FAQ/Walkthrough by Sonictrainer

Last Updated 2013-01-16

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Table of Contents

  1. Introduction
    1. Updates
  2. Background Info
    1. Important Characters
  3. Controls
    1. Classic Sonic
    2. Modern Sonic
    3. Color Powers
  4. Play Game
    1. Stage Gates
    2. Boss Gates
  5. Items
    1. Item Boxes
    2. Gimmicks
    3. Traps and Hazards
    4. Bonus Items
  6. Green Hill Stage Gate
    1. Green Hill Act 1
    2. Green Hill Act 2
    3. Special Stage 1
  7. Casino Night Stage Gate
    1. Casino Night Act 1
    2. Casino Night Act 2
    3. Special Stage 2
  8. Mushroom Hill Stage Gate
    1. Mushroom Hill Act 1
    2. Mushroom Hill Act 2
    3. Special Stage 3
  9. Boss Gate 1 (Genesis Era)
    1. Metal Sonic
    2. Big Arm
  10. Emerald Coast Stage Gate
    1. Emerald Coast Act 1
    2. Emerald Coast Act 2
    3. Special Stage 4
  11. Radical Highway Stage Gate
    1. Radical Highway Act 1
    2. Radical Highway Act 2
    3. Special Stage 5
  12. Boss Gate 2 (Dreamcast Era)
    1. Shadow
    2. Biolizard
  13. Water Palace Stage Gate
    1. Water Palace Act 1
    2. Water Palace Act 2
    3. Special Stage 6
  14. Tropical Resort Stage Gate
    1. Tropical Resort Act 1
    2. Tropical Resort Act 2
    3. Special Stage 7
  15. Boss Gate 3 (Modern Era)
    1. Silver
    2. Egg Emperor
  16. Final Gate
    1. Time Eater
  17. Enemies
    1. Green Hill Badniks
    2. Casino Night Badniks
    3. Mushroom Hill Badniks
    4. Emerald Coast Badniks
    5. Radical Highway G.U.N. Robots
    6. Water Palace Badniks
    7. Tropical Resort Badniks
  18. Missions
    1. Mission #1
    2. Mission #2
    3. Mission #3
    4. Mission #4
    5. Mission #5
    6. Mission #6
    7. Mission #7
    8. Mission #8
    9. Mission #9
    10. Mission #10
    11. Mission #11
    12. Mission #12
    13. Mission #13
    14. Mission #14
    15. Mission #15
    16. Mission #16
    17. Mission #17
    18. Mission #18
    19. Mission #19
    20. Mission #20
    21. Mission #21
    22. Mission #22
    23. Mission #23
    24. Mission #24
    25. Mission #25
    26. Mission #26
    27. Mission #27
    28. Mission #28
    29. Mission #29
    30. Mission #30
    31. Mission #31
    32. Mission #32
    33. Mission #33
    34. Mission #34
    35. Mission #35
    36. Mission #36
    37. Mission #37
    38. Mission #38
    39. Mission #39
    40. Mission #40
    41. Mission #41
    42. Mission #42
    43. Mission #43
    44. Mission #44
    45. Mission #45
    46. Mission #46
    47. Mission #47
    48. Mission #48
    49. Mission #49
    50. Mission #50
    51. Mission #51
    52. Mission #52
    53. Mission #53
    54. Mission #54
    55. Mission #55
    56. Mission #56
    57. Mission #57
    58. Mission #58
    59. Mission #59
    60. Mission #60
    61. Mission #61
    62. Mission #62
    63. Mission #63
    64. Mission #64
    65. Mission #65
    66. Mission #66
    67. Mission #67
    68. Mission #68
    69. Mission #69
    70. Mission #70
    71. Mission #71
    72. Mission #72
    73. Mission #73
    74. Mission #74
    75. Mission #75
    76. Mission #76
    77. Mission #77
    78. Mission #78
    79. Mission #79
    80. Mission #80
    81. Mission #81
    82. Mission #82
    83. Mission #83
    84. Mission #84
    85. Mission #85
    86. Mission #86
    87. Mission #87
    88. Mission #88
    89. Mission #89
    90. Mission #90
    91. Mission #91
    92. Mission #92
    93. Mission #93
    94. Mission #94
    95. Mission #95
    96. Mission #96
    97. Mission #97
    98. Mission #98
    99. Mission #99
    100. Mission #100
  19. Collection
    1. Event
    2. Sound
    3. Art
    4. Models
  20. VS Mode
  21. Options
  22. FAQ
  23. Trivia
  24. Legal Stuff
  25. Special Thanks
  26. Contact Info

Sonic Generations

  • 3DS Version
  • Walkthrough/FAQ
  • Created by Sonictrainer

Introduction

Hi, my name is Ryan aka Sonictrainer and this is the eighth guide I have made and posted online and the fourth full walkthrough I've ever done for any game.

I made this guide to help people while they play the Nintendo 3DS version of Sonic Generations.

Updates

1/16/2013

  • Guide posted online

Background Info

This game is the portable version of Sonic the Hedgehog's 20th Anniversary title and celebrates the past 20 years, from his first game in 1991 to Sonic Colors. Sonic has become very popular to gamers in the United States, Japan, and other areas in the world. Besides games he has also had 4 animated series, a movie, and a comic book made by Archie Comics.

Important Characters

This is a list of the main characters in the 3DS version of Sonic Generations.

  • Note: The game release dates listed are the US release dates.

Sonic the Hedgehog

  • First Game Appearance: Sonic the Hedgehog (Sega Genesis and Game Gear) on June 23rd, 1991
  • Bio: A blue hedgehog who's well known for his superpower: speed. Sonic can run faster than the speed of sound and enjoys travel and going on adventures. He can also use his speed to curl into a ball, spin, and cut through different materials including metal. Although he is impatient sometimes, he always helps those in need and hates to see injustice. His only weakness is water. At high speeds, he can hydroplane, but he can't swim.

Versions of Sonic in this game:

Classic Sonic
    • Bio: Classic Sonic was Sonic during his younger days, during the years 1991-1997 (Genesis and Saturn Eras). He is shorter and chubbier than Modern Sonic and has black eyes. While he doesn't actually talk in this game and lacks most of the moves Modern Sonic knows, he can still hold his own. After Time Eater ate the Green Hill Zone, Classic Sonic got pulled from the past into the White World.
Modern Sonic
    • Bio: Modern Sonic is the present Sonic, whose new look was first introduced in 1999 in Sonic Adventure. He is taller than Classic Sonic and has green eyes. After rescuing Modern Tails, Sonic runs through the White World to investigate what's going on.
Super Sonic
    • Bio: This is a form Sonic takes when he collects all 7 Chaos Emeralds (and collects 50 Rings). In this form he turns a golden yellow, can move faster speeds, perform stronger versions of regular moves, becomes invulnerable to almost all attacks, and can even fly. However, this transformation always has a time limit. Classic Super Sonic first appeared in Sonic the Hedgehog 2 (Sega Genesis) and Modern Super Sonic first appeared in Sonic Adventure.

Dr. Eggman (aka Dr. Ivo Robotnik)

  • First Game Appearance: Sonic the Hedgehog (Sega Genesis and Game Gear) on June 23rd, 1991
  • Bio: A mad scientist is who bent on taking over the world. His first plan was to capture animals and use them to power robots. With the robots he would make an army and use them to take over the world. Nowadays, his plan is to create a place called Eggman Land which will be his base of operations for his conquest to take over the world. After 20 years, Sonic and his friends still stand between him and his goal.

Versions of Dr. Eggman in this game:

Classic Eggman
    • Bio: Classic Eggman, or Dr. Ivo Robotnik as he was known in the US and other areas, was Dr. Eggman during his younger days, during the years 1991-1997 (Genesis and Saturn Eras). He has a small cape on his suit. He appears in the Boss Gate 1 with Classic Metal Sonic and pilots Big Arm. For some reason, he was kidnapped by Time Eater...
Modern Eggman
    • Bio: Modern Eggman is the present Dr. Robotnik, whose new look (and original Japanese name) were first introduced in 1999 in Sonic Adventure. He appears on the Signposts in Classic Sonic's stages...what is his connection to Time Eater?

Tails the Fox (aka Miles Prower)

  • First Game Appearance: Sonic the Hedgehog 2 (Sega Genesis and Game Gear) on November 20th, 1992
  • Bio: Sonic's best friend who's IQ and mechanical abilities almost match those of Dr. Eggman's. His real name is Miles Prower but he was given the nicknames Tails due to the fact that he has 2 instead of 1. He can use them to spin like a propeller and fly around for periods of time. When traveling long distances or to airborne places, Tails uses Sonic's biplane The Tornado, which he has modified over past adventures.

Versions of Tails in this game:

Classic Tails
    • Bio: Classic Tails was Tails during his younger days, during the years 1992-1997 (Genesis and Saturn Eras). He is shorter than Modern Tails and has black eyes like Classic Sonic. He acts as a navigator for Classic Sonic.
Modern Tails
    • Bio: Modern Tails is the present Tails, whose new look was first introduced in 1999 in Sonic Adventure. He is taller than Classic Tails and has blue eyes. Modern Tails got thrown into the Genesis Era by Time Eater and later acts as a navigator for Modern Sonic.

Metal Sonic

  • First Game Appearance: Sonic CD Nov 19th, 1993
  • Bio: A robotic duplicate of the real Sonic that was created by Dr. Eggman. There have been many versions and revisions of robot Sonics, which started with Silver Sonic. However, Dr. Eggman has used the Metal Sonic model more often. Metal Sonic has all the moves and abilities of the real Sonic plus his own robotic techniques. Unlike the other Sonic robots, after being defeated, Metal Sonic tries to rechallenge Sonic again and again. He has even disobeyed and betrayed Dr. Eggman in the process.

Versions of Metal Sonic in this game:

Classic Metal Sonic
    • Bio: Classic Metal Sonic was the original version of Metal Sonic, from the years 1993-1997 (Genesis and Saturn Eras). It was first used during Dr. Eggman's conquest of the Little Planet. He's waiting to challenge Classic Sonic in the Casino Night Zone...

Big Arm

  • First Game Appearance: Sonic the Hedgehog 3 (Sega Genesis) on February 2nd, 1992
  • Bio: A flying robot built with massive arms, hands, and spikes that was Dr. Eggman's last line of defense used to guard the Death Egg in the Launch Base Zone. The one that appears in Boss Gate 1 appears to have been upgraded since that time.

Shadow the Hedgehog

  • First Game Appearance: Sonic Adventure 2 on June 18th, 2001
  • Bio: Created by Eggman's grandfather, Shadow was created to be the ultimate lifeform. After saving the planet twice, he decided to join G.U.N. (Guardian Units of Nations). While he's not as fast as Sonic he has all of Sonic's moves plus Chaos powers such as Chaos Control, Chaos Spear, and Chaos Blast. He's waiting to challenge Modern Sonic in the Radical Highway...

The Biolizard

  • First Game Appearance: Sonic Adventure 2 on June 18th, 2001
  • Bio: A prototype of the Ultimate Lifeform, that Gerald Robotnik created to enact his revenge after his granddaughter Maria had been killed on the Space Colony Ark. It was released after Dr. Eggman had placed all 7 Chaos Emeralds in the Eclipse Cannon and was first defeated by Shadow. The creature is massive and attacks with its mouth and tail. It also has 2 types of energy balls: giant black ones that it shots from its mouth and purple small ones that form around its body, acting as a shield, that explode on contact.

Silver the Hedgehog

  • First Game Appearance: Sonic the Hedgehog 2006 on November 14th, 2006
  • Bio: A psychic hedgehog with the power of telekinesis. Silver is actually from the future and has returned to the past on several occasions to prevent events that could negatively affect his timeline. He's waiting to challenge Modern Sonic in the Tropical Resort...

Egg Emperor

  • First Game Appearance: Sonic Heroes on November 18th, 2008
  • Bio: Egg Emperor was a battle armor suit that Dr. Eggman created and used to defend his Egg Fleet. Built with a strong shield to block its weak spots, a energy lance for long and short distance attacks, and 2 wings with jets, that allow it to Boost like Modern Sonic, it is a force to be reckoned with. The one that appears in Boss Gate 3 has been upgraded...

Time Eater

  • First Game Appearance: Sonic Generations on November 1st, 2011
  • Bio: A mysterious being that is like a black ghost that has gears floating near its body. It has the unique ability to travel across different timelines and absorb space, which sends everything into the White World, a world without color and life. It suddenly appeared in the past and before Modern Sonic's birthday party and kidnapped Modern Tails and Classic Dr. Eggman, but no one is sure why. Although it is very powerful and can stand up to both Classic and Modern Sonic together, it doesn't seem to like Chaos Emeralds.

Controls

In this game, you play as Classic Sonic and Modern Sonic. Both have their own set of moves and 1 unlockable skill.

Miscellaneous Controls
ActionButtons/ControlsTips/Tricks
HelpIf you see an Exclamation Mark on the bottom screen, tap it to get a hint about how to use certain abilities, items, gimmicks, enemies, and other things.In other Acts outside of Green Hill, Classic Tails and Modern Tails appear when you look at hints for Classic and Modern Sonic respectively.
Use a Bonus ItemDuring Act 1 or Act 2, press the bottom screen or the L Button to use a Bonus ItemSee the Bonus Items Subsection for more info

Classic Sonic

These are all the moves for Classic Sonic when playing Act 1 Stages.

  • Note: Classic Sonic will learn the Homing Attack after Defeating Big Arm.
Classic Sonic's Controls
ActionButtons/ControlsTips/Tricks
Move AroundTo walk and run move the +Control Pad or Circle Pad left to go to the left or right to go to the right.None
Look UpMove the +Control Pad or Circle Pad up when not moving to look up.None
CrouchMove the +Control Pad or Circle Pad down, when not moving, to crouch down.This will help Classic Sonic dodge enemy attacks and certain hazards
Spin JumpPress the A or B Button, while standing or running, to Spin Jump.Classic Sonic's speed greatly affects how high he jumps.
RollWhen Classic Sonic is running, press Down on the +Control Pad or Circle Pad to roll into a ball.In some areas, he's faster in ball form.
Spin DashFirst have Classic Sonic Crouch and then press and release the A or B buttonIf you repeatedly press the A or B Button, you can give Classic Sonic more power
Homing Attack/Jump DashPress the A or B button while in midair and near a target to perform a Homing Attack. If a cursor doesn't appear, it becomes a Jump Dash insteadClassic Sonic can Home Attack enemies, Springs, and Swing Poles. Jump Dashes give a small boost when Spin Jumping across gaps but be aware that he stops stops spinning and becomes vulnerable.

Modern Sonic

These are all the moves for Modern Sonic when in playing Act 2 Stages or in the Special Stages.

  • Note: Modern Sonic will unlock his Stomp ability after Defeating Biolizard.
Modern Sonic's Moves
ActionButtons/ControlsTips/Tricks for Act 2 StagesTips/Tricks for Special Stages
Move AroundTo walk and run move the +Control Pad or Circle Pad left to go to the left or right to go to the right.NoneOnce Modern Sonic gets moving in a Special Stage, he doesn't stop until he hits a obstacle or gets the Chaos Emerald
CrouchMove the +Control Pad or Circle Pad down, when not moving, to crouch down.Use this to dodge and to get under places when on a moving platforms.
SlidePress down on the +Control Pad or Circle Pad when running to slide under certain areas.Sliding can help Modern Sonic to dodge while moving and destroy certain enemies.
Spin JumpPress the A or B Button, while standing or running, to Spin Jump.Depending on how hard you press down the button affects how high he jumps. If you press it lightly he hops without spinning, if you press it harder he jumps his highest while spinning.You will need to Jump in some of the Special Stages to get Spheres in midair and to avoid obstacles.
Homing Attack/Jump DashPress the A or B button while in midair and near a target to perform a Homing Attack. If a cursor doesn't appear, it becomes a Jump Dash insteadModern Sonic can Home Attack enemies, Springs, and Swing Poles. Jump Dashes give a small boost when Spin Jumping across gaps but be aware that he stops stops spinning and becomes vulnerable.
StompPress down on the +Control Pad or Circle Pad while in midair to perform a stomp.Stomping allows Modern Sonic to get to the ground quickly and destroy boxes, enemies, and other objects on the ground when he's in midair. It also allows him to bounce higher on Springs and Spring Poles.
Wall JumpIn order to do a Wall Jump, press the A or B Button while holding the Analog Stick/D Pad in the same direction as soon as you touch a Wall. Press the A or B Button again as soon as you jump to the other wall on the opposite and again to reach the top of the walls.Coming Soon
BoostPress/Hold the Y Button when the Boost Gauge is filled to move faster, destroy incoming enemies, and run on water.If you press the Jump Button while still holding the Boost Button, you can jump while still keeping speed. Any Rings Sonic passes will be drawn towards him.You need to Boost to increase Modern Sonic's speed and get him closer to the Chaos Emerald.
Air BoostWhile the Boost Gauge is filled, press the Y Button while in midair to Air BoostThis allows Modern Sonic to move quickly while in midair, grabbing any Rings and leaping across obstacles. When the Boost Gauge is empty, he can't do Air Boosts.
Boost GaugeThis is the gauge shown on the bottom left of the screen. When the gauge is empty Sonic cannot perform regular Boosts or Air Boosts. To fill it up, collect Rings and destroy enemiesComing SoonIn the Special Stages, the Boost Gauge is different from the Act 2 Stages. When the gauge is empty Modern Sonic will lose all of his speed. To fill it up, you have to collect Spheres.
Grinding/Grind StepMove the Analog Stick to switch rails. Press A to jump without moving the Analog Stick to jump once and stay on the same rail. Hold the B Button to move fasterDuring the last part of Tropical Resort Act 2, you can Grind Step by

Color Powers

When you play Tropical Resort Acts 1 and 2, both Sonics will have to use Color Wisps like in the original Sonic Colors.

Classic Sonic uses Red Burst Wisps in Tropical Resort Act 1 and Modern Sonic uses Cyan Laser Wisps in Tropical Resort Act 2.

Red Burst Sonic
ActionButtons/ControlsTips/Tricks
Move AroundTo walk and run move the +Control Pad or Circle Pad left to go to the left or right to go to the right.None
Look UpMove the +Control Pad or Circle Pad up when not moving to look up.None
CrouchMove the +Control Pad or Circle Pad down, when not moving, to crouch down.This will help Classic Sonic dodge enemy attacks and certain hazards
Spin JumpPress the A or B Button, while standing or running, to Spin Jump.Classic Sonic's speed greatly affects how high he jumps.
RollWhen Classic Sonic is running, press Down on the +Control Pad or Circle Pad to roll into a ball.In some areas, he's faster in ball form.
Spin DashFirst have Classic Sonic Crouch and then press and release the A or B buttonIf you repeatedly press the A or B Button, you can give Classic Sonic more power
Homing Attack/Jump DashPress the A or B button while in midair and near a target to perform a Homing Attack. If a cursor doesn't appear, it becomes a Jump Dash insteadClassic Sonic can Home Attack enemies, Springs, and Swing Poles. Jump Dashes give a small boost when Spin Jumping across gaps but be aware that he stops stops spinning and becomes vulnerable.

Other Notes about Red Burst Sonic:

  • Red Burst Sonic can't be hurt by fire

Cyan Laser Sonic: Press or Hold Y to send Sonic up into the air

Other Notes about Color Powers: Coming Soon

Play Game

This is the main part of the 3DS version of Sonic Generations.

When you first start a new game, you'll automatically start with Classic Sonic in Green Hill Act 1. After watching the first cutscene, Modern Sonic will start off in the White World, which is a Hub Map with Stage Gates and Boss Gates.

In the 3DS Version, the White World is broken up into 4 areas:

  1. Genesis Era-the first area of the game
  2. Dreamcast Era
  3. Modern Era-unlike the console version, this Era has levels from the Nintendo DS games.
  4. Final Area

Stage Gates

In the White World, Stage Gates are portals to the main levels of the game. When Stage Gates are unlocked, a message will appear on the bottom screen.

Each Stage Gate has 3 Levels:

  • Act 1 Levels, which are traditional 2D Sonic Stages similar to Sonic the Hedgehog 2, where you play as Classic Sonic.
  • Act 2 Levels, which are the current Nintendo DS Sonic style Stages similar to Sonic Rush and Sonic Colors, where you play as Modern Sonic.
  • Special Stage Levels, which are Bonus Stages similar to the Sonic Heroes Special Stage: Chaos Challenges, where you also play as Modern Sonic.

Unlike the other versions of the game, all Stage Gates are unlocked for each Era and you can play any Act in any order you choose.

After Clearing Act 1 or Act 2 of a Stage Gate, some of the colors will return to the Stage Gate. If you Clear both Acts, the Stage Gate will be fully restored, and you'll gain access to its Special Stage.

Boss Gates

After Clearing all of the Acts within an Area, you will unlock Boss Gates.

Each Boss Gate has 2 Levels:

  • Rival Races, where Classic or Modern Sonic will have to win a Race against a Rival
  • Boss Battles, where Classic or Modern Sonic will have to battle and defeat a Boss

Items

There are different kinds of items in the game. These are items that can found in any Act.

Types of Regular Items
NameWhich Act?Description
RingsAct 1 and Act 2Rings are the most important item to collect because they allow either Sonic to take hits from enemies, spikes, bombs, and other obstacles that do damage. If either Sonic is hit when he doesn't have any rings, you will lose one life. Each time you collect 100 Rings, you will get an extra life. There many different kinds of Rings besides the regular ones.
CheckpointsAct 1 and Act 2Crossing or touching these will allow you to come back to them if you lose a life.
Danger SignsAct 1 and Act 2These will warn you of Bottomless Pits.
Goal PostAct 1 OnlyWhen Classic Sonic touches a Goal Post, the level is Cleared.
Goal RingAct 2 OnlyWhen Modern Sonic touches the Goal Ring, the level is Cleared.
SpheresSpecial Stages OnlyCollecting Sphere allows Sonic to fill his Boost Gauge and move faster. They come in different colors.
Star SpheresSpecial Stages OnlyThese are Red Spheres with Yellow stars on them. They give more Sonic more energy than the Regular ones.
Rainbow SphereSpecial Stages OnlyComing Soon
Chaos EmeraldSpecial Stages OnlyWhen Modern Sonic catches up to a Chaos Emerald, the level is Cleared. If he can't get to it in less than 1:30.00, he will fail.

Item Boxes

These are items are in the form of a computer monitor in the Act 1 and Act 2 Stages. You have to destroy them by Spin Jumping (on top of it), Spin Dashing, Home Attacking, Boosting, and Stomping into them in order to use them.

Types of Item Boxes
NamePicture on the screenEffect/Purpose
RingA RingEach one gives Sonic 10 Rings.
Extra LifeSonic's HeadEach one gives you 1 Extra Live.
ShieldA Green OrbProvides a Shield that protects Sonic from enemies and obstacles that would normally make him drop his Rings. Once he gets hit, it's gone.
Magnetic ShieldAn Electric OrbSimilar to the Shield, except it attracts any nearby Rings towards Sonic.
Invincibility3 sparklesThis allows Sonic to destroy enemies by touching them and become invulnerable to enemy attack and spikes. The effects are temporary.

Gimmicks

These are items that Classic and Modern Sonic must use to get around in the Acts. Some will allow them to find secret items and shortcuts.

Types of Gimmicks
NameWhich Act?Description
SpringsAll ActsThese are yellow or red round objects that bounce Sonic quickly into the direction they're facing. Some are hanging on the sides of walls while some are on the ground. Either Sonic can home attack them from a distance. The ones in Act 1 are Yellow and Red, while the ones in Act 2 and the Special Stages are Red with a Yellow Star inside of a Blue circle.
Spring PolesAct 2?These are poles that hang on the side of walls. Either Sonic can bounce on these to get upward. Landing on the red part will send Sonic into the air the highest.
Swing PolesAct 1 and Act 2These appear in Mushroom Hill and Radical Highway. If you press the A Button at the right time, Sonic will jump off in the correct direction.
PulleysAct 1 and Act 2Either Sonic can use these to get to higher places. Use the Homing Attack to get them quickly. After being used, they go back to their original position.
Grind RailsAct 2 OnlyModern Sonic can grind on Grind Rails in order to get to certain areas. The design of the Grind Rail is unique to each area.
BoostersAct 1 OnlyThese are devices that appear on paths that make Classic Sonic move faster and increase his speed. He always rolls after hitting a Booster.
Dash PanelsAct 2 and Special StagesSimilar to Boosters, these are devices that appear on paths and Rails that make Modern Sonic move faster and increase his speed.
Dash RingsAct 2 OnlyThese are big, wide orange rings that either Sonic can jump through. They normally send Sonic flying in a certain direction.
Rainbow RingsAct 2 and Special StagesThe Rainbow Rings are multicolored Dash Rings. They sometimes lead to shortcuts and items.
RampsAct 1 and Act 2These appear in certain areas to help either Sonic get across gaps. If Modern Sonic boosts over them instead of just regularly running into them, he might go on a higher path.
Drop TargetsAct 1 and Act 2These appear in Casino Night.
Automated PlatformsAct 1 and Act 2These are blue circular platforms that shrink, expand, and rotate periodically. Sometime you can use them as platforms and sometimes they act barriers
Step SwitchesAct 1 and Act 2Sonic must touch them at least once to activate something. A few of them will turn off a certain amount of time.
Fans/UpdraftsAct 1 and Act 2These can blow Sonic into the air or whatever direction they're facing
Manual PulleysAct 1 OnlyThese appear in Mushroom Hill. Classic Sonic has to grab one of the 2 pulley and then use his weight by you pressing up and down on the Circle Pad or +Control Pad to reach higher areas
Seed PropellersAct 2 OnlyThese appear in Mushroom Hill. Modern Sonic can use these to get across gaps. You can let go by Jumping but be careful where you land.
Jump PanelsAct 1 and Act 2These appear in Emerald Coast. Press the A or B Buttons at the right time to jump between the panels.
RocketsAct 1 and Act 2In Radical Highway, both Sonics can use Rockets to get to around the level

Traps and Hazards

These are some items, objects, and anything you want to avoid and be aware of.

NameWhich Act?Description
SpikesAct 1 and Act 2The most common hazard you'll run into. They can appear on the ground and walls. Either Sonic can Jump over the ones on the ground and on rails. When Classic Sonic has the Invincibility Power-up, he can walk on Spikes
Pop-Up SpikesAct 1?What appears as a black material on the surface is actually Pop-Up Spikes. When the spikes are up, Sonic takes damage. Quickly get across it while the spikes are down.
Spiked BombsSpecial StagesIf Modern Sonic runs into these, he'll come to a complete stop.
Getting CrushedAct 1 OnlyIf either Sonic gets crushed into the ground or ceiling, it will cost you a life.
DrowningAct 1 and Act 2After either Sonic has been underwater for 25 seconds a countdown will begin. If Sonic stays in the water until the countdown ends, he drowns and you lose a life.
Bottomless PitsAct 1 and Act 2Mind the Danger Signs to see if you're close to a bottomless pit. Once you fall in, you'll lose a life.

Bonus Items

After playing in VS Mode, you can earn a Bonus Item, which is a special item you can use once during Regular Stages in the main game or Time Attack.

Types of Bonus Items
NamePicture on the Bottom ScreenEffect/Purpose
10 RingsA Ring with 10 inside itGives Sonic 10 Rings
BombA BombThis will destroy all enemies onscreen.
Invincibility3 sparklesThis allows Sonic to destroy enemies by touching them and become invulnerable to enemy attack and spikes. The effects are temporary.
Magnetic ShieldAn Electric OrbSimilar to the Regular Shield, except it also attracts any nearby Rings towards Sonic.
ShieldA Green OrbProvides a Shield that protects Sonic from enemies and obstacles that would normally make him drop his Rings. Once he gets hit, it's gone.

Green Hill Stage Gate

Availability: First Stage Gate in the game

  • First Game Appearance: Sonic the Hedgehog on the Sega Genesis
  • Background Info: The first level of the first ever Sonic game. Green Hill is a grassy mountainside which is home to dozens of animals and possibly some ancient civilization.

Green Hill Act 1

Availability: First Level in the game

  • Item Boxes
    • Ring: 7
    • Shields: 1
    • Invincibility: 2
  • Summary: Classic Sonic runs through the Green Hill Zone. This level is exactly the same as it was on the original Sonic the Hedgehog. There are some Item Boxes hidden in the trees that Classic Sonic can knock down with a Spin Jump.

Walkthrough: From the Start, head over to the right and Spin Jump to grab 3 Rings floating in the Air. Up ahead is a Motobug and a Buzzbomber heading towards the left and a platform with a Ring Item Box on it. There is also a Hidden Spring in the tree near the Buzzbomber that will bounce Classic Sonic into 6 Rings.

Next, is a bridge with 5 Rings floating over it. Be careful crossing because a Chopper that pops out from under the bridge every 3 seconds. Spin Jump to destroy it or Spin Dash to get it past it. The first tree behind this bridge is holding a hidden Invincibility Item Box.

Up ahead is an incline. Past it is 2 Crabmeats, a bridge with 2 Choppers, and 2 Buzzbombers behind it. If you Spin Dash up the incline, you can get some air and land on the rock near the bridge or directly on it. Be careful of the Choppers though.

Past this point is a Spring and a ledge. The ledge is unstable and will slowly break apart.

Checkpoint 1

Checkpoint 2

Last Checkpoint

Green Hill Act 1 Ranks
RankScores
S80000 or More
A60000-79999
B40000-59999
C20000-39999
D19999 or Less

Scoring an S Rank

  • Spin Dash at the Start to get a big burst of speed, destroy the Motobug, get pass the 2 Choppers, Collect 7 Rings, and get some air off the incline

Green Hill Act 2

Availability: Second Level in the game

  • Item Boxes
    • Ring: 1
    • Shields: ?
    • Magnetic Shields: ?
    • Extra Lives: 1
    • Invincibility: ?
  • Summary: Modern Sonic rushes through the Green Hill Zone while destroying Badniks and dodging falling totem poles. There are several paths for Modern Sonic to take to reach the Goal Ring.

Walkthrough: Coming Soon

Green Hill Act 2 Ranks
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  • Coming Soon

Special Stage 1

Availability: After Clearing Green Hill Act 1 and Green Hill Act 2

  • Summary: Modern Sonic chases after the Green Chaos Emerald. There's no obstacles here, so it's really easy to get the Chaos Emerald.

Walkthrough: Coming Soon

Special Stage 1 Ranks
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Casino Night Stage Gate

Availability: After Clearing Green Hill Act 2

  • First Game Appearance: Sonic the Hedgehog 2 on the Sega Genesis
  • Background Info: The Casino Night Zone is a Casino located on Westside Island, filled with giant pinball tables. Dr. Eggman had set up a base here but was kicked out by Sonic and Tails.

Casino Night Act 1

Availability: After Clearing Green Hill Act 1

  • Item Boxes
    • Ring: ?
    • Shields: ?
    • Magnetic Shields: ?
    • Extra Lives: ?
    • Invincibility: ?
  • Summary: Classic Sonic revisits the Casino Night Zone. This level is exactly the same as it was in Sonic the Hedgehog 2.

Walkthrough: Coming Soon

Casino Night Act 1 Ranks
RankScores
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Scoring an S Rank:

  • Coming Soon

Casino Night Act 2

Availability: Second Level in the game

  • Item Boxes
    • Ring: ?
    • Shields: ?
    • Magnetic Shields: ?
    • Extra Lives: ?
    • Invincibility: ?
  • Summary: Modern Sonic rushes through a new area of the Casino Night Zone, filled with giant roulettes.

Walkthrough: Coming Soon

Casino Night Act 2 Ranks
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B40000-59999
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  • Coming Soon

Special Stage 2

Availability: After Clearing Casino Night Act 1 and Casino Night Act 2

  • Summary: Modern Sonic chases after the Purple Chaos Emerald.

Walkthrough: Coming Soon

Special Stage 2 Ranks
RankScores
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Mushroom Hill Stage Gate

Availability: After Clearing Green Hill Act 2

  • First Game Appearance: Sonic and Knuckles
  • Background Info: A hillside forest filled with giant mushrooms and vines, located on the Floating Island. After the Death Egg crashed into the Floating Island a second time, Sonic and Tails landed here and continued on foot to the crash site.

Mushroom Hill Act 1

Availability: After Clearing Chemical Plant Act 2

  • Item Boxes
    • Ring: ?
    • Shields: ?
    • Magnetic Shields: ?
    • Extra Lives: ?
    • Invincibility: ?
  • Summary: Classic Sonic revisits the Mushroom Hill Zone. It is exactly the same as it was in Sonic & Knuckles.

Walkthrough: Coming Soon

Mushroom Hill Act 1 Ranks
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  • Coming Soon

Mushroom Hill Act 2

Availability: After Clearing Green Hill Act 2

  • Item Boxes
    • Ring: ?
    • Shields: ?
    • Magnetic Shields: ?
    • Extra Lives: ?
    • Invincibility: ?
  • Summary: Modern Sonic's rushes through the Autumn version of Mushroom Hill. Like the Spring Version in Act 1, Modern Sonic can bounce off the Mushrooms and use Seed Propellers to get around the level.

Walkthrough: Coming Soon

Mushroom Hill Act 2 Ranks
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Scoring an S Rank

  • Coming Soon

Special Stage 3

Availability: After Clearing Mushroom Hill Act 1 and Mushroom Hill Act 2

  • Summary: Modern Sonic chases after the Yellow Chaos Emerald.

Walkthrough: Coming Soon

Special Stage 3 Ranks
RankScores
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Scoring an S Rank

  • Coming Soon

Metal Sonic

Availability: After Clearing Casino Night Act 1, Casino Night Act 2, Mushroom Hill Act 1, and Mushroom Hill Act 2

  • Summary: Metal Sonic is the Rival of the Genesis Era and will race Classic Sonic on a special part of the Casino Night Zone.

Battle Style: Coming Soon

Big Arm

Availability: After Defeating Metal Sonic

  • Summary: Big Arm is the Boss of the Genesis Era and fights Classic Sonic in the Launch Base Zone. This boss is a remake of the Sonic the Hedgehog 3 Final Boss.

Battle Style: Coming Soon

Emerald Coast Stage Gate

Availability: After Defeating Big Arm

  • First Game Appearance: Sonic Adventure
  • Background Info: Located near Station Square is a coast filled with beautiful sandy beaches, palmtrees, a lighthouse, and great fishing spots. This was also the crash site of one of Tails' prototype planes when he was experimenting with a Chaos Emerald. Fortunately, Sonic witnessed the crash and went to checkout the damage. It seems that someone built docks in an unauthorized area and angered the local killer whales.

Emerald Coast Act 1

Availability: After Defeating Big Arm

  • Item Boxes
    • Ring: ?
    • Shields: ?
    • Magnetic Shields: ?
    • Extra Lives: ?
    • Invincibility: ?
  • Summary: Classic Sonic runs through Modern Sonic's first trail through the Emerald Coast, from the hotel to the docks, to the lighthouse, and to where Tails had crashed. This is the first Act 1 Stage in the game that contains water and more bottomless pits than the Genesis Era Stages.

Walkthrough: Coming Soon

Emerald Coast Act 1 Ranks
RankScores
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B40000-59999
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Scoring an S Rank

  • Coming Soon

Emerald Coast Act 2

  • Availability: After Defeating Death Egg Robot
  • Item Boxes
    • Ring: ?
    • Shields: ?
    • Magnetic Shields: ?
    • Extra Lives: ?
    • Invincibility: ?
  • Summary: Modern Sonic takes a new path through Emerald Coast.

Walkthrough: Coming Soon

Emerald Coast Act 2 Ranks
RankScores
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Scoring an S Rank

  • Coming Soon

Special Stage 4

Availability: After Clearing Emerald Coast Act 1 and Emerald Coast Act 2

  • Summary: Modern Sonic chases after the Blue Chaos Emerald.

Walkthrough: Coming Soon

Special Stage 4 Ranks
RankScores
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Scoring an S Rank

  • Coming Soon

Radical Highway Stage Gate

Availability: After Defeating Big Arm

  • First Game Appearance: Sonic Adventure 2
  • Background Info: After Shadow the Hedgehog robbed a Chaos Emerald, he was chased by G.U.N through the Radical Highway. Although parts of the highway were under construction, Shadow was able to make his escape. Now Classic and Modern Sonic must also go blast through the roads of Radical Highway.

Radical Highway Act 1

Availability: After Clearing Speed Highway Act 1

  • Item Boxes
    • Ring: ?
    • Shields: ?
    • Magnetic Shields: ?
    • Extra Lives: ?
    • Invincibility: ?
  • Summary: Classic Sonic runs through the streets of Radical Highway.

Walkthrough: Coming Soon

Radical Highway Act 1 Ranks
RankScores
S80000 or More
A60000-79999
B40000-59999
C20000-39999
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Scoring an S Rank

  • Coming Soon

Radical Highway Act 2

Availability: After Defeating Big Arm

  • Item Boxes
    • Ring: ?
    • Shields: ?
    • Magnetic Shields: ?
    • Extra Lives: ?
    • Invincibility: ?
  • Summary: Modern Sonic runs through through a remixed version of Radical Highway. The roads are similar to the one Shadow took.

Walkthrough: Coming Soon

Radical Highway Act 2 Ranks
RankScores
S80000 or More
A60000-79999
B40000-59999
C20000-39999
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Scoring an S Rank

  • Coming Soon

Special Stage 5

  • Availability: After Defeating Death Egg Robot
  • Summary: Modern Sonic chases after the Red Chaos Emerald.

Walkthrough: Coming Soon

Special Stage 5 Ranks
RankScores
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Scoring an S Rank

  • Coming Soon

Boss Gate 2 (Dreamcast Era)

Availability: After Clearing Emerald Coast Act 1, Emerald Coast Act 2, Radical Highway Act 1, and Radical Highway Act 2

Shadow

Availability: After Clearing Emerald Coast Act 1, Emerald Coast Act 2, Radical Highway Act 1, and Radical Highway Act 2

  • Summary: Shadow is the Rival of the Dreamcast Era and will race Modern Sonic on a special part of Radical Highway.

Battle Style: Coming Soon

Shadow Ranks
RankScores
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Scoring an S Rank

  • Coming Soon

Biolizard

Availability: After Defeating Shadow

  • Summary: Shadow is the Rival of the Dreamcast Era and will race Modern Sonic on a special part of Radical Highway.

Battle Style: Coming Soon

Biolizard Ranks
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Scoring an S Rank

  • Coming Soon

Water Palace Stage Gate

Availability: After Defeating Biolizard

  • First Game Appearance: Sonic Rush
  • Background Info: In this white city filled with water, Dr. Eggman and Eggman Nega had set up a base of operations here. Later, they were kicked out by Sonic and Blaze.

Water Palace Act 1

Availability: After Defeating Biolizard

  • Item Boxes
    • Ring: ?
    • Shields: ?
    • Magnetic Shields: ?
    • Extra Lives: ?
    • Invincibility: ?
  • Summary: Classic Sonic splashes through the Water Palace, using the Mine Pulleys, avoiding a Giant Egg Flapper, and activating Bubble Machines.

Walkthrough: Coming Soon

Water Palace Act 1 Ranks
RankScores
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Scoring an S Rank

  • Coming Soon

Water Palace Act 2

Availability: After Defeating Biolizard

  • Item Boxes
    • Ring: ?
    • Shields: ?
    • Magnetic Shields: ?
    • Extra Lives: ?
    • Invincibility: ?
  • Summary: Modern Sonic revisits the Water Palace.

Walkthrough: Coming Soon

Water Palace Act 2 Ranks
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Special Stage 6

Availability: After Clearing Water Palace Act 1 and Water Palace Act 2

  • Summary: Modern Sonic chases after the Cyan Chaos Emerald.

Walkthrough: Coming Soon

Special Stage 6 Ranks
RankScores
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Scoring an S Rank

  • Coming Soon

Tropical Resort Stage Gate

Availability: After Defeating Biolizard

  • First Game Appearance: Sonic Colors
  • Background Info: Tropical Resort is the main entrance to Dr. Eggman's Interstellar Amusement Park.

Tropical Resort Act 1

Availability: After defeating Perfect Chaos

  • Item Boxes
    • Ring: ?
    • Shields: ?
    • Magnetic Shields: ?
    • Extra Lives: ?
    • Invincibility: ?
  • Summary: Classic Sonic teams up with the Red Burst Wisps to free the blast through the Tropical Resort.

Walkthrough: Coming Soon

Tropical Resort Act 1 Ranks
RankScores
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Scoring an S Rank

  • Coming Soon

Tropical Resort Act 2

RankScores
SOver ?
A?-?
B?-?
C?-?
DUnder ?

Availability: After Defeating Perfect Chaos

  • Item Boxes
    • Ring: ?
    • Shields: ?
    • Magnetic Shields: ?
    • Extra Lives: ?
    • Invincibility: ?
  • Summary: Modern Sonic revisits Tropical Resort and teams up with the Cyan Laser Wisps to zip through

Walkthrough: Coming Soon

Tropical Resort Act 2 Ranks
RankScores
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  • Coming Soon

Special Stage 7

Availability: After Defeating Clearing Tropical Resort Acts 1 and 2

  • Summary: Modern Sonic chases after the Grey Chaos Emerald.

Walkthrough: Coming Soon

Water Palace Act 1 Ranks
RankScores
S80000 or More
A60000-79999
B40000-59999
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Scoring an S Rank

  • Coming Soon

Silver

Availability: After

  • First Game Appearance: Sonic the Hedgehog 2006
  • Summary: Silver is the Rival of the Modern Era, who will race Modern Sonic on a special area in Tropical Resort.

Battle Style: Coming Soon

To dodge the 5 Boxes Silver throws at you, you have to jump and do an Air Boost.

Silver Ranks
RankScores
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B40000-59999
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Scoring an S Rank

  • Coming Soon

Egg Emperor

Availability: After Defeating Silver

  • First Game Appearance: Sonic Heroes
  • Summary: Egg Emperor is the Boss of the Modern Era, who will fight Modern Sonic on the Final Fortress.

Battle Style: The fight takes place in 2 areas: the outer circle, where the fight starts and Modern Sonic chases Egg Emperor, and the inner circle, where Egg Emperor moves into the center of the area. There are Rings in both areas.

Modern Sonic can Home Attack and Boost into Egg Emperor in the outer circle, but he has to get in close while dodging Egg Emperor's lance strikes and the missiles from the cannons. Sonic can either dodge the lance strikes by Jumping over the ground slashes and sliding under the aerial slashes (similar to Biolizard's energy balls). He can even Boost into them, although Boosting into them makes him come to a stop. The incoming missiles can also be hit using a Homing Attack but you have to time it correctly. If you slow down and get too far behind, Egg Emperor will boost into you.

In the inner circle, Sonic has to Home Attack 1 of the cannons, to redirect it towards Egg Emperor. Then it will fire a missile at Egg Emperor and Egg Emperor will boost into it, destroying it. However, Modern Sonic can now Home Attack or Boost into Egg Emperor. Also, destroying the cannons replenishes your Boost Gauge, so destroy as many as you can.

After Egg Emperor has been hit twice or after enough time has passed, he will fly to the other area while Modern Sonic automatically Air Boosts after him.

Once he's been hit 7 times, he will send out multiple sword slashes at Modern Sonic and end it with a boost. Move around to dodge them and then go in for the finishing blow.

Egg Emperor Ranks
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  • Coming Soon

Final Gate

The last area contains a different Gate. To open the gate, you need to collect all 7 Chaos Emeralds.

Time Eater

Availability: After Defeating Egg Emperor and Clearing all 7 Special Stages

  • Summary: Classic and Modern Super Sonic take turns fighting Time Eater. During Classic Super Sonic's turn, the battle will take place in 2D while Modern Super Sonic's turn will take place in 3D. Every time you beat Time Eater, the last cutscenes and credits will play afterwards.
Time Eater Ranks
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Scoring an S Rank

  • Coming Soon

Enemies

Every level in the game has the same enemies that appeared in the original levels. The only difference is that most of them have been upgraded with new designs and attacks.

(Key)

Enemy's Name

  • Bio: Background Info about the enemy
  • Summary: How to defeat it and get around it

Green Hill Badniks

All the enemies that appear in Green Hill Act 1 and Green Hill Act 2.

Motobug

  • First Appearance: Sonic the Hedgehog
  • Bio: A Classic Badnik that's based off a Ladybug. They were first used in the Green Hill Zone. They move around on the ground slowly.
  • Summary: If they see Sonic, they'll sometimes speed up and try to ramp into him. In Act 1, Classic Sonic can destroy them by Spin Jumping on them or Spin Dashing into them. In Act 2, Modern Sonic can destroy them by Boosting, Home Attacking, Sliding, Spin Jumping, or Stomping them.

Buzz Bomber

  • First Appearance: Sonic the Hedgehog
  • Bio: A Classic Badnik that's based off a Wasp. They were first used in the Green Hill Zone. They fly around and stop to shoot Sonic with small projectiles.
  • Summary: Sometimes they can be used as stepping stones to reach higher paths. In Act 1, Classic Sonic can destroy them by Spin Jumping on them. In Act 2, Modern Sonic can destroy them by using the Home Attack or Spin Jumping into them.

Chopper

  • First Appearance: Sonic the Hedgehog
  • Bio: A Classic Badnik that's based off a Piranha. They were first used in the Green Hill Zone. They normally appear near bridges and jump out of the water to try and bite anything that might cross.
  • Summary: In Act 1, they'll shoot up and bite Classic Sonic as soon as he steps on a bridge so either quickly jump out of the way or Spin Jump them from above or below. Sometimes they can be used as stepping stones to get to higher paths.

Crabmeat

  • First Appearance: Sonic the Hedgehog
  • Bio: A Classic Badnik that's based off a Crab. They were first used in the Green Hill Zone. They've been modified with a smaller version of the Egg Launcher homing missiles.
  • Summary: In Act 1, Classic Sonic can destroy them by Spin Jumping on them or Spin Dashing into them. In Act 2, Modern Sonic can destroy them by Boosting, Home Attacking, Sliding, Spin Jumping, or Stomping them.

Newtron

  • First Appearance: Sonic the Hedgehog
  • Bio: A Classic Badnik that's based off a chameleon. They were first used in the Green Hill Zone. They appear and disappear on hills and mountains and shoot energy projectiles from their mouths.
  • Summary: Coming Soon

Casino Night Badniks

Unlike the other levels, there is only 1 enemy in Casino Night Act 1 and Casino Night Act 2.

Crawl

  • First Appearance: Sonic the Hedgehog
  • Bio: A Classic Badnik that's based off a shellfish. They were first used in the Casino Night Zone. They have small Bumpers as shields that can defend against almost any attack.
  • Summary: While the shields protect them most of the time, it can't block against Modern Sonic's Boost.

Mushroom Hill Badniks

All the enemies that appear in Mushroom Hill Act 1 and Mushroom Hill Act 2.

Butterdroid

  • First Appearance: Sonic & Knuckles
  • Bio: A Classic Badnik based off a Butterfly. They fly after enemies they can see but at a slow pace.
  • Summary: They can easily be destroyed with Classic Sonic's Spin Jump or Spin Dash. In Act 2, Modern Sonic can use them as Stepping Stones to reach tall mushrooms and higher areas.

Mushmeanie

  • First Appearance: Sonic & Knuckles
  • Bio: A Classic Badnik based off a mushroom. They bounce around and are protected by their Mushroom caps.
  • Summary: It will take 2 hits to defeat them with Classic Sonic.

Dragonfly

  • First Appearance: Sonic & Knuckles
  • Bio: A Classic Badnik based off a Dragonfly. They fly up and down, blocking anyone's path with their sharp tails.
  • Summary: Carefully Home Attack the Head when he goes up and Spin Dash, Boost, or Slide into the Head when it's going down.

Madmole

  • First Appearance: Sonic & Knuckles
  • Bio: A Classic Badnik based off a Mole. They pop in and out of their holes, throwing mushrooms that send enemies bouncing away.
  • Summary: If you get hit by the mushrooms, quickly press the A or B Button to break it off.

Emerald Coast Badniks

All the enemies that appear in Emerald Coast Act 1 and Emerald Coast Act 2.

Baby Kiki

  • First Appearance: Sonic & Knuckles
  • Bio: Baby Kiki is a Modern version of a Classic Badnik named Coconuts. Once they see an enemy, they quickly create and chuck bombs at foes.
  • Summary: They can easily be destroyed by Spin Jumping, Spin Dashing, Home Attacking, Boosting, or Stomping.

Rhinotank

  • First Appearance: Sonic Adventure
  • Bio: A Modern version of a Classic Badnik named Rhinobot, which is based off a Rhino. If they see an enemy, Rhinobot charges towards them at full speed.
  • Summary: Coming Soon

Sweeper

  • First Appearance: Sonic Adventure
  • Bio: A Modern Badnik based off of a Pond Skater. They patrol bodies of water and slide across the waves to tackle enemies.
  • Summary: Modern Sonic can boost into them

Radical Highway G.U.N. Robots

All the enemies that appear in Radical Highway Act 1 and Radical Highway Act 2.

Mono Beetle

  • First Appearance: Sonic Adventure 2
  • Bio: A robot designed by G.U.N. and the most basic model of the Beetle Series. They were designed to be sensory robots, so they have no weapons. In the past some were built with cloaking devices.
  • Summary: Either Sonic can use them as stepping stones to get to higher places and to cross over gaps.

Gold Beetle

  • First Appearance: Sonic Adventure 2
  • Bio: A rare model of the Beetle Series. Once spotted, they quickly teleport away.
  • Summary: These sometimes appear at the end of a group of Mono Beetles. If you can Home Attack fast enough to hit it, you will reach higher paths and shortcuts.

Gun Hunter

  • First Appearance: Sonic Adventure 2
  • Bio: A robot designed by G.U.N. and the most basic model of the Hunter Series. As soon as they see a target, they lock on and fire. However, they take too much time getting ready, allowing Sonic to easily dodge or attack before then.
  • Summary: They love to jump down from areas to surprise Sonic.

Blue Eagle

  • First Appearance: Sonic Adventure 2
  • Bio: A fighter plane used and designed by G.U.N.
  • Summary: There are 2 versions of the Blue Eagle: the ones that swoop down to drop missiles on your path and the ones that hover to fire shots at you.

Water Palace Badniks

All the enemies that appear in Water Palace Act 1 and Water Palace Act 2.

Egg Flapper

  • First Appearance: Sonic Heroes
  • Bio: A flying version of the Egg Pawn that comes in different varieties of color and weaponry.
  • Summary: Coming Soon

Egg Pawn Knight

  • First Appearance: Sonic Rush
  • Bio: Egg Pawns designed to look like a Knights. They carry lances.
  • Summary: Coming Soon

Klagen

  • First Appearance: Sonic Heroes
  • Bio: An Eggman robot based off a Jellyfish. The current models can be found underwater and can drop bombs and discharge electricity.
  • Summary: Coming Soon

Tropical Resort Badniks

All the enemies that appear in Tropical Resort Act 1 and Tropical Resort Act 2.

Egg Pawn

  • First Appearance: Sonic Heroes
  • Bio: A series of orange robots made by Dr. Eggman. They were made in his image.
  • Summary: Coming Soon

Spinner

  • First Appearance: Sonic Adventure
  • Bio: A Modern Badnik that's based off a bat. They hover above ground.
  • Summary: They are used as stepping stones for both Sonic's Homing Attack. Be careful not to accidentally fly into them though.

Tropical Resort Egg Pawns

  • First Appearance: Sonic Colors
  • Bio: Egg Pawns stationed in the Tropical Resort. They carry signs that say WELCOME.
  • Summary: If they see Sonic they will take aim and throw their signs, which will boomerang towards Sonic and back.

Missions

Here you can play time trials on special versions of the Regular Acts, Special Stages, Rival Races, and Boss Battles.

Clearing Missions will unlock content for your Collection.

There are different requirements for clearing a level.

Types of Missions
NameDescription
1-Ring BossDefeat a Boss before time runs out and with only 1 Ring
Boss ShowdownDefeat a Boss before time runs out
Die HardClear a Level before time runs out and without losing a life
Keep the PaceClear a Level before time runs out and by using the Time Items
Item CollectorDestroy a certain number of Item Boxes before time runs out
PerfectionClear a Level before time runs out and without getting hit or taking damage
RampageDefeat a certain number of enemies before time runs out
Ring CollectorCollect a certain number of Rings before time runs out
Special TrialA special type of mission, that may differ from the other types
Stealth AttackClear a Level before time runs out and without defeating any enemies
Sphere CollectorCollect a certain number of spheres before time runs out

Mission #1

Die Hard

  • Mission Rules: Clear Green Hill ACT 1 in 0:45.00 without losing a life!
  • Clear Bonus: Sound #1 (Green Hill)

Mission #2

Ring Collector

  • Mission Rules: Collect 50 Rings in Green Hill ACT 1 in 0:45.00!
  • Clear Bonus: Art #9 (1991 Illustration)

Mission #3

Keep the Pace

  • Mission Rules: Grab Time Items and clear Green Hill ACT 1 in Time!
  • Clear Bonus: Sound #2 (Marble Zone)

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