level: 4
Unlocked after beating the Hero Side Story.  A large pyramid with a
noisy machine at the core.  2 emeralds are hidden in the pyramid's
depths.


Mad Space
Level: 4
Unlocked after beating the Dark Side Story.  A system of many small
planets floating in space.


-----------------------------------------------------------------------
Shooting Battle
-----------------------------------------------------------------------

The object of the shooting battle is to defeat your opponent by,
well... shooting.  The first person to run out of health is the loser.
The level 1 stages, however, are actually races.

_______________________________________________________________________

CHARACTERS

~Tails~
Fox boy who pilots the "Cyclone," complete with an arsenol of weaponry
and missiles.

SPECIAL ATTACKS
20 rings - Laser Missile, fires a series of many missiles at opponent.
40 rings - Rocket Launcher, fires a series of many rockets at opponent.
60 rings - Power Laser,  fires a HUGE laser attack.


~Eggman~
Sonic's archnemisis pilots an Egg Walker, carrying the same deadly
weapons as Tails's cyclone.

SPECIAL ATTACKS
20 rings - Laser Missile, fires a series of many missiles at opponent.
40 rings - Rocket Launcher, fires a series of many rockets at opponent.
60 rings - Power Laser,  fires a HUGE laser attack.


~Chao Walker~
This seemingly harmless little Chao pilots a machine that is rather
quick.  It is also quick to attack, using special attacks at 15 ring
intervals, rather than 20.  The drawbacks, however, are the fact that
it's attack and defense aren't as good as the other characters.

SPECIAL ATTACKS
15 rings - Boom Missile, fires a series of many missiles at opponent.
30 rings - Rumble Launcher, fires a series of many rockets at opponent.
45 rings - Zap Laser,  fires a HUGE laser attack.


~Dark Chao Walker~
While this fiendish little Chao in a big, scary mech is rather slow, it
makes up for it in attack and defense.

SPECIAL ATTACKS
20 rings - Crazy Rush, fires a series of many missiles at opponent.
40 rings - Hell Bomber, fires a series of many rockets at opponent.
60 rings - Dark Finish,  fires a HUGE blast of darkness.


~Tails w/ Alternate Costume~
Earn A ranks on all of Tails's missions to unlock Tails in his classic
red cyclone.  Press up while Tails is highlighted to select him.  While
he has no special attacks, his normal attacks are rather powerfull, and
he is fast - INSANELY FAST!

SPECIAL ATTACKS:
None


~Eggman w/ Alternate Costume~
Earn A ranks on all of Eggman's missions to unlock Eggman black
camouflauge.  Press up while Eggman is highlighted to select him.  He
doesn't have a lock-on laser, however, he is rather powerfull, and has
constant use of his mighty power laser!

SPECIAL ATTACKS:
10 rings: Power Laser, fires a HUGE laser attack.

_______________________________________________________________________

STAGES
These are nothing like their 1P counterparts.

Deck Race
Level: 1
A short race across Weapons Bed to the Goal Ring.

Pyramid Race
Level: 1
A short race across Hidden Base to the Goal Ring.

Weapons Bed
Level: 2
And now, the battlefields.  It is a large aircraft carrier.

Iron Gate
Level: 2
A small prison area with laser beams.

Hidden Base
Level: 2
Battle atop a large pyramid.

Mission Street
Level: 3
A bridge overlooking a city.

Sand Ocean
Level: 3
A sea of quicksand with some ledges, as well as a spinning platform in
the very center of the stage.

Cosmic Wall
Level: 3
Space level, complete with low gravity flight.

Eternal Engine
Level: 4
Unlocked after beating the Hero Side Story.  This is the exact same
battlefield Tails and Eggman fight on in Story Mode.

Lost Colony
Level: 4
Unlocked after beating the Dark Side Story.  This 2-floored battlefield
is HUGE, and is played in split screen.


-----------------------------------------------------------------------
Other Modes
-----------------------------------------------------------------------

Other 2P modes are listed here.  For more info, check their respective
sections.

CHAO RACE
Up to 4 players may participate in this competition.  Each player may
select one Chao from one of the two memory cards plugged into the
'cube, and race them in any of the Beginner or Jewel races.

CHAO KARATE
2 Players may select one Chao each from either of the memory cards
plugged into your Gamecube.  You may then participate in a duel.

KART RACING
2P Kart Racing is unlocked after you complete both Kart Racing Stages
in Story Mode.  Two players may race against each other as well as all
the computer oppenents.

=======================================================================
7. Chao
=======================================================================

404 not found.  Coming soon...


=======================================================================
8. Closing
=======================================================================

-----------------------------------------------------------------------
Contact Thunder Dragon
-----------------------------------------------------------------------

[email protected] (temporary...)

Please email me if you have contributions to the FAQ.  You may also
tell me how great my FAQ is. ;D

Also, please note that I may not reply to your messages.  If you send a
contribution of any type, I'll try to fit it into the FAQ next update,
and I'll give you credit in the special thanks area.

Do's and Don'ts:

DO:
-Send possible contributions to this FAQ
-Comments on the FAQ (I will accept critisism only if it's
constructive)

DON'T
-Send me spam
-Say things like "YUOR FAQ SUX!!!!1"
-Send me attachments. After all, I don't need any for the FAQ.  I will
most likely ignore these.
-Personally ask for help on the game.  Why?  There is something called
"this FAQ!"
-Ask me to send you something, or force me to reply
(more don'ts to come, probably...)

-----------------------------------------------------------------------
Special Thanks
-----------------------------------------------------------------------

-SEGA, for introducing the world to Sonic.
-Sonic Team, for creating Sonic's games.
-Nintendo, for inventing the GameCube (best system ever!)
-Versus Books, whose SA2 guide provided some info on small animal
locations.
-Gamefaqs, for posting this FAQ.
-You, taking a moment out of your busy life to read it.

CONRIBUTORS

None at the moment...

-----------------------------------------------------------------------
The End
-----------------------------------------------------------------------

That is all for the FAQ.  I sure hope it proved usefull to you.  Thanks
for reading this guide, and have fun with SA2!

THE END.

_______________________________________________________________________
FAQ (c) 2002 Thunder Dragon.