Sonic the Hedgehog
------------------

Copyright 2005-2007 Brian McPhee

Author: Kirby021591 (Brian McPhee)
Most Recent Update: April 14, 2007
Originally Created: November 13, 2005
Version 1.0

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

Introduction*
Navigation*
Storyline*
Items & Objects*
The Badniks*

Section 2*

Green Hill*
Bridge*
Jungle*
Labyrinth*
Scrap Brain*
Sky Base*

Section 3*

Chaos Emeralds*
1-UP Locations*
Bonus Stages*
FAQ*

Section 4*

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

Why hello there!  Before you is a guide – a “walkthrough,” as I may
call it throughout the document – for Sonic the Hedgehog, a nifty
little Game Gear title that launched Sonic’s portable branch of the
series.  Ah, but it’s not quite as great as I make it out to be, I know.
Seriously, though, if you’ve ever played Sonic the Hedgehog for the
Sega Genesis, you’ll probably like this.  They’re pretty similar (come
on!  They even have the same name!).

You see, it’s a short 2-D platformer (that is, it is played in levels)
that is based around jumping, but you probably knew that.  The trouble
is, the game is pretty difficult, and there’s no save feature in Sonic
the Hedgehog.  Also, this game is 8-bit, which means we’ll be
experiencing a decline in the quality of graphics and speed of its
Genesis counterpart.  Still, it’s fun to play for a while (of course
I’m not going to be overly critical; it’s too short to do that), and
Sega even saw fit to include it as an unlockable in Sonic Adventure DX
Director’s Cut.  So, have fun, don’t take it too seriously, and good
luck!

By the by, should you happen to see this guide (or any of my guides) on
any web site other than GameFAQs.com and its affiliates, please contact
me at the e-mail address at the top of the guide (just scroll up a bit
and you’re there).  With your help, this guide won’t be plagiarized at
all!  Much thanks, all, much thanks...

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

You know, I feel kind of bad for you...  You just clicked on this
“FAQ/Walkthrough” and got thrown into the mess, right?  You don’t know
where you’re going in this guide any more than I do in this rambling.
So, you know what?  I set out to fix this problem.  First, I said, “Two
heads are better than one.”  Then I stopped procrastinating and
implemented the navigation system, just to help you get around this
ENDLESS guide.  It’s enormous!  Now, I’ve got written down that I
should explain it to you, too...  Here goes nothing!

Have you noticed the asterisks (*) by all the titles?  Aren’t they just
the coolest things you’ve ever seen [in this guide] ever!?  Well, cool
though they may be, they are actually functional, too.  Press CTRL and
F on your keyboard (that’s Apple and F on Macs) to bring up a
Find/Search box.  Type into it the name of the section you want,
asterisk and all, and then click “Find/Search.”  You’ll be taken to the
Table of Contents.  Click it again to just skip right down to the
section you need.  That’s pretty simple, right?  Fantastic!  Just don’t
have too much fun now!

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

Some later Sonic games feature fairly involved storylines.  Sonic
Heroes, for example, even has twists!  But this game has none.  It’s
pretty plain, my friend.  It doesn’t even have two endings like the
Genesis Sonic the Hedgehog (which was still quite bare-bones).  But I
digress; here’s a summary of the complex background of the game we call
“Sonic the Hedgehog.”

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

The evil Dr. Robotnik has captured the animal inhabitants of South
Island and forced them to pilot/power his insidious robotic soldiers
(which he intends to use to conquer the world, no doubt).  But never
fear, for one South Islander – Sonic, the blue blur, the fastest
hedgehog in the world – is here to save the day!  Can he reach Robotnik
and foil his sinister plots?  Probably...  It is a Sonic game, after
all.

That was incredible!  I was on the edge of my seat, I laughed, I cried,
I read it twice!  Even so, I can tell you are just dying to know who
these characters are, so I bring you...

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

Sonic the Hedgehog: He’s a super-fast hedgehog from South Island who
hates injustice and loves peace.  Sonic is even nicknamed “the blue
blur” by fans because of his super speeds!  He’s also quite adept at
jumping, and though his friends don’t lend him a hand in this game, he
has many allies in his fight against evil (usually Dr. Robotnik), such
as Tails, Knuckles, and others.

Dr. Ivo “Eggman” Robotnik: An evil scientist with a slightly ovular
torso (hence his nickname, “Eggman”), Robotnik is a genius with a knack
for making robots (who’d have guessed it?), but he powers them with the
animals of South Island (plus, they’re made for pretty bad reasons,
too).  So, Dr. Robotnik must be crushed by Sonic, his arch-nemesis,
just like always.  Dr. Robotnik, when will you learn!?

Couldn’t have figured all that out, eh?  Anyways, let’s move onto
actual game aspects – the items.

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

The “capsules” of Sonic the Hedgehog are really little monitors – TV
boxes almost.  I’ll still call them “capsules,” though.  They contain
items that have special effects, and I’ll list them here.

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

Super Ring: This monitor’s image is a ring.  This gives you 10 rings.
Rings are used to add a “hit” to your health (if you get hit with rings,
you don’t die), and 100 rings earns you an extra life.  Furthermore, if
you beat a level with 50 rings, you get to play a bonus level.

1-UP: These are extremely rare capsules (one per act) with a picture of
Sonic’s face on them.  That way, if you die, you can keep on going.
They’re hidden pretty poorly, but to make up for that, getting one in
one play-through keeps you from getting it ever again (that is, if you
get a 1-UP in an act and then die, it won’t appear again.  The same
goes for using continues).

Invincibility: Looking like stars, this power-up makes you invincible
briefly.  But you can still fall victim to pits and other instant death
obstacles.

Shield: These protect you for one hit (without taking rings, either);
they take the blow then burst.  They do look like bubbles, after all.

Power Sneakers: Getting these temporarily boosts Sonic’s speed.
They’re quite handy, but there’s only one in all the game (in Act 1).

Checkpoint: Down arrows, these let you restart at that point in the act
if you hit them.  These aren’t good for continues, though.  Note that
these stop appearing after Labyrinth Zone.

Continue: Found only in bonus levels, Continues let you restart at the
level you left off at even when you lose all your lives.  They are
capsules with CONT. written on them.

Aside from capsule items, you also have objects that act as “items,” or
close enough.  We’ve got a list for them, too.

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

Ring: Although these rings probably feel like losers since they’re not
“super,” whatever that means, they are still essential to the game.
When you collect rings, you are defending yourself.  That is, if you
have no rings and are hit, you die, but if you have rings and you’re
hit, you just lose your rings (and can re-collect them afterwards).
Collecting 100 rings is a surefire way to gain a life, and 50 rings
make a bonus level available to you.

Sign: These mark the end of the act.  Run through it and you’ll get one
of several images.  If you see Dr. Robotnik’s face, you get nothing.
If you get Sonic (which is only possible if you didn’t get hit once in
the level), you get a 1-UP free of charge.  If a ring shows up, you get
10 rings (rings, at the end of the level, are good for points).  You
can only get this if your ring count is divisible by 10 (0, 10, 20, 30,
etc.) when you pass through the sign.  Finally, if you have 50 or more
rings when you pass through the sign, an exclamation point (!) appears,
and you play a bonus level where you can rack up Continues.  Bonus
levels can only be accessed from the first four zones – Green Hill,
Bridge, Jungle, and Labyrinth.

Capsule: At the end of most zones, you’ll find a capsule that you need
to hit in order to free the zone’s imprisoned animal population.  They
are always beyond Dr. Robotnik, who is staked out in the third act of
each zone.  Good luck in rescuing your fellow South Islanders!

Chaos Emerald: There are six of these hidden in the game, one per zone.
When all seven are collected, the user can become a super version of
themselves, but Super Sonic isn’t available in this game since the
seventh Chaos Emerald is conspicuously missing.  They do greatly add to
your point totals, though.

And those are all the items/objects at Sonic’s disposal!  Make good use
of them, as they will undoubtedly aid you in your quest against Dr.
Robotnik.

=======================================================================
=============================The Badniks*==============================
=======================================================================

“Badnik” is the early term for Dr. Robotnik’s robotic warriors.  And
yes, there are the early ones; most enemies in this game are direct
copies of ones from Sonic the Hedgehog’s earlier incarnations.  So
here’s a list of enemy units, where they’re found, and how they’re
beaten... as if you couldn’t figure it out yourself, eh?  They’re
listed in the order that you encounter them in the game.  For enemies I
don’t know the names of from previous games (specifically Spikebot,
Ambush,

Motobug: These are just insect robots that scoot along the ground.
Roll into them or jump onto them to put an end to their scooting ways.
Motobug is only found in Green Hill.

Crabmeat: A crab-like robot that scuttles around the ground.  If you
don’t jump/roll into it soon enough, Crabmeat will be more than happy
to fire some bullets at you via claws.  Crabmeats are found in the
first three zones – Green Hill, Bridge, and Jungle.

Buzzbomber: This bee-like robot, from the Genesis Sonic the Hedgehog,
flies forward, shoots, and then retreats.  Jump into it to destroy it.
Buzzbombers are to be found only in Green Hill and Bridge.

Spikebot: This is a rare enemy with spikes on its back and claws by its
eyes.  Due to these defenses, the only way to defeat them is to roll
into them from the right.  But since that is so inconvenient for you,
as the Spikebots are always facing left, you should just skip over them.
I should note, though, that at times you can roll into the face or not
the back (you just have to roll “under” him; you need to have a lower
elevation).  Luckily, these foes are restricted to Bridge alone.

Chopper: A robotic fish that jumps out of the water to bite you.  As
long as you’re jumping or rolling (in ball form), you will destroy it.
These guys are found in Bridge and Jungle.

Ambush: An enemy that hides behind leaves, suddenly appears, and shoots,
Ambushes are limited to the Jungle.  You can defeat them by jumping at
them, even when they’re not visible.

Chop Chop: This is a green fish robot exclusive to Labyrinth.  You can
defeat it with a jump or a roll, whichever is necessary.

Burrobot: There are only a few of these in the entire game, and they’re
always found in hallways in Labyrinth Zone.  It jumps quite often, and
the hallway setting makes maneuvering more difficult.  Still, it raises
the drill on its head when it jumps, so you can just jump into it
anyways.  Rolling is also quite effective.

Orbinaut: Round balls with four little spikes orbiting them, Orbinauts
are exclusive to Labyrinth and Sky Base, but they come in two varieties.
The Labyrinth type shoots its spikes, but the Sky Base ones keep them,
essentially making them as obstacles since they’re untouchable at that
point.  You can attack them once they’ve shed their spikes in Labyrinth,
but don’t even try in Sky Base.

Caterkiller: A purple caterpillar robot, this is found only in Scrap
Brain.  To beat these, either roll or jump into/onto their heads, as
the spikes on their backs make anything else useless.

Ballhog: A pig-like enemy from Scrap Brain, these robots launch balls
from their bellies.  Pretty bad, huh?  Well, you need only jump on them
or roll into them, so they’re not as terrible as you originally thought.

Boom Bot: A harder enemy than most, these Sky Base foes detonate
themselves, releasing four blasts at you.  You’re just going to want to
avoid these...

Dr. Robotnik: The villain of the game, you’ll fight this bad egg (pun!)
at the end of every zone (that is, the “third act).  He changes his
tactics each time, and so I suggest you refer to the walkthrough in
Section 2 for details on beating him.

Shaking in your boots, are you?  Now that you know of the 13 enemies,
good luck fighting them, ‘cause the walkthrough begins in 5, 4, 3, 2, 1,
now!
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=======================================================================
==============================Green Hill*==============================
=======================================================================

Ah, the first zone...  Green Hill is a fairly easy beginners’ zone (by
the way, zones consist of three acts – two levels and one boss fight),
and you should have little difficulty here.  Enjoy while you can, as
there aren’t many other times when it’s so simple to earn extra lives.

                           +-------------+
                           |    Act 1    |
                           +-------------+

Ah, the first act.  Let’s kick things off by walking right.  Notice how
quickly Sonic gains speed.  You’ll have to jump, though, as a Motobug,
an enemy that just scoots forward along the ground.  You can roll into
it by pressing down while running or you can jump onto (or over) it.
After dealing with that threat, notice a row of rings.  Pick them up to
sustain your health; with rings handy, you can be hit and not die.
Continue right, jumping through a few rings and onto a platform with a
Super Ring capsule on it.  Break the capsule as you would a robot; jump
or roll into it to take the contents.  Super Rings are worth ten rings.

Once you’ve taken your fill, jump right to see a few more pairs of
rings you may want to jump through; they lead up to a Crabmeat, a crab
robot that scuttles about the ground, stopping periodically to shoot
bullets from both claws.  Jump/roll into it before it has a chance, and
then proceed right up a slope (collecting rings as you go).  At the top,
break the capsule for Invincibility, which makes you invulnerable for a
while.  After that, you can either press down to roll down a slope and
soar through the air to a later capsule (if so, skip to the next
paragraph; it may also send you a little ways or into a spring that
returns you to this spot), or you can continue to run forward, jumping
at the bottom to get a few rings, and continue past a Crabmeat to find
a platform.

Jump onto it and hit the capsule for Power Sneakers, which make even
faster than before!  Jump right through a few rings and onto another
raised piece of land.  If you’re still invincible, run over the spikes
and onto safe ground.  If not, jump onto the platform and ride it
across.  Afterwards, walk forward and jump to hit a Buzzbomber, which
is a bee robot that flies through the air, shoots at you, and then
flies off, before it can strike.  Continue right to find a tree; hit it
to knock down a capsule with a 1-UP in it.  Get it to have an extra
life (meaning you can retry a level if you die in it).  Take it and
then go right to find a slope.  If you roll down it, you’ll pass
through a Crabmeat and come to a new capsule, a down arrow.  It is the
checkpoint; hit it to mark your spot in case you die.

After hitting the checkpoint, jump left onto the slope and walk right
along it to a gap.  Just jump clear over it (you can divide it into two
jumps using the platform) and continue right, collecting rings as you
go.  Jump over a Motobug before a small slope, and then continue to a
spiky gap.  Ride the platform floating over it across, and then
continue right under a Buzzbomber and to a Crabmeat.  Just beyond it is
the sign, which ends the level.  If you got 50 rings or more, you’ll
play a bonus level (the sign shows a ‘!’ mark).  Otherwise, a picture
of Dr. Robotnik earns you no points, a ring earns you 10 rings (but you
can get it only if your ring count is divisible by 10 – 0, 10, 20, 30,
etc.), and a picture of Sonic nets you a 1-UP, assuming you weren’t hit
at all throughout this act.  Congrats, you’ve beaten Act 1!

                           +-------------+
                           |    Act 2    |
                           +-------------+

Walk forward, grab a few rings, and... hey?  What the...  You just fell
in a hole?  How could you do that!  There was a warning sign and
everything!  Well, it looks like I have to save you YET AGAIN because
you fell for such an UTTERLY OBVIOUS trap!  Ugh...  Anyways, you can
start by jumping left to find a hidden Shield capsule.  The Shield
affords you an extra hit; you lose it, then rings, then your life.  Now
go back right to find a hole.  See it this time, eh?

Hold left as you fall to reach a Super Ring capsule and avoid a
Crabmeat.  Then go left and fall into a watery bottom to this cavern.
I doubt you’d actually die this way, but you can’t stay underwater
forever; you have to jump for air every now and then.  Before we move
on, go all the way to the left and jump against the wall to find a
hidden opening leading to a room with a 1-UP.  Once you’ve taken it,
exit back to the water.  Walk right along here, rolling into the two
Crabmeats you meet along the way, and you’ll come to a spring.  Step
into it and you’re flung backward into the water; don’t touch it.  Jump
over it and bounce on the other spring instead.  Hold right and you’ll
pass through a few rings and come to another checkpoint capsule.  Break
it and we’ll be on our way.

Jump left to see another spring.  Ignore the cave to the left and
bounce on it.  Hold left as you go to enter another cave.  Jump over
the first waterfall to avoid being washed down a floor, and then you’ll
reach another spring.  Ignore it for now and jump left over a second
waterfall to a Super Ring capsule.  Bust it open before jumping back to
the spring and taking it up through a tunnel in the cave.  When you
land, go left (wary of a Buzzbomber above) for another Super Ring
capsule.  Then double back and go right to a large gap.  Use the
platform to cross it to a new area.  Walk right, slide down the slope
to jump off the ramp, and you’ll land through some rings and near the
sign.

                           +-------------+
                           |    Act 3    |
                           +-------------+

Walk right some to find a spike bed.  Jump over it and continue jumping
over pits to reach a slope.  Fall down the second pit to find a 1-UP;
take it and spring back out of it.  Keep on going up until the view
anchors down and the boss music starts playing.  Yep, you’ve got it;
it’s boss time!

Dr. Robotnik is pretty uninventive in this fight, I must say.  He
appears from the right side of the screen and floats around.  Then he
lowers down to your level and charges you.  You have to jump over him.
Pretty intense, huh?  Jump into the black part of his flying device to
deal damage.  Once you’ve landed eight hit, his ship explodes and the
doctor retreats (you can easily hit him all eight times before he even
attacks).  Follow him right to a capsule.  Jump onto its switch and the
animal imprisoned within – birds and rabbits, are released.  And with
that, the Green Hill sector of South Island has been liberated.  Don’t
you just feel like you were a saint or something?

=======================================================================
================================Bridge*================================
=======================================================================

In order to reach the jungle, we have to cross a bridge... which is its
own zone.  Bridge is a pretty easy zone, of course, but it introduces
many new enemies and we experience a real rise in the number of pits.
So, while you can’t just mindlessly press A and hold forward a la Green
Hill, this isn’t exactly super hard mode.

                           +-------------+
                           |    Act 1    |
                           +-------------+

Walk forward, and I do mean walk, to reach a new enemy, the Spikebot.
With spikes on its back, you cannot jump on it, and with claws in front,
you can’t roll into that side, either.  The only way to beat it is to
roll into from behind.  So, just jump clear over it and onto some new
ground.  See the pit to the right?  A robotic fish called a Chopper
(also from the original Sonic the Hedgehog) jumps out periodically.
Lucky for you, you can just jump into them, so don’t worry about
avoiding them.  Jump over the next few pits with them, defeating one
Buzzbomber along the way, to land before a slope at a relatively low
elevation.

Run up the slope and hit the capsule for a Shield.  Now walk forward to
a bridge; Choppers are jumping up through it.  Roll along it if you can
(or just jump across it) to reach solid ground.  The next bridge will
collapse as you run across it, and a Buzzbomber is positioned to attack
after that.  Jump off the bridge at the end to destroy the Buzzbomber,
and then stop when you reach the ground.  There’s a platform ahead of
you; jump onto it.  This causes a weight on the other end to fly up and
fall down, sending you further up.  Let this happen a few times until
you reach a comfortable height, and then move right with it to land on
the next cliff, which has the checkpoint on it.

Collect the rings in the air above and then roll across the next bridge.
Stop running (if you were) after it, as there’s a sprawling gap that
you need to cross with a platform.  Once you do, hit the Super Ring,
destroy the Buzzbomber, and slowly cross the next bridge.  I stress the
“slowly,” as there’s a gap after it.  Use platforms to cross it and
then jump across the next few severed bridges.  Don’t jump too far into
the new ground at the end, as there’s a spring there just itching to
bounce you into the afterlife.  Jump over the rock and you’ll come to a
weight.

Bounce on it at least twice so that you’re at the maximum altitude it
can provide, and then, while rising, move right to land on a cliff with
a 1-UP on it.  Take it!  Jump off of it to land past some bridges and
perhaps by a spring.  There’s a Chaos Emerald beneath it, but you can’t
get it just yet.  Jump right to the bridge, which collapses.  If you
stand on the first step of the bridge and fall and jump left, you can
reach the Chaos Emerald (then jump up to a spring that earns you rings).
But if you don’t want to risk it, just keep on going to reach the sign.

                           +-------------+
                           |    Act 2    |
                           +-------------+

This time the act literally is a side-scoller; the screen pushes you
along, and you can’t advance just normally.  This isn’t very Sonic-like,
what with super-speed and whatnot, but hey, we’re not here to judge.
After a few short jumps over Choppers, you’ll reach a bridge.  There’s
a Spikebot on it, so don’t stay up against the right edge of the screen.
Jump over it and you’ll come to a Shield capsule.  After it is another
bridge, complete with Buzzbomber, and there are also some rings here.
At the end, jump to the next level and stand on the ground before the
bridge.  When you can see the end of the bridge, run across it (the
bridge will collapse, remember).  There’s a Super Ring awaiting you
afterwards.

Wait until you can see the end of the next bridge before running across
it, but jump at the end to avoid an oncoming Spikebot.  After it is a
weight series you can use for rings, but you probably won’t have time
for it.  If you are able to use it to reach the upper ledge to the
right, you can reach the Checkpoint.  In that case, just walk right to
reach the bridge.

Assuming you land on the lower ledge, walk with it until you have
something to jump to, and then make your way up to the top level where
a bridge and Buzzbomber are situated.  After the bridge is a slight
break in the bridge with a 1-UP in the river water below.  Jump onto
the 1-UP and bounce back onto the bridge from it to take the extra life.
Now jump off these bridges to the ones above them, thus reaching land.

Jump to the cliff above you and you’ll find a series of bridges (with
Choppers) that you must cross.  Wait for the screen to roll over and
reveal the end of the bridge before attempting to cross them.  Just
after that is the sign.

                           +-------------+
                           |    Act 3    |
                           +-------------+

NOTE: If you are playing the SMS version of this game (which includes
the Sonic Adventure DX version of this game), the boss fight will be
fought on arced bridges, not pits.  It’s a lot easier in the Sega
Master System version, I must say.

Ooh, this is going to be intense...  Look left of the starting point to
find a 1-UP hidden from view.  Then jump right over a small watery
opening to find... a bridge.  Sprint across it reach a short
intermission and then a pair of pits.  That’s when Dr. Robotnik rears
his ugly head.

Having learned from his previous defeat, Robotnik has decked his ship
out with a bullet-launching device that fires three bullets at once.
He rises from one of the pits, sits there for a second, and shoots.
The best way to avoid Robotnik’s blasts is to be above him.  That way,
no matter which way he shoots, you won’t be affected (in fact, he won’t
even shoot if you’re perfectly centered).  Jump on him (the only way to
deal damage) square in the center of his ship about three seconds after
he appears.  Hold the jump button so that you stay in the ball form and
you’ll bounce on him a second time.  If you waited long enough before
jumping on him, he’ll fire his triple blast before you land your second
hit, and he’ll retreat before you land from that.  This can also be
done to hit him three times in a row, but that’s a good deal riskier.
Using this safer method, you can easily hit him eight times.

After you’ve won and he’s flown off, head right to the capsule.  Now
the pigs and chickens of Bridge are safe...  We can only hope we can do
the same for the inhabitants of the next zone...

=======================================================================
================================Jungle*================================
=======================================================================

In the jungle, the mighty jungle... Oh, uh, and we’re back!  Yes, the
Jungle is the name of the third zone, and it is, not coincidentally,
jungle-themed.  I’m not a big fan of the music, and the zone is harder
than Green Hill or Bridge, but it has a very limited enemy selection;
it all evens out in the end.

                           +-------------+
                           |    Act 1    |
                           +-------------+

Hey, would you look at that?  Fruits (are those tomatoes?  Well, that
brings up the whole fruit/vegetable argument...) are growing all over
the jungle above, and, if you walk right, you’ll find that there’s a
Crabmeat here, too.  Beat it and then jump right to the ledge.  Keep
jumping up these ledges until you reach the highest one.  Jump from it
to a column of rings to the right; grab them and then walk onto the
green line, a vine, that you can cross.  Do so to land on an earthen
platform.  Walk right off of it to reach more rings over a lower
platform.  Run right on it and jump at the end to a Shield capsule.
Now get onto the vine and head right.

Hear that?  We’re under fire!  Yes, a new enemy appeared from out of
nowhere to attack us.  Named Ambush, it appears from its hiding place
to shoot a bullet at you.  Jump into it to defeat it (even if it’s not
visible) and move on.  At the end of the vines is a waterfall with some
rock ledges hidden behind.  Jump along them until you reach the
rightmost ledge, and then jump left to the upper ones until you reach
the upper-leftmost ledge with a 1-UP on it.  Take it and jump back to
the rightmost ledge, and from there, jump right onto the ground.  Load
up on rings and jump right onto a ledge.  Follow it across and jump off
to reach the Checkpoint.

Head right along these ledges to reach another waterfall.  Use the logs
washing down it to cross it and reach dry ground.  Avoid the spring (or
be bounced to your doom) and go right to find a log platform swinging
from side to side.  Use it cross an otherwise impassable gap.  After
that is a stream with a log on it.  Jump onto the log and run along it
to propel it forward.  Avoid/destroy Choppers as you go for safety
reasons, and soon you’ll come to a log (which acts like a vine).  Walk
along it, jumping over the spiky parts and beating the Ambush and
Crabmeat on it of course, to reach a few rings.  Take all that you
desire and then go right to yet another waterfall.

Use the log to jump further right than you normally could.  You’ll land
by a Super Ring; take it.  Now jump right to a waterfall.  The stone
ledges are safe to use, as are the grassy ones.  You’ll have to utilize
logs floating down the waterfall to cross, too.  When you reach a
seemingly dead-end log, leap right (trust me now) to land by a
Checkpoint.  Would I lie to you?

Now use the swinging log to cross the next gap.  This leads you to a
vine that is set up like a ramp; roll down and you’ll be launched
upward and onto the high road.  There are now two rivers ahead of you,
and you want to cross both with logs (feel fee to take any rings along
the way, too).  At the end is a short wooden path that leads up to the
sign, thus marking the end of this unusually long act.

                           +-------------+
                           |    Act 2    |
                           +-------------+

This is a vertical act, making it a bit more difficult than your
average bear.  Jump up the stone platforms to the right, avoiding a
Chopper along the way, to reach a few rings.  Now jump up the platforms
to the left.  You’ll come to a spiky log, but above that is another
platform.  Jump to it and then a Super Ring capsule (they’ve thrown a
Chopper in here, even though it’s very improbable it could jump this
high).  With it, jump back right to reach ground.  Take some rings here.

Begin to jump left up the platforms but stop at the spiky log.  Jump up
from it to a new platform, and then jump up from it onto a log.  Keep
jumping up until you reach a long log platform (a new “ground”) with a
Crabmeat present.  Defeat the robot and go right to claim some new
rings.  Then go all the way to the left for a Shield.  Now, jump up the
platforms to reach a central platform with spikes chiseled out of the
wood below.  Jump right or left off of it and back onto a central,
spiky platform.  Jump left of it to the left edge of the screen, and
continue jumping up platforms until you reach a few rings.

Jump right from there and onto a log with some spikes.  Cross it to the
right to reach a 1-UP.  Now get back on the log and take it the left
end, above which is a platform.  Jump on it, and then hop to the second
platform.  From there, jump right to another platform, then left to a
fourth one (it is at the end of a spiky log).  Jump right from there to
reach a log.  From left from there to see the Checkpoint.  Well, what
are you waiting for?  Hit it!

Jump to the platform above it and then scale the logs to the right.
Jump up them to the right to reach a new “ground,” another long log,
with a Super Ring to the right.  Take it.  Now jump up the platforms
leading left to reach some grassy ledges.  Hop up those and another new
long log, Crabmeat included.  Head right along it to find a group of
rings you’ll want to collect, and then jump up the platforms leading
left to a floating log.  Ride it left, and jump to the ledge there.
Now above you should be some more platforms.  They lead you into a
vertical tunnel; jump up it until you reach the top.  Then go right to
the sign!  Congratulations, you’ve scaled the cliff!

                           +-------------+
                           |    Act 3    |
                           +-------------+

Even so, Dr. Robotnik isn’t going to let you into his fortress without
putting up a fight.  Go right to see a vine, but keep going right to
see some water.  Hop in to find a 1-UP hidden within its depths.  Now
that you have it, return to the vine and jump all the way to the
topmost vine.  That’s when Dr. Robotnik appears in his most insidious
contraption yet (what’s probably the game’s hardest boss fight).

Robotnik’s machine is now equipped to drop bombs.  Stand on the right
edge of the vine so that Robotnik passes right over you, lowers, and
shoots the bomb down at the vine.  It rolls around a bit, as the vine
is curled, and then explodes in the center (at that point, Robotnik’s
dropped a new bomb already).  Still, it isn’t so bad.  You can probably
hit Robotnik at least three times before the first bomb drops.  Hit him
a few more times while he’s in the air, moving right (if you’re that
afraid of the bomb, you can just attack when he’s lowering himself),
and then you just have to land a few more hits before the third bomb
makes landfall.

After eight hits, Robotnik is done for, and so he vamooses.  Follow him
right to find the capsule.  Huzzah!  We freed the chickens and
squirrels (maybe chipmunks) of the Jungle!  But up next is Robotnik’s
fortress...  Can we penetrate its no doubt stellar defenses?  I hope
so...

=======================================================================
==============================Labyrinth*===============================
=======================================================================

Whereas before we advanced up a map of South Island, now we are
advancing through the layers of Robotnik’s fortress.  This first zone,
called Labyrinth, obviously serves no other purpose than to deter
would-be heroes.  It’s the water level of the game (just like in the
original Sonic the Hedgehog), and you’ll hate it, trust me.  Remember,
Sonic is no Italian plumber or tie-wearing ape; he can’t hold his
breath forever.  So, don’t stay underwater too long...  If Sonic is
running out of oxygen, you can either jump out of water or breathe in
the air held within the huge bubbles down there.  Good luck...

                           +-------------+
                           |    Act 1    |
                           +-------------+

An Atlantis-style zone?  Sadly, I’m not surprised.  Go right of the
start to find a statue with green water gushing out of its mouth.  Step
into the water to be washed down into a whole pool of it...  Press
nothing and you’ll land by some rings to the left of a spring.  Bounce
on the latter to be knocked upward, out of the water.  Now’s the time
to hold left a bit so that you land on the top of a platform.  Jump
left from it, making sure to hit the Chop Chop (robotic fish enemy) and
the Shield capsule beneath it.  Now drop off that platform to the floor
of this pool (to the left) where a spring awaits.  Bounce into the air
with it and hold left as come down to land in a hallway you previously
missed.

Follow it to a passage leading down and you’ll land in a new underwater
room.  Head left immediately to find a crack releasing bubbles.  You
can use these to refill on air.  After taking a deep breath, advance to
the right.  As you do this, you’ll notice a tile is let loose.  It
being less dense than the water, it floats upward.  If you happen to be
on it, you stand a good chance of being crushed against the roof (or,
in some cases, impaled against a bed of spikes).  So, continue right
down the hallway to find a Burrobot, a drill robot.  Jump into to beat
it and then proceed.  Jump off your platform and fall down through a
Chop Chop and to a ledge with the Checkpoint on it to the left.  Roll
into it to mark your place.

We’re running low on air now, so let’s hurry to the right where some
bubbles are being formed.  Breathe in and then go right down a hallway.
Some tridents rise up to hit you, but you can easily jump past them.
There’s a bubble-spouting crack along the way.  At the end, you’ll
reach rising platforms.  Ride them up, jumping off when you get too
close to the spike beds at the top, and you’ll come to a few steps that
lead to a fork in the path.  Go left to find a spiky ball orbiting a
blue orb.  Avoid the spiked one and jump up to find a Super Ring
capsule and the surface of the water, letting you breath some good air.
Now return to that fork in the road and go right this time.  Jump up
the steps and you’ll get out of the water.

Jump left to a slope, and walk up it to find a switch.  By hitting it,
you turn a Super Ring capsule in the area to a 1-UP.  Jump right from
it and you’ll land on the platform holding it.  Now jump right again to
find some pillars before the sign.  Congratulations, you’re a third of
the way done with this horrid zone!

                           +-------------+
                           |    Act 2    |
                           +-------------+

Walk right in this hallway to find a Burrobot.  Jump into it and then
continue right to find some slopes that wash you down into the water
(if you jump after the first one, you’ll enter a hallway with a Shield
and 20 rings in it, but you’ll still have to return to the second
slide).  When you land, go all the way to the left to find a Super Ring
capsule, and then go all the way right.  Hey, look!  A new enemy!
Orbinauts are circular foes with four spiky balls orbiting them.  They
launch them at you over time, which reveals their vulnerable bodies
(jump/roll into them).  After defeating it, you can take another ten
rings in the air pocket here.  Well, this level’s been pretty
profitable so far, eh?  No matter how you answer that, now let’s go
left to the center and fall down through the opening.

Go right when you land to find another Burrobot.  Jump to defeat it and
then walk down the line of rings.  Keep going to find a spiky ball
orbiting a ball, and then fall down to find another.  Now fall left and
onto a bubble-producing platform.  Now you have a choice: left or right.
Choose to go left and fall down the column of rings.  When you land,
quickly move left off the rising platform.  Continue down this path to
reach a 1-UP (very well hidden, eh?).  Nab it and head back right.  Use
the rising platform to reach the platform with bubbles again, refill on
air, and then go right.  Jump over a trident as you go down this hall
and you’ll reach the Checkpoint.

Jump up the next few steps, dodging the fire of the statues here, and
you’ll cross some spikes to reach more bubbles.  Breathe deep, my
friend, breathe deep.  Now drop right past another statue pair and
you’ll reach a rising platform.  Ride it up and jump left at the end to
avoid being skewered by spikes.  In the hallway you come to, defeat a
Burrobot and then burst a bubble.  After you’ve taken some oxygen in,
head left.  Jump up the steps when the spiky ball is away and you’ll
reach the new chamber.

Go left all the way and grab the Invincibility capsule, and then head
right until you reach a vertical chamber with tons of those statues in
it.  Jump up them quickly and you’ll exit the water before you drown.
Jump left up the ledges ahead and follow the hallway to reach the Chaos
Emerald in the left edge.  Then go right to the sign.

                           +-------------+
                           |    Act 3    |
                           +-------------+

An underwater boss fight?  This is going to get ugly...  Walk right and
you’ll find a spring.  If you use it and land in the hallway to the
left, you can jump over spikes to reach the 1-UP at the end.  It’s a
bit risky, though, and so you might want to just skip it.  When you’re
back in the regular part of the act, just keep going right.  Soon
you’ll be fighting Robotnik.

Don’t worry about being speedy, as you’ll never run out of air down
here (even though we’re underwater.  This boss is like an underwater
hybrid of the Bridge and Jungle bosses.  First, Robotnik appears from
the center and fires two square-shaped bullets at both sides.  Just
jump on him once the center while he’s doing this.  Then he comes down
from one of the upper openings, launches a torpedo that launches itself
to the side, and leaves.  When he comes down, hit him about twice and
then duck, standing to the far left.  The torpedo lowers itself to your
level and then fires itself at you.  Jump before it comes (or stay on
the opposite side of it).  Robotnik will do this again on the opposite
side, but jumping over the lower gap is to risky to justify getting a
few hits in.  Be patient and he’s beaten, eight hits, in no time.

Robotnik defeated, advance right to find the capsule.  Hit it and the
local penguins and seals are free at last!  Ah, but now we have the
final zone to deal with; we’ve cleared Robotnik’s moat, but now we must
storm the castle...  Good luck.

=======================================================================
=============================Scrap Brain*==============================
=======================================================================

Like Green Hill and Labyrinth, Scrap Brain is a name pulled right out
of Sonic the Hedgehog for the Sega Genesis.  It’s Robotnik’s base of
operations on South Island, and it’s quite elaborate judging by the
background.  This zone is, in actuality, home to the shortest act in
the game, and the difficulty really picks up in the second act.  And
boy am I nervous about Act 3...  We’ll fight Robotnik for the final
time there...

Note: From this point forward, there will be no Checkpoints or bonus
levels (the ‘!’ signs).  Sorry, but things get tough as the game
progresses.  If you do get over 50 rings and you hit the sign, you’ll
get a 1-UP, not a chance at the bonus level.

                           +-------------+
                           |    Act 1    |
                           +-------------+

Go forward to find a platform that you want to jump onto, and then jump
off of it and continue right.  Enter the hallway when the door here
lifts, but be careful not to jump when you see the flamethrowers on the
roof.  Along the way, you’ll encounter a Caterkiller, an old Sonic the
Hedgehog (Genesis) foe.  You can’t jump on its back to the spikes, but
you can roll/jump onto its head.  After beating it, continue forward to
reach the exit of the hallway.  Jump onto the conveyor belt and then
rush to the next one where a 1-UP is about to be conveyed off the belt
and into a pit!  Hit it before that happens to claim the life for
yourself, and then jump right onto another belt and then good, solid
ground.

Enter the next hallway and you’ll see flamethrowers on the roof as
before, but there are also electricity-emitting orbs on the ground.
When they’re not active (just after they’ve deactivated), you can just
run past them.  After facing two of them, you’ll exit the hallway and
enter a conveyor belt room.  Jump right along the two upper conveyor
belts and then fall to the lower one; walk along it to a spring.
Bounce on it and hold left to land on a switch.  With it pressed, the
door to the right opens.  Jump through the opening and run down the
hallway, rolling to destroy Caterkillers along the way, and you’ll soon
exit the hallway and hit the sign.

                           +-------------+
                           |    Act 2    |
                           +-------------+

This act is moderately difficult and more deserving of the name
“Labyrinth” that this game’s zone ever was.  Head right, jumping where
necessary, and you’ll enter a hallway.  Run through this, just out of
the reach of the flamethrowers, but just close enough to rings to take
them all, and you’ll enter into a new portion of the hallway.  Shortly
after it begins, it turns into one big chamber.  Walk forward, jumping
over the electrocuting orb, and jump onto the conveyor belt.  Note the
cannons shooting fireballs in here before continuing.  Now use the next
conveyor belts (somehow floating in mid-air...) to see the roof in
sight, and then hop left across them to a Super Ring.  Huzzah!  From
there, hop right to a high-up hallway.

Run down it, rolling to take out a Caterkiller, and you’ll fall down
through a column of rings before reaching a fork in the road.  This
time, take the low road (this goes against every rational decision in
Sonic games ever, but it must be done).  You’ll come to a door and take
it; continue down from there and you’ll land near a pig-like robot
called a Ballhog.  It launches balls at you, you see.  Jump on it to
defeat it, and then take the plunge into the pit.  When you land, you
can go left or right.  Choose the former, left.  Step into the
teleportation device and you’ll appear outside the 1-UP we saw earlier.
This takes us back to the first fork in the road.

This time, go up.  Take the door there and walk forward, counting the
pits as you go (make sure not to jump when the flamethrower is active).
When you reach the third pit, fall in and go right to another one of
those new-fangled teleportation devices.  Use it and go left from the
spot you appear in to find a Chaos Emerald.  Now exit this hallway by
going left and out the door.  Climb up the platforms here, beating
those Ballhogs down as you go, and you’ll reach a spring on the left
side of the room.  Bounce on it up to a switch; hit it so that the
right door is closed, the left open.  Now go back to the vertical room
with all the Ballhogs in it, fall to the bottom, and go left to an old
room.  Jump left when the flamethrowers are down and take the door back
to the original fork in the road.

This time, go down.  When you use the door and enter a new room, start
running down the slope again.  Keep going down them, in fact, in a
right-left pattern, until you reach the end, a 4-way intersection of
sorts.  Jump across the bottom pit and you’ll take a door to another
teleportation device.  Use it to transport yourself to a new room
entirely.  Go left and you’ll fall to find the door we previously
opened, the left one, is ours for the taking.  Go left and you’ll find
a conveyor belt sequence.  Either jump across them or fall down to
maneuver past the electrocuting machines below, but at the end take the
door to go further left.  When you reach a spring, bounce on it and
you’ll come to another steep hallway.  Go right along it, wary that one
final Caterkiller awaits, and you’ll exit the hallway and hit the sign.
But hold your cheer, for Robotnik awaits...

                           +-------------+
                           |    Act 3    |
                           +-------------+

This one’s a toughie...  Go forward, jumping over the pits, and you’ll
reach a hallway.  Walk through to find... four rings?  They’re giving
us rings!?  This boss must be super-strong!  Continue down here to find
a spring and another alternate route.  Bounce on the spring and you’ll
find it leads to a dead-end.  Try the right, ground route and it also
leads to a dead-end... unless you fall into the pit on that route.  Do
so to find another door, one that actually opens.  Go right down this
hallway, collecting rings and avoiding the electrocuting machine, to
find a spring with a tantalizing 1-UP beyond a locked door.  Bounce on
the spring and go left to find the spring we previously couldn’t reach.
Bounce up it.

Let’s go left, as the right path leads to naught but a dead-end (man,
Robotnik’s turned into a real coward, hasn’t he?).  So go left to a
spring.  Bounce up it and go right over a conveyor belt to find another
set of doors by a spring.  Bounce on the spring to reach another fork
in the road.  If you go right, you’ll take a long fall all the way down
to that 1-UP we missed earlier, but sticking to the left let’s you
advance in the level.  Cross a conveyor belt and you’ll see a pit
filled with rings you can fall down.  Take its path to end up with a
Super Ring and at the beginning of the level, but ignore the hole to
continue.

Don’t hit the switch (or, if the door doesn’t open, then hit it) to
reach a spring.  Bounce up it and you’ll find an exit to this maze.
Walk right and you’ll see... Robotnik!  He has no machine; chase him
you fool!  He somehow manages to outrun us, and he reaches a platform
that he rides up into the sky!  It comes down for us; take it...  We
have cleared Sky Brain, but still one zone remains.  It is the final
defense...

=======================================================================
===============================Sky Base*===============================
=======================================================================

We’re high up in the sky, right in the middle of a thunderstorm.
Rather than wait for the weather to calm down a bit, this super-fast
and super-impatient hedgehog is going to try to make it to Robotnik
alive in what have to be the hardest acts in the game (except for Act
3).  Good luck, and I hope you’ve stored up plenty of Continues, ‘cause
if you’re ever going to use one, now’s the time.

                           +-------------+
                           |    Act 1    |
                           +-------------+

Walk right, jumping along the platforms.  Notice that the music is the
same as the music of Scrap Brain, but every now and then it’s disrupted
by the roar of thunder and lightning being passed through some diamond-
like objects in the clouds.  When this happens, pure static electricity
is being passed through the diamonds as an obstacle, and so we must be
careful not to touch them.  Continue right and you’ll walk up a large
slope to reach the summit of the “hill.”  By the way, everything is
dark here, including rings, so keep an eye out for them.  Anyways, wait
for the lightning to course through the diamonds before jumping right
over the pit and start walking down it.

Hey, long time no see, Orbinaut!  But seriously, this type never throws
its spikes, reducing them no more than mere obstacles (so don’t touch
them!).  Anyways, the next section is long and very difficult.  Wait
for lightning to pass and then jump to the top of the catwalks to find
a Shield capsule.  Claim it and duck so that the lightning misses you
by a hair.  Now continue right, ducking or jumping or hiding where it’s
safe to avoid the lightning (in some places, it’s just outright
impossible due to the sheer quantity of diamonds).  I can’t really
guide you through this, but keep going right, keep dodging lightning,
and keep collecting rings so that you can get hit more often.  You’ve
reached the end when you see two cannons stationed on a catwalk, no
lightning in sight.

Wait for them to stop firing and then jump to the next catwalk where a
diamond sits above.  Let its lightning have it way before you take the
rings between it and the next diamond.  Notice the Boom Bot, too.  It
will explode and its blasts may hit you.  Just try to dodge it.  When
the lightning stops, get out of their “box” and onto a propeller
platform.  When you stand on it, it propels itself forward.  But if you
jump off, it stops.  Therefore, use it to go forward, but if lightning
is nearby, jump to stop from hitting.  After you’ve taken the second
propeller platform, notice some platforms beneath it.  If you take them
down (avoid lightning, of course), you’ll find the 1-UP.

Hop back up and then start hopping up above the second propeller
platform.  You’ll reach the third propeller platform that way.  Take it
to some rising/falling platforms and ride them up to a new catwalk.  At
the end is the sign.  Well, we’ve now boarded the Sky Base for real, as
Act 1 was just the dock...  What horrors await us ON BOARD?

                           +-------------+
                           |    Act 2    |
                           +-------------+

Ah, I love this level.  It’s so much easier than it’d have to be!  Jump
left of the starting point to find a hidden propeller platform, and
ride it right to a ladder (one with another propeller platform by it).
Climb it (by jumping) to reach a 1-UP, but be sure to avoid cannon fire.
After that, ride the new propeller platform to the right, but try to
avoid cannon fire.  It’s all about timing and jumping to stop your
advancement.  And yes, you do need to keep taking the new propeller
platforms.  Once you’ve successfully navigated the open air and avoided
cannon fire, you’ll reach a rising platform.  Jump onto it and ride up
to find a corkscrew that leads onto the ship’s “deck,” I guess.  And
right there is the final Chaos Emerald (although I’ve only led you to
four of the six so far in the guide; see the section entitled “Chaos
Emeralds” for details on getting them all).  Huzzah!

Now we must go left while avoiding giant bullets, which are being fired
by proportionately giant cannons.  Avoid them, as well as the cannons
below and a turret or two on the main path, and you’ll reach a door.
Enter if you dare...  Inside, go right to find the sign!  Yes, we are
wieners!

                           +-------------+
                           |    Act 3    |
                           +-------------+

It’s the final act!  Oh, the tension’s mounting!  If you got through
this zone’s Act 2 without losing a single life, there’s a 1-UP before
you (and the rich get richer!), but the capsule doesn’t even exist if
you did, and you probably did.  Roll down the slope and you’ll find
Robotnik.  He’s ditched his usual ship and plans to fight us with the
powers of electricity in what has to be even easier than the Genesis
final boss battle.  Expecting some humongous, mechanized super robot of
doom?  Well too bad!  We only serve easy bosses in this game!

Here we see some flames over a flamethrower of sorts.  Every few
seconds, the flame of one stops and the flame of the other starts.  It
always goes in the same order – left, right, center.  Also, there’s a
bolt of electricity above you.  When Dr. Robotnik hits the switch he
stands on, it home attacks you.  To avoid, simply stand on the left
side of the screen.  Now, to hurt Dr. Robotnik, you need to jump into
the glass case protecting him.  After 12 hits, Robotnik runs off to a
teleportation device.  Follow him and the ending begins.

Robotnik appears in Green Hill, but Sonic flies out of nowhere and
lands on him!  Robotnik is defeated, and South Island is saved!  But
wait, there’s more: if you got all six Chaos Emeralds, they appear in a
ring around the island, purifying it by destroying Robotnik’s terrible
storm cloud.  Now your points are tallied up: 20,000 per Chaos Emerald,
5,000 per extra life, and then a random bonus.  Now let the credits
roll!

CONGRATULATIONS!  You beat the game.  I wish I could say there’s more,
but there isn’t.  You can always challenge yourself, though.  Try
getting a higher score, all the 1-UPs, each of the Chaos Emeralds, or
other challenges as you see fit.  Sonic the Hedgehog is short, but let
me tell you, this game has replay value.  And since you can’t save, you
get to rescue South Island again and again!
-----------------------------------------------------------------------
  _________________________________________________________________
 /                                                                 \
/                                                                   \
||----------------------------Section 3*-----------------------------||
\                                                                   /
 \_________________________________________________________________/

=======================================================================
============================Chaos Emeralds*============================
=======================================================================

In Sonic’s world, a few gems called the Chaos Emeralds are the source
of unlimited power, and most of his games involve or revolve around
using or collecting them.  In Sonic the Hedgehog (Genesis), there were
seven, and collecting all of them (as well as getting 50 rings and
jumping) caused Sonic to turn into Super Sonic, an all-around
invincible version of himself.  This game, however, includes only six
Chaos Emeralds, one per zone, making Super Sonic impossible to achieve.
Even so, collecting all the Chaos Emeralds has its purpose – each
emerald is worth 20,000 points at the end of the game!  Plus, they may
affect the ending...

But where are the Chaos Emeralds, and what do they look like?  Never
fear, for I will guide you to all six right here.  Note that the guide
(Section 2) explains how to get four of them, but those are only for
ones that aren’t totally out-of-the-way.

-----------------------------------------------------------------------
#) Zone/Act

Obtain:
-----------------------------------------------------------------------

Above is the setup.  Pretty self-explanatory, right?  Thought so.  Now,
let the list commence!

-----------------------------------------------------------------------
1) Green Hill Zone, Act 2

Obtain: This one’s pretty easy to get.  From the Checkpoint, jump left
to a spring.  Don’t bounce on it.  Instead, walk left through a short
tunnel (roll through the Crabmeat) and fall down a waterfall.  You’ll
come to a hidden room with the Chaos Emerald on a ledge to the right.
Well, what do you think I’m going to say?  Take it!  To return to the
main body of the level, just ride down the waterfall in the chamber
back to the body of water earlier on in the act.
-----------------------------------------------------------------------
2) Bridge Zone, Act 1

Obtain: Get to the very end of the level, to the bridge just before the
sign.  Don’t step on it!  Jump to the first, second, or maybe third
“tile” of the bridge and let it fall a bit.  When it does, make a short
jump to the left onto the otherwise unreachable ledge with the Chaos
Emerald on it.
-----------------------------------------------------------------------
3) Jungle Zone, Act 1

Obtain: Get to the third waterfall in the act (that is, the third giant
waterfall that logs wash down).  It comes right after a Super Ring
capsule and right before the Checkpoint, in case you can’t count.  Get
on the initial stone platforms and hold down so that Sonic ducks and
the view moves down.  See?  There’s grass below; fall down to it.  At
the end, jump to the stone platform and get on the next grassy ledge.
Walk to the end of it and stop.  See the log in the river?  Jump on and
run left with it.  You’ll come to a little alcove with the Chaos
Emerald tucked away inside.  I have to admit, this is easily the best
hidden Chaos Emerald of the pack.
-----------------------------------------------------------------------
4) Labyrinth Zone, Act 2

Obtain: Ah, this one’s a breeze.  Get to the very end of the level,
just before the sign, and go left – all the way left in that hallway.
The Chaos Emerald is sitting on a little ledge there (not really hidden
at all).
-----------------------------------------------------------------------
5) Scrap Brain Zone, Act 2

Obtain In the fork in the road, go up into a new room.  Once there,
fall into the third pit and go right to a teleportation device.  Take
it to another one, to the left of which is the Chaos Emerald.
-----------------------------------------------------------------------
6) Sky Base Zone, Act 2

Obtain: If you follow the guide and use the secret propeller platform
as I direct you to (left of the beginning), you’ll eventually reach the
Chaos Emerald by necessity to advance in the level.  It’s on the “bow”
of the ship, right near a corkscrew-like object.  If you don’t use the
shortcut, go right a while after you take the chain path down to find
it.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

And there you have it!  Really, getting all the Chaos Emeralds is
pretty easy and rewarding (if you play for points).  Plus, they may
have a bearing on the game’s ending, and you really haven’t beaten
Sonic the Hedgehog ‘til you’ve found all six of these emeralds...

=======================================================================
============================1-UP Locations*============================
=======================================================================

You start out in Green Hill with three lives.  Obviously, those three
lives aren’t going to sustain you throughout all 18 acts (unless, of
course, you’re an exceptionally skilled player), and so we have 1-UPs,
one per act.  They’re quite useful, no?

They give you another try at an act if you should die, and this list
should simplify the hunt for where 1-UPs lie.  So without further ado,
I shall bring this list to you.

-----------------------------------------------------------------------
#) Zone/Act

Obtain:
-----------------------------------------------------------------------

Above is the setup, below, the list.  Soon you’ll know what you’ve
missed.

-----------------------------------------------------------------------
1) Green Hill Zone, Act 1

Obtain: A bit before the slope that leads to the Checkpoint, there’s a
tree that looks... suspicious.  Jump into it to knock a 1-UP capsule
loose.
-----------------------------------------------------------------------
2) Green Hill Zone, Act 2

Obtain: This has to be the best hidden 1-UP in the game.  When you
reach the bottommost floor of the cavern (with water and Crabmeats), go
to the leftmost corner and jump against the wall.  You’ll pass through
it and find a secret room with a 1-UP in it.
-----------------------------------------------------------------------
3) Green Hill Zone, Act 3

Obtain: When you reach the non-spiky pit, jump in.  It isn’t actually
fatal, and there’s a 1-UP to the right of a spring you can use to get
back up to the main level.
-----------------------------------------------------------------------
4) Bridge Zone, Act 1

Obtain: When you reach the second set of scales (the kind of teeter-
totter with the weight), jump on the left one to cause the weight to
bounce and fall down, sending you up.  Do this twice so that you reach
the maximum height possible with the scales, and hold right to land on
a cliff with a 1-UP atop it.
-----------------------------------------------------------------------
5) Bridge Zone, Act 2

Obtain: Toward the end of the level, you’ll find a 1-UP floating in the
water in a break in a bridge.  Jump onto it, break the capsule, and
bounce onto the ledge to the left or the bridge to the right.
-----------------------------------------------------------------------
6) Bridge Zone, Act 3

Obtain: Look behind you, to the left, at the beginning of the act.
Tada!  The 1-UPs right there.
-----------------------------------------------------------------------
7) Jungle Zone, Act 1

Obtain: Get to the waterfall with the rocky ledges on it (just a tad
before the Checkpoint) and jump to the rightmost ledge.  From there,
jump to the ledge to the upper-left and continue jumping to the left on
these upper ledges to reach the 1-UP.
-----------------------------------------------------------------------
8) Jungle Zone, Act 2

Obtain: In the phase of level in which the Checkpoint can be found, go
all the way to the right (on the lowest level of that “division” of the
act) and fall down to the 1-UP.  It’s against the right wall, in case
you don’t catch my drift.
-----------------------------------------------------------------------
9) Jungle Zone, Act 3

Obtain: Ignore the first vine and walk forward into the water.  Voila!
The 1-UP is submerged here.
-----------------------------------------------------------------------
10) Labyrinth Zone, Act 1

Obtain: Near the end of the level, on dry land, you’ll find a platform
with a Super Ring on it.  Rather than hit it, hit the switch to the far
left.  It turns the Super Ring capsule into a 1-UP capsule.  Neat-o!
-----------------------------------------------------------------------
11) Labyrinth Zone, Act 2

Obtain: Early on in the level, you’ll be at a platform with air bubbles
rising from it.  Here, you can go left or right (the path to the left
has rings going down it).  Choose to go left and you’ll fall down into
a hallway.  Walk all the way to the left to find the 1-UP underneath
some spikes.
-----------------------------------------------------------------------
12) Labyrinth Zone, Act 3

Obtain: Walk right of the starting point to find a spring.  Bounce on
it and hold left to enter into a hallway.  Walk left on it, jumping
over spikes where necessary, to find the 1-UP hidden at the end.
Because the spikes make this a risky venture, you may just want to skip
it, but there’s no harm in trying (unless you die...).
-----------------------------------------------------------------------
13) Scrap Brain Zone, Act 1

Obtain: After exiting the first hallway, you’ll see a conveyor belt
with a 1-UP capsule on it.  Strike fast, my friend, lest the 1-UP roll
off the belt and disappear.
-----------------------------------------------------------------------
14) Scrap Brain Zone, Act 2

Obtain: When you reach the fork in the road, take the lower route.  Now
roll down the slope to land in a pit that brings you to the ground
floor.  Go left to reach a teleportation device that takes you to
another device; go right from there to find the 1-UP and reach the same
fork in the road as before.
-----------------------------------------------------------------------
15) Scrap Brain Zone, Act 3

Obtain: In the maze, toward the top, you can go left or right.  Choose
right and you’ll drop down a long shaft; go left (now on the ground
floor) to find the 1-UP.
-----------------------------------------------------------------------
16) Sky Base Zone, Act 1

Obtain: After taking the second propeller platform, drop down to the
platforms below to find a few rings and a 1-UP capsule.
-----------------------------------------------------------------------
17) Sky Base Zone, Act 2

Obtain: Jump to the hidden propeller platform to the left of the start
and ride it to a second ladder (by another propeller platform).  At the
top is a 1-UP capsule, but it’s guarded by a cannon.  Good luck!
-----------------------------------------------------------------------
18) Sky Base Zone, Act 3

Obtain: If you didn’t lose a single life in the previous act (Sky Base
Zone, Act 2), there’s a 1-UP right in front of you at the start.  And
so the rich get richer...
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

Well, that’s a wrap.  But you know, extra lives are nice, but Continues
are even better.  So, let’s talk cont.

=======================================================================
=============================Bonus Stages*=============================
=======================================================================

In the first four zones, you can enter a bonus stage by reaching the
sign with 50 rings or more (that is, you get the ‘!’ mark) from the
first two acts of each zone.  There are four different bonus stages,
and it is in them alone that you can collect Continues, rare items that
let you start at the act you were in with three lives if you get a game
over.  They are also filled with rings and sometimes 1-UPs.  So, here,
I’ll give you the run-down...

You can enter the bonus stage at most eight times (there are four zones
with two acts each in which you can enter the bonus stage), and the
goal in each is to reach the sign at the end with as many rings, 1-UPs,
and most especially Continue capsules as possible (of course, there’s
only one Continue per stage).  You’re given two minutes to play around
and reach the sign the first time, but in your fifth through eighth
visits to bonus stages, that’s cut down to one minute.  The stages get
harder, however, as the game progresses; the first one is filled with
springs to help you to get tons of rings easily.  The fourth one, on
the other hand, is like a drop through a mess of bumpers hoping that
you collect a few rings.  Still, the fourth stage has four possible 1-
UPs, but you can only get one of them.

So, I wish you well in the bonus stages.  Remember, 100 rings equal one
1-UP, and a 1-UP capsule equals a 1-UP, and a Continue equals three 1-
UPs and chances at more!

=======================================================================
=================================FAQ*==================================
=======================================================================

If there is one thing I’ve learned from my time here at GameFAQs, it’s
that people can find questions to ask about anything.  That’s why I
have this section – Frequently Asked Questions.  It’s meant to answer
most questions I get so that you don’t have to resort to e-mailing me.
Also included is contact information, so read it all!  Now, let’s get
this party started!

Question: Can I go Super Sonic?
Answer: Well, since there are only six Chaos Emeralds and not seven,
it’s not exactly possible.  So, the answer is “Nope, sorry.”

Question: Okay, so what’s the point of Chaos Emeralds?
Answer: They’re worth 20,000 points at the end of the game.  Also,
getting all six earns you an alternate ending.

Question: Is this just a port of Sonic the Hedgehog for Genesis?
Answer: Not at all!  This is a totally different game with the same
name, though three of the zones – Green Hill, Labyrinth, and Scrap
Brain – are based on the Genesis version.  But this game is almost the
same as another Sonic the Hedgehog game, the Sega Master System version
from 1991.  There are a few differences, but nothing that major.

Question: What’s the point of points?
Answer: Well, every 50,000 points you get earns you a new life, and
they are also used for bragging rights (for instance, “I got ____
points!”).  So, uh, try earning those rings and time bonuses!

Question: Can I use your guide(s) on my web site?
Answer: Sorry, but no.  Please refer to my legal section for details.

Question: Which games have you written guide for?
Answer: Quite a few.  This is my thirty-ninth (no, seriously), and you
can see an up-to-date list of my guides at the following link:

http://www.gamefaqs.com/features/recognition/46879.html

Question: How can I contact you?
Answer: Of all the questions I get, this has to be the least commonly
asked.  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 the
Hedgehog (GG)" 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]

With that, Section 3 has reached its exciting conclusion.  Most
unfortunately, this guide is just about over, but look on the bright
side: we still have the legal section!  HUZZAH!!!!  But enough of this;
I can’t wait!  Just a bit more anticipation...  AND they’re off!
-----------------------------------------------------------------------
  _________________________________________________________________
 /                                                                 \
/                                                                   \
||----------------------------Section 4*-----------------------------||
\                                                                   /
 \_________________________________________________________________/

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

It’s that time of year again...  That’s right: it’s time for a legal
section!  Oh, that I could express my love for them, but alas, ‘tis
beyond comprehension.  So, I shall share with you the exquisite
pleasure of reading a legal section, one of my own making...  Only it
will be copy and pasted, because, in all truth, I despise legal
sections, especially writing them!  Oh how I despise them!  That is to
say, here’s much to do with love, but more with hate.  So let’s get
this over with...  And would you stop looking at me like that?

Before I can wow you with the legal section, I’ll build the suspense
ever so subtly by including first some the credits.  Here goes nothing!

                          +---------------+
                          |    Credits    |
                          +---------------+

First off, I guess I should advertise myself down here, so two and a
half cheers for me.  Yeah, Kirby021591 wrote this guide, and the way he
talks about himself in third person is so charming, so let’s give it up
for him.

Second, a round of applause for Sega!  This game was terrific, and they
deserve the praise.  But we should also thank Nintendo, because I
played this game and wrote this guide using Sonic Adventure DX for the
Nintendo Game Cube.  So let’s give it up for Sega and Nintendo.  For
once they were enemies, now they are business partners.

Third, GameFAQs certainly deserves some credit.  After all, they
somehow saw fit to post this sloppy string of sentences on their site,
so let’s thank ‘em!  Remember to support their site; click on ads!

Those are the originals, but that’s not to say that some other people
haven’t helped me out more recently.  Here’s a list of who helped me
and what they did.

That’s all for now, but chances are the list is going to grow.  Now
then, I won’t keep you in suspense any longer.  Let the legal section
commence!

                     +-------------------------+
                     |    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 Nintendo, not me, and I do not deny this.

Second, this document is Copyright 2005-2007 Brian McPhee.

Third, this may not be reproduced in part of 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 phrase that first item legally, all trademarks and copyrights
contained in this document are owned by their respective trademark and
copyright holders.

To make it clear for those of you who might having problems absorbing
information, no one but the website GameFaqs may use my guides on their
sites, books, magazines, etc.

THAT WAS INTENSE!  Oh, sorry, I forgot that I need to keep my inside
voice on in here...  Well, it’s been real, but this is the end of the
line.  But, rather than remember this guide with that bad taste in your
mouth, let’s wrap things up with the coolest, snazziest, most totally
awesome catchphrase EVER!  May I have a drum roll, please?  I can’t
hear you!  Okay, okay, don’t deafen me now.  Alright, here goes...

See ya later.