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=------------------------Sonic Adventure 2:- The Syrup FAQ ^-^ ---------------=
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=----------------------------------V2.0 10/07/01------------------------------=
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Notice:- This FAQ contains spoilers for Sonic Adventure 2 (duh, really!?), yes,
really! (Note; I have had complaints about this!)
It also contains moderate spoilers for Final Fantasy 6j (check the references
section to see why. Or, rather don't, as it may spoil to FF6 plot).
=-----------------------------------------------------------------------------=
Contact:- CaptainSyrup@ignmail.com
IMPORTANT! If you e-mail me a question and you don't want to be mentioned in
the FAQ, tell me in the e-mail!
=-----------------------------------------------------------------------------=
Most updated version available at:-
http://www.geocities.com/captainsyrup/satwo.txt or www.gamefaqs.com about a day
or two after I upload it onto mt site.
=-----------------------------------------------------------------------------=
Text Viewing Test One:- Are the two lines below the same length? If they are,
fine! If they aren't, try viewing this document with a font in which each
character is the same length, such as courier, or you may have difficulty
viewing any ACSII diagrams.
123456789/*-+/WWWW@@@iii
abcdefghiJKLMNO)(*&#$%!~
Text Viewing Test Two:- Is there a single line of numbers and full stops below?
If so fine! If the line has been broken into two or more lines, this document
may be difficult to read. Copy it, and paste it into a word processer, like
Microsoft Word.
.........1.........2.........3.........4.........5.........6.........7.........
Thanks to Steve Towle and Dustin Cushman. I copied this text viewing test from
their NiGHTS FAQ, which can be found at www.gamefaqs.com, in the Sega Saturn
section.
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Solving problems:-
1. Save the guide and open it up with WordPad (recommended).
2. Open the File menu, then choose Page Setup. At the section where they put
Margins (inches), look for Right and type 0.8" in it.
If you still have problems, well, I don't know what to do!
Thanks to Clement Chan Zhi Li on these text viewing tips. Check out his Sonic
Adventure Lyrics Guide at www.gamefaqs.com, under Dreamcast.
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=--------=
=Updates!=
=--------=
V1.0 29/06/01 (18,511 words, 72 pages, 121KB):- (Hope your printer has plenty
of ink:)
All new, the walkthrough to the entire Hero game, with bosses, power-ups, etc.
Just check it out!
Expect the next walkthough in about a week (or a bit longer), with Dark, and
maybe Last walkthoughs...
=-----------------------------------------------------------------------------=
V1.0 10/07/01 (43,101 words, 168 pages, 286KB):- (This guide is now officially
BIG (even fatter than the cat!:)
The walkthrough for the ENTIRE story mode is complete, with every power-up,
every boss, references, lyrics, a little on Chaos, and much more!
In a week or two, hopefully a truly complete version with every objective
covered in A grade detail. Maybe a bit longer actually, depending on my
progress in the game...
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=----------------------=
=Legal Stuff/Disclaimer=
=----------------------=
"A vague disclaimer is nobody's friend" - Willow Rosenberg:) So true, so true..
unfortunately, I'm afraid to say that due to certain legal issues, I can't beat
you to death with a shovel if you plagiarise this document. I may, however,
take legal action. See you in court:)
This document is Copyright Captain Syrup 2001. All rights reserved. Use it at
your own risk:)
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=-----------=
=Webmastas:)=
=-----------=
There are no restrictions on the placement of this document, as long as it is
distributed free of charge, and not altered in any way.
=-----------------------------------------------------------------------------=
=-------------------=
=Table o' Contents:)=
=-------------------=
I. Introduction:- Enter Sonic Adventure 2!:)
II. Controls/Character Guide
III. 3rd rate story:)
IV. Hero Walkthrough
V. Dark Walkthrough
VI. Last Walkthrough
VII. FAQs
VIII. Chao World!
IX. Sub-games, bosses and references
X. Credits
XI. Contact
XII. Closing:- Exit Sonic Adventure 2:(
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=---------------=
=I. Introduction=
=---------------=
Ah, Sonic the "Da Man", isn't he? Over the last ten years, he's starred in
literally dozens of titles (SA2 is the 97th Sonic related game by my count),
begining with Sonic the Hedgehog, the game which smashed Nintendo's monopoly,
then ranging from cynical cash-ins during the Mega Drive boom to bona-fide AAA
titles. Titles like Sonic Adventure 2.
The first SA, released just a few months after the launch of Sega's ill-fated
Dreamcast as a flagship title was a strange mixture of genres, from traditional
high speed platforming, albeit in a 3D form playing as Sonic and Tails, to more
considered action with Knuckles and Amy Rose, a shoot 'em up with E-102 and even
Big the Cat's fishing game. Mixed in were story-lead RPG sections, a virtual pet
in the form of Chao Adventure, and mini-games ranging from a bumper car race to
StarFox-like shooting in Tail's biplane, the Tornado.
So, what changed in SA2? The entire game is based around the classic theme of
good vs. evil in the form of "Hero Vs. Dark". However, as a twist, you can
choose to play as the bad guys, including a rare playable appearance from
"Eggman" himself, Dr. Ivo Robotnik! The three least popular good guys from SA
have been dropped in favour of three playable bad guys; Robotnik, who along
with a re-designed Tails plays much like E-102 did in Sonic Adventure; a
platform orientated shooter character; Rouge, a brand new Sonic character who
plays a "collection" platform game like Knuckles; and the main bad guy Shadow,
a new character who is a dark clone of Sonic himself, and plays as such, in the
classic style of the fastest platform character in the business.
Those cute virtual pets, the Chaos (pronounced "Ciao"), have returned, and
fitting with the style of the game can be raised into good and evil creatures
depending onthe type and quality of your care for them. Of course they can be
downloaded onto a VMS to play Chao Adventure 2!
Probably the biggest change is the drop of the contravertial RPG-style sections
which made up the bulk of SA 1. Although I enjoyed such sections, as interludes
from the action, I do admit that they were poorly implemented compared with the
likes of Zelda, braking the action up for a little too long, and didn't seem
too appropriate in a Sonic game. Hopefully most people won't be too upset with
their disappearance, and for those who disliked them, a welcome change.
=-----------------------------------------------------------------------------=
=----------------------------=
=II. Controls/Character Guide=
=----------------------------=
Unlike in most games, the choice of character in SA2 completely alters the
game's genre. It's best to think of the characters in three classes, each with
two characters, one from the good guys (Hero) and one baddie (Dark).
_____________ _____________ _____________
| | | |
| Class:- | Hero | Dark |
|_____________|_____________|_____________|
| | | |
| Racing | Sonic | Shadow |
|_____________|_____________|_____________|
| | | |
| Shooting | Tails | Eggman |
|_____________|_____________|_____________|
| | | |
| Exploration | Knuckles | Rouge |
|_____________|_____________|_____________|
=-----------------------------------------------------------------------------=
=-----------------=
=Common controls:-=
=-----------------=
These commands are common between the six characters and are basically the same
as SA 1. If you aren't familiar with them though, learn them, especially if
you're used to a PS or N64 control and are new to the DC.
Analogue Pad:- Move your chosen character. Remember analogue control is pressure
sensitive, so the harder you push the stick, the faster your character will
move.
D-Pad:- Changes the camera angle to give you an almost first person view. Press
the directional buttons to move your field of vision. Due to the high speed of
SA 2 compared to other platform games, this feature is semi-useless, but if
you're playing as Knuckles or Rouge it may of some use in situations where you
need to take a close look at your surroundings.
B:- Every character has a different use for this button, but they can all use
it to pick up Chaos and the like (bar Eggman and Tails while in armour). In
addition, if you hold this button down after you pick a Chao up, moving the
analogue stick while pressing the button will cause you to cuddle the Chao,
making it happier. Finally, press this button while still or moving slowly to
set a Chao down gently, without hurting it. If you set it down while running,
you will throw to Chao, which may make it unhappy.
This button is also used to Whistle, which causes animals to appear out of
pipes, or play the mystic melody, once the correct power-up is located (each
character needs to find it themselves).
X:- Every character has a different use for this button, but they can all use
it to pick up Chaos and the like (bar Eggman and Tails while in armour). In
addition, if you hold this button down after you pick a Chao up, moving the
analogue stick while pressing the button will cause you to cuddle the Chao,
making it happier. Finally, press this button while still or moving slowly to
set a Chao down gently, without hurting it. If you set it down while running,
you will throw to Chao, which may make it unhappy.
This button is also used to Whistle, which causes animals to appear out of
pipes, or play the mystic melody, once the correct power-up is located (each
character needs to find it themselves).
Y:- This button can be used to cycle through the various functions which the
X and B buttons can be used for, but since they are context sensitive, they
will normally perform the most appropriate action anyway.
A:- Jump. This varies a lot between characters.
L-Trigger:- Rotate the camera to the left in a locus around your character
while in the usaual third-person view.
R-Trigger:- Rotate the camera to the right in a locus around your character
while in the usual third-person view. I wish they used a self centering camera
like Banjo in SA2...
Start:- As usual pause, access menu.
Grinding!:- In SA 2, the main characters wear shoes designed by world famous
brand, Soap. These shoes allow some of the characters to grind on certain
surfaces to build up speed, since the shoes have a piece of plastic allowing
them to slide. This feature is only used by Sonic and Shadow. While grinding,
press B to crouch, which speeds you up, but accentuates the problem of slowing
down on curved rails. To avoid this problem, press the analogue stick in the
opposite direction to the curve of the rail, just gently. If you curve too
much, your speed will be reduced, and you may fall off the rail!
=-----------------------------------------------------------------------------=
=-----------------------=
=Individual Characters:-=
=-----------------------=
I've taken the liberty of listing each characters' special moves so you don't
have to go through the hell of listening to Omochao's tutorials. Since Sonic is
ten years old, there's a little bit of history on each character and an
intoduction to Rouge and Shadow, the newbies.
=-----------------------------------------------------------------------------=
=------------------=
=Sonic the Hedgehog=
=------------------=
First Appearance:- Sonic The Hedgehog, 1991 (Written by Sonic Team, appeared on
Mega Drive/Genesis and converted by Sega to Master System and Game Gear)
Side:- Hero
Attacks:-
Spin Attack; Press A and Sonic uses one of his trademark attacks, the Spin
Attack, allowing him to smash most of his enemies with ease. Use your discresion
for when this attack should be used; obviously it will harm Sonic if used
against an enemy covered in spikes or temporarily on fire, for example.
Homing Attack; Replaced Sonic 3's Insta-Shield in SA 1 by Sonic Team to
overcome the problems caused by 3D combat. Tap A while in mid-air to perform a
Spin Attack which homes in on enemies, with the both the Spin Attacks
advantages and disadvantages.
Spin Dash; Sonic's other trademark move, perfected in Sonic 2. Hold down X or B
to charge up, and release for an instant speed boost. Use the analogue stick
to steer. When you pick up the Green Forest Zone's <Ancient Light>, Sonic can
automatically home-on to any nearby enemies with this move. Takes a little time
to charge up, mind.
Somersault; A new move for SA2. Tap B or X, and Sonic will perform a short
roll, which will take out most enemies, and destroy wooden crates. Later in the
game Sonic can find a <Flame Ring> which changes this move in the Crazy Gadget
Zone, perminantly, into a fire somersault, allowing him to break metal crates.
You can also fake a Somersault by tapping A to cancel just after inputting the
move.
Bounce Attack; This move, found in the Pyramid Cave Zone works just like the
water shield in Sonic 3 & Knuckles. While in mid-air, press B or X to slam down
quickly in a spin, smashing Badniks. When you hit the ground, you will bounce
a little higher, and if you perform the move twice in succession, you will be
able to bounce significantly higher than a normal jump, allowing you access to
areas you wouldn't normally be able to reach. The power-up collected is called
the <Bounce Bracelet>
Light Dash; You need the <Light Shoes> to perform this move, found in the Metal
Harbor Zone. When you tap B or X near a trail of rings, Sonic will run along
the path they create, even in mid-air! This is essential for most levels.
Grab; After you find the <Magic Gloves> in the City Escape Zone, Sonic can grab
his enemies and chuck 'em around by X or B while close to them.
Bio:- (Courtesy of Sonic HQ; www.sonichq.org, a top site!)
Name: Sonic The Hedgehog
Species: Hedgehog
Colour: Blue
Eyes: Green
Age: 16
Home: South Island (Mobius)
Likes: Freedom
Dislikes: Oppression
Ability: Speed, Sonic Spin, Insta-Shield, Homing Spin
Weakness: Can't swim
Appearances in Games: All Sonic games (CaptainSyrup's note; There are some
spin-off games which Sonic hasn't appeared in, Knuckles' Chaotix and Tails And
The Musicmaker, for example.)
First Appearance In Games: Sonic The Hedgehog 1
Quote: "I'll never look back, I've got no regrets. 'Cause time doesn't wait for
me...I choose to go my own way."
Faster than a speeding bullet - it's "Sonic the Hedgehog" and when he isn't
rearranging the landscape with "little brother" Tails, he can probably be found
on his hideaway base of South Island. An excellent athlete, Sonic has been
known to clock speeds faster than Mach 1 - not only that, but he's a highly
skilled acrobat as well....His arsenal of moves include the Sonic Spin which
can buzz through the thickest underground passageways, and his Double Jump in
which he goes SO FAST he can literally "jump on air itself". The Spin Dash,
Super Peel Out, and Strike Dash are three different ways of utilizing his
techniques - not only that but he has learned to completely manipulate such
items as flame shields - in a fireball dash attack, excel even higher on a
"Super Double Jump" with an energy shield, and do a "Super sonic leap" with a
Bubble Shield.
Although racing isn't particularly Sonic's interest, he does have a sleek red
racecar he calls the Cyclone which he has used in two of the Chaos Grand Prix
tournaments.
=-----------------------------------------------------------------------------=
=------=
=Shadow=
=------=
First Appearance:- Sonic Adventure 2, 2001 (Written by Sonic Team, appeared on
Dreamcast, Gamecube conversion/sequel rumoured)
Side:- Dark
Attacks:-
Spin Attack; Press A and Shadow, like Sonic, uses the Spin Attack, allowing
him to smash most of his enemies with ease. Use your discresion for when this
attack should be used; obviously it will harm Shadow if used against an enemy
covered in spikes or temporarily on fire, for example.
Homing Attack; Replaced Sonic 3's Insta-Shield in SA 1 by Sonic Team to
overcome the problems caused by 3D combat. Tap A while in mid-air to perform a
Spin Attack which homes in on enemies, with the both the Spin Attacks
advantages and disadvantages.
Spin Dash; Again, like Sonic, hold down X or B to charge up, and release for
an instant speed boost. Use the analogue stick to steer. When you pick up the
Sky Rail Zone's <Ancient Light>, Shadow can automatically home-on to any nearby
enemies with this move. Takes a little time to charge up, mind.
Somersault; A new move for SA2. Tap B or X, and Shadow will perform a short
roll, which will take out most enemies, and destroy wooden crates. Shadow can
find a <Flame Ring> which changes this move in the Radical Highway Zone,
perminantly, into a fire somersault, allowing him to break metal crates.
You can also fake a Somersault by tapping A to cancel just after inputting the
move.
Light Dash; You need the <Light Shoes> to perform this move, found in the White
Jungle Zone. When you tap B or X near a trail of rings, Shadow will run along
the path they create, even in mid-air! This is essential for most levels.
Bio:-
Name: Shadow
Species: Hedgehog
Colour: Black/Red
Eyes: Red
Age: At least 50
Home: The ARK?
Likes: Destruction, Maria Robotnik
Dislikes: Heros
Ability: Speed, Sonic Spin, Insta-Shield, Homing Spin
Weakness: Can't swim
Appearances in Games: As a new character, Shadow is only featured in Sonic
Adventure 2.
Quote: "I am the ultimate life-form!"
There have been pretenders to Sonic's throne before (the Metallix series of
badniks, Knuckles in his days of working for Robotnik), but none so deadly as
Shadow, a mysterious character rumoured to be a clone of Sonic himself!
Shadow's back story is very shady, but he appears to be a creation of
Robotnik's gradfather, and has the sinister objective of destroying the
world... is he too powerful even for Sonic!?!
=-----------------------------------------------------------------------------=
=---------------------=
=Miles "Tails" Prowler=
=---------------------=
First Appearance:- Sonic The Hedgehog 2, 1992 (Written by Sonic Team,
appeared on Mega Drive/Genesis and converted by Sega to Master System and Game
Gear)
Side:- Hero
Attacks:-
* In SA 2, unlike other Sonic games, Tails is riding in a mecha style robotic
suit. This makes him play like E-102, rather than his normal Sonic-like
fighting style.
Jump:- Press A to jump. Unlike with Sonic, this attack will not harm enemies.
For self-defense and evation only. When powered-up in the Mission Street Zone,
Tails can glide through the air by holding A, using the <Booster>.
Volkan Cannon:- Tap B or X rapidly to fire a stream of weak laser beams.
Hardly useful against enemies, but this can destroy wooden crates. After you
get the <Bazooka> in the Eternal Engine Zone, the lasers will be powerful
enough to destroy metal crates.
Laser Gun:- Press and hold down B or X to bring out a targeting laser. Using
the analogue stick, aim this laser at as many enemies as possible to lock-on
to them, before the laser fades to blue after about five seconds and fails.
When you release to button, Tails will fire missiles at every enemy or object
which was locked onto with the laser. The more locked on enemies, the better
the points bonus! Pick up the <Laser Blaster> in the Prison Lane Zone to
change these missiles in cluster bombs, causing even more damage!
Propeller Punch:- Press B or X when right next to an enemy to unleash this
barely useful attack.
Bio:- (Courtesy of Sonic HQ; www.sonichq.org, a top site!)
Name: Miles "Tails" Prower (get it?) The Two-Tailed Fox
Species: Fox/Kitsune (A many tailed fox-like beast from oriental mythology.
The Pokemon Vulpix and Ninetails, and Keaton from the Zelda games are also
based on this legend).
Colour: Golden Orange
Eyes: Blue
Age: 8
Home: South Island
Likes: Sonic, inventing machines
Dislikes: Robotnik and his Badniks
Ability: Flying And Swimming
Weakness: Lacks Sonic and Knuckles' self-confidence
Appearances in Games: Most Sonic games after Sonic 2
Quote: "I wanna fly high so I can reach the highest of the heavens. Somebody
will be waiting for me, so I have gotta fly higher!"
Miles Prower has never been just an ordinary kid...He was born with 2 tails,
and for most of his life he had been made fun of and teased by the other kids
about it. Not only that but he's an orphan as well - abandoned by his parents
there was no one he felt he could turn to with his problems. That is - UNTIL
Sonic showed up. Sonic helped Tails turn his "burden" into his greatest asset
by teaching him to use his twin tails in flight. Propelling him to speeds
ALMOST as fast as Sonic. By whirling his tails together like a helicopter, he
can fly for short periods of time, as well as propel himself along the
ground...fast enough to keep up with his spiny blue hero! Aside from his
standard flying maneuver, Tails is also an expert swimmer, and has learned how
to use his tails to attack with a special Propeller Dash move. Tails' goal in
life is to be just like his hero and best friend, Sonic the Hedgehog...living
the life of an adventurer. What became of his parents is unknown, but he and
Sonic bonded like glue from the moment they first met....
Tails is very wise for his age and its shown in his hobbies - as he owns a red
bi-plane, known as the "Tornado", which comes complete with attached rocket
boosters and jet flight skill! With Tails piloting and Sonic riding on the
wings, they can clear oceans and mountain ranges in half the time it would take
them on foot. Tails also has a small racecar called the Whirlwind S7, which he
used for both Chaos Grand Prix tournaments. It's max speed isn't very high, but
it's light enough to "jump" into the air without much force.
=-----------------------------------------------------------------------------=
=----------------------------=
=Doctor Ivo "Eggman" Robotnik=
=----------------------------=
First Appearance:- Sonic The Hedgehog, 1991 (Written by Sonic Team, appeared on
Mega Drive/Genesis and converted by Sega to Master System and Game Gear)
Side:- Dark
Attacks:-
Jump:- Press A to jump. Unlike with Sonic, this attack will not harm enemies.
For self-defense and evasion only. When powered-up in the Lost Colony Zone,
Robotnik can glide through the air by holding A, using the <Jet Engine>.
Volkan Cannon:- Tap B or X rapidly to fire a stream of weak laser beams.
Hardly useful against enemies, but this can destroy wooden crates. After you
get the <Large Cannon> in the Weapons Bed Zone, the lasers will be powerful
enough to destroy metal crates.
Laser Gun:- Press and hold down B or X to bring out a targeting laser. Using
the analogue stick, aim this laser at as many enemies as possible to lock-on
to them, before the laser fades to blue after about five seconds and fails.
When you release to button, Robotnik will fire missiles at every enemy or
object which was locked onto with the laser. The more locked on enemies, the
better the points bonus! Pick up the <Laser Blaster> in the Iron Gate Zone to
change these missiles in cluster bombs, causing even more damage!
Propeller Punch:- Press B or X when right next to an enemy to unleash this
barely useful attack.
Extra Protection:- Not really a special move as such, but worth mentioning
anyway. Picking up the <Protection Armor> in the Cosmic Wall Zone adds a
significant chunk to the good Doctor's Max HP.
Bio:- (Courtesy of Sonic HQ; www.sonichq.org, a top site!)
Name: Doctor Ivo Robotnik (Doctor Eggman - Japanese)
Species: Human
Sex: Male
Eyes: Jet Black With Red Pupils
Age: Unknown
Ability: Super Genius I.Q Almost To The Point Of Insanity
Weakness: Completely Mad
Appearances in Games: Practically all Sonic games
Quote: "Am I crazy, or am I a genius? I've got all the technology in my hands.
It's time for me to take over the world!"
Every Good Guy must have a villian - and Robotnik is NO EXCEPTION. He's the
core villian of ALL Sonic universes - Archie, Anime, and Sega - and everywhere
he's recognised as the ultimate evil against Sonic! Also known as Eggman,
Robotnik is the official villian of the ENTIRE planet! Dr. Robotnik, putting
his genious I.Q. to work, devised a machine that turns innocent animals into
robot slaves - the roboticiser!!! Sonic usually trashes his plans, but the
Eggman's never without a new evil scheme up his sleeve, and he's persistent
enough to try them all. He's even gone as far as roboticising ebntire zones!
(Sonic Chaos)...Another frequent target of Robotnik are the Chaos Emeralds.
With one of these all-powerful jewels, not even Sonic could stand in the way of
the Doc's takeover plans. He hasn't managed to keep any yet, but his technology
is only getting better, and from so many mistakes he could only have learned...
Although his size keeps his pace down on foot, Robotnik gets around using a
speedy hovercraft known as the Egg Typhoon. He used it in both Chaos Grand Prix
tournaments, the World Grand Prix, and just about everywhere else. His main
device however is the Egg-O-Matic which can "attach" itself to various weapons
of destruction....Robotnik's home city is the Metropolis Zone, but he has a
huge mini-planet known as the Death Egg as well as a super airship called the
Egg Carrier, that could destroy Mobius in a second. Luckily, Sonic's frequently
kept it out of space long enough to do any damage, but the Eggman never gives
up...
SA 2 update; in SA 2, Robotnik is not the major villain, although he is "Dark".
He appears to be searching for Shadow for his grandfather's sake...
=-----------------------------------------------------------------------------=
=--------------------=
=Knuckles The Echidna=
=--------------------=
First Appearance:- Sonic The Hedgehog 3, 1994 (Written by Sonic Team, appeared
on Mega Drive/Genesis)
Side:- Hero
Attacks:-
Spin Attack; Press A and Knuckles uses this Sonic style attack, the Spin
Attack, allowing him to smash most of his enemies with ease. Use your discresion
for when this attack should be used; obviously it will harm Knuckles if used
against an enemy covered in spikes or temporarily on fire, for example.
Gliding Jump:- Knuckles' family amulete allows him to glide by pressing and
holding A. Control his glide with the analogue stick, or release A to stop
gliding. Press A again to start another glide.
Climbing:- If Knuckles comes into contact with a climbable surface (like most
walls) during a glide, his knuckles will dig into the surface, holding him, and
allowing him to climb the surface with the analogue stick. Press A to jump off
the surface.
Punch Attack:- Press X or B to make Knuckles punch his enemies. You may also
execute a three hit combo by tapping the button rapidly. If you find the <Hammer
Gloves> in the Death Chamber Zone, your punches will become strong enough to break
metal crates! Also, a Dragon Punch can be performed by spinning the analogue
stick in a circle before you press the button.
Drill Dive:- Press X or B while in Mid-air, and Knuckles will dive to the
ground killing enemies. With a <Shovel Claw> from the Pumpkin Hill Zone, Knuckles
can dig into the ground after the dive. This will also allow him to dig walls
with X or B.
Swimming:- Knux is the only Hero character who can swim. When paddling at the
water's surface, press and hold X or B to dive to the bottom of the water.
Knuckles will rise slowly if no button is pressed, but to make him rise faster,
press A repeatedly. Of course, if Knuckles remains underwater for too long, he
will drown. A timer, with the classic sound effects will warn you though. When
you pick up the <Air Necklace> in the Aquatic Mine Zone, Knux can breathe
underwater, though.
Night-Sight?:- After finding the <Sunglasses> in the Meteor Herd Zone, choosing
them with Y and pressing B will put them on, making the screen a little darker.
According to the game you can see hidden items with them, but I have finished
the game with no use for them at all. Jump to take them off.
Bio:- (Courtesy of Sonic HQ; www.sonichq.org, a top site!)
Name: Knuckles The Echidna
Species: Echidna (an echidna is an Australasian marsupial, similar to
an anteater)
Colour: Red
Eyes: Violet
Age: 15
Home: Floating Island
Likes: Fruit, especially grapes (!), solitude
Dislikes: Evil, interference with his home or way of life
Ability: Gliding, Digging, Climbing
Weakness: Hates Heavy Sunlight, naive
Quote: "Born on an island in the heavens, the blood of my ancestors flows
inside me. My duty is to guard the Master Emerald."
Knuckles the Echidna is the last of a lost civilization of echidnas that
flourished a over a century ago. This society mysteriously disappeared, and
left many secrets and mystical powers in its wake - including that of: The
Master Emerald - The LARGEST Chaos Emerald in existence. As the last living
descendant of the civilization, it is Knuckles' sworn duty to protect Floating
Island, all animals on it and the Master Emerald which keeps it afloat. When
someone or something threatens the island, this feisty echidna's on the case!
When the land is peaceful, however, Knuckles enjoys lounging around as much as
Sonic does. He also knows all of the Floating Island's secret passageways and
shortcuts, though, so even a little slacking off won't reduce his reaction
time. Knuckles receives aid in his duty as guardian from the Chaotix: Mighty
the Armadillo, Espio the Chameleon, Vector the Crocodile, and Charmy Bee. It
was with their help that Knuckles was able to stop Dr. Robotnik's plan to steal
the Power Emerald (which fuels Carnival Island) and save the six Chaos Rings
that serve as its power source.
Occasionally - if time permits, he'll go down to the surface for a SMALL amount
of fun. Knuckles has his own speedy little racecar known as the Tempest. This
orange, jeep-like vehicle helped the echidna through the second Chaos Grand
Prix tournament, and (like Tails' Whirlwind S7) is light enough to "jump" into
the air with little force.
=-----------------------------------------------------------------------------=
=-------------=
=Rouge The Bat=
=-------------=
First Appearance:- Sonic Adventure 2, 2001 (Written by Sonic Team, appeared on
Dreamcast, Gamecube conversion/sequel rumoured)
Side:- Dark
Attacks:-
Spin Attack; Press A and Rouge uses this Sonic style attack, the Spin
Attack, allowing him to smash most of her enemies with ease. Use your disresion
for when this attack should be used; obviously it will harm Rouge if used
against an enemy covered in spikes or temporarily on fire, for example.
Gliding Jump:- Rouge can use her wings to glide by pressing and holding A.
Control her glide with the analogue stick, or release A to stop gliding. Press
A again to start another glide.
Climbing:- If Rouge comes into contact with a climbable surface (like most
walls) during a glide, she will grab the surface, allowing her to climb the
surface with the analogue stick. Press A to jump off the surface.
Drill Dive:- Press X or B while in Mid-air, and Rouge will dive to the
ground killing enemies. With the <Pick Nails> from the Egg Quarters Zone, Rouge
can dig into the ground after the dive. This will also allow her to dig walls
with X or B. Oddly, Rouge digs with her feet, rather than her hands.
Kick Attack:- Press X or B to make Rouge kick her enemies. You may also
execute a three hit combo by tapping the button rapidly. If you find the <Iron
Boots> in the Mad Space Zone, your kicks will become strong enough to break
metal crates!
Whirlwind Kick:- Spin the analogue stick around quickly and press X or B to
perform a cool special move with Rouge.
Swimming:- Rouge is the only Dark character who can swim. When paddling at the
water's surface, press and hold X or B to dive to the bottom of the water.
Rouge will rise slowly if no button is pressed, but to make her rise faster,
press A repeatedly. Of course, if Rouge remains underwater for too long, she
will drown. A timer, with the classic sound effects will warn you though.
Sadly, unlike Knuckles, Rouge doesn't have have a power-up allowing her to
breathe underwater. On the upside, she has fewer, easier swimming sequences
than Knux.
Scope?:- The <Treasure Scope> from the Security Hall Zone seems to be every
bit as useless as Knuckles' <Sunglasses>. Choosing it with Y and pressing B
will put it on, making the screen a little darker. According to the game you
can see hidden items with them, but I have finished the game with no use for
it at all. Jump to take it off.
Bio:-
Name: Rouge
Species: Bat
Colour: Predominately white (odd, considering that "rouge" is French for red)
Eyes: Red
Age: ???
Home: ???
Likes: Gems
Dislikes: Anything which she can't own
Ability: Speed, flight
Weakness: Greedy, self-centered
Appearances in Games: As a new character, Rouge is only featured in Sonic
Adventure 2.
Quote: "All the world's jewels belong to me!"
Rouge is a brand new character, who appears to be somewhat like a female
version of the thief, Nack The Weasel, in both play style and motive. However,
very little else is known about her, save her Knuckles-like play skills. Her
storyline explores her love/hate relationship with Knuckles.
=-----------------------------------------------------------------------------=
=-----------=
=Super Sonic=
=-----------=
First Appearance:- Sonic The Hedgehog 2, 1992 (Written by Sonic Team,
appeared on Mega Drive/Genesis and converted by Sega to Master System and Game
Gear)
Side:- Last
Attacks:-
Analogue Stick:- Move forwards (into the screen), backwards (out of the screen),
left and right.
A:- Move upwards.
X:- Move downwards.
B:- Move downwards.
Super Sonic only needs to touch his enemies to defeat them.
Bio:-
Name: Super Sonic
Species: Chaos Enhanced Hedgehog
Colour: Golden/Yellow
Eyes: Red
Age: 16 years, but only a fraction of this has been spent in super form
Home: The power of Super Sonic rests inside Sonic and the Chaos Emeralds...
Likes: Justice
Dislikes: Big bad guys like Perfect Chaos and FinalHazard
Ability: Invincible, so long as he has a constant supply of rings (one per
second, starts fifty or fourty) to maintain super form, flight
Weakness: Will revert to regular hedgehog if ring supply runs out, causing
death in some situations
Appearances in Games: Sonic 2, 3, Knuckles, Adventure 1 and 2, maybe in some
others like Sonic R
Quote: "You can save your sorrow...we'll put you right back where you came!"
When Sonic is in an extreme situation, he can temporarily take on the positive
power of the Chaos Emeralds until a balance between Hero and Dark has been
achieved. Fifty rings are also needed to initiate the process, and one is used
for every second Sonic remains in super form.
=-----------------------------------------------------------------------------=
=------------=
=Super Shadow=
=------------=
First Appearance:- Sonic Adventure 2, 2001 (Written by Sonic Team, appeared on
Dreamcast, Gamecube conversion/sequel rumoured)
Side:- Last
Attacks:-
Analogue Stick:- Move forwards (into the screen), backwards (out of the screen),
left and right.
A:- Move upwards.
X:- Move downwards.
B:- Move downwards.
Super Sonic only needs to touch his enemies to defeat them.
Bio:-
Name: Super Shadow
Species: Chaos Enhanced Hedgehog
Colour: Silver and Red
Eyes: Red
Age: 50+ years, but less than five minutes of this was spent in super form
Home: -
Likes: Maria, saving the Earth and fulfilling her wish
Dislikes: Anybody who tries to prevent Maria's will from being carried out
Ability: Invincible, so long as he has a constant supply of rings (one per
second, starts fifty or fourty) to maintain super form, flight
Weakness: Will revert to regular hedgehog if ring supply runs out, causing
death in some situations
Appearances in Games: Only during the last boss of Sonic Adventure 2
Quote: "Maria, watch me, I will fulfil your wish!"
When Shadow understood Maria's true intent, and became a real Hero, he became
able to understand the true power of the Chaos Emeralds. Using their positive
power, along with fifty golden rings he became Super Shadow, the heroic being
that could fulfil the wish of the innocent girl Maria for a peaceful and happy
world of Earth.
=-----------------------------------------------------------------------------=
Kart Racing Controls (all characters):-
=-----------------------------------------------------------------------------=
A; Accelerate (why they didn't use the analogue acceleration provided by L or R
is beyond me). Also, when turning, tap A then hold it down to start a
powerslide, useful on corners. You can stop sliding by releasing the analogue
stick for a second.
Analogue Stick; Steer.
Y; Boost. Your character recieves one boost for every twenty rings collected.
=-----------------------------------------------------------------------------=
=---------------------=
=III. 3rd rate story:)=
=---------------------=
IMO this game's story is a lot weaker that SA 1's, until you play the Last
story, and Shadow's flasnacks. Well, anyway, it doesn't really matter too much
either way in a Sonic game. Here's the prologue, right out of the
instructions:-
Hero;
It was just another ordinary day...until Sonic, hero of justice, is accosted by
a secret military force code-named G.U.N.
Escaping the confines of a high-security helicopter, Sonic leaps down into the
city in an effort to flee from his captors. Suddenly a mysterious black
hedgehog appears in front of him, grasping a Chaos Emerald in his hands.
Meanwhile, accross the globe, unexplained incidents occur following the
declaration of world conquest by eggman himself.
Once aware of the connection between Shadow and Dr. Eggman, Sonic begins his
quest to stop their evil plan, helped along the way by his old friends: Tails
and Knuckles.
Dark;
While searching for a top secret weapon known only as "Shadow", the evil genius,
Dr. Robotnik, penetrates the security of a high-level military base. Deep inside
the compound, Dr. Eggman discovers that the weapon is actually a black hedgehog
claiming to be the "ultimate life form", a creature known as "Shadow".
Shadow invites Dr. Eggman to Space Colony ARK and reveals the Eclipse Cannon--an
enormous weapon capable of destroying the world, more than enough to entice the
evil genius to help out Shadow in his quest to conquer the world.
Just as they begin to revel in their plan for destruction, the villains are
startled by a menacing bat named Rouge who offers her help as well.
Thus, the plot to conquer the world begins...
=-----------------------------------------------------------------------------=
=--------------------=
=IV. Hero Walkthrough=
=--------------------=
Before I begin, I'd better describe the basic structure of the game. The first
time you take on a level, you will tackle the first objective, of which there
are five, to be completed in this order;
Objective One - Clear the level by reaching the exit goal. Typically, though
not always, this will be the easiest objective. On a few levels (Green Forest
Zone and White Jungle Zone, there are time linits placed on this objective,
but they are not tight at all).
Objective Two - Collect 100 rings (the stage will continue, in a loop, until
you either complete the objective, or fail by losing all of your lives). In
some situations, this is actually easier than Objective One.
Objective Three - Find the lost Chao somewhere in the stage. Possesion of the
power-up item "Mystic Melody" is required to complete this objective. On
racing levels, like Route 101 or Route 280, this objective changes to finishing
the level without hitting any other cars.
Objective Four - Complete Objective One within a tight time limit. On
racing levels, like Route 101 or Route 280, this objective changes to finishing
the level without even scraping the walls. Harsh.
Objective Five - Complete Objective One with the difficulty ramped up.
When you complete a stage, you are given clear rating between A and E, with E
being the worst and A the best. As far as I can tell, the rating is directly
connected to score, which is mainly determined by the speed in which you finish
the level, and the number of rings you carry to the end. Total rings collected,
technique points from stunts and Badniks defeated also make small impacts.
However, getting good grades is very tough. For example, after one day's play,
though I finished the Hero game, I had mostly E grades, a few Ds, maybe a C and
one B on the the level I had practiced the most, City Escape (no, I hadn't
played the PSO demo). Mostly, I can say that stunts are by far the most
important factor in grades, along with finding the correct path.
The guides at the moment are only C standard, for beginners, but hopefully soon
I will update with tips on picking up those all important A grades...
=-----------------------------------------------------------------------------=
Updated:- Making the grade; how to pick up those oh-so-tricky A grades:-
=-----------------------------------------------------------------------------=
Firstly note that score is the single criteria for your grade in objectives
one, four (as long as you make the set time, your finishing speed won't affect
your grade except for the points awarded in Time Bonus), and five. The grade
you get for objective two or three depends only on the amount of time you take
to complete the objective.
After extended play I'm now certain about to pick up major points. This differs
a long way between characters, but I am certain that performing stunts, or
"Action Links" as the game calls them, is the most important way to pick those
points. Here's a run-down of the Action Links and what they're worth, also,
for Sonic, Shadow, Tails and Eggman, the number of enemies you have to defeat
at once to recieve those points (homing jumps or lock-ons), for Links where
you have to defeat x number of enemies in a row:-
____________________________________________________________________
| | | | |
| Action Link | Points Recieved | Number of Enemies | Colour of Link |
|_____________|_________________|___________________|________________|
| | | | |
| Good! | 100 | Two | Light Blue |
|_____________|_________________|___________________|________________|
| | | | |
| Nice! | 200 | Three | Green |
|_____________|_________________|___________________|________________|
| | | | |
| Great! | 300 | Four | Dark Blue |
|_____________|_________________|___________________|________________|
| | | | |
| Jammin'! | 400 | Five | Light Yellow |
|_____________|_________________|___________________|________________|
| | | | |
| Cool! | 500 | Six | Dark Yellow |
|_____________|_________________|___________________|________________|
| | | | |
| Radical! | 600 | Seven | Light Orange |
|_____________|_________________|___________________|________________|
| | | | |
| Tight! | 800 | Eight | Orange |
|_____________|_________________|___________________|________________|
| | | | |
| Awesome! | 1000 | Nine | Dark Orange |
|_____________|_________________|___________________|________________|
| | | | |
| Extreme! | 1500 | Ten | Purple |
|_____________|_________________|___________________|________________|
| | | | |
| Perfect! | 2000 | Eleven + | Pretty Rainbow!|
|_____________|_________________|___________________|________________|
General Tips on making points:-
General:-
All characters get points for the following;
* Finishing the level quickly. The amount of points awarded varies immensly
between stages, but generally, the faster the better. In some cases, it may be
better to go a little slower to pick up more rings, though. This is of major
importance to Knuckles/Rouge, pretty important to Sonic/Shadow and less
important (in some situations literally worthless) to Tails/Eggman.
* Number of rings you have when you finish the level (ten points per ring, I
think). This can make a major impact to Sonic/Shadow levels, but is less
important for Tails/Eggman, and Knuckles/Rouge can usually ignore this as
speed is much more important to them. Rings you drop are worth NOTHING, so
don't get hit either!
* Number of GUN Robots/Badniks killed in a row, either with homing jumps from
Sonic/Shadow or number of enemies in the same lock-on for Tails/Eggman.
Knuckles/Rouge CANNOT link enemies, (even if they do bounce or glide between
them without hitting the ground), so killing enemies is a waste of time for
them. Also note that unlike in previous Sonic games, killing individual enemies
is worth NOTHING, you only get points for linking. This is mostly important to
Tails/Eggman, (you can often get an A grade using only this technoque on their
levels), but is worth considering for Sonic/Shadow.
Sonic/Shadow:-
You can get points in these ways;
* Homing jumping between enemies without touching the ground inbetween (see
table for points awarded).
* Grinding on any rails, points are awarded depending on the length, speed and
style (how steady, you were, use the analogue stick to steady yourself) of the
grind. Also, if combo several grinds together with other grinds, or jumps from
spinning poles, you will increase your score.
* Light Dashing along rings will often give you a small bonus, if the rings are
in mid-air, and the path is quite long. Sometimes the bonus is significant
though, and the rings will give your score an added boost.
* Sonic/Shadow levels often have a major "event" which will reward you with a
large amount of points (the missile launch sequence in Metal Harbour is a good
example). These can quite often be worth 10% or more of the A grade score on
the level, so learn them and practice!
Tails/Eggman:-
Pointers for the shooters;
* Lock-on is by far the over-riding concern for Tails/Eggman's scores. Remember
that single enemies are worth nothing, and larger the group, the better...up to
a point. Confused? Don't be. Imagine that Eggman has twenty enemies in range,
begging to be shot. Your first thought might be to lock-on to all twenty,
killing all of them and netting a 2000 point "Perfect!" bonus. However, the
smart player would lock-on to just ten of the twenty at once, killing that
group, then lock-on to the remaining ten seperately. Killing two groups of ten
gets you two "Extreme!" bonuses, each worth 1500 points, getting you a total of
3000 points, a significantly larger amount than if you'd taken just the one
"Perfect!" This tactic is essential on stages like Weapons Bed. Also note that
sometimes background scenery like signs count as enemies (if they do, a number
will appear next to the target when you lock-on to them), thus boosing your
combos.
* Tails/Eggman cannot perform Sonic-like stunts, and time bonuses are near
useless to them, often excepting the earlier, shorter stages.
* Rings are worth picking up, but only bother if you think you can finish the
level with at least 100-200, otherwise they'll only make a minimal difference
to your score.
* Killing enemies with your Volkan Cannon is worth nothing, even if you take
out several at once. Don't bother.
Knuckles/Rouge:-
Hunting tips;
* Your score for each item is determined by the number of tips (from monitors)
you use, the fewer tips, the higher the score, and the speed it takes you to
find the item, the faster, the better. The maximum score for each item is a
"Perfect" 2000 points, achieved by a very fast collection time, which varies,
depending on the size of the level, and by using no tips at all.
* Don't bother with rings, you'll never get enough to make up the time you
waste searching for them, especially since unlike most non-Knuckles/Rouge
levels they aren't just layed out along the main path of the level for you to
collect.
* Speed is so important to Knuckles/Rouge. This cannot be underestimated, since
unlike with other characters, speed not only counts towards the Time Bonus you
recieve after finishing the level, it also counts towards the score you get
when you find each item.
Final word:-
If you want to know what a "good" score for each character in each level is
(e.g. good enough for an A grade), I would say 17,000-21,000 for Sonic/Shadow,
15,000-18,000 for Knuckles/Rouge and 25,000-50,000 for Tails/Eggman, though
this varies massively, particularly on Tails/Eggman (for example I can quite
easily get almost 75,000 points [!] on Cosmic Wall).
=-----------------------------------------------------------------------------=
Hero game begins...
=-----------------------------------------------------------------------------=
=-----------------------------------------------------------------------------=
(Player begins as Sonic)
=-----------------------------------------------------------------------------=
=-----------------------------------------------------------------------------=
Realtime Cut-scene
=-----------------------------------------------------------------------------=
The game starts showing a helicopter, with people inside shouting
in confusion things like "the hedgehog is escaping!" After a few seconds, Sonic
breaks out of the 'copter, makes few wisecracks about the lack of in-flight
entertainment, and procedes to fall towards Station Square on a street board
which he conveniantly happens to have...
=-----------------------------------------------------------------------------=
Level One: City Escape Zone
=-----------------------------------------------------------------------------=
Objective One:-
Oh, yes this level rocks! Sing, sing to the music my friends! Ahem.
This is an easy level, which should be no problem to most competant gamers, or
those who have already played through SA 1. However, I'll cover it in some
depth for any Sonic Newbies out there.
At the begining, pick up the ling of rings, then move right for another row. A
third row is on the left, along with a ledge. If you jump off this ledge, you
will perform a stunt which will earn you between 100 points ("Good") and 1000
("Awesome!"), depending on your speed. In theory, you may be able to earn 2000
points for a "Perfect!" stunt, but I don't think this is actually possible.
Anyway, since you're going pretty fast, it shouldn't be a problem to get an
"Awesome!". Also, the better the stunt, the higher you'll jump, which is useful
later on, as monitors overhang the ledges, and can only be collected with a
decent stunt.
Keep going, and if you want a decent grade, avoid cars; they slow you down a
little, harming stunt potential. Take all the corners early, they're all very
easy, and try to get an "Awesome!" stunt off the third lege; if you pull it
off, you'll earn a shield.
When you lose the 'board, run forwards and homing jump onto the rail to start
a grind worth a "Nice" 200 points. Run along the half-pipe, picking up rings,
then scale the wall as you run to pick up a Super Ring monitor worth 20 rings.
Smash the crates ahead of you with a couple of somersaults, then jump onto the
next rail to start another grind. Jump the gap between rails, then crouch down
straight away for "Great" stunt. Hit the zipper and land on a high platform,
then jump off it, and home in onto the Super Ring monitor. Be careful, there is
a pit underneath, and you need to be very close to the monitor to home to it.
Climb the platforms you land on, hit the Continue Post, and get ready for
another fast section!
(Continue Post One)
Hit the zippers and run at top speed, doing as many stunts as possible off the
ledges. A decent stunt off the second ledge will net you a Magnet Shield, and
the third has plenty of rings, and will save you a short climb. Climb the
stairs, keeping your eye out for a Chao Key in one of the groups of crates if
you want a visit to Chao World, and at the top, watch out for a GUN Robot which
drops from nowhere! Attack it's head, anywhere else will hurt you.
Another speed section! A reasonable stunt off the first ledge will earn
Speed-up Shoes. However, if you're going really fast, an awesome stunt off the
ledge will yield an Extra Life! Try to get them both, it's difficult but
possible. Just keep running, and slow down when you enter an underpass, so that
you can hit the spring above you, allowing you to start a grind.
Crouch on this grind to speed up, and steady yourself with the analogue stick.
At the end, you can use this speed to climb an arch, or Spin Dash, if you
weren't quite fast enough. Up on this ledge is another chance at a Chao Key,
and a spring, taking you to the second Continue Post.
(Continue Post Two)
Now comes a very impressive high speed section. Just run forwards through the
park, it should be pretty obvious what to do!
The next coming section brings some new features which require good reflexes.
When you land on the pole, Sonic will begin spinning around it. If you press A,
normally he will just fall off the pole, but if you time your button press to
the period of the swing where his shoes make a red arc, he will fly high into
the air. Master this, it will be used throughout the game. The best way to time
it is to feel a rhythm with the spins. If you make both jumps, you can pick up
an Invincibility monitor and the final Chao Key. You can also use the homing
attack on the enemies to cross the pit ahead, which is easy, and earns stunt
points. If you fail the poles, just use the platforms to cross the pit. Either
way, activate the Continue Post.
(Continue Post Three)
KO another hidden GUN Robot, and start a grind down the rail. Crouch, and when
you reach a gap in the rail, don't move the analogue stick, just tap A, and
your momentum will carry you forwards to land on the next rail. When you
finish, you'll be spinning around another pole. Time your jump, or climb the
stairs to reach another Continue Post.
(Continue Post Four)
This part is easy. Just Somersault under the wall, the run away from the
18 Wheeler-style truck. The rows of rings in this section are placed in the
right, then left, then centre-left, centre-right, centre-left and centre. Oh,
and watch out for the first of Big The Cat's cameo appearances; he almost gets
run over by the truck on one of the final corners! Keep your eyes out for his
appearances throughout the game, if I've seen him, I'll point him out for you.
Anyway, hit the zippers and the Goal Ring, and away you go!
=-----------------------------------------------------------------------------=
Objective Two:-
This is a very easy objective, and if you finished the last one, you should
have no problems with this. Basically, just follow objective one and slow down
a little if you need to, to pick up rings. A cool place to pick up a few rings
is on a ledge with a GUN Robot just after the boarding section, underneath a
metal crate is a switch which makes a long row of rings appear. You need the
Fire Somersault and Light Dash, though.
=-----------------------------------------------------------------------------=
Power-up; <Magic Gloves>:-
You must have the <Bounce Bracelet> (from Pyramid Cave Zone) and <Flame Ring>
(from the Crazy Gadget Zone) to find this barely useful power-up. Remember the
swinging poles section, just after you run down the side of the skyscraper?
Well, on the lower part of ground you end up on after failing that section,
bounce down on the metal crates which make up part of the ground to reveal a
hidden room. At the bottom of this room is the <Magic Gloves> power-up which
allows Sonic to grab enemies to throw them at obstacles.
=-----------------------------------------------------------------------------=
Realtime Cut-Scene
=-----------------------------------------------------------------------------=
Suddenly, it's night(?) A large mecha robot appears, presumably sent by GUN to
hunt down Sonic...
=-----------------------------------------------------------------------------=
BOSS:- F-6t BIG FOOT (HP 3)
=-----------------------------------------------------------------------------=
Firstly a major tip for almost every boss stage. Only ever pick up one ring at
a time. If you pick up several, then get hit, the chances are that you'll lose
them all and have no protection. If you only picked up one, then there are
plenty left to offer protection to you if you get hit, as in boss stages it can
be very difficult to recollect rings you dropped after a hit. This tip
obviously doesn't apply to Tails/Eggman bosses, as collecting rings hardly
increases their health at all.
Okay, on with the Big Foot battle. This is so easy, there should be no problems
at all, unless you don't act fast to hit him at vunerable points.
Begin by picking up a ring, for protection, then run away from the Big Foot as
it will move around the arena, firing lasers directly underneath it. It's
pretty slow, so make sure you don't overtake it, and run into the fire! Note
that during this time, Big Foot is invunerable from Sonic's attacks.
After it performs this pathetic manoever twice, it will slow down and prepare
to land. This is your chance! As soon as it lands, hit the underneath of the
cockpit, and it will lose a third of it's health and take off again. However,
if you leave it too late, Big Foot will have the chance to fire off several
difficult to avoid homing missiles. If they hit you, not only will you lose
your rings, but the impact will mean that you almost certainly lose your chance
to attack. Hit it before it can let the missiles loose!
Either if you hit it or not, Big Foot will now take off, and start it's attack
pattern all over again. Three hits will see it off. Easy.
=-----------------------------------------------------------------------------=
Realtime Cut-Scene
=-----------------------------------------------------------------------------=
Shadow appears with a Chaos Emerald, and Sonic realises that GUN was after
Shadow, not him! Sonic tries to take Shadow's Emerald, but Shadow uses Chaos
Control to teleport away, and a massive GUN unit surrounds Sonic...
=-----------------------------------------------------------------------------=
(Player control shifts to Knuckles)
=-----------------------------------------------------------------------------=
=-----------------------------------------------------------------------------=
Realtime Cut-Scene
=-----------------------------------------------------------------------------=
Knuckles and Rouge are stand in a desert, with the Master Emerald between them
Rouge claims the Emerald to be hers, and is about to steal it from Knuckles,
when Robotnik appears and gyps it himself! To prevent the Eggman escaping with
it, Knux smashes the Emerald into fragments. Knuckles and Rouge both resolve to
find all the fragments of the Master Emerald before the other does...
=-----------------------------------------------------------------------------=
Level Two: Wild Canyon Zone
=-----------------------------------------------------------------------------=
Objective One:-
First, a quick word about Knuckles stages. In these stages, you have to locate
three items which could be hidden anywhere on the stage. Because of the highly
random factor to these levels, I can't give you direct walkthrough for Knux.
However, I can offer some tips for each level.
General tips:-
Firstly, and unlike SA 1, only one item will flash on the hot/cold detector at
once. This means that even if you are right next to an item, the meter won't
flash unless the game decides that this item is the one you are meant to
collect first. However, you can collect them in any order, though it will make
them difficult to locate, though you will get "Perfect!" for that gem. Because
of this, the best technique is to scan the entire level three times, once for
each item.
Remember, items may be hidden inside GUN Robots, Badniks, or later on,
underground. Just because you can't see them, it doesn't mean they aren't
there.
Your score for each item is determined by the number of tips (from monitors)
you use, the fewer tips, the higher the score, and the speed it takes you to
find the item, the faster, the better. The maximum score for each item is a
"Perfect" 2000 points, achieved by a very fast collection time, which varies,
depending on the size of the level, and by using no tips at all.
Level specific tips:-
Move upwards and downwards in this level by using the vacuum at the centre of
the level. Fragments may be on either the upper, lower, or middle section of
the stage.
Fragments may be hidden in treasure chests; punch 'em out!
=-----------------------------------------------------------------------------=
Power-up; <Mystic Melody>:-
You need the <Shovel Claw> to find this essential power-up. From the begining
of the level, glide straight forwards into the wind at the centre of the level.
When you get blown outside, glide the end of the "Lonely Statue area" as
Omochao calls, it with an Egyptian statue. Climb above the statue's head, up to
a painting, then dig into the middle of the painting, taking you to a secret
room. In here is a Dragon Animal, along with the <Mystic Melody>. Use the
'melody on the Chao Temple to create a warp back to the start of the level.
=-----------------------------------------------------------------------------=
(Player control shifts to Tails)
=-----------------------------------------------------------------------------=
=-----------------------------------------------------------------------------=
Realtime Cut-Scene
=-----------------------------------------------------------------------------=
Tails is flying along in his biplane, The Tornado 2, towards the Prison Island,
in search of Sonic. It appears that Sonic has been recaptured by GUN, and has
been falsly accused of robbing a bank! He sees Amy Rose, the cute pink hedgehog
who has a crush on Sonic, in danger of being attacked by Dr. Robotnik, and
decides to make a short detour to help her out. He transforms The Tornado 2
into a mecha suit, The Cyclone, and takes the Eggman on!
=-----------------------------------------------------------------------------=
BOSS:- DR. EGGMAN [I] (HP not enough!)
=-----------------------------------------------------------------------------=
Collect a ring, and basically keep shooting away at Robotnik with the Volkan
Cannon (He moves too fast for lock-on shots to be effective). If you keep
shooting away, he won't have a chance to do a single thing! This is easily the
simplest boss in the game, and you should have absolutely no trouble at all.
=-----------------------------------------------------------------------------=
Realtime Cut-Scene
=-----------------------------------------------------------------------------=
Amy Rose explains that she wants to help Sonic too, but Tails knows that she
won't be able to fight the GUN Robots, so decides to clear a path for her by
using The Cyclone to storm the prison complex...
=-----------------------------------------------------------------------------=
Level Three: Prison Lane Zone
=-----------------------------------------------------------------------------=
Objective One:-
Okay, an easy introduction to the shooting levels. If you already have your
Volkan Cannon upgraded, shoot out the crates on your right for a Chao Key.
Otherwise, don't worry about it and just head forwards. Lock-on to the three
robots ahead of you, and destroy them to open the door. Repeat this simple
problem until you ride rising platforms twice, then kill all of the enemies to
open another prison door. Follow this pattern for a while, killing every enemy.
Remember to collect the Chao Drives left behind by enemies if you get hurt, as
they slightly boost your HP. If there are any crates in your way, smash them
with the Volkan Cannon. This level is all very east and repetitive, so
hopefully, you won't run into any trouble before the first Continue Post.
(Continue Post One)
After activating the Continue Post, go through more prisons, and pick up a
Chao Key, to your right, before the first rising platform. Nothing major really
occurs in this section until you need to rise a massive rising platform. On
this platform it is possible to lock-on to many different enemies at once, as
it rises. If your timing is good, and you catch them all before your laser
fades to blue, you can get up to 8+ at once, for a massive score bonus! When
the platform reaches the top, hop off and activate the Continue Post.
(Continue Post Two)
After you've passed the Continue Post, and shot some more crates, you get to...
open more prison doors! Just follow the path, and keep doing these simple
actions. There really is nothing taxing until the next Continue Post...
(Continue Post Three)
Or indeed until the Goal Ring. The only slight problem you might have is that
when you try to open prison doors, sometimes enemies are behind you, making it
difficult to shoot them all. Always move the laser to focus on every area of
the room. BTW, watch out for Big, who's being held in a cell on one of the
final corridors!
=-----------------------------------------------------------------------------=
Power-up; <Laser Blaster>:-
If you are replaying the level, and already have the Bazooka power-up (the
upgraded Volkan Cannon), in the room with the Goal Ring, open another prison
door by shooting all the enemies in the room (yes, including the one behind
you:), and shoot out the metal crates blocking the open doorway on the left of
the room. Follow the short corridor to find the <Laser Blaster>, which turns
lock-on missiles into cluster bombs! Quite useful in later levels!
=-----------------------------------------------------------------------------=
(Player control shifts to Sonic)
=-----------------------------------------------------------------------------=
=-----------------------------------------------------------------------------=
Realtime Cut-Scene
=-----------------------------------------------------------------------------=
Sonic has been captured by GUN, and is being held on a cell on the Prison Lane
Zone. Amy Rose appears, and tells him how Tails got her through the prisons to
rescue him. Sonic explains about Shadow and why GUN are after him, and Amy
makes a marriage proposal! After letting Sonic out of his cell, Amy wonders
what all the writing on the wall of the cell is, but the she realises... Sonic
is already gone!
=-----------------------------------------------------------------------------=
Level Four: Metal Harbor Zone
=-----------------------------------------------------------------------------=
Objective One:-
Another cool, fast Sonic stage! The first section of the level is a piece of
cake. Just run forwards, and when you need to, use the homing jump on enemies
to cross the ocean (if you already have the Light Dash, you can use it to take
a pretty obvious shortcut here, and pick up a Chao Key along the way). Soon you
will reach the first Continue Post.
(Continue Post One)
After activating the Continue Post, hit the springs and bounce to the next
section. Use the homing jump to hit enemies, allowing you to cross a stretch of
water, picking up the Extra Life on the left, if you can. Remember, the more of
these enemies you hit, the better the stunt bonus. On the other side you can
finally pick up the <Light Shoes> by jumping on the the crane hook in front of
you, to the left. When the hook takes you up, jump backwards to a platform,
where you should find the <Light Shoes>, which allow you to run at high speed
across paths of rings, even in mid-air, by tapping X or B near the rings. Jump
back down to where the hook picked you up, and test out the Light Dash on the
path of rings in front of you.
On the runway you end up on, speed along, hitting the zippers to the left, or
check the buildings to the left for another Chao Key. Either way, run to the
end of the runway, and use the Light Dash again to reach the level's second
Continue Post.
(Continue Post Two)
Run or Light Dash along the next few straights, Somersaulting under walls and
grabbing crane hooks to make it to the next Continue Point with ease.
(Continue Post Three)
On the right of this Continue Post is the final Chao Key. Grab it, then use the
rocket to reach a platform which surrounds a GUN missile. Straight away, a ten
second coundown to the launch of the missile begins! Make your way around the
edge of the missile on the platform using the zippers boost yourself along. You
will recieve a stunt rating depending on the amount of time left until the
missile launches when you hit the spring which propels you onto the missile. I
think it's possible to make it with seven seconds remaining, if you're fast.
Anyway, enjoy the cut-scene as the missile launches (you lose a life if you
don't make it in time, by the way), andget ready for a quick boarding section.
Aim for the Super Ring monitors, and especially the Extra Life, but don't worry
if you weren't successful, you've almost finished the level. Run along the
final straight, and when you fly into the air, land on the Goal Ring to finish
the level.
=-----------------------------------------------------------------------------=
Objective Two:-
Not much to say here, if you can finish the level, getting 100 rings should be
no problem. The only slight tip I can give is to use the Light Dash shortcut
near the begining of the level, it will add 20 or so rings to your total almost
instantly, making your task that bit easier.
=-----------------------------------------------------------------------------=
Realtime Cut-Scene
=-----------------------------------------------------------------------------=
Sonic falls from the sky after escaping from the Metal Harbor Zone, and lands
in a lush tropical rainforest. He spots Shadow, who accuses Sonic of being a
fake, and both decide to engage in battle...
=-----------------------------------------------------------------------------=
BOSS:- SHADOW [I] (HP 3)
=-----------------------------------------------------------------------------=
As usual, pick up a ring for protection, to start this battle. Shadow is
easiest to hit with homing Spin Attacks, but he often sees you attack him, and
has time to launch a Spin Attack of his own, making the attack end in deadlock,
with neither of you getting a hit in. The way to avoid this is to attack Shadow
from behind. It may be dishonourable, but it's the way to go, since it
practically guarantees a successful attack, unless Shadow unexpectedly runs out
of your way. Three easy hits and Shadow is down, but not out...
=-----------------------------------------------------------------------------=
Realtime Cut-Scene
=-----------------------------------------------------------------------------=
Sonic and Shadow are taking a quick time out, but both want to continue the
duel, until Dr. Robotnik calls Shadow on his Fisher-Price Walkie Talkie (hey, I
don't know how they communicate!) to tell him that the island has been rigged
with explosives, and is going to explode in eight minutes! Shadow escapes, and
Sonic realises he has to get to Amy and Tails before they get blown up! You can
do it Sonic! Go, go, go!
=-----------------------------------------------------------------------------=
Level Five: Green Forest Zone
=-----------------------------------------------------------------------------=
* You only have eight minutes to complete Objective One on this level. Don't
worry, it's not as tough as it sounds. Eight minutes is plenty for this level.
Objective One:-
There's not much that can be said for the first section of this level;
basically, ignore all enemies, and keep running forwards to the Continue Post.
(Continue Post One)
Again, the second section is very straightforwards, literally. However, when
Sonic swings, Tarzan-style, on vines, don't worry about timing his landing;
he'll come off at exactly the right place automatically. Also, constantly be
aware that those annoying GUN Robots could appear out of nowhere at any moment.
Activate the Continue Post.
(Continue Post Two)
Nothing even remotely new or difficult in this section. Just use the same
tactics you've been using for the rest of the level up until now.
(Continue Post Three)
When you reach the section with the springs, slow down a little to pick up a
Chao Key on one of the lower platforms, it's easy to see if you're not moving
too fast. Off the top of the last spring, there is also a Magnet Shield, and
when you land in front of the Continue Post, check behind you for a few rings
and an Extra Life.
(Continue Post Four)
Again, this section has nothing new and is no problem.
(Continue Post Five)
Nothing else worth mentioning until the end of the level, except for the very
final section; when the ground starts to fall away, move forwards as quickly as
possible. Not only will you die if you move too slowly, but you will earn a
stunt bonus depending on how fast you complete the section. Also note that,
just for fun, you can grind on the edges of the tree-trunk half-pipes and earn
some stunt points. Finally, I think I saw Big at the top of one of loops, but I
can't be certain. Confirmations?
=-----------------------------------------------------------------------------=
Objective Two:- Very easy, as always. A tip of note though; it's not always
best to tear through the level in search of rings. In this level it's better to
slow down and pick up the juicy Super Ring monitors.
=-----------------------------------------------------------------------------=
Power-up; <Ancient Light>:-
In the run up to the second continue post, look behind you, to see several
monitors and GUN robots. Homing jump on all of them to make a path reaching to
a platform with an Extra Life and the power-up <Ancient Light>, which allows
Sonic to lock-on and defeat all enemies his the nearby area, by charging up a
spin dash until he announces that he's "ready!"
=-----------------------------------------------------------------------------=
FMV/Realtime Cut-Scene
=-----------------------------------------------------------------------------=
A very pretty FMV shows the island explode, with Sonic, Tails and Amy escaping
at the last minute aboard the Tornado 2. IMO, the FMV integrates much better
with the action than in SA 1, don't you agree?
=-----------------------------------------------------------------------------=
(Player control shifts to Knuckles)
=-----------------------------------------------------------------------------=
=-----------------------------------------------------------------------------=
Realtime Cut-Scene
=-----------------------------------------------------------------------------=
Knuckles arrives in a mysterious looking mountain range (somewhat like SA 1's
Red Mountain, both in design and playing style). He decides that, even though
things look a little unsettling, he has to explore the mountains, in order to
find the Master Emerald shards...
=-----------------------------------------------------------------------------=
Level Six: Pumpkin Mountain Zone
=-----------------------------------------------------------------------------=
Objective One:-
As before, since these levels are so random, you're pretty much on your own.
Sorry:)
Level specific tips:-
A good start to this level is to glide forwards, picking a Super Ring monitor
with 20 rings inside a balloon, and grabbing the <Metal Claw> power-up, which
is right in front of you. The <Metal Claw> allows you to dig, which you should
do as often as you can be bothered, as you can find all kinds of cool things,
from Magnet Shields to Super Rings, even Emerald shards! Test it in the circle
where you found the <Metal Claw>, to find an Extra Life!
Just for fun:) Big The Cat is found behind on of the doors surrounding the
ghost train turntable, low down on the level. Wonder how he got in there?
=-----------------------------------------------------------------------------=
FMV Cut-Scene
=-----------------------------------------------------------------------------=
Dr. Robotnik takes over the media to announce that he is taking over the world,
creating an "Eggman Empire" with the power of the ARK, which is basically an
Independance Day-style Death Egg III. Robotnik demostrates it's power by
destroying half of the Moon!
=-----------------------------------------------------------------------------=
(Player control shifts to Tails)
=-----------------------------------------------------------------------------=
=-----------------------------------------------------------------------------=
Realtime Cut-Scene
=-----------------------------------------------------------------------------=
Sonic, Tails and Amy Rose see the explosion, and try to formulate a plan.
However, GUN are still after Sonic, and also want to capture Tails for some
reason (maybe they think he and Sonic are responsible for the destruction of
Prison Island?) Sonic and Tails split up, with Tails deciding to take an urban
route to freedom...
=-----------------------------------------------------------------------------=
Level Seven: Mission Street Zone
=-----------------------------------------------------------------------------=
Objective One:-
This stage begins with the classic Tails style shooting. Take out all of the
enemies, and head forwards. When you enter the tunnel, you can use invincible
black metal crates as cover from enemy fire if you need to. Shoot the wooden
crates out of your way to progress.
After exiting the tunnel, an earthquake occurs! Fall down to the new area, and
use the dropping platform to tral upwards again. When at the top, check the
surroundings to find the power-up item <Booster>. It allows you to hover, like
Knuckles, over gaps by pressing and holding A while in mid-air. Use it to get
behind you and find a Chao Key.
Now, head forwards. When you see packs of dynamite attached to pillars, lock-on
and shoot them out, to clear a path. There's another Chao Key in this area,
behind some wooden crates. Use the crane hook, and climb the platforms to reach
the top of the scaffolding, and the Continue Post.
(Continue Post One)
Continue forwards (although you might want to shoot out the sign above you;),
and avoid the explosions caused by the bomber squadrons. There are also some
earthquakes in this area, so be careful. When you reach a dead end, activate
a missile to your left, which should destroy a wall to your right, opening up a
new path to continue through. The next bridge should be pretty easy, just shoot
everything! Use one of the fallen pillars to climb onto the roadblock on the
bridge. Hover off the end of it to reach the other side. (By the way, Big is
fishing on the left of the bridge supports in front of you).
On the other side of the gap, there is the final Chao Key, a shadow. Don't walk
underneath the shadow, or a block will fall on you, cripling your HP! Instead,
use to platforms to your right to go around it. Continue along, shooting and
climbing platforms to the next Continue Post. If you have the <Bazooka>
upgrade, you can shoot out the metal crates to your right and free an animal,
if can be bothered.
(Continue Post Two)
The final section of the level is very easy, and similar to the begining. Just
walk along, and if it moves, shoot it! As always, hit the goal ring to finish
the level.
=-----------------------------------------------------------------------------=
(Player control shifts to Knuckles)
=-----------------------------------------------------------------------------=
=-----------------------------------------------------------------------------=
Realtime Cut-Scene
=-----------------------------------------------------------------------------=
Knuckles is suprised by how tough the mines look, but he strengthens his
resolve and goes in search of the Master Emerald fragments.
=-----------------------------------------------------------------------------=
Level Eight: Aquatic Mine Zone
=-----------------------------------------------------------------------------=
Objective One:-
Another fairly random level. A few tips, though.
Level specific tips:-
At the begining of this level, there's way too much water. You don't want to
run the risk of drowning, so here's how to drain it all. Firstly, make sure the
water level is set to "1" (the highest level, and default for the stage). If it
isn't, check behind where you started the level, and throw to switch marked
"1". When the water level is this high, you can climb the pole in the centre of
the level, and use one of the crane hooks to take you up to a hidden area. Up
here is a Chao Key, and a switch marked "3". Throw it to drain the water out of
the level completely, allowing you to reach everywhere in the level without the
risk of drowning. However, once you leave the secret area, you cannot return
unless you throw the switch "1" and climb the pole again.
=-----------------------------------------------------------------------------=
Power-up; <Air Necklace>:-
To pick this VERY useful power-up, follow the steps above to drain all of the
water in the mine. Then, where the pit in the middle of the mine is, check all
four corners. One has a wall around it. Drop down the inside of this wall, and
you'll find an area which still has water in it! Dive down, and swiw through
the two rooms as quickly as possible, ignoring the Super Rings in the second
room for the time being, and surface in a third room, as time is tight. Up in
the third room is the <Air Necklace> power-up, which allows Knuckles to breathe
underwater forever! This makes the last level SO much easier...
=-----------------------------------------------------------------------------=
(Player control shifts to Tails)
=-----------------------------------------------------------------------------=
=-----------------------------------------------------------------------------=
Realtime Cut-Scene
=-----------------------------------------------------------------------------=
Back in Station Square, Amy and Tails are on the 'phone to Sonic. Tails reckons
that the stolen Chaos Emeralds have been taken into space for use on the ARK by
Robotnik and Shadow. Suddenly, Knuckles climbs out of a manhole right next to
them, saying he must have gotten lost in the mines. Tails then tells Sonic he
wants to catch up with the President's limo, and in order to do so, he
transforms The Cyclone into a racing car, The Whirlwind S7, to do so! The
Transformers have nothing on this guy!
=-----------------------------------------------------------------------------=
Level Nine: Route 101 Zone
=-----------------------------------------------------------------------------=
This is actually nothing like Tails' normal shooting levels, and is instead a
racer, with music straight out of Diddy Kong Racing!
Controls:-
A; Accelerate (why they didn't use the analogue acceleration provided by L or R
is beyond me). Also, when turning, tap A then hold it down to start a
powerslide, useful on corners. You can stop sliding by releasing the analogue
stick for a second.
Analogue Stick; Steer.
Y; Boost. Tails recieves one boost for every twenty rings collected.
This is a fun, if easy sub-game. It's nice to see the developers put so much
effort in though!
=-----------------------------------------------------------------------------=
Objective One:-
Tips:-
Don't use boosts as soon as you get them, as you might be wasting them in the
wrong area. Instead, use boosts on long straights. That said, since you can
only carry one boost at a time, it's best to use them as soon as possible.
Don't bother to slow down for corners, instead, just powerslide. Even if you
do hit a wall, unless it's a head-on collision (which causes you to spin out),
it hardly slows you down.
If you want more rings, break the balloons in any pits you pass. They contain
Super Rings, with 5, 10 or 20 rings.
When you see the limo, you just need to accelerate and boost to catch up and
finish the level.
* The first time you complete this level, you will earn one of two bonuses:-
Either you will unlock the kart racing sub-game in one-player mode (if you
complete this level before Rouge's Route 280 on the Dark side),
Or, you will unlock a two-player version of the kart racing sub-game, (if you
complete this level after Rouge's Route 280 on the Dark side).
=-----------------------------------------------------------------------------=
Realtime Cut-Scene
=-----------------------------------------------------------------------------=
The President is getting a briefing from one of his aides about Robotnik's
latest scheme. When he talks to Robotnik on a videophone, the Doctor tells him
he has 24 hours to surrender, or his country will cease to exist! However,
Sonic appears, and begins insulting Robotnik, and Tails learns of Robotnik's
position on the ARK, much to the President's bemusement.
=-----------------------------------------------------------------------------=
Realtime Cut-Scene
=-----------------------------------------------------------------------------=
Sonic, Tails and Knuckles are standing near a pyramid in a desert. Knuckles
says that he thinks that Robotnik and Rouge entered it, so Tails volenteers to
explore the desert in order to find the entrance...
=-----------------------------------------------------------------------------=
Level Ten: Hidden Base Zone
=-----------------------------------------------------------------------------=
Objective One:-
This is a pretty straightforward level for Tails, with basically nothing you
haven't seen before...
There's nothing you should be worrying about up until the first Continue Post.
Don't fall in the sand though; unlike with Sonic, sand spells instant death for
Tails! However, there is a Chao Key behind you in the run up to the 'Post.
(Continue Post One)
Again, nothing interesting, until you find a temple with metal crates obscuring
the entrance. You'll want to return here later with the <Bazooka> power-up to
find the <Mystic Melody> for Tails, and another Chao Key. Either way, continue
forwards to the Continue Post.
(Continue Post Two)
Another all clear for this section, with no new items, puzzles or enemies. Just
shoot, and jump!
=-----------------------------------------------------------------------------=
Power-up; <Mystic Melody>:-
After the first Continue Post, continue along the "normal" route, until you
reach a kind of temple. There are metal crates blocking the doorway, but if you
have the <Bazooka>, you should have no trouble in smashing them out of your
way. Enter to find the <Mystic Melody> which lets Tails open up hidden paths
when used next to small "Chao Temples". Test it out on one right near you, for
a Chao Key!
=-----------------------------------------------------------------------------=
(Player control shifts to Sonic)
=-----------------------------------------------------------------------------=
=-----------------------------------------------------------------------------=
Level Eleven: Pyramid Cave Zone
=-----------------------------------------------------------------------------=
Objective One:-
In this level, you get stunt points for jumping through hoops, circus
doggy-style, so get a great start to the level, getting all of them down the
first corridor. You will need to run up the walls in order to reach some of the
higher scoring hoops. After this corridor is the first Continue Post.
(Continue Post One)
This area introduces another of the level's recurring themes; hourglasses used
to open doors. Hit the hourglass then run through the door before it closes. If
you don't think you can make it, try somersaulting under the doors just before
they close.
After the door, jump onto the spinning poles, and jump forwards, although if
you drop off the poles, there are a couple of Super Rings below the first, and
and Chao Key under the second. Do another hourglass door and light dash through
some rings.
After another speed section, take out a few E-100 series robot (remember these
guys from SA 1?) and pick up the <Bounce Bracelet> power-up, which lets you
bounce on the ground allowing you to go higher than you can normally jump, then
there's another hourglass door. When you reach a metal door, place the nearby
skull-like item on the corresponding platform to open the door to the second
Continue Post.
(Continue Post Two)
Grind through the first section to skip a small area. Soon, you'll reach
another metal door and platform, but with no item, grind to your right, and
keep going until you reach a dead end, you'll find it, guarded by a couple of
E-100 series robots. Take the skull back along the path you came, and place it
on the metal platform to open the door forwards.
Hit the hourglass, and race through a long corridor to the next Continue Post.
Don't worry, because this hourglass has a very long time limit.
(Continue Post Three)
Hit the hourglass, and speed forwards through three closing doors. If you can't
get back, grind along the side of the corridor, around the doors. Somersault
under the next wall, and complete another high speed section. After that,
there's nothing really tricky left in the level, except for the final hourglass
section, which barely gives you any time; homing jump up the slope constantly,
and somersault under the door before it closes, then finish with the Goal Ring!
=-----------------------------------------------------------------------------=
(Player control shifts to Knuckles)
=-----------------------------------------------------------------------------=
=-----------------------------------------------------------------------------=
Realtime Cut-Scene
=-----------------------------------------------------------------------------=
Sonic and company have managed to reach the entrance to the pyramid, thanks to
Tails' efforts, but unfortunately, it appears to be locked. The task of finding
them falls to Knuckles, despite his complaints...
=-----------------------------------------------------------------------------=
Level Twelve: Death Chamber Zone
=-----------------------------------------------------------------------------=
Objective One:-
Again with Knux, it's mostly up to you...
Level specific tips:-
Just one small tip for this level. When you reach an area where you can
progress no further, when your path is blocked by metal crates, the <Hammer
Gloves>, which allow you to break them with your punches are somewhere nearby,
they are placed fairly obviously.
Another tip; sometimes, when there is a sandy patch on the wall, you can dig
through to reach another area on the other side. Good luck!
=-----------------------------------------------------------------------------=
Realtime Cut-Scene
=-----------------------------------------------------------------------------=
Knuckles knows there's something creepy going on... especially when he's
attacked by a ghost king!
=-----------------------------------------------------------------------------=
BOSS:- KING BOOM BOO (HP 4)
=-----------------------------------------------------------------------------=
Maybe the toughest boss in the game, but still not too worrying. IMO, this boss
reminds me of Pac Man quite a lot, in the chasing aspect.
Firstly, pick up a ring, then run in a circular fashion away from Boo. Keep at
a fair distance, but you get too far ahead of him, he'll turn around and attack
you from the other direction! When you've run a complete "lap" without any
interuptions, Boo will start chucking big blue energy balls at you. These are
very easy to dodge, and should prove no problem. At the end of the "lap", you
will find a smaller ghost with some kind of hourglass/switch. Hit it, and a
cut-scene will show a ceiling panel open to turn the tables on Boo. Looks like
he forgot the sun block:)
When he becomes a shadow, he will move around randomly on the ground. Dig where
the shadow is to pull him out of the ground. Chase after him, and give him a
punch. I think it is possible to hit him more than once, but he speeds up
massively after the first hit. Anyway, after a few seconds, the ceiling panel
will close (this whole section is under a time limit) and things wil start
again.
On subsequent hits, the battle will change a little. Boo becomes more fond of
switching directions, and his movements as a shadow will change, moving to the
wall after being hit once, then moving between the wall and floor, and finally,
still alternating, but moving faster. When you learn how to hit him though,
this boss becomes very easy.
=-----------------------------------------------------------------------------=
(Player control shifts to Sonic)
=-----------------------------------------------------------------------------=
=-----------------------------------------------------------------------------=
Realtime Cut-Scene
=-----------------------------------------------------------------------------=
Knuckles is just recovering from fighting Boo, when Robotnik appears and
launches another ill-fated attack. This time, he has an Egg Golem, ready, and
to protect the weakened Knuckles, Sonic takes up the challenge...
=-----------------------------------------------------------------------------=
BOSS:- EGG GOLEM - THE GOLEM (HP 5)
=-----------------------------------------------------------------------------=
Firstly, remember that falling off the platform is not the end of the world,
nor Sonic. Constantly jump to pull Sonic out of the sand. Also note that there
are many Super Ring monitors scattered around the area down here. Useful for
protection. If you want to get back up, use the crane hooks.
When you start the battle, the Golem will punch one of the platforms near you,
but it won't actually hit you, so don't move. Then, after it hits a platform,
move to that platform. It will never hit the same platform twice in a row, so
you'll be safe. Then, run around the platforms until you're behind the Golem.
Climb up the first three platforms on it's back (they move in slowly, pushing
you off, so do it quickly and carefully) then Homing Jump onto the final three,
giving you enough height to home onto it's head. Repeat this.
After you've hit him twice, he will spin his arms around, trying to hurt you
and knock you off the platform. Either jump his arms, or stand on a platform
which the Golem has already knocked downwards, which is too low for his reach.
He will stand still for a little after this attack, so run behind him and hit
him.
After he's taken three hits, the Golem will use a massive headbutt attack,
constantly. When he's about to use it, just start running around the arena, and
climb his back to hit him the final two times.
=-----------------------------------------------------------------------------=
FMV Cut-Scene
=-----------------------------------------------------------------------------=
The top of the pyramid opens up, and a NASA-style space shuttle takes off, with
Sonic just making it into the rocket in time for take off. The shuttle flies
into space, towards the ARK, but thanks to Knuckles' (rather poor IMO) piloting
skills, the crew skim an asteroid, causing all the recovered pieces of the
Master Emerald to fly out.
=-----------------------------------------------------------------------------=
(Player control shifts to Tails)
=-----------------------------------------------------------------------------=
=-----------------------------------------------------------------------------=
Realtime Cut-Scene
=-----------------------------------------------------------------------------=
Sonic and company (including, strangely the useless Amy Rose) realise that
Knuckles has bailed, presumably to search for the lost Emerald shards. The gang
decide to board the ARK, and Tails shows them a fake version of the Yellow
Chaos Emerald he made to trick Robotnik. He explains that since it has the same
wavelength and properties as the real Emerald, even a machine can't tell the
difference. Leaving Amy behind, Sonic and Tails set out, to find the control
room and power source of the ARK, respectively...
=-----------------------------------------------------------------------------=
Level Thirteen: Eternal Engine Zone
=-----------------------------------------------------------------------------=
Objective One:-
The first few rooms in Tails' final level are just a light warm-up. Take out
the enemies and continue. When you need to reach a spring, shoot out a wooden
crate next to it to create steps leading up to it. After a few more simple
rooms you will reach the first Continue Post.
(Continue Post One)
The ideas presented in the next section can be quite difficult, and are, IMO,
rather clever on the part of the developers, Sonic Team. There are those
normally useful packs of dynamite strapped to the walls, ceiling and floor, but
if you shoot them here, they will create a vacuum which will most likely suck
Tails into space! For this reason, in any room with dynamite, it's best to
shoot only when you must, and even then, aim very carefully.
After finishing a couple of rooms, go forwards into a room where you must shoot
out the crates to find a switch opening the way forwards, a door to the right.
There is also a Chao Key in here, but watch the dynamite!
Keep heading forwards, until you have to fall downwards to continue. At the
bottom, check behind you for the rocket needed to blow open the gate ahead.
In the next room, watch out, because a platform will fall from the ceiling with
no warning unless you blow up the trigger between the two springs before you
enter the room. (Stupid Omachao's warnings come way too late!) Hit the right
spring for a 5 ring Super Ring monitor, and the left one to end up on the
falling platform to reach a crane hook forwards, to the second Continue Post.
(Continue Post Two)
In this next area, to add to your troubles, there are very annoying "organic
weapon" enemies which look a lot like Chaos from SA 1. You can only hit them
when their "head" comes out of their "body".
In the next few rooms, cross the laser using the floating platforms (don't jump
on them when the lasers are up!), then break the balloon for a Medikit which
fully restores your HP!
(Continue Post Three)
Really easy; continue through the obvious outdoor route shooting everthing. It
doesn't matter if you shoot out dynamite here, as long as you aren't standing
on it, as the gap it creates won't suck you off the platforms like it will
indoors.
(Continue Post Four)
In the section where you fall downwards, when you land, you'll notice that the
path forwards is blocked by metal crates which your normal laser can't take
out. Chck behind you however, and you'll find the <Bazooka> power-up, which
lets you break them with ease. Oh, and the two enemies here are invincible, so
just ignore them.
(Continue Post Five)
This section is VERY arcady and IMO, lots of fun! Firstly, as Tails floats
through space, shoot everything, trying to get as big combos as possible. Then
as you fall through the lasers, you can get MASSIVE combos from all the
enemies, just use your boost to dodge the laser beams. Finally, you get to
fight a "mini-boss". Shoot all the blue panels and any incomming lasers to beat
this easy challenge revealing the Goal Ring!
=-----------------------------------------------------------------------------=
Realtime Cut-Scene
=-----------------------------------------------------------------------------=
Sonic is just placing the fake Chaos Emerald, when he gets a call from Tails,
telling him that Amy Rose has been kidnapped by Robotnik!
=-----------------------------------------------------------------------------=
(Player control shifts to Knuckles)
=-----------------------------------------------------------------------------=
=-----------------------------------------------------------------------------=
Level Fourteen: Meteor Herd Zone
=-----------------------------------------------------------------------------=
Objective One:-
A massive Knux level. You see that space station up in the sky? You can, and
probably have to, make it up there!
Level specific tips:-
You can reach the upper space station quickly, by firstly climbing up the walls
of the space base in the middle of the lower levels, falling into it, and
picking up a rocket. From where you land, explore the higher platforms around
you to find another rocket which will take you all the way to the top of the
stage!
To get the <Sunglasses> power-up, find a lone meteor on a column near the space
base at the bottom of the level. Punch it into the door of the space base to
reveal a metal crate. Punch out this crate, throw the switch underneath it, and
climb one of the wall of the space base (watch out for an Extra Life up here).
Fall into the middle of the base, through the now opened roof of the base, and
on one of the platforms are the <Sunglasses>. Hardly useful, but hey, they look
cool:)
=-----------------------------------------------------------------------------=
Realtime Cut-Scene
=-----------------------------------------------------------------------------=
Rouge appears and faces off against Knuckles in the middle of the space base.
As always, they are arguing about who has the rights to the Master Emerald.
This time, without Robotnik's interuptions, they begin a fight!
=-----------------------------------------------------------------------------=
BOSS:- ROUGE (HP 4)
=-----------------------------------------------------------------------------=
Obviously, pick up a ring. At the begining of this battle, punching Rouge
allows you to get easy hits, and you should be able to at least get a couple of
HP off her gadge.
Soon, the roof of the space base will open, blowing you both into the air. You
can't attack or defend very well while floating, so land on a ledge as soon as
you can. If you're on a ledge while Rouge is floating, she can't defend, so do
so. If you're both on a ledge, then fight normally. If you're a long way away
from Rouge (too far for her normal attacks to have a chance of hitting you),
then she may summon some kind of magic to hit you, which she will announce in a
voice sample. Glide in a straight direction to avoid this attack.
When the space base roof closes again, go back to punching and diving to beat
her. No problem.
=-----------------------------------------------------------------------------=
Realtime Cut-Scene
=-----------------------------------------------------------------------------=
Both Knuckles and Rouge are exausted, but neither will give in and hand over
their parts of the Master Emerald. Rouge attempts to launch another attack, but
in her fatigue, she falls from to thin bridge they are standing on, to her
death... almost. Knuckles grabs her hand and pulls her up. However, rather than
thanking him, she practically accuses him of being a perve for touching her!
However, she grudgingly hands over her Emerald shards, claiming that "they
stink like echidnas"! He apoligises to her, but they have to part before any
further developments occur. Rouge can't resist stealing a last glance at Knux,
though...
=-----------------------------------------------------------------------------=
(Player control shifts to Sonic)
=-----------------------------------------------------------------------------=
=-----------------------------------------------------------------------------=
Level Fifteen: Crazy Gadget Zone
=-----------------------------------------------------------------------------=
Objective One:-
Considering this is the penultimate level, it's not very tough! There's nothing
worth covering until you reach a green acid pool. Here, press the switch with
the arrow on it (press B or X), to reverse gravity! (This level is just like
Death Egg in Sonic 3 & Knuckles, with loads of gravity swapping and warp
tubes). Gring along the ceiling, over the acid.
(Continue Post One)
Smash the glass and jump into the warp tube ahead of you. Also, in the next
upside-down section, you'll need to Somersault under wall to reach the next
Continue Post, which isn't immediately obvious.
(Continue Post Two)
Grind, and when you get a choice of switch, choose the one on the right to
continue forwards. Keep going through this very short section.
(Continue Post Three)
Gah. Nothing worth mentioning here. IMO, they threw in a few too many Continue
Posts in this level...
(Continue Post Four)
After you complete another upside-down section, and go the right way up again,
Head back a little to find the <Fire Bracelet> power-up. Now, when you reach a
dead end, smash a metal crate with your shiny new bracelet, to find a spring
taking you to the next section, then do a massive light dash. After a few more
easy rooms, you will find a Chao Key, and the next Continue Post.
(Continue Post Five)
One of the coolest sections of the entire game, but complex, so listen up.
Activate the switch to reach a PURPLE section of ground. From here, activate a
switch going left to a GREEN section. Bounce fromhere, to another switch,
taking you to a YELLOW section. Jump to a BLUE section then use a switch to get
to another YELLOW. Get the Shield here, then throw the switch to reach a
spring, letting you continue. Grind to a GREEN section, use a spring from there
to reach a PURPLE section then Light Dash to a BLUE section with a Super Ring
containing 5 rings. Use the switch to go to another PURPLE section, then hit
both switches to reach a RED section. Don't use the nearest switch, use the
further one, taking out the Organic Robot on the way, pick up the rocket and
finally reach the Goal Ring!
Note: I've had quite a lot of questions about this section. Probably a badly
written walkthough:) Anyway, here are a few more FAQ tips;
MakoRevised:-
"I've reached level 15 on the hero stage (without using your FAQ..heh). Yet,
I've come upon a problem. On the 5th checkpoint, right when you do the
colored, space platform jumping with Sonic, I flip the switch getting to the
pruple platform, run to the next switch to get on the green platform, and run
left. Here, I see a bouncing spring, to jump on. So, I manage to maneuver
towards the spring, and I bounce, but to no avail It just sends me out into
space. Am I doing someting wrong? help would be appreciated."
I'm not sure exactly what you're doing wrong here, but either try to
bounce straight up or forwards rather than at some weird angle, which
can send you into space. If it's not the only way forwards, also try
another route as the gravity might not be going in the right
direction at this point. Hope this helps you and anybody else who is having a
similar problem.
=-----------------------------------------------------------------------------=
(Player control shifts to Tails)
=-----------------------------------------------------------------------------=
=-----------------------------------------------------------------------------=
Realtime Cut-Scene
=-----------------------------------------------------------------------------=
Sonic makes it to where Tails and Amy are being held, before Amy's body gets
filled with hot lead. Damn shame. Anyway, after Robotnik prompts him, he places
the fake Emerald on the ground, but as an insurance policy, Robotnik traps
Sonic in a glass case, which tricks Tails into admitting that the Emerald was
fake. Robotnik sends Sonic into space, then demands the real Emerald from
Tails. Sonic has a trick up his sleeve, but Tails, believing Sonic to be dead,
takes on Robotnik to avenge his friend...
=-----------------------------------------------------------------------------=
BOSS:- DR. EGGMAN [II] (HP 7)
=-----------------------------------------------------------------------------=
I hate this battle, not because it's particularly difficult, but because it's
near impossible for either of you to dodge each others' attacks, making the
winner almost randomly determined. However, if you stay well away from
Robotnik, and keep shooting, you'll have a much better chance. His best attack,
(exactly the same as Vargas' Power Drive in Powerstone) can take about 50% of
your HP off, and is near impossible to dodge, so pray he doesn't use it. You
can dodge it if you're far away from him though. Otherwise, just keep blasting,
and hope for the best.
=-----------------------------------------------------------------------------=
(Player control shifts to Sonic)
=-----------------------------------------------------------------------------=
=-----------------------------------------------------------------------------=
Realtime Cut-Scene
=-----------------------------------------------------------------------------=
Knuckles senses some strange energy, but he is suprises when Sonic teleports
next to him, with a Chaos Control powered by the fake Emerald! Asks Knux to go
and help Tails and Amy, as he attempts to take out the ARK's main cannon!
=-----------------------------------------------------------------------------=
Level Sixteen: Final Rush Zone
=-----------------------------------------------------------------------------=
Objective One:-
Very straightforward level, but I hope you can grind by now:)
Before the first Continue Post, all you need to do is grind along the obvious
route.
(Continue Post One)
Pick up the Chao Key just ahead of you. Run forwards, and again grind the
obvious route. Pick up a Super Ring with 10 rings and an Extra Life after the
first rail, then hit the springs and break the Bomb monitor after the second
rail to take out a couple of Organic Weapons.
(Continue Post Two)
Don't hit the obvious rail in the middle of the road, instead, use the rocket
under it to save yourself a lttle time and bother.
When you reach the sections where you need to start grinding uphill, use the
homing jump to hit the rail, it will give you the momentum needed to climb it.
(Continue Post Three)
First Bounce on the crate on the left, to pick up and Magnet Shield, then
continue through either of the others. All there is until the next Continue
Post are a lot of uphill grinds.
(Continue Post Four)
Just loads more uphill grinds, nothing difficult.
(Continue Post Five)
When you do a really high uphill grind (after picking up the Extra Life behind
it), you must crouch to get enough speed to climb it. After you fly off the
spring, you will reach another Continue Post.
(Continue Post Six)
Too many Continue Posts on this level!
Anyway, jump off the first grind near the begining onto a black platform
containing a rocket. Use it to reach another platform, with an Extra Life, then
jump fromj this platform onto a similar platform to the left, with a spring on
it. Use the spring to reach a platform with (at last!) Sonic's <Mystic Melody>
power-up. Use the 'Melody next to the Chao Temple on the platform, to make a
path of rings perfect for a Light Dash. Land grinding, and continue forwards.
When you reach three crates, choose any one, they all lead to a chase section
like with the truck at the begining of the game, with rusty metal falling after
Sonic. Just hold forwards to reach the Goal Ring, you'll be fine!
=-----------------------------------------------------------------------------=
Realtime Cut-Scene
=-----------------------------------------------------------------------------=
Shadow appears at the Final Rush Zone and begins racing with Sonic. They start
a conversation, but Shadow tells Sonic that he has to kill him...
=-----------------------------------------------------------------------------=
BOSS:- SHADOW [II] (HP 5)
=-----------------------------------------------------------------------------=
You might expect the last boss to be tough? He's not.
Firstly, although rings aren't a problem here, you must keep running, as the
platform behind you are falling.
At the begining of the battle, hitting Shadow with Spin Attacks and Spin Dashes
is very effective, but as the fight continues, Shadow can dodge them more
easily. His own Spin Attacks are easy to dodge, but he has two other attacks;
Chaos Spear, which is a rarely used lightning attack, with a cut-scene to warn
you, can be dodged by just running forwards at top speed. Chaos Control is used
often by Shadow, if you overtake him or knock him off the edge of the arena.
He says "this is the ultimate!" and teleports some distance in front of you.
If he teleports into a row of rings, you can Light Dash into him, getting a
sure hit, and this is probably the only thing that will work late in the battle
when he dodges any other attacks.
HERO GAME COMPLETE!
=-----------------------------------------------------------------------------=
Realtime Cut-Scene
=-----------------------------------------------------------------------------=
Tails has Robotnik beaten, but as he grieves for Sonic, he doesn't notice that
the Eggman has stolen his Yellow Chaos Emerald. However, Sonic calls him and
Tails realises that he still lives!
=-----------------------------------------------------------------------------=
FMV Cut-Scene
=-----------------------------------------------------------------------------=
Sonic is talking to Tails on the 'phone as he attacks and damages the ARK's
cannon, preventing it from firing, even if Robotnik does have the last Emerald.
=-----------------------------------------------------------------------------=
Credits
=-----------------------------------------------------------------------------=
Sonic's Theme plays as the Hero credits roll, showing screen-shots of important
events in the Hero story.
=-----------------------------------------------------------------------------=
FMV Cut-Scene
=-----------------------------------------------------------------------------=
A short FMV shows some highlights from the Dark story to get you in the mood to
play as the bad guys:)
=-----------------------------------------------------------------------------=
Completing Hero unlocks:-
* Scene Select in Hero mode.
* Boss fights in Hero mode.
* Along with beating the Dark story, it unlocks the Last story.
=-----------------------------------------------------------------------------=
=-------------------=
=V. Dark Walkthrough=
=-------------------=
Guess I've got to say this again for those of you who are playing Dark before
Hero. Here's how the game is played;
Objective One - Clear the level by reaching the exit goal. Typically, though
not always, this will be the easiest objective. On a few levels (Green Forest
Zone and White Jungle Zone, there are time linits placed on this objective,
but they are not tight at all).
Objective Two - Collect 100 rings (the stage will continue, in a loop, until
you either complete the objective, or fail by losing all of your lives). In
some situations, this is actually easier than Objective One.
Objective Three - Find the lost Chao somewhere in the stage. Possesion of the
power-up item "Mystic Melody" is required to complete this objective. On
racing levels, like Route 101 or Route 280, this objective changes to finishing
the level without hitting any other cars.
Objective Four - Complete Objective One within a tight time limit. On
racing levels, like Route 101 or Route 280, this objective changes to finishing
the level without even scraping the walls. Harsh.
Objective Five - Complete Objective One with the difficulty ramped up.
When you complete a stage, you are given clear rating between A and E, with E
being the worst and A the best. As far as I can tell, the rating is directly
connected to score, which is mainly determined by the speed in which you finish
the level, and the number of rings you carry to the end. Total rings collected,
technique points from stunts and Badniks defeated also make small impacts.
However, getting good grades is very tough. For example, after one day's play,
though I finished the Hero game, I had mostly E grades, a few Ds, maybe a C and
one B on the the level I had practiced the most, City Escape (no, I hadn't
played the PSO demo). Mostly, I can say that stunts are by far the most
important factor in grades, along with finding the correct path.
The guides at the moment are only C standard, for beginners, but hopefully soon
I will update with tips on picking up those all important A grades...
=-----------------------------------------------------------------------------=
Updated:- Making the grade; how to pick up those oh-so-tricky A grades:-
=-----------------------------------------------------------------------------=
Firstly note that score is the single criteria for your grade in objectives
one, four (as long as you make the set time, your finishing speed won't affect
your grade except for the points awarded in Time Bonus), and five. The grade
you get for objective two or three depends only on the amount of time you take
to complete the objective.
After extended play I'm now certain about to pick up major points. This differs
a long way between characters, but I am certain that performing stunts, or
"Action Links" as the game calls them, is the most important way to pick those
points. Here's a run-down of the Action Links and what they're worth, also,
for Sonic, Shadow, Tails and Eggman, the number of enemies you have to defeat
at once to recieve those points (homing jumps or lock-ons), for Links where
you have to defeat x number of enemies in a row:-
____________________________________________________________________
| | | | |
| Action Link | Points Recieved | Number of Enemies | Colour of Link |
|_____________|_________________|___________________|________________|
| | | | |
| Good! | 100 | Two | Light Blue |
|_____________|_________________|___________________|________________|
| | | | |
| Nice! | 200 | Three | Green |
|_____________|_________________|___________________|________________|
| | | | |
| Great! | 300 | Four | Dark Blue |
|_____________|_________________|___________________|________________|
| | | | |
| Jammin'! | 400 | Five | Light Yellow |
|_____________|_________________|___________________|________________|
| | | | |
| Cool! | 500 | Six | Dark Yellow |
|_____________|_________________|___________________|________________|
| | | | |
| Radical! | 600 | Seven | Light Orange |
|_____________|_________________|___________________|________________|
| | | | |
| Tight! | 800 | Eight | Orange |
|_____________|_________________|___________________|________________|
| | | | |
| Awesome! | 1000 | Nine | Dark Orange |
|_____________|_________________|___________________|________________|
| | | | |
| Extreme! | 1500 | Ten | Purple |
|_____________|_________________|___________________|________________|
| | | | |
| Perfect! | 2000 | Eleven + | Pretty Rainbow!|
|_____________|_________________|___________________|________________|
General Tips on making points:-
General:-
All characters get points for the following;
* Finishing the level quickly. The amount of points awarded varies immensly
between stages, but generally, the faster the better. In some cases, it may be
better to go a little slower to pick up more rings, though. This is of major
importance to Knuckles/Rouge, pretty important to Sonic/Shadow and less
important (in some situations literally worthless) to Tails/Eggman.
* Number of rings you have when you finish the level (ten points per ring, I
think). This can make a major impact to Sonic/Shadow levels, but is less
important for Tails/Eggman, and Knuckles/Rouge can usually ignore this as
speed is much more important to them. Rings you drop are worth NOTHING, so
don't get hit either!
* Number of GUN Robots/Badniks killed in a row, either with homing jumps from
Sonic/Shadow or number of enemies in the same lock-on for Tails/Eggman.
Knuckles/Rouge CANNOT link enemies, (even if they do bounce or glide between
them without hitting the ground), so killing enemies is a waste of time for
them. Also note that unlike in previous Sonic games, killing individual enemies
is worth NOTHING, you only get points for linking. This is mostly important to
Tails/Eggman, (you can often get an A grade using only this technoque on their
levels), but is worth considering for Sonic/Shadow.
Sonic/Shadow:-
You can get points in these ways;
* Homing jumping between enemies without touching the ground inbetween (see
table for points awarded).
* Grinding on any rails, points are awarded depending on the length, speed and
style (how steady, you were, use the analogue stick to steady yourself) of the
grind. Also, if combo several grinds together with other grinds, or jumps from
spinning poles, you will increase your score.
* Light Dashing along rings will often give you a small bonus, if the rings are
in mid-air, and the path is quite long. Sometimes the bonus is significant
though, and the rings will give your score an added boost.
* Sonic/Shadow levels often have a major "event" which will reward you with a
large amount of points (the missile launch sequence in Metal Harbour is a good
example). These can quite often be worth 10% or more of the A grade score on
the level, so learn them and practice!
Tails/Eggman:-
Pointers for the shooters;
* Lock-on is by far the over-riding concern for Tails/Eggman's scores. Remember
that single enemies are worth nothing, and larger the group, the better...up to
a point. Confused? Don't be. Imagine that Eggman has twenty enemies in range,
begging to be shot. Your first thought might be to lock-on to all twenty,
killing all of them and netting a 2000 point "Perfect!" bonus. However, the
smart player would lock-on to just ten of the twenty at once, killing that
group, then lock-on to the remaining ten seperately. Killing two groups of ten
gets you two "Extreme!" bonuses, each worth 1500 points, getting you a total of
3000 points, a significantly larger amount than if you'd taken just the one
"Perfect!" This tactic is essential on stages like Weapons Bed. Also note that
sometimes background scenery like signs count as enemies (if they do, a number
will appear next to the target when