Sonic Adventure DX Director’s Cut
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Copyright 2005-2007 Brian McPhee

Author: Kirby021591 (Brian McPhee)
Most Recent Update: April 14, 2007
Originally Created: October 30, 2005
Version 1.0

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---------------------------Table of Contents---------------------------
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Section 1*

Introduction*
Navigation*
Storyline*
Items & Objects*

Section 2*

Sonic the Hedgehog*
Miles “Tails” Prower*
Knuckles the Echidna*
Amy Rose*
E-102 “Gamma”*
Big the Cat*
Other Characters*

Section 3*

Action Trial Emblems*
Sub Game Emblems*
Adventure Field Emblems*
Emblem Checklist*

Section 4*

Character Upgrades*
Mission Mode*
Chao Garden*
Secrets*
FAQ*

Section 5*

Credits and Legal Information*
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=======================================================================
=============================Introduction*=============================
=======================================================================

Why, welcome to the guide!  Chances are good that you know this is an
FAQ for Sonic Adventure DX Director’s Cut for the GCN (Game Cube), but
I’ll state it here for all of you who randomly click around the screen
and type in “Sonic Adventure DX” at all times (for that is the only way
you’re possibly here).  But I digress, and both of you reading this
would probably like me to move on.  Let’s begin with the rich history
surrounding Sonic Adventure... ‘cause I know you are just dying to know.

In 1999, the Sonic Team delivered Sonic Adventure for the Dreamcast,
Sega’s latest and last system.  I remember hearing about it when it
first came out, mostly about its stunning graphics.  Indeed,
screenshots revealed that SA had some of the best graphics I’d ever
seen.  About one year later, the DC fell flat against competitors
(namely Sony), but not before SA could spawn a sequel.  After Sega lost
its seat in the “Console Wars,” they clung to longtime enemy Nintendo’s
new system, the Game Cube.  They released a remake of Sonic Adventure 2
on it, and in 2003 they re-released the original SA.  My Nintendo
fanboyism had stopped me from playing Sonic Adventure on its home
system, but now that it was on Nintendo, anything goes.

So, how has Sonic Adventure aged?  In short, pretty well.  The then
stellar graphics now look just above average (except during the very
well-executed cinemas), and for some reason Sonic has fangs.  No,
really!  Anyways, the point is that for a game that got such high marks
for visuals back in the day, SA is still nice today.  Far worse than
Sonic’s fangs is the game’s length.  Sure, we have eight, count ‘em,
eight character to play as (seven or six if you want to get technical
about it), but that’s another problem.  Quite a few of the characters
(I’m looking at you, Big) have really stupid missions, and the game is
very easy in general (sounds pretty dumb to say in a walkthrough, but
at least I’m honest...).  The only difficult missions you’ll have are
Sonic’s toward the end of the game, as well as a few extra mission
(called trials).  But, we’re just dancing around the subject here.

The other big concern people had for this game was the 3-D aspect.
Back then (and back now), it was a hot new dimension to explore, and if
an overweight plumber could do it, why not Sonic?  Well, it’s a mixed
bag.  Sonic had gone 3-D before (in a not-so-good Sonic 3D Blast), but
not like this.  In the third dimension, Sonic has a variety of new
tricks.  First and foremost, they brought back the home attack (some
people might remember a primitive version of it from Sonic the Hedgehog
2) and made it Sonic’s main attack.  Plus, we have neat-o moves like
the Light Dash.

Sonic handles fairly well in 3-D, losing some of his former speed in
places, but it’s nothing compared to the hardships of his companions.
For some reason, the Sonic Team decided that Knuckles should spend all
his levels hunting down emeralds with a fickle radar.  Amy Rose gets
her own levels, as does Tails (his are mostly rehashes of whatever
Sonic did), and a few new characters add to the “variety.”  Every
single one of Big’s, a cat character introduced to the series, levels
is a fishing simulator.  All of them!  They did see fit to throw him a
bone in one boss fight, but it’s also a fishing sim (don’t ask me how).
E-102 Gamma, a robot who rebels against Eggman (the new name for Dr.
Robotnik), makes for shooter levels.  No matter how you slice it,
though, the game’s either too easy or too frustrating.  Also, there’s
the whole camera thing, but it’s not as bad as people make it out to be.

I should note, though, that even if the game itself isn’t for you, they
have some great mini-games, side games, and extra missions.  Within the
game is a Sonic Drift-like game (in updated graphics), something very
similar to NiGHTS, extra missions to add replay value to the levels,
and the Chao Garden.  Chao are like virtual pets, and they can be quite
addictive.  Also, hidden in the game are a few of Sonic’s other games,
ones that came out for the Game Gear all that time ago...  Just the
extras in this game make it worth your money, and the game itself isn’t
half bad either!  So, if I had to rate this game, despite all that I’ve
said against it, I’d say it evens out to a 7/10.  It’s really fun, even
if it can be beaten pretty quickly (of course, getting everything takes
a long time), and all of its good qualities make it into the sequel
(which I think is better), Sonic Adventure 2 (it’s called SA2: Battle
on the GCN remake).  So, what are we waiting for?  On with the show!

By the by, should you see this guide on web site other than GameFAQs
and its affiliated (AOL and GameSpot), please contact me.  With your
help, we can put an end to plagiarism... of this guide.  Thanks a
million!

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==============================Navigation*==============================
=======================================================================

Have you noticed that everything has an asterisk (*) by it?  Well,
oddly observant person, it’s there for a reason!  Aside from being
totally festive, you can use them for navigation.  That is, press the
CTRL and F keys on your keyboard (that’s Apple and F on a Mac) for a
Find/Search box to come up.  Type in the name of the section you want,
asterisk and all, and click “Find/Search.”  After being taken to the
Table of Contents, click it again to reach the beginning of that
section.  It’s fast, friendly, and easy!  May it serve you well.

=======================================================================
==============================Storyline*===============================
=======================================================================

Sonic games have always featured fairly involved storylines ever since
Knuckles appeared for Sonic the Hedgehog 3, and this game is no
exception.  Since the extra characters technically are secrets, I’ll
run you through the beginning of Sonic’s story.

                     +-------------------------+
                     |    Storyline Summary    |
                     +-------------------------+

In Station Square, the city that the game centers around, it is
nighttime.  After returning from a previous adventure, Sonic finds the
police/military surrounding the train station.  A strange blue creature
named Chaos is there.  It is resistant to their gunfire, and Sonic
decides to challenge it to battle.  Little does he realize that this
creature has dark designs for not only Station Square, but for the
world...

That was incredible!  Anyways, let’s now discuss the cast of characters,
listed as the manual lists them.

                   +----------------------------+
                   |    Important Characters    |
                   +----------------------------+

Sonic the Hedgehog: The blue blur hails from South Island where he has
a history of rescuing his animal buddies, and he “loves freedom, hates
oppression.”  This time around, Sonic has to stop his arch nemesis,
whom he has nicknamed Eggman, from restoring to power a strange being
called Chaos, but is even this hedgehog fast enough to stop the
insidious Dr. Robotnik?  More importantly, will he be able to do that
AND fit in a Super Sonic appearance for all of his fans?

Miles “Tails” Prower: A fox born with a birth defeat, Miles has two
tails (hence the nickname).  This was really a blessing, as it gave
Tails the ability to fly and run faster by propelling himself with his
dual tails.  Tails first accompanied his mentor, Sonic, in Sonic the
Hedgehog 2, and even then this youngster has been showing off his
mechanical genius; he can build machines rivaled only by Robotnik’s.
In fact, he was testing a new power source one day when he got involved
in Sonic’s new adventure.  As a note of interest, Tails is seven years
younger than Sonic.

Knuckles the Echidna: Knuckles in the guardian of the Master Emerald
and the Chaos Emeralds (well, he used to be, anyways) on the floating
Angel Island.  In his first appearance in Sonic the Hedgehog 3, Dr.
Robotnik convinced him that Sonic and Tails were trying to steal the
Chaos Emeralds, and so Knuckles pestered them throughout their
adventure.  Knuckles eventually realized the error of his ways, and was
playable for the first time in a game called Sonic & Knuckles, although
he was still sour toward Sonic and company.  As of this game, Sonic and
Knuckles are friends, but it’s a pretty precarious peace.  Knuckles is
just waiting to lash out against his friend/rival Sonic, and he may get
a chance to.  After all, he leaves Angel Island once the Master Emerald
is shattered.  Knuckles is one year older than Sonic.

Amy Rose: A female hedgehog, Amy played the damsel in distress back in
a game known to all as Sonic CD.  Aside from appearances in games like
Sonic Drift (a racing game), Amy is playable for the first time in this
game.  She has wanted to marry Sonic ever since he rescued her from
Metal Sonic (even though she’s a very young hedgehog, three years
younger than Sonic), and her goal in life is to hunt him down and make
him say “I do,” which Sonic doesn’t plan on doing... ever.  Her weapon
is the Piko Piko Hammer, and her path intertwines with the rest of the
characters’ when she meets one very annoying robot, a real zero (pun!).

Big the Cat: In the jungle, the mighty jungle, the cat sleeps tonight...
Yes, Big is a simple-minded jungle inhabitant who spends his time with
his best friend, Froggy the (who’d have guessed it?) frog, fishing.
When Froggy goes missing after finding a strange gem, Big embarks on a
quest to find his missing friend.  And he does so by fishing...
everywhere.  Believe it or not, Big has been “so popular” that they
included him, along with a few other has-beens, in Sonic Heroes as a
playable character, not to mention letting him cameo all over the place
in Sonic Adventure 2.  What’s up with that?

E-102 Gamma: E-102 was created by Dr. Robotnik in the E series as a
gunner robot.  Along with his “brothers,” Gamma must follow the orders
the good doctor, even though he can think for himself.  Gamma has a bit
of a change of heart when he meets someone aboard the Egg Carrier, and
he sets out on a new quest afterwards.  E-102 cameos in Sonic Adventure,
but he was replaced by a new robot named Omega (the last unique robot
in the E series) in Sonic Heroes.

Dr. Ivo “Eggman” Robotnik: The major villain of the Sonic series, Dr.
Robotnik is a self-proclaimed genius.  Apparently, his I.Q. is 300.
Aside from that, he must be filthy rich; his army is composed almost
entirely of robots.  In his first act of evil in Sonic the Hedgehog,
Robotnik kidnapped the animal residents of South Island and forced them
to pilot his robotic warriors.  Among Robotnik’s many technological
achievements are the Death Egg, Metal Sonic, and now the Egg Carrier.
But, this time, Robotnik’s plot revolves around a mysterious being
known as Chaos.  After freeing him from the Master Emerald, Robotnik
plans to track down all seven Chaos Emeralds, mystical jewels that,
when combined, have extreme power, and let Chaos absorb their power,
but Sonic stands in his way once again.  But this time, Robotnik has
reinforcements, and not just Knuckles, either.  On a different note,
the manual says that Sonic and friends call Robotnik “Eggman,” but the
nickname first appeared in Sonic the Hedgehog 2.  On one of his
aircraft, the words “29 Eggman-01,” meaning that Robotnik must’ve
invented it himself.

Chaos: A blue creature composed of a strange liquid, Chaos is an
ancient life form escaped from the Master Emerald.  With the help of Dr.
Robotnik, Chaos will use the power of the seven Chaos Emeralds to
become unstoppable.  However, Chaos seems to have quite a bit of
opposition in the form of just about everyone else.  But, what is
Chaos’s motivation?

Tikal: A weird voice that helps you out with hints during the game.  We
only learn the name of the light in different storylines.  Perhaps
Tikal has a more important purpose.  In any case, Tikal was replaced in
the sequel (seemingly permanently, judging by his reappearance in Sonic
Heroes) by a helping character named Omochao.  They’re equally annoying,
though.

???: The final secret character, this is a character from quite some
time ago (although similar characters have appeared since the original
Sonic the Hedgehog).  You can unlock him/her/it, but I’ll give you a
hint: in Sonic Adventure, this character appears in a tank being
rehabilitated.  This character does not actually have a storyline
attached to it, though.

Wasn’t that just the coolest ever!?  No!?  Okay... sorry to bother
you...  In any case, let’s move on into new territory – the items!

=======================================================================
===========================Items & Objects*============================
=======================================================================

Sonic Adventure’s items are your standard Sonic fare, plus or minus a
few things.  Items are essential to the game, as you’ll see when
playing, and so I’m listing what they are and what effects they have on
your character when used.

                           +-------------+
                           |    Items    |
                           +-------------+

Ring: The most important item in the game, rings protect you from
losing a life.  Now, some things, like jumping off a cliff or being
crushed, can kill you no matter how many rings you have, but most
things that can hurt you – enemy attacks or hazards – will kill you
instantly UNLESS you have these.  If you have even one ring and you’re
hit, you won’t die.  Instead, you’ll just drop your rings (which
affords you two hits) and continue.  You can still reclaim them,
however, by picking up dropped rings.  Even if you have more, the
highest number of rings you can drop is 20.  Getting 100 rings earns
you an extra life.  Rings act as currency in parts of the game, too.

Capsule: Capsules are containers that keep items in them.  Touch them
or hit them to take their contents.  Below are a few capsule items.

Super Ring: Capsules often contain these, “Super Rings.”  Well, that’s
the Sonic the Hedgehog-term for capsules containing rings.  They act
just like normal rings, only they come in bunches.  Super Rings can
range in value from 1 to 40 rings.

1UP: A capsule containing your character’s symbol (the face of the
character you’re playing as) adds one life to your count.  If your
lives ever run out, you get a Game Over.

Shield: These protect you for one hit.  If you are hit while you have
one of these capsules items (their symbol is a colored circle), you
won’t lose any rings.  They come in two types – green and blue.  Green
Shields are just protection, but blue ones are magnetic – they attract
rings to you as well as defending you.

Invincibility: Looking like a flower in a capsule, these make you
invulnerable to attack for a short period of time.  Go ahead – run into
enemies!  It’ll only hurt them.

Power Sneakers: They look like shoes, and they increase your speed
temporarily but dramatically.  Be careful, though; it’s easier to run
off ledges when you have this.

Bomb: A handy little item, it destroys all enemies in the area.

Animal: When you defeat badniks (a.k.a. enemy robots), an animal that
was imprisoned in the robot by Eggman is released.  Animals can be
given to Chao to upgrade their stats (see “Chao Guide” for details).

                          +---------------+
                          |    Objects    |
                          +---------------+

Checkpoint: Looking like “gates” almost, checkpoints mark your progress
in the level.  That is, if you die after passing through a checkpoint,
you’ll restart there instead of at the beginning of the level.  You
begin with the same amount of time on the clock, though.

Capsule: At the end of some levels are capsules, just like in the
original Sonic the Hedgehog.  Jump onto the switch on top of them to
release the animals trapped inside.

Spring: Red objects that bounce you, springs are essential to getting
around many levels.

Switch: They look like springs only they’re flattened and on the ground.
Hitting switches triggers certain things.  Often, they make trails of
rings appear or doors open.

Strange Light: A mysterious orange ball of light named Tikal, it gives
you hints throughout the game.  In Sonic Adventure 2, it is replaced by
a character named Omochao.

Now that we’ve got that clear, let’s get down to business.  You heard
me right!  It’s time for some walking through in the walkthrough!
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=======================================================================
==========================Sonic the Hedgehog*==========================
=======================================================================

Sonic is the only available story at the beginning of the game, and his
is the longest one by far.  Sonic has pretty simple controls; press A
to jump (the longer you hold it, the higher you go), A again to perform
the homing attack, and hold B to perform a spin dash.  You can also
press X to perform the spin dash.  The Control Stick moves him, and the
C Stick can be used to receive a first-person perspective while
stationary.  And that’s all you need to know.  Now, it’s time for the
world’s fastest hedgehog to save the day once again!

                       +---------------------+
                       |    Boss: Chaos 0    |
                       +---------------------+

It’s nighttime in Station Square, and Sonic is returning from a long
adventure.  But, as he’s jumping from rooftop to rooftop, he notices
the city’s police are out in force around a building.  Their guns are
aimed at a mysterious life-form made of a blue liquid.  They make it
eat lead, and lots of it, but the bullets have no effect!  They fall
back, and Sonic decides that this could be a fun guy to fight.

Chaos 0 is pretty easy to beat.  Really, this boss is designed to let
you get a feel for the controls.  Remember, jump with A, home attack
with another press of A.  Chaos 0 is obviously weak in the head, right
where that glowing red object is.  You can hit it in two ways: jump
into it or home attack into it.  Either way, it deals damage and drains
a third of its health.  At first, its arms elongate and hands glow red
to punch you.  Run or jump to avoid it (pick up some rings, too; you
need one or more rings at all times.  If you’re hit when you have no
rings, you lose a life).  After one hit, Chaos 0 adds a spinning attack
to its repertoire, but it’s also easily avoided.  After another hit,
Chaos 0 leaps into the air in an attempt to land on you.  Other than
that, it’s the same old strategies.  At the end, your score is tallied
up based on speed, rings, and other criteria.

Chaos 0 washes away into the sewer system, and amidst the sound of the
rain can be heard the voice of Dr. Eggman.  It is Chaos, God of
Destruction!  And he is not nearly defeated!

             +----------------------------------------+
             |    Adventure Field – Station Square    |
             +----------------------------------------+

Tails is flying a plane he built into Station Square, right by Sonic’s
hotel.  It’s the easy life, don’t you know?  Unfortunately, Tails
crashes onto the beach nearby.  Let’s go rescue him!  Right now, you’re
in the Station Square Adventure Field.  An Adventure Field is where
events, boss battles, and stage openings all take place.  Right now,
you are in the Pool Side sector of Station Square (the part we can move
around in, anyways).  You can talk to people by approaching them and
pressing B.  In any case, the beach begins ahead of you.  Walk up to it.
The monitor here says “Welcome to Emerald Coast!”  Enter this, the
first Action Stage, Emerald Coast.

                       +---------------------+
                       |    Emerald Coast    |
                       +---------------------+

Our mission is to rescue Tails!  Run forward, collecting rings as you
go, and you’ll encounter a ground robot.  Home attack into it and an
animal is released.  These animals, imprisoned by Dr. Eggman, can be
rescued.  Either way, jump to the island to the left, collect the rings,
and jump forward to the mainland.  Run forward a bit more, defeat
another rhino robot, and dash forward to a ramp.  Run up the right side,
collecting a trail of rings as you go, and avoid the monkey robot (a
Kiki) that throws bombs.  Hit the spring at the end to bounce through a
series of springs to reach the boardwalk.  Run through it, bouncing off
the rails, to reach a spring.  Either home attack into it or continue
down the normal path to reach to eventually reach a loop.  Sprint into
it on the boosters and you’ll land on the beach.  Run forward through a
few rings to reach the first checkpoint.  Now if you die, you’ll
restart there.

Run forward through the rings to reach a boost pad.  Rather than run
into it, instead go left onto the high ground and walk down.  Defeat a
Kiki using the homing attack and then home in on the capsule here
containing 15 rupees.  After that, jump off the side of the cliff into
the water to find a 1UP in capsule.  Take it and run back to the beach,
run up it, and speed through the boost ramp.  You’ll land by yet
another checkpoint after soaring over the water below.

Run forward in the tunnel you come to gather more rings and run up a
wall to the next portion of the level.  Ahead of you is a spiky hazard
that rises and falls to hurt you.  Wait for it to rise and run under
into a small tunnel.  Take the rings within and continue on to another
loop that launches you over the water and onto the boardwalk, which is
rocking from the waves.  Head forward on it to come to the third
checkpoint.

In this next section, you’ll just speed over the boardwalk as a whale
jumps through the section behind you, thus destroying it.  It’s pretty
easy and a good way to collect rings.  When you land, you’ll pass
through another checkpoint.

Run forward under one of those gate obstacles and go left instead of
the obvious forward.  Destroy this Kiki and hit the capsule for a few
rings.  Now walk into the water and hug the wall to reach three more
ring capsules.  After collecting them, continue around the wall to
reach the gate again.  Turn around and run forward up a slope to find a
spring.  Bounce on it up to another spring; bounce from it to a third.
Here, either bounce on the first spring or home attack the 1UP capsule
ahead and then the spring.  Either way, you’ll end up on a semicircle
of rings.  Follow it to a bridge; cross it, jumping when appropriate,
to reach a lighthouse.  Walk to the left around it and you’ll reach a
more jungle-like setting briefly.  You drop into a tunnel; run forward
and hit the checkpoint with your new rings in hand.

Run forward and build up speed so that you can run onto the side of the
wall.  After two ring rows, you’ll reach a capsule that contains Power
Sneakers.  With them, Sonic runs faster.  Run forward through the next
few lines of rings along the side of the wall to reach a tunnel.  It
leads you through many rings, into speed boosts, through a 1UP Capsule,
and eventually leaves you at a checkpoint on a stone road.

Run forward on it and you’ll barely notice the road curving against the
wall.  You’ll pass through a tunnel (there are rings in the water if
you’d like them) and boost into a speed ramp that leads to another set
of boosters.  Take them up the quarter-loop to reach a path with a Kiki
toward the end.  Home attack it and hop up the steps to reach a tunnel.
When you’re through with it, the checkpoint awaits.

Run forward along the center of the path and you’ll eventually be
boosted into a strange light.  It speaks to you, telling you to jump
into the panel to be transported to the other panels.  Before taking
its advice, defeat the Kiki to the left and collect the rings in the
capsule.  Then hop onto the yellow panel.  Upon landing on it, you’ll
be sped up to the next one.  Jump at all of them to land from the fifth
on solid ground.  Walk forward from there to pass under two spiky gates
and reach a series of rings followed by a Kiki.  Take the former and
crush the latter before running down the next path.  After landing on
dry ground, run forward under the dolphins to reach the wreckage of the
plane and Tails.

                  +------------------------------+
                  |    The SS Central Station    |
                  +------------------------------+

Tails and Sonic walk back to the hotel.  Tails admits that he has a few
bugs in his new propulsion system.  He reveals that he’s using a Chaos
Emerald as a power source because they have unlimited power.  You just
GOTTA come over to his workshop in the Mystic Ruins.  He has something
to show you!  Congrats, you unlock the Tails storyline!  Now you can
play as Tails in Adventure Mode!

Rather than lead us to his workshop, though, Tails thinks it’d be more
fun for you to discover it yourself.  North of Pool Side (on the map)
is the Hotel.  Walk into the doors here and you’ll reach a monitor.  It
tells you that the Casino is only open at night.  Also, you can take
the left elevator here to visit Chao Garden (see the section entitled
“Chao Guide” for details on them).  In any case, take the door by the
stairs and right of the manager out of here.

Welcome to Station Area!  This region of Station Square is home of the
building that gives the place its name – the train station.  Ahead of
you is the entrance to Twinkle Park, but we’re not interested in it
right now.  Instead, go left of it to reach SS Central Station.  A girl
is standing outside of it.  Enter through the double doors up the steps.
Take the stairs inside up and you’ll find the doors of the train open.
It’s leaving for Mystic Ruins (what luck!).  Enter into one of the
trains and it will depart for Mystic Ruins.

              +--------------------------------------+
              |    Adventure Field – Mystic Ruins    |
              +--------------------------------------+

Climb down these first few flights of stairs to reach the base of a
brand new Adventure Field!  Aren’t you excited!?  Then I’ll stop using
exclamation points!  Anyways, a team of archaeologists are searching
for the ruins here.  As you can see, there’s a mountain to the west
(look on the map).  It seems to have fallen from the sky, as it wasn’t
there before...  To the east is Tails’s Work Shop.

Facing the strange light that gives tips, go right over some train
tracks and then up a flight of stairs.  Dr. Robotnik appears!  He
introduces himself as the foremost scientific genius the world has ever
seen, but Sonic taunts him by calling him “Eggman.”  Regardless, he’s
got big plans, and he wants the Chaos Emeralds to carry them out.
Sonic refuses to give them to him, and so Eggman decides to take them
by force!  His machine transforms into the Egg Hornet!

                     +------------------------+
                     |    Boss: Egg Hornet    |
                     +------------------------+

It’s a classic-like Sonic boss with one dimension added.  The Egg
Hornet has little health, and it’s probably even easier than Chaos 0
was.  Eggman kicks things off by firing a few missiles at you.  Run
around and they’ll miss you (be sure to pick up some, but not all,
rings).  Then the Egg Hornet hovers about for a bit and is surrounded
by a red aura.  Two spikes emerge and it launches itself at you.  Move
and it gets stuck in the ground.  Now’s your chance to home attack the
cockpit!  After three such hits (Eggman just fires more missiles with
each hit he takes), the Egg Hornet collapses.  The main body is still
intact, though...

Eggman is down in the dirt for a little while pretending to be stuck.
But, as they least expect it, Eggman launches a claw at Tails from his
side and takes the Chaos Emerald.  Chaos 0 appears and consumes the
emerald and grows (now Chaos 1).  Its left arm now contains what appear
to be bones, and it grew from a rather scrawny beast into a tall,
muscular one.  Eggman plans to feed it all seven Chaos Emeralds until
it is unstoppable, and then he will destroy Station Square!  In the
rubble he will build Robotnikland, the ultimate city, and from it he
shall presumably expand his empire.  What a loser...

So, they take off, and Tails figures that it might be a good idea to
collect the other Chaos Emeralds so that Eggman can’t get them.  Great
idea, fox boy!  Now, let’s find one of these emeralds...

                      +----------------------+
                      |    The Wind Stone    |
                      +----------------------+

Now go to Tails’s Work Shop by utilizing the flight of stairs here.
You’ll see a green stone in front of the few steps leading up to the
door.  Lift it with B to learn that it is the Wind Stone...  It looks
like a key.  Take it to the place on the map marked “Windy Cave.”  It’s
right by the Waterfall.  Enter Windy Cave and place in the Wind Stone
in the indentation.  It starts to float, and the wind in the cave
strengthens.  Jump in to reach Stage 2, Windy Valley.

                       +--------------------+
                       |    Windy Valley    |
                       +--------------------+

Our mission?  Find the Chaos Emerald!  Tails is here to follow you, too,
just like he has been doing since Sonic the Hedgehog 2.  Run down the
path for the first three rings and then jump onto the grassy ledge.
Home attack the ten-ring capsule and then the series of fans to reach a
Shield capsule.  With it, home attack to the left.  You’ll drop down
either on or in front of (or even behind!) a checkpoint.

Jump up the next few ledges, collecting rings as you go, to reach a
spring.  Bounce from it into an upward draft.  Float on it to ground,
and then hit the checkpoint (already?  That was quick...).

As the invisible light told us, the wind forms an invisible path that
we’ll have to make use of.  Run forward down this earthen path through
the rings to reach a ledge.  Run off of it (hold the Control Stick
forward throughout the wind-run sequence if you want to survive) to
dash along the gusts and reach ground.  Ahead of you is a trampoline;
bounce on it four times to reach your maximum height and push the
Control Stick to the upper-left to reach a ten-ring capsule.  Drop down
to the grassy platform below and jump across the gap that a now broken
bridge once covered.  Upon landing, take your fill of the rings and run
across the bridge.

Just before you make it, it collapses, dropping you to the foggy area
below.  A large blue robot is roaming around here.  Home attack it to
release its animal and run forward into a trail of rings.  It leads you
into a giant tornado (really a whirlwind) that flings you to the upper
portion of the level.  We’re inside the tornado!  The glowing light
tells us that we need to get up and escape the tornado.  Bounce on the
spring and land on the grated platform.  Take the rings and move over
to the yellow panel.  Jump on it to the second to the third and so on
until you land right in front of the checkpoint.

Jump onto the trampoline ahead of you and bounce three times to be high
enough to reach the bridge.  Walk down it to the spring and you’ll
bounce your way up to a semicircular piece of land.  On it, run into
the well-looking structure with a spring inside it and you’ll be
launched out of the tornado (with a sudden change in music, too).  Run
down the first few runways until you pass a purple caterpillar enemy
hovering in the air (a nod to old Sonic enemy Caterkiller?).  After it,
you’ll notice a Power Sneakers capsule to the right.  Take it, run
forward, and jump into the stack of blocks.  Now run across the road in
the air until you bounce up.  Hold left to land on the stone platform
and run forward afterward.  Take the rocket you come to across the gap.
Now pass through the checkpoint.

Sprint across this grated runway and you’ll bounce onto another grassy
platform right of the springs.  Home attack the robot to the right and
time your floating so that you pass over the spiked ball.  After that,
claim 40 rings from the capsule and run off the ledge.  You’ll run with
the wind (pun!) to reach a spring in the air.  Bounce off of it and
onto yet another grassy platform, complete with checkpoint.

As you run down the next runway, you’ll eventually reach the wall.
Drop-run down it into a few loops and right over the huge gap below
riding the air currents to the final platform.  Take 15 rings from the
capsule to the left and then touch the purple Chaos Emerald at the head
of the island in the sky.  We rocked!

               +-------------------------------------+
               |    From the Sewers to the Casino    |
               +-------------------------------------+

The train is now departing for Station Square.  Get on board while you
can and you’ll ride to a Square Station now experiencing late afternoon.
And judging by the newspaper’s headlines – Mysterious person left a
manhole cover open! – we should get into the sewers.  Also, it’s by
City Hall (you know by the smell).  From where the station is, walk
down into Station Area and take the northern path (use the map if you
need additional guidance) to a new screen of the city.  You’ll find an
emblem inside the local Burger Shop; take it.  In any case, you want to
enter the manhole right of the store named “ATOZ School.”  Drop into it
to reach the sewers.

                     --------------------------
                     UPGRADE: Light Speed Shoes
                     --------------------------

From where you land, go north (on the map) to reach a small metal
platform.  With it, jump up and home attack over the rail to obtain the
glowing item.  You got the Light Speed Shoes!  With this fancy footwear,
you can perform a more powerful spin dash (hold B) that will let you
travel along a trail of rings at “light speed.”  Note that X also works.
You know that Sonic is ready when surrounded by a blue aura and he says
“Ready...!”  It’s quite useful in places.

                     --------------------------

Step on the switch down the hall and a trail of rings appear.  Hold B/X
until Sonic’s even bluer than normal and release.  When you light dash
up the rings, you’ll see a door ahead of you.  Take it to enter the
clothing shop, which is right outside City Hall.  Remember fighting
Chaos 0 there?  Anyways, it’s now nighttime in Station Square, which
means that Casinopolis (the casino) is open for business.

                        ---------------------
                        UPGRADE: Crystal Ring
                        ---------------------

Return to the Hotel and take the stairs up.  Now that we have the Light
Speed Shoes, we can get another upgrade.  When you take the stairs up,
you’ll see two switches.  Step on the right one first to make a trail
of rings appear.  Then step on the left one and immediately begin your
spin dash, a.k.a. storing power.  By the time you’re ready for a light
dash, the door across the gap should close and re-open.  Release B/X
and you’ll cross the gap.  Hold forward to run through the doors before
they close and take another upgrade, the Crystal Ring!  It reduces the
time it takes to store enough energy for the light dash!

                        ---------------------

Take the stairs back down and exit the Hotel through the door opposite
the doors that lead to Pool Side.  You come to the road that connects
the Hotel to the famous Casinopolis (there’s always a casino stage in
Sonic games, and it’s quite often the third one, too).  However, the
only way in is closed.  That’s pretty bad business!  There’s a switch
in the surrounding area by the sidewalk.  Press it and a trail of rings
materialize.  Spin dash on them and you’ll collide with the large
switch above the neon sign.  This opens the door.  Huzzah!  We saved
their business!  Now then, to take the Chaos Emerald that just has to
be inside...

                        +-------------------+
                        |    Casinopolis    |
                        +-------------------+

No joke, my friend.  Casinopolis is an “action stage,” Stage 3 in fact.
And we need some serious cash if we want to open the vault that
contains the Chaos Emerald we’re looking for – 400 rings!  You’ll find
several money-making machines in the casino.  Starting with the
Information center, we’ll review all the sources of rings in the casino.

Sonic Slot & Pinball: It’s like Sonic Spinball!  Well, not really.  You
earn rings by hitting bumpers and other objects.  You can bounce Sonic
with the flippers, controlled with L and R, and hit him into the
objects on the course.  You can lose the ball three times.  Should you
fail to get 100 or more rings, you get dumped into the garbage.  You
also have a time limit.  It’s a descent way to earn rings, and it also
has a slots game you can play if you hit the ball into the right chute.
Threes of any symbol, vertical, diagonal, or horizontal, earn you rings
(or take them away, in the case of Eggman).  You may even earn capsule
items from one chute like 1UPs.

Card & Pinball: Anyone who’s ever played this Sega classic will know
that this has many elements of NiGHTS in it, even the main character.
Like the slots, getting less than 100 rings in the game means a trip to
the garbage is in store for you.  The goal of this game is to use the
flippers (L and R) to knock Sonic around for rings and cards.  To get a
card, shoot yourself into the central chute.  For every five cards you
get, the game counts for matches.  Getting a match with cards will earn
you rings.  Three of a kind and that sort of thing earn even more rings.
If you hit the ball over the top of the machine, you’ll enter a new
pinball machine with a bunch of cards assembles for easy picking.
Falling in it returns you to the main pinball machine, but not before
you pass through a 3D zone quite similar to an area from NiGHTS: Into
Dreams.  I find this one easier to play than the other pinball game.

Garbage: The garbage is actually a great way to get rings, assuming you
don’t lose them from being hit by enemies.  When you enter, light dash
through the first set of rings to pass under the fan robots, called
Spinners, and destroy quite a few too with a Bomb.  At the end, you’ll
collect a few animals and see three spiked balls ahead.  Pass them with
careful timing and you’ll enter a fan room.  You can rise up with them
to collect the sideways ring capsules or enter the side tunnels (they
lead to these base of the fan, with many more ring capsules and enemies
along the way).  One way or another, you’ll end up at an X of rings
from an exit tunnel.  Collect them and advance forward to find a few
spiky balls, spikes, and water to slow you down.  Make your way through
it and jump into the Invincibility capsule.  With it, you can safely
head forward, collecting rings and other item capsules, until you reach
a ladder.  Climb up the center for the rings and you’ll end up in the
wash rooms.

Shower Room: We have seven rings in the shower stalls.  One will even
spray you (ooh, exciting...)!  Kind of useless, though.

Emerald Line Slots: The slot machines around the Shower Room can be
jumped into or home attacked to release a few rings.  They’re pretty
easy to get...  You know you’ve sacked the slots completely when the
signs stop spinning.

When you’re all done playing around and have collected 400 rings at
least (or if you want to deposit them early), go to the vault (gold
hallway with two spinning coins with Sonic’s face on them in front).
Step on the switch and your rings will be exchanged for tokens.  400
rings earn you enough tokens to build a mound you can jump off of to
reach the silver Chaos Emerald.  Congratulations!  You won it big!

                       +--------------------+
                       |    Angel Island    |
                       +--------------------+

Eggman appears in his vehicle and knocks the Chaos Emerald we just got
back out of our heroes’ hands.  They try to recover it, but Eggman
deploys sleep gas on the two to take it safely.  When they wake up,
it’s daytime...  There’s no time to lose!  We must get the remaining
emeralds!

As you probably noticed, a blue stone similar to the Wind Stone fell
into the city after a cinema showed to us when we beat Casinopolis.
Walk down past the Chao in Space poster to see the Station Sq Diner.
Across from it is an alley.  Saunter on over and you’ll find the Ice
Stone at the end.  Perhaps we can use it in the Mystic Ruins...  Take
the stairs across from there to the train station and board the train
headed for Mystic Ruins.

A part of the mountain gives way before we arrive.  Jump off the
staircases and look left to see the opening.  Walk into it – West Cave
– and jump into the wind tunnel.  This takes you up to a new region of
Mystic Ruins called “Mystic Ruins Angel Island.”  Angel Island!  That’s
the island the Master Emerald and Chaos Emeralds originate from, the
home of Knuckles (Sonic’s rival)!  So the “mountain,” which was really
the floating Angel Island, DID fall from the sky!  Go forward from this
starting tunnel to find an icy altar.  Place the Ice Stone in it and
another icy tunnel (Ice Cave) opens.  Walk into it and take a ladder at
the end into Stage 4.

                          +--------------+
                          |    Icecap    |
                          +--------------+

Ahead of you are a few rings and the strange light.  It says that even
if we’re frozen, jump a few times and we’ll break free.  Home attack
the enemy ahead twice and head into the opening ahead.  You’ll speed
out onto a slope.  Follow the rings to a spring and you’ll bounce onto
a high ledge in front of a tunnel.  Enter and bounce on the spring to
reach an icicle.  Move around to the back on it and press A to jump off
and onto the corner ledge.  Jump onto another icicle from there and
quickly jump from one to the other until you reach ground again.  Jump
onto the higher ledge and follow the rings to a spring; bounce on it to
another trail of rings.

Instead of following them, jump to the ledge behind you (the one with
crates on it) and follow the path there to a 1UP capsule.  After that,
go back to your normal path (the one with the line of rings) and take
it to a rocket out of this tunnel.  Use it and you’ll land before a new
one.  Walk into the tunnel and follow it to a checkpoint.

In front of you is a trail of rings.  Light dash across them and you’ll
fall to the ground.  Jump into the caterpillar robot here for an animal
and then jump into the spring to launch through a few rings.  After
that little trip, take the path ahead of you over the spikes and to a
spring.  You’ll wind up on a few icicles beneath a spike bed.  When the
spikes lower themselves, jump to the next icicle.  Rinse and repeat.
When you reach ground, walk forward past a few spiky ledges to reach a
ten-ring capsule followed by a spring.

Bounce on it and the next set of springs through a ring arrow, stopping
when you’ve taken the rings.  Bounce on the first spring and hold right
so that you land on the bridge above the alcove you were just in.  Jump
right to three capsules afterward.  Jump back down to where you were
and bounce on the second spring to another capsule.  Go left just a bit
more to a boost pad that sends you to a few icicles.  Jump across them
(oh the monotony!) to reach a few rings.  Gather them up and get on the
spring!  You’ll come to a switch.  Hit it and an ice block bridge
materializes.  Line yourself up and dash across it, careful not to fall,
and you’ll finally hit that checkpoint!

Walk down the bridge against the frozen wall until you are sped through
a loop and deposited by a yellow panel.  Jump on it and the next few
panels to land on that bridge we were on earlier (the one by the three
capsules).  Our high-speed jumping also caused an icicle to come
crashing down, which provides us with a way out of this dump!  Huzzah!
Walk forward across the icicle and you’ll enter into a long tunnel.
Just walk through it until you reach a wooden gate.  Hey, we’re at the
top of that slope we saw earlier!  And a gigantic snowball is rolling
after us...  You know, you’d think Sonic would learn his lesson by now!
Luckily, there happened to be a snowboard for him to jump onto right
below (how convenient!), and we must now board away from impending doom
a la mode.

The first leg of this incredible stunt is shown to us from downhill,
meaning that it’s hard to predict when stones (which serve as ramps),
icicles (obstacles), and rings (cold hard cash) are coming at you.
Just wing it, holding the Control Stick down and hoping for the best.
When you see a few trees, the camera shifts to a behind-the-back view
to make it easier on us.  Try to collect rings where you can, avoid
obstacles wherever possible, and don’t worry about the snowball; it’s
very slow.  When you are on ramps, though, press A to do a trick off of
them.  As the excitement dies down, you ride into a dead-end zone where
the Chaos Emerald, green is hidden.  We ARE the champions!

                      +----------------------+
                      |    Boss: Knuckles    |
                      +----------------------+

The rest of Angel Island is cut off from us for the time being, so
let’s go, how you cool kids say, “hang out” at the waterfall.  Head
over there and a cinema plays.  Hey, it’s our old rival and sort of
friend, Knuckles the echidna!  How’s it going, Knux?  Huh?  He’s
punching at us and making violent gestures?  He demands our Chaos
Emerald, and make it snappy he says!  Let’s put him in his place!

The echidna in red is really quite easy.  He has a few attacks, ranging
from punching us to gliding into us to rolling into us in ball-form.
But, regardless of what he does to attack you, we can beat him pretty
easily.  Home attack him when he’s idle – not attacking you – to do
damage.  You know you’ve hit him when you hear him say “Oh no!”  Three
hits and he’s down for the count.

After one final charge, Knuckles knocks the Chaos Emeralds out of
Sonic’s hands.  And then Eggman appears...  He steals both of them, and
now he has four!  Knuckles was tricked by Eggman again!  That
knucklehead!  Now that he has four, Eggman feeds them to Chaos.  As
Chaos 4, he is a shark-like creature with what appears to be a head
incubating in his gelatinous stomach.  Oh, it’s on!

                       +---------------------+
                       |    Boss: Chaos 4    |
                       +---------------------+

He’s a bit harder than before, but not my much.  First, you’ll notice
the HP bar is longer than before, and that you’re now fighting in a
large pond.  There are rings spread across the lily pads, and I
recommend taking a few before things kick off.  Chaos 4 is vulnerable
when it pokes its head out of the water (to jumps and home attacks, but
I recommend the latter).  And don’t be fooled; you can walk on the
water.  I guess it’s really muddy or Sonic holy.  Note that you can’t
stay on the water for too long or you’ll sink.  In any case, Chaos 4 is
limited to few attacks...  It may start the battle with an energy
attack that appears as an orange wave coming at you.  Jump to dodge it.
Chaos 4 also dives under the murky surface and sink a lily pad.  Later
on in the battle, it may split into four and launch its circular
components at you, and it goes buck wild on you with water attacks
after four hits.  Land a fifth hit and Chaos 4 is defeated.

From the clouds comes the Egg Carrier.  It is an awesome cinema.
Eggman announces it just before taking off to it.  He begins to fly
away when Knuckles dismisses himself (he has unfinished business to
take care of).  Speaking of Knux, you can now play as him!
Congratulations!  Tails suggests that you chase the Egg Carrier in the
Tornado.  To the workshop!  Head over there and Tails will ask you to
wait outside.  In a few moments, out comes the Tornado.  Oh my gosh!
Removable palm trees!  That is so awesome!  Sonic hops into the
backseat and they take off in pursuit of the Egg Carrier...

                      +-----------------------+
                      |    Sky Chase Act 1    |
                      +-----------------------+

Sonic the Hedgehog 2 veterans will remember the Sky Chase Zone starting
off similarly.  This sub-game has you controlling the Tornado, and the
controls are pretty simple.  B, A, and X fire and you use the control
stick to move.  And in place of rings, you are decked out with an HP
system similar to what bosses have.  Eggman will deploy a few fighters
to pick you off, but they take a measly one hit via missile to beat.
For each you defeat, you earn 30 points.  Furthermore, you may notice
white crosshairs on the screen.  If you hold B, you can light them up
and use it as a targeting system (it makes things much easier).  You
just have to survive, which is pretty easy to do.

After the Tornado’s gone through the Egg Carrier’s air forces, Eggman
stops playing around.  He fires the breaker beam on them.  Though Tails
tries to dodge it, the beam destroys their right wing.  This can’t end
well...  Tails, who is strapped in, crashes with the plane.  Sonic, who
was in the backseat without a seatbelt, falls from that point into the
beach near his hotel.  Well, our chances of catching Eggman have been
pretty much ruined, now haven’t they?

                     +-------------------------+
                     |    The Cutest Couple    |
                     +-------------------------+

Man, I’ve got to relieve myself of this stress the only way we know how
in the Sonic world - gambling.  Head over to the casino and...  Oh no!
It’s Amy!  Ugh, why her?  She’s finally caught up with you, and she’d
appreciate it if you served as her birdie’s bodyguard.  Sonic refuses,
and so she points out that she’ll just tag along anyways.
Congratulations!  You can now play as Amy!  Well isn’t that just dandy?
It’ll take more than a casino to rid us of this pain.  Let’s go to
Twinkle Park, Station Square’s theme park, located opposite the Hotel
in Station Area.

Sonic and Amy walk toward Twinkle Park’s entrance when Eggman’s robot
(who is that hunk of junk?) steps in.  Sonic gets ready to knock its
lights out when Amy notices an ad.  Cute couples get in free at Twinkle
Park!  So naturally, she just has to go.  Sonic follows (who’s the
desperate one now, Sonic?), even though this is hardly the time to be
dating a hedgehog he doesn’t even like, and so begin Stage 5.

                       +--------------------+
                       |    Twinkle Park    |
                       +--------------------+

Grab the rings around the monitor.  Ahead of you are two Kikis; destroy
them, take their animals, and go forward to find the bumper cars.  Home
attack one of the enemies to claim the car.  In them, the A Button
accelerates the car (the more rings you have, the faster you go), and
B/X is used for braking and driving in reverse.  When you’ve beaten the
enemies that you feel like kicking around, drive forward into the
circuit.  I must say, the bumper cars are very well-done.  Drive
through this part cruising through foes, rings, and capsules.
Eventually, you’ll find ramps and loops and giant falls, all at a very
easy pace.

When you’re finished, the bumper car is halted, you jump out, and you
need to fall into the hole before you.  It’s a roller coaster!  Man, I
was skeptical at first, but this level rocks!  The roller coaster is
really just a cool sequence, as you can’t do anything until it drops
you off in the gardens.  Check the corner for a ring capsule and then
pass through the checkpoint.

Ahead of you are two Kikis standing on explosives.  Home attack them
and clear the area to avoid taking any damage.  After that, advance
onward to find another cool game.  Line yourself up with the center pin
down the alley and enter the brackets.  Sonic forms into a bowling ball
and you must aim him at the pins!  Center yourself and shoot.
Depending on how you do, a certain number of rings is dropped by a
crown figure ahead (strikes – hitting all the pins – earn you quite a
few).  After that, go forward to a strange bunny creature.  Just jump
into it to release an animal and move into the watery pond ahead.  Home
attack the water bug enemy, collect rings, and mark your progress at
the checkpoint.

We have two more bloated bunnies to contend with.  Jump to hit their
head for an easy kill.  Take their animals, collect the rings around
here, and go ahead to the bowling alley.  After clearing it like the
previous one, take your rings (if any) and go forward to a trio of
Kikis.  Now, be careful here.  Their bombs and elevations can give you
trouble.  In fact, you may just want to spin dash past/through them.
In any case, a deadly merry-go-round comes right after that.  It’s a
shame, really...  Jump over the spikes, taking any capsules you can,
and you’ll come to another checkpoint.  Stop reading this guide, hit it!

First, note the presence of a few rings in the fishing pond to the
right.  Also, there’s a capsule above some explosives (you have to
trigger the explosives to get the rings).  Beyond that, you’ll want to
head over to the springs at the end.  Bounce on them to the roof and
cross it, taking the rings (there’s a one-ring capsule near the edge)
as you go, to reach a half-loop.  Sprint down it and you’ll wind up in
a watery region.  Defeat the water bug robot and leap down into the
ground area ahead (ignore the floating platform).

In this area, you’ll find an Invincibility capsule above an explosive
barrel by a pillar.  Take it and jolt forward.  You’ll go up the ramp
the spiky balls guard, up some stairs by Kikis, and to a walkway with
explosives at the end.  Home attack the Kiki atop the first set and
home attack over the next two after that.  You’ll be inside one of the
castle towers.  Jump to the next through the opening.  Walk up the
bridge here, avoiding the spiky ball obviously, to reach the fourth
checkpoint.

Take the obvious route to a spring.  Bounce from it to a few floating
platforms.  First off, jump back and treat yourself to a 1UP.  Then hop
up the platforms to the rim of the building.  Jump to the switch and a
trail of rings forms.  Light dash across them and you’ll reach a new
switch.  Repeat the process once more.  Now walk around the rest of the
rim to reach a spring.  Bounce with me until you fall down to a
castle’s staircase.  It’s guarded by a bloated bunny AND two Kikis!  I
guess you could say it’s Sonic the Hedgehog: Triple Trouble!  Oh, that
was hilarious!  Anyways, defeat the rabbit with a glandular problem and
claim three capsules right of the staircase before taking out the trash,
a.k.a. the Kikis.  And that takes you right to the capsule!  Jump onto
it to free the animals, old-school Sonic-style, and beat this seemingly
pointless stage.

                      +-----------------------+
                      |    Twinkle Circuit    |
                      +-----------------------+

Sonic’s lost the girl, but he’s still bent of brutalizing that robot.
You’re outside of Twinkle Park, and so you can now experience Twinkle
Circuit, a sub game.  Basically, you’re in a bumper car and you’re
racing the clock to get the best time.  It’s a lot like Sonic Drift,
the first Sonic racing game, in that collecting rings increases your
speed (acceleration power, actually) and that you can’t see most of the
track coming your way.  The key to getting a good time lies in
collecting rings and avoiding the walls (they slow you down).  It’s
worth an emblem; check it out if you want.

Exit the Twinkle Park/Circuit lobby and you’ll see a cinema in which a
card of some sort is dropped outside of the Hotel.  Lift it up – an
employee card – and take it to the locked building left of Twinkle
Park’s entrance.  The door opens to the interior (the building belongs
to a company called Cyber-Net Inc.), and two elevators are revealed.
Both lead to the same place – Stage 6.

                       +---------------------+
                       |    Speed Highway    |
                       +---------------------+

It’s another seemingly pointless mission – break the capsule.  What’s
my motivation?  I simply can’t work under these conditions... but you
can.  Run straight down the center of the starting tract of road and
you’ll loop your way onto a glass surface.  Defeat the Spinners ahead
and then jump onto the spring to reach the glass bridge.  From it, move
onto the platform in front of you.  It will take you to the end.  To
get as many rings as possible, stand on the right side and move to the
left.  And on the road at the end lies ye olde checkpoint.

Take one step forward and you’re shot forward on the boost pads through
this badly-constructed road (how does anyone use it?) and onto the side
of a building.  Avoid the obstacles and you’ll land on a rooftop with a
few Spinners on it.  Defeat them and take the stairs up to a bell.
Ring it for some rings before taking off on the boost pad.  You’ll pass
through a tunnel, a small road, and quite the cool machine before
reaching a new road.  Now here’s we’re you all are likely to lose your
places in the guide.  Run forward and you’ll reach a few ramps.  Jump
off of them to the upper roads if you can and you’ll come to a few
circular-moving platforms.  Get on one and ride it to the other.
You’ll be taken to another road that leads to a spring.  It launches
you to a helipad – our regrouping point.  Jump onto the helicopter and
you can ride it to a nearby helipad.  Voila!  The checkpoint!

Destroy the robots beyond the checkpoint; collect the rings and Power
Sneaker capsules.  Now run to the rocket ahead of you and take it to a
looping road.  How cars drive on this is beyond me.  Run through it and
you’ll soar over a platform in the air.  Land on it, take the rings,
and home attack across the enemies to reach a 1UP capsule.  From there,
drop off the platform to where you see a capsule over a Spinner to the
left (if facing the building with the spotlights).  The capsule is a
Bomb, destroying nearby enemies.  Now walk forward to a rocket.  Grab
on and hold tight!  It leads you into a building with a glass balcony
ahead.  Stand on it and the glass cracks!  You’re running down the
surface of the wall; collect rings if possible.  Soon, you’ll break
through a second glass wall and the view changes.  Avoid the obstacles
to keep a steady pace and you’ll crash through a final few glass floors
and into the lobby of a hotel.

Step outside to find two police robots.  Defeat them and continue down
the road, collecting rings on the wall if you’d like, and you’ll come
to a street with actual cars on it.  Cross the street (cars are hazards,
remember) and go up (away from the camera).  You’ll come to a wall that
forces you to step into the road.  Wait for a car to pass you and then
run through the opening.  Head up the sidewalk now and you’ll find a
spring.

Bounce on it to reach a space between the two roofs.  Use the objects
here to reach the roof to the left.  Then jump to the next building and
walk toward the door at the end.  Fall through and you’ll come to
another rooftop with a few rings and capsules on it.  Jump off the left
side of the building now to find a fountain (note that there are many
other rooftop secrets in this section of the level).  Jump into it when
it’s all the way up and point yourself toward the blue-roofed clock
building.  You should land in an alcove with a bell in it.  Go forward
a bit after seeing it to find the capsule.  Finally!

                    +--------------------------+
                    |    Into the Mountains    |
                    +--------------------------+

We appear outside of City Hall in Station Square.  Ah, so that building
the capsule was hidden in was the front of City Hall...  See?  Station
Square is much larger than you thought!  Head to the casino and you’ll
see Amy being abducted by that robotic freak we saw earlier.  It’s hard
to believe Sonic seriously wants to save her, but we must.  The blue
blur plans to cut the robot off in the Mystic Ruins, but there’s one
problem: the train station workers are on strike.  Ah, what luck!  The
strike ended JUST as we saw that cinema!  Some workers remark that the
negotiations went well.  Now, head for the station and head over to the
Mystic Ruins.

Yep, the robot is over there.  Sonic calls him bolt brain and threatens
the strange creature from high above.  But before the rumble can begin,
the Egg Carrier appears above them, eclipsing the ruins.  It beams that
robot up aboard it.  Well, it looks like we lost out AGAIN!  Man, Sonic
really is a loser.  Well, as long as we’re here, let’s check out Angel
Island.  Take the cave by the train station into the Angel Island
region of Mystic Ruins and run past the entrance to Icecap to reach an
opening into the main island.

                       ----------------------
                       UPGRADE: Ancient Light
                       ----------------------

Walk down toward the end of the island to find the not-so-well-hidden
upgrade, Ancient Light.  With it, you can store up energy with the spin
dash and attack an enemy you couldn’t normally destroy (like one behind
bars) or destroy all enemies in the vicinity of the one you destroyed
with your attack.  It’s called the “Light Speed Attack.”

                       ----------------------

Now that we have it, trace your steps back to when we saw a Kiki in a
cage by a gate (still in Angel Island; called “Watch Ape” on the map).
Destroy that Kiki with the light speed attack (hold B until you’re
light blue, and then release).  This causes the Kiki to explode, and it
opens the gate to boot!  Pass through the gate to enter the seventh
action stage, Red Mountain.

                       +--------------------+
                       |    Red Mountain    |
                       +--------------------+

We have to catch the Egg Carrier!  And we have to do so by utilizing a
bunch of conveniently placed springs!  Run forward past a few Kikis to
a rocket.  Take it up, holding the control stick forward, and you’ll
fall through a capsule on your way down.  Pass under the spiky balls
and jump to the ladder.  Cross it, collecting rings as you go, to find
a few Spinners.  Beat ‘em down and you’ll find a few bridges.  Take
them up (Kikis come free!) and bounce to the peak of this mountain
using the spring.  Now then, run onto the bridge to find the checkpoint,
the first of many.

Continue across the bridge to find a rocket pad with no rocket.
Something’s up...  I know!  Let’s find a switch!  It’s right around the
corner, the one guarded by a spiky ball.  When it’s up, run under.
You’ll find the switch, which you want to press.  Now backtrack and bam!
The rocket’s there.  Use it to reach the next summit.  But instead of
taking the bars across as logic would have it, hop onto the crates to
the right and jump to the nearby spring from them.  Bounce on the next
spring you come to and presto!  You’re on an even newer summit.  Take
care of the Spinners since you hate them, and then run through the
checkpoint.

Traverse the bridge to reach a new area.  Well, I think I know why it’s
called “Red” Mountain.  It’s an inferno up here!  Ah, but this is just
the beginning.  Carefully pass under the spiky balls and quickly pass
over the fiery spots to minimize the possibility of roast hedgehog.  A
spin dash can be quite effective (if you’re lucky).  When you reach the
end, you’ll find a 1UP and a spring.  Why not hit both?  Do so to be
launched across the gorge and into the ring of fire, so to speak.
Immediately home attack the enemy generating the fire, and then jump to
the strange object to the upper-left.  It’s a pulley, and Sonic rides
it right into the next checkpoint.  You see, this level is all about
knowing your shortcuts.

Jump to the platform to the right and then switch over to the one to
the left.  But, note that the skull statue there DOES shoot fire from
time to time; watch out.  A bit more jumping takes you to a spring, and
that takes you to a ten-ring capsule.  Claim the rings and try to run
across the molten bridge before it gives way to Sonic’s incredible
hedgehog weight.  If you do fall, be comforted in the fact that there’s
a 5-ring capsule toward the back, but be discomforted by the fact that
there are fire-breathing skull statues all around you.  However you
choose to cross the bridge, whether directly or by using the spring
below it, both take you to a ledge where fire is billowing from an
opening.

To the left, though, are some Spinners.  Home attack through them to
reach a 1UP capsule.  After taking it, jump to a yellow panel.  Jump on
it to trigger the jump sequence that leads up to another series of
Spinners.  Home attack across them to reach a spring.  Bounce on it and
you’ll come to another.  Try to time your bounce so that you pass
between the grated platforms above.  When you do, jump to the upper one
and repeat this process.  It leads to the checkpoint, at long last!

Spin dash or light dash across the bridge before you, but stop once
you’ve crossed it.  A skull is waiting to ambush us.  Let it blow over
and then jump past it to reach a real bridge.  Cross it and follow the
path to a few springs.  Run into the right one to be shot through a
capsule; continue down the path afterward.  Here, you must hit a switch
without being pressed flat by the crushing object here (why doesn’t it
press the switch?).  As it rises, run in, hit the switch, and move out.
A rocket rises from the pad; ride it, holding forward as you do, to
another checkpoint.

First things first; let’s teach that Kiki a lesson it won’t soon forget!
Home attack it and use the adjacent crates to reach a series of bars.
Jump from one to the next and you’ll eventually have passed over the
lava pit.  And you know what that means, don’t you?  It means take the
ring capsule from behind the rocks, that’s what!  When you’re done with
that, jump to the pulley by the machine.  It takes you to an isolated
ledge.  Drop into the hole that opens to reach another checkpoint, plus
a place with some weird music.

Walk through the first part of the tunnel collecting rings.  You’ll
soon reach a fork in the road – a staircase and a ground path.  Take
the former up and stop in the middle.  See that opening at the end?
Face it and spin dash into it.  The stairs serve as a ramp, you see.
Inside are Power Sneakers within a capsule; take them and run forward
into a small tunnel.  Get onto the wall when that time comes and then
lower yourself to the floor.  At the very end is a spring.

Bounce on it to a floating platform in the magma.  Jump across it, and
all the others like it, to reach land.  Take the nearby Shield capsule
and begin home attacking across the enemies.  You’ll land on a crate
where a Kiki was when it’s all over.  Now, the next part is a bit
tricky.  Drop down and jump to the platform ahead.  The magma starts to
rise.  Run through it (not at breakneck speeds, but fast enough to
escape the magma) and you’ll come to a checkpoint.  I really don’t see
how this is leading up to the Egg Carrier...

Spring forward onto a rock.  Quickly, as the magma is still rising,
home attack the next few enemies.  You’ll eventually reach land.  Dash
forward and jump at the end to an island with two fiery robots on it.
Ignore them and take any capsule you can before jumping onto the
floating platforms.  Cross the magma stream with them and you’ll come
to a new platform, but the only important thing is the spring there.
Use it to reach three more platforms in the magma (man is this tedious).
Home attack the enemies ahead of you to reach a few graves and a bridge.

Spin dash across the latter and you’ll end up by a few crates.  Take
the capsule on top before spin dashing across another bridge.  Then
home attack your way to another platform...a few more platforms, one
bridge, and two Kikis later, you’ll reach a spring.  Use it.  When you
land, walk into the boosters and you’ll fly right to another ledge.
Wait for the large stones to fall before going forward to defeat two
Kikis.  And before using that checkpoint, claim three capsules to the
left for your own.

It’s a fire maze.  Jump over/under the first few flames to find a few
Spinners.  Kill them and move on with the level, which entails... giant
hammers...  Run under them when they’re up and you’ll be at the final
stretch!  Run forward, grab onto the rocket’s handle, and ride it out
of this miserable volcano!  Bust the capsule at the top and you will
have succeeded in boarding the Egg Carrier somehow.

No wait, it’s still above us.  Oh my gosh!  What amazing luck!  Tails
just flew in with his new plane, the Tornado 2!  This new and improved
plane can stand up to the Egg Carrier and all its breaker beams and
fighters!

                      +-----------------------+
                      |    Sky Chase Act 2    |
                      +-----------------------+

Well, things start out like last time, only it suddenly became stormy.
Remember, move with the control stick and shoot with B/X.  Simply shoot
down the fighters ahead of you (they really should just shoot us from
behind), but be cautious around the Egg Carrier itself.  Those missiles
are pretty nasty.  After more of the same, the Tornado 2 is face-to-
face with the Egg Carrier, which is much, much larger, and Tails makes
it transform.  More compact, we’re now ready to blast through the
carrier’s mine fields.  Mines don’t move.  Instead, they stand in your
way and require you to blow them out of the sky (unless you want to
take damage bumping into them).  After flying under the Egg Carrier one
last time, the battle begins.

Target?  What!?  We have to fight the Egg Carrier in the miniscule
Tornado 2?  I thought Tails was supposed to be a genius!  Ah, well,
this will be one heck of a David and Goliath story.  It’s really quite
easy.  Our target isn’t the Egg Carrier, but instead the breaker beam’s
cannon.  Dodge/shoot the missiles as best you can until the face plate
of the carrier lowers to reveal the cannon.  Shoot now!  After a bright
blue flash of white (get to the side and hope for the best), the
sequence begins again.  Once you’ve destroyed the breaker beam, it’s
safe to board the Egg Carrier!

               +-------------------------------------+
               |    Adventure Field – Egg Carrier    |
               +-------------------------------------+

Yep, you read right.  The third adventure field is the Egg Carrier
itself.  Run forward to the sides and spring to the central circle.
Eggman will start talking to show off the vessel’s “true power.”  And
now the Egg Cruiser is changing shape to make it harder to reach his
position.  As it is now, you need to use the Sky Deck to reach him!
Isn’t that funny?  When the cinema ends, walk forward to a door past a
monitor to find the “way to the Sky Deck.”  Take it and you’ll enter
into Stage 8.

                         +----------------+
                         |    Sky Deck    |
                         +----------------+

Well, it seems that Tails has come along for the ride this time.  Walk
around your starting cylinder to collect all the rings, and then jump
for the checkpoint on the catwalk.

Now run across the bridge before the turrets destroy it.  You’ll reach
another cylinder with 20 rings (in capsule) on one side and a ladder on
the other.  Bust open the former and climb the latter (get it?  Latter-
ladder!).  At the top, spring to a new cylinder.  Jump from cylinder to
cylinder as you would an icicle from Icecap and you’ll wind up by a 1UP
capsule on a catwalk.  After doing this, run onto the booster to the
right to speed right into the second checkpoint.

I must say, Sky Deck is far better than the other stages so far!  Step
onto the boost pad ahead to be launched into another spinning cylinder.
Walk along it to reach another speed pad.  It launches you up a series
of winding paths (I take that back; Sonic is no loser!).  It leads up
to a spring that bounces you up to a magnetic Shield capsule (it
attracts rings!).  Now hop into the spring to be sprung through a Power
Sneaker capsule and onto a new catwalk.  Run forward into the opening
to reach another series of winding paths.  Unfortunately, you actually
have to wait for the spiky balls to rise to reach the end of this path.
At the end, you’ll be sped into the checkpoint.  They’re just throwing
them at us!

First, collect the rings around the base of the cylinder (don’t worry;
the spiky balls don’t go down that far).  Then, after one of the balls
of spikes passes by the ladder, jump on and start climbing!  When you
reach the bars, jump on and continue the climbing binge.  About halfway
through, the bars collapse as if to drop you.  Hold on, though, and
climb to the top after it stops swinging, and you can continue along
this upper level.  When you reach a safe catwalk, take a magnetic
Shield capsule from behind the support pillar here and then walk left
along the catwalk.

Defeat any foes in the way until you reach a monitor along the path.
Skip over it and jump to the huge cylinder ahead.  Climb right along it
and you’ll come to a new catwalk.  Run across it at top speeds;
otherwise, you’ll be blown to dust by the power cannons eliminating the
bridges here.  Continue this through pillars 1-3, and you’ll soon find
the fourth.  Here, jump to the next catwalk and follow it to a rocket.
Blast off and you’ll come to a strange new area, a checkpoint right in
front of you.

This is the sky deck, and it’s a windy place.  Spin dash forward along
the first path to reach a red cylinder.  Cling onto it until the wind
stops blowing, and then go right.  Go forward from here through a long
series of enemy robots, turrets, and wind gusts.  To survive the strong
winds, home attack the red tabs on the edges of the carrier.  When you
reach the wall, start going left into the center.  You know you’re
there when you see a series of turrets, big and small, littered all
over the deck.  The upper wall here should be a ramp.  Get on and
follow the path up to a spring.

Bounce with it to some monkey bars.  Cross them and you’ll come to a
new region of the deck, one with a checkpoint ahead of you.  Run into
it and then speed down the center of this region.  You may have to jump
to the next section to continue (they are slowly sinking).  At the end,
you’ll see a DANGER warning by a gigantic cannon.  Walk left of the
cannon to find the strange light and a rocket.  We must fire a rocket
into its center to destroy it.  When it turns to fire at you, fire a
rocket into the cannon’s opening.  This destroys it, and you drop down
to another checkpoint – no wind involved.

To replace the wind, you have to contend with not only cannons and
gunfire but also bombs being chucked at you.  Dodge them in the grated
holes as you make your way up there.  When you reach the end, go to the
right and stand in the corner to make the platform beneath you rise.
When it reaches its peak, jump off and onto the structure’s roof.
There are a few Spinners to destroy; do so.  Keep in mind, though, that
they do electrically charge themselves from time to time.  At the end,
turn left as the arrow directs and you’ll walk into a booster pad that
launches you all over the place and then to a spring.  It bounces you
to a ladder.  Climb it and then run up the bridge, jumping enemies as
you go, until you reach the “target” platform at the end.  Jump when a
hook swings by and you can ride it into a 1UP capsule.  Jump off when
you see a white triangle against the wall.  The checkpoint is there.

Take either of the side ramps to the right and left of the checkpoints
up and use them to jump off of and onto the sliding blocks in the area.
Jump along them until you reach the uppermost one, and from it you can
bound onto the conveyor belt that leads up.  Now look ahead of you.
See 04, 05, and 06 written in white against a distant wall?  Good!
That’s where you should be.  Drop into the pit and wait in the
rightmost corner for the Egg Carrier to capsize.  Now that things are a
bit different, jump onto the spring and bounce from it to another
spring.

Before it turns over completely, spring from it to the bars above.
Take them across and drop at the end so that you can use the spring to
the right.  You’ll bounce to another set of bars.  Walk right along it
and drop against the platform to find a 1UP capsule.  Take the opposite
path to progress in the level, bouncing up to another set of bars.  Go
left along them, bounce again, and now climb right.  You’ll have to
bounce one more time to a set of bars and climb right along them to
finally reach the checkpoint.

Use the spring by the checkpoint to reach a new path.  Follow the
arrows along it and you’ll come to a switch.  Press it to make the Egg
Carrier start turning to the “correct” orientation.  In any case, it
makes you fall down through a metal tunnel and to the capsule.  Finally!
Hit it, now!

                +-----------------------------------+
                |    The Deck of the Egg Carrier    |
                +-----------------------------------+

We fall into the Egg Carrier Hall, quite the complex little structure.
You’ll want to exit it, though, using the “Elevatore” on the second
floor.  Sonic arrives to see Eggman snatching the bird Amy had (which
had a Chaos Emerald with it) from it.  He then summons another robot,
“Gamma.”  It appears, much like the other robot, and Eggman orders it
to destroy the pests.  You’re going down, Gamma!

                     +-------------------------+
                     |    Boss: E-102 Gamma    |
                     +-------------------------+

Gamma is pretty easy.  First, Gamma locks onto your position using a
laser.  Where you were at that moment is recorded, and he then shoots
at you.  So, you simply have to move between the time you were targeted
and when the shot is coming at you to dodge his brand of attacks.
Gamma may also take to the air to attack you from above, and he may
even take a compact form in which he can roll around, but he uses the
same strategy throughout.  To defeat Gamma, simply home attack him
three times.

Gamma collapses, and Sonic rushes in for the final crushing blow.  Amy
stands between them because “he’s her friend,” and Sonic decides to
spare him.  In the meantime, the ship is losing altitude.  Sonic orders
Tails to escort Amy out of here.  Sonic will take care of Eggman.
Congratulations!  You can now play as E-102 Gamma!

                    +--------------------------+
                    |    The Captain’s Room    |
                    +--------------------------+

Go to the upper-right of the strange tower in the middle of the deck to
trigger a cut scene.  If Sonic wants to find Dr. Robotnik, he must
change the ship back to its original form.  There must be a switch
somewhere.  When the cut scene ends, use the nearby door to enter a
room with a switch.  What luck!  No, this switch does not change the
ship’s shape.  Instead, it makes a trail of rings appear.  Light dash
up it and you’ll come to the Captain’s Room!  That’s exactly where we
needed to be!

There’s a lot of stuff too complicated for your little hedgehog brain
to understand, but we’re only looking for a switch.  Step on the
pilot’s seat and it slides out to the controls, and in so doing a
switch is revealed.  Step off the seat and press it to see the wings of
the Egg Carrier shift back into place.  It also reactivates the
monorail system.  In any case, the front of the ship is behind you when
you exit the Captain’s Room.  To the left and right of the door are two
catwalks leading to the deck.  Run across them to enter Eggman’s
territory.

                       +---------------------+
                       |    Boss: Chaos 6    |
                       +---------------------+

Oh my...  Chaos has grown...  But, there’s a strange cat character
named Big here.  His friend – Froggy – is trapped within the beast
(apparently, the frog provides the tail).  He’s not perfected yet, but
he doesn’t need full power to destroy Sonic!  Oh, that’s it!  NOW IT’S
ON!

I really don’t know how I’d describe Chaos.  But, one thing’s for sure:
Chaos 6 is MASSIVE.  Seriously, one of its attacks is jumping.  A wall
of energy is released in a circle afterwards, and you should jump to
avoid it.  Chaos 6 will also try to suck you into its mouth and then
“eject you from its body,” which can be challenging to recover rings
from.  Chaos 6 may even assume a spherical shape, launch different
points of its body at you to form a laser grid-like thing, and then
hunt you down with its tail to attack (just don’t jump and you’ll be
fine).  And all the while Eggman is throwing some idiotic robots at you
that attack by emitting gases!  But, they are in fact the key to
victory.  They are Egg Bombs, and you should home attack them.  You can
then pick them up (B) and toss them into Chaos 6’s mouth (or let it
suck them in itself).  When they explode, the beast develops an icy
exterior.  Home attack it and you’ve dealt damage.  After four such
hits, Chaos 6 is shattered.  We’ve finally won!

Eggman is in denial after witnessing Sonic effortlessly defeat the so-
called “God of Destruction,” and at just that moment Knuckles arrives.
A little late, are we?  Eggman decides to leave now that he’s
outnumbered, but Sonic has no intention of letting him escape.  He
jumps after him, and he lands in a strange jungle, an ancient pyramid
ahead of him seemingly rising from the ground.  The strange light that
has been aiding us leads into the opening.  Hmm, should we follow it?
Run forward and enter this mysterious pyramid.  Huh?  It’s Stage 9.

                        +------------------+
                        |    Lost World    |
                        +------------------+

We must get to the center of this ancient pyramid!  Walk forward out of
the starting hallway and jump into the robot here to rescue the animal
within.  Now take the stairs down into water, following the rings onto
land and up some stairs, to reach an archway that leads into another
tunnel.  Run down it, admittedly one of the cooler running sequences in
the game, and you’ll soon be boosted into something more difficult – a
tunnel of fire.  Just ignore it and run forward (chances are you won’t
run into it) to wind up by another tunnel.  Run down it and you’ll drop
out of the passageway and onto a platform amidst a bed of spikes.  Man,
the ancients must’ve been wild at parties.  Jump forward from there to
the checkpoint.

Run forward onto a bridge.  As you cross it, a snake’s head rises to
let you through (snakes are the recurring theme of this place) into a
frustrating room.  A stone snake statue is swimming about the water,
and you must hit switches to change the water level and thus the
positioning of the snake.  First, look to the right; a capsule’s for
the taking.  Now go left to come to a switch surrounded by rings.  Hit
it and jump onto the snake when it comes around.  Ride it until you see
a few ledges to the side that you can jump to.  Get on it and press the
square switch there to light the first symbol.

After that, get onto the spiky platform ahead and take it to another
circular switch.  It raises the water level again.  So, jump onto your
pal the snake and leap left a few seconds later to the second square
switch.  Throw it down with your body weight to light the second symbol.
Now go forward, jumping under and then onto the spiky platform.  It
leads to a gap with a bed of spikes across from you.  Home attack over
them to another circular switch.  Press it to raise the water level
once again.  Now ride the snake over to the third switch, a red one,
and the door opens.  Jump back onto the snake and ride it to ledge that
leads to the door.  Go through.  A short passage leads to the
checkpoint.

Run forward across these narrow ledges and you’ll soon reenter the
pyramid’s interior.  When you approach doors, they open.  Walk into the
darkness and be very afraid.  Walk ahead of the light and you’ll soon
grab a mirror.  Direct it at the other mirror to the upper-right to
light the way.  Go forward, skipping over the fire robots, and you’ll
come to a few steps that lead to another mirror.  Again, guide its
light to the upper-right to illuminate this area.  Carefully jump over
the next few gaps, spike-filled or not, and you’ll come to another
mirror.

This time, aim its light at the mirror to the upper-left.  After that,
jump forward to the rest of the path and walk forward, defeating the
fire enemy if you so desire, and you’ll reach another mirror.  Guide
its light to the upper-left.  Jump to the next platform and then the
following walkway to reach a new mirror.  Point it at the next mirror;
continue down the path.  You’ll stop at a trail of rings.  Light dash
across them to reach that wonderful checkpoint.

This next part is pretty cool.  Step into the water to be washed down
through the tunnels (move around to collect more rings) and out of the
waterfall.  Walk into the spring you land by and you’ll reach another
tunnel.  If you loiter, the fiery traps in the tunnel will get you;
spin dash through it to avoid them.  You’ll come to the checkpoint
after that.

Walk forward to dash down a runway as a boulder chases you Indiana
Jones-style (only the boulder is somehow set on fire).  Getting the
rings and capsules ahead is really pure guesswork, and it ends with you
being sprung to a new door, behind which is a new checkpoint, right
after the run.

Pass through the next door to reach a new room less fun than the others.
First off, jump into the purple caterpillar robot to destroy it.  Then
walk into the tunnel leading up at the end of the room.  It leads into
a courtyard inhabited by fire enemies.  Defeat all opposing robots here
before pressing the switch by the light.  In fact, keep pressing it
until the tiles on the wall glow.  Now you can walk on them.  Go up a
bit and turn right when you can to reach another switch.  Press it so
that the next set of tiles glow and walk up them.  Walk up this linear
path to a capsule, and then jump to the next few tiles on the next wall.
Walk across them to reach a rotating block.  Jump from it to the next
ledge to the checkpoint by jumping over some flaming blocks.

Ahead of you is a fiery foe; decimate that unit!  Once you’ve disposed
of it, enter the tunnel to the upper-left.  Here, time your run so that
you pass through it without touching a flaming block.  It’ll lead you
to a switch.  Press it, jump aboard the tiles, and follow this set to
reach a ledge against the wall.  Walk left along it past flaming blocks
to reach a hole with a tunnel it.  In this tunnel, avoid hazards and
you’ll fall to an area with a switch in it.  Press it, light dash
across the gap, and boost through the next loop series right into the
center of the ruins.

                 +--------------------------------+
                 |    The Past of Angel Island    |
                 +--------------------------------+

The light takes us to a mural on the wall.  It shows a great beast,
somewhat similar to Chaos, and so a cinema begins.  The temple was on
fire, and you can now explore.  Cross the bridge to the flaming
building to find... the Master Emerald.  This is ancient Angel Island!
As you leave the temple, you’ll find some fallen figures aside the
rubble.  They are creatures called Chao, and a girl is looking over
them.  She declares that she will stop this, and so she approaches the
Master Emerald.  Suddenly, Sonic appears outside the ruins.  Ah,
there’s a dose of reality!  It’s Eggman, and he’s flying past the
pyramid.  This time we’ll defeat him once and for all!

Go north of the Ancient ruins to the northeastern-most point on the map.
It is a tube leading to a tower in the distance.  Take it to what
must’ve been Eggman’s original base.  There are even tanks containing
two Metal Sonic-looking characters!  Could that be Metal Sonic (the
blue one) and the black Sonic robot that appeared in Sonic the Hedgehog
2 (the black one)?  In any case, you’re looking for some yellow
switches on the upper floor.  They’re arranged (and numbered by me)
like so:

        ____                                             ____
       /    \                                           /    \
      |  01  |                                         |  06  |
       \____/                                           \____/
               ____                               ____
              /    \                             /    \
             |  02  |                           |  05  |
              \____/                             \____/
                       ____                ____
                      /    \              /    \
                     |  03  |            |  04  |
                      \____/              \____/

If you hit the buttons in the proper sequence, which just so happens to
be 5 -> 4 -> 3 -> 2, the door near here opens.  Take it to Stage 10.

                         +-----------------+
                         |    Final Egg    |
                         +-----------------+

We have to reach the center of the base!  Eggman must be there...  Grab
the rings ahead of you and jump over the lasers, between the spiky
balls, and onto the other side.  Here, send some Spinners into
decommission before jumping onto the spring to reach a 1UP and a
magnetic Shield.  Once you’re decked out with a new shield and a new
outlook on life, leap forward onto the boost pad and you’ll be sped
under lasers and right up to a few cranes.  They’ll try catch you and
shake you, and so it’s wise to run forward ahead of them to the
checkpoint.

Jump through the lasers to reach a hallway.  Home attack these new
robotic defenders and you’ll find two cranes.  Run around them or under
them to reach another series of boost pads.  You’ll dash off of them
and into a few springs that bounce you onto a new segment of the level.
Walk forward a bit and you’ll see quite a few Spinners, some of which
are electrically charged (be careful that they’re neutral before
attacking them).  Clear through them and then check the corners.  One
has three capsules, one being a 1UP, surrounded by lasers you can
easily hop over.  Once you’ve taken your fill, bounce on the springs
some of the robots were guarding to reach an Eggman statue and a
checkpoint.

This next part is slightly tricky.  Get onto the conveyor belts, avoid
the spiky machines coming at you, and jump to the next.  Your goal is
to reach a large spinning tube with grating on the floor.  Sprint
through it (you may have to use the spin dash at times) and you’ll come
to a new sector of the base, complete with its own music!  Step forward
and you’ll be in the “tower” of the base (you can tell by the shape of
it).  Jump onto the two platforms in the center of the pit.  From there,
home attack through the two floating badniks (the classic term for
Sonic enemies) and onto a 5-ring capsule.  Beyond it is a short tunnel
that leads into a room with another capsule and another tunnel leading
out of it.  Take both.  The tunnel leads you through a series of boost
pads and passes you through the checkpoint before...

You fly out into the middle of the tower.  Land on one of the platforms
and take it to a rising platform.  You’ll find more after it; jump to
them.  You can see that a robot can be home attacked to reach a capsule,
but it’s pretty risky.  The final platform leads into another tunnel.
It’s just like the last one, only this time the capsule’s a 1UP.  Take
the tunnel out of here to be sprung to the base of the tower.  Press
the switch in the center and the platform you’re on rises up a level.

Home attack the nearby enemies and you’ll come to a new platform.  When
the swinging hammer-like object isn’t in the way or about to crash into
you, jump and home attack to the platform ahead.  It leads to another
platform; repeat the process until you reach a 20-ring capsule followed
by an elevator.  Now we are really in the base of the level.  If you
walk right of the elevator, you’ll find three capsules.  If you walk
left, you’ll be forced to pass under some spiky balls to reach a
checkpoint.

Walk down the steps ahead of you to reach a platform.  Jump to the next
one from it and so on until you reach one that dips really low.  From
it, it’s just a little hop onto the central ring-shaped platform (okay,
so maybe this is the base?).  Walk around it until you find a ledge
sticking out to the central box-shaped elevator.  Jump onto it and it
will descend down to yet another lower level of the tower.  Go forward
into a room full of treasure.  First, get the capsules beneath the
spinning spiky balls.  Then get the three to the left of that (jump
from the pipes to them).  Then bounce on the springs in the corners.
After that, go forward into the tunnel beyond the spinning spiky balls.
It will lead to a room filled to the brim with crab robots (could they
be Crabmeats from Sonic the Hedgehog?).  Plow through them to reach a
ladder.  Take it up, jump onto the walkway ahead, and run right to the
checkpoint.

In the next room, move over the fans to reach the exit (you can fall
for capsules, but it’s considerably risky to do so).  When you do reach
the exit, collect the rings in the center and jump out the other way to
more fans.  Move across them to come to a door that opens for you.
Defeat the Spinners within and look by the corner hidden from view for
a boost pad.  Sprint up the wall by it and you’ll reach three capsules.
Take them and drop down to the floor.  Follow the arrow of rings to a
conveyor belt that leads to some fans that lead to a brand spankin’ new
room.  Make sure to bust open the capsules hidden to the left, and then
take the conveyor belt and fan to a room of crab bots.  Home attack
right through their lines to reach a ramp leading up to a spring.
Bounce on it and continue down the path to boost through a short tunnel
that deposits you by a checkpoint.

Run forward and you’ll begin to fall through an open part of the tower.
If you have the magnetic Shield, you’re in luck; all the rings will
follow you to wherever you fall.  If you stay in the center, you’ll
reach a Power Sneakers capsule.  Use the spring ahead of it to reach a
platform that floats before a few fans.  Travel up with their air
currents to reach another new tunnel.  This is quite an elaborate base,
eh?  You’ll leave it into a room of crab robots, the suicidal explosive
ones.  Exit through a large double door that opens when you approach it.
There are a few robots “concealed” in the darkness, but you need only
go forward to reach light and a checkpoint.

Walk right to find two tough robots.  You’ll just bounce off of them if
you home attack them, and they try to keep you stationary with some
energy attack they have.  Strike when they’re casting the “spell” to
pass them.  Walk up the path and you’ll come to three dolls – one of
Sonic, Knuckles, and Tails!  This must be a training ground for
Eggman’s robots or something.  Destroy them if you want and proceed to
the checkpoint.

Walk up the steps ahead to reach a few more robots to take down.  When
the energy-emitting robots release their heads, attack them (and the
other robots).  When you’ve cleared the room, you can safely charge up
a light dash to cross the trail of rings leading out of here.  The
platform you fall onto qualifies as the “center of the base.”  Congrats,
you won!

                      +-----------------------+
                      |    Boss: Egg Viper    |
                      +-----------------------+

Look!  Eggman, dead ahead!  Sonic jumps into an arena, and ahead of him
is a strange contraption.  After taunting Sonic a bit, Eggman reveals
the full length of his robot.  He tries to escape, but Sonic rockets
after him to the true arena.  We must destroy him!  Even if it is like
200 times the size of us!

Of all the bosses in this storyline, the Egg Viper is probably the
hardest (that’s not saying much, though).  First, spin dash to the
right or left to take a few rings (leave a few; take two).  The first
step in the sequence has the Egg Viper launch lasers at you after
Eggman says “Get a load of this!”  After three such shootings, Eggman
appears and opens the tail to taunt you face-to-face.  Now home attack!
In the next sequence of attacks, the Egg Viper may stop to shoot one
particularly powerful laser at you (move away from it, as even if you
dodge it you’ll get hit by an explosion that follows).

But, when Eggman emerges this time, he moves back immediately and makes
you home attack across the Egg Viper’s segments to hit him.  Land on
the opposite catwalk to keep in the fight, and now repeat the process
until you’ve hit the Egg Viper seven times.  As the battle progresses,
the Egg Viper uses new tactics.  First, it may run down the platform
you’re on shooting lasers at you.  Run away from it and dodge the
lasers as best you can.  Eventually, the Egg Viper changes tactics.  It
will fire two spinning discs at you.  Jump onto their flat surfaces and
ride them to the now exposed cockpit to land a hit on Eggman.

After that, the Egg Viper plows through the other catwalk (I hope
you’ve taken the rings from it beforehand), and then it charges through
one of the ends of the catwalk you’re on (I hope you’ve taken those
rings from it beforehand, too).  But, you must still attack by jumping
onto the disc it launches.  This time, it busts through the other end
(you know; hope you have those rings) and uses the disc attack one more
time.  Hit him again and you’ve destroyed the Egg Viper!

It explodes in a pretty cool cinema, but it’s not over.  Eggman is
going to use a kamikaze attack on us!  Move to the ends of the catwalk
and charge up a spin dash to get off of it.  Just before he hits,
launch yourself to safety.  Now you’ve really won!

Eggman managed to escape the burning Egg Viper, and now he leaves.  But,
Tails flies in to see us (we’re in Mystic Ruins), and now we have
beaten Sonic’s side of the story!  What follows is a collection of
scenes from the game, plus the credits to the side.  Well, we’ve
destroyed Chaos, foiled Eggman’s plot to destroy Station Square and
expand his empire from there, and we’ve looked really cool while doing
it.  Congrats!  Now, why not try your luck at the other characters’
stories?  You’ll learn much more about the story that way...

=======================================================================
=========================Miles “Tails” Prower*=========================
=======================================================================

Yep, Tails gets to have the second adventure in the game, but it’s one
of the easier storylines in the game.  Tails is unlocked after Sonic
beats Stage 1, Emerald Coast, by the way.  The fox has pretty good
moves, and it all comes from his ability to fly.  Press A to jump and A
again to fly for a short period of time.  It allows Tails to reach
heights Sonic never could!  But, while Tails is an extremely mobile
character, he loses many points in attack.  His only form of offense is
the Tails Attack (B or X).  Tails will spin, whacking enemies with his
twin tails.  All of Tails’s missions consist of racing Sonic or Eggman
to a certain point in the mission, which makes flying essential to his
missions.

     +--------------------------------------------------------+
     |    Adventure Fields – Station Square & Mystic Ruins    |
     +--------------------------------------------------------+

Tails is flying a plane he built trying to utilize the unlimited power
of a Chaos Emerald, but soon the propulsion system fails.  He’s right
about to crash into a building when he swerves to the left, thus saving
himself.  But, he still crashes later in Emerald Coast, the beach near
Station Square.  Sonic comes to rescue him, and so they walk back to
the hotel Sonic’s staying in.  Tails explains that it was a test flight
for a prototype, and he then reveals that he was harnessing the power
of a Chaos Emerald to fly his plane.  Why doesn’t Sonic come over to
his workshop in the Mystic Ruins?

Well, since we invited Sonic over, we’d might as well go ourselves.
Right now, we’re in an adventure field (Station Square).  Adventure
fields are where (most) boss battles take place, cinemas are shown, and
character interactions are possible.  Right now, you’re in Poolside,
which is right outside the Hotel.  Take the doors into it.  To the
north is the Casino area (closed during the day) and to the right is
Station Area.  It’s outside the SS Central Station, which is exactly
where we want to go (we need to go by train to the Mystic Ruins).  So,
enter and take the stairs up and enter the train.

This leads to a new Adventure Field, Mystic Ruins (it’s by far the most
expansive adventure field in the game).  A team of archaeologists is
here after hearing rumors of an ancient civilization once thriving here.
In any case, you want to heard toward the point on the map called
“Tails’s Work Shop.”  You can reach it using stairs by the train tracks.
But, when you enter the field before the workshop, Eggman appears.

                     +------------------------+
                     |    Boss: Egg Hornet    |
                     +------------------------+

He introduces himself as Dr. Robotnik, the longtime villain of the
Sonic series.  Today, Eggman (the name Sonic and crew cal him) decides
to begin his master plan.  But to accomplish his goal, Eggman demands
Tails’s Chaos Emerald.  He refuses, of course, and so begins the battle.

The Egg Hornet is quite easy to beat.  You can see his health bar in
the upper-right corner (pretty small, right?).  You don’t have one,
though.  In Sonic games, you need to collect rings for health.  As long
as you have one or more rings, you’re safe from death.  But when hit,
you lose your rings (or your Shield if you have one).  So, kick off the
party with running into a group of rings.  The Egg Hornet begins by
firing some missiles at you.  Run around to avoid them.  Then the Egg
Hornet glows with a red aura and crashes into wherever you were at the
time in an attempt to crush you.  But, it gets stuck in the dirt; jump
into the cockpit to land a hit.  Do this twice more to put Eggman out
of his misery.

The Egg Hornet add-ons explode, which leaves Eggman on his side trying
to escape.  Tails brags about how easy it was and begins carrying the
Chaos Emerald over to Sonic when Eggman launches a claw at it,
snatching the emerald from it.  Then a strange liquid monster appears,
the same one Sonic saw earlier.  Eggman feeds the emerald to the beast,
named Chaos, making it brawnier.  Eggman plans to give it all seven
Chaos Emeralds to make it invincible, and then it will obliterate
Station Square.  Eggman will build on the rubble the capital of his new
empire, Robotnikland!  With that, the good doctor takes off.  We must
stop him!  After all, “Robotnikland” is a terrible name for an evil
empire!  Tails is using his noggin today, and so he suggests they
collect the Chaos Emeralds before he can.  Sonic agrees, but there’s
one problem left.  Where do we find a Chaos Emerald?

                      +----------------------+
                      |    The Wind Stone    |
                      +----------------------+

As long as we’re here, why not check out the workshop?  Walk up the
stairs to see it.  Unimpressive, eh?  But, in front of the door is a
green object.  Pick it up (B or X) to learn that it is the Wind Stone,
and it looks like it might just be the key to something.  Take it over
to a place on the map called Windy Cave (it’s right of the Waterfall).
The archaeologist outside said he found a “plate” inside.  Walk in and
set the Wind Stone (B or X) onto the altar.  It floats up and sets down
into the indentation, and in so doing the wind becomes stronger.  Jump
into it to be taken to Stage 1, Windy Valley.

                       +--------------------+
                       |    Windy Valley    |
                       +--------------------+

Our goal is to find the Chaos Emerald before Sonic.  The level is full
of shortcuts Tails can utilize by flying.  Start by running forward
until you see a strange light.  It gives hints (this time it tells us
to fly to find shortcuts.  Well, from the start, fly to the floating
ledge to the right and then fly from it to the grated path even more to
the right.  Run down the path and you’ll spring to a new area.  When
you emerge, bounce again to a capsule.  Ahead of you are a few green
rings in the sky.  Fly into the first one and you’ll be blasted to the
checkpoint.  It marks your progress in the level (if you die, you’ll
start from here instead of the beginning of the level).

Run forward on this path and you’ll pass through loops.  At the end,
you’ll run across the wind to reach a new ledge.  Fly here to quickly
reach the top of this cylinder-shaped mass of earth.  Step into the
center to be blown to a spring.  It bounces you high into the sky.  See
the green rings ahead of you (but lower in altitude?).  Try to
fly/descend into them.  It takes you to another grated path.  Run
through it and you’ll begin a very cool running sequence – over the
path, down a wall, through a helix, and soon onto the wind.  Take a
capsule to the left on the island you come to and then grab the purple
gem here, the Chaos Emerald!  Man, these missions are easy!

                    +--------------------------+
                    |    Opening the Casino    |
                    +--------------------------+

Return to Station Square using the train.  Exit SS Central Station and
look around Station Area.  In the corner is the entrance to Twinkle
Park (currently closed for repairs), the theme park of the city.
Notice a pool of water next to it.

                         -------------------
                         UPGRADE: Jet Anklet
                         -------------------

Hop in and follow the water to a dead-end.  You’ll see an opening in
the roof above you there.  Jump and fly through the hole to find a
“secret room.”  There’s a door in here; take it to find a glowing light.
This is an upgrade, my fine friend.  You got the Jet Anklet!  With it,
you can fly even faster than before!  And that means that we can go
farther in the time provided, too.

                         -------------------

Leave the hidden room and enter the Hotel.  Now that it’s nighttime, we
can enter the Casino (doorway opposite the Poolside door).  Run down
the initial stretch of road and you’ll find it (with its name in big
neon lights, it’s hard to miss).  Unfortunately for all those gambling-
addicted tourists, the door can’t be opened.  Well, that’s just not
going to work for us.  Fly into the big yellow switch above the
“CASINO” sign and it’ll open the way to the institution of gambling.
Enter Stage 2 if you dare...

                        +-------------------+
                        |    Casinopolis    |
                        +-------------------+

Of all the race-Sonic-to-the-goal missions, this is definitely one of
the easier ones.  We have to find the silver Chaos Emerald here, and we
start out in the dump beneath the casino (they sure are wasteful, huh?).
Unlike Sonic’s version of Casinopolis, which requires us to gamble our
rings, this is set up like a level.  Run forward to find a set of
stairs.  Fly up along it to collect the capsules floating above them.
You’ll come to three spiky balls; run around/under them to reach
another opening.  It’s a fan; get into it and float up through the
rings.  There are various shoots to run through, but you want to take
one of the lower ones (Sonic will take it).  Run through, avoiding
spiky balls and a slamming door), to reach the near-end of the level.
Fly forward over these spikes and you’ll land by the Chaos Emerald.

                       +---------------------+
                       |    The Ice Stone    |
                       +---------------------+

As the duo leaves Casinopolis, Eggman swoops in and knocks the Chaos
Emerald out of Tails’s hands.  Tails tries to retrieve it, but Eggman
deploys some noxious fumes on him, putting them both asleep until
morning.  Now that Dr. Eggman has two Chaos Emeralds, we really need to
move!

While we were out, a strange jewel was dropped into one of the alleys
in the area.  Walk over to the stairs right by the Station Sq Diner.
Across the street is an alley.  Walk through it to find an artifact
quite similar to the Wind Stone (only blue instead of green).  Pick it
up to learn that it’s the Ice Stone.  I know!  Let’s use it in the
Mystic Ruins!  Take those stairs I mentioned earlier up to SS Central
Station.  Board the train, Ice Stone in hand, and you’ll arrive at the
Mystic Ruins just in time to witness a tunnel form in the mountain that
“fell from the sky” into the area.  How convenient!

Leap down to it from the train and enter.  Walk through this cave
(called “West Cave”) to reach an air current.  Ride it up to a new
region of Mystic Ruins.  It’s Angel Island!  Oh my gosh, the “mountain”
actually DID fall from the sky!  You see, Sonic veterans might know
that Angel Island is the home of Knuckles the echidna, Sonic’s rival
from Sonic the Hedgehog 3 (and many games after that).  Knuckles serves
as the guardian of the Chaos Emeralds and the Master Emerald,
originally kept on the island.  But, what’s relevant here is that Angel
Island is a floating island, which is why it could’ve fallen.  Anyways,
we start out in an icy tunnel.  Run forward to find another altar.
Place the Ice Stone in it and the door opens; walk in to find a ladder.
Climb it to Stage 3.

                          +--------------+
                          |    Icecap    |
                          +--------------+

Tails gets all the good parts of the levels!  This level was a total
suck fest when Sonic played it, but when Tails does it he starts off
snowboarding down a slope with a giant snowball chasing after him!
Lucky fox boy!  Anyways, there’s a Chaos Emerald at the end of these
slopes, and as always it’s our duty to race Sonic to it.  For the first
segment, it’s more luck than it is skill.  Because of the camera
positioning, we can’t tell what’s ahead.  As a result, you can only
hope you do well.  If you find yourself on a rock (they act as ramps),
jump off of it.

Once you reach the tree-lined portion of the slope, the camera shifts
so that we can see what’s coming up.  And that is where we can really
shine.  Avoid the trees and icicles, collecting but not going out of
your way for rings, and keep the control stick pushed forward.  Soon,
you’ll start seeing red-and-yellow ramps.  Press A to jump off of them
and do tricks.  Tricks increase your speed when you land, and so you
want to always go for ramps.

Other than that, stay in the center of the track to minimize the
possibility of being pushed against a wall.  After an icy cavern,
you’ll see a long ramp in the center of the slope.  You want to jump
off of it (and subsequent ramps) to really get an advantage in the race.
After two speed boosts, you’ll have little difficulty reaching the
Chaos Emerald in the clearing.

                      +-----------------------+
                      |    Waterside Brawl    |
                      +-----------------------+

The rest of Angel Island is closed off right now, but that doesn’t stop
us from exploring Mystic Ruins.  In fact, let’s go see what’s up at the
Waterfall.  Hey look!  It’s Knuckles, and he’s violent!  He demands you
hand over the Chaos Emeralds, and when Tails refuses, Knux decides to
pick a fight.  Well, that won’t do.  We’ll just have to defend our
emeralds!

                      +----------------------+
                      |    Boss: Knuckles    |
                      +----------------------+

Hmm, I seem to remember Sonic fighting not only the Egg Hornet but also
Knuckles the echidna.  Oh well.  If Sonic can do it, so can Tails,
right?  First, grab a few rings.  Knuckles punches you at first.  Once
you hit him, he starts rolling.  Score another hit and Knuxy will start
gliding at you.  Whenever he’s idle, you can attack in one of two ways.
First, you can jump onto him (easier said than done), and second you
can tails attack him (B/X).  The latter is probably the easiest to do.
Strike after he attacks.

Tails and Knuckles charge at each other one last time when the two
Chaos Emeralds are knocked out of Tails’s hands.  Eggman appears
afterward and steals them.  He tricked Knuckles again!  Knuckles
declares that no one makes a fool out of him, but little can be done.
Eggman gives Chaos (now in his second stage) the two new Chaos Emeralds,
transforming him into the shark-like Chaos 4.  We’ve got to pulverize
that thing if we want to survive!

                       +---------------------+
                       |    Boss: Chaos 4    |
                       +---------------------+

Two boss fights in a row?  Well, both are pretty easy.  Anyways, to
accommodate Chaos’s new shark-looking form, we’re fighting in the water
by the Waterfall.  You can walk in the water, but it slows you down
(also, if you stand in one place for too long, you’ll sink into it).
With the ability to fly, though, the water (and chaos) should pose
little threat.  Chaos 4 has an array of new attacks in this form, but
all of them can be flown over.

First, its primary means of attack is sinking lily pads.  If you’re on
the pad it sinks (provided the water hits you), you’ll take damage.
Chaos 4 is constantly sinking them to draw you into the water.  Once in
the water, it may charge you.  Chaos 4 is also known to release a wave
of energy at you.  Being in the air can prevent damage from all of
these attacks.  To hurt Chaos 4, we must attack the head when it
surfaces.  You can do this by getting in close to it and using the B/X
attack, or you can jump into it.  Either way, four hits are required.
When Chaos 4 halfway defeated, it starts creating water blasts
simultaneously.  Deliver two more hits and it is down for the count.

From the skies emerges a strange object, and it slowly reveals itself
from behind the clouds.  It’s a gigantic ship!  Eggman announces it as
the Egg Carrier, his floating masterpiece.  Though it pales in
comparison to Chaos (that’s sad), it does make for a useful getaway
craft.  Knuckles takes off to take care of some unfinished business,
but in the meantime it’s up to you two to fly the Tornado (Sonic’s
plane, but really the handiwork of Tails) after it.  Run over to the
workshop and enter through the door.  Tails boards the Tornado, the
palm trees lower, and Sonic jumps in.  Let’s go!

                      +-----------------------+
                      |    Sky Chase Act 1    |
                      +-----------------------+

If you’ve ever played Sonic the Hedgehog 2, you might recognize the
name of this sub game.  Sky Chase Zone was the second-to-last zone of
the game.  In this game, it’s the act we chase the Egg Carrier in.  The
Tornado has simple controls; press B/A/X to fire and move with the
Control Stick.  Firing is important, as the Egg Carrier deploys a fleet
of fighters on you.  You can lock onto them by holding B/X/A.  The Egg
Carrier also fires missiles at you when you get close.  It’s very easy,
and Tails claims to have won shortly into it.  But then, the Egg
Carrier releases its ultimate weapon – the breaker beam.  It blows off
one of the Tornado’s wings, causing Tails to crash.

He is separated from Sonic, and he finds himself in a forest in a
faraway place.  He sees Sonic running ahead of him in his dream, but
Sonic is too fast.  He can’t keep up.  He’s just not good enough...
Tails awakens to actually be in the Mystic Ruins.  That dream reminds
him of his childhood on South Island, when he was always chasing after
his idol, Sonic the hedgehog.  Tails decides that the Tornado was not
powerful enough, which means that he needs to finish that prototype he
was working on.  But to do that, he needs a Chaos Emerald, stat!  Let’s
find one then...

                         +----------------+
                         |    The Frog    |
                         +----------------+

The train workers are on strike, meaning that we’re restricted to the
Mystic Ruins to search for an emerald.  Ride the mine cart by the
waterfall into the Jungle Area, the most frustrating place in the game.
It’s hard to navigate and dark at the moment.  You’ll eventually find a
red Chaos Emerald in the jungle path (southwest of the ancient ruins
area’s lower-left corner on the map), but a frog steals it!  Stop it!
Run forward and you’ll find a tunnel with a layer of sand blocking its
exit.  Fly to the ledge above the sand and press the switch there.  It
drains the soil and lets you through to another sub-game.

                         +-----------------+
                         |    Sand Hill    |
                         +-----------------+

Even snowboarding down these dunes, we aren’t quite fast enough to
catch that frog!  You just have to board to the end, but you can earn
points passing through the arches.  You only have rocks and a snake
statue to contend with.  At the end, you’ll recover the frog (and
consequently the Chaos Emerald it had), but suddenly the strange light
transports you from the desert into a strange place with a temple ahead
of you...

                 +--------------------------------+
                 |    The Ancient Civilization    |
                 +--------------------------------+

Walk forward to find some people walking around a shrine.  What the...!
These people... they look exactly like Knuckles old more wild!
Knuckles must be descended from them!  They are a tribe of warrior
echidnas.  As one points out, war with other civilizations has made
them rich, but the Chief’s daughter disagrees with their way of life.

                        ---------------------
                        UPGRADE: Rhythm Badge
                        ---------------------

One echidna points out that you’re quite fast, but a certain badge
could make you even faster.  You can even spin quickly, like dancing!
Go southwest of the Shrine in the center of the village (use the map if
you need to) to find the upgrade in plain sight.  You found the Rhythm
Badge!  Hold B/X down and you can continuously tails attack, making it
much more effective than before!

                        ---------------------

Go south of the shrine on the map to find another temple.  It leads to
the Altar of Emerald, the resting place of the Master Emerald.  Go
forward out of this tunnel to find a bridge leading to the altar.  Go
to it and you will see the Master Emerald flanked by the seven Chaos
Emeralds.  Wait...  That means this is ancient Angel Island!  So, it
wasn’t always floating.  Now exit this area and see the temple.  We are
greeted by the Chief’s daughter.  She was chanting something her
grandmother taught her.  She introduces herself as Tikal, and before
you can say “I am Tails, Dark Knight of Vanda,” the dream ends.

Suddenly, everything goes black, and we reappear in the Mystic Ruins.
And then comes a large purple cat named Big.  It collapses on you,
causes the frog to hop away, and then runs off.  Weird...

                      +-----------------------+
                      |    Sky Chase Act 2    |
                      +-----------------------+

Head over to the workshop.  Tails gets right to work on the Tornado 2.
After mending the problems, Tails puts the emerald to work.
Introducing, for the first time in Sonic history, the Tornado 2!  Off
he goes into the night sky.  But this time, he means war!  Tails flies
over Red Mountain on Angel Island in pursuit of the Egg Carrier to see
Sonic by a capsule.  Hey, what luck!  He lets the blue blur board the
plane and the two begin their fight against terror of the skies...

Aside from it being dark and stormy, the first part of this act plays
just like the last one.  Remember, move like normal and use B/A/X or
shoot.  Hold one of those buttons to lock onto targets.  Defeat a
larger fleet of fighters than before and you’ll brush with the Egg
Carrier’s missile defense system.  Just shoot ‘em up.  Soon, Tails
dives into the clouds and starts flying below the Egg Carrier.  But
before he does that, Tails transforms into a more compact mode.  This
time, there are also mines to deal with (either avoid them or shoot
them).

Eventually, you face the Egg Carrier head-on.  Eggman removes the
faceplate and begins charging up the breaker beam.  Fire into the
cannon itself (make sure to shoot down any missiles coming your way) to
rapidly reduce the Egg Carrier’s health.  Soon, it will be defenseless,
allowing us to board it!

               +-------------------------------------+
               |    Adventure Field – Egg Carrier    |
               +-------------------------------------+

Unfortunately, this mode has no landing gear, but it’s a small problem
compared to what’s ahead.  The Egg Carrier is an adventure field!  Go
forward to the circular platform ahead and Eggman comes onto the
intercom.  Somehow, he makes the ship transform, thus putting the
Captain’s Room way out of reach.  To get there, we’ll have to use
(*gasp*) Sky Deck...  When the cinema is over, walk up the ramp and
take the door to Stage 4.  We’re moving right along, now aren’t we?

                         +----------------+
                         |    Sky Deck    |
                         +----------------+

The two of you are shot out of a cannon and onto a cylinder!  We have
to race Sonic to the capsule at the end of the deck.  When you touch
the base of the cylinder, either start moving right along it or jump
off and fly to the checkpoint.  In all Sonic history, that must be the
shortest distance between the starting point and a checkpoint ever.

Run forward and a cannon begins to shoot down the segments of the Sky
Deck.  About midway through, fly up and you’ll see a ledge to the left.
Land on it and fly past the cylinders afterward.  You’ll come to a
ladder.  Either fly up it or climb up it to reach a set of monkey bars.
Fly over them and you’ll fly over another cylinder and to a capsule by
a speed pad.  Boost forward through a short path to reach another
checkpoint.

Boost onto the cylinder ahead of you and fly around it, taking a
magnetic Shield (it allows an extra hit and attracts rings to you) from
the capsule.  When you land, boost forward and run through a winding
path of walkways that will eventually deposit you into a spring.
Bounce onto it to a magnetic Shield, and then bounce on the next few
springs.  When you land, run through the tunnel (you should’ve gotten
Power Sneakers while airborne; they increase your speed) to reach
another winding path, only this one leads down.  Head through it and
you’ll be sped through another checkpoint, the third already.

Instead of taking the ladder ahead of you up, just fly to the top.
Then fly over the next set of bars.  Now run around the next few
catwalks until you reach the cylinder marked as # 4.  Note that above
the catwalks are aerial boosters that launch you a few capsules.  Go
past the fourth cylinder and turn onto a ledge at the end with the
capsule.  Press it to win!

                     +-------------------------+
                     |    Boss: E-102 Gamma    |
                     +-------------------------+

You and Sonic fall into Egg Carrier Hall, but we want to leave it as
soon as we get there.  Hop into the “Elevatore” and it will take you
out to the Deck.  Out there, we can see Amy standing before Eggman.
Before they can ac t, Eggman steals the bird Amy was carrying and
extracts a Chaos Emerald from it.  Now that he has what he wants, he
summons a robot, E-102 Gamma, to exterminate you pests.  Well, while
Sonic would normally step up to bat, this is Tails’s story, not that
glory-hogging (pun!) Sonic’s, and so it’s up to you to take him out of
commission.

E-102 has two phases to its attacks.  First, it locks onto your
position with a laser.  Then it shoots at where it locked onto you.
See the flaw?  If you move between the time the laser locks on and when
the attack is fired, it will not follow you.  So, as long as you’re
moving (unless going directly at or away from Gamma), you can’t be hit.
Gamma may jump into the air and hover as it shoots (one hit) or roll
around as it shoots (two hits), but its attack never changes.  To hurt
our robotic enemy, just attack it (use the tails attack or jump).
Three strikes and he’s out!

Tails is about to deliver a finishing blow to the fiend when Amy
interrupts him.  He’s her friend!  Don’t hurt him!  Tails decides to
spare him, but suddenly there’s an explosion!  The Egg Carrier is
losing altitude!  What destroyed it?  Regardless, we have to get off of
this thing!  Sonic orders Tails to take Amy to safety.  He will finish
off Eggman.  So, Tails grabs Amy and flies off of the Egg Carrier,
which was conveniently flying above Station Square at the time.  When
Tails lands, everything is back on track!  While Tails was fighting E-
102, Sonic defeated Chaos 6 (he had six Chaos Emeralds at the time).
Eggman escaped the Egg Carrier, and Sonic jumped after him into a
totally different area (the jungle part of Mystic Ruins).

Tails wonders where Sonic is, but he’s clearly not to be found.  But,
just feet away from him on the other side of SS Central Station, Eggman
is ruined!  Chaos was defeated, the Egg Carrier was destroyed, and his
plans were foiled once again.  But, if nothing else, he will not fail
to destroy Station Square!  Even though he’s there (he’s clearly crazy),
Eggman fires a missile from the ocean (why didn’t he just do this
before?) into the Casino region.  All will die now!  But, the doctor
was out of luck again, as the missile did not detonate when it landed.
Eggman is furious, and he decides that he will detonate it himself,
personally!  He blasts through a building and takes off.

Meanwhile, Tails is scared.  The fate of Station Square rests on his
shoulders...  Tails has to grow up now.  Sonic won’t always be there to
come to his rescue...  It’s time for him to take responsibility!  And
to do that, he must reach the missile before Eggman can.  Tails follows
Eggman, and so begins the final level, Stage 5.

                       +---------------------+
                       |    Speed Highway    |
                       +---------------------+

We must race Eggman to the missile!  Run forward down the initial tract
of road and you’ll pass through a few loops before you have to stop
holding forward on the control stick.  You’ll land on a glass roof.
See the green aerial booster to the upper-left?  Fly through it to land
on another building.  Fly to the building to the left and then the one
ahead of it with the bell.  From there, boost onto the highway.  At the
end, you’ll be boosted into a cup-like machine that deposits you on a
higher level.  Continue down the path until you reach a ramp.  There
should be an aerial booster ahead.  Fly through it and the subsequent
boosters to reach a helipad.  There is an aerial booster to the left;
fly through it to boost to the checkpoint.

Fly down to the building to the left.  After that, fly into the booster
ahead of you.  It launches you into a tower through its open roof.
When you drop in, look for an opening and run out onto the road it
leads to.  Run through it and the following roads to come to a few of
those police robots.  Skip over them and fly into the aerial booster
ahead of you.  You’ll come to... another road!  When you land from it,
fly over the rocket on this platform and use it to reach another road.
Run through it and you’ll be ejected onto a rooftop.  Fly to the
platforms to the left of it and grab onto the rocket there.  After the
blast off, you’ll fall right to a checkpoint.

Take the Power Sneakers ahead and fly into the aerial booster.  When
the boost is over, fly to the next booster, and repeat this until you
come to the alcove at the end that marks your completion of the mission!

                     +------------------------+
                     |    Boss: Egg Walker    |
                     +------------------------+

The city people, gathered around the Casino where the missile is, are
panicking.  Eggman is angry that you beat him to the missile, and so he
drops down his secret weapon – the Egg Walker.  He orders Tails to move.
If you refuse, he’ll make mincemeat out of you.  “I can do this!” Tails
proclaims.  Let the battle commence.

The Egg Walker is definitely the toughest boss Tails has to fight.  If
you stand away from the walker, Eggman will fire a constant barrage of
missiles (he even uses a flamethrower at times).  Approach it and the
Egg Walker lifts one leg.  It then stomps it; jump to dodge the energy
wave it emits.  Now jump into the foot or tails attack it.  It loses
power for a moment, and the imbalance in weight causes the Egg Walker
to fall over.  Jump into the cockpit now to deal damage.  After being
hit, the walker will leap into the air, land somewhere in the arena,
drop a few bombs, and begin the sequence again.  After two hits, the
Egg Walker will require two of its feet to be knocked out before it
collapses.  After four hits, three feet must be knocked out.  It takes
five hits to win.

Congratulations!  You saved Station Square from annihilation.  The
people cheer for their savior, Tails, but what’s important is that
Tails did it by himself, without Sonic.  He flies off to the Mystic
Ruins, and during his celebration he eventually finds Sonic.  He
must’ve landed over here!  The two fly and run together, Tails’s theme
song plays, and the credits roll!  We see a collection of scenes from
the game, credits to the side, and we hear more of the theme song.  Now
that we’ve seen Tails’s side of the story and rescued Station Square
from destruction via missile, why not experience these events from a
new perspective?  While Tails has stages very similar to those of
Sonic’s (some are direct extracts), the others are pretty unique.

=======================================================================
=========================Knuckles the Echidna*=========================
=======================================================================

And of course, where would Sonic Adventure be without a Knuckles
storyline?  You can unlock it by beating Knuckles as a boss in the
Sonic or Tails story.  Knux has a storyline with the same number of
stages as Tails, but it’s slightly harder due to his missions.  You see,
the echidna in red has to track down three pieces of the shattered
Master Emerald using a very fickle radar system.  But, he has quite a
few unique moves to help him do this.  Press A to jump and A again to
start gliding.  If you touch a wall while gliding, you can start
climbing it.  Oh, and did I forget to mention that “Knuckles” throws a
mean punch with B?  ‘Cause he does.  Good luck and take care...

             +----------------------------------------+
             |    Adventure Field – Station Square    |
             +----------------------------------------+

Knuckles is the guardian of the Master Emerald (as well as the Chaos
Emeralds, but not so much anymore) on the floating Angel Island.  But,
one stormy night, as Knuckles was nodding off on the job, a huge
aircraft flew by the island.  Knuckles is awoken to a strange creature
shattering the Master Emerald!  With the emerald in pieces and the
echidna enraged, Knuckles is about to ruff up the creature that emerged
from it, but it escapes before he can lay a finger on it.  Then, the
island begins to shake...  With the Master Emerald destroyed, Angel
Island can no longer float in the skies!  With a tremendous wave
released in all directions, it falls into the ocean.

Knuckles is flung into Station Square as a result of the crash.  Though
we don’t know about it yet, the Master Emerald has the ability to
negate the effects of the Chaos Emeralds, making it extremely important
should evil get its hands on the seven Chaos Emeralds.  Plus, it’s
Knux’s life’s work protecting that thing!  So, we need to recover the
fragments of the Master Emerald, and fast.  They could be anywhere,
though...  Let’s begin our search right here in Station Square.

As of right now, you’re in the Station Area, right in front of the
Hotel.  The SS Central Station is located in this area, but if you
follow the road, you’ll reach the City Hall Area.  Because of a little
brawl that took place the night before, the entrance to City Hall is
closed off.  But, Knuckles is a powerhouse; walk into the barrier to
knock it down.  Approach the open doors to reach the rest of the city,
which is Stage 1!

                       +---------------------+
                       |    Speed Highway    |
                       +---------------------+

Writing a guide for Knux’s levels is a bit difficult...  That is, the
Master Emerald shards are scattered randomly throughout the level.  But,
I can explain the basics.  You have three fragments to find, and you
have a radar for each at the bottom of the screen (in the center).
Very faint signals are blue, closer ones green, then yellow, then
orange, and finally red (you’re right on top of it!).  Unlike in Sonic
Adventure 2, you can track multiple shards at once.

The Master Emerald shards are likely to be hidden in alcoves that
require using springs or gliding in the right places.  Rely on the
radar to get the basic idea of where the shards are and then explore
the nooks and crannies between buildings.  Also, be sure to defeat
enemies and break containers, as they might also hide them.  Speaking
of which, there are two types of enemy in this level – police robots
and Spinners – both of which can be punched or jumped into to defeat.

And remember, the city is in an ovular shape; you can almost glide down
the center to pick up signals.  But if nothing shows up on your radar,
you can always get hints from the orange balls of light.  Lastly, if
you’re having a really tough time finding one fragment, you can quit
and come back to the level.  The pieces will be in new, random places.
When you’ve found all three pieces, Knuckles poses, says something
really snazzy, and you get a Mission Complete!

                  +-------------------------------+
                  |    Nighttime in the Square    |
                  +-------------------------------+

Station Square might appear mild-mannered at a glance, but at nighttime,
it becomes a sin city!  Well, I guess that’s stretching it a bit, but
the casino does open at night.  To reach it, enter the Hotel and take
the door opposite the Pool Side one into the region of Station Square
marked “Casino.”  You can also access this area from the SS Central
Station, but it’s closed right now.

Anyways, once you reach the casino area, you’ll notice something.  No,
it’s not that Knuckles look really cool with neon lights shining off of
him.  It’s that the casino is closed, and that there’s a huge switch on
the top.  Around the casino’s entrance for a building with a “Chao in
Space” poster on it (it’s a movie).  With rings leading up the top of
it, it just has to be important.  Climb to the poster and then glide to
hit the button, which opens the casino to all those addicted gamblers.
See, we really are doing good!  Step into the casino, Stage 2, and get
ready to go jewel hunting.

                        +-------------------+
                        |    Casinopolis    |
                        +-------------------+

My, the casino sure has changed from the Sonic and Tails versions!
Seriously, this place is huge, and probably one of the harder levels in
Knuckles’s storyline.  That’s because it’s mostly vertical, with shards
hidden in weird places.  There’s a pirate ship toward the top, a golden
lion statue (you often have to spring into its mouth for a shard), a
huge Sonic statue (the shard may be above it, or you may have to punch
a foot of it to make it collapse), and a bunch of enemies that may
contain shards.

Again, there’s not much to be said since the shards are placed randomly
throughout the stage, but here are a few tips I gave earlier: If
nothing shows up on your radar, you can always get hints from the
orange balls of light.  And if you’re having a really tough time
finding one fragment, you can quit and return to the level.  The pieces
will be in new, random places.  And (need I even say this?) when you
have all three shards, you win!  Well done, my friend, well done.

                    +---------------------------+
                    |    Angel Island’s Past    |
                    +---------------------------+

After you’ve gotten all three, Knuckles is circled by a strange light.
And suddenly, he closes his eyes and appears in a strange land.  Well,
this was quite unexpected...  Walk off the steps you appear on to
find...  What the...!  It’s like a bunch of clones of Knuckles, only
they wear braids and don’t have cool shoes!  Talking to one of them,
you learn that this is a tribe (according to the map, this is what was
Knuckles’s race) of echidna warriors.  By waging war with adjacent
tribes, they have become rich and prosperous.  But, the Chief’s
daughter disapproves of their way of life.  Well, it seems that
Knuckles is the last of this ancient race...

Many of the echidnas are walking around a shrine (perhaps it is a
ritual or ceremony).  The shrine itself is built much like pyramids of
the Americas, and at the top is the head of a snake, which they seem to
worship or revere.  By the way, we can tell this is Angel Island from
an altar holding the Master Emerald and the seven Chaos Emeralds on it
outside the main city area.  It looks exactly like the one on modern
day Angel Island, only newer.  The only difference is that there is
water out here, implying that Angel Island hasn’t always been floating.

If you look around, you’ll find the chief, quite the battle-scarred
leader, talking.  He claims that the Chaos Emeralds are necessary to
their survival, but her daughter – Tikal – argues this.  Apparently,
the echidna tribe plans to invade a shrine outside the city, stealing
from it the Chaos Emeralds and killing its citizens.  But, most
importantly, they are taking the holy grounds of these people.  Tikal,
quite the humanitarian, begs him to reconsider.

And with that, this seemingly pointless side quest ends.  We reappear
outside the casino where you’ll find Sonic and Tails passed out on the
ground.  Boy, Sonic sure does squirm a lot when he sleeps.  I wonder
what he’s dreaming about...  Oddly, they’re sleeping with their eyes
open.  Enter the Hotel to find... Dr. Eggman!  And he’s holding
something as he walks extremely slowly.  Is it a part of the Master
Emerald?

Follow him into the right elevator, which is otherwise never open, and
you’ll appear in the dining area.  Eggman has a Chaos Emerald in hand,
not the Master Emerald.  But it doesn’t matter.  He wants to use
Knuckles as a guinea pig to test his new weapon, anyways!  Suddenly,
that strange liquid life-form that shattered the Master Emerald back on
Angel Island appears.  And Eggman tosses the Chaos Emerald into it,
making it grow even larger than before!  But changing shape doesn’t
scare Knuckles.  He’s the most courageous echidna the world has even
seen!  Let the battle begin...

                       +---------------------+
                       |    Boss: Chaos 2    |
                       +---------------------+

As you are no doubt aware by now, both from playing this storyline and
from playing the Sonic or Tails storylines, you need rings to take hits.
That is, if you have no rings when hit, you lose a life, but only rings
if you’re hit with them.  So, grab a few before doing anything else.
Of all the various forms of Chaos, # 2 is probably the weirdest.  It
kicks things off by taking a ball form and bouncing about the room.
Run away from the bouncy ball (avoid the shockwaves it gives off, too)
until it assumes its regular shape.  It’ll now walk around a bit before
charging up a fist/tentacle that homes in on you.

Try to avoid it as best you can (don’t think jumping alone works), and
then swoop in and punch (or jump on) its vulnerable head.  Four such
hits and Chaos 2 is beat.  Just remember, it does add new attacks to
its repertoire every now and then.  Sometimes, it disperses itself onto
the floor (glide above the ground until it stops to avoid damage), and
its shockwaves become bigger over time.  But, after four hits, it’s
down for the count.

After doing an obnoxious victory dance over Chaos 2’s fallen body,
Eggman brushes it off and makes excuses.  But it doesn’t faze Knuckles!
Robotnik says that he might know something that might.  Sonic is also
searching for the Master Emerald’s pieces!  Why would he do that?  And
what does Eggman mean by “wild goose chase?”  Knuckles needs to find
Sonic.

              +--------------------------------------+
              |    Adventure Field – Mystic Ruins    |
              +--------------------------------------+

Knuckles goes to the Mystic Ruins using the train, presumably.
Knuckles’s story is really weird.  He just appears places randomly!
Anyways, welcome to the Mystic Ruins.  A train in the area leads back
to Station Square.  Anyways, a team of archaeologists is in the area
searching for the ruins of an ancient civilization that once lived here.
Wait a second!  Did Knuckles’s race live here at one time?  It’s
certainly possible...

As long as we’re here, let’s review the different regions of the Mystic
Ruins.  First, there’s the station.  Near it is West Cave, which leads
to Angel Island...  Wait, huh?  You mean, Angel Island fell into the
ocean outside the Mystic Ruins?  Well, what a coincidence...  Opposite
the West Cave is Tails’s Work Shop.  Yes, fox boy hangs out here
testing plane prototypes and whatnot.

                        --------------------
                        UPGRADE: Shovel Claw
                        --------------------

There are a few more caves north of the workshop.  Enter East Cave from
the ground near the workshop and you’ll come to a fork in the road.
Take the left tunnel and the gate comes crashing down, preventing us
from moving on...  But, there’s a strangely lit object in here.  Pick
it up to get the Shovel Claw!  Now we can dig through dirt and stone by
pressing A and B or A and X simultaneously!  Digging often uncovers
hidden items, maybe even shards of the Master Island.  And if you fail
to find anything, you hear a very angry “Dang!”

                        --------------------

To escape this cave, dig in the strange pedestal-like object for a
switch.  Pick it up (B or X) and throw it (run and press B or X) at the
Kiki robot in the cage, thus opening the gate.  Dig for another Monkey
Destruction Switch and carry it over to West Cave.  You know, the cave
that leads to Angel Island.  Inside, step into a wind current.  You’ll
appear in a tunnel on Knux’s home island.  Walk through it to reach the
open area.  The shrine is still there, the Master Emerald still smashed.
You’ll notice a caged Kiki, like the one we destroyed earlier by the
upgrade, near a gate.  Toss the switch into it and pass through the
opening.  Welcome to Stage 3!

                       +--------------------+
                       |    Red Mountain    |
                       +--------------------+

Of all the stages Knuckles has to seek out emerald pieces in, I
understand Red Mountain.  It’s on Angel Island, right near the Master
Emerald’s altar, and it makes sense that some would land here.  It
makes no sense, however, that some would make their way inside a casino!
Regardless, let’s add pieces # 7, 8, and 9 to our collection.

As you should know by now, emerald fragments are random, but you should
be on the lookout for enemies, nooks and crannies around the volcano,
the volcano top itself, and places where you get a red signal but there
is no shard in sight.  In such places, dig the ground to unearth the
piece.  The best strategy to deploy here is flying around the various
mountains watching for signals.  Remember to move around different
elevations to get signals.  All and all, Red Mountain is pretty easy.
But, if you need it, use the “hint balls” for tips on emerald locations
or quit and come back to the level to set new positions for the
fragments.  When you’ve recovered the three hidden here, you can
forever abandon the mountain.

                    +--------------------------+
                    |    In Search of Sonic    |
                    +--------------------------+

Now that we’ve discussed all other areas, this leaves one region
unexplored in the Mystic Ruins (aside from the Jungle area, but we’ll
get to that later) – the Waterfall.  Waltz on over to it, north of the
station, to find the...

                        +-------------------+
                        |    Boss: Sonic    |
                        +-------------------+

Oh, would you look at that loser hedgehog?  He’s all “Hey, Knuckles.”
as if nothing happened!  But more importantly, he has a piece of the
Master Emerald in his hand!  He has no right to have that, which means
we have to beat him up.  Sonic is a bit surprised when attacked, and
the blue blur demands to know what possessed his former rival to attack
(Knuckles and Sonic have a history of fighting each other).  Knux, a
very articulate person, just demands the “emerald” (had he specified
the Master Emerald, this could’ve been avoided), and Sonic refuses.
Well, it looks like the only way to solve our problems is violence.

Sonic is the easiest boss Knuckles will face in his storyline.  First,
pick up a few rings.  At first, Sonic will try to jump you.  Of course,
you can easily avoid this by (guess what?) moving out of the way.
Sonic will be vulnerable for a second or two after landing, leaving you
with the perfect opportunity to give the ol’ one-two punch.  After that
hit, Sonic will try to spin dash into you.  Jump to avoid it and punch
him when he stops.  Now he’s had enough!  Sonic will now jump AND home
attack you.  If you jump, both of you will just collide, neither taking
damage.  After he lands, give him one last taste of your gloved fist to
end this.

Sonic and Knuckles charge at each other one last time, and Knux manages
to knock the Chaos Emeralds, not Master Emerald pieces, out of his
pockets.  Eggman arrives, right on cue, and takes them.  Man, Knuckles
got tricked by Dr. Robotnik AGAIN!  In Sonic the Hedgehog 3, Eggman
convinced Knuckles that Sonic and Tails were bad guys searching for the
Chaos Emeralds, you see.  In any case, Eggman summons Chaos and feeds
him the two new Chaos Emeralds.  It makes him transform into a hideous
shark-like creature, Chaos 4.  Though Sonic and Tails would gladly
volunteer to fight this aquatic loser, Knuckles insists that he should
get to “make him eat dirt.”

                       +---------------------+
                       |    Boss: Chaos 4    |
                       +---------------------+

Grab some rings and get ready for an easy battle.  Chaos 4 will swim
around the lake you’re fighting in and try to sink the lily pad you’re
on (they all come back over time).  This forces you into the water,
which slows you down and eventually makes you sink if stood in for too
long.  Chaos 4 will sink lily pads in two ways – swimming beneath them
and dragging it down with its “horn” or launching a wave of water at
you.  Either way, avoid the resulting water blasts and glide to another
pad.

Of course, the air is the safest place to be since Chaos 4 occasionally
unleashes an energy wave at you, but you’ll want to be on the lily
pads/water to attack its head when it surfaces.  As usual, do this with
a punch or a jump.  Once you’ve landed five hits, Chaos 4 not modifying
its strategy at all during the fight (it just becomes faster and kicks
more waves), you will have emerged victorious over the beast yet again.

But from the skies, we see quite an impressive vessel emerge.  It’s the
Egg Carrier, the same airship we saw outside Angel Island before Chaos
shattered the Master Emerald!  Eggman calls it his flying fortress, and
he escapes to it laughing all the way.  Tails and Sonic yap about
chasing them in the Tornado, but Knuckles decides to take care of some
other things.  And I think I know what, too.

                        +------------------+
                        |    The Jungle    |
                        +------------------+

You’ll notice a mine cart left of the falls.  Hop in and you’ll be
wheeled into the Jungle, the most complicated area in the game,
probably in any 3-D Sonic game.  It’s an intricate series of paths and
streams and blah-blah-blah.  Our first priority: getting out of here.

                      ------------------------
                      UPGRADE: Fighting Gloves
                      ------------------------

From the ladder you start on, look forward.  You should be able to make
out a ridge in the wall to the east.  Glide toward it.  You won’t make
it all the way there, though; you’ll fall about three quarters of the
way there.  Continue following paths until you reach a part of the map
called “Big’s House,” and then climb the wall behind it.  Go up a bit
and look right for the ridge we saw earlier.  Follow it to another
upgrade.  You got the Fighting Gloves!  If you hold down B or X, you
can charge up power to perform the “Maximum Heat Knuckles Attack,”
which doesn’t seem to do much for you at a glance, but it can be used
to home attack enemies, so to speak.

                      ------------------------

If you fall off the ridge, you may land by an Emblem (I’ll explain
their use later in the guide; check out “Emblem Checklist” and/or
“Secrets” for details on their uses).  But, you want to glide toward
the area on the map marked “Ancient ruins.”  You can see them from any
elevated point in the jungle; it’s a massive, walled-off pyramid.
Glide to it, check it out, look around.  Hey!  This is the same
structure as that ancient shrine we saw in that strange place the light
took us to after Casinopolis!  So, that must mean that Knuckles’s
ancestors lived in what is now the jungle.  You can tell it belongs to
that tribe because of the snake head and the sitting echidna statues
perches around the front steps.

Glide back to the mine cart you arrived by, but don’t take it back to
the Mystic Ruins main region.  Instead, pick up a golden statue by it.
The light calls it the “key to the past.”  Jump down with it to the
pyramid (you’ll have to wander around the jungle paths to find an
opening through the walls) and walk to the backside of the pyramid,
facing north.  There are two altars, one gold, one silver.

Place the statue you have, a bust of an echidna, and it sets into place.
The other statue is well-hidden in the maze that is the jungle.  Left
of the ruins on the map is a small path leading to a circular structure.
See it?  Enter and dig in the altar you see to uncover the silver
statue.  Take it back to the altars and set it in, too.  With both
inside, a gold light appears, leading us into Stage 4.

                        +------------------+
                        |    Lost World    |
                        +------------------+

Somehow or other, three pieces of the Master Emerald winded up in here.
Please, don’t ask me to explain how.  In any case, there’s not much for
me to say about this stage, and that’s because the fragment locations
are random.  Remember to use the orange light for hints and, if you
just can’t find one of the shards, to quit and return to the level to
reset the locations of the pieces.  Now, Lost World doesn’t really do
much different from previous stages.  Enemies are, as always, likely
candidates for emerald locations.  As for that matter, so are crates.
Then you have the walls, laden with traps like spikes.  Notice the lit
up tiles.  You can walk up those, but you’d might as well just climb.
Finally, you can dig in some areas.  Note the presence of many tunnels
leading to possible emerald spots.  With three new pieces added to your
collection, we can finally move on.

                 +--------------------------------+
                 |    Boarding the Egg Carrier    |
                 +--------------------------------+

That strange light takes us to another place again.  Yep, we’re back by
the ancient civilization.  You can take the door back into the shrine
area and take a second look at things, but we’re mostly concerned with
the altar ahead of you.  The seven Chaos Emeralds are set on the sides,
and the Master Emerald is placed in the center.  You can definitely see
that this is Angel Island.  When you approach the Master Emerald,
you’ll see Tikal by it.  You know, the daughter of the chief, pacifist
of the year.  There she is, complaining to the Master Emerald about her
troubles.  She asks the emerald to remove the people from the city.
The Master Emerald can’t leave, so she decides to talk to him again.
Hey look, a few Chao!  They’re the peace-loving friends of hers.  Man,
this is corny/weird.

But, seeing that takes us to the shrine of today, back in Angel Island.
Knuckles sets the shards into the Master Emerald, and now it is
completely restored.  Or is it?  No, a chunk is missing.  We need three
more pieces!  But, in the emerald Knuckles can see Eggman’s flying
fortress, the Egg Carrier.  Conveniently, he sees a robot known as E-
102 fall from Red Mountain and march off.  Knux decides to follow it to
the Egg Carrier.

Follow E-102 into the Mystic Ruins and take the mine cart into the
Jungle Area.  A huge structure has appeared!  Glide over to the pyramid
and then glide to the northern edge of the map and look for a tube
leading to that tower.  Knuckles observes as E-102 enters, and he
follows close behind to do the same.   He is taken to the Egg Carrier,
which starts to take off shortly after that.  This is the third and
final adventure field – the Egg Carrier!

               +-------------------------------------+
               |    Adventure Field – Egg Carrier    |
               +-------------------------------------+

Walk forward to find the Captain’s Room.  Suddenly, the Egg Carrier
changes shape for no reason.  Well, this is quite confusing...  Walk
over to the Pool building (refer to the map to find it) and fall into
the water.  Inside, Knuckles will say that he senses the Master Emerald
nearby.  Walk through the door to find a capsule and another door that
takes you to Stage 5.

                         +----------------+
                         |    Sky Deck    |
                         +----------------+

I suppose it is plausible that three pieces of the Master Emerald
managed to land on the Egg Carrier.  After all, it was right by Angel
Island when the emerald was broken.  Now, did I say Casinopolis was the
hardest stage for Knuckles?  Scratch that.  This definitely is.  A
lever at the beginning of the level can be used to change the tilt of
the Egg Carrier.  Certain areas can only be accessed at certain tilts.
Of course, most enemies can be reached at any tilt.  Note that cannons
and turrets often contain one.  Tilting can move some blocks, revealing
dirt patches that may have fragments in them, and they also cause some
doors to open and fire bombs at you.  You might find a piece in there.
Now Knuckles has all the pieces of the Master Emerald!

          +-----------------------------------------------+
          |    The Decline of the Ancient Civilization    |
          +-----------------------------------------------+

Of course, that stupid light has to send us back to witness another
chapter of Tikal’s life.  The shrine of the Master Emerald is afire,
and that’s where we appear.  Go forward and you’ll find Tikal on the
ground.  She couldn’t stop him.  Her father came, but she had no idea
how bad this would turn out.  So, what happened?  Whatever did,
Knuckles reappears in the Pool of the Egg Carrier.  Ext it and
Knuckles’s thoughts will begin to wander.  Now that he’s about to
restore the Master Emerald, what about that creepy monster?  And was
all that stuff he saw in the past just a dream?  In any case, he says a
bright flash of light ahead.  Glide over there to find Sonic and Eggman.

Sonic seems to have just defeated Eggman, who flees, when Knuckles
arrives.  The two run off (Sonic chasing the doctor), when Chaos, now
in its sixth form, appears.  Guessing by what just happened, it seems
like Sonic already owned this creature.  We’ll just have to give it a
knuckle sandwich!  Oh, what a pun!

                       +---------------------+
                       |    Boss: Chaos 6    |
                       +---------------------+

It’s kind of hard to tell what this monstrosity is supposed to look
like, but man is it ugly.  Its main attack is sucking you into its
mouth and then... excreting you out, I guess you’d say.  It also launch
its tail at you after releasing parts of its body at you to block your
escape routes.  It may also quick attack you with its tail.  Meanwhile,
two sections of the floor are missing, forcing you to glide over them
(they were removed from Sonic’s fight, I guess), and a bunch of robots
are appearing to attack you.  You must punch/jump them and then lift
the bombs they leave behind and throw them into Chaos 6’s mouth when
it’s open.  This causes Chaos 6 to freeze.  Punch or jump into its head
to deal damage.  Four hits and it is defeated for real this time.  Now
it will never damage the Master Emerald again!

Congratulations!  You beat the Knuckles storyline.  Knux takes the six
Chaos Emeralds that it had, destroys the Egg Carrier, and flies off.
Now the Master Emerald is restored!  Angel Island rises from the ocean
and resumes its place in the sky.  Knuckles is at peace once more.  Let
the credits roll!

=======================================================================
===============================Amy Rose*===============================
=======================================================================

Ah, Amy Rose, the hedgehog who wants to marry Sonic.  She’s playable,
too, in what has to be one of the more frivolous storylines of the game.
It’s only three stages long, but it gives us a taste of what she can do.
You can unlock Amy by meeting her by the Casino after clearing Sky
Chase Act I as Sonic.  Amy’s weapon of choice is the Piko Piko Hammer,
used with B or X.  If she is in full run when she uses a hammer attack,
she’ll hit the ground hard and fly into the air afterward.  If in mid-
air when she uses the hammer, it’ll be an aerial attack (of course, A
is jump).  Of course, with only three stages to go through, don’t be
too concerned that you master the controls.  This is definitely the
easiest storyline in the game.

             +----------------------------------------+
             |    Adventure Field – Station Square    |
             +----------------------------------------+

It’s the late afternoon when Amy is grocery shopping in Station Square.
She remembers the good old days with Sonic, chasing the bad guys like
Metal Sonic.  By chance, though, she notices an eclipse.  Wait, no,
it’s a gigantic ship.  It is the Egg Carrier!  And equally by chance, a
small blue bird drops from it and beams her.  Ha!  With it comes a
green robotic menace, presumably searching for the bird.  Amy picks up
the bird and takes off into the Burger Shop.  Well, it seems that Dr.
Robotnik really wants to beat up innocent birdies, eh?  Could this by a
Flicky, from Sonic 3D Blast?  Either way, Amy vows to protect it from
that thing...

Well, why would the Egg Carrier be over here?  You know, where there’s
Eggman, there’s usually Sonic, too.  And it was flying over the Casino,
was it not?  Let’s go check it out.  Currently, you are in the City
Hall Area.  If you follow the road south, you’ll come to the Station
Area.  As you walk along, you may notice a character flying right to
the Hotel.  This is a cameo for Cream, a character introduced in Sonic
Advance for the Game Boy Advance.  Anyways, the main attraction of the
Station Area is SS Central Station, which serves as the train station.
The train there goes to the Mystic Ruins where Tails lives.  But, you
want to go the Hotel.  Take the door into it and then the door opposite
the one leading to Pool Side out.  This, my friend, is the Casino area.

What do you know?  It’s Sonic!  Amy rushes up to him and Sonic
nervously backs off.  Amy offers her hero the chance to protect the
birdie she has, but Sonic refuses.  That means she’ll just have to tag
along.  Go to Station Area, right by the entrance to Twinkle Park.  It
is the theme park of the city, the main attraction outside Casinopolis.
And right now, couples get in free!  Just then, the bag of bolts
chasing Amy appears.  Sonic’s ready to rip it to shreds, but Amy would
rather take advantage of the deal at the theme park.  She runs in and
Sonic follows for some reason.  Together, they arrive at Stage 1.

                       +--------------------+
                       |    Twinkle Park    |
                       +--------------------+

Our goal here, as witch every other mission Amy has, is to evade Zero,
the robot chasing us, and grab the goal balloon.  Walk forward and grab
a ring.  As long as you have one of these, you won’t die instantly when
hit (you just lose your rings).  Also, notice the orange ball of light.
Touching it earns you a free tip.  Run forward and Zero will jump out
of the pool.  You can stun it with the Piko Piko Hammer, but it’ll be
immobile only momentarily.  Plus, you can stun Zero a limited number of
times per stage.  Run right of the pool and you’ll find several
dynamite barrels with Kikis, monkey robots that throw bombs, by them.
Press the two switches along the way and continue down this path to
reach a door.  To the left is a third switch; press it and take the
doors.  You’ll reach a new area.

Walk forward past the spiky balls here to reach a Kiki.  Destroy it and
continue down the path to a door.  It leads into a hall of mirrors.
Focus on the real you, walk against one of the sides, and walk forward.
Zero drops in behind you, and spiky balls drop onto the center of the
track.  At the end, you’ll see the mirror image of yourself; controls
are reversed.  Walk to the door and go forward out of this hallway.
Run down the hallway you come to, jumping over spikes and avoiding
enemies, to come to a checkpoint.  If you die after touching one of
these, you’ll restart at it.

Run forward into another hall of mirrors and dash down the sides to
reach the door, avoiding Zero all the way.  Whack the Kikis you come to
and you’ll enter another hall of mirrors.  Walk around the tiles with
creases down their centers (those are hidden pits) to reach a ledge.
Jump to it and up the next few steps.  Now run along this path, leaping
over the gaps, to reach another hallway.  Run past the enemies and
you’ll emerge by a checkpoint.

Zero drops in and begins raging around trying to crush you.  You can
grab the blue barrel (B or X) ahead of you to hide in it, but then Zero
starts randomly attacking everything.  Since your slowed down by the
barrel, your chances of getting hit are increased rather than decreased.
Continue running forward, right up the ramp with spiky balls falling
all over it, and you’ll come to a yellow balloon.  Jump onto it and
ascend to safety.  Zero can’t get you now!

                      +-----------------------+
                      |    Twinkle Circuit    |
                      +-----------------------+

You appear outside of Twinkle Park.  We can leave now, but you’d might
as well take the door to the left to play a sub game, Twinkle Circuit.
It’s a Sonic Drift-like game, only in much better graphics.  Press A to
accelerate forward, B to brake, and the control stick to move.
Furthermore, the more rings you have, the faster you accelerate.
Hitting walls slows you down, though.  It’s worth an Emblem, and so
you’d might as well play.

                     +------------------------+
                     |    Egg Carrier Hall    |
                     +------------------------+

Exit Twinkle Park through the door opposite its entrance to return to
Station Square.  Amy foolishly thinks she lost the robot, but Zero is
there, right above her!  It grabs her and makes its way into SS Central
Station.  It carries Amy onto the train tracks (it doesn’t even board a
train) and takes off.  Sonic sees her being taken away from below.
Next we see of her, Amy is in a prison cell of the Egg Carrier.  A
robot appears outside her cell and stares at her.  He demands the bird.
Amy refuses several times, and the robot asks why not.  Why does he
want it, then!?

The robot isn’t quite sure why it wants the bird, actually.  E-102
senses something illogical.  She cares for something she knows nothing
about.  The bird flies out of the cell and tries to look as pathetic as
it can for E-102 Gamma, the robot here.  It tells the bird to escape,
frees Amy, and tells her that the Egg Carrier will be arriving at the
Mystic Ruins base shortly.  I guess the robot wanted to know why
someone would do such a thing, and so it did such a thing to find out.

                      ------------------------
                      UPGRADE: Warrior Feather
                      ------------------------

Walk out of Prison Hall and you’ll reach Hedgehog Hammer, Dr.
Robotnik’s favorite mini-game.  His high score is 2000.  In this game,
you must whack hedgehog dolls that emerge to score points.  Blues are
worth 100 points and yellows are 500 points.  But hit Eggman and you’ll
lose 200 points.  Jump into center stage and let’s get-a whacking!
Don’t stand in the center and try it or you’ll hit both dolls ahead of
and behind you (and Eggman dolls tend to appear opposite good ones).
So, move to the edge of the platform when you hit things.  2000 is
quite a difficult score to get, but you can get it.  After winning, we
get the Warrior Feather!  With it, we can use the Spin Hammer Attack.
Press and hold the action button and spin the control stick in a circle
to wing the hammer in a circular direction.

                      ------------------------

This has the added bonus of opening the door to the main room of the
Egg Carrier Hall.  But don’t leave the room yet.  There’s another
upgrade tied into this sub game.

                        --------------------
                        UPGRADE: Long Hammer
                        --------------------

If you play Hedgehog Hammer again and beat it with 3000 points or more,
you win the Long Hammer.  It has a longer handle than the Piko Piko
Hammer, and so your range is increased.  You can also use the Spin
Hammer Attack with it.

                        --------------------

Now that we have it, exit this room to reach Egg Carrier Hall.  Hammer
down the switch left of where you entered to go to Hot Shelter, Stage 2.

                        +-------------------+
                        |    Hot Shelter    |
                        +-------------------+

Our goal’s the same as before: reach the balloon while evading Zero.
We start taking an elevator down into the interior of the Egg Carrier.
Step into the hallway you come to and walk down the aisle to collect
rings (you can ignore the Kiki).  Right by the orange light is a switch.
Grab onto it with B and rotate it counterclockwise to open the door to
its left.  Walk through it into a new hallway where you’ll run into a
new type of enemy.  It launches its head at you, which stuns you long
enough for the body to charge you.  Attack both or just the body to
destroy, and then move on past a few spiky balls.

As you continue, Zero breaks through the glass.  Stun him and quickly
run forward with the Power Sneakers!  Sprint forward, jump over the
water (be careful; if you fall in, you have a chance of suffocating,
and it’s hard to get out with Zero bugging you) utilizing the platforms
floating on it, and pass Amy through the checkpoint.

Jump toward the capsule ahead of you.  It is a Bomb, and it destroys
all enemies in the vicinity.  Walk forward to reach another switch.
Spin it counterclockwise and walk into the new room.  Claim both
capsules here before using the steps to reach the emergency drainage
switch.  Hit it and the water comes gushing in.  Jump onto the platform
that’s raised as a result of that, jumping from it to the door
afterwards.  To open this door, spin the switch left once and right
thrice (three times).  The first thing you’ll notice in the new hallway
is a checkpoint.

Walk around the spikes and green objects, right through the rings, and
you’ll reach a few more steps.  Hop up them and fall into a new hallway.
Hey, look, it’s our good pal, Zero!  If you are running, you can use a
hammer jump to claim capsules above spikes.  When you reach the end of
this hallway, jump up the steps and hop into the opening to the left.
Continue down it, possibly a ventilation system, and you’ll reach a
third checkpoint.

Walk forward and take the door the camera reveals.  Walk down this path
and Zero drops in.  Man, that is one persistent robot!  Take a Shield a
little ways off (these are good for one free hit, saving your life and
your rings) and you’ll be faced with a fork in the road.  Take the
closed door ahead of you, the one with Eggman’s face on it.  Whack Zero
and spin the switch to the left to open the door.  Drop into this shaft
and you’ll fall through a capsule.  When you hit bottom, use the open
door to reach a room full of slow-moving gears.  Jump across the first
few and you’ll come to a switch.  Hit it and the gears switch direction.
Jump to the third one and jump to the right off of it to the 10-ring
capsule on the ledge.  Then bounce back up and you’ll reach the
checkpoint.

Take each of the five-ring capsules ahead of you first.  Then walk back
a bit to the gear moving right of the checkpoint.  Ride it up to
another switch that reverses the gear directions back to normal.  Jump
to the opposite gear from there and ride it up to a new walkway.
Follow it past the spiky orbs, defeat the Kikis, and go forward to a
few doors branded with Eggman’s face on them.  After both open, you’ll
reach a long catwalk leading to two narrower ones.  Carefully cross
them and hit the switch.  The other catwalk now draws in a bit; jump
onto it while it’s rotating.

Now walk down the path, go through the doors, and welcome to a new
hallway.  It features Zero, don’t you know?  Stun Zero and dash forward,
jumping the Kikis and climbing the steps to a Shield capsule.  Now take
the steps back down and follow the path to a lift with a switch by it.
Hit Zero and rotate the switch until you’ve risen to the upper level.
Jump forward and look down to see a new walkway below.  Jump to the
spring below and bounce on it to another checkpoint!  This is a long
level!

Go forward to the monitor room.  Here, lift the blocks to the side and
place them in the matching colored altar.  When four are in place, the
monitor displays a picture of Zero.  Sure enough, he busts through the
central monitors.  Jump at him, hammer attack, and continue forward
past the robot, still evading Zero.  Continue down the path, defeating
a Kiki as you go, and you’ll come to yet another checkpoint.

Walk right to see a ramp.  Hit the capsules beneath it and then sprint
up the ramps.  You’ll come to a block puzzle, and quite a tough one
because Zero is here.  Place the three blocks in their correct tiles.
But, the fourth one is not on the ground.  Use the spring to bounce to
the beams above.  The central one contains the blue block.  Set it in
its tile and a door opens.  Run down the hallway you can now access and
another door opens; behind it is the balloon.  Take it beat the level!

             +----------------------------------------+
             |    A Seemingly Unrelated Side Quest    |
             +----------------------------------------+

Suddenly, a light circles around Amy’s body and she finds herself in an
ancient city, a huge Aztec-style tiered pyramid in the center!  Gee,
what were in those grocery bags, anyways?  Back on topic, let’s explore.
Go forward and you’ll notice that this place is actually home to an
ancient tribe of echidnas!  They’re circling around the pyramid,
adorned with the head of a snake (perhaps they worship a snake-god), in
what must be a ritual.  Could these people be the ancestors of Knuckles?

Apparently, the Chief and his daughter are arguing over the tribe’s
invasion of the holy grounds of another nation.  You see, this tribe is
warlike and has become rich through expanding its empire to other lands.
If you go through the temple doors behind where you start out, you’ll
even find a shrine with the seven Chaos Emeralds (when all seven are
united, they give off tons of energy) and the Master Emerald, which can
negate the effects of the Chaos Emeralds.  The tribe probably wants to
use these emeralds to conquer other kingdoms.  And right by it is that
daughter, Tikal.

She is watching some cute little critters called Chao.  They just
appeared, and they start singing/talking!  How adorable is that?  But,
from the surrounding waters emerges a strange beast.  What is it?
Whatever it was, this dose of unreality ends, and we wind up in the
Pool of the Egg Carrier.

                 +--------------------------------+
                 |    Escaping the Egg Carrier    |
                 +--------------------------------+

Take the door out of here and a cinema ensues.  Eggman appears, claw
ready to snatch the bird, when suddenly Sonic and Tails show up.
They’re ready to rip him to shreds.  But before they can attack, Eggman
seizes the bird and extracts... the blue Chaos Emerald!  So that’s why
Robotnik wanted the bird (and it also shows that it probably is a
Flicky).  Eggman summons Gamma to dispose of these intruders, and E-102
(the robot that helped us) fights Sonic.  He can’t win, and just before
Sonic crushes him, Amy steps in Sonic’s way and saves her new friend.
Everyone’s favorite blue hedgehog decides to spare him...  And suddenly,
the Egg Carrier begins to lose altitude!  Sonic runs off to attack
Eggman while Tails is assigned to help Amy off of this heap of junk.
Amy tells Mr. Robot to find a new line of work away from Eggman, and
then Tails and Amy fly away from the Egg Carrier, which promptly
explodes.  Well, this has been quite an exciting cinema!

Tails and Amy land in Station Square.  It’s the late afternoon, and we
can see that Eggman also landed here.  Tails runs off to fight him or
something like that, but Amy would rather care for the bird.  After
looking at the bird more closely, she notices a pendant.  Hey!  It
shows its parents!  Well, isn’t that convenient?  Eggman has the
birdie’s parents captive right now, and Amy takes it upon herself to
unite the baby bird with his loved ones.  The robot told us that Eggman
had a base in the Mystic Ruins; we should look there.  Before you can
even board the train or translate “Mystic Ruins” to Mandarin, you’re
there.

                        +------------------+
                        |    The Jungle    |
                        +------------------+

Although this does qualify as the third and final adventure field, we
won’t be spending much time in the Mystic Ruins.  Take the stairs down
from the station we come to and go north (on the map) to an area called
“Waterfall.”  Left of the falls is a mine cart; hop in.  It leads us to
the most horrible part of the game, the Jungle Area.  And not only that,
but this is the worst time of day to attempt to navigate the jungle –
nighttime.

From the high ledge we start on, look around.  To the north should be a
tower, its position made quite obvious by a mass of lights around it.
Now, if you look hard, you should see a pyramid (the same one we saw in
that “dream” Amy had after clearing Hot Shelter, only now very old)
protruding from the sea of trees.  Jump in its general direction.  If
you’re lucky, you can walk across the treetops and reach it.  But,
chances are good that you’ll fall into the jungle path.  In that case,
use the map to reach the area marked “Ancient ruins” as best you can.
From there, it’s a simple matter of reaching the north border of the
jungle and walking right to reach a tube that takes you right to the
base when walked into.  After a short cut scene showing Amy check out
the bridge, enter.

In here, you’ll see quite a few interesting things of Eggman’s.  But,
by far the coolest are the two robotic versions of Sonic.  The black
one is (I’d guess) the second-to-last boss from Sonic the Hedgehog, the
first Sonic to feature a mechanical Sonic as a boss (though Roller
enemies were essentially the same thing in the original).  The other is
definitely Metal Sonic, the villain of Sonic CD (which also introduced
Amy Rose!  What a small world this is...).  Anyways, you’ll notice a
few switches near a door.  We have to hit them in the proper sequence
to open the door.  Here’s some ASCII art showing how the buttons are
set up and numbered.

        ____                                             ____
       /    \                                           /    \
      |  01  |                                         |  06  |
       \____/                                           \____/
               ____                               ____
              /    \                             /    \
             |  02  |                           |  05  |
              \____/                             \____/
                       ____                ____
                      /    \              /    \
                     |  03  |            |  04  |
                      \____/              \____/

Hit 5, 4, 3, and then 2.  Real simple, right?  This opens the door to
Stage 3!

                         +-----------------+
                         |    Final Egg    |
                         +-----------------+

That’s right; this is Amy’s last level.  But, unlike Hot Shelter, it is
medium-length.  Zero crashes in behind us (that robot needs to get a
life!  We don’t even have the Chaos Emerald anymore!) and so begins the
mayhem.  Run down this initial stretch, either leaping over the lasers
or pounding their sources with the Piko Piko Hammer, and soon you’ll
come to a few Spinners (alliteration!) and spiky balls spinning wildly.
Avoid them all if possible and continue down to a “slope” on the path.
Dash down, bounce on the spring, and keep up the pace by running
forward some more.  Avoiding the cranes should be simple enough, and
the checkpoint is ahead.

With Amy’s short jump, you should have little trouble hopping between
the lasers ahead of you.  Right after that you’ll meet up with one of
those head-flinging robots.  Jump, hammer attack, and continue.
Getting hit by them is especially risky here because it sets you up for
assaults by Zero.  Continue down this track, leaping over the laser
grid if you can, to come to another crane.  It guards a 1UP capsule;
take it if you want.  Then take the next tunnel (the orange light is
there).  Zero busts out from behind one of the walls and continues the
great chase.  Keep moving until you find yourself at another laser grid.
Break the two structures emitting the lasers and continue running down
the rest of this hallway.  It leads to the second checkpoint.

Enter into the new room to find a switch on the ground.  Press it; the
elevator starts coming down to you.  But, it’ll take its sweet time,
leaving you to defend yourself against Zero.  Now, that stupid light
suggests that we hide somewhere, but this creepy robot isn’t that dense.
Just keep running; it’s the safest alternative.  When the elevator does
reach your level, get in.  When it reaches its peak, exit it.  Suddenly
and very predictably, Zero breaks through the far wall and starts this
dumb chase all over again.  Run right down the path, jumping over the
laser when you come to it.  You’ll see a barrel, but as you should know
from Twinkle Park, hiding doesn’t work out like the orange light says
it does.  Ignore it, jump into the capsule, and land on the next tier
of the room.  Continue jumping up the tiers to reach a hallway.  Follow
it to the third checkpoint.

Here, we have five doors to choose from.  One is right, four are wrong,
and that’s life.  The wrong ones are just dead-ends leading to Spinners.
The right one leads to a checkpoint.

As soon as you set foot in the new room, Zero joins you after making a
door out of what was a wall.  Run forward and hammer jump (press B/X
while running at full speed for a heightened jump) to the doorway.
Saunter on through the tunnel and you’ll come to the balloon.  Well,
that was short!

                 +---------------------------------+
                 |    The Egg Carrier’s Remains    |
                 +---------------------------------+

Was that pointless or what?  We come out in a new region of the base
when Amy realizes that, since the bird came from it, birdie’s parents
must still be in the Egg Carrier.  Brilliant deduction, Rose!  Take the
stairs back to the upper level and you’ll return to the jungle, which
is now experiencing daytime.  Navigate your way through it and climb
the ladder.  Return to Mystic Ruins (main area), stat!  Go south of the
Waterfall area to the Station; climb the stairs.  Step into the train
and you’ll ride right into SS Central Station.

Apparently, the Egg Carrier crashed into the ocean and has managed to
stay afloat.  Take the dock near the Hotel out to it.  It’s quite
impressive, even when sunk.  The birdie finds its parents!  All is good!
But wait, not all is good.  Zero just barely misses the bird.  Had it
been a direct hit, it would’ve most certainly killed it.  Now Amy’s mad!
Let’s take that annoying robot DOWN!

                        +------------------+
                        |    Boss: Zero    |
                        +------------------+

Well, how do you like this?  Not only have more than half the
characters fought Chaos 6 on this very platform, but Amy’s canning Zero
on it, too!  Anyways, you should be familiar with Zero’s attack
patterns by now.  Zero is pretty tough compared to most bosses in the
game.  He’ll start attacking with its built-in laser right from the
get-go.  Aside from that, Zero may also pound the ground to release an
energy wave.  Also, notice an electrical fence on the side of the arena.
Keep clear of it.

Give Zero a taste of your hammer.  You want to knock him into the
electrical fence.  Do so and he’ll short-circuit for a second, exposing
the switch beneath his head’s “cap.”  Hit it while you can to deal
damage.  In this phase of the battle, Zero uses larger shockwave
attacks and a longer-ranged laser, not to mention an attack where it
launches its fist at you after locking on to your position.  Hit him
again.  Zero now launches both fists, charges them electrically, and
spins about.  Put those jump-rope skills to the test to dodge them.
Also, the other attacks get longer.  Deliver one final blow to Zero and
he will explode, finally!  Amy does her little victory dance, and you
should too!

Congratulations!  You beat Amy’s storyline.  As it turns out, the
little bird is A-okay, and the Flicky family can live in peace.  Amy’s
so happy, she’s going to try her best, too (whatever that has to do
with anything).  Now, her thoughts turn to Sonic, which leads us right
to the credits.  This storyline has been just like Amy – short and
sweet (well, not really sweet, but hey, this is where I complement the
heroine).

=======================================================================
============================E-102 “Gamma”*=============================
=======================================================================

Definitely the darkest story of the game (although it’s still pretty
corny), this storyline explores the adventures of a robot made by Dr.
Robotnik – E-102 Gamma.  He’s unlocked after Sonic or Tails beat him in
a boss battle in their storyline, or by watching the cinemas succeeding
Amy’s Twinkle Park stage.

Anyways, Gamma operates pretty uniquely.  He jumps with A, of course,
but his primary attack (B/X) is a laser gun.  First you must point it
at enemies to lock on, and then you release to fire a homing missile.
It can be maneuvered with the control stick, by the way, but the laser
only lasts for a few seconds.  If Gamma locks onto multiple enemies at
once, he can destroy several in one sitting.  If you run, you will
eventually transform into a compact form – rolling mode.  Exit it with
A.  Now, E-102 has some pretty interesting missions.  You have a time
limit, and it’s increased by shooting enemies.  The more enemies you
shoot at once, the more seconds are added to your time.  The bonus time
per enemy group breaks down in the chart.

+----------------------------------+----------------------------------+
|      # of Enemies Destroyed      |      Bonus Seconds Awarded       |
+----------------------------------+----------------------------------+
|  1 Enemy Targeted                |  1 Second                        |
|  2 Enemies Targeted              |  3 Seconds                       |
|  3 Enemies Targeted              |  6 Seconds                       |
|  4 Enemies Targeted              |  9 Seconds                       |
|  5 Enemies Targeted              |  15 Seconds                      |
|  6 Enemies Targeted              |  30 Seconds                      |
|  6 + x Enemies Targeted          |  30 + 5x Seconds                 |
+---------------------------------------------------------------------+

That is, if you defeat more than six enemies, you get 30 seconds plus
an additional five seconds for each other enemy you destroyed.  Now, on
with the main walkthrough.

                 +--------------------------------+
                 |    The Birth of E-102 Gamma    |
                 +--------------------------------+

We see Dr. Robotnik, our creator, standing before us.  And you are the
second model in the E-100 series of robot – E-102, Codenamed: Gamma.
Gamma’s duty in life is to obey Robotnik.  You take control briefly;
walk right to where the doctor is.  E-101 Beta, Gamma’s big brother, is
practicing in the shooting range beyond this door.  He’s more advanced
than you, but you should do fine...  Enter!  This is Stage 1.

                         +-----------------+
                         |    Final Egg    |
                         +-----------------+

It is time to prove our worth to Master Robotnik!  Our goal is to
destroy the Sonic doll hidden in here.  As you’ll see, the clock in the
upper-left corner starts at 3:00 and ticks down.  Target the Tails and
Knuckles dolls around you (walk forward and a few more pop up) to add a
few seconds to the clock.  Now go forward!  As you go, a Tails doll
pops in front of you, and you soon come to a pair of Knuckles dolls by
a few rings.  Rings are items that let you take a hit without dying
immediately.  Grab a few and continue down the path.  Quite a few new
dolls appear to be targeted (the more shot at once, the more seconds
are added to your time) as you move down.  You’ll find a spring at the
end; bounce on it to a few new dolls/enemies.  Keep down this path,
blowing up a few more dolls along the way, and you’ll reach a
checkpoint.  If you die after touching one of these, you restart there
(with the same time, of course).

Walk into the next room.  Dark though it may be, you should be able to
see quite clearly a Sonic doll dangling from a hook over a pit when the
camera shifts view.  It takes three hits to destroy, but that finishes
the mission.  That was short, eh?

                     +------------------------+
                     |    Boss: E-101 Beta    |
                     +------------------------+

Take the stairs outside the entrance down to find Dr. Robotnik and
Gamma’s big brother, E-101 Beta.  Robotnik decides that the Egg Carrier,
his flying fortress, needs a good crew.  And that means that either you
or big bro gets to stay on board.  We must pass this test to eternally
serve our master!  To determine who the more competent robot is, we
must do battle with E-101.  Robotnik himself says that Beta has better
chances, but he owes it to us to let us at least try.  We will not fail
the master.

Beta is basically a black version of us, only better equipped.
Immediately grab a few rings and jump to avoid the homing missile E-101
will fire at you.  You can blow it up with your own homing missiles if
you’d like.  E-101 is also able to hover in the air, and those are the
only two things he does for now.  Lock onto Beta and shoot him out of
the sky, lowering his health.  He continues using this strategy, and
you very well could tap B/X rapidly to fire a barrage of missiles at
him.  Since Beta never modifies his strategy, he’s easy opponent.
Three hits is all you need to defeat E-101.

Robotnik is more than a little surprised we won, and so we can serve
aboard the Egg Carrier.  Beta also wants to board, and Robotnik decides
to grant him special permission.  They could always use a spare set of
parts, right?  Shortly after that, the Egg Carrier takes off from its
hiding spot in the jungle of the Mystic Ruins.  During the launch,
Robotnik gathers his four robotic servants – E-102 through E-105.  He
shows us a frog with a tail on the monitor.  Its capture is absolutely
vital to his plans.  We must capture it immediately.  Excellent.  Once
again, this is the perfect chance to shine before master Robotnik, but
also to outshine our siblings.  E-102 goes to search in Station Square.

             +----------------------------------------+
             |    Adventure Field – Station Square    |
             +----------------------------------------+

We arrive in the Station Area.  If you look ahead of you, you can
briefly glimpse Cream the rabbit from Sonic Advance.  Yes, she’s making
a cameo in Sonic Adventure DX.  In any case, you are currently outside
of SS Central Station, which connects the Mystic Ruins with this city
(the workers are currently on strike, though).  Furthermore, Twinkle
Park, the city’s amusement park, is to our left.  A Hotel is to our
right.  Let’s check it out.

Walk through the doors and you’ll come to two more doors.  One leads to
the Casino area, the other Pool Side.  Well, since it’s light out right
now, the Casino is closed.  But Pool Side is always open.  Take those
doors out to see water.  If you try to jump into it, you’ll start
hovering over it.  You see, one of the main differences between E-102
and E-101 is the hovering system.  E-102 has a rather outdated
propeller system while E-101 uses a jet pack.  In any case, talking to
the women out here reveals that a frog hopped on over to the beach.
Although it’s currently blocked off by barriers, it’s not a problem for
us.  Shoot down the targets and walk onto the sandy shores of Stage 2.

                       +---------------------+
                       |    Emerald Coast    |
                       +---------------------+

Our mission is to catch Froggy... in three minutes.  Walk forward and
you’ll see Kikis, robotic monkey enemies that throw bombs, on the
umbrellas.  Target them for bonus seconds and keep on moving to reach
a small ramp.  Target and destroy the foes on the left side of it
before bouncing on the spring, taking you to yet another boardwalk.
Walk down the obvious path, locking onto as many things as possible
simultaneously, and you’ll come to three Kikis by a few red chairs.
Destroy everything.  Now continue down to a loop.

Natural growth prevents us from taking it (as Sonic did in his mission
here), but we can still turn left and walk down the other path
available to us.  Waste no time; shoot the Kiki and capsule.  Then walk
to the spring at the end of this walkway.  While at the peak of your
jump, target three capsules in the air.  Shoot at them as well as the
grounded targets; move on after that down the sandy path.  Keep going
until you have to turn onto a grassy ledge.  Defeat the Kikis
inhabiting the ledge and one of the animals released will be Froggy,
just the fellow we’re looking for.

                         +----------------+
                         |    The Past    |
                         +----------------+

Suddenly, a strange orange light overtakes us.  We appear in some
strange land.  Man, this happens way too often!  E-102 tries to
determine its location.  It is in... an unknown place.  This presents a
problem.

You can take the tunnel behind you to an ancient city, but none of the
echidna inhabitants seem scared of you, metal man.  So, just walk
across the bridge before you to reach an ancient shrine.  You see a
bunch of Chao, and their singing seems to awaken a beast in the water.
E-102 is about to get close-up when someone warns him not to go any
closer.  There’s a presence guarding these children, a loving, gentle
creature.  But, this girl’s father wants to invade this land, to take
the emeralds there.

                   +-----------------------------+
                   |    E-101 Beta & Amy Rose    |
                   +-----------------------------+

E-102 awakens from his “dream” in Egg Carrier Hall.  His siblings all
got the wrong frogs.  You’re looking for the frog that swallowed
Chaos’s tail and a Chaos Emerald!  Ah, but Gamma got the right one!
Impressed by Gamma’s superiority, Robotnik beams the others away.  Now
you have a new assignment.  Go through the door to the far right.
Inside, you’ll find a girl.  Take the bird from her.

E-102 walks into the wrong door, and inside he finds... the parts of E-
101!  Beta shed its basic weaponry...  It is rebuilding itself!  It
is... improving itself!  Gamma speaks to it, but Beta does not respond.
Could it be plotting to overthrow its siblings to win back superiority?
E-102 exits, asserting that it was the wrong room.  In any case, use
the rightmost door this time.  We find ourselves in a mini-game room
called Hedgehog Hammer, but that’s not important.  Move on into Prison
Hall where the girl is being kept.  E-102 locates her and stares her
down from behind the bars.  She’s a hedgehog named Amy Rose, and she
has a blue bird with her.

E-102 Gamma is straight to the point.  He demands the bird twice, and
Amy refuses twice.  He asks why not and she asks why he wants it.  He
isn’t sure, actually.  Well, Amy suggests that Gamma help them out.
Gamma does not understand.  Why would one try to save something that is
useless to them.  The bird flies out of Amy’s hands and stares into
Gamma’s lifeless eyes.  Gamma cannot take it.  He needs to see why this
girl would do this, and to do that he will mimic her.  He frees Amy by
pressing the switch; he even tells her that they’re approaching the
Mystic Ruins base and that she’d best hurry if she wants to escape.
Amy thanks him, and now Gamma has new data.  He may not understand it
completely, but helping others for no reason has been introduced to his
system.

               +------------------------------------+
               |    The Booster and the Elevator    |
               +------------------------------------+

Exit back to Egg Carrier Hall.  Robotnik is making announcements.  The
ammunition room is unlocked, and he wants us to get the Jet Booster.

                        --------------------
                        UPGRADE: Jet Booster
                        --------------------

Walk over to where Robotnik first ordered you to capture Froggy
(labeled “Elevatore” on the map) and climb the stairs nearby.  Walk to
the door to the right and enter.  This is the Arsenal.  Drop down form
the platform you start on and enter the green light.  You got the Jet
Booster!  Now you can press A in mid-air to hover, just like E-101 did
in our battle.  It’s quite useful.

                        --------------------

Head back into the main room and Robotnik contacts you.  Now that you
have the Jet Booster, he wants you to report to the rear of the ship.
Take the elevator (marked “Elevatore” on the map) up and out of here,
right to where we need to be.  Somehow, that Amy Rose is still onboard,
and Sonic and Tails managed to get here.  Robotnik wants us to
exterminate these pests.  It is time to put all our training to work!

                        +-------------------+
                        |    Boss: Sonic    |
                        +-------------------+

Sonic will attack immediately; move out of the way (left or right) and
collect a few rings.  At first, Sonic attacks by jumping at you.
That’s it.  You’ll see no fancy home attacks or spin dashes or the like
for now.  Fire a homing missile Sonic’s way to hit him.  Make sure he’s
on the ground, standing, when shot (otherwise, he’ll just be stunned).
Now Sonic decides to spin dash you.  Wait for him to stop rolling or
just shoot at him while he is.  Either way, that’s how to score another
hit.  Now the hedgehog’s angry.  He’ll jump at you and home attack,
which can be pretty dangerous if you have slow reflexes.  Lock on and
fire one last homing missile to bring Sonic to his knees.  Remember,
you need to shoot him when he’s on the ground.

Gamma is about to shoot and kill Sonic, but Amy gets in the way.  She
gives him a little pep talk, lets his feeble robot brain, err, AI
remember her, and “Mr. Robot” lowers his weapon.  Suddenly, the Egg
Carrier starts to lose altitude!  Sonic orders Tails to escort Amy out
of here while he finishes off Eggman.  Gamma still doesn’t understand
why Amy helped him...  Either way, he flies off the Egg Carrier before
it explodes.  He finds himself in the Mystic Ruins.

Images of his life thus far are racing through his mind.  E-101...
Amy... Robotnik.  Gamma arrives at one final decision: friends are
trapped inside the E-series robots.  We must save them...

                      +----------------------+
                      |    The Wind Stone    |
                      +----------------------+

One of the E-series robots dwells at the end of Windy Cave.  Let’s go
check in on it...  Windy Cave’s gusts are too weak to carry us into
Windy Valley, the area beyond the cave, but we can amplify their
strength with a so-called “Stone of Wind.”  Go to Tails’s Workshop on
the east side of the Mystic Ruins (you’ll have to climb the stairs to
reach it).  Right in front of the door is a green artifact – the Wind
Stone.  Take it with you to Windy Cave, right of the Waterfall.  Set it
on the altar and the winds become stronger.  Jump in to experience
Stage 3.

                       +--------------------+
                       |    Windy Valley    |
                       +--------------------+

We must seek and destroy E-103!  And as always, we have three minutes
to do it in.  Walk forward and target the robots and platforms here for
extra time.  If you target each segment of the caterpillar robot, you
can get loads of bonus time easily.  You’ll soon come to a bridge, and
I suggest you hover over it and then turn around to destroy the rhino
robots.  Then you’ll see another caterpillar; destroy its segments all
at once.  Continue down the path over another bridge to come to three
HIT! Signs.  Hit them (in collaboration with the chameleon robot and
the caterpillar robot if possible) to blow up the canisters over there,
thus opening the way to a short drop.  Jump into one of the capsules
below, target the other one (and the caterpillar robot) before you land
at the checkpoint.

Follow the path down to another caterpillar ripe for the picking.
After it is yet another, and then comes a few dynamite packs.  Let them
explode and pass through the tunnel, taking you to more packs to
destroy.  After that, traverse the bridge, blow up the dynamite packs
in the area, and enter the next tunnel.  You must blast through but a
few more bricks to reach the second checkpoint.  The light encourages
us to go on; the robot we’re hunting for is up ahead.

Blow up the foes in the air ahead of you first, and then hover across
the gap with the help of the Jet Booster.  This takes you to another
bridge.  If you blow up the rhinoceros enemy on the bridge, it will
give way and both of you will die.  So, be the smart one and cross it
completely.  THEN turn around and shoot it.  Afterwards, hop up the
steps and bounce on the spring.  Hover a bit to land on the ground.  E-
103 is waiting.

                     +-------------------------+
                     |    Boss: E-103 Delta    |
                     +-------------------------+

The blue version of us, Delta is a simple robot.  It’s a lot like our
fight with E-101 Beta.  Treat yourself to some rings if you have none
and then turn your attention to Delta.  The missiles it fires are
homing, and they’ll eventually detonate themselves if you let them
linger for long enough.  Of course, he is also a master of the Jet
Booster.  Anyways, target and destroy the missiles when they’re coming
at you to defend yourself as you shoot the daylights out of E-103.
Five hits do the trick.  Delta explodes, leaving one major explosion
afterwards and an animal behind.  Gamma raises his gun in triumph,
saying “E-103 Delta – Rescue Complete!”  What kind of crazy robot logic
is this?  I went through all that trouble just to save the animal
trapped within the robot...

                       +--------------------+
                       |    Angel Island    |
                       +--------------------+

The more observant readers might have noticed that there’s a place
marked “West Cave” on the map, but there’s no entrance from Mystic
Ruins.  Well, it just appeared.  It’s quite close to the Station that
connects these ruins to Station Square.  Jump into the tunnel that’s
formed, ride the air currents into Angel Island (a new region of Mystic
Ruins), and follow the path out of here and into the open.  This is the
site of the shrine for the Master Emerald.  It’s chipped.  In any case,
you should see a Kiki in a cage by a gate out here before the bridge.
Shoot it to open the way to Red Mountain, Stage 4, where another one of
our friends needs “rescuing.”

                       +--------------------+
                       |    Red Mountain    |
                       +--------------------+

This time, we must track down our yellow brother, E-104.  And guess how
long we have?  Yes, it is three minutes.  How’d you know?  Regardless,
walk forward and blow up the rocks ahead of you.  Now walk down the
tunnel, targeting a group of Kikis, Spinners, and then a mixture of
them.  The area you come to is an open place; walk through, making sure
that the enemies have been cleared out, and continue down to see magma.
Walk to the left of it on some black-green steps.  At the top, you have
the perfect sniping position to take out the Spinners and the Shield
capsule ahead.

Proceed down the rest of the hallway until you reach another open area.
Walk over the rocks floating in the magma stream (don’t loiter; the
platforms will sink if you do) and you’ll come to a few more Spinners
and a few more packs of detonate.  Shoot them all.  Advance into a new
open area using the doorway you created; there’s a spring here.  Bounce
on it, shooting the explosives ahead of you before you land, and then
keep right on down the path (no slow-down at all!).  Walk to the right
to avoid a crusher object and you’ll be home free; the checkpoint is
right after it.

Lock onto every target-able thing around you and fire, earning yourself
rings and a few more precious seconds.  Continue down this rather
straightforward path...  It is interrupted by a bend around a magma
stream, Kikis and rotor enemies present for destruction.  Walk around
the bend, take the rings from under the crusher if you want to risk it,
and shoot the rock wall ahead of you down.  This reveals a narrow path;
walk over it.  You’ll reach a few more enemies just waiting to be
converted into time followed by a hammer hazard you can easily avoid.
This all leads up to what looks like an ant hole with HIT! icons on it.
You’re going to want to shoot it.  Fall down the shaft we’ve unveiled
to reach another checkpoint in this confusing network of tunnels.

Basically, destroy everything (in clusters) ahead of you in the tunnel,
moving on after you’ve mowed down everything else with your laser gun.
You come to a larger chamber with a bunch of stalagmites jutting out of
the magma.  Target the conveniently placed explosives on them and they
fall over, forming bridges for you to walk on.  Be sure to decimate the
robots patrolling the area, too.  When you’ve crossed the field of
magma, E-104 awaits.

                    +---------------------------+
                    |    Boss: E-104 Epsilon    |
                    +---------------------------+

Epsilon, colored yellow, is almost exactly the same as Delta.  Like
usual, nab some rings before the fight begins.  So, what makes Epsilon
special, you might be wondering.  Even if you aren’t, I’ll answer it
for you.  Unlike all the previous models (aside from yourself, of
course), E-104 is able to fire multiple non-stop homing missiles at the
same time (they will exist simultaneously; they aren’t fired
simultaneously).  Don’t let them stack up on you; getting hit twice in
a row will kill you.  Shoot the missiles to defend yourself (note that
Epsilon has a habit of hovering via Jet Booster after each shot) and
shoot his body to attack him.  Slightly weaker than E-104 requires a
mere four hits.  After that, he “dies” in an exaggerated explosion.
“E-104 Epsilon - Rescue Complete!”

                  +-------------------------------+
                  |    Back to the Egg Carrier    |
                  +-------------------------------+

E-105 Zeta and E-101 Beta still need “rescuing.”  Yeah, E-102 really
wants to free those animals...  Gamma thinks back to when he saw Beta
rebuilding himself, before he met the girl.  They must be aboard the
Egg Carrier.

Leave Angel Island and you’ll find a doorway at the base of the Station.
Enter to find yourself at a dock of sorts.  Step onto the wreckage
there and you’ll float to the Egg Carrier’s crash site in the ocean.
Now aboard, take the small elevator platforms up to the runway of the
ship (probably for deploying aerial fighters).  On either side there is
a spring; bounce on it.  You’ll land by some blue lights; step onto
them.  This brings the monorail to you.  Get aboard to ride into Egg
Carrier Hall.

                       ----------------------
                       UPGRADE: Laser Blaster
                       ----------------------

The remaining robots are in Hot Shelter.  Hmm, sounds like we could use
some water, eh?  Go to the second level of the hall, into the Water
Tank.  Inside is this upgrade, the Laser Blaster.  With it, we now
shoot in a wider area.  Neat-o!

                       ----------------------

Now that we have it, go to the end of Egg Carrier Hall that has the
three doors.  The middle one leads to Hot Shelter.  Enter it, Stage 5,
if you dare...

                        +-------------------+
                        |    Hot Shelter    |
                        +-------------------+

We have three minutes to find and destroy E-105, but we lose our first
eight to riding the elevator.  When the door opens, step out into a
corridor of the Egg Carrier’s interior.  There are two ways to go, but
let’s take the one straight ahead of you for the heck of it.  After
you’ve blown the robots present to smithereens, taking all the extra
seconds you can from them, drop down the shaft this door leads to and
walk forward a bit to the first checkpoint.

Target the enemies ahead of you (plus capsules including a magnetic
Shield and a 1UP!).  Jump onto the gears before you, hopping between
them to reach a few more Kikis by a blue crate.  Blow them all up.
Beneath the crate was a switch, and you want to press it.  This
reverses the direction the gears are moving in.  So, jump onto the gear
from there, jump toward the wall ahead of you from there, and hover
your way to a spring.  Bounce on it.  The checkpoint lies straight
ahead.

Blow up the crate ahead and step out onto a spring.  Bounce up and
hover forward (you have an excellent point to attack from in the air).
Land by the doors branded with Robotnik’s mug and they will begin to
open.  Walk forward and hover to hit the switch.  Voila!  The catwalk
rotates to a new door.  Just hover back onto it and take the door now
available to you.  Massacre the Kiki defense forces set out before you
before moving on past some crates.

Collect the capsules quickly and move on.  Soon, you’ll see some
stacked crates.  Defeat the Kikis on them and then proceed down the
rest of the tunnel.  You’ll come to a few explosives with boost pads
ahead.  Take them up, hold the control stick forward, and hover about
midway through the leap to reach the other side of the gap.  Mark your
progress with the checkpoint.

Immediately step on the switch to the left, and stay on it!  A crane
picks you up and drops you to higher ground (blow stuff up while being
lifted).  Under one of the crates ahead is a switch; step on it and run
back to the crane pickup location (you can also stand there and shoot
the switch to save time) to be carried onto a train system.  You’ll
take it to another checkpoint after that.

At first, concern yourself only with moving along this first train.
Jump across the segments, avoiding spiky balls and shooting Kikis in
groups.  But when you reach a large crate that precludes any further
movement, you need to jump to a train to the left.  Switch between
these trains until you’re able to reach another checkpoint.

From here, bounce atop the large crates and jump between the crates to
reach the head of the trains.  You’ll find a switch right before the
right train; press it.  The train will stop, revealing yet another
checkpoint.  This is by far the hardest mission E-102 Gamma has...

Collect capsules to the left and right.  Walk under the spiky chain
balls, blow up some explosive devices after that, and fall into the
shaft that is revealed.  Shoot for capsules along the way.  When you
land, you’re surrounded by Kikis.  Beat them quickly and then blow up
the crates adjacent to them.  This exposes a boost pad; use it to enter
a small alcove with a checkpoint inside.  Boost yourself into the
arena...

                     +------------------------+
                     |    Boss: E-105 Zeta    |
                     +------------------------+

Zeta is definitely the most advanced of his evil brethren, and the most
original one you’ve fought yet.  E-105, the purple one, has hooked
itself up to what must be an ammunition bin.  Seven turrets emerged
from its body, and it’s ready to kick some mechanized behind.  But, E-
105 has some weaknesses, too.  It can’t move from where it’s attached,
and its missiles don’t home.  Run around the platform, shooting any
enemies/missiles that Zeta sends your way, and target the turrets.
When all seven are destroyed, Zeta’s head explodes, thus releasing the
animal that was trapped within.  Now all that’s left is Beta...

Take the Elevatore back to the deck of the Egg Carrier.  Gamma realizes
that it must destroy itself to rescue the animal inside, but first he
must destroy Beta, who just so happens to fly by at that moment.
Follow Beta toward the central platform of the Egg Carrier (where
almost every character has had a boss battle) and the battle commences.

                 +--------------------------------+
                 |    Boss: E-101 Beta MARK II    |
                 +--------------------------------+

Beta has vastly improved since our last encounter...  But then again,
so have we.  Grab a few rings before Brother strikes, noting that this
is a timed battle.  Let’s focus on E-101 now that we have a few rings
up our sleeves.  It’s very fast and constantly hovering.  It even has a
built-in missile deflection system to counter our attacks.  It’s
seemingly invincible!  Meanwhile, it will attack by lighting itself and
charging you in a rapid tackle attack.  It also launches missiles –
four at a time and in waves before tackles, even more at a time
normally.  Destroy them with missiles of your own to counter (or run
until they explode in their own time).

Now, how do we actually hurt Beta MARK II?  Run to avoid its charge
attack.  For a moment, its back will be facing you, and the robot is
tilted so that its advanced Jet Booster is pointed toward us.  FIRE!
That’s the only time he’s vulnerable to you.  After two hits, Beta
soars high above the arena and fires a laser blast at you.  It’s easy
to avoid, though it has a huge explosion radius.  After three hits,
Beta uses the same attack, only now it’s a flurry of laser blasts you
need to worry about!  The explosions last for a few seconds after the
lasers touch ground, which makes this somewhat tricky.  The final laser
blast is gigantic.  Land one more hit and Beta will be destroyed.

It falls to the ground, seemingly destroyed.  Gamma approaches it, and
in Beta’s final moments, it points its cannons at Gamma and fires two
lasers blasts right into its frame.  Gamma is frail from the battle as
it is, and he’s nearing the blackout – death.  A bird was released from
Beta, and in Gamma’s last moments, it sees the bird of Amy’s reunited
with its parents.  Gamma explodes, the flames engulfing the Egg
Carrier’s arena.  But he died with its mission accomplished...  The
Flicky family is reunited.  Gamma understands now.

He has helped another with no thoughts of reward.

Congratulations!  Yes, I know, Beta and Gamma killing each other in the
final battle is a pretty melancholy ending, but so it is.  The credits
reflect on Gamma’s short life, lasting only a few days...  And though
no one will ever know his sacrifice, Gamma has made Amy Rose’s wishes
come true.

=======================================================================
=============================Big the Cat*==============================
=======================================================================

And now for a completely different storyline...  I admit, I was a bit
hesitant to write for Sonic Adventure DX, and that’s partially because
of this fellow.  It’s not that I hate Big or something (he’s an okay
guy, I guess), but I do rather dislike his missions (so much so that I
moved Big after Gamma on the list, even thought their storylines are in
reverse order).  Basically, Big’s storyline is an excuse for including
a fishing simulator in the game.  That’s all his levels are – fishing
for a frog.  While some of might like this, you’ll find it to be boring
and frustrating if you don’t know the controls (which is why I list
them below).  Anyways, Big the hydrophilic cat is unlocked when Sonic
owns Chaos 6 in his storyline.  Now, get ready for a run-down of Big’s,
the jungle-dwelling simpleton, controls.

First, this rather large cat can lift, carry, and throw objects other
characters can’t.  Now that we’ve got that out of the way, let’s move
onto casting.  Have Big face a body of water, first of all.  Press and
hold B or X to make a cast indicator appear; use the control stick to
position wherever you’d like.  Release B/X to cast the lure.  If the
cast was successful, the lure sinks and fishing mode begins.  I’ll get
to that in just a second.  But first, note that you can cast the lure
onto enemies to attack them, and you can just press B/X near an enemy
to strike them with your fishing pole.

Now that we’ve got that down, let’s go over fishing mode.  When the
lure is cast into the water, you can press a few buttons to do various
fishing-related actions.  The control stick is used to tug at the line.
This entices the fish.  When they bite, tilt the control stick down to
hook onto them.  Then you can either keep tugging (but don’t unhook the
fish) or press B/X, which is slow, or A, which is fast, to reel them in.
When the fish/frog is close enough, Big pulls it up and out of the
water.  Congratulations, you caught a fish...  Also, if you want to
quit fishing quickly, press L and R at the same time.

Now, let’s get this walkthrough over with.  And I do mean “over with,”
‘cause unless you’re an exceptional fisherperson or you read my
ramblings above, this is going to be unpleasant.

                     +-------------------------+
                     |    The Search Begins    |
                     +-------------------------+

It’s nighttime.  We’re in the jungle.  We see a cat.  This is a bad
joke.  But suddenly, we hear a crash in the distance.  Big’s friend, a
frog who goes by the name of “Froggy,” goes off to investigate.  It’s a
strange pool of water...  And before we know it, the water pounces.  A
few minutes later, Big wakes up.  Froggy has grown a tail, and suddenly
it has an appetite for Big’s lucky charm, a golden emerald!  Froggy
bounds off, leaving Big to catch up with him.  Why would our longtime
pollywog pal abandon us?  Big chases him right into Station Square, and
that’s when we take control.

As of this instant, we’re in front of SS Central Station and the sun is
up to indicate daytime.  To our left is the Hotel, in front of which
are Sonic and Tails muttering about Eggman and collecting Chaos
Emeralds, and opposite them is Twinkle Park, the theme park in this
town.  To our right is a road that leads into a new segment of the city.
The newspaper stand is along the way, and the saleswoman there says
that a manhole was left open near City Hall.  Well, we know how filthy
cats like to be (not cleanly at all), which is exactly why we’re going
to explore the sewers.  Follow the road into the City Hall Area.

Froggy!  And he’s hopping to a car!  But it crawls under a car and
falls into the sewers (apparently, they tried to cover the manhole by
parking a car over it).  Well, that’s no trouble for Big.  He’s plenty
strong enough to lift that car.  Do so (B) and dive right in.  From
where you land, travel south (refer to the map to know which direction
south is) down the tunnel to reach a door.  Walk in to ride up to a
tube that connects the sewers with Twinkle Park (for some reason).
Follow the tube to a fork in the road – Twinkle Park or Twinkle Circuit.
Take the park, Stage 1, for now; we’ll visit the circuit later.

                       +--------------------+
                       |    Twinkle Park    |
                       +--------------------+

Ooh, joy.  The fun begins.  Though there’s a lot more to the park than
this, we start out by a pool of water with fish inside.  Let’s go
fishing for Froggy!  But first, make life easy for yourself and beat
down the Kikis around the perimeter of the pool.  You can either cast
your line at them or approach them and tap B/X to bludgeon them with
your fishing pole.  When they’re all history, pick a spot to cast off
from.  Remember: hold B/X, position the casting spot with the control
stick, release B/X, use the control stick to bait fish/frog to you,
press down on the control stick when they bite to hook them, and reel
them in with B/X/A/control stick.

Now, the real challenge of Big’s levels lies in reeling the fish in.  A
pulls them quickly, B/X slowly, and the control stick hardly.  But, no
matter how you choose to do it, you need to watch the gauge on the
right, the line intensity gauge.  If it gets too high (you’ll hear a
noise when it happens), the fish/frog will voluntarily let go.  So,
pull them in (I prefer B), but take momentary breaks when the intensity
gets too high to lower it.  Keep at it and soon you’ll catch Froggy,
who weighs 500 grams.  Unfortunately, Froggy gets away right after Big
catches him, but at least we beat the level...

                      +-----------------------+
                      |    Twinkle Circuit    |
                      +-----------------------+

Right outside Twinkle Park is a sub game called Twinkle Circuit.  It’s
quite similar to Sonic Drift, Sonic’s first racing game, for several
reasons.  First, collecting rings makes you accelerate more quickly.
Second, there’s very little indication that the track will suddenly
change, which it does, and that hitting walls makes you lose much if
not all momentum you had.  You just race the clock to get the best time
you can.  Though it’s strictly for fun as far as the storyline is
concerned, it does earn you an emblem.

                       +---------------------+
                       |    The Ice Stone    |
                       +---------------------+

We may’ve lost Froggy, but at least we can be comforted in knowing that
a strange blue object fell onto the ground outside Twinkle Park’s main
entrance(notice Cream the rabbit from Sonic Advance flying through to
make a cameo as soon as you exit Twinkle Park).  The Ice Stone’s right
behind it (you’ll have to wade through some sewer water to reach it).
Pick it up to learn that it is the Ice Stone, a key to be used in the
Mystic Ruins.  So, get aboard the train headed for the ruins (notice
Amy Rose to the right of the station.  She says she’s bored and is
contemplating going shopping).

                         ------------------
                         UPGRADE: Power Rod
                         ------------------

Jump off the steps of the Station once you’re in Mystic Ruins.  For
those players patient enough to navigate the Jungle, there’s an upgrade
just waiting for you to find it.  Take the mine cart in the Waterfall
area of northern Mystic Ruins to the Jungle, Big’s home.  Use the map
to reach Big’s House on the east end, If you push the table in the
center, you’ll get the Power Rod, an upgrade.  It increases your
casting distance a bit.

                         ------------------

Return to the main area of Mystic Ruins and enter West Cave to the west
(obviously).  Step into the air currents, which are somehow strong
enough to carry Big upward, and you’ll find yourself in Angel Island, a
new addition to the area.  Walk down the tunnel.  According to the
archaeologist team, a frog entered this cave.  Perhaps it is beyond
this blue door...

                         ------------------
                         UPGRADE: Lift Belt
                         ------------------

Place the Ice Stone on this altar and the door opens (how’d Froggy get
through then?), letting us into an icy cavern.  About midway through is
a huge pool of water that this cat can’t cross.  But, now you can, with
the Life Belt!  Step into the green light to receive it.  The Life Belt
makes you float on water, letting you position yourself more easily.
To dive down, press A in water.  If you hold it down, Big can walk on
the floor of the submerged region.  To jump out of water, dive down,
rise up quickly, and you’ll hop a tiny bit; hold the control stick
forward so that you land that hop on the ground.  Pressing A by walls
while afloat sometimes works for jumping out.

                         ------------------

This in mind, cross the pool of frigid water before us.  Note that it
is possible to suffocate if you remain underwater for too long.  Now
all that separates us and Stage 2 is a ladder.  All’s up who’s going up.

                          +--------------+
                          |    Icecap    |
                          +--------------+

Like other stages in the game, Icecap was the name of a zone from a
previous Sonic game (in this game, Sonic the Hedgehog 3).  And somehow
or other, Froggy managed to wander into one of the cold ponds in the
area.  Between the ice and the music, this has to be the most
depressing level in Big’s storyline.  Anyways, there are many pools of
water in this level, even a power-up hidden in it.  Let’s go
exploring...

                       ----------------------
                       UPGRADE: Lure Power-up
                       ----------------------

From the start, walk over to the spring.  Bounce on it and follow the
narrow path you land on up, going right of the spikes you see ahead.
Now jump down to the lower platforms so that you land left of the wall
of spikes.  From there, it’s a simple matter of hopping onto the spring
and landing on a new ledge.  Follow the trail up to a third spring; let
it bounce you to a pool of water.  Get in, press A to dive, and walk
through the tunnel in the wall.  Follow it into open waters; bounce out
of them utilizing the spring on the wall.  Hop up the next two
platforms, run down the bridge, and stop when you reach some frozen ice.
Lift the icy boulder there with B/X (Big’s got a good grip!) and drop
it onto the darker blue ice.  Sink down in the water you have accessed
and you’ll find the upgrade amidst the bones of dinosaurs.  Take it, an
improved lure.  With it, you can catch bigger fish than before.

                       ----------------------

Now, onto beating the level.  It has been my experience that Froggy is
always swimming in the bigger surface-frozen pond on ground level.
Lift the boulder near the starting point, drop it onto the ice, and
take a dip in the water.  Alternately, cast your lure in from outside
the water.  Either way, Froggy should be present (not to mention some
big fish, too).  Anyways, hook your dear frog like before and reel him
in.  When this is accomplished, clumsy Big drops him again and the hunt
continues.

                       +--------------------+
                       |    To the Coast    |
                       +--------------------+

Drop out back to the main part of Mystic Ruins.  Big sees a fox boy –
Tails – has Froggy, and Big runs forward to tackle him and take back
his little buddy.  Tails is freaked out and drop the frog.  Froggy
promptly hops away.  It was headed for the Station; it must be going
back to Station Square.  What is with this frog!?

Follow it back to SS Central Station.  You’ll notice Sonic in the lobby
of the station yapping about how he has to go after the robot that
kidnapped Amy.  Exit the station and you’ll witness Froggy jumping into
the Hotel.  After it!  Tail the frog (pun!) into the Hotel and go
through the southern door to Pool Side.  The girls here say that Froggy
went hopping into the beach.  And that’s where you’re headed - Stage 3.

                       +---------------------+
                       |    Emerald Coast    |
                       +---------------------+

With some funky music and a few Kikis running around, Emerald Coast is
easier than Icecap but harder than Twinkle Park.  You can find a
multitude of rings, even a 1UP, scattered around the playing field, but
we just want to catch Froggy.  He’s swimming by the base of the
lighthouse.  When you catch him, Big holds on this time.  But,
unfortunately, a robot runs by and nabs him.  Though Big doesn’t know
it, this is E-102 Gamma.  Big pleads with it to give him his friend
back, but the robot just runs away.  Big follows it straight to the Egg
Carrier, a strange land that smells of Froggy...  He must be close.

                        +-------------------+
                        |    Hot Shelter    |
                        +-------------------+

Walk forward from Egg Carrier Hall and take the central door to Stage 4,
Hot Shelter (you’ll have to hit the switch by the door first).
Froggy’s inside.

Big rides an elevator deep into the Egg Carrier’s interior.  Take the
door out into a short hallway afterwards.  Walk through it, open the
door, and welcome to the Egg Carrier’s aquarium.  Walk down the path
here, whacking a Kiki with your pole along the way, until you reach a
small pool of water with a Kiki stationed on a platform in it.  Drop
into the water (which contains a rather large eel) and cross it to a
new hallway.  Take the door at the end into the drainage room; hit the
switch on the central structure to flood the room you’re in with the
waters of the aquarium.  And with them come the fish.  Swim around
until you find Froggy’s relative location, and then get onto the
central “island” of the room.  Cast your line, catch the frog, and be
happy!

                    +--------------------------+
                    |    A Link to the Past    |
                    +--------------------------+

And, like in all other the storylines thus far, the orange light that
helps us takes us into the ancient past.  You probably understand the
background, but I’ll clarify in case you haven’t read the walkthroughs
for the other characters (aside from Sonic).  Right now, you’re in the
holy grounds of a simple-minded tribe called the Chao, and a malevolent
creature watches over them.  The shrine is going to be invaded by a
race of echidna warriors, Knuckles’s ancestors, so that they can rise
to power using the Chaos Emeralds.

Now, walk forward to find a girl talking to herself at the store.
She’s just noticing the shrine.  Wait, she’s talking to the water...
What a freak!  The girl wanders in, gasps some more when she sees the
Master Emerald, and starts to chant some crazy song.  And then we
return to our regularly scheduled program.  “What was the point of
that?” you say aloud.  “Oh, you’ll see,” I answer.

                  +-------------------------------+
                  |    Froggy Escapes... Again    |
                  +-------------------------------+

Suddenly, the Egg Carrier begins to shake.  Big decides that they’d
better leave soon.  But over the intercom, we learn that the emergency
alert has been canceled.  Furthermore, the monorail is resuming
operation.  So, let’s make use of it.  Step onto the blue light in this
hall to summon the monorail.  Get into the first car and you’ll be
taken to the deck of the Egg Carrier. From where you are spat out, walk
up a steep path on the side of the ship to the upper level, and then
traverse the catwalk above it to reach the arena of a liquefied
creature hovering in mid-air.  I’m probably the first person to ever
say that...

Suddenly, Dr. Robotnik appears and orders Chaos to take the Chaos
Emerald and the frog.  Froggy opens its mouth, spitting out Big’s lucky
charm, which is actually a Chaos Emerald, and Chaos absorbs it along
with a blue emerald Robotnik had.  Then Froggy jumps into the beast’s
mouth!  According to the doctor, the frog was possessed by Chaos’s tail.
So that’s why Froggy was running from us and took our lucky charm!  By
engulfing Froggy, Chaos regains its tail and becomes much larger than
before (now it is “ultra strong”).  It is Chaos 6.  But, Sonic arrives
in the nick of time.  He realizes that the frog and the cat are friends
and promises to reunite you two.  But, we never get to see Sonic in
action; Big decides to get Froggy out himself.

                       +---------------------+
                       |    Boss: Chaos 6    |
                       +---------------------+

No, seriously, I’m not joking.  This is not a boss in the traditional
sense; we don’t have to deplete all of Chaos’s health.  We just have to
fish Froggy out of him.  Run away from Chaos 6, who can jump and
swallow you and do all sorts of nasty stuff, but stay close enough to
cast a line.  Quickly cast your line into Chaos 6, right onto Froggy’s
position (circled in red on the screen) to instantly end the battle.
We won!

Big celebrates.  He won’t let anyone take his pally now!  Sonic orders
us to leave, which is our final challenge.  Walk over to the Tornado 2,
the plane crashed here, and Big gives it a try.  He uses to escape an
exploding Egg Carrier, and he manages to return to his homeland, the
Jungle, with Froggy at his side.  Now they can spend the rest of their
years together, best friends forever.  Congratulations!  You beat Big’s
rather odd storyline.  Now these two are reunited, let the credits roll!

=======================================================================
===========================Other Characters*===========================
=======================================================================

There are two other playable characters in Adventure mode.  One is
unlocked after you’ve beaten the storyline of everyone else – Sonic,
Tails, Knuckles, Amy, Big, and Gamma.  The other is unlocked when you
get all 130 Emblems (see the “Emblem Checklist” section for details).
But, as not to give away who these characters are, I clumped them
together here.  Now, we have some major spoilers here.  Of course,
everything has its fair share of spoilers (it’s a walkthrough, what do
you expect?), but this section really gets into it.  We’ll begin with
the first storyline unlocked, consisting of a few cinemas, some running
around the adventure fields, and a boss battle only – Super Sonic!

-----------------------------------------------------------------------
------------------------------Super Sonic------------------------------
-----------------------------------------------------------------------

                 +---------------------------------+
                 |    The Ancient Beast Returns    |
                 +---------------------------------+

The world is at peace once again.  Sonic has beaten Eggman once and for
all, Tails has saved Station Square, Knuckles has rebuilt the Master
Emerald (and took six of the seven Chaos Emeralds), while Amy and Big
got their lesser goals accomplished.  Gamma... has been terminated.  I
listed those in order of their benefit to the world.  But perhaps
better than all of those, Chaos has been destroyed.  First Big “fought”
the creature, then Sonic really did some damage, and Knuckles all-out
annihilated it.  The world is safe once again.  On the other hand, what
was that strange light, and why did we learn so much about that ancient
culture that thrived in the Mystic Ruins and Angle Island?  And where
is the final Chaos Emerald?  Ah, but who really cares?  Like Knuckles
said, perhaps it’s best if we don’t know it all...

In the Mystic Ruins, the final Chaos Emerald lies in the wrecked
Tornado 2.  Suddenly, Angel Island falls back into the ocean.  What?
And in the meantime, Eggman is patrolling the jungle, pouting.  He
hates that Sonic for foiling his master plan!  If only he could...
WHAT!?!  Chaos is alive.  Weak, but Chaos is alive.

Meanwhile, Knuckles is concerned for the island.  Why isn’t it floating?
The Master Emerald is restored; it should float!  Well, perhaps the
Chaos Emeralds are responsible for this somehow.  Knux decides to
consult Sonic on this, get his advice.

But look!  Eggman is lying on the ground.  He looks like he was beaten,
and not just roughed up like when Sonic fights.  He was literally blown
out of his ship and pummeled!  Knuckles runs up to the downed doctor.
What happened?  This must be a trick of Eggman’s.  He speaks, slowly...
“Chaos is...” what?  Speak up!  He needs not.  Chaos is there before us.
He strikes.

Chaos is back.

                  +------------------------------+
                  |    Chaos – Past & Present    |
                  +------------------------------+

Sonic is leaning against a tree in the Mystic Ruins.  Tails runs up to
his buddy and gives him the news.  Angel Island just fell again!  Sonic
can hardly believe it.  We briefly take control of Sonic.  Enter the
tunnel that leads to Angel Island and ride the air currents up to it.
Run out of the starting tunnel and dash over to the Master Emerald’s
shrine.  Walk around to find Eggman and Knuckles, both very weak.  Were
they fighting?  Knuckles speaks slowly...  Chaos is alive.  He stole
the Chaos Emeralds...  Eggman flies off to seek revenge on his former
servant.  Knuckles is desperate.  You need to recover the final Chaos
Emerald, the one Tails used in the Tornado 2.  Wherever it is, we have
to find it!

Unfortunately, the strange light takes us into the past at the most
inopportune time.  Walk to the shrine, still in flames as Sonic last
saw it...  Ahead of us is the Chief and Tikal.  The Chief wants to
steal the emeralds, but Tikal stops them.  They mustn’t give into the
will of greed!  Tikal stands in their way, but they take the seven
Chaos Emeralds, the total power they possess.  The soldiers trample
Tikal and the Chao...  The Chaos Emeralds rise up, the water begins to
rise.  The shrine shakes, and out from it rises a monster – Chaos.  It
transforms, and in moments the soldiers are dead.

Sonic rushes to Tikal and asks if she’s okay.  She awakens and starts
to freak out.  She chants some weird words by the Master Emerald and it
begins to flash.  Suddenly, Tails wakes Sonic up.  You two must find
the Tornado 2 now...

                    +---------------------------+
                    |    The Seventh Emerald    |
                    +---------------------------+

When Big was ordered to flee the Egg Carrier after rescuing Froggy from
Chaos 6, he used the Tornado 2 to fly off.  He crashed in the Jungle,
and the wreckage of the plane is still there, the Chaos Emerald still
powering it.  Go to the Jungle via mine cart and Sonic + Tails find it
by Big’s House.  Just as they walk up to the Tornado 2, Chaos snatches
up the last emerald.  It followed us to the emerald!

Station Square is busy as usual.  Nothing’s different about today.  But
suddenly, the water in the sewer begins to ripple a bit.  Soon, it’s
gushing from the manholes.  And soon, the city is flooded.  A wall of
water overcomes everything.  Station Square is in ruins, and from it
emerges the most immense creature in the Sonic universe.  Chaos has all
seven emeralds.  Sonic stands before it.  Eggman has constructed the
Egg Carrier 2, made just in case Chaos ever disobeyed.  He fires the
breaker beam and Chaos easily returns the shot.  The Egg Carrier 2 is
destroyed as well.  Sonic doesn’t stand a chance...

The light descends down to us and manifests itself into physical form.
It’s Tikal!  If this goes on, Chaos will destroy the world, just as he
did before.  Her heart and his have been imprisoned within the Master
Emerald for ages.  He must be sealed back!  But as Sonic points out,
that won’t work.  We must destroy him once and for all if we want to
end this.  If we do not, this cycle will just repeat itself forever.

The other characters arrive.  They give Sonic the Chaos Emeralds; Chaos
absorbed the negative powers of the emeralds and discarded them.  But
Sonic can still utilize the positive energies of the emeralds left by
Chaos, full of hatred and rage.  Sonic holds the seven Chaos Emeralds,
and a golden light bursts from them.  He is transformed.  A golden aura
surrounds his body, now equally gold with fiery red eyes.  This is
Super Sonic, faster, stronger, able, and willing.  The surviving
population chants him name: “Sonic!”  The world is in need of a hero.

                    +---------------------------+
                    |    BOSS: PERFECT CHAOS    |
                    +---------------------------+

If you haven’t played the original Sonic games, Super Sonic is brought
on when Sonic has the seven Chaos Emeralds and 50 rings, which are used
like fuel.  We lose exactly one ring per second.  And if our rings ever
reach 0, we die (there’s also a 20-minute time limit).  It controls
like Sonic normally does, but all your attributes are made better than
before.  You’re faster, you jump higher, you hit harder – you’re just
plain better.  Then again, Chaos has also become stronger, too.  We’re
both in our ultimate forms.  Now it’s just a battle between the
positive and negative energies of the emeralds.

We start out running down a flooded road that was Station Square.
Fragments of highways have fallen into the water.  They are filled with
rings; run down them.  You can also boost on them to go airborne for a
moment.  Soon, Perfect Chaos begins the offensive.  For now, it just
fires a few energy blasts from its mouth.  They’re easy to avoid, but
watch out for the last blast Chaos uses when you get close.  If you’re
going at maximum speed (your aura becomes blue) or just a tad under,
you’ll turn into a bolt of lighting and climb up Chaos’s long, serpent-
like body to smash into his head, dealing damage.  Three hits like this
and Chaos is defeated!

Wait, no he’s not.  He rises up elsewhere, refills his health bar, and
the battle starts over.  The only difference is that this time Chaos
means business, and that you start out with less rings than usual.
Chaos sends a plethora of colored blasts at you constantly.  They can’t
hurt you (Super Sonic is invincible), but they knock you back.  When
slowed down, you lose rings and can’t hit Chaos.  Zigzag to avoid the
blasts if you can, hope your timing is right to dodge the cyclones he
throws at you, and good luck.  It’s very hard if you can’t dodge the
blasts, but you only need hit him three more times to win for real
(once and for all!).

Chaos explodes, leaving Sonic to his obnoxious victory dance.  Chaos
reverts to his normal form...  As if from nowhere, a group of Chao
appears and start talking to him.  The others observe.  Chaos seems to
have neutralized after seeing this.  The Chao he was protecting have
survived.  Life goes on.  These two, Tikal and Chaos, disappear to live
out their lives in their own time.  Eggman, who was watching, also
takes off.  Tails finally breaks the silence.  All’s well that end’s
well, right?  But, Sonic isn’t sticking around.  He’s always on the
move, don’t you know?

CONGRATULATIONS!  You beat the game, for real this time.  But, stick
around, my friend.  There are still plenty of other things to do in
Sonic Adventure DX, and I’m not just talking about watching these
credits for a seventh time!

-----------------------------------------------------------------------
------------------------------Metal Sonic------------------------------
-----------------------------------------------------------------------

Not counting the GG games included here (see “Secrets” for details),
the only other playable character is Metal Sonic.  Most players
wouldn’t know it, though, as unlocking “it” is a real doozey.  You must
get all 130 Emblems, which is not a cakewalk by any means.  So, does
Metal Sonic have his own storyline?  I mean, we saw Metal Sonic in a
rehabilitation tank in Eggman’s Mystic Ruins base.  What else does he
do?

Obviously, Metal Sonic contributes nothing to the storyline.  He is
basically an alternate costume for Sonic.  There are only two real
differences between Metal Sonic and Sonic.  First, Metal Sonic has a
special move – he hovers.  When running fast enough, he begins to lift
off the ground.  It provides less traction, but it’s slower than
Sonic’s max speed.  Second, Metal Sonic does have all the same missions
as Sonic, but all C Missions are replaced with Break the Capsule.  For
instance, in Emerald Coast where Sonic normally must reach Tails, Metal
Sonic must break a capsule that replaces Tails.

Since you can’t get emblems from playing as Metal Sonic (you already
have them all by then), you get marks next to the levels you’ve beaten
instead.  There’s no reward for beating every mission with Metal Sonic,
and it was really a rather cheap way to add replay value to Sonic’s
stages, but you haven’t truly finished the game 100 % until you’ve done
this.

And now you know exactly how to beat all the C Missions with all the
characters!  We can finally move on with the show.
-----------------------------------------------------------------------
  _________________________________________________________________
 /                                                                 \
/                                                                   \
||----------------------------Section 3*-----------------------------||
\                                                                   /
 \_________________________________________________________________/

=======================================================================
=========================Action Trial Emblems*=========================
=======================================================================

Sonic Adventure has emblems coming at you from all over the place.
Section 3 is devoted to guiding you to each and every one not covered
in Section 2 – namely, the non-storyline important emblems (minus Chao
Garden, which is in Section 4).  In any case, Trial mode challenges you,
the player, to beat an Action Stage or Sub Game’s alternate goal.  For
example, almost every B-trial in Action Stages is collecting 50 rings.
Well, those are good for a number of emblems, and that’s why I’m
covering Trial Mode in this and the next section.  This section will
discuss Action Trials, the next Sub Game Trials.

This section is organized into six broad categories - _____’s Action
Trials – that contain guides for each individual trial.  To skip ahead
to the one you want, use CTRL and F to search for “[Name of
Character]’s Action Trials.  You’ll either look for Sonic’s Action
Trials, Tails’s Action Trials, Knuckles’s Action Trials, Amy’s Action
Trials, Big’s Action Trials, or Gamma’s Action Trials.

-----------------------------------------------------------------------
-------------------------Sonic’s Action Trials-------------------------
-----------------------------------------------------------------------

                       +---------------------+
                       |    Emerald Coast    |
                       +---------------------+

TRIAL B: Collect 50 rings and destroy the capsule!

You should have no problems with this.  It’s more of a question of
reaching the end of the level without wasting time unnecessarily than
it is getting 50 rings.  If you do find yourself short on rings near
the end of the level, though, you can always collect the numerous rings
on the beach before the capsule, as well as along the loops and 15 in a
capsule near a Kiki before the jump panel sequence.

TRIAL A: Destroy the capsule within 2 minutes.

Quite opposite the other level, this is quite tough.  Sonic’s A-trials
are always beating the level within a certain time limit, and they are
usually pretty difficult.  Always keep moving forward (rapid spin
dashes are the best mode of transportation), use the upper tunnel that
you can reach by running on the side of the wall toward the end (once
you enter the second region after the lighthouse), avoid damage at all
times, and so on.  It’s the little things that add up here.  Don’t bump
into the rails at the beginning, use the spring on the first boardwalk
instead of running yourself, and try to master spin dashing.  Good luck.

                       +--------------------+
                       |    Windy Valley    |
                       +--------------------+

TRIAL B: Collect 50 rings and destroy the capsule!

Once more, this is the easy trial.  Getting 50 rings by the end of the
level is no challenge at all, and there are quite a few toward the end
to keep even the clumsiest of players well-supplied.

TRIAL A: Destroy the capsule within 3 minutes.

This is pretty easy, too.  It’s not nearly as difficult as Emerald
Coast’s two-minute challenge, anyways.  There are no great shortcuts,
but using the capsule-to-windmill homing attack at the near beginning
of the level is the best you’ll get.  Even if you play a pretty average
game, you’ll come out with at least two seconds to spare in the end.

                        +-------------------+
                        |    Casinopolis    |
                        +-------------------+

TRIAL B: Collect 50 rings and destroy the capsule!

Please!  This is super easy.  Just fill up the vault with rings like
you normally would, go back for 50 more rings, and hit the capsule’s
switch.

TRIAL A: Destroy the capsule within 5 minutes.

This is challenging.  We need to earn 400 rings and break that capsule
within 5 minutes...  I suggest playing pinball, losing as quickly as
possible to access the garbage, and running through it, getting as many
rings as possible (twice).  Then enter the vault, hit the switch, and
jump to the capsule.  Five minutes should be enough if you’re lucky,

                          +--------------+
                          |    Icecap    |
                          +--------------+

TRIAL B: Collect 50 rings and destroy the capsule!

There seems to be a trend here...  It’s easy, too!  There are many
rings in the final slopes and in the final tunnels in the cave, which
provide for you even if you do get hit.

TRIAL A: Destroy the capsule within 4 minutes.

This is a lot harder, especially if you don’t know the shortcut.
Figure that snowboarding will take you about two minutes.  That leaves
you with two minutes to reach the slopes.  You can shave off many
seconds by going down once you reach the slope for the first time.
Normally, you’d use the spring to jump into the tunnel by the rock.
This time, go down a bit to a rock with a jump panel on it.  Use the
panels to reach a later point in the level.  Take the ground route
instead of an icicle route whenever possible, and use ramps when
boarding (also, avoid walls).  Also, if you want to cut down on
snowboarding time, go left right after you enter the section before the
last tunnel.  You’ll find a secret cave filled with rings that’s
shorter than the normal path.

                       +--------------------+
                       |    Twinkle Park    |
                       +--------------------+

TRIAL B: Collect 50 rings and destroy the capsule!

This shouldn’t pose too much of a problem.  Between bowling and the
beginning driving sequence, ring-collecting isn’t that hard.  The only
complication you might face is losing your rings to the abundant
enemies in the level.  This really goes without saying, but try to
avoid contact with the enemy.  Don’t even try to destroy them if you
don’t have to.  If you do get hit, at least you have light dashes and
three 5-ring capsules at the very end to soften the level.

TRIAL A: Destroy the capsule within 3 minutes.

This is quite hard; you’ll really have to live up to your name – the
faster hedgehog in the world.  Don’t worry about getting all the rings
or capsules.  When you reach the bowling segment, just press A to skip
right through it.  Don’t stand around to catch the rings that fall.
The only thing that could take up your time is the beginning sequence –
the bumper car driving.  Avoid walls to keep at a high constant speed
(the best way to do this is to release A whenever you need to turn.
That way, you’ll have a moment of no traction, letting you turn very
easily), collect rings while driving to increase your acceleration rate,
and use speed boosters whenever possible to get through the track as
quickly as possible.  At the end, instead of light dashing over the
rooftop, run or jump.

                       +---------------------+
                       |    Speed Highway    |
                       +---------------------+

TRIAL B: Collect 50 rings and destroy the capsule!

Not too hard at all.  In fact, you’ll probably get 50 rings off the
first highway alone.  If you don’t have 50 by the time you reach the
actual city part (where City Hall and the capsule is), look around.
There are capsules hidden in all the numerous nooks and crannies.  You
should do well.

TRIAL A: Destroy the capsule within 2 min. 30 secs.

I won’t lie to you.  This is extremely hard, one of the more impossible
speed missions.  First of all, if you ever reach a long, flat surface
that you aren’t running at maximum speeds on, spin dash repeatedly to
get through it (don’t live out spin dashes; press B quickly).  This
save you a few seconds (you can also apply it to other trials if you
want).  An example of when to use is the first tunnel of the level.
Second, know how to navigate the city!  Too often do you reach the city
with just enough time to get by and then get lost.  Work out the best
way to reach the fountain and use it when you seriously try the level.
Lastly, never stop!  If you get hit, you lose speed, and that can lose
the trial for you.  In the vertical fall section, avoid pillars.  If
you make an almost perfect game, you’ll just barely win.

                       +--------------------+
                       |    Red Mountain    |
                       +--------------------+

TRIAL B: Collect 50 rings and destroy the capsule!

Ooh, this is the first time the B-trial could be a menace.  There are
tons of enemies and hazards in Red Mountain, but there are also many
rings.  You can mess up quite a few times and still beat this trial.  I
mean really, there are enough rings in the volcano to accommodate you
three times over.  Just be careful, watch out for natural hazards, and
avoid enemies as much as possible.

TRIAL A: Destroy the capsule within 3 minutes.

Forget Speed Highway, THIS is nearly impossible, if played the regular
way.  Fortunate for you, Red Mountain has tons of shortcuts that really
help you out here.  First, you can save some time by holding right
while taking up the first rocket to bounce on a spring up to a later
point in the level.  Shortly after that, when you take the rocket after
the first checkpoint, hold A and forward when you get off to land on
the high-up spring (it’s the fastest way to go).  Second, spin dash
whenever possible (as stated above).  Next, after the first crumbling
bridge, look left to see some Spinners.  Home attack through them to a
yellow-orange panel; jump across those for a nice shortcut to a later
point.

When you reach bars you need to climb across, jump and home attack over
them (or try jumping/home attacking over the lava).  Spin dash through
the volcano section like there’s no tomorrow.  When you come to the
fourth checkpoint (the one before the triple springs), jump left to
land on a lower level by the rocket that sends to the fifth checkpoint.
This saves considerable time.  If you are exceptionally good, you’ll
beat this.  Good luck.

                         +----------------+
                         |    Sky Deck    |
                         +----------------+

TRIAL B: Collect 50 rings and destroy the capsule.

This is like a medium difficulty.  There are many rings to collect, but
there are also many contraptions built to knock them out of you.  It
gets a lot easier once you’ve destroyed the second cannon, and you have
plenty of opportunities to gather rings.  Just don’t get hit!

TRIAL A: Destroy the capsule within 5 minutes.

5 minutes is stretching it, a lot, but this can be done.  First and
foremost, spin dash like crazy whenever you can do so safely.  At the
beginning, jump around the pillars instead of crawling along them
slowly.  It’s a real time-saver, like two seconds per pillar.  When you
reach the strong winds, don’t pay any attention.  You can spin dash
faster than they can blow.  But what really takes up the time is the
final stretch – the bars and the tilting ship.  Be careful but quick
and you may be able to get through it fast enough to beat the trial.
If you are lucky (the only I was able to beat this trial), you can spin
dash very far into the tilted ship part before the ship turns, saving
you TONS of time.

                        +------------------+
                        |    Lost World    |
                        +------------------+

TRIAL B: Collect 50 rings and destroy the capsule.

Would you have guessed it?  Anyways, this isn’t bad at all.  You’ll
find more than enough rings throughout the level, and it’s relatively
enemy-free.  But, go slowly in the tunnels; they often have fire
hazards that are hard to miss if you’re sprinting through at breakneck
speeds.  Furthermore, take care not to fall into the water in the dark
room of mirrors.  Even if you totally mess up, you should be able to
collect 50 rings before the level ends.

TRIAL A: Destroy the capsule with 4 min. 30 secs.

I’ve got two for you: not easy.  First, spin dash throughout the level
(you should be used to it by now).  Next, when you reach the snake-pool
room, hit the switches as fluidly as possible.  That is, jump on the
snake, take it to the next switch, hit it, jump back on, etc.  Don’t
let it ever go around for a full circle with you on it, as that’s a
waste of time.  When you hit the third switch to raise the water to its
highest point, jump back on the snake and jump right along it to reach
the red switch’s platform.  That’s the quickest way to reach it.  Then
ride the snake, who’ll be coming back soon, to the door.

Then we have the dark room.  Know exactly how to aim the mirrors (a
little lower than you’d expect) to get through that section quickly.
If you’re someone with a photographic memory, you could conceivably get
through that part without resorting to mirrors at all.  When you reach
the river after the waterfall, bounce on the springs.  Finally, if you
fall in the vertical tile room, restart.  Good luck!

                         +-----------------+
                         |    Final Egg    |
                         +-----------------+

TRIAL B: Collect 50 rings and destroy the capsule.

We’ve officially reached a hard ring-collecting trial.  It’s not that
there aren’t enough rings, it’s just that this level is really long and,
since it probably has more traps and enemies than any other level in
the game, it’s easy to mess up in.  VERY easy.  Note the presence of a
40-ring capsule (plus other capsules containing rings) in the room
after the second elevator, plus a magnetic Shield.  Just avoid enemies
(well, duh!) and hope for the best.

TRIAL A: Destroy the capsule within 4 min. 30 secs.

This is one of the most challenging trials in the game.  There are
almost no shortcuts, it’s laden with enemies, and there are many
enemies to hit you, in so doing slowing you down.  As such, every
second counts.  When you reach the spinning tubes after the conveyor
belts, home attack through them rather than walking along them slowly.
When you reach the huge shaft you must fall down, memorize the location
of the platform you have to fall to so that you don’t waste any time
bouncing back up to it.  Jump through the rooms full of Crabmeats
rather than home attacking through them.  Don’t go for the out-of-the-
way capsules.  Spin dash down tunnels and open areas where it’s safe to
do so.  But above all else, have fun!  No seriously, just follow all
the other tips.

-----------------------------------------------------------------------
-------------------------Tails’s Action Trials-------------------------
-----------------------------------------------------------------------

                       +--------------------+
                       |    Windy Valley    |
                       +--------------------+

TRIAL B: Collect 50 rings and beat Sonic!

Unlike in Sonic’s missions, Tails’s B-trials are harder than A-trials.
Sonic is pretty slow, but he too collects rings, and those are rings
that could’ve been yours.  If you stay in front of Sonic, running down
the center of the looping walkways, you’ll win by default.  There are
two 10-ring capsules even before the halfway point (you have to fly to
reach either), and, if you keep ahead of the competition, you’ll win
with ease.  But, don’t get out of your way for rings.  Remember, you
want to get rings, but you’re also racing Sonic.

TRIAL A: Beat an even faster Sonic!

This is simple.  Tails still has all the advantages with his ability to
fly, and Sonic has gained very little speed anyways.  Just use the
green rings, fly into the air current instead of walking up around the
cylinder to reach it, and try your hand at falling down to lower points
in the track if you’re really desperate.  But it’s not difficult at all.

                        +-------------------+
                        |    Casinopolis    |
                        +-------------------+

TRIAL B: Collect 50 rings and beat Sonic!

This shouldn’t be a problem.  There are a few capsules in the first
room, more than enough in the fan rooms and tunnels, and even a few
supplementary rings in the final stretch.  And being able to fly gives
you a definite advantage over Sonic, as usual, because you can easily
bypass obstacles he must pay extra attention to.  In other words, it’s
going to be a landslide victory, a nice change of pace after Sonic’s
levels.

TRIAL A: Beat an even faster Sonic!

Sonic’s gotten faster?  I didn’t even notice.  Fly through the first
part, ride the fans up, dash down the tunnels, and fly over the last
part of the level.  The only thing that might throw you off is hitting
the capsule on your first jump!  So seriously, don’t worry about this.
Sonic might even get stuck behind something and try to spin dash his
way out (which gives you an even heftier lead).  If you still can’t win,
you need to practice A LOT.

                          +--------------+
                          |    Icecap    |
                          +--------------+

TRIAL B: Collect 50 rings and beat Sonic!

This is definitely Tails’s hardest trial.  Flying won’t help you now;
it all comes down to snowboarding skills.  And on top of that, you have
to find 50 rings!  At first, there aren’t any good ways to predict when
rings are coming.  The first few are to the left, the next few to the
right, and they finish on the left.  Now that the view’s changed, you
can sort of tell when rings are coming.  Collect as many as you can for
now.  Later, when you reach the near end of the level, you’ll have the
option of using a series of ramps to soar over the surrounding area and
to the capsule or taking a lower route.  Remember, since Sonic day 1,
the high route is almost always the best.  Take it to find a few last-
minute rings that could push you over.  Beating Sonic is no big thing
if you take the high road, but collecting 50 rings is hard whether
you’re racing Sonic or not.

TRIAL A: Beat an even faster Sonic!

Sonic’s picked up some speed and he’s ready to own you, my friend.  But,
with careful planning and the right moves, you can hit the capsule way
before he does.  While he may beat you down the slopes, you have a
trump card – ramps.  Always jump off of them, especially the last few
before the capsule (they are the key to your success).  If you manage
to get even a few of them, you should have enough of a lead to hit the
capsule first.  Just watch out for icicles, trees, and other obstacles.
Nothing to it.

                         +----------------+
                         |    Sky Deck    |
                         +----------------+

TRIAL B: Collect 50 rings and beat Sonic!

What with all the capsules they’re shoving down your throat, how can
you not win?  Seriously, beating Sonic is a walk in the park because
you can cut corners with flying, which leaves us with little else to do
but pick up rings.  That’s pretty easy to do, too; there are several
capsules along the way that you almost have to get, plus a magnetic
Shield.  And if you steal really need it in the final stretch where you
must destroy the huge cannon, aerial boosters fire you through plenty
of ring capsules.

TRIAL A: Beat an even faster Sonic!

Give me a break!  Sonic may be faster, but you’re still the fastest.
Fly past ladders, by pillars, across obstacles.  Meanwhile, Sonic has
to face those things.  And he still gets stuck, too.  So, this
shouldn’t prove hard at all.  Just play like normal.

                       +---------------------+
                       |    Speed Highway    |
                       +---------------------+

TRIAL B: Collect 50 rings and beat Dr. Robotnik!

Even if you replace Sonic with Eggman, the difficulty doesn’t increase.
There are many rings along the way to accommodate you, and Eggman isn’t
a speed demon by any means.  There’s not much else to say, but that’s
only because this trial’s so easy.  Uh, good luck, I guess...

TRIAL A: Beat an even faster Dr. Robotnik!

Okay, so the doctor is a tad faster than before.  Still, it’s an easy
emblem.  Play just like you normally would and you’ll win, easy.

-----------------------------------------------------------------------
-----------------------Knuckles’s Action Trials------------------------
-----------------------------------------------------------------------

                       +---------------------+
                       |    Speed Highway    |
                       +---------------------+

TRIAL B: Find the Emeralds without using any hint balls.

This shouldn’t be difficult.  Watch out for the hint ball after the
bell (it is easy to just run into it on accident) and take it from
there.  Use the radar to track down the emerald fragments, and restart
if you really can’t find one of them.  It’s hardly any different from
regular C-trials.

TRIAL A: Find the Emeralds within 1 minute.

On the other hand, Knux’s A-trials are pretty darn difficult.  In fact,
most of them are on the verge of being impossible, as 1:00 is an
EXTREMELY tight time limit.  You have to make no mistakes, and some
hint balls have been removed to make it even harder.

Here’s the battle plan.  On your first try, completely ignore the time
limit.  Just find the emeralds (DO NOT TOUCH THEM!) and memorize where
they are and the fastest way to reach them.  Then restart the level.
You should know exactly where to look now, and the shards will not have
changed places because you restarted.  With the one minute provided,
glide out and find them real quick-like.  It’s relatively easy once you
know where you’re going.  But if you think the emeralds are too spread
out to get in a minute, quit and retry.  The emeralds might be clumped
closer together in new locations.

                        +-------------------+
                        |    Casinopolis    |
                        +-------------------+

TRIAL B: Find the Emeralds without using any hint balls.

With or without hint balls, Casinopolis is no fun.  Just play like
normal, but don’t use the orange balls of light for help.  It’s all you,
pal.  So, I wish you good luck and happy hunting.

TRIAL A: Find the Emeralds within 1 minute.

This is a nightmare!  Seriously, 1:00:00 is way too strict.  We’ll be
using the same strategy as before to beat this trial.  First, play a
game paying no attention to the time limit.  Memorize where the
emeralds are, don’t get any of them, and restart the level.  They will
be in the same locations, but now you know where to look.  If they are
spread out too far to get in a minute’s time even if you do know where
to look, just quit and retry.  When you have a comfortable setup, go
for the gold.  It’s pretty simple once you’ve got it down pat.  Good
luck!

                       +--------------------+
                       |    Red Mountain    |
                       +--------------------+

TRIAL B: Find the Emeralds without using any hint balls.

To quote Sherlock Holmes, “It is simplicity itself.”  Play the level as
you normally would, but be careful not to accidentally run into a hint
ball.  The radar should suffice.

TRIAL A: Find the Emeralds within 1 minute.

If you can do this on your first try, you deserve a medal.  If not,
follow this guide.  First, start the trial and look around for emerald
pieces.  DO NOT TOUCH THEM!  Leave them behind and memorize their
locations.  When you’ve found all three and know exactly where they are,
work out a good way to reach all three of them in succession quickly.
Then restart the level and, with advanced knowledge of what the trial’s
going to be like, nab all three before the time runs out.  If the
emeralds are too far apart to recover in a minute, quit and retry.
Chances are extremely high that they’ll be in new locations.  Good luck.

                        +------------------+
                        |    Lost World    |
                        +------------------+

TRIAL B: Find the Emeralds without using any hint balls.

Easy as 1-2-3.  Simply rely on your radar to find the emerald shards,
avoiding the hint balls at all costs.  You’ll find the fragments sooner
or later.

TRIAL A: Find the Emeralds within 1 minute.

As usual, use your first go in the trial to find the emeralds but not
collect them.  If they are too far apart to get in one minute, quit and
retry to reset their positions.  When you’ve memorized where the
fragments are, restart.  They’re in the same positions, which means you
should be able to reach them quickly.  ‘Tis the key, my padawan.

                         +----------------+
                         |    Sky Deck    |
                         +----------------+

TRIAL B: Find the Emeralds without using any hint balls.

This is kind of hard since the light is right by the lever, but
otherwise it’s the same as normal.  You shouldn’t have much trouble
with this, I hope.

TRIAL A: Find the Emeralds within 2 minutes.

Ah, Sonic Team’s gone soft on us.  TWO MINUTES!?  That’s way more than
enough!  No but seriously, this is the toughest trial the Sonic Team
could produce for Knuckles.  First, play the level as you would
normally, ignoring the time limit.  Find out where all three of the
emeralds are and what tilts they can be gotten out.  If some can be
gotten at multiple tilts, take that into consideration.  For example,
if something can be gotten at any tilt, combine it with an emerald that
requires a specific tilt.  This saves time.  Once you have all the
locations down in your head and you’ve figured out the best sequence to
get them in, taking tilts into account, retry the level and use that
strategy you developed.  It should make it pretty easy.  Good luck.

-----------------------------------------------------------------------
--------------------------Amy’s Action Trials--------------------------
-----------------------------------------------------------------------

                       +--------------------+
                       |    Twinkle Park    |
                       +--------------------+

TRIAL B: Collect 50 rings and grab the balloon!

Nothing to it.  There are more than enough rings in the last outdoors
part, and so this shouldn’t be too hard.  Just try not to get hit (this
stage has more enemies in it than most).

TRIAL A: Grab the balloon within 2 minutes.

Now we are starting to get hard, but not quite yet.  It’s really very
easy to reach the balloon in two minutes.  All it takes is a lot of
hammer jumping (when running at full speeds, press A to do a very high
jump).  Don’t do this in the low tunnels or when you’re reaching the
door in the mirror rooms.  Elsewhere, it’s fair game.  Abide by these
rules and don’t stop running.  That will get you out of here in the
time allotted.

                        +-------------------+
                        |    Hot Shelter    |
                        +-------------------+

TRIAL B: Collect 50 rings and grab the balloon!

You have a lot of enemies to contend with, but there are enough rings
to go around.  Make good use of the Shields to prevent any loss of
rings.  Not too much to say, so good luck!  Like YOU will need it...

TRIAL A: Grab the balloon within 6 min. 30 secs.

You’re given plenty of time for a long trial... and you probably won’t
need it.  Hammer jump wherever possible, keep going, don’t stop for
anything, and finish the block puzzles efficiently.  If you manage to
do that, you’ll beat the trial with a minute to spare, easily.  Not
even Amy’s trials are hard...

                         +-----------------+
                         |    Final Egg    |
                         +-----------------+

TRIAL B: Collect 50 rings and grab the balloon!

This is SO easy!  All you need to do is keep 3 rings until the very end
of the trial.  Go behind the balloon wall and you’ll find two 1-ring
capsules, one 5-ring capsules, and a 40-ring capsule!  This makes the
trial incredibly easy.  If you can’t manage to keep 3 rings on hand,
you need more help than this guide can give.

TRIAL A: Grab the balloon within 2 min. 30 secs.

So, Amy finally decides to take a ride on the challenging side.  Yep,
beating Final Egg in 2.5 minutes is tricky, but it’s totally possible
if you quit your lollygagging ways (the first step is denial).  First,
always be hammer jumping.  To instantly get a good run that you can
jump with, just jump normally, holding forward.  When you land, you can
immediately break into hammer jumps.  The most time-consuming portion
of the level – the only good excuse you have if you lose – is the door-
picking segment.  If you have really bad luck, you can lose thirty
seconds or more to it.  Still, if you reach it as far into the level as
2:15:00, you can make it to the balloon.  If you make an effort, this
trial will fall very easily, just like the rest of Amy’s refreshingly
easy emblems.

-----------------------------------------------------------------------
--------------------------Big’s Action Trials--------------------------
-----------------------------------------------------------------------

Note: I recommend getting all four lure upgrades (see “Character
Upgrades” for details) before attempting these frustrating trials.

                       +--------------------+
                       |    Twinkle Park    |
                       +--------------------+

TRIAL B: Catch a 1000g fish and Froggy!

Fortunately, Big has fairly simple trials.  First, I suggest you have
the Power Rod for these trials (see “Character Upgrades” for details).
Now, catching whoppers is a lot harder than reeling in that lightweight
frog.  The intensity levels rise very rapidly, and they can actually
pull back.  For this reason, I advise you get into the water with the
Life Belt to be as close to them as possible.  After all, reeling them
in from 30 meters away is pretty hard.  I find the best way to bring
them to you is to tap A at a constant pace, keeping the intensity just
below the beeping point.  And always remember to pull the control stick
in the direction opposite them.  It’s the different between a 3-minute
struggle and twenty seconds of calm patience.  They’ll slowly come in
and you can regulate intensity levels easily, unlike with B/X.  After
you’ve landed a fish of 1000 grams or more, take Froggy along for the
ride, too.

TRIAL A: Catch a 2000g fish and Froggy!

Well, that’s creative, isn’t it?  No but seriously, this trial will
hurt your hand... a lot.  These fish may be fat, but it’s all muscle,
as they can resist your best efforts very easily.  Try holding B.  It’s
completely ineffective; they’ll just give your line a tug and stop you
dead in your tracks.  The strategy we used above does work, but it
takes a long time, much longer than before, which is why it’ll probably
be more than a little tiring for your thumb.  I suggest alternating
between fingers if you feel like tiring out (I rarely give advice on
holding the controller, but now’s the time!).  Also very effective is
tapping the A button with your index and middle fingers at a rapid pace.
So, once you’ve caught the real lunker of the group (which takes a lot
of hunting), take Froggy back to end the trial.

                          +--------------+
                          |    Icecap    |
                          +--------------+

TRIAL B: Catch a 1000g fish and Froggy!

I covered the basics for every trial in Twinkle Park’s guide; use it
for this section.  Nothing’s changed very much, anyways.

TRIAL A: Catch a 2000g fish and Froggy!

It’s another one of Big’s ultra-long trials.  Just finding this fish is
a royal pain in the neck, and reeling it in isn’t fun, either.  See the
Twinkle Park section for helpful hints.  Note that the fish are very
few here; try looking by the dinosaur bones (if you follow the tunnel
in the water Froggy is swimming in, you’ll come to them) for fish that
meet this requirement.

                       +---------------------+
                       |    Emerald Coast    |
                       +---------------------+


TRIAL B: Catch a 1000g fish and Froggy!

With such heavy fish in the water, you should have no trouble finding a
1000 gram fish.  After you’ve accomplished that, catch Froggy.  Again,
there’s not much to add; see Twinkle Park’s section for more tips.

TRIAL A: Catch a 2000g fish and Froggy!

Even though the fish are generally larger here, it’s still very
difficult to find a single fish tipping the scales at 2000 grams.
Expect to be fishing for a long time...  Refer to Twinkle Park’s guide
for some useful hints.

                        +-------------------+
                        |    Hot Shelter    |
                        +-------------------+

TRIAL B: Catch a 1000g fish and Froggy!

Just do what you always do – look at Twinkle Park’s guide.  It contains
everything you need to known and more!

TRIAL A: Catch a 2000g fish and Froggy!

Ooh, another painfully long trial.  See Twinkle Park’s guide for a nice
one-size-fits-all guide.

-----------------------------------------------------------------------
-------------------------Gamma’s Action Trials-------------------------
-----------------------------------------------------------------------

                         +-----------------+
                         |    Final Egg    |
                         +-----------------+

TRIAL B: Collect 50 rings and destroy the “Sonic Doll”!

Remember, the time limit still stands.  Normally, this would be a tough
mission because it’s very short, but you can find 40 rings in capsules
toward the beginning of the level.  When you first turn left into the
lit hallway, jump upward and spin around with the laser on.  You should
target four 10-ring capsules, thus earning you 40 rings.  Ten more off
the ground and you’re there!  You can reach two more once you’ve used
the springs, by the way.  Just avoid the two enemies in the stage and
you can easily win.

TRIAL A: Destroy the “Sonic Doll” with more than 150 seconds remaining!

This is incredibly easy.  You just need two and a half minutes or more
remaining when you finish the level.  Target everything in groups, move
quickly, and you should manage.  Such missions will become very tough
down the road, though.

                       +---------------------+
                       |    Emerald Coast    |
                       +---------------------+

TRIAL B: Collect 50 rings and catch “Froggy”!

This shouldn’t prove difficult.  There’s a 5-ring capsule to the left
over an umbrella, which is surrounded by rings on a small “island”
(really more of a sandbar) to the left of the starting point.  Target
capsules along the boardwalk and when in the air after the final set of
springs and you can easily clear with more than 100 rings.  Just watch
out for enemies!

TRIAL A: Catch “Froggy” with more than 180 seconds remaining!

This is the first trial that you actually have to work for somewhat.
There are many Kikis in the first section, and toward the end by Froggy.
A cluster of them are on the bridge above the first set of springs, and
you’ll have to get them all in groups if you want to beat this one.

                       +--------------------+
                       |    Windy Valley    |
                       +--------------------+

TRIAL B: Collect 50 rings and destroy E-103!

Yep, the boss battle is included, which means you need to watch
yourself in that fight so that you don’t lose your hard-earned rings.
You’ll find a magnetic Shield during the large drop to the first
checkpoint, which helps you both keep your rings and attract new ones
to you.  There are many capsules scattered around the level and lots of
free-floating rings to be taken; there are enough to beat the level
with well over 50.

TRIAL A: Destroy E-103 with more than 150 seconds remaining!

This is a joke, seriously.  It’s possible to beat this level with more
than double the specified time.  Anyways, the key to success lies in
the caterpillars.  That is, when you see one, target each segment in it
so that you can hit them all at once.  If you do, you’ll get 40 seconds.
The trial does include your epic struggle with E-103, but that
shouldn’t take more than 10 seconds or so.

                       +--------------------+
                       |    Red Mountain    |
                       +--------------------+

TRIAL B: Collect 50 rings and destroy E-104!

While Windy Valley may’ve been two easy emblems (like Final Egg and
Emerald Coast), Red Mountain and Hot Shelter are harder to get (though
this particular trial is a cakewalk).  Get a Shield by a few Spinners
before the tilted path by the lava room (at the end of the initial
hallway) to help in ring storage.  As for ring collection, there are
many capsules jammed into the short space that is this stage.  All you
have to worry about is not losing your rings to E-104.

TRIAL A: Destroy E-104 with more than 180 seconds remaining!

Here we have our first big challenge, though it’s not exactly Final Egg.
There are many bonus seconds to be awarded in the first hallway.  Speed
through enemy-less sections, skipping capsules (you have no need for
them), and try to reach the boss with 15 seconds or more on the clock
(that’s the amount of time you’ll likely need).  The shootout with
Epsilon is included, of course.  Just try to hit many enemies
simultaneously.  Good luck.

                        +-------------------+
                        |    Hot Shelter    |
                        +-------------------+

TRIAL B: Collect 50 rings and destroy E-105!

Ouch!  Well, things pick up in difficulty a lot right about now.  It’s
not for a lack of rings; you’ll find two 40-ring capsules by a 20-rign
and a 5-ring capsule at one point in the level.  It’s just very easy to
get by enemies and have the time run out in this stage.  The hardest
part is the train system.  Keep your Shields raised and hope for the
best.  And remember, avoid missiles in your battle with E-105!

TRIAL A: Destroy E-105 with more than 120 seconds remaining!

Simply put, this is nearly impossible, even with a time limit reduction.
Target as many enemies as possible.  In the area after the 4 capsules
worth a collective 105 rings, you’ll see a few “hidden” Kikis to the
left off the main track; target them.  When falling down the long shaft
toward the end of the level, hover so that you can target some other
Kikis not normally accessible.  They can earn you more than 1 minute
combined, and the Kikis on the ground below make it even easier.  Also,
near the start of the level, after the spinning gears, hover to a
spring to bounce up rather than taking the ladder.  Other than that,
just take the many enemies out in droves, and beat Zeta as quickly as
you can (it should take about ten seconds).  Good luck!

Believe it or not, those are all the action trials, covered in full.
Now, let’s move onto the even easier emblems – the sub games!

=======================================================================
===========================Sub Game Emblems*===========================
=======================================================================

You may’ve noticed that there are many mini-games in Sonic Adventure DX
Director’s Cut.  Well, the other type of trial comes from sub games,
and there much easier in general, but also hard in places.  Here, I
shall guide you through them.  Note that while many characters can play
sub games (all can play Twinkle Circuit, for example), the emblem you
get from them only counts once.  Therefore, I have alphabetized the sub
games below, listed which characters can play it, and thus reduced
repetition.  Remember, even if Sonic AND Tails beat Sky Chase Act 1,
you only get the emblem once.

                           +------------+
                           |    Boss    |
                           +------------+

Characters: Sonic, Tails, Knuckles, Amy, Big, Gamma

This is the only universal sub game other than Twinkle Circuit.  It’s
basically a Boss Rush Mode.  You play against all the bosses of a
character in order, and the time you got on one is added to the next.
Your goal is to beat all the bosses in a collectively low time.  There
are records for each character to beat, but doing so doesn’t get you an
emblem.  This is just a “fun” little mini-game, and the only way to
replay bosses like the Egg Hornet or Chaos 2.

                      +-----------------------+
                      |    Hedgehog Hammer    |
                      +-----------------------+

Characters: Amy

In Amy’s storyline, she must play Hedgehog Hammer to reach the main
room of Egg Carrier Hall and get the Warrior Feather upgrade.  She must
use the Piko Piko/Long Hammer to hit Sonic dolls in a Whack-a-Mole
imitator to earn points.  Blue Sonic dolls are worth 100 points when
hit.  Gold Sonic dolls are worth 500.  But hitting Dr. Robotnik dolls
costs you 200 points apiece.  Good luck...

                              --------
                              EMBLEM 1
                              --------

You just have to beat the high score, whatever that may be.  It’s
probably what you got in Adventure mode (somewhere above 2000).  Stay
cool, consider what you hit before you attack, and go for Super Sonic
dolls the most.  Don’t stand in the center and try to hit the dolls;
it’ll slow you down slightly and hit any doll directly behind you,
which could be a Robotnik doll.  This shouldn’t be too difficult.

                              --------
                              EMBLEM 2
                              --------

Now you have to beat your score in Emblem 1.  Use the same strategies
as before, just be better, and the emblem is yours.

                          +--------------+
                          |    Icecap    |
                          +--------------+

Characters: Sonic, Tails

You can board down the slopes, just like in Tails’s mission and in the
latter half of Sonic’s.  You can’t win an emblem in this, but it’s a
fun little mini-game.  Earn points by passing through multiple gates in
sequence.  If they included this, though, why not the Casinopolis games?

                         +-----------------+
                         |    Sand Hill    |
                         +-----------------+

Characters: Sonic, Tails

Same story as Icecap, only you do get emblems for this!  You are
snowboarding down a desert path amongst many red posts, called gates,
and passing through many gates in a row (you can skip some, but there’s
a time limit between each one) earns points.  The level, which is
filled with ruins and snake statues, was probably once territory of the
ancient tribe we often see in the Adventure mode.  Note that the Sonic
and Tails versions are different, and that Sonic’s is probably easier.

                              --------
                              EMBLEM 1
                              --------

You just have to get to the end of the level.  Yeah, it’s quite easy.
There are pretty much no ways to lose...  Just don’t get stuck by a
wall or something.

                              --------
                              EMBLEM 2
                              --------

Note: Even though Sonic and Tails play different versions of this level,
the emblems one gets still count for the other.

Ooh, now we have to beat a score of 10,000.  It’s considerably tough.
Even when you see a gate you think you can make it to, stupid pillars
rise from the sand and block you, blowing you off course.  Luckily, you
get bonus points for making a good time, which makes even a mediocre
run pretty good.  In Sonic’s version, once you get out into the open
area where all the cacti are, go to the far right.  There’s a long
sequence of gates down a separate path that’s pretty useful (if you do
it right, you can get around 40 that way).  Just jump before speed
boosters; they tend to mess you up.  In Tails’s version, just avoid
speed boosts where you can.

                      +-----------------------+
                      |    Sky Chase Act 1    |
                      +-----------------------+

Characters: Sonic, Tails

Sky Chase is a throwback to the second-to-last zone of Sonic the
Hedgehog 2, which was also named Sky Chase.  We have a very similar
situation to the first.  That is, we are in the Tornado (Sonic’s plane,
apparently, but Tails keeps it in his house and built it...) trying to
board the Egg Carrier.  We have to shoot down missiles and enemy
fighters for points while surviving ourselves.  It’s pretty easy.
Shoot with A/B/X and move with the control stick.  You can also lock
onto enemies by holding the fire button and moving the crosshairs over
them.  Simple, no?

                              --------
                              EMBLEM 1
                              --------

You’ll get this by playing Sky Chase Act 1 in the storyline of Sonic or
Tails.  You just have to survive to the end (even though, as far as
storylines go, the Tornado doesn’t survive, you know what I mean).

                              --------
                              EMBLEM 2
                              --------

WHY!?!  You have to beat a score of 8000 to get this emblem!  Yep, it’s
pretty difficult.  Basically, you need to destroy everything, and in
clusters.  Missiles are easy to hit and are a good source of points,
but the fighters should provide you with many points and are harder to
hit.  If you do lock onto them, make sure to fire before they fly off
the screen.  Also, there are many cannons that you can fire (the ones
that launch missiles).  Remember: locking onto multiple things
increases the points you get from them.  And have fun with it.  Once
you’ve mastered clustering targets together, it’ll be only moderately
difficult.

                      +-----------------------+
                      |    Sky Chase Act 2    |
                      +-----------------------+

Characters: Sonic, Tails

Sonic and Tails, united at Red Mountain, are making a second attempt at
boarding the Egg Carrier.  Just like in Sonic the Hedgehog 2, the
second act is harder than the first.  It’s just the proliferation of
enemies.  Note that we’re fighting in the Tornado 2, built by Tails and
powered by a Chaos Emerald, and that midway through the battle, the
Tornado 2 transforms into a more compact version of itself.

                              --------
                              EMBLEM 1
                              --------

You just have to get to the end of the level and defeat the breaker
beam cannon (the “boss” of the sub game).  It should be easy, and
you’ll already have it, considering that you have to beat Sonic or
Tails’s storyline to even be playing sub game trials.

                              --------
                              EMBLEM 2
                              --------

Did you think 8,000 points in Act 1 was hard?  Well now it’s 20,000!
That’s a whole lot of points to collect, I know, but there are many
more enemies and many more possibilities for huge groups of enemies
under the targeting system (hold B/X/A).  I’d actually say this is
easier than Act 1’s second trial.  The last part of the level is the
best for collection of points (you can double your score there), and
the boss also provides many points.  If you don’t have enough points at
the end of the level to get the emblem, simply don’t break the Breaker
Beam’s cannon.  Just sit there, targeting missiles, until you
eventually win.  Damaging the cannon also earns you points.  But don’t
stay out there too long; the breaker beam can kill you.

                      +-----------------------+
                      |    Twinkle Circuit    |
                      +-----------------------+

Characters: Sonic, Tails, Knuckles, Amy, Big, Gamma

Ah, Twinkle Circuit.  It’s accessible in Adventure mode from outside
Twinkle Park’s entrance, but anyone can play.  Here, we’re in a
racetrack, like Sonic Drift (Sonic-themed racing game for the Sega Game
Gear).  The controls are pretty simple.  A is accelerate, B/X brakes,
and the control stick moves you around.  Collecting rings makes you
accelerate faster, but hitting walls slows you down.  The number of
rings you have is displayed on the back of your car.  Twinkle Circuit
is home to two very easily-collected emblems.  Let’s review!

                              --------
                              EMBLEM 1
                              --------

This time, use no strategy.  All strategies will be discussed in Emblem
2’s guide.  You’ll see why once you learn what the goal of Emblem 2.
You’ll probably beat the record time of 5:00:00 this go-around, and
that’s incredibly easy to do.  Seriously, you’d have to actually try to
get such a bad time.  But, beating that time is not required; you just
have to race through the track, going slow and steady, until you’ve
made three laps.

                              --------
                              EMBLEM 2
                              --------

Since you undoubtedly beat the 5:00:00 time limit in Emblem 1, your
goal this time is to beat whatever your previous time was (the record
time).  That should be easy to do if you deploy a few new strategies.
First, always go for speed boosters.  Second, hold forward on the
control stick (most of the time; don’t try it in tight turns or curvy
areas).  Third, the most important thing to do is let go of A as you
are making a turn.  If you do, you’ll lose a bit of speed as you turn,
but it’s easy to recover.  If you don’t take my advice, you’ll end up
hitting walls, and that just kills your speed.  Lastly, memorize where
rings are in your first lap and collect them in the second and third.
That should be enough to beat your first time, unless you somehow got
some brilliant and unbeatable record when you got Emblem 1...

And that covers all the 10 emblems connected to sub games.  Let’s get
on with the show!

=======================================================================
=======================Adventure Field Emblems*========================
=======================================================================

Scattered throughout the three Adventure Fields – Station Square,
Mystic Ruins, and the Egg Carrier – are emblems.  They’re real easy to
find, but I decided to cover them here anyways.  Here’s a guide to all
twelve of them.

-----------------------------------------------------------------------
#) Adventure Field

Recommend Character:

Notes:
-----------------------------------------------------------------------

Above is the setup, below are the actual entries.  Let’s-a go!

-----------------------------------------------------------------------
1) Station Square

Recommend Character: Sonic

Notes: Any character can get this, really, but let’s just say Sonic.
Locate the Burger Shop in the City Hall area and step inside.  Lo and
behold, an emblem!
-----------------------------------------------------------------------
2) Station Square

Recommend Character: Tails

Notes: Go to SS Central Station.  Once inside, look above the main
entrance (not the Casino one) to find an emblem in an alcove there.
Simply fly up to it.  Note that other characters can reach it by
walking along the ledge against the wall.
-----------------------------------------------------------------------
3) Station Square

Recommend Character: Tails

Notes: Go to the City Hall area (the building with the red door that
leads to Speed Highway in Knuckles’s storyline).  as Tails and tails
attack the weeds until eventually you find an emblem.  It is not
clearly visible, and you’ll probably have to get it a few tries.
-----------------------------------------------------------------------
4) Station Square

Recommend Character: Tails

Notes: Go to the alley you find the Ice Stone in by the entrance of
Casinopolis.  Fly straight up there and you’ll hit an emblem.
-----------------------------------------------------------------------
5) Mystic Ruins

Recommend Character: Tails

Notes: Head over to Tails’s Work Shop and stand on the roof.  Look
opposite the runway that the Tornado takes off on and you’ll see an
emblem on a ledge in the distance.  Fly to it (Knuckles can glide to it)
to claim your prize.
-----------------------------------------------------------------------
6) Mystic Ruins

Recommend Character: Sonic

Notes: Again, any character can get this.  This particular emblem is
Jungle-bound.  Follow a path leading right from the entrance to find an
emblem real early on.  It’s quite close to the wall, on which is the
Fighting Gloves upgrade for Knuckles.
-----------------------------------------------------------------------
7) Mystic Ruins

Recommend Character: Tails

Notes: Behind Big’s House in the Jungle is a hollow tree; use Tails to
fly onto a branch.  Fly again and in through the top to find the emblem
inside.  Knuckles can also climb the nearby wall and glide in.
-----------------------------------------------------------------------
8) Mystic Ruins

Recommend Character: Knuckles

Notes: I suppose Tails could also get this, but it’d be difficult.  Get
onto the wooden bridge in Angel Island and walk up to the Master
Emerald’s shrine.  Don’t step onto the ground, though; stay on the wood.
Look left (toward the entrance to the tunnel you came into the Angel
Island area by) and start gliding in that direction.  Soon, an emblem
should become visible; glide into it to take it.
-----------------------------------------------------------------------
9) Egg Carrier

Recommend Character: Sonic

Notes: The ship’s wings need to be out (pull them in or push them out
in the Captain’s Room).  From the Captain’s Room, look to the left
(while facing the CR door) to see a cannon.  Walk up to it to lift the
lid; hop in and be shot out.  Now walk off the building here to fall to
a door that is locked.  Fall to the left of it to find an open but
secret door leading to a place on the map marked “Private Room.”  It’s
Eggman’s room!  If you hit a switch here, a bed falls out, thus
revealing an emblem on the wall.  In case you were wondering, the room
connected to the Private Room is the one we used the light dash in to
reach Captain’s Room in Adventure mode.  Also in case you were
wondering, the locked room (which Tails can enter) is a throne room, I
guess.  But with the slot machines, the little rocket toy, and the
rocking chairs, I’d almost say it was designed with a baby in mind...
-----------------------------------------------------------------------
10) Egg Carrier

Recommend Character: Sonic

Notes: Go to the arena where you (plus just about every other character)
and Chaos 6 fought each other.  This needs to be in the mode in which
the wings are out (see # 9 for details on changing them).  Around it
are cannons.  When you walk up to them, the yellow hatches atop them
rise up.  Jump inside to be launched across the arena.  At these speeds,
you can crash into boxes, thus breaking them open and revealing their
contents.  One is an emblem.
-----------------------------------------------------------------------
11) Egg Carrier

Recommend Character: Tails

Notes: Go to the Pool room in either form of the Egg Carrier.  If you
fly up, you can find a diving board, six 10-ring capsules, and an
emblem.  Ka-ching!
-----------------------------------------------------------------------
12) Egg Carrier

Recommend Character: Tails

Notes: It should be wings-out mode (change the wing positions from the
Captain’s Room).  Fly atop the spinning yellow disk on the deck to find
an emblem.  Man, that yellow disk would’ve been a great spot for a boss
battle...  Note that though you can reach this disk in wings-in mode,
the emblem is only there when they’re out.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

Well you learn something new every day!  Now that we’ve added 12 more
emblems to our total, let’s tally up the emblems, shall we?

=======================================================================
===========================Emblem Checklist*===========================
=======================================================================

There are 130 emblems to be found in Sonic Adventure DX.  What are
they used for?  Well, I guess I’ll let the secret out.  When you
collect a specified number of emblems, you unlock something secret.
That’s as far as I’ll go here, although I will actually let you in
on things in the “Secrets” section.  Here, we’re going to discuss
(list, really) exactly how the emblems are dispersed throughout the
game.

This section is designed to be printed out for your use.  If you need
to, copy and paste it into a text editor (like Microsoft Word, for
example) and print it.  You could also increase the text size or the
font (we are required to write 10-size font for GameFaqs, and you may
want to increase the size so that it prints larger).  You don’t have to
print it; you can also see this by going into Trial and then Emblem
Results on the main menu, but it’s nice for places like Adventure Field
to be able to tell which you’ve done.  Anyways, the brackets ([__]) are
for placing checkmarks in.

-Sonic Action Stages-

[__] 1) Emerald Coast C
[__] 2) Emerald Coast B
[__] 3) Emerald Coast A

[__] 4) Windy Valley C
[__] 5) Windy Valley B
[__] 6) Windy Valley A

[__] 7) Casinopolis C
[__] 8) Casinopolis B
[__] 9) Casinopolis A

[__] 10) Icecap C
[__] 11) Icecap B
[__] 12) Icecap A

[__] 13) Twinkle Park C
[__] 14) Twinkle Park B
[__] 15) Twinkle Park A

[__] 16) Speed Highway C
[__] 17) Speed Highway B
[__] 18) Speed Highway A

[__] 19) Red Mountain C
[__] 20) Red Mountain B
[__] 21) Red Mountain A

[__] 22) Sky Deck C
[__] 23) Sky Deck B
[__] 24) Sky Deck A

[__] 25) Lost World C
[__] 26) Lost World B
[__] 27) Lost World A

[__] 28) Final Egg C
[__] 29) Final Egg B
[__] 30) Final Egg A

-Tails Action Stages-

[__] 31) Windy Valley C
[__] 32) Windy Valley B
[__] 33) Windy Valley A

[__] 34) Casinopolis C
[__] 35) Casinopolis B
[__] 36) Casinopolis A

[__] 37) Icecap C
[__] 38) Icecap B
[__] 39) Icecap A

[__] 40) Sky Deck C
[__] 41) Sky Deck B
[__] 42) Sky Deck A

[__] 43) Speed Highway C
[__] 44) Speed Highway B
[__] 45) Speed Highway A

-Knuckles Action Stages-

[__] 46) Speed Highway C
[__] 47) Speed Highway B
[__] 48) Speed Highway A

[__] 49) Casinopolis C
[__] 50) Casinopolis B
[__] 51) Casinopolis A

[__] 52) Red Mountain C
[__] 53) Red Mountain B
[__] 54) Red Mountain A

[__] 55) Lost World C
[__] 56) Lost World B
[__] 57) Lost World A

[__] 58) Sky Deck C
[__] 59) Sky Deck B
[__] 60) Sky Deck A

-Amy Action Stages-

[__] 61) Twinkle Park C
[__] 62) Twinkle Park B
[__] 63) Twinkle Park A

[__] 64) Hot Shelter C
[__] 65) Hot Shelter B
[__] 66) Hot Shelter A

[__] 67) Final Egg C
[__] 68) Final Egg B
[__] 69) Final Egg A

-E-102 Action Stages-

[__] 70) Final Egg C
[__] 71) Final Egg B
[__] 72) Final Egg A

[__] 73) Emerald Coast C
[__] 74) Emerald Coast B
[__] 75) Emerald Coast A

[__] 76) Windy Valley C
[__] 77) Windy Valley B
[__] 78) Windy Valley A

[__] 79) Red Mountain C
[__] 80) Red Mountain B
[__] 81) Red Mountain A

[__] 82) Hot Shelter C
[__] 83) Hot Shelter B
[__] 84) Hot Shelter A

-Big Action Stages-

[__] 85) Twinkle Park C
[__] 86) Twinkle Park B
[__] 87) Twinkle Park A

[__] 88) Icecap C
[__] 89) Icecap B
[__] 90) Icecap A

[__] 91) Emerald Coast C
[__] 92) Emerald Coast B
[__] 93) Emerald Coast A

[__] 94) Hot Shelter C
[__] 95) Hot Shelter B
[__] 96) Hot Shelter A

-Adventure Field-

[__] 97) Station Square - Burger Shop
[__] 98) Station Square – SS Central Station
[__] 99) Station Square – City Hall
[__] 100) Station Square – Ice Stone Alley

[__] 101) Mystic Ruins – Work Shop Ledge
[__] 102) Mystic Ruins – Jungle Path
[__] 103) Mystic Ruins – Hollow Tree
[__] 104) Mystic Ruins – Angel Island Air

[__] 105) Egg Carrier – Private Room
[__] 106) Egg Carrier – Arena Boxes
[__] 107) Egg Carrier – Pool Room
[__] 108) Egg Carrier – Spinning Disk

-Mini Game-

[__] 109) Hedgehog Hammer B
[__] 110) Hedgehog Hammer A

[__] 111) Sand Hill B
[__] 112) Sand Hill A

[__] 113) Sky Chase Act 1 B
[__] 114) Sky Chase Act 2 A

[__] 115) Sky Chase Act 2 B
[__] 116) Sky Chase Act 2 A

[__] 117) Twinkle Circuit B
[__] 118) Twinkle Circuit A

-Chao Race-

[__] 119)
[__] 120)
[__] 121)
[__] 122)
[__] 123)

[__] 124) Sonic Story Ending
[__] 125) Tails Story Ending
[__] 126) Knuckles Story Ending
[__] 127) Amy Story Ending
[__] 128) E-102 Story Ending
[__] 129) Big Story Ending
[__] 130) Super Sonic Story Ending

Well, there you have it!  Note that Chao Races are covered in the
section entitled “Chao Guide.”  Hope that helps, and happy hunting!
-----------------------------------------------------------------------
  _________________________________________________________________
 /                                                                 \
/                                                                   \
||----------------------------Section 4*-----------------------------||
\                                                                   /
 \_________________________________________________________________/

=======================================================================
==========================Character Upgrades*==========================
=======================================================================

One thing that Sonic Adventure introduced to the Sonic scene was
upgrades.  When you find an item enveloped in green light, chances are
it’s an upgrade.  When you touch them, your character gets that item,
which helps them do something better or do something new.  Each non-
secret character has some (surprisingly, Big has the most).  And
although most are required to advance in the storyline, some are
completely optional, which is why this section is necessary.  That in
mind, let’s get on with it!

-----------------------------------------------------------------------
Upgrade:

Obtain:

Function:
-----------------------------------------------------------------------

There we go...  That was the layout, and up next is the list.  Don’t
get too excited, now.

-----------------------------------------------------------------------
                           Sonic Upgrades
-----------------------------------------------------------------------
Upgrade: Light Speed Shoes

Obtain: These shoes are cleverly hidden in the sewers.  Once you fall
through the manhole, you can’t miss ‘em.

Function: The Light Dash has become Sonic’s latest and greatest move in
recent 3-D hedgehog outings, and it has its roots here.  Although it
takes longer to use than, say, its SA2 counterpart, it’s a nifty little
item all the same.  When you hold B/X down long enough, Sonic will
stand up from his spin dash with a blue aura surrounding him.  If you
are by a trail of rings, release B/X to fly at the rings and dash
through them like a line.  They’re needed several times during Sonic’s
storyline.
-----------------------------------------------------------------------
Upgrade: Crystal Ring

Obtain: Amble on over to the Hotel once you’ve gotten the Light Speed
Shoes.  Ascend up the stairs and hit the switch to make a trail of
rings appear.  Step onto the other switch (stay on it) and charge up
your light speed dash.  Release to cross the rings to an alcove
containing this piece of functional jewelry.

Function: This halves the time it takes to charge up the light speed
dash.  Yeah, it’s pretty superfluous, but still a nice accessory.
Sonic needs to wear SOMETHING other than shoes, right?
-----------------------------------------------------------------------
Upgrade: Ancient Light

Obtain: It’s on a large rock in the Angel Island region of Mystic Ruins,
between the entrance to Red Mountain and the Mystic Emerald shrine’s
bridge.

Function: This rarely used upgrade lets you use the Light Speed Attack.
In other words, charge power with a spin dash and then release B/X by
an enemy.  Sonic will do an attack at the speed light (that we can’t
really see; feel free to create theories about how Sonic annihilates
them) that makes enemies explode.  It’s needed to enter Red Mountain,
and players bent on getting their money’s worth on this item may want
to use it some more, too.
-----------------------------------------------------------------------
                           Tails Upgrades
-----------------------------------------------------------------------
Upgrade: Jet Anklet

Obtain: You’ll find these in the sewers (you must fly through a hole to
reach it) behind Twinkle Park.

Function: Now you can fly faster than before.  Therefore you can fly
higher than before because you go at a faster rate for the same length
of time.  Everyone wins!
-----------------------------------------------------------------------
Upgrade: Rhythm Badge

Obtain: This is found in the ancient civilization you sometimes
flashback to.  It’ll take a bit of searching, but you’ll find it hidden
in plain sight sooner or later.

Function: Now you can hold B/X to do a continuous Tails Attacks.  It’s
nice when you’re cutting down weeds, and it can be used to plow through
enemies, but that rarely needs to happen.
-----------------------------------------------------------------------
                          Knuckles Upgrades
-----------------------------------------------------------------------
Upgrade: Shovel Claws

Obtain: You’ll find them in East Cave near Tails’s Work Shop.  Once you
find them, you have to use them to leave the cave.  I know you could
use the extra practice.

Function: Now you can dig by pressing A and B/X simultaneously.  In
levels beyond that, emerald fragments may be buried underground, and
this will be necessary.
-----------------------------------------------------------------------
Upgrade: Fighting Gloves

Obtain: Climb the walls in the Jungle and you’ll find a ledge over
Big’s House (in the area, at least).  On that ledge is this upgrade.

Function: If you hold B/X for a while, this move charges up.  Release
it to inflict major damage on nearby enemies (fatal in most cases, but
not for bosses and the like).  It’s needed to enter Red Mountain, but
not much afterwards.
-----------------------------------------------------------------------
                            Amy Upgrades
-----------------------------------------------------------------------
Upgrade: Warrior Feather

Obtain: The first time you beat Hedgehog Hammer aboard the Egg Carrier,
you win this.

Function: You can now hold B/X to perform the Spin Hammer Attack.  You
just spin the hammer around in place.  Yes, I agree, it’s not that
great.
-----------------------------------------------------------------------
Upgrade: Long Hammer

Obtain: After you’ve gotten the Warrior Feather, beat a score of 3,000
in Hedgehog Hammer.

Function: A green, all-business hammer, the Long Hammer looks much more
menacing than the Piko Piko Hammer does (but still pretty cutesy).  The
handle is longer, providing more range.  I guess it does somewhat
improve the Spin Hammer Attack.
-----------------------------------------------------------------------
                            Big Upgrades
-----------------------------------------------------------------------
Upgrade: Life Belt

Obtain: It’s right by the pool of frigid waters preceding the ladder
that leads up into Icecap.  You can’t miss it if you tried.

Function: Now Big floats on water... which actually is pretty helpful.
Not only can he cross large bodies of water, but he can also fish, up-
close and personal.  Press A to dive down to the bottom of the pool of
water, and release it to float back up.
-----------------------------------------------------------------------
Upgrade: Power Rod

Obtain: When you get a chance to visit Mystic Ruins, visit Big’s House
in the Jungle.  Ooh, and be sure to lift Big’s bed up to find this
little number.

Function: The Power Rod has a longer line than the previous fishing rod
did, letting you fish for things from a greater distance.  It’s handy
every now and then (Big’s final boss battle comes to mind...).
-----------------------------------------------------------------------
Upgrade: Lure Power-up (1)

Obtain: There are four of these.  For the first, swim into the water
behind Twinkle Park’s entrance.  Continue down until you find this.

Function: You can now catch bigger fish.  I highly recommend collecting
all four lures before attempting Big’s action stage trials.
-----------------------------------------------------------------------
Upgrade: Lure Power-up (2)

Obtain: This is the only in-level upgrade in the game.  You’ll find it
in Icecap.  From the start, walk over to the spring.  Bounce on it and
follow the narrow path you land on up, going right of the spikes you
see ahead.  Now jump down to the lower platforms so that you land left
of the wall of spikes.  From there, it’s a simple matter of hopping
onto the spring and landing on a new ledge.  Follow the trail up to a
third spring; let it bounce you to a pool of water.  Get in, press A to
dive, and walk through the tunnel in the wall.  Follow it into open
waters; bounce out of them utilizing the spring on the wall.  Hop up
the next two platforms, run down the bridge, and stop when you reach
some frozen ice.  Lift the icy boulder there with B/X and drop it onto
the darker blue ice.  Sink down in the water you have accessed and
you’ll find the upgrade amidst the bones of dinosaurs.  Take it, an
improved lure.

Function: Once again, this lets you catch bigger fish.  It is pretty
much a requirement for Big’s action stage trials.
-----------------------------------------------------------------------
Upgrade: Lure Power-up (3)

Obtain: This is hidden in the Jungle near Big’s House.  On the map, you
should see a small circular structure branching off the main path.
There are two; one to the west by the Ancient ruins, and one to the
east near Big’s House.  Enter the eastern one (it’ll take a bit of
exploring to find the entrance; use the map) and this upgrade will be
yours for the taking.

Function: Now Big can catch even bigger fish!  Huzzah!  These lures are
instrumental in collecting the emblems in Big’s action stage trials.
-----------------------------------------------------------------------
Upgrade: Lure Power-up (4)

Obtain: Board the Egg Carrier.  Go to Egg Carrier Hall via Elevatore
and look right of the entrance to Hot Shelter.  See the switch?  Jump
onto it to open the door.  Then head through it, plus the Hedgehog
Hammer room, to reach Prison Hall.  The first cell you see contains the
upgrade.  Just jump on that switch to lower the bars and it’s yours.

Function: Big will now be able to catch even bigger fish than before
thanks to his new lure.  I suggest you collect all four of these lures
before trying your luck at Big’s action stage trials.
-----------------------------------------------------------------------
                        E-102 Gamma Upgrades
-----------------------------------------------------------------------
Upgrade: Jet Booster

Obtain: Right before Gamma and Sonic lock horns on the Deck of the Egg
Carrier, Dr. Robotnik orders you to find this in the Arsenal.  Go to
Egg Carrier Hall, climb the stairs to the “second floor,” and open the
Arsenal door.  The upgrade’s a few feet below you.

Function: This extremely useful but underused upgrade lets Gamma slowly
descend to the ground (thus increasing his jump range).  Use it by
pressing A in the air.  It’s so good that, like other upgrades, they
included it in SA2 not once but TWICE!
-----------------------------------------------------------------------
Upgrade: Laser Blaster

Obtain: After the Egg Carrier crashes and you get on to go to Hot
Shelter, check out the Water Tank (now open).  You’ll find this inside,
just waiting for somebody to pick it up.

Function: The description the light gives us isn’t too clear, but this
upgrade gives your blaster more power.  That is, if you defeat one
enemy and there’s another one right by it, it’ll destroy that one, too.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

There!  Now your life is enriched.  Moving on, I’d say it’s high time
we went on pointless quests... and I’m not talking about Adventure Mode,
either!  Oh, zing!

=======================================================================
=============================Mission Mode*=============================
=======================================================================

Added to the GCN version of Sonic Adventure are 60 missions for you to
complete.  You unlock them after beating that character’s action stages
in Adventure mode.  They ask you to do fairly random things, some in
action stages, and there doesn’t seem to be any reward.  But, there is,
and it’s good.  For every 20 missions you complete successfully, you
earn a secret (see “Secrets” for details).  You can see which ones
you’ve completed by selecting “Mission” on the Pause menu when in
Mission Mode.  In this section, I will guide through all 60 of the
missions (organized by the character that completes them) so that you
can get all three of the very nice rewards.

-----------------------------------------------------------------------
Mission #) “Game’s Mission Description”

Card Location:

Completion:
-----------------------------------------------------------------------

Above is the setup, and below is the list.  They are organized by the
character that completes them (in the order of Sonic, Tails, Knuckles,
Amy, Big, and Gamma).  Don’t let this be a Mission Impossible!  Oh, how
punny was that...

Note: You can search through this rather long section by searching for
“Sonic Missions,” “Tails Missions,” “Knuckles Missions,” “Amy Missions”
“Big Missions” and “Gamma Missions” using CTRL and F.  You can also use
CTRL and F to search for “Mission #” (obviously, fill in the “#” with
the number of the mission) to look for a specific one.

-----------------------------------------------------------------------
                           Sonic Missions
-----------------------------------------------------------------------
Mission 1) “Bring the man who is standing in front of the hamburger
shop!”

Card Location: You’ll find the first mission card just outside SS
Central Station.

Completion: From where you pick up the card, head over to the City Hall
region of Station Square.  Near the CH is the Burger Shop, and standing
right in front of it is a statue of a man welcoming you in.  Pick him
up (B/X) and carry it back to SS Central Square where the mission began.
Set the statue there to get a mission complete.  Congrats!
-----------------------------------------------------------------------
Mission 2) “Get the balloon in the skies of Mystic Ruins!”

Card Location: Take the train to Mystic Ruins.  Left a bit from where
you exit the train (at the top of the steps) is the card.

Completion: You may notice that a bunch of Spinners have appeared by
the Waterfall with a balloon with them.  Home attack up the ranks and
then burst that bubble, err, balloon, to clear the mission.
-----------------------------------------------------------------------
Mission 3) “Collect 100 rings, and go to Sonic’s billboard by the
pool!”

Card Location: On the steps of the Pool outside of the Hotel, the card
waits for one brave enough to take on its challenge...

Completion: Suddenly Sonic has an advertisement sign by the pool.
Collecting 100 rings is pretty easy; go to the Casino area and hit the
switch.  Light dash up the rings and repeat as necessary.  It’s a lot
easier than using the Hotel light dash rings (it’s the best way to
collect the rings, hands down).  After 12 dash cycles (there are 9
rings in the line), return to the Pool and hang by the billboard.  And
that’s a wrap.
-----------------------------------------------------------------------
Mission 9) “Get the balloon floating behind the waterfall at the
emerald sea.”

Card Location: Check behind the elevator that leads up to Twinkle Park
and Twinkle Circuit.  Expect to find this.

Completion: Go to Emerald Coast (Stage 1).  After you pass the
lighthouse and enter the second half of the stage (right before you run
on the wall to take a shortcut), you’ll notice a waterfall right of the
main path.  A Spinner is now there, and a balloon is also in the
vicinity.  Home attack the Spinner and home attack again to find a line
of them behind the falls.  Continue home attacking until you’re bounced
by a spring to the balloon.
-----------------------------------------------------------------------
Mission 11) “Destroy the windmill and proceed.  Find the balloon in
orbit!”

Card Location: In the Waterfall area, opposite the Waterfall, there is
a stream that runs into the ocean.  Right before it begins, submerged
underwater, is this card.

Completion: Play Stage 2, Windy Valley.  Go forward from the beginning
to see a 10-ring capsule.  Home attack it and then home attack up the
windmill objects floating in air.  At the fork in the windmills, home
right.  You’ll soon reach the balloon (you’ll pop it and fall to your
death, but at least you cleared the mission).
-----------------------------------------------------------------------
Mission 13) “I can’t take a shower like this!  Do something!”

Card Location: Try the Casino area, right by the Casino Ken sign.  The
card is to the right of it, on the sidewalk.

Completion: Once you’ve entered Casinopolis (Stage 3), go to the
showers.  You’ll find it buzzing with the sound of fan blades spinning.
You must make the showers usable once again by destroying all the
Spinners in the shower stalls.  So, this must mean that Eggman makes
his robots water-proof...
-----------------------------------------------------------------------
Mission 15) “My medallions got swept away by the tornado!  Somebody
help me get them back!”

Card Location: I’ve got to give Sonic Team some credit; the card is
hidden well.  In Mystic Ruins, take the stairs down to the ground and
look left of the Station.  There’s a fence blocking off the cliff’s
edge.  Beyond the fence is this card, just left of the Station (if
facing it from the north).

Completion: Play through Windy Valley (Stage 2) until you reach the
tornado part.  There are five medallions inside.  The first is behind
the first spring, the second is on the grated path in the second tier
of the tornado, the third is before the platforms you jump on, the
fourth is beyond the checkpoint, and the fifth is on the final stretch
of land before the spring that leads out of the tornado.  By the way,
if you look at the medallions, they look just like the Sonic tokens
from Casinopolis.
-----------------------------------------------------------------------
Mission 17) “Aim and shoot all the medallions with a Sonic Ball.”

Card Location: This card is found in the shop outside City Hall (the
one that connects with the sewers).

Completion: Our destination?  Stage 3, Casinopolis, of course!  Once
there, play Sonic Slot & Pinball (not the NiGHTS-themed one).  Inside
are five medallions that you need to hit the pinball (Sonic Ball) into.
When you have accomplished this, you clear the mission.
-----------------------------------------------------------------------
Mission 20) “Get all the medallions within the time limit!  It’s really
slippery, so be careful!”

Card Location: You’ll find this one in the water in Ice Cave (outside
the entrance to Icecap) in the Mystic Ruins – Angel Island area.

Completion: Go to Icecap, Stage 4.  After the first checkpoint (you’re
now inside the huge vertical chamber), fall down to the path against
the wall you’d normally take to find a switch.  Press it and a 1:00:00
countdown begins.  In the next sixty seconds, you need to collect 13
medallions.  The first seven are on the first set of icicles you come
to in that cave.  The last six are on the second set of icicles.  A
minute is plenty of time to clear this mission.
-----------------------------------------------------------------------
Mission 23) “Go around the wooden horse and collect 10 balloons!”

Card Location: Look in the corner of the room that acts as the entrance
to Twinkle Circuit and Twinkle Park.

Completion: To complete the mission, play Twinkle Park (Stage 5).  Get
up to the merry-go-round.  There are ten balloons there that you must
collect (despite the spiky balls spinning around).  When you’ve got a
10/10, consider it a job well done.
-----------------------------------------------------------------------
Mission 27) “Collect 100 rings and head to the heliport!”

Card Location: This particular card is inside the Burger Shop in the
City Hall region of Station Square.

Completion: Collect 100 rings in Speed Highway, Stage 6, first.  Do
this before you take the helicopter.  This is easy if you take the low
path (don’t take the shortcut you reach by running on the side of the
building).  Step in the circle beneath the helicopter and the mission
is cleared.
-----------------------------------------------------------------------
Mission 28) “During the morning traffic, use the fountain to get the
balloon.”

Card Location: Make sure you check the ledge above the Hotel entrance.
To reach it, jump on a car and ride it to the Hotel parking area,
jumping before you enter the tunnel to reach the ledge.

Completion: Get to the near end of Stage 6, Speed Highway.  Jump into
the fountain at the end and hold the control stick to the upper-right
so that you bounce on a spring and go through a balloon.  It may take a
few times to position yourself correctly, but you’ll get it eventually.
-----------------------------------------------------------------------
Mission 30) “A fugitive have escaped from the jail of burning hell!
Find the fugitive!”

Card Location: Go to the Ancient Ruins in the Jungle of the Mystic
Ruins.  Opposite the entrance to Lost World (on the other side of the
pyramid) is a card between the two altars that Knux has to place
statues in during his Adventure.

Completion: Well into Red Mountain, Stage 7, you’ll find a few Spinners
have been introduced to a room in the volcano area.  They’re by a
series of collapsing bridges.  Home attack up them to find the
“fugitive,” which looks nothing like a criminal to me.  So that
explains what those weirdoes dancing behind bars in Red Mountain are...
-----------------------------------------------------------------------
Mission 33) “Shoot yourself out of the cannon and get the balloon!”

Card Location: Go to the Pool to find the card at the bottom of the
steps leading into it.

Completion: Assuming the Egg Carrier is in wings-in mode, exit the Pool
and shoot yourself from either cannon by the building.  You’ll pass
straight through a balloon.
-----------------------------------------------------------------------
Mission 34) “Can you get the balloon that is hidden on the ship’s
bridge?”

Card Location: You’ll find this on a catwalk connecting the deck with
the arena that Sonic (plus others) fight Chaos 6 (plus others) on.

Completion: You’ll find a spring over those catwalks.  Find the one
over the catwalk you found the objective card on and it’ll spring you
to a trail of rings leading to the balloon.  Land and go back to the
spring.  Charge up a light speed dash, but don’t release B/X yet.
Bounce on the spring, still holding B/X, and release when you get up to
the trail of rings.  You’ll go straight through the balloon, thus
completing the mission.
-----------------------------------------------------------------------
Mission 36) “Fighter aircraft are flying everywhere.  Somebody get me
out of here!”

Card Location: Ride the Elevatore to Egg Carrier Hall.  Above and
between the door leading to Hot Shelter and E-101 Beta’s room is a
laminated card.

Completion: Go to Sky Deck from the Bridge part of the Egg Carrier when
it’s in wings-out mode (from wings-in mode, change the mode from the
Captain’s Room.  Then go to Egg Carrier Hall and ride the monorail to
the Bridge).  Once there, enter Sky Deck (Stage 8).  After you’ve
destroyed the first cannon, you’ll reach a part of the level
susceptible to the wind.  At the very beginning (right after a
checkpoint) is a statue of a man (the Burger Shop guy, yes, only less
friendly now).  Pick him up and take him to the next checkpoint.
There’s a circle a little ways before that; set him on it.  Mission
complete!
-----------------------------------------------------------------------
Mission 40) “What is hidden in the area that the giant snake is staring
at?”

Card Location: Hey, let’s pay a visit to Tails’s Work Shop!  Look
inside to discover... Mission 40.

Completion: Enter Lost World, Stage 9.  Get to the waterlogged room
that the giant snake statue swims around in.  Get through it until the
water is at its highest elevation.  Make sure you don’t have a magnetic
Shield, either.  Ride the snake around and charge up a spin dash.  Hold
B/X until you see a trail of rings, and then release to light speed
dash through them.  You’ll bounce straight into a balloon, clearing the
mission for you, and then fall to your death.  But at least we beat the
mission!
-----------------------------------------------------------------------
Mission 41) “Look real carefully just as fall from the waterfall!”

Card Location: The card is literally right outside the entrance to Lost
World in the Mystic Ruins Jungle.

Completion: Get to the part of Lost World (Stage 9) in which you ride
down a waterfall.  Before going, make sure to be to the very right so
that you collide with a balloon as you’re being washed downward.  You
may have to restart at the last checkpoint if you miss.  And THAT is
how it’s done, grasshopper.
-----------------------------------------------------------------------
Mission 45) “Go to a place where the rings are laid in the shape of
Sonic’s face!”

Card Location: Look inside the cave that Tails entered Sand Hill by in
the Jungle.  The card lies in wait there.

Completion: Curses!  We must play through almost all of Final Egg.  Do
so, stopping when you reach the third room chockfull of Crabmeats.  Go
into the room after that – a dark one with a few enemies loitering in
it.  Defeat them.  Notice that this is the room Gamma shot the Sonic
doll down in.  Look on that side of the room and you’ll notice a spring.
Step onto the grated path to be as close to the ledge as you can safely,
and then jump forward, home attack across the pit, and bounce on the
spring (holding the control over to move left further).  You’ll land on
a new level of the room where a bunch of rings make up Sonic’s head.
Touch the flag there to clear the mission.
-----------------------------------------------------------------------
Mission 46) “A secret base that’s full of mechanical traps.  Pay
attention, and you might see...”

Card Location: Look on the map in the Jungle of Mystic Ruins.  There’s
a circular area near Big’s House, right?  It’s where one of Big’s lure
upgrades is.  And it’s also where you’ll find a new mission card.

Completion: Oh, shoot...  We have to go back to Final Egg.  Near the
end of the level there’s a long drop after a checkpoint.  Fall down
against the upper wall, centered, and you’ll hit a balloon as you fall.
-----------------------------------------------------------------------
Mission 49) “Scorch through the track, and get all the flags!”

Card Location: We’re finally out of Mystic Ruins!  Go to the sewers in
Station Square.  Right by the switch Sonic normally would trigger and
light speed dash up is the objective card.

Completion: This = hard.  Go to Twinkle Park and start on the tracks.
You have to collect 31 INDIVIDUAL flags along the tracks.  Normally,
this would be nearly impossible.  Luckily, if you pass one, you can
always press B/X to brake until you stop, and then keep pressing B/X
until you go in reverse.  Use this to collect them all.  Just go really
slow, tapping A to inch along the track, and you’ll clear this mission.
Just remember to be ready to turn around instantly after the loop
(otherwise, a boost pad will keep you from some flags).
-----------------------------------------------------------------------
Mission 53) “Pass the line of rings with 3 Super High Jumps on the ski
slope!”

Card Location: Go to the Mystic Ruins and take the tunnel to Angel
Island.  You’ll find this card on a rock near the entrance to Red
Mountain, right where you got the Ancient Light upgrade.

Completion: Get through the majority of Icecap to reach the final
tunnel you snowboard through.  Ahead are three ramps; hold the control
stick forward on each (the entire time, even after the jump) and jump
at the very end of them (on the striped tip).  The music here is
distracting, and you should mute it if possible.  This is almost
impossible to do if you focus on Sonic; act as though you’re only
controlling the tip of his snowboard or his shoes.  If done correctly,
you’ll achieve major speed and soar off the last one to complete the
mission by flying over some line in the sky.  It’s hard to do, and it’s
easy to waste time trying to do it.  I wish you well.
-----------------------------------------------------------------------
Mission 55) “Run down the building to get all the balloons!”

Card Location: Take the Twinkle Park elevator up and, when you reach
the top, go left instead of the usual right.  You’ll come to the card
at the end of the glass tube.

Completion: This is fairly simple.  Go to Speed Highway and get to the
part where you run down the building’s side.  Come with a few spare
lives so that you can Restart before the fall and repeat this more
easily if you fail.  As you go down, you need to pop a total of eight
balloons by running through them.  The first three are in the part with
no pillars; the last five are in the indoors part.  It goes right, left,
and center.  Then you fall inside.  Go center, left, right, a bit more
to the right, and a tad left of the center.  A job well done.
-----------------------------------------------------------------------
Mission 57) “Peak of the volcanic mountain!  Watch out for the lava!”

Card Location: This is behind the Master Emerald in the Angel Island
sector of Mystic Ruins.  Specifically, it’s behind a large rock on the
edge of the island, slightly northeast of the Altar of Emerald on the
Map.

Completion: This one’s a snap.  Get to the volcano in Red Mountain
(right before the pulley that takes you into the underground region of
the level) first.  Now, jump on the bars until you reach the highest
one.  Jump from it to the top of the cliff to the left.  The game
doesn’t really let you be there, and it pushes you back.  Push back
yourself to break free and get to the edge of the cliff.  Turn around
to find a spring opposite you.  Spin dash forward, jumping before you
get off the cliff, so that you go forward enough to home attack the
spring ahead of you.  It bounces you into the balloon, thus completing
the mission.
-----------------------------------------------------------------------
Mission 58) “The big rock will start rolling after you!  Try to get all
the flags!”

Card Location: This is right behind the ladder on the Jungle floor in
Mystic Ruins.

Completion: Go to Lost World and get to the part where the boulder
starts rolling down after you.  Do not trigger it yet, though.  Walk
forward very slowly until it does start rolling.  Immediately turn
around and spin dash back into the tunnel you came through.  Now the
boulder rolls ahead of you, and you can collect the 36 flags down this
path at your leisure.  They come in groups of three.
-----------------------------------------------------------------------
                           Tails Missions
-----------------------------------------------------------------------
Mission 4) “Weeds are growing all over my place!  I must get rid of
them!”

Card Location: This is right in front of the Station area leading to
Mystic Ruins.

Completion: Go to Tails’s Work Shop and use the Tails Attack to clear
the weeds there.  There are 51, including a few in the water.  Make
sure you don’t miss any!
-----------------------------------------------------------------------
Mission 10) “What is that sparkling in the water?”

Card Location: It’s right in front of the elevator that leads to the
dining room where Knuckles fought with Chaos 2 (in the Hotel of Station
Square).

Completion: Simply enter Chao Garden (SS) from the elevator near the
card.  Left of where you enter is a fountain, and in it is a Sonic
medallion.  Take it to clear the mission.
-----------------------------------------------------------------------
Mission 16) “Get the flags from the floating islands!”

Card Location: This is near East Cave, lower in elevation than Tails’s
Work Shop.  Note that it is not inside the cave; it is outside it.

Completion: Now Windy Valley has eight flags added to it.  You need to
collect all of them.  Each one is on a small floating island with a
circular platform on one end and a windmill on the other, both
connected by a narrow walkway.  To give you an indication of where they
are, you should have three by the time you reach the checkpoint (the
third being almost exactly above the checkpoint), still three by the
second, and the remaining five before the end of the level.
-----------------------------------------------------------------------
Mission 24) “’I hate this dark and filthy place!’  Can you find it?”

Card Location: Check the alley where the Ice Stone was in the Casino
area.  Just don’t be surprised when you find the... SURPRISE!  Mission
card!

Completion: When you reach the spiky balls in Casinopolis, stop.  Look
left and fly up to find a “billboard” (a.k.a. sign) featuring Cream the
Rabbit, a character from Sonic Advance that makes several cameos
throughout the game.
-----------------------------------------------------------------------
Mission 31) “Get the balloon as you float in the air along with the
trash!”

Card Location: Go to SS Central Station in Station Square.  Between the
two staircases is a clock that shows the time; on top of it is the card
you seek.

Completion: Return to Casinopolis.  When you reach the second fan room,
ride it up to the top and get into a tunnel.  Don’t run down it yet,
though.  Jump out, fly up a bit, and continue this until you can get a
balloon at the very top of the room (the fan won’t carry you that high
by itself).  Burst the balloon and you’ve got a cleared mission.
-----------------------------------------------------------------------
Mission 37) “Fly over the jungle, and get all the balloons!”

Card Location: Go to the Jungle in Mystic Ruins.  When you arrive, the
card will be right behind you.

Completion: Suddenly, five balloons materialized in the Jungle Area.
Why don’t they float away?  Regardless, fly to each and take it.  You
can walk on the treetops that aren’t above paths on the map; fly to a
balloon, land off a path on the map, and continue until you’ve made
that mission wish it were never written.
-----------------------------------------------------------------------
Mission 47) “Get 10 balloons on the field under the time limit!”

Card Location: Let’s go to Mystic Ruins and take a nap at Tails’s Work
Shop; we’ve had a tough day out in the field.  Well, our cabin is on
the roof of the workshop...  Would you look at that!?  A mission card
just happened to be atop the roof!  This is how I find everything in
video games – going out to do stupid stuff you really can’t do and
winding up finding what I need...

Completion: This is pretty easy.  You have 2:30:00 to collect 10
balloons (the time starts when you hit the switch next to the card).
Start by taking the one over Tails’s Work Shop and the runway for the
Tornado (2).  Then take the two balloons over the arena where you
fought the Egg Hornet.  After that, fly onto the railroad tracks and
collect all the balloons that you can from there.  Finish up with two
by the Waterfall and you’re done.
-----------------------------------------------------------------------
Mission 54) “Slide downhill in a blizzard and get all the flags!”

Card Location: You’ll find this one outside the ladder that leads up to
Icecap.

Completion: This would be hard, but the flags are limited to the last
stretch of the level only, greatly reducing the difficulty.  When you
reach the first of the last three ramps, ignore it and look left.
There’s the first flag.  Follow the path of flags to collect all
thirteen.  It’s hard since you’re going so fast and the flags are so
thin, but you’ll get it sooner of later.  Good luck!
-----------------------------------------------------------------------
                          Knuckles Missions
-----------------------------------------------------------------------
Mission 5) “I lost my balloon!  It’s way up there now!”

Card Location: This is right by the gambling-attic mother and child
left of the stairs in the Casino area.

Completion: Would you look at that!?  A balloon appears above you.
Climb the nearby building with the rings leading up it and glide into
the balloon.  Lucky for you, these missions won’t always be this hard!
-----------------------------------------------------------------------
Mission 12) “Who is Chao a good friend with?  And what is hidden
underneath it?”

Card Location: Go to where Sonic and/or Tails fights the Egg Hornet in
the Mystic Ruins (it’s right by Tails’s Work Shop).  That’s an order!
When you arrive, the card is close to the center.

Completion: Now near the stairs leading to Tails’s Work Shop is a sign
advertising Sonic X (TV show).  Moving clockwise from it, there’s also
one advertising Sonic Mega Collection (GCN game), Sonic Advance 2 (GBA
game), Sonic Pinball Party (GBA game), and then one just showing Cream
the rabbit, a Sonic-universe character introduced in Sonic Advance (GBA
game).  Well, Cream is a good friend of two Chao – Cheese and Chocola.
Therefore, she must be who the card is talking about.  Dig by her sign
to find a Sonic medallion, thus clearing the mission.
-----------------------------------------------------------------------
Mission 25) “What is hidden under the lion’s right hand?”

Card Location: Jump on the little wall that acts as a fence near City
Hall (it’s outside the entrance to Speed Highway, where Sonic fought
Chaos 0).  From it, glide to the right of the two objective cards
placed on the ledge above the door.

Completion: Go to Casinopolis (Stage 2) and spring up to the pirate
ship.  If you go clockwise from it, you’ll come to a giant lion of
bronze.  Under its right paw (your left) is a flag; run under it,
grabbing the flag as you do so, when the lion lifts its paw to clear
the mission.
-----------------------------------------------------------------------
Mission 26) “What is that on top of the ship’s mast that the pirates
are protecting?”

Card Location: Go to City Hall, right by where Sonic and Chaos 0 locked
horns.  Jump onto the wall and glide to the ledge above the door that
you enter Speed Highway from (as Knuckles) to reach the other objective
card hidden here (this one’s on the left).

Completion: This mission also requires you to visit Casinopolis.  Once
inside, use springs to reach the pirate ship.  You want the ship that
isn’t burning; you may have to glide to it.  Climb up the wall near the
pirate ship and glide from it to the mast’s pole.  Climb to the top of
it to find a flag near the top.  Take it to clear the mission.
-----------------------------------------------------------------------
Mission 32) “Can you get the balloon that is hidden under the bridge?”

Card Location: Look for the card on the bridge that leads from the Red
Mountain area (that is, mainland Angel Island in Mystic Ruins) to the
Altar of Emerald where the Master Emerald is kept.  Midway through the
bridge is this.

Completion: This is actually moderately difficult.  Somehow, a balloon
guarded by springs at the top of it and electrically-charged Spinners
at the bottom of it has appeared under the bridge, and we must glide
into it.  Of course, if you go too low, you’ll either fall and die or
run into a Spinner.  If you go too high, you’ll bounce off before your
fist connects with the balloon.  To do this, go back to the tunnel you
enter the Angel Island area by (the one that contains the entrance to
Ice Cave.  When you exit it, look left to see a short wall.  Jump onto
it and look forward to see the bridge.  Start gliding forward, dropping
a bit as you go.  When you’re getting close to the balloon, drop down
to its center and glide forward from there, hitting the balloon.  Then
turn, mission accomplished, to grab onto a wall (as not to die).
-----------------------------------------------------------------------
Mission 38) “A message from an ancient people: In the direction where
the burning arrow is point, you will see...”

Card Location: Go to the Mystic Ruins Jungle Area and glide over to
Big’s House.  Climb the wall behind the house to come to a ledge (the
very one that Knuckles finds the Fighting Gloves on).  The end closer
to Big’s House has the card on it.

Completion: To complete this one, let’s go to Lost World (Stage 4).
Behind where you start is an opening that leads into a small back room.
Two sets of burning arrows are now be fired (pun!) through the room,
and their lines intersect at a point.  Dig there to unearth a Sonic
medallion.  Woo!  We won!  We ARE the champions!
-----------------------------------------------------------------------
Mission 48) “Can you get the medallion that the giant Sonic is staring
at?”

Card Location: Go to the antique shop (it connects to the sewers and is
right outside City Hall).  Outside of it is a lamppost with the card on
top of it.

Completion: Return to Casinopolis (Knux’s missions sure are out-of-
order).  As you probably noticed earlier, the center of the casino is
adored by a gigantic Sonic statue.  It’s facing a newly formed mass of
springs surrounding a single medallion.  We must take the medallion.
To do this, climb the rope near the door to the NiGHTS-themed pinball
game up to a pirate ship, and then turn around to face the medallion
and springs.  Glide into the upper-left springs to be bounced to
another pirate ship.  From there, glide into the hole in the springs to
take the medallion (even if you miss, you’ll probably be bounced back
up to the ship for another go).  When you do get it, the mission is
cleared.
-----------------------------------------------------------------------
Mission 56) “Relentless eruptions occur in the flaming canyon.  What
could be hidden in the area she’s staring at?”

Card Location: There’s a little cranny near West Cave’s entrance in the
Mystic Ruins Station Area.  Pick up the card there, which is right next
to a tree, to begin your quest.

Completion: This mission calls for venturing into Red Mountain.  When
you start playing, glide forward onto the small peak ahead of your own.
On it is a billboard showing Cream the rabbit, a newer Sonic character
from Sonic Advance (GBA).  Turn to face the direction the billboard is
facing and start gliding forward.  Land on a small peak with a Kiki
throwing bombs on it near a circle of rings.  Destroy the Kiki and dig
in the center of the circle to uncover a medallion.  And THAT is that.
-----------------------------------------------------------------------
Mission 59) “Watch out for the barrels, and find the hidden flag inside
the container!”

Card Location: Go to the Pool room of the Egg Carrier.  Climb the walls
to reach the diving board above the door.  Ready to jump off into the
waters below is the objective card; grab it.

Completion: Make your way into Sky Deck.  Tilt the ship with the lever
to the right (from the starting perspective).  Now glide forward to the
section of the deck with two hooks spinning over it.  Below, on the
floor, are a few cannons/turrets in front of some doors spilling out
explosives.  In the compartment marked 03 is a flag; take it to
complete the mission.
-----------------------------------------------------------------------
                            Amy Missions
-----------------------------------------------------------------------
Mission 6) “He is going to drown!  Help the man in the water!”

Card Location: This is right by the wooden hut near the Waterfall and
the mine cart that takes you into the Jungle of Mystic Ruins.

Completion: Some poor statue (the Hamburger Shop guy?) has been placed
in the water of the Waterfall!  We’ve got to save him!  Drop into the
water and lift (B/X) the statue.  Jump out of here on the platforms
against the wall and set the statue in the circle that appeared by the
objective card to complete this formidable mission.
-----------------------------------------------------------------------
Mission 18) “During the night, at the amusement park, place your jumps
on top of one of the tables.”

Card Location: Go to SS Central Station in Station Square and check the
structure by the right set of stairs for a card tucked in.

Completion: To Twinkle Park!  Once there, look right from the start to
see a pool of water with a platform hovering over it.  Hammer jump your
way onto it; you should be right by a spring floating in the air when
you do land on the platform.  Jump and press A to swing the hammer in
mid-air, hitting the spring with it.  This bounces you up into the
balloon you must pop to clear the mission.  In other words, it clears
the mission for you!  Huzzah!
-----------------------------------------------------------------------
Mission 19) “What is that behind the mirror?”

Card Location: This is on the ledge with the musical note on it (above
the door to the music store near the newspaper stand by SS Central
Station in Station Square).  Either hit it with your hammer or hammer
jump to it.  It’s your choice; I can’t tell you how to live your life.

Completion: Get to the third mirror room (the one with the faulty floor
in places) of Twinkle Park.  Near the steps you’ll find in the mirror
the reflection of an invisible balloon.  On your side of the mirror,
hammer jump or whack your hammer into where the balloon should be to
produce such a mirror image.  This will clear the mission for you – and
more.
-----------------------------------------------------------------------
Mission 43) “Fortress of steel.  High jump on 3 narrow paths.  Be
careful not to fall.”

Card Location: Go to Prison Hall in Egg Carrier Hall.  You can reach
the hall using the monorail system.  In Prison Hall, open the first
cell by jumping onto the switch outside of it so that you can take the
card within.

Completion: Go to Hot Shelter, into the second room where you must
place colored blocks in the correct slots (near the very end of the
level).  Bounce on the spring there (the one needed to reach the blue
block) and you’ll wind up on a narrow path.  Look right (using the C
Stick) to find a spring in the air; knowing where it is, walk toward it
and jump, press B to attack it with the hammer and bounce off of it.
You’ll collide with the balloon, which clears the mission for you.
Another one bites the dust!
-----------------------------------------------------------------------
Mission 50) “Select a road that splits into 5 paths before time runs
out!”

Card Location: Enter Eggman’s base in the Jungle of the Mystic Ruins.
On the upper floor, hammer jump onto the central block-structure to
find this card.

Completion: Get to the point in Final Egg where there are five paths,
one leading to the checkpoint, the others leading to dead-ends.  First,
open all the doors so you know which one has the checkpoint in it.  Do
NOT go in that one (otherwise, the door shuts and you’ll have to
restart to retry this mission).  Then hit the switch in the center of
the room.  This makes a Sonic Pinball Party (GBA game) billboard appear
in a dead-end; you must reach it in ten seconds.  Try all the non-
checkpoint ends until you reach the right one.
-----------------------------------------------------------------------
                            Big Missions
-----------------------------------------------------------------------
Mission 8) “The medallion fell under there!  No illegal parking
please!”

Card Location: This is a patch of grass near the Hotel, SS Central
Station, and Twinkle Park’s entrance.

Completion: Go to the City Hall sector of Station Square, the region
with the car blocking the entrance to the sewers.  Lift the car (‘cause
Big has ‘big’ muscles!  Oh, what a pun!) to fall in.  The medallion is
behind you when you fall.  Take it to clear the mission!
-----------------------------------------------------------------------
Mission 14) “I am the keeper of this hotel!  Catch me if you can!”

Card Location: This is in the corner between the Hotel and SS Central
Station on the sidewalk.

Completion: When I think of what I’ve learned from Sonic Adventure DX,
the first thing that comes to mind is this: Every body of water has a
keeper.  Well, the keeper of the Hotel resides in the Pool, and it’s
one of the gigantic, devilish-looking fish made of metal.  This is
perhaps the largest of this type of fish I’ve ever seen.  You must
catch it.  Cast your line and get it to bite, then reel it in.  Even
though it looks huge, it only weighs 500 grams, making it as easy as
catching Froggy.  Catching the Keeper of the Hotel clears the mission
for you.
-----------------------------------------------------------------------
Mission 22) “Find the flag hidden in the secret passage under the
emerald ocean!”

Card Location: Take the stairs in the Hotel (Station Square) up to find
this card by the two switches.

Completion: Let’s pay a visit to our good friends at Emerald Coast!
Sort of opposite the lighthouse is a “pillar” of rock jutting out of
the water; swim to it.  Dive down to the seafloor there and circle the
pillar to find a cave.  Swim into it and follow the tunnel up to a
secret room within the pillar.  It has a few big fish and a flag in it.
Take the latter to complete your third Big mission!
-----------------------------------------------------------------------
Mission 29) “I am the keeper of this canal!  Catch me if you can!”

Card Location: This is in some grass outside the City Hall building in
Station Square.  Catch it if you can!

Completion: There’s now an 800 gram keeper in the “canal” behind the
entrance to Twinkle Park (you know, the one with green water that
connects to the sewers?  Yeah, be glad this is just a normal game and
not a simulator).  Even through it’s one of those monstrous metal fish,
it should be easy picking – it only weighs 300 grams more than Froggy.
When you’ve captured it – alive or dead – the mission is over.
-----------------------------------------------------------------------
Mission 35) “I am the keeper of this icy lake!  Catch me if you can!”

Card Location: We finally get to leave Station Square and explore
Mystic Ruins!  Check out East Cave and go to where Knuckles got the
Shovel Claw, then to where he dug up the Monkey Destruction Switch.
Behind that altar is the objective card.

Completion: The fish in the water outside the entrance to Icecap talks
like he were the gingerbread man or something!  We’ve got to put an end
to this.  Once again, it looks larger than life, and this one actually
is on the hefty side, weighing in at 1400 grams.  But remember what you
learned in the action trial stages (if you don’t, go read up) and reel
in this lunker.  Note that lure upgrades might be helpful, too (see
“Character Upgrades”).  Once you’ve reeled in this metal fish o’ doom,
the gold sticker = yours.
-----------------------------------------------------------------------
Mission 44) “I am the keeper of this ship!  Catch me if you can!”

Card Location: And we’re off!  Destination?  The Egg Carrier!  When
it’s in its wings-in mode (that’s how it is normally when it’s just
drift-metal), the card is right of the building that contains the Pool
on the Deck.  It’s near the edge.

Completion: Yep, even the Egg Carrier has a keeper, and it’s by far the
most fearsome of the four.  Weighing in at 2000 grams, I recommend
finding all the lures you can get your big, feline hands on.  Once
you’ve caught this metal demon-fish, the mission’s over.
-----------------------------------------------------------------------
Mission 52) “Get 3 flags in the jungle under the time limit!”

Card Location: This is quite the complimentary piece in Big’s House (in
the Jungle Area of Mystic Ruins).

Completion: Lo and behold, a switch has materialized atop Big’s bed!
Jump on it to begin a 3-minute countdown in which we must find three
flags hidden in the Jungle.  Quickly hurry over to Ancient Ruins, the
pyramid Sonic and Knuckles enter Lost World by, and take the flag in
the northwest opening in the wall (use the Map).  From that opening,
step onto the path and go left (south) to a fork in the road; there’s
an opening leading to a circular dead-end (again, check the Map if you
can’t find it).  The flag is a few feet into the tunnel.  Now, from
there, head back to the ladder that leads up to the mine cart you came
here by.  At the fork in the road right before the ladder is the third
and final flag.  Congratulations on your recent success!
-----------------------------------------------------------------------
Mission 60) “Something is hidden inside the dinosaur’s mouth.  Can you
find it?”

Card Location: Once you get off the train (when arriving at Mystic
Ruins Station Area), jump on top of the train and walk along it until
you fall off of it and onto the tracks that lead into the mountain.
Right after the train is this card.

Completion: Play in Icecap, Stage 2 for the Bigster.  Like you do when
getting the lure upgrade in Icecap, follow the springs and tunnels up
to an icy area with dinosaur bones below.  Break open the ice with one
of the nearby boulders and drop in.  Sink to the bottom in this frigid
water to see the skull of a dinosaur.  Enter it through the eye socket
and you’ll find a flag.  Take it to complete the mission!
-----------------------------------------------------------------------
                           Gamma Missions
-----------------------------------------------------------------------
Mission 7) “Lonely Metal Sonic needs a friend...  Look carefully.”

Card Location: The card lies before the mine cart connecting the Jungle
to Mystic Ruins Station Area (it’s on the Station Area end).

Completion: Enter Eggman’s jungle base (where one enters Final Egg in).
As you’ve probably noticed before, there are two rehabilitation tanks
on the second floor being occupied by metal clones of Sonic, one of
which is blue (called Metal Sonic; from Sonic CD).  Well, there’s now a
statue of a man (the Hamburger Shop guy!  Again!?) on one of the
“structures” on the lower level.  Jump to it and carry it to Metal
Sonic.  Set the man in the circle before the tank to clear the mission.
-----------------------------------------------------------------------
Mission 21) “Protect the Sonic doll from the Spinners surrounding it!”

Card Location: The objective card is right outside the little car that
takes you from the Jungle in Mystic Ruins to inside Eggman’s base.

Completion: It’s a tough job, but somebody’s got to do it.  Play Final
Egg to the end, right when you reach the Sonic doll, to find a few
Spinners loitering around it.  Shoot ‘em out of the sky to clear the
mission.
-----------------------------------------------------------------------
Mission 39) “Treasure hunt at the beach!  Find all the medallions under
a time limit!”

Card Location: Stop at the Hotel in Station Square for a bit.  Above
the receptionist’s desk is a door that can only be opened using a
switch across the room (the door leads to Sonic’s Crystal Ring upgrade).
Well, jump up to that door and target the switches across the room.
Shoot them to open the door and step inside.  There she be – the card.

Completion: Off to Emerald Coast we go.  When you reach the loop that
is blocked off, forcing you to go left onto a boardwalk, notice a
switch on the roof of the second... thing.  Shoot it to trigger it and
you’re given 45 seconds to collect five medallions.  # 1 is right below
the switch.  Hover to the second one (it’s floating in the air; hover
when you are sprung up into the air), and fall down to find the third
in the center of the sandy path before two Kikis.  The fourth is on the
path that leads to the ledge Froggy is on, and the fifth is hidden
behind that ledge in the water (right next to a 1UP).
-----------------------------------------------------------------------
Mission 42) “I can’t get into the bathroom.  How could I’ve let
something like this happen to me?”

Card Location: For this card, let’s amble on over to Egg Carrier Hall.
You should use the monorail to reach it.  Inside, take the door to
Prison Hall and check the little dip across from Amy’s former cell.
The card is tucked in there.

Completion: Play Hot Shelter, Stage 5.  At the very beginning (after
the elevator), blow up the crates to the left and right and enter the
rooms they were blocking.  Both are bathrooms, which are infested with
Spinners.  Clear out the enemies in both restrooms to also clear the
mission.
-----------------------------------------------------------------------
Mission 51) “Gunman of the Windy Valley!  Destroy all the Spinners
under a time limit!”

Card Location: Climb to the top of the Ancient Ruins in Mystic Ruins
Jungle Area.  The card is there.

Completion: This time, play in Windy Valley, Stage 3.  Shortly into the
level (after you cross the second bridge) is a long drop, and there’s
now a switch on the wall before you fall.  Shoot it and ten Spinners
appear in the fall, and you are given ten seconds to destroy them all.
Shoot the first two from the ground and then drop down.  Slow your
descent with the Jet Booster and destroy them all individually; don’t
worry about getting all at once.  If you destroy them all, you clear
the mission!
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

And THAT, my friend, is how to beat all sixty of the missions!  Your
rewards are pretty nice, and if you can’t stand the wait, check out
“Secrets.”  But before that, it’s time to talk Chao.

=======================================================================
=============================Chao Garden*==============================
=======================================================================

Chao Garden is a huge, but optional, part of Sonic Adventure DX, and
five of the 130 emblems come out of here.  So, I decided to write a
guide consisting of the ins and outs of raising Chao.  Since it’s so
extensive, a separate Table of Contents is needed for this section, and
that means that we need to quit the asterisk (*) system and start
putting those numbers and decimals to use.  For this section, when you
want to skip to a certain sub-section, use CTRL and F (Apple and F on
Macs) to bring up the Find/Search box.  Type in what you need and click
Find/Search to be brought to the Table of Contents.  Click it again to
go to the beginning of that section.

---------------------Chao Garden Table of Contents---------------------

Section 1.0

1.0 What is Chao and what is Chao Garden?
1.1 How do I enter the Chao Gardens?
1.2 Starting Out

Section 2.0

2.0 Caring for Chao
2.1 First Evolution
2.2 Chao Mating
2.3 Second Evolution
2.4 Death and Rebirth

Section 3.0

3.0 Chao Garden Shortcuts
3.1 Help Monitors
3.2 Chao Transporter
3.3 Naming Chao
3.4 Abandoning Chao
3.5 Tiny Chao Garden
3.6 Moving Chao – SA to SA2
3.7 Black Market
3.8 Adventure Field Eggs

Section 4.0

4.0 Chao Stats
4.1 Standard Stats
4.2 Hidden Stats
4.3 Animals
4.4 Stat Grades
4.5 SSSSS Chao
4.6 Point Totals

Section 5.0

5.0 Personality Types
5.1 Personality & Hidden Stats
5.2 Fruit Preferences

Section 6.0

6.0 Chao Stadium
6.1 Beginner Races
6.2 Jewel Races
6.3 Party Races

Section 7.0

7.0 Special Chao
7.1 Chaos Chao
7.2 Character Chao
7.3 Special Colored Chao
7.4 Controlling Chao Traits

Section 8.0

8.0 In Closing

-----------------------------------------------------------------------

==============================Section 1.0==============================

              -----------------------------------------
              1.0 What is Chao and what is Chao Garden?
              -----------------------------------------

Chao, pronounced like “chow,” are oh-so adorable little virtual pets
with a bit of AI (Artificial Intelligence) introduced to the Sonic
series in Sonic Adventure for the Dreamcast (this game’s original).
Although Chao were taken a few steps further in Sonic Adventure 2 (and
its GCN remake), Sonic Adventure is at the root of the popular Chao
series.  Indeed, Chao Garden is like its own video game, completely
separate from Sonic Adventure DX (it actually takes up its own space on
the memory card).  Really, even if you downright despised Sonic and
crew, you’ve got to love the Chao.  Plus, five of the game’s 130
emblems are tied into Chao Garden, which makes it a worthwhile venture
if you want to unlock everything in the game.  Raising Chao to do all
the things people do – eat, walk, run, fly (well maybe not fly) – will
be time-consuming, but you’ll love it (or learn to love it).  And...
begin!

                ------------------------------------
                1.1 How do I enter the Chao Gardens?
                ------------------------------------

There are really three Chao Gardens (the sanctuaries where Chao live,
as they are pathetically weak on their own) in Sonic Adventure DX, one
accessible from each Adventure Field.  All of them are pretty easy to
find on your own, but just in case...

Station Square Chao Garden: The entrance to the first Chao Garden is
inside the Hotel of Station Square.  Simply take the left elevator up
to the garden.  It is the nicest garden, being smoothly paved with a
glass roof, a fountain, and several doorways leading to other places in
it.

Mystic Ruins Chao Garden: To explore the Chao Garden of Mystic Ruins,
go to East Cave in the Mystic Ruins Station Area (it is near Tails’s
Work Shop; it’s the same cave that Knuckles gets the Shovel Claw in).
Instead of taking the left door into the tunnel guarded by a Kiki, hop
into the mine cart to the right.  You’ll ride right into a jungle
and/or nature-themed Chao Garden.  Its landscape makes it, for me, the
least desirable of the Chao Gardens.

Egg Carrier Chao Garden: First, let’s stop at Egg Carrier Hall.
Opposite the entrance to Hot Shelter (on the Map, it’s a doorway
labeled “Warp Room”) are a few switches with letters on them.  Hit them
to spell out EGGMAN and the door opens.  Step into the teleporting
device to be taken to an island-based Chao Garden with a crashed
missile on the shore and an Egg Carrier-style structure in the center.

You don’t have to do anything to unlock these gardens; just go to them
(note that the Egg Carrier Chao Garden is open to you even before the
Egg Carrier crashes).  All characters can go to Chao Gardens, as all
characters can raise Chao.  Each can support eight Chao in total,
meaning you can have as many as 24 Chao at any given time.

                          ----------------
                          1.2 Starting Out
                          ----------------

In each garden are two eggs.  Your Chao-raising career starts here, my
friend.  Now, you can just brush this off, but even now the Chao is
being affected.  You can pick up the egg (B/X) and rock it (with the
control stick) to be a positive influence or you can chuck it against a
nearby wall for not-so-fond memories of the Chao’s childhood.  The
implications of the way you choose to hatch your Chao are discussed
later.  Its main effect is on the Chao’s facial features.

==============================Section 2.0==============================

                         -------------------
                         2.0 Caring for Chao
                         -------------------

Since every parent wants to be their child’s best friend and not the
disciplinarian nowadays, I suppose I should tell you how to get your
Chao to like you – and fear you.  You see, Chao are extremely
judgmental creatures.  They form opinions on every living thing they
interact with (namely, the six characters and other Chao).  And you do
want Chao to like you; it has some nice benefits (which will be
discussed later under “Death and Rebirth”).

The first, most basic aspect of winning your Chao over is reading its
emotions, a simple matter that can be done using the little ball above
your Chao’s head.  It changes to reflect their mood.  Here’s what the
four forms mean:

! – They are about to do something or they figured something out.
? – They are thinking about something or they are confused.
Heart – They are happy.  You want this one!
Tornado – They are annoyed or tired.

Simple, no?  At other times, the ball will be a neutral mode (normally
a ball, but it changes depending on your Chao’s alignment; more on that
later).  Of course, the ball shapes are only temporary; they show your
Chao’s passing thoughts.  Really, punch your Chao one time and it’s not
going to have a Tornado up for two weeks.  The ball lets you know if
what you’re doing is effective.

But to really know if a Chao likes you or not, you’ve just go to do one
thing: whistle.  When no Chao is around you, the Y option will be
“Whistle.”  If your Chao hears you and comes to you, it likes you.  If
it doesn’t come (and doesn’t acknowledge you), it’s probably just
neutral to you.  If it runs away from you (or if it does this normally),
it hates/fears you.  There is a ton of other ways to tell if your Chao
worships the ground you walk on or if it is plotting your demise with
the other Chao, but this is the clearest and easiest way.

Yeah, sure, that’s nice to know, but how do you get the Chao to like
you?  Well, I’ve got a few tips here on earning your Chao’s love and
not losing it ‘cause you thought you were picking it up...

- Pet your Chao often (walk up to them and press B/X).  It’s a cheap
way to show affection for them, but it’s not without its risks.  If you
pet your Chao too much, it’ll become a spoiled brat, no longer
responding to when you’re nice to it.  The same goes for picking your
Chao up to rock it or carry it: Chao like to be picked up, but don’t
carry them constantly.

- Speaking of which, be very careful when you’re trying to pick up or
pet your Chao.  If you’re not positioned right, you’ll use your B
attack instead of showing your love.  Needless to say, Chao don’t like
getting being run over by a hedgehog, whipped in the face by dual tails,
getting punched into the stratosphere, being flattened by a cutesy
hammer, being whacked by a fishing rod, or being thrown into hard
surfaces.  Gamma is definitely the safest to use; he can’t hurt the
Chao in any way.  But then again, he can’t pick up drowning Chao...

- Don’t attack Chao in general.  Jumping on them, flying into them,
throwing them against the wall, and all that good stuff hurts the Chao
and irritates them.  If you hurt them too much, they’ll eventually fear
you and run away.  They sometimes cry or throw temper tantrums.  If
they REALLY hate you, they’ll actually fight back.

- Chao like to be given items (to do so, pick up an item with B/X and
set them in front of them.  They’ll lift their arms to take it from you
when you get near).  So, feed your Chao every time you enter the garden.
If they’re full and they throw the fruit you give them away, don’t give
it to them again.  If Chao are full, force-feeding them only gives them
stomachaches.  And Chao know how to keep a grudge, let me tell you.  By
the way, make sure all Chao can get their grub on.  If one is starved,
it will steal the fruit of another.  Also, Chao will eat themselves if
left alone long enough, but it’s always nice to get a home-cooked meal.

- Hey, Chao need sleep too, you know!  So don’t wake them up when
they’re nodding off.  They’ll wake up on their own in a few minutes
anyways, and they’ll be tired and agitated if you get them up too soon.
If Chao like you, you can get them up without risk of tuckering ‘em out
by whistling.

- If a Chao can’t swim (they need 100 swim points to swim, but more on
that later) and they wander into water, they’ll start flailing their
arms like they’re drowning.  Rescue it!

- For that matter, don’t throw your Chao into the air or drop them off
cliffs hoping they’ll start flying.  The Chao won’t like you when it
crashes into a wall or lands in the water.

- Give Chao equal attention.  Chao tend to get jealous really easily,
and they’ll hate each other (and the ignored one will dislike you) if
one is the favorite.  So remember: spend equal time with all Chao.

- You want Chao to be good friends, not mortal enemies.  So, let them
play together.  If one Chao is doing something, set the other Chao by
it to let it join in.  The more the merrier, right?

- Don’t abuse Chao with one character just so it likes the others
better.  It usually doesn’t work out, and there are better ways to get
your Chao to like you.

- It doesn’t affect you and your Chao’s relationship, but try to hold
off on raising your Chao’s stats until it is an adult.  If you raise
them when it’s a child, it’ll never reach its full potential.

Keep in mind that, if no fruits are available, you can shake trees (B/X)
to knock some down.  You can also buy a number of cool Chao items or
accessories at the Black Market, but more on that in the section of the
same name.

Of course, being nice to your Chao is not that much fun.  The real fun
in raising Chao lies in evolution, molding your Chao into whatever you
feel like.

                         -------------------
                         2.1 First Evolution
                         -------------------

The first evolution of your Chao determines their alignment.  You see,
all Chao decide to be either Hero, Dark, or Neutral.  This happens
after a certain length of time (specifically, when the Chao is a one-
year-old).  One day, your little bundle of joy will be enveloped in a
cocoon, it’ll be dormant within for a few moments, and it then emerges
evolved.  Yep, it’s pretty quick.

Alignments don’t really mean anything when it comes down to it.  In
Sonic Adventure 2: Battle, this game’s sequel, it’s important to
certain races your Chao can participate in and it also works into the
game’s theme; Hero vs. Dark.  In this game, it is solely for looking
cool.  The most noticeable difference between the three types is the
Chao’s ball floating above the head.  In Hero Chao, it is a halo; in
Dark Chao, it is a spiky ball; in Neutral Chao, it remains the normal
ball.  Dark Chao also have more devil-like tails and demon-esque wings
(speaking of which, tails and wings grow much larger than they were
before during the first evolution).  Each type has different eyes to
reflect its type, and all of them are physically bigger than children.
Hero and Dark Chao change colorings, but Neutral Chao stay the same.

So, how does one rear a Hero, Dark, or Neutral Chao?  Well, it’s pretty
easy.  It seems that alignment depends solely on fruit.  If you keep
your Chao on a diet only or almost only of Hero Fruit from the Black
Market (see that section for details), it will become a Hero Chao.  The
same games for Dark Chao and Dark Fruit.  Don’t feed your Chao Hero or
Dark Fruit and it’ll be Neutral.  Easy, no?  You should restrict your
Chao only to the fruit of the alignment you want, just to be safe.
Once a Chao is aligned a certain way, it cannot switch to another
alignment.

Aside from taking sides, your Chao also takes up a stat type in its
first evolution.  That is, your Chao will emerge from the cocoon as a
Swimming Type, a Flying Type, a Running Type, a Power Type, or a
Stamina Type (called “Normal”).  What type it becomes is based on which
stat you emphasize in its childhood.  Giving it 100 or more swim points
(allowing it to swim) will greatly raise the chances of your Chao
becomes a swim-type.  The same goes for teaching your Chao how to fly
or run.  So, if you don’t want them to become that type, don’t teach
them those abilities.

Stat type asserts which area the Chao specializes in.  For example, if
two Chao, one Run and one non-Run, are running alongside each other at
the same level of running, the run-type will win because it is its area
of specialty.  Stat types also influence how your Chao looks, providing
even more variations in Chao’s physical appearance.

Note: For more information on stats, take a look at Section 4.

                           ---------------
                           2.2 Chao Mating
                           ---------------

“Chaoko, of Ninja from Crazy, begat Chaosky and many a nameless Chao.”

Yes, Chao can mate.  It happens sometime around the age of 2, before
your little buddy enters into adulthood.  Luckily, Chao are unisexual
(there is only one gender), which means any two Chao can be bred as
long as they’re both evolved.  You know your Chao is fertile when a
ring of flowers surrounds them.  Place another Chao by it and they
perform a mating dance kind-of-thing.  And just like that, an egg is
left behind.  The Chao loses its flowers (no more mating season), and
life continues.

Chao can also enter a forced mating season by eating a Heart Fruit (buy
it at the Black Market; see that section for details).  Note that if
two Chao are both in their mating season and they are dropped by each
other, they will certainly mate; if one Chao is fertile and the other
is dropped by it, they might not (the Chao’s attitude toward each other
and random chance may be involved).  If one Chao chooses not to mate
with the fertile one, pick it up and drop it down again until it does
or you give up.  You can forcibly stop mating by picking up one of the
participants before the egg is produced (eggs mark the end of the
mating process, and both leave their fertile stage after it).

The baby Chao may resemble its parents, but chances are good that it
does not.  While some features of the newborn Chao are random, some
things (most notably the coloring of the Chao and the Chao’s stat
grades) are determined by the parents.  In any case, it’s a cheap egg,
and the only way to get some of the more interestingly-colored Chao.
The mating season (there are actually two natural mating seasons; one
before and one during a Chao’s second evolution), whether used to make
a baby or not, is important because it marks the beginning of your
Chao’s aging process, the second evolution.

                        --------------------
                        2.3 Second Evolution
                        --------------------

The second evolution is not an “evolution,” per se.  It’s a gradual
aging process for the Chao that lasts from after the mating season
until the Chao is 4 years old (late into that age for that matter).  So
now that we’ve danced around the subject, what IS this so-called
“second evolution L29-145J?”  Well, it’s just the best coming of age
story in video games.  There’s no cocoon, and the Chao develops slowly.
For example, the ears really develop on Chao (whereas they don’t have
them at birth).  Perhaps the most significant thing is the introduction
of a second stat type.

Yesiree Bob, there’s a second stat type!  Now you can have a mixed Chao
type that specializes in up to two areas.  You might have the Running-
Flying Chao, for instance, that excels in running and flying.  You can
also have a Chao with a doubled-specialty, like a Swimming-Swimming
Chao.  Each combination of stats yields a different-looking Chao, and
the alignments and animal parts (more on that later) further diversify
Chao (as do colors).  So, there are thousands of possible Chao if you
include color and animal extensions.  The bad part of the second
evolution is that after it’s over, the Chao’s life is nearing its end.

                        ---------------------
                        2.4 Death and Rebirth
                        ---------------------

Unfortunately, all Chao must die eventually.  About half-a-year after
the second evolution is complete (when the Chao is 5), the Chao will
begin the death process.  Remember, a Chao year is about 3 hours, and
time only passes when you’re in the garden.  Fortunately, the Sonic
Team saw it fit that your virtual pets don’t die permanently.  Sure, if
the Chao is surrounded by a gray cocoon, they will disappear and die
forever.  Chao die like this if they were mistreated a lot in their
lifetime.

If it turns pink, your Chao will be reincarnated.  It will be born
again from an egg.  Reincarnated Chao start at Level 1 in all stats,
but they have 10 % of their points (again, refer to Section 4 for
details on stats).  They keep their name and records from the races.
Dark Chao get reincarnated with arched eyes that look kind of menacing,
and animal parts may be passed on to the new but old Chao.

So, the moral of the guide is this: don’t abuse your Chao.  You might
as well send them off to some happy Chao paradise with the Chao
Transporter (which will also be covered later) if you’re going to bully
them.

Note: Taking care of your Chao and feeding them diverse fruits makes
them live longer.  Mating, on the other hand, is known to reduce the
lifespan of your Chao, as is beating your Chao.  If you don’t care for
your Chao, they will die sooner than later.  It seems that even the
most abused of Chao will live at least 2.66 years (eight hours).  If
you treat your Chao normally, no frills, it will live 5 years (15
hours).

==============================Section 3.0==============================

                      -------------------------
                      3.0 Chao Garden Shortcuts
                      -------------------------

This section will be dedicated to the structures within Chao Garden and
all the things you can do there.  Well, the simplest ones are the
transporter devices in each garden (called “Warp Holes”).  Once you’ve
visited each garden, you can use them to warp between the gardens.
Saves you a bit of walking, eh?  The SS transporter leads to Station
Square; MR to Mystic Ruins; EC to Egg Carrier.  This is also how you
can move Chao between the gardens (sometimes it is necessary to isolate
one particular Chao).

                          -----------------
                          3.1 Help Monitors
                          -----------------

In the Station Square Chao Garden, you’ll find several of those
floating computer devices.  If you read them (B/X), they’ll give you
tips and advice.  First, let me say that I’m insulted you’d even
acknowledge their existence with this terrific guide in front of you.
But if you MUST read them, at least check out this section first, to be
warned.

The monitor near the transporter devices (see the above section) just
explains how the Warp Holes are used.  The one near the “Transporter
Device” also explains how to use it (very generally), and the monitor
near Chao Stadium’s entrance indicates that it is Chao Stadium.  Only
the monitor near the big fountain is of any use.  It explains (very,
very generally) several important topics, rendering this guide
practically obsolete (no, but seriously, it’s intentionally vague).
Among other things, it also drops the web address of the Chao homepage:

http://www.sonicteam.com/chao/

Well, that should clear up ALL of your numerous questions concerning
those help monitors...

                        --------------------
                        3.2 Chao Transporter
                        --------------------

The “Transporter Device” in each of the Chao Gardens (it looks like a
GBA with a red button in front of it) is really the Chao Transporter.
It performs some basic operations on the Chao, such as naming them or
taking them for a “walk.”  To use it, pick up your Chao and step onto
the button.  Coming up next are the various things you can do at the
Chao Transporter.  Don’t have too much fun now!

                           ---------------
                           3.3 Naming Chao
                           ---------------

Although it’s really third on the command list, this is definitely the
easiest to explain.  You can name (and re-name, as the case may be)
your Chao at the transporter with up to seven characters.  These
include English letters of both cases (lowercase and uppercase),
extended Latin (like accented letters), several symbols (pictures like
stars or musical notes, a few Greek letters, the upside down ‘?’ in
Spanish, keyboard signs like <, >, ^, %, etc.), and many symbols I
could only describe as Japanese-looking.  You can even number your Chao!
You can change the Chao’s name as many times as you’d like (you see
their name with their stat counter when you pick them up as well as in
Chao Races).

Naming your Chao has no effect on them whatsoever, but it makes the job
of identifying them easier.  Chao retain their names even in
reincarnation.  Gotta name ‘em all!

                         -------------------
                         3.4 Abandoning Chao
                         -------------------

Unfortunately, you won’t become attached to all of your Chao...  On the
contrary, you might (and probably will) favor some Chao while others
just don’t matter.  If you want to get rid of a Chao, but you don’t
want to kill them by making them die instead of reincarnate, the Chao
Transporter can let you part ways in a happy way.  Send your Chao
packing and they’ll go to a pleasant forest where all abandoned Chao
live in harmony and happiness.  So, if you’re an abusive Chao breeder,
do your Chao a favor and let them get out of your hair and vice versa.

                        --------------------
                        3.5 Tiny Chao Garden
                        --------------------

“A fourth garden?” you say out loud.  Yes, there is a fourth garden,
the Tiny Chao Garden.  It can only be accessed from the Chao
Transporter (from any garden), and it requires certain extra items:

1 GBA (Game Boy Advance)
1 GCN-GBA Link Cable (cable for Game Cube and Game Boy Advance)
Sonic Advance (optional)

Note that other games will also work in place of Sonic Advance, a GBA
game, like Sonic Pinball Party (they should be made by Sonic Team and
include the Tiny Chao Garden option).  The GBA games let you save your
garden on them so that you can take your Chao anywhere with you.  You
can play in Tiny Chao Garden without a cartridge in the GBA, but you
cannot save it and it will disappear when you turn the power off (you
can unhook it from the GCN, though).

Insert the GBA, linked to the GCN, in one of the Game Cube’s sockets.
Then pick up your Chao (in Chao Garden) and step on the Chao
Transporter’s button.  Go to the first option – Drop off.  Now select
the socket with the GBA you want to play the Tiny Chao Garden in.  An
artificial copy of your Chao is made and put in the GBA.  The original
(GCN) Chao is kept in the Game Cube’s Chao Garden, too.  So now, it’s
like you have two of the same Chao – one in the Cube and one in the
Advance.

The copy Chao is dropped off into the Game Boy Advance to play in the
Tiny Chao Garden.  It’s a simple place.  There’s water in one corner,
and the Chao walks around.  You can pet it and feed it with fruits you
buy (more on that later).  There are two mini-games to play, and the
game gives you point readings for things like Mood (happiness) and
Belly (hunger – the lower the more food it wants).  The other stats –
Swim, Fly, Run, Power, and Stamina – are also kept track of.  The
Chao’s name (select it to change it) and alignment (or “Child”) are
placed in the upper-right corner.  The lower-right corner shows your
ring count.  I’ll explain that later.

Your Chao will wander around and say random things (i.e. “Uh oh!  I
gotta go!”).  You can pet it with A (and lift weeds or items).  But
that’s not important.  What’s important are the mini-games.  See the
two GBA icons near the stat bar?  “Click” on them to play a mini-game.
Here, I’ll cover them both.

WHITE GBA: This is a fairly hard game.  Your Chao asks you to find a
specific Chao in a field.  All of them look the same, of course, but
that’s beside the point.  You have two minutes, and picking up the
wrong Chao gets you a 30 second deduction (picking up the right one
adds ten seconds to your total).  Since all the Chao are pretty much
the same, you have to rely on Tikal (the orange ball of light; it is
found by the pavement, the flowers, and other areas) for hints.  She’ll
say stuff like “The Chao you’re looking for is facing west” and that
sort of thing.  The more Chao you get in the time limit, the more rings
you earn.

PURPLE GBA: This is a matching game featuring snack foods.  First, you
are shown all the cards, after which they are flipped over.  Then your
Chao walks over the field and moves a few around.  Then you have to
select the matching ones to earn rings.  More matches equal more rings.

Note: You can also collect rings in Sonic Advance (or Sonic Advance 2
or Sonic Pinball Party) and transfer them to Tiny Chao Garden.  That’s
definitely the best way to earn rings if you can.

With the rings you win, you can buy items at the store.  Press L to
bring out the “catalogue.”  There are seven different fruits to buy,
and there are also very expensive eggs and other items.  Each time you
play a mini-game, a new egg appears for sale.  This is how you get some
eggs that can’t be gotten in SA DX normally.  The eggs for sale are:

Egg            Price (Rings)
----------------------------
Normal         0
Silver         500
Gold           1,000
Ruby           5,000
Sapphire       7,000
Amethyst       8,000
Emerald        10,000
Garnet         12,000
Aquamarine     14,000
Peridot        16,000
Topaz          18,000
Onyx           20,000

Pretty steep prices, huh?  Likewise, the three items below are very
expensive.  But unlike the eggs, new ones don’t appear randomly after
you play mini-games.  You must buy them in order of cost (lowest to
highest).

Item           Price (Rings)
----------------------------
Trumpet        1,000
Duck           2,000
Television     8,000

These items can be played with by your Chao while in the Tiny Chao
Garden.  That pretty much covers everything in Tiny Chao Garden.  To
return the artificial copy to your normal garden (you’ll still only
have one Chao), reconnect the GBA-GCN link and choose the option “Pick
up” on the Chao Transporter (you can also pick up rings for your GCN
game).  But, we’re not done here.  Because of the way Tiny Chao Garden
works – it creates a copy of the Chao – we can quite a cool thing you
can’t do normally.  We can transfer Chao.

                     ---------------------------
                     3.6 Moving Chao – SA to SA2
                     ---------------------------

In Sonic Adventure 2: Battle, there was a really nice feature (that we
took for granted) called Chao Kindergarten.  In it, you could do
several things, and Sonic Team thought that the naming-your-Chao option
was the most important.  So, though there is no Chao Kindergarten in
the original, they did make naming your Chao possible for the remake,
but they did at the price of removing the Move option on the Chao
Transporter.  In SA2: Battle, you could move your Chao from one memory
card to another, in effect moving the Chao from one game to another.
Unfortunately, the Move option was removed for SA DX to make room for
Name.  Lucky for you, though, there’s a way to get around this.

First, put your Chao in Tiny Chao Garden.  Remove the link cable (it
doesn’t matter if have a cartridge in the GBA or not) and turn off SA
DX (or SA2 if you’re porting the other way).  Take out the disk and put
the other game inside the GCN.  Turn it on and get to its Chao Garden.
Hook that GBA and GCN back together and pick up the Chao in the new
game.  Congrats, you have successfully transferred your Chao from one
game to the other!  This is very useful, especially if you have one
super-strong Chao from one game and want to conquer the Chao Races in
the other.  In this way, you can also learn (from SA2’s Chao
Kindergarten) what your Chao’s stat grades and personality type are.

You will notice one thing after transferring your Chao, though.  It no
longer has its animal parts.  Yes, it’s true; SA DX and SA2: Battle
have different animals in them, and so Sonic Team just made it so that
none of them register at all.  But who cares?  At least you CAN
transfer them.

                          ----------------
                          3.7 Black Market
                          ----------------

The shady underbelly of the otherwise peaceful Chao World, the Black
Market is a terrible store where... well, it’s not that bad, I guess.
The Black Market is found only in the Station Square Chao Garden, and
there you can spend your hard-earned rings on items.  I mean, really,
you must’ve noticed that the rings you have left over after clearing an
action stage are deposited into one huge ring count.  Well, this is
what those rings are used for.

It seems that the Chao who operates the store will sell certain items
to you only if you have a certain number of emblems.  It differs in
some games, though; there’s really no way to tell when you’ll be able
to buy something.  Also, he restocks randomly each time you go there,
which makes it even harder to get what you want (not to mention the
fact that it’s really expensive!).  Here’s a handy list of what is sold
there, arranged by what the item is and then by price.

---------------------------------Eggs----------------------------------
Item Name                                                Prices (Rings)
-----------------------------------------------------------------------
White Egg                                                           400
Blue Egg                                                            500
Red Egg                                                             500
Yellow Egg                                                          500
Orange Egg                                                          600
Aqua Egg                                                            600
Pink Egg                                                            600
Purple Egg                                                          800
Brown Egg                                                           800
Green Egg                                                           800
Gray Egg                                                          1,000
Light Green Egg                                                   1,500
Black Egg                                                         2,000
Shiny White Egg                                                   4,000
Shiny Blue Egg                                                    5,000
Shiny Red Egg                                                     5,000
Shiny Yellow Egg                                                  5,000
Shiny Orange Egg                                                  6,000
Shiny Pink Egg                                                    6,000
Shiny Purple Egg                                                  6,000
Shiny Brown Egg                                                   8,000
Shiny Green Egg                                                   8,000
Shiny Gray Egg                                                   10,000
Shiny Light Green Egg                                            15,000
Shiny Black Egg                                                  20,000
--------------------------------Fruits---------------------------------
Name                                                     Prices (Rings)
-----------------------------------------------------------------------
Round Fruit                                                          80
Cubicle Fruit                                                        80
Triangular Fruit                                                     80
Hero Fruit                                                          120
Dark Fruit                                                          120
Chao Fruit                                                          200
Heart Fruit                                                         300
Mushroom                                                            300
---------------------------------Hats----------------------------------
Name                                                     Prices (Rings)
-----------------------------------------------------------------------
Apple                                                             2,000
Cardboard Box                                                     2,000
Pan                                                               2,000
Empty Can                                                         4,000
Paper Bag                                                         4,000
Stump                                                             4,000
Bucket                                                            6,000
Flower Pot                                                        6,000
Watermelon                                                        6,000
Wool Beanie (red)                                                 8,000
Wool Beanie (blue)                                               10,000
Wool Beanie (black)                                              20,000
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

Note: Hats are items that Chao can wear on their heads if you give it
to them.  Chao only wear hats if exposed to a blue animal (koala, mole,
or skunk); see that section for details.  To remove a hat from a Chao,
either wait until they do it themselves or throw them against the wall.

Everything is sold in rings, which means you’ll probably have to run
through Emerald Coast more than a few times to pay for, say, the black
Wool Beanie.  And unlike SA2: Battle, there is no ring glitch to help
you out in SA DX.

                      ------------------------
                      3.8 Adventure Field Eggs
                      ------------------------

This doesn’t really fit here, but since we’ve been talking about ways
to get eggs (Tiny Chao Garden and the Black Market), I said, “Hey,
money can’t buy happiness.”  Then I decided to cover the other three
eggs here.

That’s right: there are three special eggs that can’t be gotten in any
other way hidden in the three Adventure Fields.  If you want to get
them again, their positions are reset after you get a Game Over in an
Adventure Field (i.e. jump off the edge of Mystic Ruins over and over).
Here’s the list by field...

Station Square: This one is pretty interesting.  First, go to the City
Hall area (where Sonic fought with Chaos 0; where Knuckles entered
Speed Highway) and search the grass.  You’ll come across an egg-shaped
object made of stone.  Pick it up and enter the nearby antique shop.
See that nice gold egg on the pedestal?  Pick it up.  The security
system goes off and bars cover the doors.  So put the stone egg in the
gold egg’s place to trick the system into thinking nothing was stolen.
Now take that egg – the Gold Egg – to Chao Garden.

Mystic Ruins: You’ll notice a strange object with a silver egg in its
“mouth” behind the Waterfall in the Station Area.  If you trigger a
similar platform on the edge of the pond area, the statue (of what
seems to be a face) shoots forward and drops the egg into the water.
It floats to shore; pick it up and take it – the Silver Egg – back to
Chao Garden.

Egg Carrier: As long as you’re in the neighborhood, why not drop by
Prison Hall in the Egg Carrier?  Once there, open the middle cell by
jumping onto the switch by it.  Pick up the Onyx Egg there and take it
back to Chao Garden.

Well there you have it, folks!  Note that the Shiny Gold/Silver eggs
cannot be gotten in any other way, but the Onyx Egg can be bought in
Tiny Chao Garden for 20,000 rings (why you’d do this is beyond me, but
they’re your rings...).

==============================Section 4.0==============================

                           --------------
                           4.0 Chao Stats
                           --------------

You might have the coolest Chao ever.  He might be a Chaos Chao (see
Section 7), he might look just like Thomas Jefferson, and he may very
well have cost you 20,000 rings for the egg alone.  But what good is a
super-cool-looking Chao if it can’t even stand up by itself?  This is
the basic reason for Chao to have stats – it gives them their basic
abilities.  With 100 points in the Run category, a Chao can walk and
maybe even “run” instead of just crawl and be carried.  100 Swim points?
Congratulations, now your Chao can swim.  100 points of Fly and your
Chao can fly with the best of them.  So, for that simple reason, all
Chao have stats and a star bar to display them.  You can see your
Chao’s stats when you pick it up.

In this section, I’ll talk about what the stat categories are (what
they represent), how to raise them, etc.  We’ll also discuss some stat-
related stuff, like grades and animal behaviors.  Trust me, this will
explain itself later on.

                         ------------------
                         4.1 Standard Stats
                         ------------------

The game keeps track of your Chao’s progression in five different
categories (in this order) – Swim, Fly, Run, Power, and Stamina.  The
more points your Chao has in these categories, the more adept the Chao
is at that skill.

All Chao start life with 0000 points in everything (except reincarnated
Chao, who are born with 10% of their point totals from their previous
life).  Your Chao receives a certain number of points for each level it
gains.  Levels are gained by filling the segmented bar in the stat box
(which is done by giving your Chao small animals and fruits, but more
on that later).  Levels go as high as LV.99, and your Chao starts at
LV.00.  But let’s not get off-track here.  This section is designed to
explain what each stat represents.

Swim: As the name implies, Swim represents your Chao’s ability to swim
in water (each garden has water in it for this purpose).  When a Chao
has 100 points of Swim, it can swim.  Otherwise, you’ll have to rescue
it when it gets in water.

Fly: Obviously, this represents your Chao’s flying capacity.  After all,
the wings on the back of your Chao are there for more than just
decoration.  With 100 points in this category, Jr. can fly in the air.
How long he stays up there is determined by how many points of Fly he
has.

Run: Your Chao’s ability to run – and walk – is gauged by the Run stat.
With 100 points of Run, your Chao can walk (without them, it crawls
everywhere).  This is a vital skill, especially in Chao Races.  The
more points you have, the faster you go.

Power: This stat is representative of your Chao’s upper body strength.
It’s rarely used outside of Chao Races, but starving Power Chao are
known to shake trees to knock fruit down.  The more Power a Chao has,
the faster they climb up rocks, push things, and shake trees in the
Chao Races.

Stamina: Probably the least important of the stats is this.  It’s your
Chao’s capacity for physical activity.  In Chao Races, Chao will pass
out momentarily if they run for too long with low Stamina.  Chao with
high Stamina sleep less often, too.  Unlike the other stats, Stamina
can ONLY be raised by feeding your Chao fruit.

Your Chao can specialize in all of these five stats, called the
Standard Stats, during the first and second evolutions.  The Hidden
Stats, on the other hand, are not specialized in.

                          ----------------
                          4.2 Hidden Stats
                          ----------------

Have you ever noticed that sometimes during races Chao trip?  Or that
they sometimes fail at puzzles or miss shortcuts?  This, my friend, is
due to the hidden stats.  In all likelihood, you’d never know they
existed without this guide.  But they do.  The secret stats of
Intelligence and Luck play a big role in the races, even though you
usually have no clue they even exist.  Here’s what they are.

Intelligence: This is how smart your Chao is.  Intelligence isn’t
tested very much in SA DX races (it’s tested a lot more often in SA2:
Battle).  One time it’s tested is in the Emerald Course when your Chao
can cross the bridge or take a shortcut by jumping off the bridge.
Aside from that, Intelligence isn’t very important in the races.  It
can be raised with blue animals and Mushrooms, the seemingly useless
“fruits” of the Black Market.

Luck: Blue animals and Mushrooms also raise your Chao’s Luck, a measure
of how often it trips over when running.  Such trips are big time-
wasters in races, and having high luck decreases your Chao’s chances of
tripping in races.

Intelligence and Luck are on independent scales; they aren’t measured
in the same way standard stats are.  Intelligence and Luck are on a
scale of 100 points, so their ratings for these are kind of like
percentages.  You cannot go beyond this 100-point limit.  Of course,
this all lies in the programming of the game; it means nothing to you
because you can’t view this percentage even if you know it exists.
Blue animals and Mushrooms raise .25%.  In other words, giving your
Chao 400 blue animals (we’ll discuss animals in the next section) will
guarantee you perfect stats in these areas.  Keep in mind, though, that
personality types (see that section for details) also affect
Intelligence and Luck.

I should point out that there are also two additional stats in the Tiny
Chao Garden called “Mood” and “Belly.”  These reflect your Chao’s
happiness level and their hunger, respectively.  Higher Mood means the
Chao is very happy; higher Belly means the Chao is full.  These are not
stats in the same way that standard stats are, though; they are
represented by x/10, not points.  Though these stats only seem to exist
in Tiny Chao Garden, your Chao’s mood and hunger is probably measured
in the same way in the real Chao Gardens.

                             -----------
                             4.3 Animals
                             -----------

As you probably discovered early on, Chao gain stamina when they eat
fruit from the garden.  You might’ve also noticed that fruit from the
Black Market also raises different stats (for example, Chao Fruit
raises everything 1/10 of a level for each bite the Chao takes).  But
forcing your Chao to gorge itself on fruit is not the best way to
level-up, and it takes a long time, too.  So, why not put those animals
Sonic’s been rescuing since Sonic the Hedgehog (his first game) to good
use?  In other words, exposing your Chao to small animals also helps to
raise levels.

Dr. Eggman captures animals and forces them to pilot/power his robots.
You must’ve noticed that one comes out each time you destroy a robot.
Well, those animals (you can carry ten at a time) jump out and into the
garden when you enter Chao Garden.  Pick them up and give them to Chao
to combine them with the Chao.  Keep in mind that of the 15 different
animals you can get, they are all divided into five groups of three.
You can tell which group they belong to by the background color of
their picture (shown to you when you pick one up in action stages).
Not so coincidentally, you can tell which stat an animal helps the most
by their group.  Here’s a chart, ‘cause charts are just so nifty.

+----------------------+-----------------------+----------------------+
|      Animal Name     |     Group’s Color     |         Stat         |
+----------------------+-----------------------+----------------------+
|  Penguin             |                       |                      |
|  Sea Otter           |        Yellow         |         Swim         |
|  Seal                |                       |                      |
+----------------------+-----------------------+----------------------+
|  Parrot              |                       |                      |
|  Peacock             |        Purple         |         Fly          |
|  Swallow             |                       |                      |
+----------------------+-----------------------+----------------------+
|  Deer                |                       |                      |
|  Kangaroo            |         Green         |         Run          |
|  Rabbit              |                       |                      |
+----------------------+-----------------------+----------------------+
|  Elephant            |                       |                      |
|  Gorilla             |          Red          |        Power         |
|  Lion                |                       |                      |
+----------------------+-----------------------+----------------------+
|  Koala               |                       |                      |
|  Mole                |         Blue          |        Random        |
|  Skunk               |                       |                      |
+----------------------+-----------------------+----------------------+

Blue animals are random because they don’t lean any which way.  Animals
tend to be arranged by their group in levels.  Generally, Swim animals
can be found in Emerald Coast, Fly animals in Windy Valley, Run animals
in Speed Highway, Power in Red Mountain, and the blue animals are
separated.  Koalas are found in Emerald Coast, moles in Windy Valley,
and skunks in Hot Shelter.

Three things happen when you expose your Chao to an animal.  First, the
Chao exposed to the animal gains points.  When those points reach 100,
the Chao gains a level (note that the points they add make up levels.
That is, when your Chao gets 100 points in a category - points are
derived from animals and fruits, which provide 10 points per “layer” -
they level-up.  These points do NOT represent the total stat points –
the ones displayed on the bar above the segmented meter – but instead
the hundredths of the meter itself.).

Second, the Chao may gain some animal parts that alter their
appearances.  Third, the Chao receives an animal ability or special
effect.  Below is a list of their effects (the things they let Chao do
in addition to receiving body parts).

Penguin: Slides on belly
Sea Otter: Backstrokes when swimming
Seal: Rolls sideways

Parrot: Sings
Peacock: Poses
Swallow: Back flips

Deer: Draws pictures
Kangaroo: Dances
Rabbit: Hops in place

Elephant: Sit-ups
Gorilla: Beats chest
Lion: Break dances

Koala: Blows kisses
Mole: Somersaults
Skunk: Emits noxious gas

The blue animals also let your Chao wear hats (see the Black Market
section for details).  SA2: Battle veterans can see that some abilities
(like drawing, dancing, and singing) are the equivalent of a Chao
Kindergarten lessons in SA2: Battle.  And that’s pretty much all there
is to know about small animals.

                           ---------------
                           4.4 Stat Grades
                           ---------------

Just like humans, some Chao have natural talent in certain areas and
some don’t.  So, when a Chao is born, it randomly (if reincarnated, it
has the same grades as when it died; grades may also be passed down
from parents, but it’s hard to predict what grades the Chao will get)
receives what I call stat grades – a letter that represents their
potential in each of the five standard stats.  E is the worst, then D,
C, B, A, and S (the best).  Grades determine how many points you
receive when you level-up.  So as you can tell, grades are very
important to your Chao’s performance.

Unfortunately, Chao Kindergarten does not exist in SA DX, and so there
is no easy way to know what your Chao’s statistics’ grades are.  If you
have SA2: Battle and access to Tiny Chao Garden, I recommend learning
what your Chao’s grades are by transferring your Chao to SA2: Battle
and visiting the Chao Doctor (to transfer Chao between games, see
section 3.6).  If you don’t have access, you can figure it out by
seeing how many points your Chao receives in an area when it levels-up.
Here’s a chart of surefire, dead giveaways as to what the stat grade is.

                     +-------+-----------------+
                     | Grade | Giveaway Points |
                     +-------+-----------------+
                     |   S   | + 28/29/30      |
                     |   A   | + 25            |
                     |   B   | + 22            |
                     |   C   | + 19            |
                     |   D   | + 16            |
                     |   E   | + 11/12/13      |
                     +-------+-----------------+

As you can see, it can be hard to determine an A-D grade because there
is an overlap in the points given at certain grades so that you can’t
be sure which grade is which unless you get one of the numbers above,
which are unique to those grades.  That is, the possible points given
for each grade:

                          S           26-30
                          A           23-27
                          B           20-24
                          C           17-21
                          D           14-18
                          E           11-15

Or to display it in a better way that shows overlap:

+---------+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
|  Grade  |11|12|13|14|15|16|17|18|19|20|21|22|23|24|25|26|27|28|29|30|
+---------+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
|    E    |XX|XX|XX|XX|XX|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |
+---------+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
|    D    |  |  |  |XX|XX|XX|XX|XX|  |  |  |  |  |  |  |  |  |  |  |  |
+---------+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
|    C    |  |  |  |  |  |  |XX|XX|XX|XX|XX|  |  |  |  |  |  |  |  |  |
+---------+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
|    B    |  |  |  |  |  |  |  |  |  |XX|XX|XX|XX|XX|  |  |  |  |  |  |
+---------+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
|    A    |  |  |  |  |  |  |  |  |  |  |  |  |XX|XX|XX|XX|XX|  |  |  |
+---------+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
|    S    |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |XX|XX|XX|XX|XX|
+---------+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+

So, now that I’m all chart’d out, let’s move on.  After all, you should
know how to determine Chao stat grades by now.  Like I said, grades
determine what amounts of points you can get when you level-up that
stat.  Obviously the best is S because it could allow you to get 30,
the highest number of points, but S is hard to come by.  The next
section is devoted to helping you raise a Chao with all S stats.

                           --------------
                           4.5 SSSSS Chao
                           --------------

We could go on and on about how to raise the grades of your Chao to all
S’s.  But I’ll try to give it to you in brief.  If you read the above
section, you’d know that S stat grades are the most desirable because
they provide the most points for your level-ups – more payoff than any
other grade.  So, to have the “perfect Chao,” you’d want to have a Chao
with all S grades.  Easy, right?  Wrong!  The chances of having a Chao
born with all S’s is slim to none – 1 in 7776.  So, let’s review the
other ways to do this – reincarnation (the safe way) and breeding (the
fast way).

-----------------------------Reincarnation-----------------------------

In the first evolution, your Chao decides to take up a particular stat
– Swimming, Flying, Running, Power, or Stamina (called “Normal”).
Doing this not only alters their physical appearance; it also raises
that stat grade by one (E -> D, B -> A, etc.).  So, hatch an egg until
it has above average stats (an S or two and some A’s, hopefully).  If
it comes out bad, reset the game without saving (it takes longer,
though, because you don’t have easy access to stat grades with the Chao
Doctor like in SA2: Battle).

Then, there will come a time when that Chao is to die.  All your hard
work is wasted, right?  No, not quite.  If you treated it well, it will
reincarnate, setting itself up for another lifetime to raise another
grade.  So in theory, it is possible to repeat this cycle over and over
again until you’ve raised all the stat grades through evolution.  Of
course, with a happy Chao generally taking 15 hours to go through a
life cycle, that’s a long, laborious, and boring process.  It would
take weeks, even months, for your average player (starting from an
average or below-average Chao).  So, it’s important to start out with a
pretty high-ranking Chao.

Of course, if you can’t stand this painfully slow process, you might
combine it or use it with the next one...

-------------------------------Breeding--------------------------------

There is sufficient evidence to prove that Chao pass on their grades to
their children.  About half the grades from one and half from the other
are passed down.  So, get two nice Chao and breed them.  You want them
to have better grades than each other in all areas; no overlap.  For
instance, SSABS and BCSSA would be a great combination.  Make them
fertile or wait for one to be in the mating mood, and then save and
quit.  Now breed them.  If the result is good – a blending of all the
best or most of the best grades – keep it.  If not, reset without
saving and try again.  When the results are good, you’re facing with a
new option.  Note that, by some fluke, grades sometimes go down.  So,
it’s more risky than reincarnation...

The child will probably have good stats, but they’ll probably be
lagging in one character.  Mate it with another Chao better in that
category (I hate to say it, but using a parent is really convenient
since it almost automatically has better stats in one area.  Ugh, I
feel so dirty preaching Chao incest...).  Keep doing this until you get
close to all S’s, then use the reincarnation method.  This is pretty
good, but it’ll produce lots of “useless” Chao that you probably aren’t
very attached to.

However you choose to create an SSSSS Chao (if you do), I wish you well.

                          ----------------
                          4.6 Point Totals
                          ----------------

So, how many points CAN a Chao get, anyways?  Here, I’ll calculate just
how many points your Chao – assuming it is an all-S Chao that
miraculously gets 30 points every single time – can have in total.

With all S stats, which is extremely unlikely, you have the potential
to get all 30’s, which is far more unlikely.  Even if your Chao does
have all S’s, your chances of getting a 30 (it is random) every time
for 99 tries is 1/5^99, a super-low number.  It is practically
impossible, but if you do get it somehow, your Chao will have 2970
points.  Since reincarnated Chao start with 10 %, their potential is
3267.

Well, that just puts little Chaosky’s 1786 to shame, doesn’t it?  Again,
points, not levels, determine how strong your Chao is in an area.  But
let’s get serious.  The odds are against you in a big way.  If you had
godlike luck, perhaps you stand a chance.  If you reset your game every
time you get 29 + or below, you’ll be in a for a long ride.  I really
can’t express how low the chances are, but think of it this way.  You
have to get the 30 out of five possible choices each time.  That puts
your first level-up at a 20% chance, right?  That’s pretty bad in
itself.  To repeat that, you have another 20% to face, so getting 30
for the both of those tries reduces to a 4% chance.  Keep doing that
until you’ve got 99 30’s!  Pretty low, right?  So in conclusion, don’t
get bent out of shape when you don’t end up with 2970/3267.

==============================Section 5.0==============================

                        ---------------------
                        5.0 Personality Types
                        ---------------------

Every Chao is an individual nowadays, so we further divide Chao into
personality types.  Yes, each Chao behaves according to their
personality type, which can change over time.  Now, SA2: Battle players
would know that learning your Chao’s personality is simple in Sonic
Adventure 2: Battle.  You just saunter on down to Chao Kindergarten,
visit the Chao Doctor, and you’ve got all the information you need.
Well, it’s not so simple in Sonic Adventure DX; there is no such place
as “Chao Kindergarten.”  So, unless you transfer your Chao over to SA2:
Battle using the trick mentioned in sub-section 3.6, you’ll have to use
your undoubtedly brilliant powers of deduction to figure out your
Chao’s umbrella personality type:

1) Big Eater: This type of Chao likes to eat, and they almost always
eat as if they were starved.

2) Carefree: Your Chao hasn’t a care in the world...  I don’t see any
noticeable, behavioral differences here.

3) Cry Baby: Your Chao will cry at the drop of a hat...  Bummer, eh?

4) Curious: I guess they think about things more often than other Chao.
In any event, it doesn’t affect their behavior too much.

5) Energetic: These are more active Chao that do activities (i.e.
drawing) more often than other Chao.

6) Naive Chao: These Chao mate more frequently and with a wider
“audience” of Chao.  You know what they say: Ignorance is bliss.

7) No Personality: These dull Chao are nothing special.  They just act
like your average Chao.

8) Picky Eater: Quite the opposite of Big Eaters, these Chao are always
nearly full.  They don’t like most fruits, so try finding the fruit
type they like (Cubicle, Triangular, or Round).  The Chao Doctor
could’ve told you this in SA2: Battle, but alas, there is no Chao
Kindergarten.

9) Spoilt: Your Chao throws temper tantrums from time to time when it’s
being ignored.

10) Short Tempered: This is probably the least desirable personality
type after Cry Baby.  Such Chao throw tantrums more often than regular
Chao, are more likely to become bullies, and are just real unfriendly
people.

Chao can switch between personalities.  For example, spoiling your Chao
may turn it to a Spoilt-type Chao.  Well, why didn’t I tell you this
earlier, you ask yourself.  Because personality types also influences
one of the most dynamic duos to emerge from the Sonic world since Sonic
& Tails.

                   ------------------------------
                   5.1 Personality & Hidden Stats
                   ------------------------------

You guessed it!  The hidden stats – Intelligence & Luck – are both
affected by certain personality types.  It would seem, though, that
only certain personality types have a bearing on these two stats.
Here’s what they do.

Cry Baby: The worst type, this sets both Intelligence and Luck to 5
(out of 100) and precludes any increases.

Curious: Luck cannot be raised, but Intelligence is doubled.

Naive: Intelligence and Luck are both doubled.

Short Tempered: Intelligence is disabled from increasing and set to 10
(out of 100), but Luck is doubled.

Obviously, Naive is the best and Cry Baby is the worst.  To help get a
Naive personality, keep Chao playing together and give them lots of
attention and fruits and items.  Cry Babies are born of being ignored,
and it’s really debilitating to have such low Intelligence and
especially Luck in Chao Races.  All other personality types have no
effect on Luck and Intelligence.

                        ---------------------
                        5.2 Fruit Preferences
                        ---------------------

We took Chao Kindergarten for granted in Sonic Adventure 2: Battle, but
man oh man was it useful.  In it, the Chao Doctor could tell you your
Chao’s health status (sick or not), its name, age, alignment, evolution
type, personality, awards won, Chao Karate rank (Chao Karate doesn’t
exist in this game), and, strangely enough, its fruit preference.  Yes,
they have Cubicle, Round, and Triangular Fruit for a reason – every
Chao likes one better one than the other two.  These three fruits can
be purchased at the Black Market, by the way.

So if you have a Picky Eater Chao, or if you just want to treat your
Chao right, try to figure out which shape of fruit your Chao prefers
and feed it to them on those special occasions.  If you can go to Sonic
Adventure 2: Battle (see sub-section 3.6), you can learn this from the
Chao Doctor directly, but otherwise you’ll have to use trial and error.
It’s not very important, but I felt I should at least mention it.

==============================Section 6.0==============================

                          ----------------
                          6.0 Chao Stadium
                          ----------------

Yet another reason why Station Square has the best Chao Garden: it has
the entrance to Chao Stadium in it.  It’s a door opposite the one you
enter the garden by, right near the Chao Transporter.  Inside, you can
race your Chao against others in super-intense races I (and the game)
call “Chao Races.”  Winning the harder races earns you five emblems in
total, which is the only reason this entire Chao guide exists.  I
suggest entering with a really high-level Chao to just breeze through
this; get your Chao to around L.90 in all areas (except stamina) before
coming here to just blow through all of this.  And remember: press A
rapidly to encourage your Chao during races!

                         ------------------
                         6.1 Beginner Races
                         ------------------

Ah, the Beginner Races.  At first, only they (and Party Races) are
available to you.  Obviously, there’s a lower level of skill needed
here (the opponents here are young Chao that can barely run or swim).
At first, only four courses (or tracks) are available to be played on.
They are:

1) Pearl Course: This course consists of pushing a ball forward and
running.  Power is tested the most.

2) Amethyst Course: There’s a lot of running here – pretty much all
running.  Your Chao may fly off the first bridge and take a water route,
testing Fly, Intelligence, Swim, but it’s not necessary.

3) Sapphire Course: At first, your Chao will run down part of a
checkered walkway, and then it will climb up a cliff (Power).  After
some more running, they fly down off a cliff and swim to the finish
line.

4) Ruby Course: This is pretty much all swimming.  After a few steps on
dry ground, you hit water and swim to the end.

By beating all four of the above courses (1st place), you unlock a
fifth course.

5) Emerald Course: This is the longest track of all, and it combines
elements from each other course to make for an all-around Chao’s
playground.  It is the hardest and longest.  If your Chao takes a
shortcut by jumping off the bridge to a water route, they are using
their Intelligence stat.

By winning in each of the Beginner Races (in other words, after beating
Emerald Course), you’ll unlock the Jewel Races.

                           ---------------
                           6.2 Jewel Races
                           ---------------

We have the exact same courses as in Beginner Race, but the competitors
must’ve seriously improved their training regiment ‘cause now they’re
pretty hard, if I do say so myself.  So, good luck, and keep raising
those stats!  These are the races that count; beating each of them
earns you an emblem.  So, through Jewel Races, you earn the five
emblems from Chao Garden.

                           ---------------
                           6.3 Party Races
                           ---------------

If you want to see whose Chao is the fairest, err, fastest, of them all,
look no further than Party Races.  It serves no purpose other than
competing with friends (on multiple memory cards), but it’s fun enough.
You can also race up to four of your own Chao against each other making
use of four GCN controllers.

==============================Section 7.0==============================

                          ----------------
                          7.0 Special Chao
                          ----------------

NOTE: Since there’s no really *new* content to add to this section,
this is a slightly edited version of Section 6 from my Sonic Adventure
2: Battle guide’s Chao Garden section.

These are the Chao that will wow your friends.  There are many, many
special Chao.  I only list the particularly cool ones in my guide (I'm
a pretty cool guy, after all...  What are you laughing about?).  Please
don't e-mail me asking me how to get a Chao who looks like so and so.
I don't know because I have not mixed every Chao type known to man.  Go
ahead and experiment.  A lot of Chao look like a lot of things.  Of
course, you're only limited by your imagination.

                           --------------
                           7.1 Chaos Chao
                           --------------

Chaos Chao are undoubtedly the coolest Chao in the game.  First, they
are immortal; they cannot die.  Second, they cannot mate (that's not
that bad).  Third, they have different balls than anyone else on their
heads.  Here are the three Chaos Chao with descriptions.

Light Chaos Chao: This is neutral and it looks very similar to Chaos 0,
the first boss of the game (in Sonic’s storyline).  Light Chaos Chao
have a bolt of electricity (it looks that way.  It is still ball-shaped)
on their heads.

Angel Chaos Chao: This is my least favorite of the three, but it is
still cool.  Its eyes are constantly closed and it has two graceful
"ears" running down the side of its face at almost 45 degree angles.
The halo is now translucent.

Devil Chaos Chao: This Chaos Chao is very sleek like the others, but it
has two erect horns sticking out of its head, and it has a flame for a
ball.

Having Shiny Chao (from shiny eggs) is the coolest way to make Chaos
Chao, in my opinion.

Now I will tell you how to make these three.  It will definitely take
some time – three lifetimes.  If you want to pass a lot of time, leave
the GCN on overnight with your character in the garden.  If your Game
Cube has proper ventilation, you can do this without harming it.  Also,
be sure that your Chao can swim.  If he cannot, it probably won't like
you too much if you let it drown all night.  First, you must have the
Chao reincarnate twice.  To make sure that your Chao will reincarnate,
make sure that it comes to you when you whistle.  Also, to prevent
other Chao from dying, you may want to put them in separate gardens
(time only passes in the garden that you're in).  In its third life,
give it one of all 21 animals.  See that section for locations.
Finally, decide which alignment it will take.  That is, if you want a
Light Chaos Chao, make it Neutral, Angel Hero, and Devil Dark.  These
will definitely be the pride of your garden.

Notes: It can be in its third life, but it can also be in a later life
(fourth, fifth, what have you).  Also, it doesn't become a Chaos Chao
the instant you give it the last animal.  You must wait for it to
evolve the first time.  Also, there is a very slim chance that your
Chao will not become a Chaos Chao even if you did all the right things.
To remedy this, let it reincarnate again and then try again.

                         ------------------
                         7.2 Character Chao
                         ------------------

A few Chao can be made to look like characters.  There are five
characters that you can make them look (more than remotely) like.  No,
there is not an Eggman, Tails, Rouge, Knuckles, Big, Amy Rose, Omochao,
etc. Chao.  There just aren't.  In the original SA2 there was a Chao
editor, but there is not one in SA2: Battle, let alone SA DX.

Technically, you can get a Knuckles Chao.  However, that would require
that you go to Japan and participate in the "Game Jam."  Then you’d
have to transfer the Chao from Battle to Sonic Adventure DX.  There is
also an official Tails Chao (that actually looks just like it) for
Phantasy Star Online (GCN) players to get.  But, Sonic and his rival
from Sonic Adventure 2: Battle, as well as another popular Sega
character, can be replicated pretty nicely.

Sonic Chao: Yes, this Chao looks like Sonic.  It has the three hair
spikes and is blue.  Start with a regular Chao (the eggs that are in
the garden) and influence it to be a Neutral Running type.  In its
second evolution, make it by a Neutral Running/Running type.  At first
it will be green, but it will be blue by its second evolution.

Shadow Chao: Start with a normal garden Chao and raise it to be a Dark
Running/Running Chao.  If all goes well, it will turn from green to
dull to red (the spikes), and the body will slowly become darker.

Super Sonic Chao: You'll need either Tiny Chao Garden or the hidden egg
in Station Square (Adventure Field) for this (see sub-section 3.8).
Get a Gold Egg and hatch it.  Then raise it to be a Neutral
Running/Running type.  Lo and behold, it looks very much like Super
Sonic.

Super Shadow: Logically, a Silver Egg would work, but it doesn't.
Super Shadow requires a bit more work to get.  First, mate a normal
Chao and a Shiny Gray Chao to have a two-toned Chao.  Then make it a
Dark Running/Running type.

NiGHTS Chao: NiGHTS is a character from a Sega Saturn game of the same
name.  You can see the creature during a 3-D cinema in Casinopolis’s
card-based pinball game.  This Chao is raised as a Neutral
Flying/Flying type.

Those are all the Sonic character Chao.  These Chao don't live forever
like the coveted Chaos Chao, but they are still pretty darn neat.

                      ------------------------
                      7.3 Special Colored Chao
                      ------------------------

There are several skin color variations that look pretty neat.
Specifically, there are two-toned, clear, shiny, and jewel colorings.
To knock off two of those categories, I'll explain what those last two
are right now.  Shiny Chao are hatched from "Shiny" [Color] Eggs bought
at the Black Market.  [Jewel] Eggs are the pricy eggs purchased from
Tiny Chao Garden, three of which can be gotten in the Adventure Fields
(see 3.8).  Shiny Chao and Jewel Chao are reflective and metallic.
They look pretty cool, in my opinion.

Two-toned Chao result from mating two differently colored Chao.  While
one color seems more dominant than the other, they have highlights and
colorations at the end of the hand, etc., of both.  This often looks
very nice.  I won't list all the recipes for main colors and highlights
because there are so many, but try experimenting.

Clear Chao can be totally transparent, or tinted in a certain shade
(but still clear).  You will be able to see their eyes, wings, and the
balls on their head, but nothing else (unless it is tinted, in which
case you can make out the outline) will be visible.  Clear Chao are
made by mating Shiny Chao with Jewel Chao of any colors.  This makes
for many possibilities, and I don't care to list them all.  The only
bad part about this is that special colors tend to run up a high price
pretty easily...

                     ---------------------------
                     7.4 Controlling Chao Traits
                     ---------------------------

There are a few ways to control, to an extent, what your Chao will look
like when it’s born.  The easiest way to do this is to hatch its egg in
special ways.  Although there is still an element of randomness, these
methods usually work.

To rock an egg (or any item, for that matter), pick up the egg and hold
B.  Tilt up and down on the control stick to shake it.  You can
practice on fruit.

Dazed - This Chao looks confused.  Shake the egg for a long time.

Evil - Use any of the following methods to get an evil-faced Chao from
birth: chuck it at a wall, shake the egg, put it down, and shake it
some more, or hold the egg, run around the garden, and jump while doing
so.

Grin - Jump up and down for a very long time while holding the egg.
When it is about ready to hatch, place it on the ground and pick it up
before the Chao is out of the egg.  Throw the egg at the wall.  This is
an evil grin.

Happy - Let the Chao hatch on its own - no interaction with you.

Normal - Rock the egg around twenty times.

Zigzag - Rock the egg five times.

Note that reincarnated Dark Chao are born with arched, evil eyes...
I’ve got to admit, I was extremely scared when I first saw this.

Also, in Tiny Chao Garden they give you a preview of what a Chao will
look like when it is born and being transferred to the Game Cube.  If
you're not satisfied with the face, cancel and try again.  The face
will (probably) change.  Try until you like what you see.

==============================Section 8.0==============================

                           --------------
                           8.0 In Closing
                           --------------

So now you know just about everything you’d ever need to know about
raising Chao – and collecting the emblems attached to Chao Garden – in
Sonic Adventure DX.  But remember, when you are a successful Chao-
raising machine pumping out SSSSS Chao or Chaos Chao or what have you
that Chao have feelings, too.  “But they’re artificial video game
characters,” you say.  Wrong!  If that were true... well, okay, I guess
it is true.  Just do me a favor and take care of ‘em, eh?  So...

Ciao Chao!

=======================================================================
===============================Secrets*================================
=======================================================================

Naturally, there’s a boatload of secrets to be found in Sonic Adventure
DX, and they’re a lot better than Sonic secrets usually turn out to be
(*thinks back to the “secret special ending” of Sonic the Hedgehog*).
Let’s begin by summing up the “secret” characters.

                     +-------------------------+
                     |    Secret Characters    |
                     +-------------------------+

MILES “TAILS” PROWER: Sonic’s faithful friend, Tails, can be unlocked
for Adventure Mode by beating Emerald Coast in Sonic’s storyline.

KNUCKLES THE ECHIDNA: Sonic’s friend and rival, Knuckles, plays
Adventure Mode, too – but only after he’s beaten in a fight as Sonic or
Tails in their storylines.

AMY ROSE: After Sonic meets up with Amy, an annoying hedgehog he
rescued in Sonic CD, after Sky Chase Act 1, her story will be unlocked.

E-102 “GAMMA”: Defeat E-102, Eggman’s robotic servant, on the Egg
Carrier’s Deck as Sonic or Tails to unlock his storyline.

BIG THE CAT: Beating the final boss of Sonic’s storyline will unlock
Big, a newcomer to the Sonic realm.

SUPER SONIC: The stronger form of Sonic is unlocked by beating the
other stories to completion – 100 %.

METAL SONIC: Get all 130 emblems to be able to play as Metal Sonic, the
robotic duplicate of Sonic (from Sonic CD) who barely differs from
Sonic at all in abilities, in Action Trials.  He’s like an alternate
costume.

While secret characters are your main motivation to keep playing Sonic
Adventure DX, you’ll later be compelled to play for emblems and mission
cards.  What do these do, exactly?  I’ve kept it hidden until now, but
I will reveal it here.

                  +------------------------------+
                  |    Trial and Mission Mode    |
                  +------------------------------+

To unlock the Trials and Mission Mode of a character, simply beat their
storylines.  Super Sonic has no trials, by the way.  Similarly, Metal
Sonic has no Mission Mode.

                     +-------------------------+
                     |    Secret Mini-Games    |
                     +-------------------------+

Don’t be fooled by “mini-games” in the title.  The game calls them that,
but they aren’t mini in any way.  The complete Game Gear Sonic library
is included in Sonic Adventure DX; that is, all 12 of Sonic’s games for
Sega’s portable – the Sega Game Gear – are unlockable!  Huzzah!  For
every 20 emblems you collect, one game is yours.  For the last ten, you
get two games at once!  For every 20 missions you complete, you also
get a game.  Here are the games:

Sonic the Hedgehog
Sonic Drift
Sonic Chaos (also called “Sonic & Tails”)
Sonic Spinball
Sonic Labyrinth
Sonic the Hedgehog 2
Dr. Robotnik’s Mean Bean Machine
Sonic the Hedgehog: Triple Trouble
Sonic Drift 2
Tails’ Skypatrol
Sonic Blast
Tails Adventure

When playing these classics, press L and R to show the GG view (smaller
view as the Game Gear would show it) and L and R to return back to the
full-screen view.  I may write guides for these games in the future,
but don’t hound me about it!

Well, that pretty much covers all the secrets of the game.  There are
some Chao-related secrets, but they are covered in their sections of
“Chao Garden.”

=======================================================================
=================================FAQ*==================================
=======================================================================

We finally reach the “FAQ” part of the guide.  Please, read this before
e-mailing me.  For that matter, please read ALL of the guide before e-
mailing me!  After all, that’s the point of this section – to answer
your questions before you ask them.  Now, let’s get cracking!

Question: I can’t beat [name of trial/mission].  Can you help me?
Answer: Yes.  Read the guide.  Seriously, if I wrote up this entire
walkthrough, why would I hold any secrets back?  Everything I know
about completing that mission/trial is included; don’t ask me for
additional tips.  I reiterate: everything is in the guide; don’t expect
me to give you more tips.  Some things are just naturally hard, anyways
(though most of the game is fairly easy).

Question: How do I unlock [character/game/mode]?
Answer: See “Secrets” for details.

Question: Who is the “Chao Doctor” and what is “Chao Kindergarten?”
Answer: In Sonic Adventure 2: Battle, there was a place called Chao
Kindergarten available.  In it, you could do several things, but one of
the most useful (but also greatly taken for granted) was Chao Doctor,
an old Chao fellow who gave you the Chao’s age, alignment, stat type,
stat grades, fruit preference, and a few other things.  It really
helped, as now you must guess or observe to learn these things.

Question: What are those small animals I collect in action stages?
Answer: Traditionally, Eggman powers his robots with animals.  When you
destroy one, they are released.  If you take them to Chao Garden, your
Chao can be exposed to them, giving them boosts or minuses in stats.

Question: Can I play as [second-last secret character] outside of the
last boss battle?
Answer: Nope.  Sorry, but you can’t in any of the Game Cube 3-D Sonic
games.

Question: I just can’t seem to beat Big’s A action trials.  There just
aren’t 2000-gram fish!  Can you help?
Answer: These fish don’t appear unless you have the lure upgrades
(especially in Twinkle Park, which has very small fish).  It also
requires patience.  The metal, demonic-looking fish usually weigh in
pretty well.

Question: I put a hat on my Chao’s head after exposing it to a blue
animal, and now it can’t take it off!  Are hats, like, permanent or
something?
Answer: Not quite.  If you wait long enough, Chao may take hats off
themselves.  But if you’re not a particularly patient person, you can
always hurl them into a wall.  Works every time...

Question: Can I use your guide(s) on my web site?
Answer: Sorry, but no.  Please refer to my legal section for details.

Question: What other guides do you have?
Answer: Quite a few.  This is my 37th (I know what you’re thinking...),
and you can use the below link for an up-to-date listing of all of them:

http://www.gamefaqs.com/features/recognition/46879.html

Question: How can I contact you?
Answer: Not asked nearly enough, this question.  First, I'd like to set
out a few guidelines.  All contact occurs through e-mails (not IMs or
anything else), which must relate to the guide (no chain letters,
socializing, etc.).  Please put "Sonic Adventure DX" or the name of the
guide in the subject.  Make sure to examine the entire guide before e-
mailing me.  In my prime, I answered e-mails pretty regularly, but now
it's on a very irregular basis with lots of gaps, so it's in your best
interest to read the guide instead of waiting for me to answer your
questions.  I don't open attachments.  Finally, be specific in your
question.  Thanks in advance.  You can e-mail me at:

[email protected]

And that concludes this interrogation session!  One section remains for
your reading please.  It makes this guide worth using.  Without further
ado, the legal section, ladies and gents!
-----------------------------------------------------------------------
  _________________________________________________________________
 /                                                                 \
/                                                                   \
||----------------------------Section 4*-----------------------------||
\                                                                   /
 \_________________________________________________________________/

=======================================================================
====================Credits and Legal Information*=====================
=======================================================================

Here’s a riddle for you: What’s extremely intense, as sweet as honey,
and more addictive than any drug?  Well!?  Give up?  The answer is, of
course, a resounding, “LEGAL SECTION!”  Everyone the world over loves
them!  I bet that somewhere some old folks are telling their
grandchildren about their first run-in with a legal section as we speak!
And their grandchildren say, “Oh boy, I can’t wait until I read MY
first legal section!” to which the grandparent responds, “Some day,
little Timothy, you too will experience the joys of legal information.
Some day...”

Why are you looking at me like that?  Ah, but regardless, I must admit
that this is all just a super-clever way to keep you in suspense.  And
to let the anticipation just fill your soul, we’ll begin with the...

                          +---------------+
                          |    Credits    |
                          +---------------+

First off, let’s give it up for me ‘cause I wrote this guide and have
no sense of modesty!  Also, my parents and other ancestors.  Without
you, this wouldn’t be possible!  So thanks, guys!

Secondly, who could forget Nintendo?  Yes, this is an advertisement;
buy their products!  They licensed the game, after all.  But really,
Sega deserves the majority of the praise, as they actually made the
game.  So kudos to them!

Last but not least, let’s applaud GameFAQs.  They are the only site
allowed to host my guides, and they’re pretty snazzy on top of that!
So instead of the usual three, I say FOUR cheers for them!

Then there are those who recently helped me.  Below is a list of who
they are and what they did.

That wraps that up, but the list may very well grow in the future.
This leads us into... you guessed it, the legal section.  I don’t want
to keep you waiting too long lest you explode with excitement and I’d
be charged with manslaughter, so let the games begin!

                     +-------------------------+
                     |    The Legal Section    |
                     +-------------------------+

First of all, I take no credit for the creation, distribution,
production, idealizing, or in any way making this game.  That honor
goes to Sega, not me, and I do not deny this.  That is, all trademarks
and copyrights contained in this document are owned by their respective
trademark and copyright holders.

Second, this document is Copyright 2005-2007 Brian McPhee.

Third, this may not be reproduced in part or in full under any
circumstances except for personal, private use. It may not be placed on
any web site or otherwise distributed publicly without advance written
permission. Use of this guide on any other web site or as a part of any
public display is strictly prohibited, and a violation of copyright.

To make it absolutely clear, no one but the website GameFaqs may use my
guides on their sites, books, magazines, etc.

Tada!  Man oh man was that “wicked tight,” as you young people say.
But unfortunately, all good things must come to an end, and this legal
section (oh yeah, and this guide, too) are done with.  So, until next
time, you have only these words to remember me by...  They are quite
possibly the coolest three words in the English language, and every
guide I’ve ever written ends with them.  They are, how you say, the
“attractor” of my guides.  And you know what?  You have permission to
read them!  So, take a deep breath, wash your hands, and scroll down a
bit.  Destiny awaits...

See ya later.